Voted best in category in the Users' Choice awards.
Turn 6 - 2472.5
[*] [General Report] Plan Short And Simple
-[*] Efforts to build our intelligence network have produced some results. Munzhausen and Purgg are now sending regular reports our way and the Watch here in Wurtbad will provide intelligence on anything suspicious. Checking the castle staff for infiltrators found some rather dramatically; unfortunately I can't guarantee that they were the only ones.
-[*] The blades we recovered from the mound aren't usable as weapons and would kill anyone who tried to use them that way in short order. Studying them for potential magical applications might produce useful results, but that will take funding and years of work.
-[*] Our written report should include more detailed information on the expansion of our network as well as a note on our failed attempt to gain contacts in a timely fashion in Wörden.

[*] [Incident Report] Plan Two Sentences And Kasmir
-[*] A fairly extensive interviewing process of the castle staff eventually found one spy based upon an inconsistency in his story, who attacked with unnatural speed when he realized he was discovered. At least two others revealed themselves in the aftermath, but we still haven't fully determined what exactly happened or identified the infiltrators' nature.
-[*] Kasmir, next time I attempt to call upon your expertise, please provide it.

[*] [One-on-One Report] Plan Small Items Of Concern
-[*] Request Van Hal's support in our efforts to purge the castle of infiltrators and track down their source over the next few months.
-[*] Ask Van Hal if he can explain what's happened with the East Wing. Unless it's a known variable it's a potential threat and we can't consider the castle safe.
-[*] See if he has any recommendations for finding reliable lieutenants.
-[*] If he ever has spare money, we want to build and equip a concealed wizard's lab. We consider our having a well-equipped enchanter's lab and a plentiful supply of reagents to be in Stirland's interest, as is concealing its existence and location from anyone who might consider us a target (read: absolutely everyone).

[*] [Marshal Candidates] Plan Everything Turns Up Gustav
-[*] Tell Van Hal everything we know and how we found it out, in private
-[*] Recommend Gustav on the grounds that Berthold will clash with Morrites and de facto encourage proscribed cults by making all non-Sigmar religions seem less legitimate, while Otto will soak up money that the County can ill afford. Gustav is reckless, but both capable and well-loved; Stirland needs competent, popular leadership right now.

[*] [Options] Plan There Are Really Only Two Important Things Happening Here
-[*] The servants. Is there even any reason to suggest any other course of investigation?
-[*] 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.

---

With Schultz and Anton missing and the Marshal position still unfilled, the Council is barely worthy of the title, consisting of just you, Van Hal, Wilhelmina and Kasmir. Wilhelmina is unharmed and unbothered, but Kasmir's armour is dented and bloody, and his right arm is covered in bloody bandages and hanging limp from his body. "I'm sure you're all aware," Van Hal begins, "of the events that have led to this slightly earlier than usual meeting of the Council. Events may give a sense of urgency, but the Greatswords are sweeping the castle and will be for at least an hour yet, and all of the servants have been rounded up and are being watched. There is no reason for you all to be any less thorough than usual in your reports."

There's a moment of awkwardness about order again - the Marshal position is still unfilled and Anton isn't around to step in to fill the silence - before Wilhelmina volunteers herself. She consults some hastily-scrawled notes and begins speaking. "For the first time, the treasury has something worth guarding, other than Mathilde's weird metal crate. Without de Verezzo's expenditures or Schultz's building projects, we've been able to accumulate a fair bit of money." She slides a slip of paper across the table to Van Hal, presumably with an exact figure. He glances at it, and something almost like a smile reaches his face.

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

"Good. Use some of it to reinforce the archives - I want them built into and as protected as the treasury itself. Maybe you could use it as an entryway to the treasury proper, or... well, when Schultz returns he'll probably be able to make suggestions, and I'm sure he'd be delighted to be back working within the castle. Have a guard room put in too. And traps, maybe? No, I guess people will still need to come and go... unless there's some sort of lever mechanism that disables the traps, controlled from the guard room..." He stares into space thoughtfully for a while, then shakes himself from his reverie. "Kasmir?"

"I've been in regular contact with the Grand Theogonist," you bet he has, you think sourly, "and he's agreed to start dispatching Sigmarite acolytes that can act as chaplains for the military."

ARMY OF STIRLAND FAITH: Sigmarite Chaplains (in progress)

Van Hal opens his mouth to respond, then pauses, looking long and hard at the man. The moment stretches long enough that you and Wilhelmina exchange glances, and Kasmir begins to shift in his seat. You recognize the expression on Van Hal's face - that's the expression of his mind grinding through the facts, slowly but finely, achieving with concentration and patience what he can't with talent.

Then, as suddenly as it begun, it stops. "Acceptable. See to it they are integrated into the army. Keep them to a single regiment for now... yes, the Flensburg Swords." He turns to you. "The woman of the hour."

You take that as your cue. "The expansion of our information network has gone as well as can be expected," you say, consulting your notes. "Locally, the Wurtbad Watch will now be reporting anything unusual to me, and on top of that I now have informants in the bureaucracy of Munzhausen and Purgg." Reading along in your written report, Van Hal nods. "A second matter is my investigation into the weapons recovered from the Mound we assaulted. They're too volatile to be useful as weapons, though the enchantment woven into them has potential if reverse-engineered, though it will take time and funding.

"The third matter is, of course, my investigation into the castle staff. I identified an inconsistency in the background of one of them, and when pressed he attacked with unnatural speed. At least two others have revealed themselves in the aftermath, but we have yet to have the opportunity to reveal their nature or objective." You hesitate for a moment, and then press on with what you had decided you were going to say. "I would have appreciated Brother Kasmir's assistance in this matter, but when asked he declined to give it." The man shoots you a dark look at that, but the one Van Hal gives him is much darker still.

The moment passes, and Van Hal looks back to you. "I'm sure your assignment will come as no surprise: Investigate the infiltration of the castle staff." He gathers up the papers in front of him and tucks them into a pocket as he stands. "Wilhelmina, Kasmir, you're dismissed. Mathilde, walk with me."

---

Pursued by the near-deafening clatter of two dozen Greatswords in full plate, the two of you walk through the castle. Well, Van Hal walks, his strides so furious that you have to jog to keep up. He bursts through a door leading into the courtyard, and the smash of the wooden door against stone alarms near a hundred Greatswords awaiting orders in the courtyard, and a hundred hands drop from hilts as they see the source of it.

Without pausing, he advances to the training yard, and with a single motion he draws his Runefang and slashes a training dummy clean in two.

"Politics, Weber," he growls, leaning on Orc Hewer. "It's always bloody politics. Of all the jobs in all the Empire, keeping a lid on bloody Sylvania should be the one where the freest hand is given. But instead I'm crippled, loaded down with thieves, idiots, cowards and zealots. If it weren't for you and Wilhelmina, I might as well take up the halberd once more and march to Drakenhof alone, I'd be doing more good than I could do here.

"The religious situation in Stirland could have been very dire. Under the previous administration the Sigmarites pulled back to the major population centers and left the villages and small towns without spiritual guidance. But the Shallyans and the Morrites and even the bloody Ulricans and followers of a dozen other of our Gods stepped up and filled the void before anything else could, and saved a million souls in the process. But that's apparently not enough for the Grand Bloody Theogonist, so he sends me a goddamn zealot that spends all his time on infighting between the Gods of the Empire instead of doing his Godsdamned job."

You stay silent. You could have told him that years ago, but you didn't.

"I tell him to shepherd the souls of a military split five different ways and he just gets Sigmarites - and he doesn't even recruit locally, or send to Altdorf for teachers to begin teaching Stirlandian chaplains, he wants to import then en masse from the Grand Theogonist." He shakes his head in disbelief. "An army without Shallyans! I know I didn't mention them, but I shouldn't have to specify to get Shallyans. And no Morrites, in Stirland! I'm trying to build ties with the Knights of Morr and there's not a single Morrite priest attached to the army!" He looks to you. "You know why he didn't find anything when he winnowed through the servants of the castle? Because he refuses to know anything about how the other cults operate, despite me suggesting in private to him several times that he should. If someone tells him they're a Morrite or a Shallyan he has no way to gainsay them because he only knows the Sigmarite creed."

"What are you going to do," you finally say.

"I... don't know." He scowls. "The Emperor's Spymaster, he knows how the game is played. He sent me a broken pawn, I removed it, he owes me a new one, that's just business as usual. But the Grand Theogonist is unlikely to take it well if I oust Kasmir, even with cause. But I'm thinking: to hell with the Grand Theogonist. If he's stopping me from protecting Stirland, then surely he can't be doing the will of Sigmar." The confidence had fled from his voice at that last point, and he looks troubled. You share in a brooding silence for a time, then he seems to shake himself out of it. "Tell me what you found of the Marshal candidates."

You hesitate. "Well, if you're not liking Kasmir's attitude, I'll recommend heavily against Berthold. Nothing concrete, but his company in Altdorf was made up of Sigmar supremacists."

He sighs, and winces. "Of course. Well, if anyone asks, it was one of the infiltrators that knocked him out in the courtyard. Next candidate?"

"Gustav is skilled and spoken well of by those who served under him, but from everything I've heard he always leads from the front. All well and good for a sergeant, not so much for a general."

"Depends on the general, but I take your meaning. And Otto?"

"He's exactly what he appears: a mad engineer from Nuln. He might result in some revolutionary designs, but only after soaking up massive amounts of money we don't have."

"Hmm." He looks over to wear the Greatswords are gathered. "Gustav then?"

"That would be my recommendation. Worst case scenario, he gets himself killed and the Spymaster has to scrape up a new set of candidates for you."

Van Hal smiles a little at that. "Gustav it is. Anything to report in private?"

"If you'd be available, I'd like your help in purging the castle."

"Gods, it'd be nice to face an enemy I can just chop up with a sword." He stretches. "I'll be able to spare you a little time, but most of it will be spent dealing with Gustav and probably Kasmir."

"I appreciate it. And speaking of the castle, can you tell me about the East Wing?"

You both look over to the building protruding out of the wall into the courtyard, doors and windows barricaded. "I... suppose you've earned at least a few details. According to the Witch Hunters that investigated, the previous count was attempting to summon... the sort of thing one doesn't attempt to summon. Instead, he was summoned. I'm told it will take fifty-five and a half years for the energies released to dissipate." You blanch in horror; of all the stories new Apprentices are told of why they must never dabble in summoning, by far the worst is what would happen to anyone unfortunate enough to be sucked into the realm they were trying to draw from. "I've been looking into it when I could for the past couple of years, and it appears unrelated to the rest of the dynastic problems, thankfully. A last-ditch effort to protect himself from whatever was picking off his family, I think."

"I... almost regret asking."

"And I almost regret investigating." You spend some time staring together at the barricaded building. "Anything else?"

"A couple of requests. Could you recommend a source of reliable lieutenants?"

"For spy work, I assume?" He chews his lip thoughtfully. "Not really anyone suited to it. I can get you loyal in abundance - veterans of the Army of Stirland ready for retirement, mostly - but they'd be both suspicious of magic and mostly uneducated. Try asking Anton, there may be a son or daughter of nobility with an education, and most of the nobles would love to get in my good books after what happened to von Stolpe. And the other?"

"I'd like to build an enchanter's workshop and lay in a supply of reagents, for my investigations into the enchanted swords and for future projects for Stirland."

"In the castle, or in wherever it is you're living these days?" he asks, a teasing note to his voice.

"...hidden," you hedge.

He smiles, then thinks for a while, his fingers twitching as he moves sums around in his head. "Not right now," he finally says. "If you can make it happen with your discretionary budget you're welcome to, but we can't spare any more money right now, not when we're about to start fortifying the border and building the Langwald-Leicheburg road. Ask me again in a year or so, and we'll see." He resheaths his sword. "If there's nothing else, I think the Greatswords should have finished rounding up all the servants. We've got a job to do."

[ASKING FOR ENCHANTING LAB: Breakpoints 30/50/70, Stewardship, 38+10=48. Discretionary income expenditure approved, but no extra funds.]

As Van Hal walks away, a Greatsword that was hovering awkwardly waiting for your conversation to finish comes up to you and hands you a message, saying that a courier had waited at the sealed gates for an hour before handing it off to him to pass on to you. You thank him and wait for him to leave, and then unfold it, and once more you feel brightness behind your eyelids as the unwelcome sight of the strange cipher triggers the magic embedded there.

Once they are appointed, prepare a report on the new Marshal of Stirland. You have four months from today.

You scowl and crumple the letter.

---

VAN HAL CHARACTERISTIC REVEAL: Piety (12)
VAN HAL TRAIT GAINED: Crisis of Faith (-3 Piety)

---

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. Choose ONE to have Van Hal's assistance with.
-[ ] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities.
-[ ] Examine and interrogate the imprisoned infiltrator.
-[ ] Trace their actions inside the castle, investigate every facet of what they did and see if there's a way they somehow could have sabotaged something.
-[ ] Walk back their movements, see whether they left the castle and if so, what they were doing.
-[ ] Closely interrogate every remaining servant.
-[ ] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.

Influencing Van Hal: You're going to be spending time with him anyway, that's a lot of time to talk. Choose up to ONE. If 'Sucking Up To The Boss' is chosen, choose up to TWO.
-[ ] He's seriously considering getting rid of Kasmir. Spend some time with him and suggest a specific approach, or try to talk him out of it. (write in approach and reasons)
-[ ] If Kasmir is to be removed, he'll need replacing. Suggest somewhere that Van Hal could look to find someone. (write in)
-[ ] He's having a crisis of faith. If he's growing apart from Sigmar, there are other Gods you can suggest. Including one you're quite close to... (write in god)

Backtracking and Side Operations:
-[ ] 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.
-[ ] Okay. A report on the new Marshal. Follow them around for a while, see what you can find out about them. (NEW)
-[ ] Write down what little you already know and send that instead. (does not cost an action) (NEW)
-[ ] Try to tail the messenger who you give the report to. (NEW)
-[ ] Worden failed to fall under your influence; perhaps you should backtrack and make it fall in line. (NEW)

Delegation:
[ ] New source: 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)
[ ] Van Hal can get you veterans of the Army of Stirland - mostly uneducated and suspicious of magic, but unquestionably loyal to Stirland. (no action required, -10g discretionary/turn each) (NEW)
[ ] Van Hal recommended asking Anton about sons and daughters of nobles to use as assistants. They're likely to be well-educated and politically savvy, but their loyalties would be to their family and they may be undisciplined. Line up some interviews and see how it goes. (NEW)

[ ] 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)
-[ ] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-personal gold, action required to set up and learn to use equipment, action expenditure can be postponed) (NEW)
-[ ] 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)
-[ ] Wardrobe Expansion: Start wearing a tunic and breeches under your wizard's robes. (no action required, -personal gold)

[ ] Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has still been quiet, but now you've got a lead. Peruse the book Light And It's Properties, by Leonardo da Miragliano. (NEW)
-[ ] The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them. (NEW)
-[ ] 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.
- [ ] Your grip on the Wurtbad Watch is extremely tenuous, and would be difficult to tighten without official backing. Difficult, but not impossible. (NEW)
- [ ] 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)
- [ ] Your time in the sewers made you realize just how much of a maze there is down there, and you wonder what could be lurking down in the dark (apart from your fellow devotees of Ranald). Get in touch with the various groups of rat catchers, sewer jacks and gong farmers that deal with it. (NEW)



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)


- Van Hal rolled a nat 100 on his reaction to Kasmir. Shit's about to get real.
- Remember way back in Turn 2 how you almost told him about Kasmir's allegiance to the Cult of Sigmar first and Stirland second, but in the end the vote was to only tell him about Anton and the Professor? Just saying.

- I am trying so hard not to call the enchanted swords Shyish-kebabs.
 
Last edited:
Turn 6 Results - 2472.5
Winning vote:
[*] Plan Turn This Castle Upside Down And Shake It
-[*] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities.
--[*] Van Hal assists
--[*] Overwork
-[*] Examine and interrogate the imprisoned infiltrator.
-[*] Walk back their movements, see whether they left the castle and if so, what they were doing.
-[*] Closely interrogate every remaining servant.
-[*] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.
-[*] If Kasmir is to be removed, he'll need replacing. Suggest somewhere that Van Hal could look to find someone.
--[*] The Morrites are a key part of the defense against Sylvania and care for Stirland. They can likely suggest a priest (presumably of Sigmar) who all Stirland's cults can work with well, and the other cults may have useful recommendations too. A probably-local priest well liked by the other religions here might not please the Grand Theogonist but at least they'll get things done.
-[*] Van Hal is having a crisis of faith, but as someone whose religion demands that she not talk about her religion, you don't think you can help. See if you can convince Wilhelmina to talk him through this. (no action)
-[*] Mention to Van Hal that you heard from your master in Altdorf that Schultz was the concession that brought Talabecland's vote. You have no reason to suspect his commitment to his role in Stirland, but it appears that Talabecland interests wanted him here. (no action)
-[*] Van Hal can get you veterans of the Army of Stirland - mostly uneducated and suspicious of magic, but unquestionably loyal to Stirland. (no action required, -10g discretionary/turn each)
--[*] Assign one to each of Drebkau and Langwald with orders to move in, build contacts, and send us reports regularly on recent events with an emphasis on anything unusual or suspicious. Veterans who have already retired into those locations or intend to do so anyway would be ideal.
--[*] Assign one to keep an eye on opinions in the military. Put an emphasis on the new Marshal for now, from his staff if they can manage it.
--[*] Assign one to keep in close contact with the Wurtbad Watch and personally get to know the Watchmen.
--[*] Hire a scribe to ensure that they are literate and numerate enough to send regular legible reports. (-15g discretionary)
-[*] Van Hal recommended asking Anton about sons and daughters of nobles to use as assistants. They're likely to be well-educated and politically savvy, but their loyalties would be to their family and they may be undisciplined. Line up some interviews and see how it goes.
--[*] Ranald's Blessing
-[*] Report on Gustav based upon the previous investigation, anything learned from initially meeting him and asking some general questions about his background and plans, and whatever the new hires turn up before the deadline. (no action)
--[*] Pass anything new to Van Hal, as well. (no action)
-[*] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[*] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[*] Wardrobe Expansion: Start wearing a tunic and breeches under your wizard's robes. (no action required, -personal gold)
--[*] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-discretionary gold, action required to set up and learn to use equipment, action expenditure can be postponed)
---[*] Postpone action. Just buy the stuff first.
-[*] That damn Asp has still been quiet, but now you've got a lead. Peruse the book Light And It's Properties, by Leonardo da Miragliano.

---

The next few months are an exhausting flurry of action, trying to get to the bottom of the infiltration of Eagle Castle. The biggest problem is where to start. It's all urgent. It's all time sensitive. So you try your damnedest to do everything at once.

But of all these urgent and time sensitive things, you finally settle in the interrogation of the imprisoned infiltrator as the most of all. The rapidly cooling corpse of the man or thing that tried to attack you demonstrates damn well that she might be more than she seems. So you weigh her down with chains and interview her from the other side of a screen of Greatswords.

It's slow going at first. The woman, according to the story you got when you first interviewed her, is a simple peasant named Mihaela from Tarshof, who venerates Morr for protecting Stirland and sends money home to her family every month. That story crumbles almost immediately upon your re-asking your questions, though.

"Drakenhof," she admits, her eyes downcast, the Sylvanian accent suddenly thick in her voice. "I'm from Drakenhof."

"And your God?" you ask gently.

"If any God watched over us, I would not be here," she responds bitterly. "Why pay tribute to Gods that have abandoned Sylvania?"

You have no response to that. "Why were you trying to break into the interview room?"

"Would you believe robbery?" she asks, bitter humour thick in her voice. "I was trying to free that fool Andrei."

"Why?"

"We were to work together. All of us, to watch over 'the usurpers' and send information back to Drakenhof. In exchange, our families would be excused taxes." She grimaces. "All taxes."

"Von Carstein," you prompt.

She seems surprised, then resigned. "Yes. The Elector Countess, she calls herself."

She paints you a story of a young woman that has ruled the town with an army of skeletal warriors for as long as anyone can remember, claiming to be the true heir of Sylvania and demanding the obedience of all who lived in the shadow of Drakenhof. Taxes were high, and those that couldn't pay were forced to surrender family members to the castle, who were never seen again. And a few of the brighter children in Drakenhof were raised to speak in a Stirlandian accent, to be sent into Stirland to infiltrate Eagle Castle and watch over the Stirlandians. And if given the command from their handler, to act.

She gives you three names, all of which were servants unaccounted for in the sweep of the castle. She gives you one more name, and an address in the city, which the Greatswords raid and find a hastily abandoned apartment, and behind one boarded-up door they find one of the servants, withered with dark magic and easily cut down when he attempted to attack them. Questioning the neighbours reveal that the inhabitant has been there as long as anyone can remember, barely ever leaving and then only for groceries, though frequently visited by people whose descriptions you recognize as the five known infiltrators. When prompted, the Watch reveal that three people that match the descriptions you give them left Wurtbad together and on foot the night of the castle being locked down.

Finally, she names her price for her help. "In exchange for my cooperation, I want to be executed in the next two days."

"Why?"

"I'm dead anyway. We were to visit our handler in town at least twice a week, or the 'blessing' inside of us would be unleashed whether we wanted it to be or not. I don't want to be walled up to bang on the walls for the rest of eternity like those that came before me. And if I'm reported as killed, then it'll be thought I never spoke, and maybe my family won't be punished for my failure."

With it pointed out to you, you can see the Dhar pulsing sullenly in her abdomen, a vicious spell waiting to be unleashed, slowly eroding its bindings. You have her shackled to a table so you can closely examine it, and from what little you know of the tainted magic she's telling the truth - even if it isn't unleashed deliberately, the spell will break free on its own within a day or two, filling her with unholy energy for a brief period before the life is burned from her. She cooperates fully, already resigned to her own death, and after a day of close investigation you think you'd be able to achieve the same results with Ulgu.

You consider letting the magic inside her work itself free so you can see how it works, but in the end you decide to grant her wish. You have her hanged in Wurtbad's town square for treason. She thanks you for it, and walks to the gallows with grim determination. The town crier specifically cites her lack of cooperation as a reason for her death, and a sudden drop later, she is gone. You see to it that her body is tended to by the local Morrites before being buried in hallowed ground and allowed the rest that her masters would deny her.

[INTERROGATION: Roll, Intrigue, 96+12=108. Full cooperation.]
[MAGICAL EXAMINATION: Req 60, Learning, 71+13=84. May learn technique to bind delayed spells into living creatures.]

