Reading this I cant help but ask, what utterly braindead moron would put an Amber Wizard in charge of the stewardship of a small town much less an entire Imperial Provence?! I mean does this look like a guy who can manage a budget or plan and maintain infrastructure?
I mean I'm sure there are worse options, I cant think of any right now but they probably exist. Hopefully.
Then Helmuth had an accident, or so it was said. He fell down some stairs, which may or may not have been related to the fourteen stab wounds in his back. Possibly contagious, since all three of his heirs caught the same thing.
Reading this I cant help but ask, what utterly braindead moron would put an Amber Wizard in charge of the stewardship of a small town much less an entire Imperial Provence?! I mean does this look like a guy who can manage a budget or plan and maintain infrastructure?
I mean I'm sure there are worse options, I cant think of any right now but they probably exist. Hopefully.
It's spelled Orc in Warhammer Fantasy, Orks is the 40k variant.
Greenskins not only have their teeth based economy, there are greenskin mercenary groups that hire themselves out so they understand the value and usefulness of money. Amber Wizards consider having a job repulsive and don't have any desire or need for money at all.
Amber Magisters dislike human company and are shamanistic hermits. They live in areas far from the settlements of Humanity. They have little or no interest whatsoever in pursuing contracts of employment with merchants or nobles. The very idea is an abomination to them. They do, however, have duties, and they take them very seriously.
Amber Magisters require no money from the Emperor and would not know what to do with it if it was given to them. They live entirely off the land and serve the Empire by searching out the taint of Chaos in those dark and wild places where the Empire's soldiery are reticent to tread, fighting Beastmen, toppling their blasphemous Herdstones, and dispersing the Dark Magic they contain. It is not unheard of for a noble who possesses estates that has large wild and untamed tracts to expend considerable resources seeking out an Amber Magister to ask him to reside upon his estates and guard them from supernatural harm.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
Adhoc vote count started by Lupercal on Jan 22, 2018 at 6:11 AM, finished with 70 posts and 16 votes.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] Plan Aligned loyalties
-[X] There's a possibility some of your advisors are not 100% loyal, let's check them out.
-[X] While the nobles are in good mood we can gather some intel on them. Let's do it.
-[X] I need a proper information network. Please fund me wandering around making friends.
-[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
-[X] The disappearance of your predecessor is very concerning, he must be found.
[X] Keep it laconic.
[X] The disappearance of your predecessor is very concerning, he must be found.
-[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
-[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
-[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
[x] Hand him a brief report on his advisers and how/why they were appointed. 'Eyes Only for yourself if it please milord'
-[x] Including your own situation. This does present an option to use this for disinformation.
[x] Your predecessor spent all of his time and effort dealing with political opposition to his Stirland League moneymaking scheme.
[x] Options
[x] Commander Stentz
[X] Professor Verezzo will be your new marshal, by Imperial arrangement.
[x] Anton II Kiesinger
[x] Frau Wilhelmina
[x] Delay Intrigue appointment
[X] Journeywoman Weber will be your new spymaster. You don't know who's arranged this, but there's a very short list of suspects that can arrange for wizards to be sent about like this.
[x] Brother Kasmir
[x] Delay Learning appointment
[X] Herr Schultz will be your new loremaster, arranged by Talabecland in exchange for supporting you as Elector Count.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
[X] If I had proper facilities, I could do better work. Please fund me moving out of my terrible, musty guest room.
I agree with all the other actions, but I added getting proper facilities bc that only makes sense.
Egrimm van Horstmann, Lord Magister of the Light Order
Diplomacy: 19 - Charming when he wants to be, slightly less so when he indulges in pathos.
Martial: 26 - Egrimm has spent many unhappy years being thrown at just about everything that goes bump in the night.
Learning: 23 - Egrimm has a sharp mind and a wide knowledge of a great deal of obscure magical phenomena.
Enchanter: Egrimm has a pronounced knack for all sorts of enchantment.
Pathos: Egrimm is perhaps a bit too eager to recount his wrongs.
Johann, Magister of the Gold Order Updated Turn 42
> Johann is ambitious and strong-willed and equally useful in the laboratory and the battlefield. The Gold Order may look down on him for his limitations, but you respect him all the more for overcoming them.
< You're trustworthy and reliable, and that's what matters. Sure, you make things more complicated than they need to be, but everyone needs a hobby.
Armament: Handgun, Staff of Steel
Speciality: Fisticuffs
Mission: To become the best version of himself.
Faith: Grungni, Valaya, and Grimnir
Diplomacy: 23 - Johann is naturally likeable and gets along with most beings.
Martial: 24 - This may have gotten out of hand.
Stewardship: 15 - Some might call gilding your body 'ludicrously expensive'. Johann considers it an investment.
Intrigue: 20 - When most of your body is gold, you learn not to draw attention.
Piety: 15 - An ill-advised spell gave him a glimpse of the Ancestor Gods in their prime, converting him on the spot.
Learning: 19 - Johann has learned to work around his mental blocks and inflexible magic.
Magic: 7 - Johann has a natural gift for elemental Chamon.
Blind: After successive failed gildings, Johann's eyes have been destroyed beyond all possibility of repair.
Dawongr: Johann has always gotten along well with Dwarves, but has recently gone a step further into engaging with their culture.
Gilded: Johann's skin from the neck down is made of gold, as are some of his internal organs.
Guest of Tor Lithanel: Through his friendship with Kadoh, Johann has become an unexpectedly accepted part of Laurelorn society.
Inflexible Magic: While his magic excels at a handful of tasks, some have proven to be completely out of his reach.
Magnetoreception: Johann has developed keen magical senses, especially when it comes to metals.
Martial Artist: Combining the martial tutelage of both Dwarves and Elves with limbs infused with Chamon has made Johann an extremely effective unarmed combatant.
Packmaster: Johann is the proud father of five surprisingly friendly and gentle wolf-rats: Charyb, Deiamol, Tigris, Elthin, and Verdra.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Silence
Aethyric Armour
Magic Missile
Breach the Unknown: Unlocks all secrets of an object, from material composition to its properties, including that of magical items.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Rigidity of Body and Mind: You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
Searing Doom: A spray of molten silver is fired from the hand, punching effortlessly through any armour in its path.
Tale of Metal: By touching a metal object, you can see the circumstances of its creation as if you were there.
Trial and Error: Magically guide the actions of allies near you, giving them a reroll.
Maximilian de Gaynesford, Magister of the Gold Order
> Maximilian is an exceedingly useful Wizard to have around, which makes you more than happy to put up with his foibles.
< Maximilian has accepted you as his superior in rank, ability, and knowledge, and is happy to be along for the ride.
Armament: None but magic; carries a crossbow as an affectation.
Speciality: Craftsman
Mission: To combine Dwarven crafting techniques with the spells of Chamon to achieve 'true transmutation'.
