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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.]
Well...looks like Ranald saw fit to help us with the writing of taking over law enforcement!
And we're a knight now so they can even be our legally mandated retinue?
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 it's 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.
o_O
Well, thats one trap we won't be repurposing.
[What's in the box? Learning, Req 50, 34+16+20(Ranald's Blessing)=70.]
Funny thing: If not for the blessing, Whats in the box would give another Threshold 50, rolled 50.
Schrodinger's Box!
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 infuriatingly 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."
Well, she could potentially become a Queen...or a Bishop for the matter.
"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."
Oh yeah. That's going to be a thing.
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.
Okay so...I'm thinking:
-Gather info on undead types - We can do this. Hell, we can even get Van Hal to HELP. He'd love dissecting undead with a wizard to explain to him the bits mortal eyes can't see.
-Live capture of undead - I'm going to just skip the reward because it's optional and no freaking way I'm delivering live undead to anyone we can't identify.
"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.
Ah, looks like we incidentally sparked RESOLVE in him. And he will do his duty.
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 be ignored for a century and still be much the same as you left it.
Perfect land for us. Sounds like potentially mining land actually, but god knows. We aren't the right kind of wizard for it.

We probably should look into hiring someone to improve the land. A surveyor and watchtower or two would go far.
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.
Better a witch than a bloodsucker huh?
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.
And Knighthood already pays dividends, as the nobility can now officially notice you without shame.
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.]
It sounds like we sort of got conned. I'm not sure...
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 it's 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?
Ranald must be laughing himself sick.
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.
Ranald: "U Mad?"
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.
Seriously. His sides must be in orbit by now.
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.
And huh, looks like Schultz lost his Coward trait?

So option assessment next:
[ ] 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.

We can look into this, but the Watch is usually not well suited to sewer patrols. Not a major element to enshrine into law.
On the other hand a lot of the time crime gets away because the Watch stops when they hit the sewers. Worth considering due to that

[ ] 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.

This is quite useful, but trods on Gustav's toes a bit. This would help cut down on banditry, but while Gustav is here, his outriders should outperform the Watch.

[ ] 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.

The riverways are unwatched. We know this from the very first turn. If the Ledgers were stolen via the river route we'd be able to do a total of jack and shit.

[ ] 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.

This on the other hand, is a risky precedent. An army that gets paid by merchants, will owe their loyalty to merchants. It's better for Van Hal to raise taxes and then raise the budget.
Rome learned the lesson: Never let your armies self-finance.

[ ] 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.

This harkens back to the OLD purpose of the City Watch, to root out bandits and gribblies in the countryside.
But its a poor fit. Urban fighting trained watchmen are ill suited to tromping through the wilderness. We'd need to cross train.

[ ] 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.

...I think if the Watch has to take care of a siege we probably have bigger problems.

[ ] 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.

Same as the above. We're focusing on law enforcement.


[ ] 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.

We can stop bugging Van Hal about these. He clearly considers them to be low priorities.


[ ] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.

Might be useful for doing the undead research on the clock?


[ ] 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.

Maybe she's scamming us(looking at our relationship level, probably not). Maybe we'd raise Stewardship.
But from my knowledge of economics, this kind of legal shuffle happens all the time.


[ ] 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.

We probably need these.

[ ] For no particular reason, it'd be a good idea to see about informants within the military.

This is a maybe. We actually already have SOME.

[ ] Also for no particular reason, how about I see about building a unit in the army dedicated to catching terrible necromantic gribblies?

But this I think could do. Van Hal actually might be really interested!
Now to crank out a plan before bed, assuming nobody else beat me to my ideal
 
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and i still adovcate to hire a dwarf to finih off our lair as a action since we are kinda close to zhufbar and southern empire is the dwarf availability aswell should be posible . Get a dwarf oath for it and it is secret forever forever more or less. @BoneyM

And I said before, trying to hire a dwarf for something a peasant with a shovel could do is not only wasteful but insulting to the dwarf. There's no rock to tunnel through, there's no supports to build, all that needs doing is digging mud and dirt out of long-forgotten rooms. And Mindhole is even better than a dwarf oath for keeping secrets.
 