---

It's a good thing you managed to secure the cooperation of the prisoner, because the dead infiltrator turns out to be a lot more protective of his secrets.

The careful examination of every aspect of the dead infiltrator takes place at night, in the scant few hours that both you and Van Hal are able to wrestle from your other responsibilities. Lit by candles and shrouded in silence, it could almost be romantic if it weren't for the dissected corpse the two of you were occupied with.

The problem is simple: the spell that empowered the man was hideously inefficient. After it ran its course, huge amounts of Dhar was left contained within the man, and had he still lived it would have burned him away from the inside out, consuming every ounce of meat and fat within him and transforming him into a pitiful creature animated only by the necromantic energies coursing through him, eternally hungry but denied the rest of death. Now you know where the creatures boarded up through the castle came from, and you wonder at the circumstances that led to the spell within them being unleashed.

But you can only piece this together because you've seen what the spell looks like before it was triggered. If all you had to work with was the body, you wouldn't have been able to piece it together, any more than you could have figured out what shape an ice sculpture had been before it melted by examining the puddle it left. You drive yourself to try anyway, and in the end all you manage by pushing yourself so hard is almost nodding off in the chest cavity of the man before Van Hal stops you from slumping forward.

Van Hal, however, is in his element, filling page after page of notes with something like excitement. At one point, he explains to you that this is an entirely new manifestation of the Necromancer's art. Though it seems to be based on something known to the Empire's scholars as Hellish Vigour, it had been modified to affect a living person. And after the effect had run its course, it resulted in an entirely new type of undead - something that resembled a zombie, but without any decomposition as the dark energy burned off flesh before rot could set in.

When finished, he enlists your help in turning his notes into a formal paper on the phenomenon, and it is sent off to Altdorf to be contained within the Vaults of the Temple of Sigmar, where it can be added to the collective knowledge of the Witch Hunters.

[AUTOPSY, Req 60, Learning, 35+13=48. Nothing new learned.]
[OVERWORK FAILURE, Roll, 96. Severe (and gross) consequences avoided.]
[VAN HAL'S AUTOPSY, Req 60, Learning, 49+16=65. He's written a paper on it.]

---

During the time you spent with Van Hal, you brought up the Kasmir issue, and suggested that he reach out to the Morrites and see if they can recommend a candidate they can work with. Van Hal dismisses it out of hand, however - at this point he's convinced that there's no good way to get a clean break from the Grand Theogonist's meddling, and if anything is considering banishing Sigmarites from the position altogether and instating a Morrite instead, because at least they'd be useful against the Sylvanian threat. You also drop in a mention that Schultz seems to be in the pocket of the Talabeclanders, and all the response you get is him muttering something about gratitude, his mood darkening further.

Your trying to get Wilhelmina to intervene goes poorly, too. "You're barking up the wrong tree if you're looking to me to put him back on the straight and narrow," she says to you. "I'm all for him cutting ties with the Sigmarite bastards. I've always thought they've always done more harm than good, and Abelhelm's been the only exception."

[CANDIDATE SUGGESTION: Req 40, Diplomacy, 6+8=14. No dice.]

---

Using the information given to you by the now-executed collaborator, the rest of the investigation goes smoothly. You finish your interviews of the castle staff, follow up on the story of every single servant with your contacts in the nearby villages, and confirm that each of them is who they say they are and are from where they claim to be from. After months of interviews and examinations, you are positive that every single person remaining is who they claim to be, and find nothing more sinister than a few people who overstated their qualifications when they were hired and one serving girl being bribed by Anton to bring him midnight snacks. And by talking with everyone the infiltrators worked with and walking back their day-to-day routines, you can confirm what the now-dead interviewee told you: they were not saboteurs, but sleeper agents. Every part of their duties was performed perfectly, and no little surprises were left behind.

Though you don't find anything, your investigation pays dividends by setting up a procedure to vet new hires, which is useful since there's five freshly-vacated positions in the castle to fill. The member of the castle staff responsible for new hires sends you a report, you forward it to the villages, the villages confirm the story, and then you stop in for an interview to confirm that everything is as it should be and to run a careful eye over the candidate with your Mage Sight.

[AUTOMATIC VETTING OF CASTLE STAFF ESTABLISHED.]
[EAGLE CASTLE IS NOW SECURE. EAGLE CASTLE WILL CONTINUE TO BE SECURE.]

---

With the Castle finally confirmed secure, you can finally get to work on matters outside those four walls. First up is the military retirees, all around their late forties and scarred from thirty years of service. They look askance at a wizard ordering them around, but when they learn that all you want is gossip and for them to learn to read, they settle down. You're able to tap them for information on the new Marshal, Gustav von Jungfreud, and what you hear is heartening. The man's first priority has been to bring the Roadwardens of Stirland under his authority, centralizing their command structure and making sure there's enough men to cover all the roads of Stirland, including and especially the road running along the newly-reinforced border. He's also begun recruiting from the minor nobility and the wealthier burghers to found a Pistolier cohort, with ambitions to expand it to a full regiment. Though the men of the Army of Stirland grumble good-naturedly about the obsession of their new leader with cavalry, they're glad to have a military man as their leader after the walking fiasco that was the Professor. You prepare a written report with this information and what you previously learned about the man, and have it ready for the courier when they arrive, sending it off to whoever your mysterious string-pullers are. If that doesn't satisfy them, they can get stuffed.

With that taken care of, your veteran recruits are occupied for the duration with learning to read and write, with lessons taking place in the back room of a tavern near the castle. Soon they'll be dispatched to their assigned locations to start enjoying their retirement and start funnelling gossip, news and current events to you.

---

When Anton reappeared to get his next assignment before heading off again, you managed to grab him for a moment and asked him if there were children of nobility who'd be willing to work for a spymaster. He seemed delighted to be able to help you and promised to send off some letters, before shooting off to deal with whatever political hot potato is next on his agenda.

You end up with two interviews, and the first goes terribly when the young man starts responding to your questions with ones of his own and it quickly becomes apparent that somewhere along the line he got the impression that this was a date. You consider going along with it for half a second, then eye the young man's foppish clothes, braying laugh and overabundance of teeth and send him on his way, promising to yourself that you will get vengeance on Anton if it was deliberate on his part.

The second, however, goes much better. The young lady in question is the third child of the Grand Mayor of Flensburg, and has a keen mind and practices archery as a hobby. She's been shut out of the family business of getting obscenely rich by trade because of her complete lack of ability when it comes to making money or friends, so she's been at a loss for something to keep her occupied, until her good friend Anton suggested you. You spend an evening getting to know her over dinner and drinks, and in the end think she might be just what you're looking for to help with your burgeoning information network. Her price would be five crowns a month, supplementing the pocket money she gets from her family.

Julia Antoinette Massif
Diplomacy: 6
Martial: 16
Stewardship: 7
Intrigue: 14
Faith: 10
Learning: 16

[LOOKING FOR CANDIDATES: 33+10=43, two candidates.]
[FIRST CANDIDATE: 13. Awk-ward.]
[SECOND CANDIDATE: 71+20. A strong possibility.]

---

Also occupying your tragically limited time is a shopping trip. After the... robe incident, you're determined to never be caught out like that again, so you buy up a wardrobe's worth of suitably grey breeches and tunics to wear underneath your robes. You also go hunting for enchanting gear, only to find that Wizard Chic has spread to Stirland, and once more the local nobility has snapped up everything even slightly suitable. You want to scream.

You also begin the now-familiar process of lining up a candidate willing to become a shut-in for six months while they dig out a buried room. This time, however, it ends in disaster. Three months into the digging, you're reading in your room when the sound of a shovel on soil is interrupted by a rumble and then a strangled scream as earth falls. You're unable to dig the man out in time, and end up having the money you would have paid him sent to his widow, and smuggle his body out in the dark of night to hand over to the local Morrites. And you don't even have a newly-excavated room to show for it.

[ENCHANTMENT? Roll, Stewardship, 4+10=14. Ranald laughs.]
[HIDDEN TREASURE?: Req 80, 9. Disaster strikes.]
[HOW BAD IS IT: Roll, 90. One-off, no ongoing effects.]

---

Finally, you're occupied with the book 'Light And Its Properties'. It's a densely-packed exploration of the properties of various forms of light, and you quickly find the relevant part: where it describes the properties of mirrors. Though physically they act by simply reflecting light, they're also metaphysically gateways to other dimensions, not because of any properties they intrinsically have but because of millennia of belief along those lines making it true - or so the author theorizes. He also describes a device he claims can 'store' light, and he theorizes on ways to slowly 'release' that light over time to save money on candles, though he never quite managed the release mechanism. The structure itself is a strange three-dimensional maze of baffled mirrors inside a cube, the blueprints of which take you weeks to understand.

Though the concept of storing light is fascinating, you're most interested in what would happen if the bizarrely absent snake tried to manifest inside it...

[STUDYING: 87+13=100. Full grasp of the concept.]

---

The mood in the Meeting Room is tense. Kasmir is quietly brooding in his chair and Schultz is clearly upset over something. Even Anton has picked up on the mood, his trademark cheerfulness muted, and Wilhelmina is occupying herself with a dense ledger of figures. Only the newest face at the table, Gustav, seems immune to the atmosphere, and gives you a cheerful grin in greeting as you enter.

Van Hal has yet to arrive, and you're glad you've only good news to give him.

---

EAGLE CASTLE STAFF NOW IMPENETRABLE.
RESEARCH NOW AVAILABLE: Bound Spells.
VETERAN INFORMANTS NOW LITERATE.
VETERAN INFORMANT ASSIGNED: Drebkau.
VETERAN INFORMANT ASSIGNED: Langwald.
VETERAN INFORMANT ASSIGNED: Army of Stirland.
VETERAN INFORMANT ASSIGNED: Wurtbad Watch.
MIRRORCATCH BOX: Construction will be possible next turn.


Discretionary Income: +150g
Embezzlement: -35g
Veteran informants -40g
Scribe to teach informants -15g
---
Net: +60

Personal Income: +50g
Embezzlement: +35g
Tithe: -5g
Student Loans: -35g
Excavations: -20g
New clothes: -10g
---
Net: +15g

---

Decisions:
[] Do you hire Julia Antoinette Massif? If so, describe her duties, as well as where she'll be living and working.
[] You, like all the Councillors, now have a squad of Greatswords assigned to you as bodyguards. Do you keep them somewhere nearby while you're at home, or do you leave them in the Castle?

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

Possible orders for the next turn:

Investigation:
[] There's definitely evil afoot in Drakenhof. Perhaps there's a way to survive investigating this.
[] 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 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?
[] 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.

Action:
[] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
[] The spell used by the informants is like nothing you've heard of before. You want to investigate it, and see if you can detect or replicate it.
[] This religion business has gone far enough. It's not really your place, but maybe you should step in and deal with it yourself... somehow.

[] Other (write in)

---

- Your crit on the Interview did render most of the other investigations unnecessary, but at this point you can be absolutely sure that Eagle Castle is and will continue to be free of infiltrators, and free of surprises left behind by the infiltrators you do have.
- Van Hal's crisis of faith has deepened.

- I'm slightly brain-fried today, and as such there's probably something I've missed and more than usual a write-in order might be a good idea, as I couldn't really think of new approaches for you. Also, apologies for any dip in quality this may have created.
- In case I didn't make it clear in the text: the gribbly you killed way back in the first turn was a previous infiltrator who triggered the spell inside them and then was shut away by their collaborators before the spell turned on them.
 
Last edited:
Turn 7 - 2473
Winning vote:

[X] [Julia] Plan Townhouse
-[X] Hire her, buy her a home in town near your residence. Somewhere where people coming and going at odd times won't draw a fuss.
-[X] Her job would be to manage your informant networks in general, particularly sorting through the reports and picking out what's significant versus chaff. It'd also involve independently expanding the networks as funds and opportunities allow after she has settled in.
-[X] The only ones who are should specifically know her position should be Van Hal, yourself, Markus and your assigned greatswords and anyone you assign to work for her. Otherwise, be subtle.
-[X] Provide funding for a handful of retainers to keep up appearances. If she has any family contacts she can call on to provide reliable and vetted guards and servants, or to assist with background checks on any such new hires, have her do so.
-[X] Introduce her to Van Hal.

[X] [Greatswords] Greatswords will stay in the castle, except when we're going somewhere publicly, or interrogating potentially hostile persons.

[X] [Public Report] Plan Points for public consumption.
-[X] The castle infiltrators were sleeper agents.
--[X] They have not been conducting any significant sabotage.
--[X] Their loyalty was secured by a necromantic spell that would kill them if they even thought of betraying their master, or if their master did not meet them for more than a few days.
--[X] Said master had fled the area the very night an infiltrator got caught.
--[X] The monsters in the castle walls were previous victims of the spell. Refer to Van Hal's paper on details if anyone is interested.
--[X] They were lying about having any religious beliefs, but got away with it because nobody could probe them further on Morrite or Shallyan practices.
-[X] All other castle servants have been examined, their backstories hold up and all future servants would be rigorously examined to prevent more of this.

[X] [Private Report] Plan Shorter Meeting
-[X] Tell him about everything you learned in the interview. Especially how they produce infiltrators.
-[X] You have acquired some subordinates.
--[X] You have hired a lieutenant, Julia Massif, to help manage your information networks. In case any unfortunate 'accidents' happens to you, he can have some continuity through her so he wouldn't need to start from scratch.
--[X] Several veterans have been assigned to gather low-level information.
-[X] You have a lead on permanently sealing the snake away. Give him as much information on the process as you have, if he's interested. Suggest he approve a one-time increase in the discretionary budget in the interests of keeping his favourite spymaster un-eaten-by-a-snake. It'll be around a hundred gold for the mirrors, plus the cost of a skilled artisan to assemble the mirrorbox.

[X] [Orders] Plan Now, Back To That Other Guy...
-[X] 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.
-[X] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
--[X] This would likely be difficult while the previous spymaster is still at large to run counterintelligence, but it can be done.
-[X] The spell used by the informants is like nothing you've heard of before. You want to investigate it, and see if you can detect or replicate it.
--[X] If you can replicate the technique, it will be a powerful tool for the Empire's defense. There's the problem of killing the user, but that is potentially a problem of source -- Dhar is corrosive by nature.
-[X] There's definitely evil afoot in Drakenhof. Perhaps there's a way to survive investigating this.
--[X] Recommend against it. With their sleeper agents uncovered and in the wind, there's no immediate threat, and the potential gain isn't worth the risk of a dead spymaster. Hint hint.

---

When he arrives and opens the meeting, Van Hal's first order of business is the introduction of the newest member of the council. Outrider Champion Gustav von Jungfreud, proven warrior and able commander, et cetera, et cetera. You're all introduced to him, and you give him a smile and nod when it is your turn, though in all honestly you doubt he'll last much longer than the Professor did.

"So, Gustav," Van Hal begins the meeting proper. "We've spoken at length of your plans to establish pistoliers in Stirland. I feel it will be a worthy addition to Stirland's forces, both in times of war and to keep the roads clear in times of peace. Work with Wilhelmina and Anton in arranging the importation of the firearms you'll need. Make sure there's close ties between the pistoliers and the Roadwardens - they'll be working hand-in-hand." Gustav looks pleased, but he's barely given an opportunity to express his thanks before Van Hal's moving on. "Anton, report."

"Everyone along the Stirland-Sylvanian border is on board with the fortification plans, and the corvée are being organized for Herr Schultz now," Anton says, looking pleased with himself. The news causes Schultz to perk up a little too, though only barely.

HORNAU COOPERATION: Secured.
STEINBACHTHAL COOPERATION: Secured.
SIEGFRIEDHOF COOPERATION: Secured.

"Speaking of, Schultz, how goes the road?"

"It cuts right through a place called the Haunted bloody Hills! How do you think it's going?" he snaps, then quails under the look Van Hal gives him. "It... progresses. There's been attacks, nothing organized, including one where I damn near got my head bitten off by some glowing green ghost thing waving a farming implement around, but they seem unorganized and they're being suppressed by patrols from the 2nd and 3rd divisions."

LEICHEBURG-LANGWALD ROAD: Construction commenced.

"When you go back, it'll be with several squads of Greatswords at your back." Schultz looks even more perked up at that. "Begin construction of a permanent fortified barracks at Leicheburg, large enough for two divisions. And don't forget the embrasures for cannon and mortar - there's ten of each assigned to the 3rd. Use local labour as much as possible without sacrificing the strength of the walls." He consults his notes. "Anton... pack for..." he hesitates, and drums his fingers on the table while he considers. "Flensburg. We'll try to unravel that terrible knot while things are quiet. " Anton winces, but nods. "Wilhelmina?"

"Archives are as secure as a dwarven vault. Nothing's getting in there that isn't allowed to be. Apart from that, nothing new on the money front - we've still got a bit of a surplus but that'll change soon." She glances at Gustav and Schultz.

EAGLE CASTLE: Archives reinforced.
WEALTH OF STIRLAND: Poor.
INCOME OF STIRLAND: Mediocre.
TREASURY OF STIRLAND: Poor.

"Money is for spending," Van Hal says dismissively. He checks the papers in front of him again, and then compares two side-by-side. "Weber, report."

"The castle infiltrators were sleeper agents," you report confidently. "They have not been conducting any significant sabotage, and I can confidently say that all other castle servants have been examined, their backstories hold up and all future servants will be rigorously examined to prevent more of this. These agents escaped detection because while they were lying about having any religious beliefs, they got away with it because nobody could probe them further on Morrite or Shallyan practices." You consult your own notes to keep from giving Kasmir an accusing look. "Their loyalty was secured by a necromantic spell that would kill them if they even thought of betraying their master, or if their master did not meet them for more than a few days. Said master had fled the area the very night an infiltrator got caught. And on a side note, the monsters in the castle walls were previous victims of the spell." You look up once more and note that your audience is rapt. You suppose it's no wonder - they're talking about humdrum matters of construction and travels and infrastructure and you're telling tales of necromantic thralls being purged from the castle.

Van Hal nods. "A thorough investigation. Well done." He glances down at his notes once more. "You and Wilhelmina are to work together. The Stirlandian League has been allowed to continue for long enough. Crush them, seize everything of value they possess, and restore normal trade." You note that Schultz is unable to conceal the sudden increase in attention he's paying. "With the archives restored, you should be able to draw suitable legal authority based on non-payment of taxes." Van Hal pauses for a moment before turning to the last man at the table. "Kasmir..." He seems to struggle with himself for a moment, then sighs. "Continue with your chaplain project."

---

"Subtle," is the first thing you say to Van Hal as you step into his office, drawing a questioning look from him. "Regarding Kasmir, I mean."

He barks a humourless laugh in return. "I damn near told him to go back to Reikland and tell the Grand Theogonist that his services are no longer required. He tests me sorely." You don't know how to respond to that, so you remain silent as he pours the two of you drinks. "So, what have you been getting up to in the shadows of late," he prompts, pushing the steel mug across the desk to you.

"Not so much in the shadows - as you may know, I spent nearly every waking moment ensuring the castle remains purged."

"Mmm. Couldn't have done much of a better job myself," he notes, a note of pride in his voice. "I had my doubts about you, but you've really come into your own."

You fight down a blush and forge forward with your report. "But I have started to build a staff. As you know, I've taken on some veterans from the Army of Stirland, and I've hired on an assistant in the form of a young lady from Flensburg, who'll be compiling information from my informants. Julia Massif. If anything happens to me, she'll be a decent candidate to act as an interim replacement and will be able to hand over my intelligence network."

"Gods forbid," he mutters. "Wait, Massif... isn't that-?"

"Yes, she's the third child of the Grand Mayor."

"I really hope we're able to find a solution to that whole issue," he sighs. "Bloody Flensburg..."

"I've also got a lead on the Wisdom's Asp," you say, and Van Hal perks up, visibly interested. "My Master recommended a device theorized by da Miragliano, originally designed to trap light, that hopefully will. It's going to be rather expensive to build, though - if you could-?"

[REQUESTING FUNDS, Req ??, Stewardship, 89+10=99. Of course you can.]

"Of course, of course," he says, sketching a note to Wilhelmina. "Can't have my spymaster being eaten by a dream snake. da Miragliano - do you just have his blueprints, or do you have one of his writings?"

"A copy of Light and Its Properties, from the archives of the Grey College."

"If you don't mind I'd quite like to borrow that once you're done with it," he says, smiling in anticipation. "I once fired a da Miragliano crossbow - it would recock itself, though you had to wind it quite vigorously every ten shots. Amazing device."

"Of course," you say with a smile.

---

With the meeting done, you make your way to the townhouse that Julia is busy settling in to, nestled snugly against the road between Wurtbad's main road and the entrance to Eagle Castle. She's busily importing furniture and staff from the family manor in Flensburg, and when she isn't having the Greatswords you introduced her to arrange furniture to her exacting specifications she's writing letters introducing herself to your informants and asking that they start sending all that they hear, rather than what seems significant. She says she'll be hiring locally since most of the staff back home would be tied into the inter-family intrigues of the most powerful burghers of Flensburg, and has started to carefully vet candidates to act as various maids, footmen and retainers. It's expensive, but a small price to pay to have a public face of your department to draw attention away from the privacy of your Palace-Shrine.

---


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

As Per Orders: Perform your current assignment.
The destruction of the Stirlandian League will take two actions. You will attempt to round up as much of every part of the League as you can, but you must select ONE priority to focus on:
[ ] The leaders of the Stirlandian League need to be rounded up so you can question them regarding their former patron.
[ ] Rounding up as many of the individual members of the League as possible will make it clear that nobody can engage in this sort of behaviour without facing eventual consequences.
[ ] Though Van Hal didn't mention it, you could work with authorities in Talabecland and Averland to help them do their own purges parallel to yours. They'd likely be grateful, but it will come at the expense of your activities in Stirland.
[ ] The documents of the Stirlandian League will allow you to rebuild the north-south trade network with speed and efficiency.
[ ] The assets of the Stirlandian League will be a huge boost to Stirland's coffers.

