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[X] [WatchName] The Stirland Vigil
[X][WatchDuty] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.

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

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

[X] [Orders] Plan Who Ya Gonna Call?
-[X] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
-[X] 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.
-[X] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
-[X] Write In: Given the many forms and threats of undead in the region, perhaps it might be useful to have a dedicated unit to track them down and dissect them to learn how to better kill the things, how they might form, and how they might disguise or hide their nature, so as to actually push the undead back permanently. Something like what you did together on the transformed servants, but on a bigger scale.

Note that I'll be asleep shortly after this. I'll check in on any feedback in the morning...and note that each [Stuff] Plan(note you can change the contents of a plan freely and you can vote for a plan with just the top line of each) bloc is tallied independently so go nuts stealing chunks if thats your preference :) .
 
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Studying the box provided us with more information that just how it works, it also told us that certain creatures of the warp are very fundamentally different from demons and have a different make up to them (the wisdoms asp), we also learned about how creatures of the warp behave in reality versus the warp and how their healing factor works. These are valuable discoveries.
 
@BoneyM : You know, at this point the snake has had more influence on the story, than us being a talented enchanter. About the only enchantment work we got to was something that was enchanted before we got to it, and an Artifact we created by chance. Without an actual lab! Derp Wizard indeed.
 
I've decided to actually run through these instead of just picking whichever plan seems coolest in eleven hours.
[ ] Pick a new name to reflect your Stirland-wide ambitions for the force (optional)
The Night Watch? It's generic, makes reference to the fact we follow the lore of shadows, and also makes reference to the fact the vampires call themselves the Night Court if I remember my Genevieve properly.


[ ] 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.
Good for fending off rats, gives an in with the Ranaldians, probably means they'd be better at projecting force within towns, as they could redeploy without interferance.

[ ] 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.

I'm iffy on this, mostly because I'm uncomfortable butting into our fellow councillor's pet project so soon.

[ ] 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.

This'd be good for exactly whay it says on the tin. Issue for me is that it doesn't do much in the way of barring the undead hordes or their masters.

[ ] 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.

Very juicy considering we just went into the red on our discretionary income. Probably jives well with the EIC. They'd end up paying our people with their money which is our money that we borrowed from them that they borrowed from the Electorate and sold to Talabecland.

[ ] 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.

I actually like this a lot, too. The pistolliers and road wardens can protect the roads and we can forge out from there. Issue is that we might be over-stretching them with this. I'd kinda rather a fully seperate organization handles this.

[ ] 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.

This is pretty good, but we've seen no reason to assume our enemies- undead, skaven?, etc.- will be shooting for a conventional siege.

[ ] Militia: Focusing on military training will allow the Watch, in times of war, to join battlefields and give a showing equal to that of any full-time military unit.

I... don't actually want the watch to be deployed like a military unit. To much risk of eliminating a massive part of our apparatice too quickly.

Beyond that, work is getting busy, so I'll wait.
 
Oh and for the Sewer Jacks. They aren't difficult to add to the Watch next turn. It's not a large or particularly expensive organization. It's currently just full of minimum wage sorts who hunt rats and investigate strange smells.

The Riverwardens are basically impossible to set up without Crown financing however. Ships cost a crapton, move a crapton, and as this bit people may have forgotten
So noticeable, you're hoping, that they couldn't be stashed somewhere in Wurtbad itself. They'd have to have left the city, and that narrows down the point of egress considerably - Wurtbad has three gates, and trade can only go through the southern one, and all the carts and their contents are recorded by the Wurtbad Watch to make sure nobody's trying to sidestep tolls and tariffs. So all you have to do is look through those records until you find multiple cartloads of books and you'll have taken a significant step down the road of finding them.

(Unless, you realize with a sinking feeling, they crated up the books before moving them, then transferred them to a boat. Once they got onto the River Stir they could go just about anywhere unnoticed. You're hoping that whoever it is didn't think of that.)
Bolded a major intelligence hole which passes right next to our capital
Oh and remember, that the next economic expansion involves a large increase in river trade thanks to Anton's untangling of the Problem. Which means a large increase in pirates and smugglers that need to be put down before people start making log jams to rob trade ships.
 
Oh and for the Sewer Jacks. They aren't difficult to add to the Watch next turn. It's not a large or particularly expensive organization. It's currently just full of minimum wage sorts who hunt rats and investigate strange smells.

The Riverwardens are basically impossible to set up without Crown financing however. Ships cost a crapton, move a crapton, and as this bit people may have forgotten

Bolded a major intelligence hole which passes right next to our capital
Oh and remember, that the next economic expansion involves a large increase in river trade thanks to Anton's untangling of the Problem. Which means a large increase in pirates and smugglers that need to be put down before people start making log jams to rob trade ships.
Umm I should point out that "Hunt Rats" in this instance basically means that they wage a secret war under the city against the Skaven.
 