Faith: Agnostic
Languages: Reikspiel, Lingua Praestantia, Khazalid, written Queekish.
Diplomacy: 7 - While Maximilian is not unlikeable, he is prone to dramatics and petty feuds.
Martial: 14 - While relatively inexperienced in battle, he is rather dangerous with his Silver Arrows.
Stewardship: 15 - The Gold Order has no objection to profit, and Maximilian is no exception.
Intrigue: ???
Piety: ???
Learning: 18 - What he lacks in imagination he makes up for in logic and perseverance.
Magic: 5 - Maximilian is adept at tapping into the mystical aspects of Chamon.
Amanuensis: Maximilian is developing his ability to turn another's insights into the formal language of scholarship.
Blacksmith: Maximilian is developing into quite the blacksmith under Dwarven tutelage.
Dawongrish: While not quite a full Dwarf-friend, he has learned their language and how to get along with them.
Patient: Maximilian is quite resistant to boredom, and is able to keep his attention focused on a single task for weeks or even months at a time.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Silver Bolts: Maximillian is a skilled marksman with a high rate of fire when using his crossbow prop to fire Silver Arrows.
Glowing Light
Aethyric Armour
Dispel
Magic Lock
Sleep
Armour of Lead: A group of enemies' armor becomes heavy as lead, giving penalties to combat and movement.
Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Form: At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Silver Arrows of Arha: Creates and fires silver arrows with supernatural accuracy.
Stoke the Forge: Causes a fire to burn as hotly as naturally possible and without consuming fuel for up to an hour.
Tochter Grunfeld, Magister of the Order of Life
Diplomacy: 16 - Tochter speaks carefully and with respect.
Learning: 18 - Tochter has a knack for balancing the logical and mystical elements of Wizardry.
Druid - Tochter is a member of the traditionalist faction within the Jade Order that seeks to maintain their traditions and reconnect to their lost roots.
Ritualist - Tochter is an expert on the creation and use of rituals, especially those connected to growth, nature, and the seasons.
Other Currently Important Characters
Wilhelmina Hochschild, Founder, Shareholder and Governor of the Eastern Imperial Company
> Wilhelmina is a good person at heart, but worryingly intense about trade. You don't know how much further she'd go if she didn't have you watching over her shoulder.
< Wilhelmina has reached the impression that you're going to bend the world to your will and wants to be in a position to benefit from that as much as possible.
Stewardship: 19 - Wilhelmina's carefully guards her reach so that it stays at exactly the limit of her grasp, and pushes the latter forward a little more each day.
Wilhelmina knew Abelhelm since he was a teenager, and served as the paymaster and handled the logistics for his war against the undead for fifteen years. When he was elevated to nobility, she was the only one of his councillors he picked himself, and faithfully provided for the Crusade into Sylvania that he paid for with his life.
With Abelhelm dead and her sons proven to be more interested in immediate wealth than long-term investment, the closest thing she has left to a moral compass are her only remaining friends: Anton and Mathilde.
Known Traits:
Ambitious: Wilhelmina sees a future of wealth and power and is clawing her way towards it.
Short and Strong: Wilhelmina is a compact but intimidating woman.
Pistolier: Wilhelmina is never seen without at least four pistols on her person. Recently she's replaced them with Dwarven revolvers.
Anti-Sigmarite: Wilhelmina has a deeply-held belief that the Sigmarites as they exist today do more harm to the Empire than good.
Baron Anton Kiesinger II of Blutdorf
> Anton is sweet, innocent, and consistently thrives in situations that should chew him up. You don't know if he's incredibly lucky or just possessed of a very narrow set of hypercompetences.
< Anton trusts you implicitly and has pretty much adopted you as his little sister.
Since he was a teenager, Anton was the diplomat of Stirland, both during the days of the Haupt-Anderssens and under Abelhelm Van Hal. His lack of political savvy is matched only by how likeable he is, and his success as the Chancellor of Stirland is entirely due to how much of a threat he isn't, to anybody. The closest he gets to a dark side is being willing to help his father try to talk Van Hal into buying a bunch of guns from Wissenland so that his family can profit off the increased trade, and if anywhere needs a whole lot of guns, it's Stirland. Not long after he quit the Council in protest at your dismissal, his father stepped down to enjoy his twilight years and made Anton the Baron.
Known Traits:
Content: After resolving only to marry for love, Anton has found his life no worse for a lack of marriage, and is content for it to remain that way.
Very Gregarious: Anton is naturally gifted at moving within any social circle he finds himself in.
Honest: Anton isn't a terrible liar, because he never lies. But he is terrible at identifying lies, because the possibility never occurs to him.
Kind: Anton is a genuinely good person.
Nobility: Anton is the the Baron of Blutdorf.
Elector Countess Roswita Van Hal
Armament: Falchion, boarding axe
> She fired you. You've learned why and don't like it but do understand it. She's the daughter of the man you... cared for. She's doing the best she can. It's complicated.
< So that's why Magnus the Pious thought it was the worth the risk. No wonder Da spoke so highly of her.
Affinity for Wizards: Despite her lingering phobia, Roswita has proven unusually good at managing Battle Wizards.
Hyper-Focused: Roswita's sole goal is the extermination of necromancers and vampires in Sylvania.
Magic Phobia: Despite knowing better, Roswita has a niggling fear that the presence of a Wizard is an enormous and constant danger.
Marine: Roswita has been tutored in the combat style of the Barak Varr Marines.
Proud: Roswita does her utmost to act in a manner befitting an Elector Countess at all times.
Rudiger von Bechafen, aka The Hochlander
Armament: Hochland Long Rifle, Woodsman's Axe
Equipment: Nightrider Saddle (Shadowsteed/Clarity)
Linguist
Marksman
Straightforward
Stunted Magic: Is capable of casting Petty and Lesser spells.
Witch Hunter contacts
Wolf, Familiar of Magister Mathilde Weber
Species: Wolf or wolf-like dog
Personality: Outgoing, show-off
Equipment: Collar of Move
Friend to Halflings: Wolf spends much of his time playing with the children of the Halflings, who have grown quite fond of him.
Leader: Wolf is the head of an unusual pack, consisting of Johann's wolf-rats and Qrech's spaniel, Skufit.
Link of Psyche: Wolf is able to call upon Mathilde's mental faculties for problem-solving or understanding languages, as well as communicate remotely.
Magic Power: A two-way flow of magic between Master and Familiar empowers spellcasting.
Verbal: Wolf has learned to speak Lingua Praestantia, the language of the Colleges of Magic.
Borek Forkbeard, Leader of the Karag Dum Expedition and Envoy of Karag Dum, commands the Alriksson.
Clan Grimnar: This Dwarf is a member of the Royal Clan of Karag Dum.
Driven: Borek was sent by Karag Dum to seek reinforcements almost two centuries ago, and will stop at nothing to finally succeed.
Greatbeard: Having passed the age of 200, this Dwarf is considered a voice of authority in both their Clan and their Craft.