Delegation:
[LOCKED as Julia settles in]

[ ] Getting To Know You: Spend time with one of your fellow councillors or your liege, offering your help in their tasks 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).
[ ] 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.
[ ] A Crisis of Faith: Van Hal's ongoing alienation with the Sigmarite faith is worrying. Maybe there's something you can do? (write in)

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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
[ ] 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've got a handle on most of the Petty and Minor magics, but some still elude you. Dispel in particular could have come in very handy recently. Time to round up the rest of them. (NEW)
[ ] 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, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
[ ] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-discretionary gold, action required to set up and learn to use equipment)
[ ] 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 and get started on equipping it. (write in the purpose of the room)

Research:
[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
[ ] Personally construct the Mirrorcatch Box. Though being around that many mirrors for that long makes you antsy, there's nobody else you can trust with the task. (expense paid for by Van Hal) (NEW)
[ ] Commission a craftsman to construct the Mirrorcatch Box. Having to explain every facet of it means you're not going to save time, but it will minimize your exposure to the mirrors... though you wonder if any Wurtbadian craftsman could successfully craft a da Miragliano device. (expense paid for by Van Hal) (NEW)
[ ] The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
[ ] Though the corrosive Dhar made them high-maintenance, the design of the bound spells in the castle's infiltrators has fascinating possibilities. Try to adapt it for use with Ulgu. (NEW)
[ ] 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.

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.
[ ] Your grip on the Wurtbad Watch is extremely tenuous, and would be difficult to tighten without official backing. Difficult, but not impossible.
[ ] 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)
[ ] Your time in the sewers made you realize just how much of a maze there is down there, and you wonder what could be lurking down in the dark (apart from your fellow devotees of Ranald). Get in touch with the various groups of rat catchers, sewer jacks and gong farmers that deal with it.

[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required) (NEW)



FINANCES: NO ACTION POINT EXPENDITURE.

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

Currently paying Grey College tithe (-5 personal gold/turn)
Currently paying Grey College student loans (-35 personal gold/turn)

Currently embezzling 1/4 of discretionary income (-35 discretionary gold/turn, +35 personal gold/turn)

Currently employing 4 veteran informants (-40 discretionary gold/turn)
Currently employing Julia Massif (-30 discretionary gold/turn)
Currently maintaining the staff of a townhouse in Wurtbad (-20 discretionary 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)
[ ] These agents are getting expensive. Write up a proposal for your discretionary budget to be increased, instead of waiting for Van Hal to decide to increase it. (warning: attracts oversight to your current budget) (NEW)

- The cost of purchasing the townhouse for Julia will be 150 gold, and will be added onto your discretionary expenses next turn.
- I've removed all of the 'no action required' actions apart from the new free social action, with the hope of making a plan easier and avoiding 'automatic' picks.

- I've thought about it, and I've removed the 'create-a-spell' option for now. It will return once (if?) you graduate to Magister.
- You can write in orders, but something worth writing in is probably worth adding to the list of possible orders, so feel free to ask if your idea can be added.
- As always, voting will be in
plan format.
 
Last edited:
Turn 7 Results - 2473
Winning plan:

[*] Plan Bless The Snake
-[*] The documents of the Stirlandian League will allow you to rebuild the north-south trade network with speed and efficiency.
-[*] 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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
--[*] Intrigue
--[*] Learning
-[*] You've got a handle on most of the Petty and Minor magics, but some still elude you. Dispel in particular could have come in very handy recently. Time to round up the rest of them. (NEW)
-[*] Personally construct the Mirrorcatch Box. Though being around that many mirrors for that long makes you antsy, there's nobody else you can trust with the task. (expense paid for by Van Hal) (NEW)

--[*] Ranald's Blessing
-[*] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required) (NEW)
--[*] Julia

---

Your first thought when planning your offensive against the Stirlandian League was that you needed to move against the entirety of the League at once, to prevent the next town over from being tipped off and scattering to the winds. But it occurs to you as you are staring thoughtfully at a map of Western Stirland, you don't actually need to move everywhere at once. You just need to move faster than a conventional rider.

Wurtbad to Tarshof, fifty miles. A desperate enough rider could make that in eight hours. You could make it in two without breaking a sweat. Thirty from Tarshof to Potting, thirty more to Worden, sixty more to Vigaun. You could personally see to the raids in every single town and village, spread over a couple of days, and still move faster than news could travel.

Several companies of troops are borrowed from the First Division and sent southwards over several days, ostensibly to end up in Central Stirland to do patrols into Hundsheimer Wald, the only hint to their true purpose being a word that Van Hal had personally with the Captain of each. They were reminded that, should they just so happen to linger for a time in a certain town or village, and should the Spymaster just so happen to meet them there, they were to remember that she spoke with his authority and they were to obey her orders. And while troops were on the march in the open, information was flowing in the dark.

The Wurtbadian Watch knew the Stirlandian League well, as they tipped them generously to keep the streets outside their properties clear of unsavoury elements. The tips had been accepted - very few in Stirland were so well off that they would say no to extra money just for doing their jobs - but to the proud veterans of the Watch, this engendered resentment, not gratitude, and you soon had a detailed list of every League property in Wurtbad. Their counterparts in the criminal underworld came through as well, and the list was supplemented by off-the-books properties containing smuggled goods and mistresses. And from out of town, the Headman of Tarshof was happy to pass on which building in the village acted as the warehouse and waystation for the Stirlandian League. When added to Wilhelmina's exhaustive records, you were confident you knew of every single possession of the Stirlandian League in Wurtbad and Tarshof.

It was upsetting that you had no information flowing from the bureaucratic snarl of Worden, but you hoped that Wilhelmina's records and supplementing documents you might find in your raids would do the job.

[Tapping the Innkeeper: Roll, 21.]
[Tapping the Watch: Roll, 77.]
[Tapping the Thieves Guild: Roll, 57.]
[Tapping the Headman of Tarshof: Roll, 41.]
[Wilhelmina's contributions: Roll, her Stewardship, 68+16=84.]

So after a solid month of planning, on a clear, moonlit night when the Wurtbadian Watch was out in force and a substantial amount of the Greatswords slipped out of the castle and took up positions in the city, you set off a rumble of illusory thunder in a cloudless sky as a symbol to begin, before personally kicking down the door of the administrative headquarters of the Stirlandian League and leading a charge of Greatswords into the building.

For a tense moment, it seemed as though the inhabitants - suspiciously scarred and muscled clerks with clubs close at hand - were going to put up a fight, and you almost regret that they don't. Some of the Greatswords clap them in chains and lead them away while the rest load up documents into a cart to be taken to Eagle Castle, while you quickly skim what you can find. You gravitate right to a bookshelf kept right next to a roaring fire and are glad you did - a record of investors, debtors, assets and agreements fills tome after tome, and though you can't easily get an up-to-the-minute record of their current assets from the chronological list of entries, it does give you a number of addresses to investigate in the southern towns of the Old Dwarf Road. The most recent of the tomes is now to join you on your journey south.

[Shock and Awe: Req 50, Martial, 27+10+20(Greatswords)=57.]
[Searching the place: Breakpoints 30/50/80, Intrigue, 59+14=73.]
[Skimming the documents: Roll, Stewardship, 54+10=64.]

Elsewhere in the city, doors were kicked down as Greatswords raid what turns out to be, in an amazing stroke of luck, the Stirlandian League's annual board meeting and shareholder gathering. Everyone with an inch of power in the League is clapped in irons and led out under the horrified eyes of the League's shareholders. Things are sewn up so quickly they join the Watch in raiding the lodgings of every known worker of the League, and soon Eagle Castle's dungeons are full to overflowing.

Though the Wurtbad Thieves Guild is currently unworthy of the title, Wolf and Heideck put the word around to their flocks and you found plenty of takers for the flip side of the high-profile arrests. Almost every known warehouse and one affiliated bank has their guards either bopped firmly over the head or 'encouraged' to take the night off, and when morning rolls around and the now-exhausted Watch make their way to follow up on arrests with a wave of confiscations, they find almost every entry on their list completely unguarded and only mildly looted.

[Greatsword raids: 99+20=119. Overflow goes to gathering up rank-and-file members.]
[Wurtbadian Watch raids: 44+10=54.]
[Thieves Guild raids: 86+6=92.]

You, however, don't hear about how well the morning asset seizures go until much later, because you're already in Tarshof, overseeing a dawn raid on the League's local headquarters. The swordsmen aren't nearly as suited to the work as the Watchmen or the Greatswords you oversaw in Wurtbad but they still do sterling work, rounding up every single person, every bit of paper, every crate of cargo, and a flock of bewildered sheep. You even nab an exhausted rider who rode in just before you were about to launch the raid yelling a warning that the Wurtbad offices had been raided. The look on his face as you personally shackle him will keep you smiling for months to come. You're even able to convince him to tell you who he was going to tip off in the next town over. Then with all the cargo and prisoners on the road back to Wurtbad, it's time to head on to Potting.

Potting is almost a disaster. You're not sure how word beat you down the road until you see the pigeon coop on the roof of the building, but being able to go right to the building in question means you're able to salvage things somewhat. A good many people fled into the evening, some with carts, and there's paper ashes in all the fireplaces, but you still seize papers, people, goods, and still more sheep. Mindful of how close you came to getting nothing, as soon as everything's rounded up and on the road to Wurtbad, you're on your way to the largest target after Wurtbad: Worden.

Worden, amazingly, had no warning. You can only conclude that a hawk or a bow-armed peasant had messenger pigeon for tea, because when you raid the Worden Weaver's Guild, the local face of the Stirlandian League, the local leadership stares at you in sleepy shock over their breakfast until they're chained up and forced out of the building. The weaving equipment is too delicate and bulky to seize, so you leave the soldiers to stand guard until given further orders and make your way to your final stop on your journey, Vigaun.

Vigaun goes poorly entirely because when you launched your raid, most of the membership were out of the building because some sheep escaped from their pen. You round up a few of the members and the sheep, but at the end of the day you're still missing some of the tiny amount of assets to be found in Vigaun. You can't really find it in yourself to be too concerned. There's limited amount of skulduggery that can be done with a few off-the-books sheep.

When you get back to Wurtbad, you sleep for a day straight.

[Tarshof raids: 94+10(Headman cooperation)+20(Wurtbad paperwork)=124. 24 overflows to next roll.]
[Potting raids: 6+20(Wurtbad paperwork)+24(overflow)=50.]
[Worden raids: 96+20(Wurtbad paperwork)=116. 16 overflows to next roll.]
[Vigaun raids: 23+20(Wurtbad paperwork)+16(overflow)=59.]


Final haul from shutdown of the Stirlandian League:

100% of records pertaining to assets, investors, creditors and debtors.
100% of records pertaining to trade agreements, suppliers, and buyers.
100% of League leadership in Stirland.
73% of rank-and-file members of the League.
60% of the Stirlandian League's assets seized, 30% 'missing'.
100% of Tarshof branch.
50% of Potting branch.
100% of Worden branch.
60% of Vigaun branch.


League's remaining assets:
26% of the rank-and-file membership.
10% of their material wealth.
50% of Potting assets.
40% of Vigaun assets.


The final tally is mind-blowing. All that remains of the Stirlandian League is low-level members, a tenth of their former wealth, less than half of the two smallest nodes of their trade network, and anyone that was out of Stirland at the time. The Stirlandian League is done. The only problem left is what to do with all these sheep.

---

With so much of the League in custody, you've got plenty of chance to practice the arts of intrigue. You perform dozens of interrogations, then Mindhole the participants and interrogate them again. You turn them against each other, against the League, against their backers; you pull every scrap of information out of their head over and over and over. You engineer a phoney escape attempt, pretending to be in the previous Spymaster's employ. Then you engineer another, pretending to be in your own employ, and it's amazing how many of them would agree to become a mole in the League if offered their freedom - if it wasn't utterly dismantled, it'd be trivial to destroy it. You see their faces fill with desperate hope as they slip out of their cells and down the corridor, and see their expression fall as they run into a wall of Greatswords waiting for them.

After you've convinced three of them in a row that you're their long-lost and long-forgotten sister by using the details of their youth they told you before you Mindholed them, you realize you've reached the limits of what can be learned with a captive audience like this. But you've learned so much about what makes people tick, and what would make them break down.

Unfortunately, you're not able to learn much about your predecessor, simply because they don't know anything. He's been leveraging the blackmail material he collected as spymaster to force the Stirlandian League to keep paying him the same level of bribes they used to, but he hasn't actually done anything they know of in years. If he's still in Stirland, he's keeping his head very far down.

[Intrigue Increase Roll: 66. +1 Intrigue. Base intrigue was <14, additional +1 Intrigue.]
[Information acquired: 25+16=41. No location for predecessor.]

---

You share what you learned, if not how you learned it, with Julia over a series of lunches, and she listens eagerly each time. To have joined the intelligence apparatus of Stirland as it dealt a mighty blow to revitalize free trade delights her, and she speaks with passion and enthusiasm of her vision of Stirland as a trading hub of the Southern Empire. You raise an eyebrow at this, prompting her to go on; you always primarily saw Stirland as the front line in the war against the Undead, but she's got a geopolitical point - with land borders to five other states of the Empire, six if you count the Moot, Stirland does have that potential.

"If his Grace's plan works," she says animatedly, "or even if it's just partially successful, because Southern Stirland is irrelevant to this, then all we need is safe roads - and the new Marshal is tailor made for it - and the Praager Road to Ostermark is locked down. Look," she sketches a map on a notepad, "Anton Senior is a huge believer in trade with Wissenland, and honestly to hell with whoever's calling themselves the 'Count' of Flensburg, so that's Reikland and Wissenland trade nailed down. You've just swept up the biggest obstruction to North-South trade, which opens up trade with the Moot as well. Bam, Stirland's a trade nexus. If you want to get really crazy, if Southern Stirland is secure we can work on the roads to Black Water, and from there we unlock trade with Zhufbar and Karaz-a-Karak, without having to go through the nest of vipers in the Border Princes!"

You stare at her, and at the map. What she lacks in people skills, she definitely makes up for in ambition, and in contagious enthusiasm.

---

After the excitement of the start of the year, the next few months pass quietly in peaceful study, brushing up on long-forgotten spells and adding a couple of new ones to your repertoire. Drop and Sleep could both be amazingly useful in certain situations, and it's trivial to brush up on what you remember of it. The newer spells are trickier, but still fairly straightforward; the small books sent to you from Altdorf contain the basics and soon you're able to unravel magic when you concentrate. Silence is trickier, until you spend a handful of copper coins on a chicken, and after some long days spent trying to visualize freezing the movement of the air, you finally force the clucks to freeze in it's throat.

Then you move on to the other books your Master sent you, describing magic itself rather than any way of using it. They're a collection of ways of describing magic, through the lens of a dozen different metaphors favoured by master wizards. Though known as 'Winds', many don't actually see the substance of magic as such - some see them as threads, some as light, some as waves of liquid overlapping our reality. Some don't even see them - there's a section by a Gold Wizard that describes magic as sounds, and how each wind corresponds to a specific type of instrument.

The book starts an itch at the back of your head, and one day you head to the castle and borrow your copy of Light and Its Properties back from Van Hal, and read through it cover to cover in the courtyard, ignoring everything around you. It's a fantastic reference for light itself, of course, but if read as a metaphor, or rather as a lens for understanding... you stare into space as the evening rolls in, and see the Ulgu growing in prominence, and then fade as dusk gives way to night. You draw magic into you, and watch it flow into your frame. You relax, and watch as it disperses.

Everything still looks the same, now. But it looks the same like a page of text would look the same to an illiterate as it would to a scholar. Where once you saw shapes, now you see meaning.

[Spell study: Roll, Learning, 68+13=81. All Petty and 2 Lesser spells learned.]
[Learning study: Roll, Learning, 95+13=118. +2 Learning, trait acquired: Windreading.]

---

Finally, as midsummer approaches, it's time to see to your long-absent but not forgotten pursuer: Wisdom's Asp. With Van Hal's financial backing, you were able to cut through Wizard Chic and find someone to commission the innumerable small and oddly-shaped mirrors, and several months later it was time to start work putting them together. You ensure your sword is close at hand, wrap yourself in precautionary magical armour just in case, and sit down to begin work-

-mrroOOOOOOOOOOOWRL-

-and jump back up as the cat on your seat protests being sat on. How do they keep getting in here?! There's a skittering of its claws clicking against the tiles as it flees somewhere into the depths of the Hidden Palace, and you sigh as you look down at the fragments of the broken piece of mirror. You're going to have to get that commissioned all over again...

Then you look closer, and see the tiny, pointy fragments of shimmering colour among the broken shards. The thorns of a shimmering snake, severed.

You sigh again, and begrudgingly thank Ranald.

Weeks pass in a haze of slotting tiny mirrors into mind-boggling patterns, forming some sort of concentric cube design of refracted light. Your mind melts into a haze of angles and patterns, and time fades into meaninglessness. Once the final mirror is slotted into place, you stare blankly at what you've created as you try to remember something other than light and angles. Then you remember, and smile.

You hold your candle (you haven't actually lit the candle in ages, but it's a convenient target to cast Light upon) to the open lid of the box, and the light seems to be drawn into the box, and the visible mirrors glow brighter and brighter. You snap the lid shut, release the spell on the candle, and pause for a moment in darkness, before opening the lid again. For a brilliant second the room is illuminated white, and then fades once more.

Then, as you Light the candle once more, you feel rather than hear a nightmarish skittering reverberate through the room - the sound that's haunted your dreams for many years. The sound of that damned snake manifesting in your reflection. Without a moment's hesitation, you snap the lid of the box shut.

The Mirrorcatch box shivers on the desk, then jerks so violently it flips onto it's side. For half a second beautiful, malignant light coruscates out of the lid of the box where it's opened less than a crack. Then it lies still.

A few seconds later, a multi-hued liquid starts to ooze out of the crack.

You lay a finger against the box cautiously. You can feel the hostile energy of the snake contained within the box, and the movements of the box as it writhes in agony. You flip the box right way up again and clean the spilled fluid up with a rag, smearing a shimmering rainbow stain across the top of your desk. You place a weight on top of the box to keep it in place.

A few days later, the box begins to overflow with the rainbow liquid. You stare in horrified fascination.

By the end of the month, you've collected a pint of the liquid in the glass bottle you placed underneath it. It writhes with softly glowing magic, every colour intermingled but uncurdled. It evaporates slowly into raw magic when exposed to air, but when contained within a bottle it remains stable, untainted. You spend hours staring in suspicion for any sign of Dhar and find none. The leak never slows or speeds up, dripping steadily and unceasingly out.

What have you created.

[Thorned One made its roll for the first time ever but Ranald's Blessing prevented manifestation.]
[Constructing the box: Breakpoints 60/80, Learning, 99+13=112.]
[Thorned One roll after box construction: 9. It manifests again, but at the worst possible time for it.]
[I thought to myself, 'more than fifty, the snake is killed. Less than fifty, it is trapped alive.': 50. Schrodinger's Snake achieved.]

---

WORKED WELL TOGETHER: +1 to relationship with Wilhelmina. Stewardship stat revealed.
STAT INCREASE: +2 Intrigue
RELATION INCRASE: +1 with Julia, learned more of her beliefs, traits revealed
STAT INCREASE: +2 Learning
TRAIT GAINED: Windreading
SPELLS LEARNED: Drop, Sleep, Dispel, Silence
ALL PETTY SPELLS KNOWN!: +1 Magic
ITEM ACQUIRED: Schrodinger's Demon Snake.
INCOME ACQUIRED: One gallon of raw something every turn.
TRAIT REMOVED: Snakehunted


Discretionary Income: +150g
Embezzlement: -35g
Veteran informants: -40g
Julia: -30g
Replacement mirror and emergency glass bottle: -5g
Townhouse for Julia's base of operations: -150g
---
Net: -110g

Personal Income: +50g
Embezzlement: +35g
Tithe: -5g
Student Loans: -35g
---
Net: +45g

---

The Councillor's Table is much livelier this time around, with you and Wilhelmina animatedly chatting about your shared success against the Stirlandian League and even Gustav getting in on things, since his soldiers helped. To one side, Anton and Schultz are chattering happily away about the small uptick in Wissenland-Talabecland trade through Stirland that has already begun. Only Kasmir is left out of the chatter, his expression determined and the papers in his hands creased from his grip.

Van Hal spoke with you and Wilhelmina earlier, and told you that your success with the League has earned you both a boon and to consider what you will ask for; you've been turning that over and over in your mind since then, exploring the possibilities.

---

Public Report: Write in (optional; can write in word for word, or just outline what is focused on)
Public Report: Select boon.
[] Increase in personal pay
[] Increase in discretionary income
[] A holiday (no assignment next turn)
[] Knighthood (???)
[] Sheep! (substantial confiscated grazelands, many sheep, and related woolworking infrastructure in Wodern)
[] Trading company (found a new trading company in the vacuum using the League's confiscated resources, with the official backing of Stirland)
[] Your own military force (write in type)
[] Serving Stirland is reward enough
[] Other (write in; keep it sensible)

Private Report: Write in (optional; the private meeting is traditional at this point and will take place, simply say whether there's anything specific you want to bring up here)

Potential Orders:

Investigation:
[] There's definitely evil afoot in Drakenhof. Perhaps there's a way to survive investigating this.
[] The disappearance of your predecessor is very concerning, but according to the Stirlandian League he's pulled out of the game with all his ill-gotten gains. If you're not willing to let that go, maybe you could track him down anyway.
[] You built something you don't really understand and trapped something you very much don't understand and now something you really don't understand is leaking out. Um?
[] The spell used by the informants is like nothing you've heard of before. You want to see if you can detect or replicate it.
[] Something your new Lieutenant said gave you an idea. Investigate the shores of the Black Water, see if it can truly be tamed.
[] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.

Infrastructure:
[] Your intelligence infrastructure is becoming worthy of the title; perhaps you could dedicate some time to expanding it.
[] The Wurtbadian Watch has proven it's usefulness; despite their reluctance, perhaps it should be made part of your bailiwick and expanded to cover more of Stirland.
[] 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, despite barely being a loose gossip network, really came through during the take-down of the Stirlandian League. Maybe you should cultivate this useful tool.

[] Other/s (write in)
 
Last edited:
Turn 8 - 2473.5
Winning vote:

[X] [Boon] Knighthood (???)

[X] [Public Report]: Nearly complete success in taking over the League. We have enough information to rebuild trading networks, enough prisoners to make examples or show mercy as desired. Even physical assets have been captured to 60%, with a further 30% lost to damage or scavengers.
-[X] It is unlikely the League would recover even if left alone from now on, under careful oversight (Like Wilhelmina's, especially if she sets up a Guild) it will be impossible.