The Stirland Inquisition.
Has a nice ring to it.

I'd say fold the ratcatchers into them, so that they are an all rounded urban peace keeping, enemies of simars empire stabbing, electors law enforcement unit.
Road and river security is better left with dedicated military, since bandit are the least of possible road evils.
Same applies with Sally, militia and siege training, the army is already doing such things and a militia already exists, it better to specialise the guards into a better urban "police" force, rather than try to have them become a half assembled mixture of multiple different roles.
Don't get rid of the rat catchers they have an important job and taking them out of service is a bad idea
 
i guess my point was that dwarf would gurantee success and we dont kill more people for it was my thought.
 
Ok that Watch expansion is amazing. Im leaning towards the rat catchers (because skaven) but am also partial to the SpecOps Watch. Kinda torn really.

Also anyone know a nice name tohe watch while keeping the Watch part?


Also also, Wizard chick foils our plans yet again. Ranald is having too much fun at our expense. Maybe we finally make the thievea guild into Ranalds proper church? It can be our very own masonic guild called Illuminatus or something.
 
The Stirland Inquisition.
Has a nice ring to it.

I'd say fold the ratcatchers into them, so that they are an allrounded urban peace keeping, enemies of simars empire executing, electors law enforcement unit.
Road and river security is better left with dedicated military, since bandits are the least of possible road evils in warhammer.
Same applies with Sally, militia and siege training, the army is already doing such things and a militia already exists, it better to specialise the guards into a better urban "police" force, rather than try to have them become a half assembled mixture of multiple different roles.
Agreed, the Watch (Or whatever we'll call them) will be used to make damn sure the urban areas are safe.
 
enchantment lab is probably a better investment since it can cost up to 300g. Probably will have to go to the colleges to get proper gear and will eat a action ?

if we can use high magic enchantments thanks to our silly luck instead of ulgu it will make our weapon making profits in the future truly tremendous guys.

and i still adovcate to hire a dwarf to finih off our lair as a action since we are kinda close to zhufbar and southern empire is the dwarf availability aswell should be posible . Get a dwarf oath for it and it is secret forever forever more or less. @BoneyM
We should save the dwarf for when we need to refurbish our underground base. So they can make it sturdy and fortified in one go
 
So option assessment next:
[ ] 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.

We can look into this, but the Watch is usually not well suited to sewer patrols. Not a major element to enshrine into law.
On the other hand a lot of the time crime gets away because the Watch stops when they hit the sewers. Worth considering due to that
Actually I think getting the Watch integrated with the Underground groups is a fantastic idea since the Sewers are the biggest blind spot in the entire city and it helps us more easily regulate the Thieves Guild once we get that up and running since there won't be massive tunnel networks that the watch can't go into.

Edit: Also it allows us to more directly help the Ratcatchers with that giant underground war they are always waging beneath the city.
 
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I would go for the sewers if our goal was to lock down Wurtbad, but that's not what we're aiming for- we're trying to make a Stirland-wide group here. That means we can't focus exclusively on Wurtbad or even other cities- such would result in having a series of unrelated island-organizations that never talk to one another and are difficult to administrate cohesively, not a single organization with many branches of a greater whole. Instead, we need to choose a path of expansion that allows for movement between cities, controlling and monitoring the key paths of travel and effectively tying each settlement's group of the Watch into our larger network.

That means, basically, choosing Road Wardens, Riverwardens, or Self-Sustaining, as those are the three options that allow for regular movement between towns and control over the links between them. Of the three self-sustaining does the best job of not locking us out of one of the key parts of Stirlandian commerce and it helps us grow faster to boot, so it seems like the right choice to me.

Admittedly there is the issue that if merchants are paying the Watch to escort them around, at it's also the Watch's job to make sure that the merchants aren't smuggling, it opens up some serious opportunity for corruption there. If we're concerned about that, I'd say default to Riverwardens because as far as I know there is no organization devoted to handling this. That said, going with Riverwardens but NOT Road Wardens feels like half-assing the job of monitoring the connections between cities, and I'm not sure why we'd write up the documents that way.


Not a fan of any of the options that basically make the Watch into a military; we don't need or want a personal army when there's the actual army for that and it would distract us from intel and control of urban environments and commerce routes, which is what we really care about.
 