Gotrek Gurnisson, Head Engineer of the Karag Dum Expedition, commands the mother-ship Urmskaladrak.
Clanless: This Dwarf is a member of no recognized Clan, which is a cause for distrust for many conservative Dwarves.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Renowned: Gotrek is well-known for his engineering prowess, enough so that he remains affiliated with the Zhufbar Engineers Guild after cutting ties with his Clan.
Snorri Farstrider, Head Ranger of the Karag Dum Expedition, commands the Alexis.
Clan Redbeard: This Dwarf is a member of Karak Kadrin's Ranger Clan that watches over the northernmost extent of the World's Edge Mountains.
Daemonslayer: Snorri has met the Daemons of Chaos in battle and struck them down like a seasoned veteran.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Renowned: Snorri is well-known for his abilities to navigate the surface world, an affinity that is looked down upon by some.
Sir Joerg von Zavstra, Preceptor of the Knights of Taal's Fury, commands the Magnus.
Anointed: Joerg is capable of using the Divine Magic of Taal.
Mystic: Even among Knights dedicated to Him, Joerg is extremely knowledgeable of the mysteries of Taal.
Quiet: Unless the topic is beasts or battle, Joerg rarely has much to say.
Sir Ruprecht Wulfhart the Younger, Knight of the Winter Wolves, commands the Kriestov.
Ambitious: Ruprecht is eager to prove that he owes his position to more than nepotism.
Micromanager: Ruprecht has shown a predilection for closely managing those under him.
Savvy: Ruprecht has a decent grasp of the geopolitics of the Old World.
Magister Egrimm van Horstmann, with Journeyman Citharus, Journeyman Barbitus, and Journeywoman Timpania, of the Order of Light
Spells: Shem's Burning Gaze, Banish, Daemonbane, Ill-bane, Light's Demand, Pillar of Radiance, Radiant Gaze
Daemonslayer: Egrimm and the trio of Journeymen acting as his Choir slew a higher Daemon with a bolt of Hysh.
Battle-Hardened: Citharus and Timpania are exuberant after their first taste of battle, and are looking forward to the next.
Magister Michel Solmann of the Celestial College
Spells: Lightning Bolt, Clear Sky, Wind Blast, Lightning Storm
Journeyman Cyrston von Danling of the Order of Life
Spells: Leaf Fall, Spring Bloom, Summer Heat, Winter Frost, River's Whisper, Ferment
Explorer: Cyrston thirsts to see the wonders of the world.
Seasonal Attunement: Cyrston's magic waxes and wanes with the seasons.
Journeywoman Alexandra Kohler of the Bright Order
Spells: Curtain of Flame, Fiery Blast, Fire Ball, Inextinguishable Flame, Ruin and Destruction
Battle-Hardened: After having tasted battle against the forces of Chaos multiple times, Alexandra has discovered she has a taste and a knack for it.
(K8P information under the individual Councillors was accurate as of 2486)
Ruler and Council of Karak Eight Peaks
King Belegar Ironhammer, King of Karak Eight Peaks
Armament: The Hammer of Angrund (aka the Ironhammer), the Shield of Defiance, the Crown of the Silver Depths
> King Belegar embodies everything you like about the Dwarves and very little of what infuriates you about them.
< He believes that without you, Karak Eight Peaks would be a pyrrhic symbol of vengeance instead of a reborn home for his people.
Diplomacy: 14 - Belegar is skilled at using actions to inspire others.
Martial: 20 - Belegar is developing into a general and warrior that will be spoken of for generations.
Stewardship: 20 - Belegar's grasp of logistics, rationing, and quid pro quo is shockingly astute.
Intrigue: 14 - Belegar is one of the canniest leaders you're likely to find in the Karaz Ankor. Which isn't saying much, but it's a start.
Piety: 8 - Belegar was never particular close to the Ancestors, but he thinks he knows who has failed them.
Learning: 14 - Belegar has a sharp mind, but has spent his life focused on reclaiming his birthright rather than developing his intelligence.
Animosity - Thorgrim Grudgebearer: Though he's savvy enough to keep it to himself, King Belegar's dissatisfaction with the state of the Karaz Ankor has crystallized as a growing hatred for the High King himself.
Clan Angrund: This Dwarf is of the Royal Clan of Karak Eight Peaks.
Duellist: Belegar is more skilled in one-on-one combat than in commanding an army.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Goraki: Most Dwarves consider Ranger tactics - ambushes, trickery, assassinations and sabotage - to be distasteful. This Dwarf has embraced them.
Realpolitik: This Dwarf has learned that lies are just one more weapon in the war for his people's survival.
Prince Kazrik, Diplomat of Karak Eight Peaks
> Prince Kazrik has blossomed as the Diplomat of Karak Eight Peaks, and has shown an ability to persuade men and Dwarves alike.
< Karak Azul has been isolated since before the birth of Sigmar. To him, humans are a strange and exotic species that he never expected to actually meet. And Wizards are the most exotic of all.
Diplomacy: 19
Diplomatic Relations:
Barak Varr: Eight Peaks has already enriched Barak Varr greatly, both from being the primary trade partner of Eight Peaks and Karak Azul, and from allowing greater trade with the distant East.
Karak Azul: Between opening up the world to them and empowering their beloved King's heir, Karak Azul can be considered the strongest of allies.
Karak Hirn: The current heir was on the Expedition, and earned enough glory on it to clear... whatever murky drama there was surrounding him.
Karak Izor: They were one of the biggest backers of the Expedition and Princess Edda now sits on the council.
Karak Kadrin: The Slayer Hold approves more of King Belegar's deeds than they disapprove of his priorities.
Karaz-a-Karak: The rift between Karak Eight Peaks and Karaz-a-Karak never formally existed, but the Okral is intended to be a statement that it no longer even unofficially exists.
Nuln: Saving the life of an Elector Count during a botched attack on a Skaven under-city isn't typically how diplomats operate, but it definitely worked here.
The Empire: Though occupied with internal matters, King Belegar has made a point of showing generosity to those few that did help, and the Emperor is well-inclined towards Eight Peaks.
Ulrikadrin: Though they tend to be formal, they're aware of how much they owe their current and continued existence to Karak Eight Peaks, and can be counted on for cooperation and mutual defence.
Zhufbar: They're mostly focused on matters closer to home, but Prince Gotri's position of power ensures a good relationship.
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Apprentice Runesmith: Kazrik spends some of his time learning Runesmith from Thorek Ironbrow. While not quite a breach of tradition, it is unusual for royalty to study the Runes.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Sharpshooter: Many years of hunting with his father have made Kazrik a crack shot with his crossbow.
Umgongr: This Dwarf has an interest in and an affinity for the manlings.
Dreng, Marshal of Karak Eight Peaks
> His name is one letter from meaning 'Slayer'. He's impulsive, hot-tempered, and uncouth. But he has a century of experience across the entire Old World, and his tactical acumen is formidable.