[X] [Private Report]: We captured the damn Snake, we yet have to find out what exactly happened to it in that box, but it's not bothering me anymore, so no risk for you to loose your spymaster over that.
-[X] Include the assistance that your intel sources(Watch, Thieves, Villages) have contributed to the raid and highlight that the Wurtbad Thieves are likely currently holding onto a fair chunk of the missing assets in exchange for making the seizures much more painless. Taking them under your control should help keep the newly enriched thieves out of trouble.

[X] [Orders] Plan Order Backlog
-[X] The disappearance of your predecessor is very concerning, but according to the Stirlandian League he's pulled out of the game with all his ill-gotten gains. If you're not willing to let that go, maybe you could track him down anyway.
-[X] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
-[X] The Wurtbadian Watch has proven it's usefulness; despite their reluctance, perhaps it should be made part of your bailiwick and expanded to cover more of Stirland.
-[X] The Wurtbad Thieves Guild, despite barely being a loose gossip network, really came through during the take-down of the Stirlandian League. Maybe you should cultivate this useful tool.

---

Van Hal bursts into the council chamber with exuberance and takes his seat at the head of the table. He accepts the rounds of salutes from the more militant members of the Council (including you, because you can't help yourself) with a nod, and dumps his handful of paperwork on the table in front of him and accepts more of the same from each of you. He skims through them, pauses on one with raised eyebrows, then nods to himself.

"First off," he says with a uncharacteristic grin, "the women of the hour. Wilhelmina and Mathilde."

You take the lead. "The Stirlandian League is dead," you begin triumphantly. "Every single mover and shaker within the League is in the dungeon. We have every scrap of paperwork the League has generated in the past decade. Even though it was the least of our priorities, we have seized two thirds of their assets, and all evidence indicates that the overwhelming majority of the remaining third was actually looted by criminal elements taking advantage of the chaos. The remaining elements of the League are a small handful of lower-level minions and some escaped sheep in the countryside around Potting and Vigaun. This chapter of Stirland's economic history is closed."

"As for the follow-through," Wilhelmina says, "we've got every scrap of paperwork the League has generated in the past decade. The few holes have been filled by what Mathilde recovered from the regional offices down south. All the existing supply contracts are being filled by freelance traders pro tem with Stirland taking a cut, with a more permanent arrangement awaiting your decision as to whether we step in in any official capacity to fill the void. I expected trade to slump before improving, but both overall trade and our revenue from it are already up from six months ago."

Everyone at the table already knew this, but there's a congratulatory round of applause anyway. Anton and Schultz especially look delighted. "Even better than I expected," Van Hal says, "and I've come to expect a great deal from the two of you. Very fine work, you'll be rewarded for this. But first, let's wrap up the rest of our business today. Gustav?"

"Better than I'd feared, worse than I'd hoped," he reports. "Stirland's nobles seem to have forgotten the virtue of horsemanship, but I'm whipping them into shape. By the end of the year I should have two cohorts of pistoliers worthy of the name for you. But Stirland would benefit from either importing horse or setting up a proper breeding program here."

"Stirland would benefit from a lot of things, and most of them are expensive," Van Hal notes. "Schultz?"

"The Leicheburg barracks should be completed by the end of the year," he says. "The corvée has been an enormous help. But the Leicheburg-Langwald road has slowed to a crawl - we've actually had to deploy the entire Second Division just to secure supply lines on the Leicheburg side, and construction has stopped entirely on the Langwald side. There's just too many terrible creatures coming out of the Haunted Hills - and never a more appropriate name has ever been given."

Van Hal grimaces. "It might be time to organize a cull. Though I suppose it's fortunate news that the inhabitants are still pushing at borders instead of rallying under any banners. Anton?"

Anton grins. "So, I spoke to the Massifs. They say they're never going to give up their Chartered Free Town status because it'd undercut their trade relationships with Wissenland and they've got a point. So I spoke to Petra. Petra says she won't be pushed out of Flensburg because the county can't be run out of Lochen or Ramsau, and frankly, she's right, they're tiny. So I looked at a map for a while, then I went and spoke to Artur, who's absolutely thrilled about the Stirlandian League being kicked apart by the way, and I talk to him about Wolfsbach. Now, Artur likes Wolfsbach, because it's almost as big as Franzen these days, but he's still dreaming of the River Lammer trade, so I say to him, if Nussbach was transferred from the County of Worden to the County of Franzen, would he be okay with Wolfsbach being transferred from the County of Franzen to the County of Flensburg? And he says, only if we also allow his traders free passage through the County of Purgg and docking rights at Pramet. So then I go to Petra and say, hey, you can't run the county out of Lochen or Ramsau, but could you run it out of Wolfsbach? And she looks at a map, and she says, only if my traders get docking rights at Pramet, because now she's thinking about trade from Averland going up the River Teichd to Talabecland too. And I almost say yes, but then I think that wouldn't be nice, so I tell her that Artur's planning something similar, and she looks at the map some more, and then she gets on a horse and heads to Franzen, and she and Artur talk for like three weeks and then her daughter is betrothed to his third son and they're talking about something they're calling the Western Stirland Riverine Trading Company, so if you just..." he rummages around in his satchel and pulls out a sheaf of documents, "if you sign all of these, Flensburg will only be the Chartered Free Town of Flensburg and the County of Flensburg will now be the County of Wolfsbach, and you won't control Nussbach any more, but I spoke to the local representative of the Emperor's tax collectors and they spoke to the Emperor and they've agreed that they're willing to grant taxation rights back to Stirland as long as Stirland pays half of all collected taxes from Flensburg to the Emperor, and taxing Flensburg is worth more to us than taxing Nussbach, I checked with Wilhelmina."

You look around the table. Everyone's eyes are glazed over except for Wilhelmina's, who steps in. "The Count of Franzen gets Nussbach, the Countess of Flensburg gets Wolfsbach, the County of Flensburg becomes the County of Wolfsbach, and we tax Flensburg and send half of the proceeds to the Emperor. Everyone wins except for the tax-dodgers in Flensburg."

"Well," says Van Hal. "Okay. Excellent. Good work, Anton." Anton beams, and slides the thick pile of papers over. Van Hal flexes his writing hand and winces. "Okay, then." He pauses, his face wooden, and he looks over to Kasmir.

Kasmir slides over the creased paperwork. "As you can see," he says neutrally, "chaplain recruitment has increased dramatically."

Van Hal glances down, then does a double take, and picks up the papers. He flips through them, his eyebrows raising. "Morrites," he says, "Verenans, Shallyans, Ulricans, Myrmidians... a Manannite?" He looks over to Kasmir in surprise.

"With the increase in recruitment levels," Kasmir says levelly, "I took the liberty to expand the project to encompass the Second and Third Divisions."

Van Hal looks for a moment longer, then nods. "Good work, Kasmir," he says sincerely. Kasmir nods in return, but there's a hint of a smile on the edge of his lips.

Looks are exchanged across the table as Van Hal flips through the papers, only Gustav missing the significance of what just happened. Then Van Hal lays down the papers.

"I spoke to Wilhelmina and Mathilde previously," he says, "and told them that for their excellent work, both with the Stirlandian League and in general, they have earned a Boon each. If it is within my power to grant it, they can ask it of me. Now, I ask that they tell me their desires."

Wilhelmina's first to respond. "I want to recreate the League," she says. "A state-sanctioned corporate entity, with ownership divided between myself and Stirland. All I need is your signature, the papers we've seized, and an initial capital injection that the League's assets will more than cover."

"Done," Van Hal says instantly. "Will this interfere with your work as Steward?"

"The day-to-day work will be taken care of by my sons," she says. "And since Stirland will be part-owner, what enriches the corporation will enrich Stirland."

"Do you have a name in mind?"

"Since trade is initially going to be concentrated between Averland and Talabecland," she says, "I was thinking the Eastern Imperial Company. I even had an idea for a logo." She holds up a piece of paper.



"Three swords, intersecting," she says. "The three that made this possible: yours, Mathilde's, and Markus'."

"Eastern Imperial Company... it has a ring to it," Van Hal says thoughtfully. "Consider it done. Mark today's date as the founding date of the company." Wilhelmina smiles delightedly, and Van Hal turns to you. "And to our resident Wizard? How can Stirland repay its Spymistress?"

"Nobility," you say instantly. "I wish to be Knighted."

There's a sudden silence at the table, and everyone exchanges thoughtful looks. "Hmm," Van Hal says, eventually. "Knighting a Wizard... can we do this? Anton?"

"Precedent's entirely on your side," he says with a grin, seemingly delighted to welcome you into noble ranks. "Dieter IV's open sale of knighthoods went unchallenged, after all. You can knight anyone you damn well please. As for the titles, they'd exist side-by-side. The Knightly Orders are technically monastical organizations, but noble and ecclesiastical titles are held together."

"Wilhelmina?"

"I could bundle up some of the land seized from the League and make it a token estate, it'd just require your signature."

"Kasmir?"

Kasmir closes his eyes thinks for a moment, before reciting from memory. "Article XI: 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. If you say her conduct is such that 'fair treatment' would be to be knighted, none can gainsay you."

"Gustav?"

He looks bewildered at what is happening, but rallies. "Well, the law does say that a Knight must have an estate from which they draw the income necessary to maintain their arms, armour, and retinue. If that would take precedence over the customs of her Order..."

Kasmir chimes in again. "Article I: 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; the laws and ideals of their Order is fourth in order of priority. Article III: Every Magister of said Colleges must adhere to the laws of Sigmar's Holy Empire."

"Well, there you go. Law of the Empire comes first, rules of her Order second. Doesn't get clearer than that."

Van Hal smiles. "Then, Mathilde, you will have your knighthood. Pick a date, we'll hold the ceremony then."

---

The rest of the meeting is shockingly prosaic after that. Gustav, Schultz and Kasmir are sent east, to continue their work from Leicheburg, which is rapidly developing into the military capital of Stirland. Wilhelmina is told to take on whichever of the League's trade agreements that she wishes and to auction off the rest, with proceeds to go to the Stirlandian Treasury. Anton is to make his bewildering land trades happen and finally solve the Flensburg Issue. And your orders are skimmed past, so you know to expect for them to come in your meeting with Van Hal.

The drink he pours you is as traditional as the meeting at this point, but he raises it in a celebratory toast to you anyway. "Dame Mathilde," he says, testing the sound of it. "As Magister, you would be traditionally referred to as 'dame', but there's a distinction to the capital letter of 'Dame'. You can hear it being pronounced."

"Dame Mathilde," you echo, testing the feel to it. It has heft. Mathilde has always just been your name, but Dame Mathilde sounds almost unreal; like a historical figure rather than a regular person.

"So, what skulduggery has Stirland's newest knight-to-be been up to of late?"

You check your mental notes. "The snake is..." you hesitate. You have no words for the snake's current state. "No longer a problem."

He raises an eyebrow. "Just like that?"

"Just like that," you confirm. "I've been avoiding mirrors for so long that when I was around that many, it mustn't have been able to resist."

"I'd drink to that, but at this rate toasting all of your accomplishments is a quick route to intoxication," he jests, a smile on his face. You return it.

"When I mentioned criminal elements looting the Stirlandian League, they were elements that I tipped off. They took a third in exchange for preventing the League from being able to escape with the goods, allowing us to capture the remainder unopposed."

Van Hal frowns at that, but just for a moment. "Lesser evils," he says. "That could be a third toast."

"If you're willing to sanction those lesser evils..." you prompt, but he shakes his head.

"Not... quite no," he says, frowning. "But not yet. Realpolitik must wait at least a little longer before it sinks its claws into me." You open your mouth to acknowledge, then pause - you know Van Hal well enough to know that he's thinking. "If," he says, "if you were, one day, to go down this road, I want you to be sure that you can reverse course." He nods, his voice growing in confidence. "The Watch. Take it in hand. Grow it. Feed it, like a dog being taught to fight. I want it able to fall upon and destroy any Guild of Thieves. Then I will consider sanctioning the creation of such a Guild."

You smile and nod, and you lift your mug in a silent toast.

---

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

As Per Orders: Perform your current assignment.
[ ] Rewrite the relevant part of the legal code of Stirland so that the Watch reports to you, personally. (will face pushback from existing Watchmen; will take two turns; the Watch will come permanently under your control)
[ ] Expand the ranks of the Watch, so that they're able to start covering even the poorer parts of Wurtbad.
[ ] Integrate the Roadwarden network into the Watch.
[ ] Integrate the rat catchers, sewer-jacks and gong farmers into the Watch.
[ ] Expand the Watch to cover the rest of the County of Wurtbad.
[ ] Spread some coin around so that a cross-section of the Watch passes on information to you as well as their superiors.

Delegation - pick ONE (no action required):
[ ] Consolidation: You currently have a patchwork of useful contacts. Backfill so that you can rightfully claim to cover entire towns. (NEW)
[ ] Ground Floor: Start putting people on your payroll into the EIC before it even begins, so you'll have information flowing right from the start. (NEW)
[ ] Financial independence: Start selling tidbits of information, just enough for your information network to start paying for itself. (NEW)

[ ] Getting To Know You: Spend time with one of your fellow councillors or your liege, offering your help in their tasks 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).
[ ] 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.
[ ] A Crisis of Faith: Van Hal's ongoing alienation with the Sigmarite faith may be on the mend. But still. Maybe there's something you can do? (write in)
[ ] Investment: Wilhelmina has offered you the limited-time chance to become a founding shareholder in the EIC; the buy-in will be a cool 1000 crowns, but with Van Hal's permission, Wilhelmina has offered you an interest-free loan from the Stirlandian Treasury to cover it, and promises that unless something goes terribly wrong, the dividends will more than pay for it. (NEW)
[ ] Knighthood: There's a ceremony, of course. And a number of oaths to make. And you'll have to visit your 'estate'. But gosh. Dame Mathilde. (NEW)

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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
[ ] 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)
[ ] Final Round-up: You're so close to mastering all the lesser magics. Just one final push and you'll have them all. (NEW)
[ ] Enchantment: 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, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
[ ] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-discretionary gold, action required to set up and learn to use equipment)
[ ] 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 and get started on equipping it. (write in the purpose of the room)

Research:
[ ] Undead Research: This is Stirland. Time to bone up on your knowledge of the Undead.
[ ] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
[ ] Bound Spells: Though the corrosive Dhar made them high-maintenance, the design of the bound spells in the castle's infiltrators has fascinating possibilities. Try to adapt it for use with Ulgu.
[ ] Weber's Box: It has a nice ring to it, but you've got no idea what 'Weber's Box' actually is, or what's going on in there. Have a very, very careful look at it. (NEW)
[ ] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. It's got to be good for something. (NEW)
[ ] 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.

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.
[ ] Thieves Guild: It's currently little more than a church group, albeit of a very unconventional god.
[ ] Biderhof: This village based on woodcutting and agriculture, has adopted you as one of it's own.
[ ] Non-Thief Guilds: Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
[ ] Trade Guilds: 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)
[ ] Down Below: Your time in the sewers made you realize just how much of a maze there is down there, and you wonder what could be lurking down in the dark (apart from your fellow devotees of Ranald). Get in touch with the various groups of rat catchers, sewer jacks and gong farmers that deal with it.

[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required) (NEW)

---

DYNASTY FOUNDED

[ ] (optional) Write in a new surname, if you don't wish to keep Weber
[ ] (optional) Suggest a coat of arms, either by description or linking an image
[ ] (optional) Family motto

---

FINANCES: NO ACTION POINT EXPENDITURE.

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

Currently paying Grey College tithe (-5 personal gold/turn)
Currently paying Grey College student loans (-35 personal gold/turn)

Currently embezzling 1/4 of discretionary income (-35 discretionary gold/turn, +35 personal gold/turn)

Currently employing 4 veteran informants (-40 discretionary gold/turn)
Currently employing Julia Massif (-30 discretionary gold/turn)
Currently maintaining the staff of a townhouse in Wurtbad (-20 discretionary 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)
[ ] These agents are getting expensive. Write up a proposal for your discretionary budget to be increased, instead of waiting for Van Hal to decide to increase it. (warning: attracts oversight to your current budget)

- You can write in orders, but something worth writing in is probably worth adding to the list of possible orders, so feel free to ask if your idea can be added.
- As always, voting will be in plan format.
- Don't forget Ranald's Blessing!
- The Dynasty voting will be separate to the Plan.
 
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Elector Count Quest AU Part 7-ish
So no Elector Count Quest AU yet? I really want to read the next part.
I've been preparing to run my own Advisor Quest, actually. But I guess...

Meanwhile in a parallell universe, user MoneyB wrote:

Uncertain Loyalties - an Advisors Quest
Turn 7ish


Winning Plan:
[-] Plan Something Old, Something New
[-] Diplomacy: Gather local support for constructing the Hugelwege.
[-] Martial: Lead patrols to guard the construction of the Hugelwege.
[-] Stewardship: Survey Stirland's mines and ore deposits.
[-] Intrigue: Investigate the castle infiltrators.
[-] Faith: Continue recruiting army chaplains.
[-] Learning: Write-in: Begin construction of Project Hugelwege, a road and chain of forts between Leicheberg and Langwald, as a stepping stone to moving on Sylvania proper.
[-] Personal:
-[-] Assistance: Help Mathilde investigate the castle infiltrators.
-[-] Staying In Practice: Train Diplomacy.
-[-] Look into Gustav some more. Your spymaster had a good impression of him, but an impersonal and distant one.

Mathilde interviews one of the captured infiltrators and finds a spell on them. She confirms that the dead infiltrators have the collapsed and burnt-out remains of something similar in them, which she's a little reluctant about getting too close to for several reasons: it involves Dhar, it involves poking into dead people, it involves necromancy, and it involves magical difficulties.

You, on the other hand, are absolutely in your element as a (former) Witch Hunter, cutting apart necromantically-infused revenants and taking notes for future reference on how other Witch Hunters can best search out and combat such things in the future. It's practically a vacation! Once the living infiltrators are hung for treason, you repeat the procedure to check your notes, and wind up making so many notes that you have to call for extra paper. You ask Mathilde for a few comments on the standing spell she saw and how it compares to the burnt-out version in the corpses, and by the time you're done, you have a small book's worth of notes. Might even be worth publishing.

Once that's done, though, Mathilde has to ride off to check people's credentials, and you have to go back to your job of listening to the Count of Flensburg and the Mayor of Flensburg bicker.

The days pass quietly for a while. Letters come in from Wilhelmina regularly. Letters occasionally trickle in from elsewhere. Detlef reports that ghouls attacked the base camp of the Hugelwege, and will you please recall him because he is not a ghoul-fighter. Kasmir does not send any letters. You're not sure if this is because of personal annoyance or simply because his current duties don't merit it.

The yearly letter from the Moot comes in again. It's brief, polite, and asks the same thing as last year, and the year before that: Do you want to come over for Pie Week and enjoy both delicious pies and a diplomatic summit with the elected representatives of the Grand County of the Mootland? You pen the same noncommittal polite reply as every year. Sometimes you wish Stirland could be more like this: keeping the peace internally and rarely bothering you.

With Anton away on the very edge of Stirland, you have to handle a lot more meetings yourself, and you make a deliberate effort to be polite, engage people's concerns, remember their relatives, and patiently wait for them to get to the point when they're rambling. It seems to work.
(Marginal success, +1 Diplomacy.)

Looking into Gustav's background mostly confirms Mathilde's impression of him: a dashingly heroic lead-from-the-front figure who charges in guns blazing and wins victories against improbable odds. His record has disciplinary complaints for occasional disorderly conduct and one drunk on duty, which is disappointing, but at least it's not mass fraud. There's fraternization with someone who turned out to be a Chaos cultist, but Gustav swears he was as surprised as everyone else.

In the last few weeks leading up to the next meeting of the Privy Council of Stirland, you find yourself gritting your teeth in impatience several times. Gossip about the Hugelwege is leaking back, but third-hand gossip from a hundred miles away can't tell you anything useful. Sadly, it would also be not very useful to call Gustav and the others back too often for constant reports, or they'd spend all their time traveling instead of getting things done.

Finally, everyone files in to start giving their reports.

Chancellor Anton Kissinger has had great success obtaining corvee and supplies for the Hugelwege. There's been a bit of complaining as there always is with such things, but everyone in the region recognizes that it is very much in their interest to support the Elector Count when he wants to reinforce the Sylvanian border.
Marshal Gustav Jungfreud is very enthusiastic about everything. He's fighting gloriously on the frontlines! He's recruiting new regiments for Stirland! He's driving civilization and order into Sylvania! He's grateful for his appointment as Marshal! His report is littered with war stories, effusive thanks, and praise for particularly heroic soldiers deserving of promotions. But at its core, things are going well. When you ask him for a few estimates of numbers of the ghouls and ghosties that attacked, he has to consult notes, but eventually confirms they've been increasing.
After those, Architect Detlef Schultz has very little new to add. The Hugelwege is progressing. There's barracks going up, and fortifications being constructed, and will you please recall him? The plans are firmly drawn up and the workers know what to do and he can check in occasionally without needing to live in Sylvania and the worst that can happen in his absence is that the road veers a little. Please.
(-1 relations with Detlef. He hates this assignment.)

Anton rolled the lowest of the three here with only 28, but between his Diplomacy score and the synergy bonus from putting half your council on it, he made it to the 65 breakpoint anyway. Project Hugelwege is expected to take three more turns at the current rate, meaning "if you keep three councillors on it and they all roll well enough". At least one is required for progress to continue at a significant rate.

Spymaster Mathilde Weber gives her report on the castle infiltrators - cribbing from your notes a few times, you note with amusement - and her work in checking the connections of everyone else now working in the castle so she can be sure this won't happen again. To hear her tell it, she's meticulously verified the family tree of your entire staff now.
Steward Wilhelmina Hochschild slams down a giant bundle of notes on the table. "This is the collected overview of every mine, shaft, vein and prospectus in Stirland that I've been able to acquire." She sighs in frustration. "Near as I can tell, they come in three general categories: those that are mined out, those that are tied up in disputes, and those that need a lot of work to become profitable. Some of them are in more than one category." Wilhelmina shakes her head. "But I suppose if there were an easily available, rich vein, they'd already have gotten to it, wouldn't they? I'll leave the summary in your office so you can look at it later."

You squint suspiciously at the stack of notes. You feel as though it's looking back, trying to stare you down with its sheer heft. You're muttering veiled threats under your breath about how drafty your office is and how much you could use a good fire when Wilhelmina interrupts. "Didn't quite catch that, Abelheim?"

You shake your head. The stress of the job must be getting to you if you're trying to intimidate a stack of papers.