Yeah kinda leaning on the sewer specialty. We KNOW there are many underground buildings unseen and unsupervised. We should try to make the watch our first alarm system for when nasty skavens decide that they prefer underground mansions to caves.
 
Way I see it:
-Sewers are already being watched. Just disorganized. Relatively simple matter to roll them in with money, though we'd have to do that for every city, the Ranaldites would also complete our coverage there.
-Roads are already being watched in an organized manner.
-Rivers are not watched at all. River fleets are NOT cheap. No independent or guild effort is going to do much.
 
Way I see it:
-Sewers are already being watched. Just disorganized. Relatively simple matter to roll them in with money, though we'd have to do that for every city, the Ranaldites would also complete our coverage there.
-Roads are already being watched in an organized manner.
-Rivers are not watched at all. River fleets are NOT cheap. No independent or guild effort is going to do much.
The problem with rivers is that, while an important and unfilled niche, its so specialized, I don't know if we want to consider it part of our new Watch's main purpose.
 
Way I see it:
-Sewers are already being watched. Just disorganized. Relatively simple matter to roll them in with money, though we'd have to do that for every city, the Ranaldites would also complete our coverage there.
-Roads are already being watched in an organized manner.
-Rivers are not watched at all. River fleets are NOT cheap. No independent or guild effort is going to do much.
Sad thing is, rat catchers report to No One official. They are just there for the pay. We are blind to the (probably) MASSIVE tunnel network right under our feet.
 
Yeah kinda leaning on the sewer specialty. We KNOW there are many underground buildings unseen and unsupervised. We should try to make the watch our first alarm system for when nasty skavens decide that they prefer underground mansions to caves.
Not just that, our main goal with the watch is to make it strong enough so that we can have them act as a sword of Damocles for our eventual thieves guild, something that will be able to smack them down the moment they get out of line. Hence having the Underground specialists since they are the ones who know the tunnels and how to fight in them.
 
I think Riverwardens is our best choice. It's a huge blindspot, and it also ties in nicely with acquiring information.

Rat Catchers already exist, Road Wardens already exist. No one is looking at the rivers.

It's easier to add specialty detachments to sewers and roads than creating river navy wholesale.
Now you just have to rebuild it in your image.
You scowl. "I am not handled. I am the one who handles."
Well, someone is failing her will saves against cackling maniacally.
 
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How about:
His Electoral Dignity's Most Honourable Civic Enforcers.

Fits the Lore and theme like a glove, and gives the watch a more respectable name, ehivh might eveb draw in aspiring recruits who are not from the bottom of the social ladder. Might even endear the watch to the burghers, who are, afterall the principle demographic of Urban settelments.

Sides, a fine psuedo knightly name would help moral a great deal when dealing with the horrors of warhammer, not to mention sewer duty.
 
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I think tha name will turn into a joke fast whenever anyone hears about the sewers part.


I really wanna keep the Watch part. Maybe City Watch?
 
i think escort missions to fund further expansions and making it cheap enough so money isnt a issue as much and we can helpwith our own trading company that was just create for example instead of relying on mercs for example..Expand it into the other elector count cities and after that to either free citys or strategic locations either on the main roads or border points
 
We don't want to change the name. That would only make the veteran Watchmen even more upset with us. Also, I see an issue with the idea of trying to go for Roadwardens or River-wardens: namely, that only the Wurtbad Watch is subservient to us. Due to that, I'd argue that we should leave them as the Wurtbad Watch, fold the rat-catchers into them in order to allow them to more fully lock down Wurtbad itself (and to make sure that the police is well-supplied with that most vital piece of equipment, the Small But Vicious Dog), and make them so effective at what they do that the various other town watches in Stirland adopt the model of their own volition.

At which point we send them a Wurtbad Watch veteran to instruct and lead them in this new form of policing. And of course to teach them how to report back to us.
 
To play off the Sewer Jacks and steal from the Deathjacks- Townjacks? Lawjacks? Watchjacks?Jacks of Wurtbad?

Also "Weber's Box" should be short for "Weber's Wondrous Vessel of Variability" or something
 
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