< You kill a lot of Grobi and Thaggoraki. He approves.
Martial: 15
Forces of Karak Eight Peaks:
Clan Huzkul: 10,000. Most clad only in chainmail, but each has a weapon and shield and they're fanatically loyal.
Clan Angrund: 1,000. Each armed and armoured in runic equipment from the Good Old Days.
Karagril Miners: 3,000. Split between the Norgrimling Ironbreakers (sans Gromril) and the Ironback Miners.
Karak Izor immigrants: 10,000. Well armed and experienced. Mix of ranged and melee.
The Undumgi: 6,000. Armed with silversteel pikes and an odd affinity for the Dwarves.
Halfling Skirmishers: 5,000. Experienced Fieldwardens, hardened first in Sylvania and then on the Expedition.
Braganza's Besiegers: 1,000. Highly skilled, heavily armoured pavise crossbowmen on an extended contract.
Border Prince mercenaries: 3,000. Many have stuck around to spend their earnings, hope for future work, and enjoy the feeling of safety.
Barak Varr mercenaries: ~2,000-6,000. Given warning, those who normally guard trade can be called in for short-term, high-paying work.
Clan Huzkul: This Dwarf is of the Warrior Clan founded by the wanderers, exiles and expatriates that fought for the reclamation of Karak Eight Peaks.
Hammerer: Dreng was one of the Royal Guards of King Belegar.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Ranger: Dreng was a Ranger, the scouts and saboteurs of the Dwarven Throngs.
Prince Gotri Stoneheart, Sky-Thane of Karak Eight Peaks
> He's older than you but seems a teenager. He's overdramatic, his grasp of politics wouldn't be out of place among the student radicals of the University of Altdorf, and his main priority in life seems to be infuriating his father and the Zhufbar Guild of Engineers, despite them being a thousand miles away. But he's an amazing pilot, a skilled engineer, and he doesn't give a damn about conventions.
< He's yet to form much of an opinion of you as a person, but he definitely approves of you as a symbol of iconoclastic progress.
Martial: 14
Learning: 18
Karak Eight Peaks Siege Weapons & Aircorp:
10 Gyrocopters (clattergun)
10 Gyrocopters (cannon)
4 Gyrocarriages (can be used as bombers)
West Gate Defences
10 Dwarf Cannon
60 Scorpio Bolt Throwers
East Gate Defences
20 Grudge Throwers
20 Ballista Bolt Throwers
Death Pass Fire Support
60 Greatcannon
36 Mortars
On loan to Karag Dum Expedition
40 Grapecannon
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Clan Stoneheart: This Dwarf is of the Royal Clan of Zhufbar.
Master Engineer: Gotri has attained the rank of Master in the Guild of Engineers.
Pilot: Gotri is skilled at flying the Gyrocopter and all its variations.
Radical: This Dwarf holds views that fly in the face of tradition.
Princess Edda Grimbrow, Steward of Karak Eight Peaks
> Princess Edda is a formidable expert in the field of organizing Dwarves, but though she can get on fine with humans, when she manages them her eye for minor details becomes a weakness as she tries and fails to account for every possibility.
< You're very helpful, very good at your job, and a little bit frightening. She doesn't understand you, but as you're a wizard she never expected to. She likes you.
Martial: 15
Stewardship: 20
Industries of Karak Eight Peaks:
Karagril silver mining - The Barrows, Flamestone Mine (in progress)
Karag Mhonar smelting
Silkweaving (in progress, stalled)
Loom design and construction (planning)
Halfling farming (subsistence)
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Ambitious: Edda has her sights set on becoming a Queen.
Clan Grimbrow: This Dwarf is of the Royal Clan of Karak Izor.
Dawicentric: Despite trying, Edda has found herself completely unable to understand humans well enough to account for them in the systems she administrates.
Mechanical Affinity: Edda has developed an eye for the design and construction of labour-saving machinery.
Organized: Edda is extremely efficient at establishing, controlling, and keeping track of large projects.
Scarred and Blooded: Edda has both shed and drawn blood in battle, winning the renewed respect of her Clan.
Gunnars, High Priest of Karak Eight Peaks
> For some reason, you find yourself thinking of Gunnars as youthful despite being about four times your age. He is full of intensity and focus, and seems to have some very esoteric insights.
< He sees you as a Master of a vital responsibility that comes with the burden of being shunned by those that fear it or do not understand it. Just like he is.
Piety: ???
Grungni: Temple in Karagril, dedicated to the Mining aspect.
Valaya: Temple in Karag Rhyn, shrine in Karag Nar.
Grimnir: Hall of Oaths in Karag Lhune, dedicated to the Oathkeeper aspect. Shrine in Karag Nar.
Smednir: Temple in Karag Mhonar.
Thungni: Shrine in Karag Lhune secondary peak.
Morgrim: Shrine in Karag Lhune hangar.
Gazul: Temple in Karag Lhune.
Clanless: Either by birth or by choice, this Dwarf does not belong to any Clan.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Patient: Each fallen Dwarf must be guarded unceasingly for three days. Gunnars has developed the patience of stone.
Priest of Gazul: Gunnars is sworn to the Ancestor God of the Dead, Gazul.
Swordsman: In emulation of Gazul, Gunnars is one of the few Dwarves to wield a sword.
Witch Hunter: Gunnars belongs to the Order of the Guardians, which hunts necromancers and vampires.
Other Prominent Characters at Karak Eight Peaks
King Kazador Thunderhorn
> He has decades of experience in combat and warfare, and so efficiently purged the mountains near Karak Azul that the greenskins learned to climb mountains. And then he made his Throng learn too so they could follow them. Don't underestimate him.
< Hmm. Kazok, Kazgal and Kazgrom like tall women. I wonder if she likes bearded lads? Sure, they say that manlings and Dwarves can't have children, but have any of them actually tried?
Martial: 15
Throng of Karak Azul: 10,000. The least of them can fight like a Warrior, shoot like a Quarreller, and move like a Ranger.
Boisterous: Kazador has a cheerful and loud approach to life.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Master Sharpshooter: It's a rare foe he can't take down in a single shot from his runic crossbow.
Pathfinder: He has learned to track and pursue his foe across any terrain.
Thunderhorn: For a century he has lead his Throng against every enemy foolish enough to be anywhere near Karak Azul. They would follow him into Hell, and with him leading them, they could conquer it.
Francesco Caravello, Viceroy of Karag Nar
EIC Asset: Either openly or otherwise, this person is aligned with the Eastern Imperial Company.
Proud: Francesco wishes to go down in history, either by the prosperity of Karag Nar or the glory of the Undumgi.
Trader: Francesco once plied the trade routes of the Old World, and knows the business inside and out.
Well-Connected: Francesco's good reputation among traders and mercenaries alike stretches from Barak Varr to Tobaro.