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.
Multiple advisors get a synergy bonus to working on the same major task, assuming they can make a relevant contribution.
In every category, you may also []Write-in.


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

[] Diplomacy:
-Have Anton continue Project Hugelwege.
-Try to resolve the Flensburg Paradox.
-Have Anton return to schmoozing with the nobles of Stirland, he seems to do a good job of that.
-Have Anton branch out to Talabecland, you could use some friends there.
-Send Anton to shut down the Stirlandian League.
-Resolve mining disputes so you can get metal for your army and money for your treasury.

[] Martial:
-Have Gustav continue Project Hugelwege.
-Lead a purge into Sylvania now, before it spills over and puts you on the defensive. (Starts interlude turns.)
-Prepare the army for a purge of Sylvania in the near future.
-Send Gustav to shut down the Stirlandian League.
-Let Gustav establish the pistolier and outrider companies he's requested previously.

[] Stewardship:
-Have Wilhelmina continue Project Hugelwege.
-Send Wilhelmina to shut down the Stirlandian League.
-Resolve mining disputes so you can get metal for your army and money for your treasury.
-Inspect one of the other advisors to see if they're cooking the books.
-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:
-Root out the previous spymaster.
-Send Mathilde to shut down the Stirlandian League.
-Study the spell used on the castle infiltrators. It might help detect future infiltrators. It might also provide useful magical knowledge.
-Investigate Drakenhof. That seems to be where the evil mastermind behind so much of your trouble is.

[] Faith:
-Continue recruiting more priests for the Army of Stirland.
-Have Kasmir continue Project Hugelwege.
-Order Kasmir to do some ecumenical outreach.
-Ask Kasmir for spiritual counseling in your crisis of faith.

[] Learning:
-Have Detlef continue Project Hugelwege.
-Refurbish Eagle Castle's basement.
-Restore Eagle Castle's guns.
-Rebuild Eagle Castle's fortifications.
-Send Detlef to shut down the Stirlandian League.

Choose three Elector Count actions. "Write to" options count as half actions if you take more than one (correspondence is easier to handle in parallel).

[] 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.
-[] Visit the Moot as requested.
-[] Write to some of the other Elector Counts and ask for advice on ruling well.
-[] Write to the Grand Theogonist and complain about Kasmir.
-[] Write to the Grey Order and complain about Mathilde.
-[] Write to Talabecland and complain about Detlef.

MoneyB, is there any hope of getting Project Hugelwege finished this turn if we put all six advisors on it? Basically pouring all of Stirland's available state resources into it and making it clear to everyone this is the priority and will of the Elector Count?

MoneyB said:
First of all, no, there's a limit to how much faster things go even if you focus on them. Nine women can't have a baby in one month. Second, how exactly are you expecting your spymaster to contribute to roadbuilding? She could prevent people sabotaging it, but that's reactive, it doesn't help the construction itself.

Ummm... she's a wizard?

This isn't D&D, dude, there isn't a thousand-spell splatbook with Lesser Create Road and Greater Create Road, and even if there were, those spells would probably be Chamon or Hush, not Ulgu. Even Aqshy would probably be better than Ulgu for roadbuilding if you can demolish obstacles.

I think you mean Hysh. Hush is definitely an Ulgu spell though.

Okay, guys, which advisors do we put on what now? I'm thinking we need to pull Detlef off the Badly Spelled German Road, even if he was boosting the other two's rolls, and I'm not seeing much use for fortifying Eagle Castle right now, so he should probably go for the League. Either Wilhelmina or Mathilde should support him there. Kasmir can probably step in for Detlef and smite undead on the frontier, it'll be a nice noncontroversial assignment. Gustav and Anton appear to be doing fine where they are. So either Mathilde or Wilhelmina should be on another project unless you want three people on the League. I'm thinking either the mining disputes or the previous spymaster, both of those improve the overall state of Stirland, whereas several other things like 'study spell' seem like shiny distractions now that we've just removed infiltrators and had a proper vetting.

I think only one advisor should mind Project Hugelwege. Leaving three of them there for three turns means nine advisor-turns (=1.5 years) while one single advisor will *probably* get it done in less than nine of his/her own advisor-turns (=4.5 years).

I love the Moot. Inviting us to Pie Week every year. We're probably going to miss it this year too, aren't we? Shame Abelheim keeps being so deluged in work he can't even take a week off.

I like the Moot too, but the Moot is fundamentally low priority because it's not a problem in any way at all. They have no demands on us. We have no current interest in them. Now, I don't want to encourage them to become a problem to grab our attention, but I don't think they're going to do that.

What are the odds that ten turns from now, there's going to be an ACTUAL malevolent stack of papers of some sort? Chaos Papers? Or maybe Necromantic Papers? I mean, papers are basically the dead flesh of trees, right, so they could arguably be made into zombies.

Please don't give the QM ideas like that.

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.
 
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Turn 8 Results - 2473.5
Winning votes:

[*] [Surname] Weber
[*] [Motto] Unseen, but not Unfelt.
[*] [Coat]:


[*][Action] In The Darkness We Watch
-[*] Rewrite the relevant part of the legal code of Stirland so that the Watch reports to you, personally. (will face pushback from existing Watchmen; will take two turns; the Watch will come permanently under your control)
-[*] Spread some coin around so that a cross-section of the Watch passes on information to you as well as their superiors.
-[*] Delegation - Ground Floor: Start putting people on your payroll into the EIC before it even begins, so you'll have information flowing right from the start. (NEW)
-[*] Investment: Wilhelmina has offered you the limited-time chance to become a founding shareholder in the EIC; the buy-in will be a cool 1000 crowns, but with Van Hal's permission, Wilhelmina has offered you an interest-free loan from the Stirlandian Treasury to cover it, and promises that unless something goes terribly wrong, the dividends will more than pay for it. (NEW)
-[*] Knighthood: There's a ceremony, of course. And a number of oaths to make. And you'll have to visit your 'estate'. But gosh. Dame Mathilde. (NEW)
-[*] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-discretionary gold, action required to set up and learn to use equipment)
--[*] If unable to buy the stuff(again) do this instead of setting it up:
---[*] Final Round-up: You're so close to mastering all the lesser magics. Just one final push and you'll have them all. (NEW)
-[*] Weber's Box: It has a nice ring to it, but you've got no idea what 'Weber's Box' actually is, or what's going on in there. Have a very, very careful look at it. (NEW)
--[*] Ranald's Blessing on Weber's Box

-[*] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required) (NEW)
--[*] Kasmir
---[*] Apologize for your previous sharpness, which was partly due to finding out just how badly the castle was infiltrated and having spent nearly the whole year on rooting them out.

---

Dame Weber. Gosh.

You sleepwalk through the next few days, unable to shake the amazement from your mind. Knighthood. The actual knight part of things was going to be pretty straightforward, since Ulgu could supply the horse and armour at a moment's notice and you were in the habit of going around with your sword anyway, but the fact that you were being elevated to actual nobility...

After wallowing in the thoughts for a few days, you force yourself to shake them off. Knight or not, you've still got a job to do, and it's time to take the Wurtbad Watch in hand. That jumped-up Brettonnian peasant didn't take kindly to being ordered to report to you, so you would make it his legal duty to do so and then he'll either fall in line or you could force him out of the position and replace him with someone more pliable. So you make your way to the castle archives and start digging for the formative documents of the Wurtbadian Watch.

And you dig. And dig. And dig.

Over three hundred years of paperwork and weeks of digging later, you finally find it. Early in the 2130s, during the Third Vampire War against Mannfred von Carstein, the modern iteration of the Wurtbad Watch was founded, superseding a previous organization of the same name. They were given the remit to pursue corruption both mundane and supernatural, were to be funded from the purse of the City of Wurtbad, and no man without military service was permitted to join its ranks. The document also states the authority they were to report to: 'The Elector Count, or designated military subordinate thereof'. Which would definitely discount you; you play with the idea of using your new status as a Knight of Stirland to qualify, but you want to be able to act as the Spymaster of Stirland while commanding the Wurtbad Watch, rather than having to act as two separate legal entities.

So you get to work writing up a new document. It takes you days to get used to the jargon of legal documents, but you copy sentences from here and there and piece them together like a puzzle. And since you're already making a document, you decide, you may as well go all in and remould the foundation document of the Wurtbad Watch to your purposes. Weeks more pass in a manic haze of editing and revisions, as you craft a document that takes the existing loose gang of thief-takers, bellringers and busy-bodies and turns them into what could very well be described as your personal army.

Or, at least, the founding company of it.

When you present the document to Van Hal, he reads it three times before he signs it. When you take the signed document to the Watch's headquarters, 'Lefty' Ragnier resigns on the spot after reading it. But that doesn't even slow you down, and you plump the rolls of the Watch with veterans willing to swear loyalty to you personally as well as adding a number of existing members to your informant network. All in all, a good result for a few months' work. Now you just have to rebuild it in your image.

[Finding the document: Req 40, Stewardship, 67+10=77.]
[How restrictive is it? Roll, 26. Technically excludes you; new document required.]
[Writing a new document: Breakpoints 40/70, Stewardship, 97+10=107.]

---

After so long dealing with paperwork, you need to toy with the Winds of Magic once more to cleanse your palate. So you turn to the strangest creation of your Wizarding career: 'Weber's Box'. If you're going to call it that with a straight face, you need to understand what's happening in it, surely. So you tilt it on its side, let the liquid drain out into a bottle, and take a glimpse into the inner workings of the device.

It's structurally unchanged. It's still a series of concentric mirror cubes with gaps in the 'top' to let in light and a mirrored lid to trap it. But now, intersecting those mirrors, is a mess of butchered snakeflesh, constantly writhing. It's quite disturbing to look at, and difficult to figure out what it is that you're looking at. You stare at it with mundane and magical senses, trying to figure out what it is you're seeing, but none of it makes sense. So you stop staring and instead try to reason it out. And once you do, a theory emerges.

The most basic fact of the Thorned One: it can pass through mirrors. To it, the mirrorcatch box isn't solid, it's a tangle of overlapping portals.

So, you reason, when it tried to move through one of the mirrors to reach you, it can't have moved more than an inch or so before running into another mirror, and then it would have passed back into the demon realm. And, if the portals possess the same relative location in the Warp as they do in realspace, maybe it passes through a second portal to appear back in the box while its back half is still in there, and intersects itself. And then add in that the smallest cube within the box is made of mirrors too small for the snake to pass through - or, at least, for all of the snake to pass through...

So parts of it are obliterated as different parts of its anatomy tries to exist in the same place as other parts of it, and other parts are sliced neatly off by the edges of portals where they meet entirely different portals, and the portals too small for the snake to fit through. But the snake doesn't just die - it's not that fortunate. Half of it is still within the realm of unreality where demons (you theorize, far beyond the limits of your knowledge) cannot die, and the energies of that place are drawn into it to repair the damage done. But before those energies can become snakeflesh, the part of it that was in the warp has passed through the snarl of mirror-portals into reality, and the raw energy, suddenly subjected to the laws of reality instead of the non-laws of the warp... well, apparently it pours out of the box in the form of what you theorize is raw, liquid Qhaysh. Or at least an untainted and balanced combination of every colour of magic at the same time - isn't that what Qhaysh is? Or is there more to so-called 'high magic' than that? You don't know. You're not sure if any human knows.

And it just keeps on happening, because to the snake there is no solid surface in the box. The parts of it in reality are subject to gravity, but can never stop falling because the closest thing to a bottom is a portal into the warp. It is suspended in an eternal free-fall, forever unable to either heal or die. And in that state it constantly drains magical energies into reality.

That realization sends a shudder through you. If the demon that pursued you was any other warp-entity, the energies leaking out would... well, you'd be lucky if they were only Dhar. But this is the All-Knowing Serpent, Wisdom's Asp, and apparently the ever-shifting hue of its scales is mirrored by the pure combination of magical energies that it is formed from. Instead of liquid corruption pouring forth, this is pure, untainted, liquid magic.

[What's in the box? Learning, Req 50, 34+16+20(Ranald's Blessing)=70.]

---

Finally, the Big Day is upon you. You wear your greyest robe, polish your sword until it shines, make good use of your newly restored ability to safely look in mirrors to make sure your hair is cooperating, and summon a horse and wrap Ulgu around you to ride into Eagle Castle in a manner at least vaguely reminiscent of a Knight. The ceremony, it was decided, is going to be fairly low-key, and nobody would be invited on the grounds that any protests would be a lot less effective after the fact than if they occurred before or during. But even so, there'd be plenty of people there - Van Hal himself, of course, and Wilhelmina, Anton, Julia, and Markus. Kasmir had returned from Leicheberg to act as the ecclesiastical witness. On top of all those, there were the usual courtiers, a representative from the Wurtbad City Council, a visiting diplomat from Talabecland, representatives from a half-dozen barons and counts who were in Wurtbad at the time... by the time it was all added up, it was quite the crowd for an event that was supposed to go unnoticed.

And then as you enter the Great Hall, you see someone among the chatting crowd that completely derails your train of thought - your Master, shamelessly looting a plate of entrees from a plate held by a hapless servant.

"What are you doing here?" you ask as you sidle up to him, half enthused and half suspicious.

"When a pawn reaches the end of the board," he says through a mouthful of cold meats, "it turns into a different piece. The question to ask is, what piece shall it become?" He smiles that infuriating smile of his, the one you spent years practising until you could project mysterious smugness as well as him. You also learned the counter to it: deliberate obtuseness.

"I can clear that up for you," you say brightly. "I'm being made a knight." He opens his mouth, gives you an annoyed look, and then closes it with a snap. "I am glad you're here, though," you say, and his expression softens.

"Wouldn't miss it, my girl," he says gruffly. "You were thrown in to the great wide ocean to sink or swim, and by Sigmar you swam." He clears his throat. "That said, I'm not just here to celebrate with you."

"Ah," you say. Grey Order business? No, he'd send that business encrypted, standard procedure and besides, all the better to show off his encryption with. Sent either by post if it was business as usual, or pinned to your nightgown when you woke in the morning if you'd done something to irk the Order. For him to deliver it in person... "The other business."

Without seeming to move or speak, he shapes Ulgu around the two of you. An illusion wrapped in ignorability, the show-off. "Afraid so. There's whispers of a campaign into Sylvania in the air, and it seems to have drawn the attention of our mutual acquaintance." He produces an envelope from his robes. "I took the liberty of reading it - I've got a different cipher glued to my eyelids than you do, but I haven't met a cipher yet I couldn't crack."

"Except one-time pads," you note as you take it, ignoring his scowl, opening the already-broken seal and skimming the contents, the cipher burning to life once more. With ease of long practice you tune out his usual spiel about the problems with pseudorandomness and the in-his-opinion crippling handicap of key distribution.

Have means in place to gather information re: undead types and density in Sylvania if and when Stirland forces sally across the border. When information is acquired, send via your Master. If possible, collection of live samples will be rewarded; send news of any you secure via same and we will arrange collection.

"Troubling," your Master says, neatly summarizing your thoughts on the matter.

"Seventh Article," you reply.

"Applies only to the Orders," he responds.

"Are they?"

"Good question."

You brood over the wording of the message. "Will be rewarded. A test? Or an acknowledgement?"

"Carrot and stick, perhaps. Handling 101."

You scowl. "I am not handled. I am the one who handles."

"Not quite yet, Journeywoman," he says.

You mull that over. "Journeywoman, yes. But also Spymistress. And now: Knight."

He smiles indulgently. "Dame Weber. But still; spite alone is poor reason. It chafes, yes - but it does not throttle."

"Yet," you say darkly.

"Today has enough problems without borrowing tomorrow's," he replies, and you subside. "This is a grand day. You'll regret it if you let this taint it."

---

In the privacy of Ulgu, you hug your Master, and resolve to follow his advice. The illusion shimmers and Ulgu shifts as you walk away, and you don't bother to look around, knowing that your Master would not be visible. You make your way to the head of the hall, where Van Hal is deep in discussion with Talabecland's diplomat, who is sketching figures on a slate. As you approach, he wraps up the conversation, pats the diplomat on the back, and turns to you.

"Mathilde," he says in greeting. "You're looking..." he thinks for a moment. "You're looking very you, only more so than usual."

"Thank you, your Grace," you reply politely, falling back on formulae for lack of a better response.

"If you're finished saying farewell to the origins you've thoroughly outgrown, we can begin the ceremony."

You nod, and he makes his way to the throne, standing before it. He does not call for silence, but he receives it nonetheless, conversation trailing to a halt all over the hall as all eyes move to him. Anton hurries out of the crowd and takes up position next to the throne - Van Hal never bothered to appoint an envoy, but the ceremony demands one so Anton is it - and he calls out, "The Count now calls Mathilde Weber to come before this Court."

Okay. Just like Anton taught you.

You walk forward and stand before Van Hal. You notice all over again just how tall the man is.

"Mathilde Weber, have you undertaken to accept the accolade of Knighthood that was offered to you at Eagle Castle?"

"I have."

Without turning, Van Hal addresses Anton. "Sir Anton Kiesinger II, as a member of the Peerage, do you now affirm that Mathilde Weber has grown in virtue and honour, the hallmarks of a true and faithful Peer?"

Unable to keep the smile from his face or his voice, Anton recites: "May it please my Liege to know that having heard the counsel of my Peers, and from my own certain knowledge, I am able to affirm that Mathilde Weber is a worthy lady whose achievements on the field of honour have been matched by her services to the Empire."

"Mathilde Weber," Van Hal intones, "you have been deemed fit for this high estate. Do you now swear, by Sigmar and all the Gods of the Empire, that you will honour and defend the Empire of Man?"

"This day do I render homage and fealty to my Lord, the Elector Count Abelhelm Van Hal of Stirland, who will, from this day forward, be my Liege. I will remain true in all ways, serving him faithfully - this do I swear, by my life and by my Gods. So say I, Mathilde Weber."

"I accept your homage and fealty, and pledge to you that from this day forward until the end of my reign, you are my Liegewoman, and that I will honour and defend your rights as a Knight." You brace yourself, knowing what's coming next. "Let this be the last blow you receive unanswered." And with that, he delivers a heavy blow to your face that near sends you sprawling and marks the culmination of the ceremony.

---

To all nobles to whom these present letters shall come. Abelhelm Van Hal, Elector Count of Stirland, sends greetings. Whereas Mathilde Weber has shown excellence in her feats on the field of honour, rendering high and noble service to the Empire in war and in peace, I am minded to elevate her to the rank of Knight. We do hereby elevate and affirm the attached Arms by these Letters Patent, to wit: Sable, bend argent, sword argent bendwise inverted, base dexter serpent supine vert and or, which Dame Mathilde Weber shall hold for her sole and unique use throughout the Empire. To which I set my hands this 9th day of Brauzeit, 2473. Abelhelm Van Hal, Elector Count.

---

As the various coworkers, courtiers and visitors mingle and accept food from circulating servants, you find your way to Kasmir as he signs off on the papers marking you as a Knight. "A great honour," he notes without looking up.

"One I will prove myself worthy of," you reply, just a touch of defensiveness in your tone. Then you wince at yourself. "Kasmir, I wanted to apologize. That business with the infiltrators, what I said-"

But Kasmir has looked up from his papers, and shakes his head firmly. "You were right to make my failure known. One cannot serve Sigmar at the expense of Sigmar's Empire, and Sigmar is not the only God of Sigmar's Empire. I had forgotten that." He runs a finger along the spine of the Deus Sigmar strapped to his belt. "Had but one of them claimed to hold Sigmar as their patron God, I would have uncovered them in moments. But Morrites? Shallyans?" He sighs. "You succeeded where I failed." He seems to struggle with himself for a moment, then offers, "will you pray with me, Dame Mathilde?"

That's as close to an apology from him as you're likely to get. You reach back to the prayers of your childhood, and intone with him:

Lord Sigmar, hear my prayer. Let not my weapon fail me, but strengthen it against the foe. Give my blade your wisdom, to cleave the guilty from the innocent. Let your holy fire infuse the powder to burn in the eyes of the heretic. Keep your hand on mine, Sigmar, so that my grip and my faith will not slip. My arm shall strike in Thy name, against the heretic, the witch, the unclean. Amen.

---

To anyone else, your estate would be an inconvenient distance from Wurtbad, up treacherous slopes and along paths riddled with potholes. But your horse, formed of Ulgu and shaped by your will, cares not for the conditions of the roads, and you contemptuously gallop across terrain that would cripple any flesh-and-blood horse attempting the same. When you arrive deep in the hills around Sonningwiese, you find an estate consisting of hill and rock and scrub. The local peasants are a scattered and hardy lot, so different to the lowland peasants of your youth. Instead of spending lifetimes working the same plot of land season after season, they drive herds of sheep over land too steep and rocky for crops and flocks of goats over land too steep for sheep. In times of war they muster with slings, and though it certainly doesn't sound like much, a chunk of rock the size of a man's fist delivered at speed to the skull deters a great many of the enemies of the Empire. It is, you ponder, a tough land; not a rich land, never a rich land, but never a poor land either. Not a threat in the Empire will ever choose to climb up the rocky foothills to chase sheep, not when there's leagues of farmland and town all around, and the hardy hill sheep ignore droughts that would leave farmers ruined. It is a land that you could ignore for a century and still be much the same as you left it.

The closest thing the locals have to a leader (apart from yourself, of course) is a man with a slightly larger herd and a slightly larger hut, and representatives from the hill clans gather there to give you their oaths. The reception they give you is muted but not hostile; the general consensus seems to be that yes, you're a witch, and therefore probably a dangerously insane meddler in powers man was not meant to meddle in - but at least you're not a merchant. You ride a horse of shadow, but at least you can ride, and that sword on your back sends a clear message; you're an odd sort of knight, but you're infinitely more a knight than those of the Stirlandian League that 'owned' the land previously, so you'll do, seems to be the general consensus.

Your position as lesser evil secured and your right to taxation acknowledged, you bid your subjects farewell and head back to civilization, where you're greeted with something you didn't expect: you've received mail. You've gotten letters from your Master before, and from whoever it is that's pulling your strings, but there's more in front of you now than you've received in all the years you've served as Spymaster. You sort through the envelopes, noting the ornate seals on them. You recognize one as belonging to Anton's family, and a second from your little romp through Leicheberg. Each of them, you discover, contains congratulations from the ruling classes of Stirland, welcoming you to their ranks, all stock phrases and rote best wishes. You frown, your well-honed cynicism doubting their sincerity.