Oswald Oswaldson, Chief Bombardier of the Undumgi and Chancellor of the Karag Nar Gunnery School
Gunner: Like many Oswaldsons, Oswald has a fascination with the largest, loudest, and most powerful weapons at the Empire's disposal.
Teacher: Oswald has a knack for passing on what he knows to others.
Veteran: Oswald served the Empire with distinction, and has only stopped doing so due to a medical discharge.
Soizic, General of the Undumgi
Inspiring Leader: Soizic believes strongly in a number of noble ideals, and has a gift for imparting these beliefs on her underlings.
Knight: Though currently lacking a horse, she's no less deadly on foot.
Questing Knight: Whatever opinions others might have on the matter, Soizic insists that she is still seeking the Grail.
Sir Ruprecht Wulfhart, Grand Master of the Winter Wolves of Ulrikadrin
Politically Savvy: For a man who rides a wolf, Ruprecht is fairly skilled at the arts of diplomacy and politics.
Principled: Ruprecht cut all ties with the Cult of Ulric and lead the Winter Wolves out of Middenheim rather than go against his beliefs.
Wolf-Rider: Those particularly blessed by Ulric ride a Winter Wolf into battle.
Titus Muggins, Field-Marshal of the Fieldwardens
Mountaineer: Titus has developed an instinct for travelling and fighting on mountainsides.
Ruthless: Like many Fieldwardens, Titus does not feel the need to fight fair.
Sharpshooter: Titus is a crack shot with his bow.
Master Baker Hluodwica Stoutheart, Priestess of Esmerelda and Elder of the Halflings
Experimental: Unlike many of her kind, Hluodwica is very open to new ideas.
Green Thumb: Hluodwica is an expert in gardening and farming.
Wizards in Karak Eight Peaks
Panoramia, Journeywoman of the Jade Order
> Panoramia is a delight to be around and fascinating to watch at work, and has proven to be impressively ambitious in her own way.
< Panoramia understands quite a lot of you, and has shown an interest in getting to know the rest. You're quite happy to give her the opportunity to do so.
Fieldhand: Panoramia has found her element in farming, working to improve both the short-term harvest and the long-term soil quality.
Halfling Affinity: Panoramia has a strong relationship with the Halflings of the Eastern Valley.
Kind: Out of naivety, optimism, or natural disposition, Panoramia defaults to believing the best of people.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Dispel
Magic Lock
Aethyric Armour
Cure Blight: Mostly used to cure large areas of woodlands from plant diseases, but can be used to weaken disease in people.
Curse of Thorns: Thorns grow within the body of a single target, causing internal damage and excruciating pain.
Father of Thorns: A thorned plant bursts from the ground, tangling anyone nearby and causing significant damage if they try to move. After a few minutes, the plant withdraws back into the ground.
Ferment: Turns up to six gallons of any liquid, no matter how foul, brackish, or otherwise undrinkable, into the mildly alcoholic beverage of the caster's choice.
Spring Bloom: Blesses up to ten acres or one creature with magical fertility, causing either a bountiful harvest for the land or near-guaranteed conception for the creature, as long as the usual prerequisites for breeding are met.
Vital Growth: Channels power into one plant or seed to greatly accelerate growth; five minutes of concentration gives a months growth, one hour of concentration a years. It does requires a suitable soil for the plant to grow in.
Black Lotus: A deadly poison that can be applied to arrows and blades.
Koo-sha Grass: A hardy grass from Ind that can treat dysentery and influenza.
Estalian Pine: The sap can be distilled into an oil good for fighting infection and parasites.
Waaaghsoak Mushrooms: A variety of mushroom prized by greenskins for its ability to absorb magical energies.
Hubert Denzel, Journeyman of the Celestial Order and King Belegar's Envoy to the Winter Wolves
Armament: Sword and lightning
Speciality: Combat
Mission: Glory
Faith: Ulrican
Diplomacy: 16 - He grew up being taught to navigate the relationships of the Empire's nobility.
Martial: 19 - Eager for battle and skilled with a blade.
Piety: 18 - Hubert is a faithful follower of Ulric.
Stewardship: ???
Intrigue: ???
Learning: 14 - He's not dumb, but he has no affinity for book learning.
Magic: 5 - Hubert has embrace the parts of magic that let him fly and throw lightning at the expense of the rest.
Envoy: Hubert is employed as the point of contact between Ulrikadrin and Karak Eight Peaks.
Knight: Though not formally a member of an order, Hubert has adopted the skills and mannerisms of an Ulrican Knight.
Noble: Hubert is from a noble family of Middenheim, and technically bears the title of Freiherr, though he does not use it.
Stunted Magic: Hubert has completely rejected the mystical elements of Azyr.
Swordsman: Hubert has blended the fencing of Middenheim nobles with the more serious swordplay of Bretonnian knights.
Known Spells:
Aethyric Armour
Lightning Bolt
Wings of Heaven
Adela Burgstaller, Journeywoman of the Bright Order
Armament: Wand
Speciality: Steam
Mission: Engineering
Diplomacy: 12 - Not her strong suit, but she can be convincing when it occurs to her.
Martial: 17 - Increased accuracy and speed has made Adela a genuine threat on the battlefield.
Learning: 20 - Adela has an affinity for both the fires of Aqshy and industry.
Magic: 4 - Her reach is impressive, but she really should let her grasp catch up.
Burgher: Adela comes from a middle-class urban family.
Familial Ties: Adela has strong ties and sense of responsibility to her family, that sometimes overshadow her career as a Wizard.
Flame Saber: Adela is growing increasingly skilled with the Flaming Sword of Rhuin.
Adaptable Mechanic: Adela has begun to fuse the engineering knowledge of the Dwarves and the Empire with the insight of the Gold Wizards.
Royal Boon (Minor): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Tempered Boldness: Though Aqshy and her temperament feed off each other, she's learned to control her impetuosity when it matters.
Wand of Aqshy: Adela's self-created and very short 'staff' is filled with gaseous Aqshy, allowing her to rapidly cast spells that manifest as various forms of fire.
Uncanny Memory: Adela has an amazing ability to retain information.
Known Spells:
Aethyric Armour
Fires of U'Zhul
Flaming Sword of Rhuin
Flashcook
Inextinguishable Flame
Gretel Maurer, Journeywoman of the Amethyst Order
Armament: Summoned scythe
Speciality: ???
Mission: Wealth
Martial: 20 - Her talents in combat are blossoming into a most terrible flower.
Intrigue: 21 - She's small, thin, and quiet. It's not easy to look past those explanations to the genuine skill underneath.
Learning: 17 - She's whip-smart and very well read in the Lores of Shyish and Morr.
Magic: 4 - She has superb control and growing power over the Wind of Death.
Grim Harvester: Gretel has twin talents for deft work with the summoned scythe of Shyish and the manipulation of stolen life-energies.