Okay, you grant, maybe not all of them. Anton's father is probably being sincere, or at least Anton writing on his father's behalf - you're pretty sure you recognize the handwriting. Okay, and maybe the Stirlandian League business might have won over Franzen and Wolfsbach, and considering you've got his daughter on your payroll, maybe the Grand Mayor of Flensburg is sincere too.

You re-read the well-wishes from them, and smile.

---

With that emotional roller-coaster out of the way, it's time to deal with cold, impersonal business. You sit in a townhouse not too far from that of your deputy spymistress, at a table that already has the EIC logo carved into it. Around the table, at the three hilts of the logo, sits three people: Wilhelmina, Markus, and you.

(technically Wilhelmina is present not only as herself but also as Stirland, so in a business sense there's actually four people at the table. You're already confused.)

Wilhelmina has tabulated a list of the ongoing contracts inherited from the Stirlandian League, sorted first by profitability and second by their likelihood to survive a newly reopened market; a quarter are to be dissolved by mutual agreement, a further third will be renegotiated with less profit per weight but a much higher throughput, and half of what's left are being auctioned off to the other traders of Stirland, who are eager for part of the North-South trade now that the way is clear. This leaves... a fraction, possibly, that the EIC will inherit unchanged, and the first order of business is filling them. To do this, the EIC is buying the transport infrastructure of the Stirlandian League off of Stirland; 'buying' is apparently the correct term for it even though no money is moving. The loan you took out, Wilhelmina explains, is remaining in the Stirland treasury because the funds are being used to purchase said infrastructure, so Stirland's 'loan' to you is actually in the form of what you worked so hard to have confiscated off the Stirlandian League.

Are you being conned? This feels like a con. But it can't be, right? Wilhelmina's heard your reports to Van Hal. She wouldn't dare.

Days pass in an ocean of numbers and terminology and jargon. As far as you can tell, things are moving back and forth, and being sold and bought, and money is changing hands, and everything's going well. The first contract is completed, and payment arrives in Wurtbad, and there's wine for the three of you and you get your first dividends, except you don't, what you get is a piece of paper saying that your dividends were used to repay your loan to Stirland, except the 'loan' never left Stirland's treasury, it's still there, and so are your dividends. What? And then Wilhelmina explains that the client in Talabheim didn't actually send money from Talabheim to Wurtbad. They sent a piece of paper to a bank in Wurtbad, and the bank has given the EIC money, except it's actually the client's money because the bank, which holds all the client's money, now owns some of that money it was holding anyway?

You are so confused.

[Contributing to the EIC: Stewardship, Roll, 9+10=19.]

---

You finally escape from the EIC offices after what feels like the eternitieth time you tried to figure out what the hell is going on. After all that, you need a break. You'll go shopping. Finally buy that enchantment gear you wanted, surely fashion has moved on, right?

[Mathilde vs Wizard Chic: Req 40, Stewardship, 10+10=20.]

It hasn't. It's gotten worse.

And you are to blame.


Stirland's newest knight has inflamed the imagination of the feckless youths of Wurtbad, and somehow the availability of magical equipment has fallen from its previous level of zero. Everywhere you look, some twit is using something that would be very useful for your magical experiments as a necklace. And the worst part is you can't even be mad at them because whenever you go to yell at them, they notice you and start squealing in excitement and ask for you to sign their wizard hats! How can you be mad at someone that's idolizing you so thoroughly?

So after your encounters with business and fashion, you retreat to something that's actually understandable: bending the very fabric of reality to your will. You write to your Master and have the last few tomes sent over, and you shut yourself away from the oh-so-frustrating world for a while and make the physical realm your plaything. Among a pair of new spells you finally pick up Magic Alarm again, and try to develop the habit of setting it on the entrance to your Buried Palace, which is instantly stymied because every single time you cast the spell, a cat wanders over and sits directly in it. The world is conspiring to drive you insane, you're sure of it.

[Rounding out the last few spells, Req 50, Learning, 62+16=78.]

---

TITLE, RIGHTS, AND DUTIES ACQUIRED: Knight
APOLOGY NOT ACTUALLY NEEDED: +2 to relationship with Kasmir
BUSINESS PARTNER: +1 to relationship with Wilhelmina, Markus.
STAKE ACQUIRED IN EIC.
ANOTHER MASSIVE DEBT ACQUIRED.
SPELLS LEARNED: Move, Skywalk, Magic Alarm
ALL LESSER SPELLS KNOWN!: +1 Magic
CURRENT QHYASH-JUICE STOCKPILE: 1 gallon

Discretionary Income: +150g
Embezzlement: -35g
Veteran informants: -60g
Watch informants: -10g
EIC informants: -20g
Julia: -30g
Townhouse staff: -20g
---
Net: -25g

Personal Income: +50g
Estate Profit: +10g
Embezzlement: +35g
Tithe: -6g
Student Loans: -35g
---
Net: +54g

---

Once more, you're all gathered around the council table. Anton sits with a look of concentration on his face, trying to think of a new pretence to ask you something just so he can call you Dame Mathilde; you'll tell him to stop it as soon as you get tired of hearing it, which will probably be never. Wilhelmina looks smugger than usual, or maybe you're just projecting that onto her after your failure to even begin to understand what it is she's doing with the EIC. Kasmir's looking serene; you actually heard word from your friends in the Thieves Guild that he's been asking around for a Priest of Ranald, putting word out that there's a chaplaincy open for one. You doubt it would ever be filled, but it's more evidence of his newfound openness to non-Sigmarite faiths. Schultz is missing an ear, but actually doesn't seem that put out about it - he's recently taken to hauling around what looks like a genuine Hochland long rifle and is animatedly engaged in conversation with Gustav about the interplay between height and range.

---

The Wurtbad Watch has been completely subsumed, and you personally rewrote the document they draw their legitimacy from. What, exactly, did you write into this document?

[ ] Pick a new name to reflect your Stirland-wide ambitions for the force (optional)

Pick one of the following to be explicitly named in the founding documents, giving you the opportunity to shape the Watch into a force that can perform this as well as their regular duties:
[ ] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.
[ ] Road Network: Bringing the Road Wardens under the Watch's banner will allow them to project force along the roads connecting the towns, not just within the towns themselves.
[ ] Riverwardens: With the addition of a fleet of very small warships, the Watch extend their reach onto the waterways of Stirland, fighting piracy and smuggling in the rivers that are the Empire's lifeblood.
[ ] Self-Sustaining: If the Watch took on officially sanctioned side jobs protecting caravans and merchant ships between cities, they could basically fund themselves instead of being a constant drain on Stirland's coffers, effectively fueling their own growth.
[ ] Sally Force: Small unit tactics and woodsman training makes the Watch able to sally forth in strength to combat hotspots of corruption, crime and restless dead in the woods and hills of the countryside on top of their city duties.
[ ] Siege Training: Training with ranged weapons and the basics of siege engineering will turn the Watch into a ferocious force multiplier if their city comes under siege.
[ ] Militia: Focusing on military training will allow the Watch, in times of war, to join battlefields and give a showing equal to that of any full-time military unit.
[ ] Other (write in)

Note: while you could, at a later date, fold groups like the Road Wardens or Sewer Jacks into the Watch, they would act as a special branch of the Watch rather than something the mainstream Watch can do. This is a unique opportunity to create a second purpose for the organization that it can perform just as well as the first. They will not have this capability immediately, of course, but the goal of being capable of it will be written into their founding document.



Public Report: Write in (optional; can write in word for word, or just outline what is focused on)
Private Report: Write in (optional; the private meeting is traditional at this point and will take place, simply say whether there's anything specific you want to bring up here)

Potential Orders:

Investigation:
[ ] There's definitely evil afoot in Drakenhof. Perhaps there's a way to survive investigating this.
[ ] The disappearance of your predecessor is very concerning, but according to the Stirlandian League he's pulled out of the game with all his ill-gotten gains. If you're not willing to let that go, maybe you could track him down anyway.
[ ] You kind of regret learning exactly what you did to the Thorned One, but you did it. But the liquid leaking out? That's still an unknown. Will Van Hal let you look into it on the clock?
[ ] The spell used by the informants is like nothing you've heard of before. You want to see if you can detect or replicate it.
[ ] Something your new Lieutenant said gave you an idea. Investigate the shores of the Black Water, see if it can truly be tamed.
[ ] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
[ ] Wilhelmina said a lot of really complicated words at you. Maybe she's up to something. Or maybe you just don't know a goddamn thing about large-scale inter-provincial trade. Either way, something to look into.

Infrastructure:
[ ] Your intelligence infrastructure is becoming worthy of the title; perhaps you could dedicate some time to expanding it. And, ideally, Stirland could pay for it directly instead of it eating your discretionary income.
[ ] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
[ ] 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.
[o] The Wurtbad Thieves Guild, despite barely being a loose gossip network, really came through during the take-down of the Stirlandian League. Maybe you should cultivate this useful tool. (Van Hal has said: not until the Watch is greatly scaled up)
[ ] For no particular reason, it'd be a good idea to see about informants within the military.
[ ] Also for no particular reason, how about I see about building a unit in the army dedicated to catching terrible necromantic gribblies?

[] Other/s (write in)

---

- The Knighthood Ceremony owes more to SCA tradition than Warhammer lore; I make no apologies.
- This may be the longest chapter to date of this Quest; it certainly feels like it.
- Plan for the Watch and for the Reporting are separate.

- Your increase in income and continued payment of the tithe means I finally have to surrender my dedication to multiple-of-5 gold amounts.
 
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Turn 9 - 2474
Winning votes:
[*][WatchDuty] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.
[*][WatchName] Stirland Watch

[*] [Public] Plan The Watched
-[*] The Watch is now legally under the office of the Spymaster and no longer doing their own thing on the city's budget. If anyone has areas of concern regarding law enforcement needing attention they could bring it up as well.
--[*] You'd also want to talk to Kasmir about arranging some appropriate spiritual guidance for the Watch, since it doesn't have anything formal set up, and this being Stirland, they could probably use someone to talk to when they come across dead bodies, or help answer the more complicated questions they encounter in the course of their duties, like when some burgher are simply following a legal cult too enthusiastically rather than conducting an unholy sacrifice to the dark powers.

[*] [Private] Plan Team Mystic
-[*] Much to your chagrin the efforts at setting up a lab had been hit yet again by the latest fashion statement. Which was your own damned fault. You hope this is funding expansion in somebody's fancy glassware industries somewhere and the price drops once the fad wears out.
-[*] In addition to publicly taking over the Watch, you've also put in agents throughout the middle layers to make sure that thing with the servants never happens again.
-[*] Apparently you've somehow captured the Wisdom's Asp in such a manner that it got stuck threading between the mirrors, so it's half alive and half dispersed, half in the material realm and half in the Warp...well this particular snake is not going to reform as slain daemons and their ilk are wont to while the box exists. Unfortunately the method wouldn't work safely on anything BUT a Wisdom's Asp, and it'd have to be very very unlucky or extremely stupid to get stuck in this exact manner.
-[*] The lands you were granted for your knighthood were very well suited to your limited availability to oversee the estates. Thanks for that.

[Orders] Plan Who Ya Gonna Call?
[*] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
[*] Your intelligence infrastructure is becoming worthy of the title; perhaps you could dedicate some time to expanding it. And, ideally, Stirland could pay for it directly instead of it eating your discretionary income.
[*] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
[*] Write In: Given the many forms and threats of undead in the region, perhaps it might be useful to have a dedicated unit to track them down and dissect them to learn how to better kill the things, how they might form, and how they might disguise or hide their nature, so as to actually push the undead back permanently. Something like what you did together on the transformed servants, but on a bigger scale.
Number of voters: 11

Van Hal finally arrives, carrying his usual burden of papers that is swiftly added to by everyone around the table. He takes a moment to skim through them and, apparently not seeing anything unexpected, opens the meeting. "Most of my time has been spent in Leicheberg," he says, "and thus far, my impressions have been positive. The as-yet unnamed Fort outside of Leicheberg has come into its own as a new center of military might in Stirland, and to Gustav, Kasmir and Detlef, I give my thanks." The three of them accept the gratitude with nods, grins on Gustav and Schultz playing counterpart to the slightest hint of a smile on Kasmir's face. "Schultz, your report?"

"The barracks now deserve the title of a Fort, which at your Grace's suggestion has been named Fort Redemption. And while the Fort is not complete - no fort is ever complete, there is always more that can be done to make it more secure - it is now completely in operation. Two Divisions call it home, and the administrative infrastructure for them is now in place. Unfortunately, I can't say as much for what the troops insist on calling the Haunted Highway - attacks have increased even further, bringing work to a standstill on both ends. Gustav has the details."

At Van Hal's nod, Gustav chimes in. "The newly-formed Outriders have been taking hits just keeping the roadworks going. I've tried to scout out the Hills both myself and by sending some of the more skilled recruits, but there's just too many of the buggers out there to get far without being chased out, so I can't tell whether we've just stirred up the area or if this is indicative of some 'critical mass' of Sylvaniism. There's some good news - apart from a few gaps in the ranks from casualties, there's now two cohorts of pistoliers formed."

"Attach them both to the 2nd Division," Van Hal says. "Kasmir?"

"The chaplaincy project is well underway," he says. "I estimate another six months until the 2nd and 3rd are fully served. The chaplains already recruited are setting up shrines to the six most common gods within the wall of Fort Redemption; Sigmar, Ulric, Myrmidia, Verena, Shallya and Morr. These should serve the needs of the men, though I would like it to be a priority in the medium-term for these to be expanded into temples."

"That road is a priority - with it, the 4th would be only a week away. Without, it's closer to three, and that's if the Moot has no objection to our forces marching through their lands. I'll return to Leicheberg with the three of you, and decide there whether the Divisions will deploy in force to protect roadworks, or whether it's time to sally into the Haunted Hills. Wilhelmina, how's the home front?"

"Trade is picking up well," she says, glancing down at a page full of figures. "The EIC is already profiting from continuing the trade agreements we picked up, and the sale of the rest has been a welcome addition to Stirland's coffers."

"Speaking of trade, I want you to make sure the supply chain for Fort Redemption is secure. I think the army is currently buying from the open market in Leicheberg and that's mostly been working out because the local traders have been importing from the Moot, and if that's a viable long-term solution then fine, but I don't know that it is. Come with us back to Fort Redemption and look the situation over. Mathilde, how's law enforcement?"

"The Watch is now legally under the office of the Spymistress, and drawing funds from the Stirlandian treasury rather than that of the City of Wurtbad. I'll be working to expand their coverage and skills in the coming years, and I'd like for the army's chaplaincy program to be expanded to cover them - they're currently without any formal spiritual guidance."

"Kasmir, when it comes time to provide Chaplains to the 1st, take care of the Watch as well," Van Hal orders. He looks down at the papers you handed him thoughtfully. "This idea you have about investigating and countering undead threats... it's an interesting idea, but how do you envision its organization?"

"A tricky question," you reply. "As this is a completely new idea, it's difficult to see where it would work best. It could be attached to the military, or the Watch, or be an independent organization under the office of the Spymistress."

"It does seem a natural fit for the Witch Hunters," Kasmir chimes in.

"Or a branch campus of the Colleges," Van Hal says thoughtfully. "Or possibly under me directly. Too many unknowns. If you have spare time, put together a proper proposal, including where they'd fit into existing hierarchies, and I'll consider it in the future. For now, expand the Watch along the Old Dwarf Road - if the troubles in the Haunted Hills are indicative of a general uptick in undead activity, those hills east of Potting are going to become a problem, and I want forces able to maintain order in at least Worden and Potting, and ideally along all population centers along the Road. Anton, what about you?"

"There was a lot of talk about how much land east of the Matting the County of Wolfsbach would get, but it all worked out in the end," Anton reports happily. "Everyone's happy with the arrangement and I made sure that everyone knew that you were to thank for it, so everyone in Western Stirland is really happy with you."

Van Hal gives Anton a thoughtful look. "Including Blutdorf?"

"Oh, dad was already happy," he explains. "He likes me having this job, and he likes all the pistols that we've been buying from Wissenland, and he likes that the Stirlandian League has been stomped on."

Van Hal just stares at Anton blankly for a moment, then smiles. "Good to hear. Talabecland will be your next stop - they're still getting used to the idea of a Stirland that actually does things instead of slowly decomposing into a puddle of grift on their southern border, so I'd like you to remind them that I'm not a Haupt-Anderssen. Say things about trade, and sound them out regarding any assistance they'd be willing to give for an invasion in force into Sylvania. It's a long shot, but worth asking."

The meeting drifts to a close after that, as Van Hal starts discussing travel arrangements with Schultz, Kasmir and Gustav. You gather up your papers and head off to await Van Hal in his office.

---

"I really need to start a Leicheberg to Halstedt road," Van Hal groans as he enters his office, and takes the mug of brandy from you gratefully - you fished the bottle out of his bottom drawer while waiting for him. "Thanks. Blasted Sylvania - Stirland could be a wealthy and productive land without that millstone around our collective necks."

"If wishes were fishes, there'd be no room in the rivers for water," you reply, and he snorts.

"True, true. But by Sigmar, we can't even build a bloody road without ghosts coming out of the hills to try and eat us."

You nod in commiseration, and he sits himself down, broodily sipping at his mug. "Not that there aren't upsides," he admits. "Any other province and I would have been drawn into Imperial politics immediately. Stirland, I had some breathing room until they started playing games."

"Talabecland?" you guess.

"Talabecland are the loudest of them, but that's just because they see an opportunity to rebuild southern trade and want to get the lion's share of profits from it. We'll see how well Wilhelmina does at preventing that. But Averland and Ostermark are watching, because Sylvania's partly their problem too, and Wissenland and Reikland... god, it's easy to forget that Stirland's got half the Empire as neighbours. But there's an Elector's Meet coming up, and that's going to mean all eyes on the newcomer."

"Oh? What's the topic?"

"Dwarf business. Some hold they want to reclaim. But there'll be the usual politicking on the side - marriage will probably come up."

"An unmarried Elector Count usually doesn't stay that way for long," you note neutrally, not sure how you feel about this.

"Widowed, actually," he corrects, and smiles a little sadly at your look of shock. "Ancient history. She died in childbirth in '66. There's three little Van Hals out there, ready to carry on the family mission should this experiment fail, but nobody knows about them but a few trusted allies." He lets the silence stretch a little moment, then breaks it. "Anyway. Report. How's Knighted life treating you?"

You take a moment to get your thoughts in order. "Very well. The lands seem capable of thriving from neglect - thank you for that." He nods in acceptance, and you move on to the next topic. "On top of those in command reporting to me directly, I've got informants throughout the ranks of the Watch. It won't be able to wriggle free of my grip."

"I'd expect nothing less. How goes that snake of yours?"

"Fashion is making it aggravatingly difficult to get my hands on equipment for a proper study, but I managed to figure some things out. I somehow captured the Wisdom's Asp in such a manner that it got stuck threading between the mirrors, so it's half alive and half dispersed, half in the material realm and half in the Warp... it's not going to be able to reform like slain demons usually do, not while the box exists. Unfortunately the method wouldn't work safely on anything but a Wisdom's Asp..." You frown at a sudden thought. "Unless there's other types of warp entities out there that use untainted winds... anyway. It'd have to be a very, very unlucky or extremely stupid entity to get stuck in this exact manner."

"A shame, but considering the cost, it's unlikely that the same method would enter a Witch Hunter's standard arsenal. Still, once your studies are concluded, if there's nothing unusually sensitive about the information have it written up and sent to the Archives in Altdorf. Undistributed knowledge is wasted knowledge."

You nod, and he looks down at the papers he dumped on his desk when he entered and sighs. "If there's nothing else, I've got a lot of paperwork to get through before I can go gallivanting around the Sylvanian border." You take the hint, and your leave.

---

Fort Redemption built outside Leicheberg
2nd and 3rd Division now have attached chaplaincy corp
1st and 2nd Pistolier Cohort added to 2nd Division
Wealth of Stirland: Recovering
Income of Stirland: Mediocre
Treasury of Stirland: Mediocre
Flensburg Issue: Solved!
Western Stirland loyalty is now unshakeable.

---

PLAN FOR THIS TURN

ORGANIZATIONAL ACTIONS - pick ONE from EACH of the categories 'Information Network' and 'Stirland Watch':

Information Network - pick ONE (no action expenditure required):
[ ] Consolidation: You currently have a patchwork of useful contacts. Backfill so that you can rightfully claim to cover entire towns.
[ ] Interweave your network with the Watch as it expands, so that you can use the Watch to cover your network's communication lines and actions. (NEW)
[ ] Expand your information network into another province (choose one) (LOCKED until information network is financially independent or discretionary income expanded) (NEW)
[ ] Expand your information network into another county or barony (choose one) (LOCKED until information network is financially independent or discretionary income expanded) (NEW)
[ ] Expand your information network into the military (choose a Division) (LOCKED until information network is financially independent or discretionary income expanded) (NEW)
[ ] Off the Leash: Let Julia handle the network without your micromanagement from now on. (LOCKED until information network is financially independent or discretionary income expanded; will remove this from Organizational Actions) (NEW)
[ ] Choose a formal name for your information network (write in - does not count as your choice for the Network)

Information Network finances - expansion is hobbled by it's dependence on your discretionary income, and so is your budget. Perhaps you can get past that. Can be chosen INSTEAD of a selection from the above.
[ ] Information Broker: Start selling tidbits of information, just enough for your information network to start paying for itself.
[ ] Fixer: Work with the Wurtbad Thieves Guild, supplying them information in exchange for a portion of profits. (NEW)
[ ] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury. (NEW)
[ ] Trade Delegation: Convince Wilhelmina and Markus to partner your network with the EIC based on the value of market information. (NEW)

Stirland Watch - pick ONE (no action expenditure required):
[ ] Expand the ranks of the Watch, so that they're able to start covering even the poorer parts of their covered area.
[ ] Improve the training of the Watch, hiring trainers and dedicating paid time each week to sharpening skills.
[ ] Integrate the Roadwarden network of covered areas into the Watch.
[ ] Expand the administration of the Watch so that they can expand into other counties without your personal oversight.
[ ] Seek out a new leader for the Watch.