Mercenary: Gretel often works with the Tilean mercenary company known as Braganza's Besiegers.
Morrite: Like many Amethyst Wizards, Gretel worships the God of Death and Dreams.
Royal Boon (Minor): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Thief: Whatever the circumstances of her upbringing, they left her with a gift for stealth, an affinity with locks, and a hunger for the finer things in life.
Unnerving Appearance: Gretel's limbs appear too long for her body.
Known Spells:
Aethyric Armour
Reaping Scythe
Limbwither
Steal Life
Swift Passing
The Icy Gale of Death: A freezing wind threatens to paralyzes anyone within a large area with both freezing cold and a sense of impending doom.
Elector Count Abelhelm Van Hal
Relation: 9/10 - You fought by his side. You've tortured by his side. To his surprise, he trusts you.
Dis Manibus, Abelhelm Van Hal, hic situs est. IC 2432 - 2477. Sit tibi terra levis.
Abelhelm Van Hal is one of those Van Hals. 1300 years of loyal Witch Hunters, and one Necromancer Count of Stirland, and for some reason everyone focuses on the latter. After rolling into Altdorf on a wagon full of Strigoi skulls during the meeting of the Elector Counts to replace the former Count of Stirland, he was in the right place at the right time to be the compromise candidate that nobody was entirely happy with.
Before his rise to power, his career seemed to be focused entirely on necromancers and the undead. He even regularly hired battle wizards to assist him in his campaigns, and barely ever burned any of them at the stake.
Martial: 24 - You've seen Van Hal in combat, and he swings his Runefang with devastating force.
Diplomacy: 6 - He prefers to leave the talking to others, though he can leap into a thunder denunciation when in the mood.
Stewardship: 4 - He knows to keep money coming in so he can keep spending it. That's about it.
Intrigue: 8 - His paranoia and knowledge of the enemies of the Empire only go part of the way to make up for the fact that he's as subtle as a brick.
Piety: 12-2=10 - His faith is battered, but still holding.
Learning: 16 - He's something of a scholar when it comes to the myriad enemies that lurk within the borders of the Empire.
Known Traits:
Large: Abelhelm is possibly the tallest man you've ever met, standing a head above the tallest of the Greatswords.
Hatred: Undead: Abelhelm focused his efforts on the extermination of the Undead to the exclusion of his other responsibilities as a Witch Hunter.
Suspicious: Abelhelm believes that all men are flawed, and as a general rule mistrusts the motivations of everyone around him.
Orc Hewer: Abelhelm possesses the Runefang of Stirland.
Troubled Faith: The Grand Theogonist's meddling left scars in Van Hal's faith that have faded but may never fully heal. -2 Piety
---
Esbern, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Bow, bare hands.
Speciality: Combat
Faith: Taalite
Brawler: Though his slight stature and preference for the bow would suggest otherwise, when required Esbern can tear opponents limb from limb.
Energetic: It is very rare that Esbern is not doing something with his hands, whether that be crafting, whittling, or weaving Ghur
Knight: Esbern is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.
Spells:
Aethyric Armour
The Boar's Hide: Their skin grows tougher for several minutes; stacks with Aethyric Armour.
Claws of Fury: Can grow razor-sharp talons.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Cowering Beasts: Panics a selected group of targets, or can be concentrated on a single foe with stronger results.
Seija, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Spear
Speciality: Animal handling
Faith: Agnostic
Knight: Seija is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.
Lancer: Between the Amber Order's own martial style and the teachings of the Taalite Knights, Seija's skill with her spear is terrifying to face.
Taciturn: Seija prefers to let Esbern do the talking for the two of them.
Spells:
Sleep
Calm the Wild Beast: Soothes and makes friendly a single animal; it can then be ridden as a mount.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Master's Voice: Gives a single command that must be obeyed to an animal.
The Beast Made Well: Heals a single non-magical animal.
The Talking Beast: Allows the caster to speak in animal form, or at medium range allows an animal the power of speech for several minutes.
Outrider Champion Gustav von Jungfreud, Marshal of Stirland
Relation: 6/10 - he has a cautious respect for you.
Martial: 10 - he's highly skilled in a few specific areas, but thoroughly mediocre in general.
Known Traits:
Leads from the Front: Earns him the admiration of his men.
Reckless: He seems eager to risk his life.
Proud: He takes perceived slights to his ability rather poorly.
Teacher: He thrives at instructing others in the arts of horse, blade and gun.
Marksman: He has achieved a level of mastery with guns both long and short.
---
Brother Kasmir Heinz, Chaplain of Stirland
> Sigmar doesn't deserve Brother Kasmir.
< When you knew him, Kasmir respected you as a competent coworker.
You don't know much of him, but he wasn't overtly hostile to you and is very efficiently hostile to the Undead. The last you heard of him, he was ministering to the living of Sylvania and applying his hammer to the dead.
Known Traits:
Religious Loyalty: Kasmir was loyal to the Cult of Sigmar first, and any secular authority second.
---
Detlef Schultz, Architect of Stirland
Relation: ??? - little contact
A tanned and muscular figure usually seen overseeing construction and repairs, Detlef is never seen without the compass-and-square sigil of the Guild of Stonemasons and Architects.
Known Traits:
Talabeclander: Detlef was the condition that bought Talabecland's vote to elevate Van Hal, and his loyalty is presumably to his home province.
---
Magister Regimand Speiseschrank, Grey Wizard
Relation: 9/10 - former teacher and father figure
The man that taught you to wield Ulgu. Together you took down the conspiracy that had you sent to Stirland, and between your accomplishments and your discoveries, you are a constant source of pride to him.
Known Traits:
Dramatic: Loves to show off when he has a suitable audience.
Grey Wizard: An artist with the winds of Ulgu.
Smokebeard: An unfortunate miscast had replaced his beard with a constant outpouring of wispy smoke, which spreads the smell of ashes wherever he goes.
Taciturn: Very little gets a reaction out of Regimand.
---
Sir Markus von Pfaffbach, Champion of Stirland.
Dis Manibus, Markus von Pfaffbach, hic situs est. IC 2425- 2477. Sit tibi terra levis.
Relation: 8/10 - Between your business partnership and your shared proficiency with the greatsword, Markus is a close friend.
The leader of the Stirlandian Greatswords, he and his men were banished to Southern Stirland during the chaos of the Haupt-Anderssens, during which they made regular raids into the depths of accursed Sylvania. This gave each of the survivors a great deal of experience fighting the undead, and made Van Hal's elevation a welcome relief to them.
Known Traits:
Veteran: He's been fighting the worst Sylvania has to offer for longer than you've been alive.
Teacher: He personally oversees the training of both Greatswords and plucky young wizards that wander into the courtyard.
---
Julia Antionette Massif
Relation: 7/10: Julia is delighted to have an opportunity in life to be more than a daughter of wealthy burghers.
Julia is the third child of the Grand Mayor of Flensburg. Her hobbies are archery and reading. Her passion is the free flow of trade through Stirland, wanting to see it become more than a bulwark against the Dead - she sees it's potential as the trading crossroads of the South. She is currently working for the new Spymaster of Stirland under Roswita Van Hal.
Known Traits:
Ambitious: She dreams of Stirland as the trade nexus of the Old World.
Archer: She has a passion for archery.
Organized: She likes to keep everything just so, and would alphabetize her bookshelves as a child.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
[X] If I had proper facilities, I could dobetter work. Please fund me moving outof my terrible, musty guest room.
[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.
---
Most of your report is laying down what you know of the former Spymaster, Wilhelm von Tarshof, and his activities. You start with his personal control over the cities of the Old Dwarf Road and his neglect of the rest of Stirland, before moving on to the Stirlandian League cartel and their monopoly on north-south trade. At this point Van Hal looks displeased; when you mention the murder of the Baron of Purgg and his family, he looks outraged. Then you throw in (with due credit to Wilhelmina) that someone attempted to infiltrate the castle and feed you misinformation about von Tarshof. Finally, you top it off with the discovery of... whatever it was barricaded in the servant's quarters, as well as your own vanquishing of the creature.
Your report garners quite a few reactions elsewhere from the table - Anton seems flabbergasted at the duplicity von Tarshof, Wilhelmina is outraged at the Stirlandian League and their apparent tariff immunity, and Herr Schultz looks almost sick at the idea of possible enemies behind his partially-refurbished stone walls.
Van Hal's fingers drum on the table, his brows furrowed, as he considers the options you've put towards him. Finally, he nods to himself and speaks. "Herr Schultz! Are your workers able to go about things without your constant oversight?"
"To a certain degree, my lord," he replies uncertainly.
"Take a few Greatswords with you and map the castle. Dimensions and all. Find any more dead space, and Brother Kasmir and I will investigate." You see excitement cross his face at the prospect, the anticipatory grin making him look almost boyish. "Wilhelmina, will you be able to do without those archives?"
She thinks about it, and then shakes her head reluctantly. "It'd be a stop-gap at best, and it would fail eventually. Even apart from not knowing what the lords are supposed to be paying in taxes, those documents spell out the details of the feudal contract between you and Stirland. If word gets out we don't have them, it would be a massive loss of legitimacy."
"Then that will be our priority. Journeywoman Weber, find those documents by whatever means necessary. I'll put a platoon of Greatswords at your disposal. Get me those books."
With that taken care of, the rest of the meeting goes quickly - Professor de Verezzo is sent out to start gathering troops to refill the ranks of the military, Anton is sent out to capitalize on the goodwill his party garnered and hopefully keep the taxes flowing in, and Brother Kasmir will be setting up a chapel to Sigmar in the castle.
---
Once again, you're in the guest room planning the next six months. Though keeping a fire lit regularly has banished the worst of the smell and the castle's servants replaced the sheets, it's still a dingy, cramped little room with no view, no space, and little security. When you pictured your service to the Empire, it didn't feature this sort of thing.
You have six actions to spend.
[ ] As Per Orders: Perform your current assignment.
-[ ] Money Solves Problems: You've got a discretionary fund, Wurtbad has town criers. Put out word of a reward and see if anyone knows anything about a cartload or five of books wandering off.
-[ ] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
-[ ] Straight to the Source: Or you could ask the Watchmen directly. Human memory is more fallible than written records, but it would be a lot faster and there might be something that wasn't written down.
-[ ] Door Kickers: Wilhelm von Tarshof is one candidate for the theft, and though he's nowhere to be found, the Stirlandian League is a public organization. Start kicking down some doors.
-[ ] Or You Could Ask Nicely: Or, I guess, you could knock politely on those doors and ask them about it.
-[ ] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
-[ ] While the Greatswords are at your disposal, have one of them train you in the art of Greatswording.
[ ] Divided Loyalty: you've been told to prepare a report on Anton.
-[ ] Write down what little you know about him already and send it off. Does not take an action.
-[ ] Investigate Anton and prepare a full report on him. Does take an action.
-[ ] Send no report. What's the worst that can happen? (if your Master was being honest about you being declared rogue for this, this is very likely to result in a Game Over)
[ ] Backtracking and Side Operations:
-[ ] You haven't asked Anton about your predecessor - see if he knows anything useful.
-[ ] The thing you stabbed in the face is still in the cells, thoroughly distressing the stablehand one cell over. Examine it, learn from it, see if you can identify it.
-[ ] Speaking of the stablehand, maybe he'll be willing to tell you why he was feeding you misinformation. If not, maybe you could convince him.
-[ ] Put some time aside to interview everyone that works in the castle. If nothing else, it might make anyone that's up to anything nervous.
-[ ] If Van Hal and Brother Kasmir are killing monsters, you want in. Make yourself available to help out if Schultz finds anything.
[ ] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
-[ ] Wurtbad: The townspeople of Wurtbad.
-[ ] Surrounds: The peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] A Matter of Faith: Your personal shrine to Ranald is back in Altdorf. Construct a new one, so that he can better watch over you here.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)
[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
[ ] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
-[ ] Elsewhere in the castle, somewhere you can set up a permanent base of operations.
-[ ] In one of the guard towers along the walls of Wurtbad. You can't be much of a wizard without a tower.
-[ ] In a local tavern, so you can keep your fingers on the pulse of the town.
-[ ] In a piece of local real estate, so you can craft it to your specifications. The downside is it will be completely known and accessible to everyone.
-[ ] In a hidden place within Wurtbad, either under the ground or within the slums.
-[ ] In a town near Wurtbad - it will mean commuting to work, but you could work on building up a power base out of the way.
-[ ] In the wilderness near Wurtbad - it will be uncomfortable and probably dangerous, but at least it will be very, very secret.
[ ]Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help.
-[ ] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects)
FINANCES: NO ACTION POINT EXPENDITURE.
Do you pay the required tithe to the Grey Order? Not paying would be a bad idea.
[ ] Yes (-5 personal gold/turn)
[ ] No
Do you start paying your student loans?
[ ] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
[ ] Yes - enough to keep them off my back (-15 personal gold/turn)
Do you skim your discretionary budget?
[ ] I see no contradiction in being an honest spymaster. (no change)
[ ] Perk of the job, you know. It's practically expected. (+50 personal gold, -50 discretionary gold, absolutely no risk)
[ ] Money don't grow on trees, and I got bills to pay. (+100 personal gold, -100 discretionary gold, almost no risk)
[ ] What's good for me is good for Stirland. (+150 personal gold, -150 discretionary gold, some risk)
[ ] 'Discretionary' is just another word for 'mine'. (+200 personal gold, -200 discretionary gold, moderate risk)
- Assume that every non-binary category has an 'other - write in' option. Voting will be in plan format, including finances.