PERSONAL ACTIONS - CHOOSE BETWEEN FIVE AND SEVEN. ANY CHOSEN BEYOND THE FIRST FIVE WILL COME WITH RISKS - PLEASE SPECIFY THE 'ADDITIONAL' TASKS.:

As Per Orders: Perform your current assignment.
[ ] Complete taking control of the renamed Stirland Watch. (spend an action to complete the takeover begun last turn)
[ ] Investigate the possibility of adding a River Warden branch of the Watch.
[ ] Integrate the rat catchers, sewer-jacks and gong farmers into the Watch, and begin having the rank-and-file of the Watch learn from them (Watch speciality action).
[ ] Expand the Watch into the rest of the County of Wurtbad, first priority being Tarshof.
[ ] Expand the Watch into the County of Worden, prioritizing Worden and Potting.

Miscellany:
[ ] Financial Jargon: Everything with the EIC flew right over your head last time. Try again. Succeeding here will mean that you can take a more active hand in the company, adding it to the organizational actions; failing or not attempting means Mathilde will remain a silent partner. (NEW)
[ ] 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.
[ ] Can I Come Too?: Everyone seems to be riding off to Leicheberg lately. Tag along and see what's going on with these Haunted Hills. (NEW)
[ ] Formal Proposal: Your idea for an undead research team intrigues Van Hal, but he wants more information. Write up a full proposal, including where it will fit in the existing heirarchy, and spend some time sourcing the equipment it would require. Write in details: Name, who it is technically a part of (Watch, Witch Hunters, Military, College, none), and whether it reports directly to you (becomes a new Organization you command) or not. (NEW)
[ ] A Crisis of Faith: Van Hal's ongoing alienation with the Sigmarite faith seems to be on the mend. But maybe you feel like meddling anyway. (write in)

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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
[ ] 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)
[ ] Enchantment: 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, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
[ ] Enchantment: So far you've still failed to find suitable equipment (damn Wizard Chic) but you could always try to throw your authority behind commissions from glassblowers and blacksmiths. (-discretionary gold, action required to set up and learn to use equipment)
[ ] 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 and get started on equipping it. (write in the purpose of the room)

Research:
[ ] Undead Research: This is Stirland. Time to bone up on your knowledge of the Undead.
[ ] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
[ ] Bound Spells: Though the corrosive Dhar made them high-maintenance, the design of the bound spells in the castle's infiltrators has fascinating possibilities. Try to adapt it for use with Ulgu.
[ ] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. It's got to be good for something. (NEW)
[ ] 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.

Influence:
[ ] Thieves Guild: It's currently little more than a church group, albeit of a very unconventional god. If it could be expanded under your aegis, it could be a powerful tool.
[ ] Biderhof: This village based on woodcutting and agriculture, has adopted you as one of it's own. Maybe you should adopt it as your own, in a literal sense.
[ ] Non-Thief Guilds: Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.

Relations:
[ ] Getting To Know You: Spend time with one of your fellow councillors or your liege, offering your help in their tasks 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).
[ ] 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.
[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required)

---

WAIFU VOTE

Who, if anyone, does Mathilde desire a romantic relationship with? This only determines who, in the privacy of her own mind, Mathilde likes the look of - it does not begin a relationship or even guarantee that such a relationship is possible, and by itself it will not change anything but some of her internal dialogue when faced with the person in question.

Elector Count Abelhelm Van Hal: An ambitious choice. But you are a noble now, and you do share a number of interests...
The Honourable Anton Kiesinger II: The heir to the Barony of Blutdorf appears to be completely lacking in subtlety and realpolitik knowhow, but he makes friends easily and seems to be remarkably competent at his job.
Sir Markus von Pfaffbach: He's well-off if he was able to invest in the EIC, he holds a position of great honour, and he's damn skilled with his sword.
Outrider Champion Gustav von Jungfreud: He's a newcomer to the game, but maybe you like a guy as at home on a physical horse as you are on a shadow horse.
Brother Kasmir Heinz: Is he bound to a vow of chastity? Maybe not. Or maybe it would be fun to make him break it.
Magister Regimand Speiseschrank: Mandatory sensei option.
Wilhelmina Hochschild: Maybe you swing the other way. She's got children, but no mention of any husband.
Julia Antoinette Massif: Another option of the fairer sex. She's a member of the ruling dynasty of the technically-democratic Chartered Free Town of Flensburg and has keen interest in archery and skulduggery.
None of the above: Mathilde is open to the idea, but none of the current options really do it for her.
None, period: Mathilde is not for romance.
Ranald: NO, THAT'S HERESY
Wisdom's Asp: DEFINITELY NOT

---

FINANCES: NO ACTION POINT EXPENDITURE.

Personal Income: 60 gold/turn
Discretionary Income: 150 gold/turn
Informer Payroll unlocked

Currently paying Grey College tithe (-6 personal gold/turn)
Currently paying Grey College student loans (-35 personal gold/turn)

Currently embezzling 1/4 of discretionary income (-35 discretionary gold/turn, +35 personal gold/turn)

Currently employing 6 veteran informants (-60 discretionary gold/turn)
Currently funding a number of Watch informants (-10 discretionary gold/turn)
Currently funding a number of EIC informants (-20 discretionary gold/turn)
Currently employing Julia Massif (-30 discretionary gold/turn)
Currently maintaining the staff of a townhouse in Wurtbad (-20 discretionary 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)
[ ] These agents are getting expensive. Write up a proposal for your discretionary budget to be increased, instead of waiting for Van Hal to decide to increase it. (warning: attracts oversight to your current budget)

- You can write in orders, but something worth writing in is probably worth adding to the list of possible orders, so feel free to ask if your idea can be added.
- As always, voting will be in plan format. The WAIFU VOTE will be separate to the plan. The WAIFU VOTE will not be a lock-in - it will change her inner monologue and unlock new personal actions, but if none of the relevant actions are taken and discussion in the thread starts to favour a different candidate, I will hold a new WAIFU VOTE. Yes, the all-caps is necessary
- As more organizations are founded or absorbed, this will become more of a 'traditional' CK2 quest, with choices in a range of specialized areas each turn and personal actions separate. This can be 'walked back' if desired by allowing leaders to act independently and not bringing more organizations on board. I know that no choice will please everyone; some people will be excited for Mathilde to go from a single confused journeywoman muddling her way through things to ruling over a personal fiefdom of powerful organizations, but other people will be sad to see the quest lose the 'down-to-earth' tone of early turns. If you've a preference, express it through voting and explaining your point of view in the thread.
- Don't forget Ranald's Blessing!
- Take note - you now have FIVE actions, with the option to overwork up to seven. This represents the time taken to manage both your information network and the Watch - there is no way to eliminate this without completely giving up personal control over them.
 
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Turn 9 Results - 2474
[*] [Actions] Plan Our Jobs Take Priority
-[*] Interweave your network with the Watch as it expands, so that you can use the Watch to cover your network's communication lines and actions. (NEW)
-[*] Expand the administration of the Watch so that they can expand into other counties without your personal oversight.
-[*] Complete taking control of the renamed Stirland Watch. (finishes action begun last turn)
-[*] Integrate the rat catchers, sewer-jacks and gong farmers into the Watch, and begin having the rank-and-file of the Watch learn from them (Watch speciality action).
-[*] Expand the Watch into the County of Worden, prioritizing Worden and Potting.
-[*] Can I Come Too?: Everyone seems to be riding off to Leicheberg lately. Tag along and see what's going on with these Haunted Hills. (NEW)
--[*] Ranald's Blessing on Can I Come Too?

-[*] Overwork - Undead Research: This is Stirland. Time to bone up on your knowledge of the Undead.

-[*] Formal Proposal: Your idea for an undead research team intrigues Van Hal, but he wants more information. Write up a full proposal, including where it will fit in the existing heirarchy, and spend some time sourcing the equipment it would require. Write in details: Name, who it is technically a part of (Watch, Witch Hunters, Military, College, none), and whether it reports directly to you (becomes a new Organization you command) or not. (NEW)
--[*] Name: Autopsy Agency
--[*] Membership: College
--[*] Control: Van Hal
--[*] The organization would have wizards from the colleges, along with surgeons and hunters to best locate, combat, capture and dissect the undead encountered. The key difficulties will lie in detection, location and capture, where a wizard is best suited to the parts of detection and capture, being able to identify the Dhar at work and also counter or trace any necromancers involved.
--[*] While there may be political costs to a formal expansion of the colleges, the value here in Stirland should be well worth it, and there is the alternative of hiring Journeymen and keeping the control under Van Hal's personal authority if the politics prove stubborn about a formal expansion, as his position makes commanding journeymen wizards simple by law.
--[*] With the information gathered, it'd be helpful to the roles of Gustav, Kasmir and your own office to get the detailed reports. Specific tactics to fighting the unliving would greatly ease the losses on the forces combating the supernatural in the field, while your informants would also greatly benefit from identifying the more subtle forms of undead hidden within the populace or lurking where the people will only report otherwise vague rumors.. Then Kasmir's office to assess if the locals are coerced, duped or in collusion.

-[*] Enchantment: So far you've still failed to find suitable equipment (damn Wizard Chic) but you could always try to throw your authority behind commissions from glassblowers and blacksmiths. (-discretionary gold, action required to set up and learn to use equipment)
--[*] Just buy. Defer setup if you get anything
-[*] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required)
--[*] Wilhelmina
-[*] These agents are getting expensive. Write up a proposal for your discretionary budget to be increased, instead of waiting for Van Hal to decide to increase it. (warning: attracts oversight to your current budget)
--[*] Budget increase dearly needed as the information network need huge expansion to refill the void left by the demise of the League, as well as watching the Watch to prevent corruption and hostile plants. Push for increase of 100 Gold at minimal, due to need to finding and keeping reliable officers.
-[*] Cut Embezzlement to 0. You have your own estate income now to cover your fees.

[*] [WAIFU] None of the above: Mathilde is open to the idea, but none of the current options really do it for her. - Number of voters: 30
[*] [WAIFU] Van Hal - Number of voters: 23

Waifu Vote Result: Mathilde will be married to her job, but will have certain thoughts regarding Van Hal.

---

There was a time, you reminisce, when every problem given to you was solved by running at it with sword and magic armour at the ready, and whatever happened, it was all wrapped up in time for dinner. Now, you've got bureaucracy.

Tragically, it's entirely a necessary evil. The newly-renamed Stirland Watch could be a fantastic tool in all sorts of ways - for your information network, for presenting a credible threat to the criminal underworld to force them to fall in line under your authority, and, of course, for the good of the citizens of Stirland. So you have to grit your teeth and sit down and hammer together an organization pretty much from scratch because the blasted Bretonnian peasant who used to run the Wurtbad Watch took one look at your incoming regime and chose retirement.

You secure oaths of loyalty from the remaining subordinates of the Bretonnian and move the headquarters to a townhouse that just so happens to be next door to that of your information network. You try to require them to give reports in writing instead of the verbal reports they used to give, but quickly run into the problem of widespread illiteracy, so you once more set up a literacy program for your underlings. You're getting sick of working with uneducated peasants, but when recruitment for the Watch is restricted to military veterans, you don't have much of a choice.

Things rapidly start falling apart when you try to build a bureaucracy, however. You spend weeks on interview after interview, and in the end you're able to divide them neatly into two categories: incompetent and infiltrators. You invite a few of the second lot back to face rather more intensive interviewing, and as it turns out there's far greater demand for competent administrators than there is supply, thanks to the trade vacuum caused by your removal of the Stirlandian League. The EIC have snapped up a number to start with, but there's also other trade leagues moving into Wurtbad, and they're looking for bureaucrats of their own. And a few of those new hires have been sent on to you, in what appears to be a defensive measure - there's concerns that your brutal breakup of the Stirlandian League and the seizure of their assets may be habit-forming, and they want agents of their own in place to tip them off should you attempt the same with them.

You put away your implements, thank your interviewees for their time and honesty, and have Julia return the rather distressed candidates back to their paymasters with your best regards.

You spent some time with her later, trying to find an easy solution, but there just isn't one. There's no competent administrative staff left unspoken for in Wurtbad; the only way to get your hands on some is to go elsewhere to hire some on, or to start headhunting those already hired by other organizations, and there's just not the time for that right now. At least, Julia says brightly, it makes it easy for her to sink her hooks into the Watch unimpeded, but it's no comfort to you.

Fine. If you've got to do everything yourself, so be it.

---

Your last task before heading off to Southern Stirland is the expansion of the Watch downwards. You're acquainted with how sprawling the underways of Wurtbad are, and you want to start projecting power down there as well as the Watch currently does on street level. The first stop is the Sewer Jacks - technically already part of the Watch, they've just been operating independently for so long that they ran as a separate organization. A reminder of their charter and they fall in line, but talk of a greater focus on their duties gains their interest. You meet with the leader of the Jacks, a short and scarred man known as Lower Hans, a number of times over several weeks in their offices beneath the southern gatehouse of Wurtbad's inner walls. You explain that you envision the Sewer Jacks with improved equipment and training as an elite force dedicated to patrolling the sewers, whereas the rank-and-file of the watch will 'only' be brought up to the current level of expertise of the Sewer Jacks. His eyes brighten, but he speaks a single word: dwarves.

Given time, you manage to extract further words from him. Dwarves, he explains, are the undisputed masters of tunnel warfare. The Stirland Watch can either spend a dozen lifetimes getting anywhere close to catching up to them, or they can bring in Dwarven trainers to teach them. Stirland has a trade relation with Zhufbar, you remember, albeit one strained by all the Sylvania in between, so it's not entirely impossible - and there was mention of some dwarf issue being raised in the coming Elector's Meet, wasn't there? Something to keep in mind. You say you'll keep it in mind, sketch out plans for the Sewer Jacks to begin training the rest of the Watch, and move on to the more difficult part of the job.

You hold a series of rather fragrant meetings with representatives from two of the most avoided guilds in Wurtbad: the Rat Catchers and the Gong Farmers. You paint a picture for them: one of a new, modern Watch that ruled the streets below as well as they did those above, of the sewers being a hidden but vital part of the Wurtbad machine instead of a hive of vermin and pestilence. Either as independent contractors or officially as employees of Stirland, they would be brought aboard and their roster expanded so that no more would any street in Wurtbad know the smell of human excrement and the skitter of paws in the dark.

It's a surprisingly impassioned pitch, and it wins them over - it takes you weeks to hammer out the details but in the end, both guilds are being formally adopted by the Stirland Watch. Both start to expand their rosters, taking in the poorest and most desperate of Wurtbad's populace and offering them an income and a purpose. The Rat Catchers, no longer bound by the requirement to collect tails for bounty, begin to experiment with new ways to wage war on their eternal foe (it sounds a little melodramatic to you, but hey, whatever helps them find purpose) in the form of rat traps and poisons. As for the gong farmers, the tiniest outlay of funds from the Stirlandian treasury to purchase carts, wagons and barrels pays for itself within the month, as waste flows out of the city and, to your shock, money flows back in - solid waste goes to the farms to act as fertilizer for a modest fee, and it's downright shocking what the tanneries outside Wurtbad's walls will pay for liquid waste. And every drop and dollop that flows out is no longer lying on or under the streets of Wurtbad, or being dumped into the poor River Stir.

If nothing else, you can claim with pride that Wurtbad is a better-smelling city for your intervention.

[Finishing the takeover: Req 50, Stewardship, 71+10=81.]
[Expanding the administration: Req 40, 14+10=24.]
[Spotting the plants: Req 60, Intrigue, 53+16=69.]
[Julia interrupt? Roll, 4. Nope.]
[Sewer Jacks: Req 30, Stewardship, 95+10=105.]
[Rat Catchers: Breakpoints 30/60, Stewardship, 64+10=74.]
[Gong Farmers: Breakpoints 20/40, Stewardship, 69+10=79.]

---

With all that set up, it's time to join the rest of the group in Southern Stirland. They set off weeks back, but with all you've got to do in Wurtbad you can't spend all your time wandering around the Haunted Hills, so instead you decide to join Wilhelmina's rather more relaxed journey south. It'll be far slower than if you had just ridden a shadowhorse, but a lot more comfortable and it gives you the opportunity to spend some time with Wilhelmina, your long-time coworker and now cofounder of the EIC.

At least, that was the idea.

In reality, Wilhelmina is entirely occupied with her own concerns, and the entire column was forced to wait awkwardly outside the EIC building as Wilhelmina has a screaming row with her eldest son; you can clearly hear the details, as can everyone in this quarter of Wurtbad. The son in question apparently feels that the EIC has no business getting caught up in an inevitably disastrous crusade into haunted Sylvania, and that she was putting some damn fool of a noble ahead of her own family; Wilhelmina shoots back that that 'noble' made the EIC possible, and continues to do so, and even if he didn't she'd still throw the full weight of the EIC behind him, and if he, the son, didn't like it he could resign his place in the company and go out into the world and find some other mother figure to leech off of.

From there, things spiral downward awkwardly.

You don't know how things ended, because after the first hour you summoned your shadowsteed and galloped out of the city on your own.

[Spending time with Wilhelmina: Roll, 2.]

---

You've got a fair bit of reading to do on your way to Southern Stirland to keep you occupied, and you're comfortable enough on shadowy horseback to read as your horse gallops. You've got a number of books on the undead, and more importantly you've got all the information your still-growing network has collected on Southern Stirland. You've honestly been neglecting to read the reports that flow in, leaving it up to Julia to make sure that there's nothing important in there - there's only so many hours in the day, after all - but you suppose now is as good a time as any to start tapping into it, and Julia had busily distilled those reports into solid nuggets of background information on every corner of Stirland.

Southern Stirland, you soon realize, is actually the richest third of Stirland proper. Though Wurtbad is by far the largest population center in the province, Schramleben, Hornau, Leicheberg and Sigmaringen are second through fifth, the fertile soil between the Moot and the mountains supporting fertile fields and vast herds of cattle. It comes as something of a shock to you, as you'd assumed that Western Stirland, furthest from Sylvania and where you'd spent most of your time and attention, would naturally be the biggest part of it - but it's only Wurtbad that makes Western Stirland so important, and without it, the average wealth and size of the towns and villages is far below that of Southern Stirland.

You suppose it makes sense, when you think about it. Most of Western Stirland (and Central Stirland, for that matter) is hills and woods; good for sheep and hunters, but not the sort of place that makes an area rich. For that, you need crops and cows. There were decent farmlands along the Aver, but they lacked the fertility of the lands tucked up against the Moot. You think you're starting to understand why generations of Stirland's Elector Counts have resented the halflings for the loss of Stirland's most valuable soil.

The next report to fall under your eye was on Maksim von Stolpe, the young man that was elevated to rule after his brother got 'disappeared' by you, and his lands. Leicheberg's largest claim to fame (before Van Hal made it the military headquarters of Stirland, that is) was that it was, technically and arguably formerly, Sylvanian. The people were Stirlanders, but when the border was still a legal entity, Leicheberg was on the Sylvanian side of it. But generations of hard work and dedication and military might had forced back the terrible things in the night that made Sylvania what it was, and now the land was as solidly Stirland as any other, with the least haunted of the Haunted Hills supporting vast flocks of sheep and the lowlands of Swartzhafen supporting cattle. Every indication was that he was very enthused about the military presence in his lands, and considering that half of those lands fell within the 'Haunted Hills' and the other half in the shadow of the 'Ghoul Woods', you can certainly see why.

You skim a single page on the neglected barony of Texing, which reverted to the Elector Count after the owning family died off. Decent farmland and some timber industry, but isolated from the rest of Stirland. Perhaps that would change if Van Hal keeps building roads - a Leicheberg-Halstedt road could easily go through Hirtenfeld. Another single-page report, on Sigmaringen and Countess Alexandra von Munsterburg - the least prosperous of the southern counties, but still well off. A pious and quiet land filled with shrines and shepherds, only mildly terrorized by monsters wandering down from the mountains from time to time.

Schramleben, ruled by the Grand Mayor Victor van Grissenwald, is the largest city in Southern Stirland and second-largest in Stirland proper; it is also a Chartered Free Town that has somehow expanded into the area of a county. Built on the shore of the Aver and the crossroads between Averland, the Moot, and Zhufbar, it makes incredible profits selling its famous ale to all three. It also has more head of cattle than any county in Stirland. Its wealth makes it the political juggernaut of Southern Stirland, and it apparently hosts an informal meet between its Grand Mayor and the three Counts every year to discuss business.

Finally, there is the county of Hornau and the Count Robert Toppenheimer; the richest farmlands in Southern Stirland, held back by a lack of enough peasants to work them all. Nobody's that keen to live right up against the Sylvanian border, and crops need a lot more hands to tend them than cattle or sheep do. As a result, he's as positive about recent military developments as Count Maksim is, and has ordered his levy train every weekend in anticipation of a push into Sylvania.

An idyllic corner of Stirland, on paper; but the fact that a simple road can't be built to link it up to Central Stirland tells otherwise.

You spend a pleasant night in Schramleben, sampling their famous ales and taking in the wealth of the city for yourself in a way that you didn't manage to when you galloped through in the past. It's far smaller than Wurtbad, but it's richer, cleaner, and more cosmopolitan. About one in four of the people on the street are dwarfs, halflings, or Averlanders, and the locals are dressed much more finely than the current fashion in Wurtbad. Then you realize that the current fashion in Wurtbad is thrice-accursed Wizard Chic, and you extend your stay in the city a few more days to make some purchases, cackling with glee as you're finally able to clean out the glassblowers and smithies of a city that Wizard Chic hasn't reached. You find stills, alembics, calcinators, retorts, flasks, lenses of every colour, vises, sets of chisels and pliers, an anvil, a very small pedal-forge, and all are purchased and packed in straw and sent up the road to Wurtbad, addressed to Dame Weber, care of the EIC. The cost is outrageous but you don't care. You've finally beaten Wizard Chic.

[Shopping for enchanting equipment: Req 60, Learning, 89+16=105.]

---

You finally arrive in Leicheberg with a light purse and a lighter heart, and introduce yourself to skeptical soldiers at the gate of an entirely new building: Fort Redemption. Word is sent up a chain of command, and before long Van Hal arrives and welcomes you in, and the guards relax. The barracks is all tall walls and small buildings, with tents in places and ongoing construction in other places, and it bustles with activity. Something like five thousand troops call this place home, and thousands more call it their job; you pass an open-air kitchen with a long line of hungry soldiers patiently waiting, and a small shrine to Ulric, and a tent out of which wafts the smell of blood, death, and the screams of the wounded. Past all this you are led and then into the central keep, past another guard checkpoint and through a series of hallways into what can only be called a war room. Gustav, Schultz, Kasmir and Markus are already there, leaning over a map of the area, along with a face you only recognize after a moment's thought - Maksim, last seen as the dilettante little brother of the Count, now ruling in his own right, and constantly tugging at his belt as the unfamiliar weight of his rapier drags it down.