- Keep in mind that spending every waking moment on the job is certainly laudable and will help win over Van Hal, but it does mean that you're not climbing the power curve.
- Typical working week for your fellow councillors would be spending two to four 'actions' on their job and the rest on their personal life and other responsibilities, depending on their level of dedication.
- Options to spend gold on things like magical workshops / laboratories / personal libraries / et cetera will become unlocked once you're not living in a guest room.
- A platoon, in this case, is 25 men.
- A reminder that you get paid 50 gold/turn for being spymaster.
So, priority one is doing our job and finding the documents, priority two is keeping our minders happy. I'd stick with the "Perk of the Job" level of pocketing funds though, leaves us wit limited personal gold, but puts us well on our way to getting our debt out of the way.
[X] Plan No Place Like Home
-[X] As Per Orders: Perform your current assignment.
--[X] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
--[X] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
We want to be careful here. We don't want to reveal that we're looking for the tax records, because the tax evasion will explode.
-[X] Divided Loyalty: you've been told to prepare a report on Anton.
--[X] Investigate Anton and prepare a full report on him. Does take an action.
At least make an effort. We don't want secret sponsors to get annoyed
-[X] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
--[X] Wurtbad: The townspeople of Wurtbad.
-[X] A Matter of Faith: Your personal shrine to Ranald is back in Altdorf. Construct a new one, so that he can better watch over you here.
-[X] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
--[X] In a hidden place within Wurtbad, either under the ground or within the slums.
And these are to start extending our home power base. A hidden home base is more secure than the castle, I think, and also a good place to put with a Ranald shrine(which we don't want our collegues finding).
The Wurtbad network begins as well, which might synergize with the Ranald shrine in contacts with the local lowlifes who might be willing to sell out for money to see where the ledgers are.
-[X] Yes (-5 personal gold/turn)
-[X] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
-[X] Money don't grow on trees, and I got bills to pay. (+100 personal gold, -100 discretionary gold, almost no risk)
And these...well we need to clear the loan and we can pull this off well enough. This pays for 2.5 turns of debt, at least.
[] Plan Template
-[] Do the Count's work
-[] Acquire some money
-[] Train attribute
-[] Build spy network
-[] Whatever is urgent this turn
-[] Investigate people who need investigating
[X] As Per Orders: Perform your current assignment.
-[x] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books. (OOC: Learn a lot from this, even if this fails.)
[X] Divided Loyalty: you've been told to prepare a report on Anton.
-[x] Investigate Anton and prepare a full report on him. Does take an action. (OOC: Bc we need to do this, and it does further our other needs as well.)
[X] Backtracking and Side Operations:
-[x] Speaking of the stablehand, maybe he'll be willing to tell you why he was feeding you misinformation. If not, maybe you could convince him. (OOC: I don't like loose ends, and he should be interrogated before he wakes up with a case of dead one morning...if he knows anything that's risky.)
[X] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
-[x] Wurtbad: The townspeople of Wurtbad. (OOC: Backup in case going through Wurtbad's books doesn't work, plus sets up spy/rumor mill later?)
[X] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
-[x] Elsewhere in the castle, somewhere you can set up a permanent base of operations. (OOC: We need better facilities for all this stuff we're trying to do.)
[x] Research:
-[x] This is Stirland. Time to bone up on your knowledge of the Undead. (OOC: Preparation for investigating our undead "friend" next turn.)
FINANCES: NO ACTION POINT EXPENDITURE.
Do you pay the required tithe to the Grey Order? Not paying would be a bad idea.
[x] Yes (-5 personal gold/turn) (OOC: Not much, worth it to keep eyes off of us.)
Do you start paying your student loans?
[X] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn) (OOC: Hefty yes, but I hate debts.)
Do you skim your discretionary budget?
[X] Perk of the job, you know. It's practically expected. (+50 personal gold, -50 discretionary gold, absolutely no risk) (OOC: Pays for both of the above, and no risk, so I'm happy.)
[X] Plan Starting out
-[X] As Per Orders: Perform your current assignment.
--[X] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
--[X] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
Same as Veekie, nice and subtle if this doesn't work we can start getting more overt.
-[X] Divided Loyalty: you've been told to prepare a report on Anton.
--[X] Write down what little you know about him already and send it off. Does not take an action.
We want our secret sponsors a little bit annoyed, this isn't enough to make them seriously punish us but if they apply pressure that might start giving us some clues about who exactly they could be.
-[X] Backtracking and Side Operations:
--[X] Speaking of the stablehand, maybe he'll be willing to tell you why he was feeding you misinformation. If not, maybe you could convince him.
--[X] Put some time aside to interview everyone that works in the castle. If nothing else, it might make anyone that's up to anything nervous.
This seems essential both in terms of getting access to more info and rumors but also in terms of counter intelligence. We need to know who sent the stable hand and which of the servants might leak information, this is critical to preventing people from finding out about tax issues.
-[X] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
--[X] Wurtbad: The townspeople of Wurtbad.
-[X] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
--[X] In a hidden place within Wurtbad, either under the ground or within the slums.
Same reasoning as Veekie but I don't think the shrine to Ranald is essential yet, I'd rather wait until our base is set up and we don't have all the other stuff to do.
-[X] Yes (-5 personal gold/turn)
-[X] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
-[X] Money don't grow on trees, and I got bills to pay. (+100 personal gold, -100 discretionary gold, almost no risk)
We are free to delegate an action to the Greatswords, yes? Considering of course that they are soldiers and probably not the best at subtly asking questions.
35/turn will pay it off in about eight years, while 15/turn will barely make headway against the interest rates - you should pay it off just in time to retire.
@BoneyMWe are free to delegate an action to the Greatswords, yes? Considering of course that they are soldiers and probably not the best at subtly asking questions.
We are free to delegate an action to the Greatswords, yes? Considering of course that they are soldiers and probably not the best at subtly asking questions.
[X] Plan Heretek
[X] As Per Orders: Perform your current assignment.
-[X] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
-[X] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
[X] Divided Loyalty: you've been told to prepare a report on Anton.
-[X] Investigate Anton and prepare a full report on him. Does take an action.
[X] Backtracking and Side Operations:
-[X] Speaking of the stablehand, maybe he'll be willing to tell you why he was feeding you misinformation. If not, maybe you could convince him.
[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[X] 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.
[X]Research:
-[X] This is Stirland. Time to bone up on your knowledge of the Undead.
[X] Yes (-5 personal gold/turn)
[X] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
[X] Perk of the job, you know. It's practically expected. (+50 personal gold, -50 discretionary gold, absolutely no risk)
We need to start improving ourself or we'll straight up die when the shit inevitably hits the fan.
we need 40 gold this turn , we can skim more in the future guys if its needed.
And please dont forget our job , altough establishing relations to see what money making efforts are available in the future. And i wouldnt be against training our martial if possible with ,or undead research aswell please.
we can punt on the shrine untill we get a base please?