You all exchange greetings as you join the huddle. "No Wilhelmina?" Markus notes.

"I left a couple hours ahead of her," you reply, leaving out the 'why'. "She should be here within two or three weeks - she's at the head of an entire trade caravan, by the look of it."

That draws a few surprised looks, and you practice your smirk in reply. Wizard, you don't say, but in such a way that everyone hears you not saying it.

"She'd probably want to sit this out anyway," Van Hal says. "There's a burial mound about half a day into Sylvania - some local hero that was dug up and his remains resanctified in the early days of the Empire. Unlike most of the other Wight Kings, he doesn't get up and go wandering on his own - the only thing that drags him out of his rest is enslavement, and him and his retainers make their way back home after the necromancer in question is slain. If he's still there, then we'll know that our problems are the natural pulse of the Haunted Hills. Worst case scenario, the petty kind of necromancer that can only bind the already-restless dead. But if we get there and it's empty, it means there's something with real power lurking in these Hills."

"I'm in," you say instantly.

Van Hal smiles and nods, and you draw a thoughtful look from Gustav. "You, me, Kasmir and Markus; Gustav will lead a company of his Pistoliers with us, and we'll have flares to signal for reinforcements if necessary. Should strike a decent compromise between moving fast and moving in force."

"In and out before sundown," Kasmir states firmly, and Markus nods in agreement.

"Bezahltag," Van Hal says, "unless the weather shifts, in which case we push it back. Three days to prepare."

---

You take the time to burrow into the bureaucracy at Fort Redemption. You know that the retirement package for soldiers is fairly generous, which means that someone must be handling that money; you make your way to the Paymasters' offices, and from there find a mess. The pay is centralized, certainly; but each Regiment handles retirements internally, and draws up the paperwork to request that their coffers are reimbursed after the fact. You had hoped there was one person you could talk to that would be handling all retirements, but no such luck. So instead you go to the paymaster of each of the eight regiments stationed at Fort Redemption and speak to them individually, braving their suspicious looks and asking them to pass on to men that retire that the Stirland Watch would welcome them with open arms. All they need do is bring their discharge papers to any watchman in Wurtbad, and they'd be directed to the offices of the Watch and welcomed into their ranks.

To your surprise, each and every one of them is open to it, and tells you that they'll pass on the suggestion to their men.

In hindsight, it's probably because you kept it straightforward and minimized your own place in it. "Go to Wurtbad, talk to any watchman you see" is easy to remember and seems unlikely to be part of any weird Wizard plot. But now you'll have enough manpower coming in that you can afford to send some of Wurtbad's officers down south when you get back.

[Retirement bureaucracy: Roll, Stewardship, 35+10=45.]
[Speaking to the paymasters: Breakpoints every 10, Diplomacy, 84+8=92.]

---

You spent so much time chasing down the paymasters and convincing them to pass on your message to their retiring soldiers, you don't have a chance to catch up with anyone before it's time to go venturing off into the Haunted Hills. One hundred pistoliers, two champions, one Elector Count, a priest and a wizard head out in the first light of dawn across the uneven countryside of the Hills. The atmosphere is tense, and every horse but your own is spooked.

Justification for the atmosphere is provided barely an hour into your ride. Atop a hill between you and your eventual goal, two ghostly figures float in midair, shimmering green energy glinting off the transparent scythes in their arms. You're glad you've started skimming books on the undead every night, instead of your usual reading material; you're able to identify these as cairn wraiths, the lingering souls of novice necromancers with just enough know-how to preserve their spirit, but not enough to bind it to a body. They're staring at you malevolently, but not even trying to conceal themselves.

"What in Sigmar's name?" Gustav asks in shock.

"Cairn Wraiths," Van Hal states, confirming your own identification. "Nasty - they can't be harmed by normal weapons." He unslings his repeater rifle and hands it to you, and after a moment's investigation work out how to pop out the cylinder and start weaving Ulgu into the bullets. This soon after dawn, it's trivial. "Fortunately for us, we're not so limited. Gustav, pass Kasmir your pistol." He does so, and the murmurs of Kasmir's prayer joins your silent concentration as you seal the doom of these fallen wizards.

"Is this," you murmur distractedly, "proof enough? Of necromancers?"

"Unfortunately, these will wander of their own accord just as readily as they will at a necromancer's bidding." He accepts the rifle back from you, checks the cylinder is secured, then aims down the sights. "Though they're rather limited - they tend to come from a time," the sharp crack of gunfire breaks the uneasy silence, and then shrieks rise from one of the figures as hideous spurts of Dhar pour from the spectral wound, "before gunpowder."

The other figure charges, and runs into shots from both Gustav and Van Hal, and joins its fellow in shrieking in unexpected agony. Further shots from both of them finish off the figures without further trouble, and they disappear, either dispersed back into the Winds of Magic or sucked directly back into the Warp.

"Shall we carry on?" Van Hal says, a hint of a smile on his lips, and you find your own smile mimicking his.

[Various rolls to determine whether a threat is present and its nature and potency]
[Scouting: Roll, 84.] vs [stealth: Roll, 19.]
[Van Hal and Gustav clown on them]

---

The rest of the trip to the Barrow is uneventful, and the sun is bright overhead as you approach it. In darkness it would be intimidating, but in the cold light of day it looks like a sad ending for a once-powerful ruler.

"Mathilde?" Van Hal says, and you concentrate your senses. The ground is stained with Shyish, of course, and like everywhere in these blasted hills there's the lingering taint of long-forgotten atrocities staining everywhere with a faint overcoat of Dhar. But as far as you can see, there's no evidence of any recent magical activity, and you say so. "A promising start," he says, dismounting, and you and the other three follow suit. The Pistoliers remain mounted; Gustav barks an order for them to form a cordon, with scout patrols in every direction.

"Just like last time," you say wryly as you draw your Greatsword; you give it a frown, uncomfortably aware that you've been neglecting your study of the blade since then, but you shake the thought free and begin folding Ulgu into it.

"If only duty took us somewhere nicer," Van Hal agrees. "Mathilde, you take the lead this time. Keep an eye out for any magical tripwires. We're much closer to Drakenhof here."

Kasmir says prayers over Gustav's repeater pistols, then Markus' sword; Van Hal's blade needs no such assistance. Orc Hewer's runes were carved when this mound was freshly dug, and rendered the blade's edge able to pass unhindered through armour and flesh and bone alike.

You tear yourself away from enchantment envy, and lead the party into the darkness of the barrow.

There's something different about this one; something you can't quite put your finger on. The torches carried by those behind you barely penetrate the darkness, but the Shyish in every surface means everything glows amethyst to your senses, and you step with confidence through the murk. The passage is winding, sloping downwards under the hill, and finally you emerge into a room - an antechamber, you realize, as an ancient door of long-fossilized wood bars the way further into the chamber. And to each side, skeletons stand upright against the walls, blades in hand to defend their dead king; you feel a pang of sadness, because their protection endangers the king they swore to serve in life and death, as it makes his resting place all the more tempting for those that wield the tainted magic of necromancy. Not just a Wight King, but his honour guard too; lieutenant and shock troops in one convenient place.

Twenty empty eye sockets stare at you, empty of the sinister witchlight of a wraith. Shyish cloaks them, and deep in their bones, the taint of Dhar from being bound and animated again and again for countless long-forgotten battles, and each time they found their way back to this place, to stand in defence of their master; but with no defence against the hideous magic of Necromancy, they only stand ready for the next fiend who wanders this way to enslave them.

Behind you, the others peer over your shoulders into the antechamber, taking in the sight.

"Should we check the main chamber?" Gustav asks, his voice breaking the silence of the tomb.

"If there was a necromancer anywhere near here, this honour guard would be gone," Van Hal says firmly. "I won't disturb their rest any more than it has been already."

"Is there something we can do for them?" you whisper, your voice almost breaking as you stare back into the empty eyes of one of the would-be wights.

"I'm no Morrite," Kasmir says gently, "and even if I were, to lay all the dead of Sylvania to rest would be the work of a hundred lifetimes." A hand falls on your shoulder, and squeezes it comfortingly. "We fight for the living. I pray that one day, we will have the luxury of fighting for the dead, as well."

Boot scrapes on stone as the others turn to leave, making their way out once more. You look once more at the long-dead men, still standing in a doomed effort to protect their king from those that would defile him, and then turn and follow.

---

The light of noon seems unreal to you, after the Shyish-tinged gloom of the barrow. You accept a drink from Van Hal's flask, the liquor burning down your throat and radiating from your gut, chasing away some of the sadness of the tomb that had seeped into your bones.

"That answers that," you manage to say, though you can't find it in you to sound victorious. "No necromancer, not here. Just... Sylvania."

"Still threat enough," Gustav mutters, drawing murmurs of agreement.

"A predictable and manageable threat," Van Hal says. "No threat of strategic trickery, just the ebb and flow of the restless dead. We deploy the 2nd and 3rd in force to guard as the road is built, then the 4th comes down and joins a push into Sylvania to bring their numbers down."

"Timeline?" you say, managing to make it sound like simple curiosity.

"Mmm... a year?" Van Hal says, looking questioningly at Gustav.

"If Schultz can hold up his end of things, I can make a year work."

"Call it a bit longer for the muster. In just over a year, we purge the Haunted Hills."

---

You spent some more time with Van Hal in the coming days. His office here is far from the comfortable one back home, but there's a pair of chairs and a fire so it's not too bad. He's currently reading through your budget proposal, and the attached paperwork showing your current expenditures, completely free of embezzlement for the first time since you began; he looks at you wryly, and you return the look blankly, and he smiles.

"Look, I'll grant you another 50 for the Discretionary," he says, "that should cover you for a while longer. But this is supposed to be discretionary, for unexpected bits and pieces that pop up as you go along. It's not supposed to be for you to maintain an entire staff filed under miscellany." He holds up a hand to stall your coming objection. "Yes, they're important, I've no doubt. But if you keep scaling up, you can't count on Stirland to cover the cost - not when we've got so many other drains on our resources. Either find a way to make your network revenue-neutral or stop throwing money at everyone you want to tell you things. I hope patriotism is still legal tender for these purposes, but if not, I've always found a great deal of value in threats of violence."

"I'll find a way to make it work," you promise.

He nods. "I've no doubt. What else do you have for me?" You hand him your proposal for the Autopsy Agency, and he sits back and reads through it. "Under the authority of the Colleges," he notes.

"Under the authority of my Master as a Magister of the Colleges; it'll pass to me once I graduate."

"Which means that it's not bound as tightly as I'd like to Stirland proper," he says with a frown. "Oh, it'll be fine for the foreseeable, but what happens after our time?"

You... hadn't actually thought that was a concern. "I... suppose it would either dissolve, or a new head would be appointed by the Grey Order," you say.

"If this is to happen at all I want it ironclad," he growls. "This organization is to be a partnership between the Grey Order and the Elector Count of Stirland. When we're both dust I don't want this turning into anonymous wizards using Stirland as a laboratory."

"I... can write something up to that effect," you say, more than a little confused.

"Okay. Good. Go on," he says, settling back down.

"Okay, uh, members would be drawn from surgeons and hunters as well as the Colleges, with the goal being to form teams that can locate, capture, and then research subjects. It's my opinion that a wizard being part of this would be vital, so they can identify the Dhar and counter any necromantic control."

But Van Hal is shaking his head again. "No. Any organization that requires a wizard to function, let alone wizards plural, is doomed. The supply of competent wizard back-up we can count on, not including yourself, is measured in man-hours," he pauses. "Wizard-hours? Anyway, it's not measured in actual full-time wizards assigned to this. I'm sorry Mathilde, but this plan is good on paper but sure to end up with either incompetent baby wizards getting good people killed or, if we restrict it to competent wizards, a bunch of hunters and surgeons sitting around wondering if they'll ever see a single wizard to fill in the trio. And this part?" He points. "I control it directly? Has something led you to believe that an Elector-Count has nothing to keep them busy from day to day?" He rereads the entire the entire proposal as you sit there, feeling very small. "Unless you can make the current plan work without wizards, scrap the entire thing. Actually, if we're using regular surgeons for the actual examinations, cut out the Colleges entirely. And for Sigmar's sake decide whether it'll be under Gustav or Kasmir or Schultz or yourself or, in fact, literally anybody but me."

He subsides back into his chair, then sighs and pulls out a flask, offering it to you. You drink gratefully, and mutter an apology.

He shakes his head. "Look, I get it. In a perfect world this would be a fantastic way to expand our knowledge of the undead. But you and I both know that this is so terribly far from a perfect world, and we need to work with what we have. And what we have is barely-trained peasants." He waves an arm towards a window. "Look out there, the 2nd and 3rd. Ten thousand peasants with spears. Five thousand with swords. Five thousand with crossbows made of wood and scrap iron. One thousand horsemen with pistols. How many cannon? Ten. That's the kind of ratio we can sustain." He points at you. "You are our cannon. Now figure out how to make things work with thousands of peasants."

You take the proposal he passes back to you and leave the room, your mind starting to go to work.

---

On your way back to Wurtbad, you pass Wilhelmina as her caravan makes its way from the Moot to Schramleben; her palpable jealousy at your shadowhorse follows you all the way up the road to Halstedt, where you spend the night. More inspired than ever, you spent sleepless nights digging through books of undead, sent from the College libraries with dire threats regarding what would happen if you lose them. Not because they were especially rare or anything; the libraries were just like that. Wraiths and wights, skeletons and spirits, a hundred varieties of undead and a hundred more accursed living creatures that flock to them. You're barely scratching the surface.

You pop in at Worden on your way through, and announce your annexation of the local guard; you had brought a copy of the founding charter of the Stirland Watch for this very purpose, and allow the local representatives of the tiny bands of thuggish thief-takers to read through them - or, more accurately, to find someone to read it to them - and let them decide whether they wanted to be part of the law enforcement juggernaut that was forming, or be in its way. They opted for the former, and with that in hand Potting puts up even less resistance, accepting that it was time for their local law enforcement to fall under the aegis of a province-wide organization.

Since you had the momentum and manpower, you went all in. Vigaun didn't even try to say no, apparently glad that the three-man team that handled law enforcement was going to be supplemented by trained men from the capital. Nussbach didn't even have anyone acting in that roll, so you told the Headman that now there'd be someone around to deal with crime. They seemed reluctant to give up the traditional punishment for thievery, which was nailing the thieves' hands to the door of the village tavern, but he's not enough of a fool to stand in your way. And with that, your work was done, and it was time to head back to...

You sigh, and turn your horse along the dirt road to Kelham. You have a duty.

---

The Headman is a tall man, still muscled despite his advancing years, and well used to getting his way. But he sees the robes and the hat and the sword and the paperwork. He bows and stammers and welcomes you to the humble village of Kelham, and what could it do for such an august and powerful figure? What he doesn't see is you.

He doesn't see the face of the girl that he dragged into the village square fourteen years ago, screaming for her to be burned; her mother and father had stood and watched and said nothing as the villagers started to gather firewood. Then someone arrived who argued, the single man that served as law enforcement in Kelham, who said that there was laws. That the girl had done no crime with her magic; that she hadn't harmed anyone nor raised the dead nor summoned creatures, only made a toy horse neigh. And the man that had once fought and bled for Stirland placed a hand on the hilt of his battered sword, and he insisted.

Two weeks later, of living in that man's spare room and not seeing another human being and asking every day if her family had asked about her, and they hadn't, nobody did... two weeks later, answering the summons that had been sent to Wurtbad, a man by the name of Magister Regimand had arrived in the town, and demanded to see the child blessed and tainted with magic, and took her away to learn to control and cultivate the blessing and curse of magic.

The Headman is still standing there, awaiting your answer, not daring to ask again even as the silence drags. And then you talk of law enforcement, and are told they have none, not since six, seven years ago when bandits got the last one, and though the news hits you like a punch in the gut you simply nod and tell him that watchmen will be sent to oversee Kelham. And he thanks you, and you leave.

You spend some time looking down the even fainter dirt road leading off the village square, that you knew would lead to a too-small farm and too-busy adults and too many children and, somewhere, maybe, a carved wooden horse that had once been made to neigh.

And then you leave. Never to return.

Not if you could help it.





---

[Undead research: Req 40, Learning, 34+16=50. Progress gained.]
[Expanding watch into County of Worden: Diplomacy, 68+7+20(manpower secured)=95.]


WATCH STUFF TO BE WRITTEN UP IN A NEW INFO THREADMARK
HAUNTED HILLS PURGE BEGINS TURN 12
BUDGET EXPANSION ACQUIRED: +50g/turn
TRAIT ACQUIRED: Bureaucrat
UNDEAD LORE: Novice


Discretionary Income: +200g
Veteran informants: -60g
Watch informants: -10g
EIC informants: -20g
Julia: -30g
Townhouse staff: -20g
Enchantment equipment: -150g, including shipping
---
Net: -90g

Personal Income: +50g
Estate Profit: +10g
Tithe: -6g
Student Loans: -35g
---
Net: +19g


The Council Meeting is in Fort Redemption, since most everyone is there anyway; only Anton is absent. The council room is a far cry from back in Eagle Castle, but it will have to do, and you can be back in civilization soon enough anyway. Everyone else seems to be energized by the martial atmosphere; even the previously-timid Schultz is going around armed these days.

You put your papers in order, and frown a little, remembering the knockbacks your proposals got earlier. But as your Master says, if you survived then you didn't fail. You just have more work to do.

Public Report: Write in (optional; can write in word for word, or just outline what is focused on)
Private Report: Write in (optional; the private meeting is traditional at this point and will take place, simply say whether there's anything specific you want to bring up here)

Potential Orders:

Investigation:
[ ] There's definitely evil afoot in Drakenhof. Perhaps there's a way to survive investigating this.
[ ] The disappearance of your predecessor is very concerning, but according to the Stirlandian League he's pulled out of the game with all his ill-gotten gains. If you're not willing to let that go, maybe you could track him down anyway.
[ ] You kind of regret learning exactly what you did to the Thorned One, but you did it. But the liquid leaking out? That's still an unknown. Will Van Hal let you look into it on the clock?
[ ] The spell used by the informants is like nothing you've heard of before. You want to see if you can detect or replicate it.
[ ] Something your Lieutenant said gave you an idea. Investigate the shores of the Black Water, see if it can truly be tamed.
[ ] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
[ ] Wilhelmina said a lot of really complicated words at you. Maybe she's up to something. Or maybe you just don't know a goddamn thing about large-scale inter-provincial trade. Either way, something to look into.
[ ] The Purge of Haunted HIlls will begin in a year. Perhaps there's a way you can contribute to the preparations.

Infrastructure:
[ ] Your intelligence infrastructure is becoming worthy of the title; perhaps you could dedicate some time to expanding it. And, ideally, Stirland could pay for it directly instead of it eating your discretionary income.
[ ] The Wurtbadian Watch is now your attack dog - let its reach spread across Stirland.
[?] The Wurtbad Thieves Guild, despite barely being a loose gossip network, really came through during the take-down of the Stirlandian League. Maybe you should cultivate this useful tool. (Van Hal has said: not until the Watch is greatly scaled up, does it count yet?)
[ ] For no particular reason, it'd be a good idea to see about informants within the military.
[ ] How about a military police? It would mesh well with your current organization, and could be useful in keeping tabs on the military.
[ ] Also for no particular reason, how about I see about building a unit in the army dedicated to catching terrible necromantic gribblies? In a way that conforms to Van Hal's criticisms.

[] Other/s (write in)

- Van Hal's criticisms of the Autopsy Agency aren't my criticisms; they're his, and shaped by his prejudices and experiences, and also by a roll I made behind the scenes. That said I don't think it was entirely polite to say to a non-wizard that's been fighting the undead for his entire adult life that wizards are required to properly fight the undead.
- As discussed between posts, I'm trying to make Mathilde's information network more... okay, I'm sorry, I've been fighting this for days and I've just got to use the word: verisimilitudinous. So enjoy the Southern Stirland 101 that Julia condensed out of all the reports she's been getting.
 
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Jumped-Up Peasant
One of the things Elector Count Abelhelm Van Hal genuinely appreciates about Stirland is the minimal amount of politicking he's required to participate in. There's still much more than he finds palatable, but for the most part his duties are as follows: keep Stirland from going the way of Sylvania, and keep Sylvania from getting any worse. Stirland's nobles are generally happy to let alone if left alone, and the occasional abomination wandering in from Sylvania reminds them why they pay taxes. What little there is apart from that, his advisors handle, with his signature or public input required here or there.

It makes occasions like this all the more painful for their rarity.

In the time he's been in Stirland, Abelhelm has had little to say to his fellow Elector Counts. He's been sounding out the idea of a joint excursion into Sylvania, but the correspondence has progressed slowly. He knows who they are, would offer them aid in time of dire need, and until now that had been sufficient. Then this. A gathering of the most powerful people in the Empire, none of whom Abelhelm has gotten to know over the past few years.

He grits his teeth and mingles for a while, trying not to constantly bring the conversation back to the many, many undead he's had to slay since taking responsibility for Stirland. Something about viscera makes the other nobles go grey in the face, and he's trying to maintain neutral relations at the very least.

After a few hours, however, he needs something familiar. Something sane, and safe from this Count or that introducing him to their unmarried daughters (or their dashing young son in one case, something he did not understand the purpose of until hours later). He casts about for someone he knows-- Anton, perhaps, or Mathilde if she hasn't slipped away yet. Anton, as his diplomat, was a natural choice to bring along, and Mathilde wriggled her way into going, as she does.

He doesn't find the Grey Wizard, though he does find talk of her.

"Did you hear that the Elector Count of Stirland knighted his Grey Wizard?" One noble 'whispers' to another, quite loud enough to carry.

"Hmph," the second snorts, "nothing more than a jumped-up peasant."

Abelhelm pauses. This is the sort of political nonsense he doesn't know what to do with. Should he step in? Is it his name at stake here as well, since he knighted her? Does it genuinely matter what a pair of unimportant nobles - he doesn't recognize them on sight, therefore they can't be that important - discuss off-hand? Would it set off certain implications if he jumps to Weber's defense?

"That's Dame Jumped-Up Peasant, milord."

The two nobles twitch, heads snapping to face Weber herself, who is smiling with a mouth full of teeth that promise very unpleasant things in their future. Abelhelm smothers a laugh, and continues on his way. He should have known she could take care of herself.
 
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