[X][WatchName] QM's Choice

It was bad enough having to endure the terrible ideas the players came up with last turn for the coat of arms and motto. You can't keep doing this to me, @BoneyM. Have mercy.
 
@BoneyM : You know, at this point the snake has had more influence on the story, than us being a talented enchanter. About the only enchantment work we got to was something that was enchanted before we got to it, and an Artifact we created by chance. Without an actual lab! Derp Wizard indeed.

I was thinking earlier about the complete lack of mileage you'd gotten out of the Enchanter trait, but it's not like you haven't tried, it's just that Ranald finds your suffering hilarious.
 
It sounds like we sort of got conned. I'm not sure...
...no? I'm unsure if this is a genuine thing you believe due to lacking financial knowledge, or just role playing? You can't be conned with an interest free loan that they gave you.

That paragraph just basically goes into some basic finance, that while assets may change hands it doesn't really mean they actual go somewhere else. The money was in Stirlands vault, and ownership was transferred to us in return for acknowledgement of a debt to the same value, we transferred ownership of the money to the Company in return for stock. End result gold always stays where it is, and we get a letter of debt to Stirland and a ownership of stock, and the Company gets additional resources with which to establish itself. Then it just goes on to say that the dividend will pay off the original loan it was purchased with first. Nothing that complicated, unless you haven't really looked into how finance works.

As to the watch vote; for me it's an easy choice. The Stirland Watch is already focused on urban policing, so integrating the Rat Catchers into it makes perfect sense given what we know of the sewer and what tends to happen down there. Thus integrating it so we actually have information of whats happening and for that to pass to the authorities, as well as undoubtedly providing greater resources and manpower to do a better job in comparison, means that it will be in a perfect state to expand to other cities and towns throughout Stirland itself. It should also mean that with an active presence where sewers are built instead of them being forgotten and/or becoming dilapidated, more would be developed so cleanliness should improve throughout the province.

Roadwardens needs to be a dedicated affair really given it's not merely bandits you're concerned about but beastmen, orks, and particularly undead in Stirland so they need to be military. We also already have the martial doing something with them, so it'd step on his toes. River Wardens should be an entirely separate organization given there's nearly no interchangeable skills and organizationally is very different, and ideally you'd also want a Riverine Navy to go along with that.
 
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Not true. MOST Sewer Jacks? They hunt rats. Real, regular rats. Skaven aren't that common in most cities, and you know, our city has an apparently very large cat population to hint that all seems well there.
Last I checked there is a Skaven settlement under every major empire city, ours included. They are just very secretive and incredibly good at keeping themselves unknown to the people of the Empire to the point where most believe they are a myth.
 
[X] [WatchName] The Stirland Vigil
[X] [WatchDuty] 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.
[X] [Public] Plan The Watched
[X] [Private] Plan Team Mystic
[X] [Orders] Plan Who Ya Gonna Call?
 
Watch:
[X] Keep the name
[X] Rat-catchers

Public:
[X] Plan The Watched

Private:
[X] Plan Team Mystic

[X] [Orders] Plan Surf 'n' Turf
-[X] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
-[X] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
-[X] Write In: Given the many forms and threats of undead in the region, perhaps it might be useful to have a dedicated unit to track them down and dissect them to learn how to better kill the things, how they might form, and how they might disguise or hide their nature, so as to actually push the undead back permanently. Something like what you did together on the transformed servants, but on a bigger scale.
-[X] Write In: While we're working with the Wurtbad Watch, the theft of the documents has made it clear that Stirland needs Riverwardens. That having been said, we also don't want to further alienate the veterans of the WW by forcing them to ignore Wurtbad in favor of watching the waterways, so we're asking for Van Hal's permission and Gustav's assistance to set up a province-wide network, similar to that of the Road-wardens. Except with boats.
 
Last I checked there is a Skaven settlement under every major empire city, ours included. They are just very secretive and incredibly good at keeping themselves unknown to the people of the Empire to the point where most believe they are a myth.
Given the level of our Sewer Jacks budget and equipment I'd be very surprised if they did that to a significant level and are still alive.
 
For a new name how about the Stirland Provincial Constabulary?

[X] [WatchDuty] 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.

For the second specialization, Riverwardens is definitely the way to go, for the reasons already outlined by Veekie.
 
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Given the level of our Sewer Jacks budget and equipment I'd be very surprised if they did that to a significant level and are still alive.
It is one of those professions where you either get good or you get dead, not to mention I never said they were making any sort of actual impact or that the skaven even really notice them.

[X] [WatchDuty] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.
 
[X] [WatchDuty] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.

I want to integrate the Sewer Jacks, because seriously, they need the support and official backing; Go on about how nobody watches the rivers, but there are worse things underground than information holes. Even if they aren't fighting Skaven 24/7, or even regularly, there's still a whole bunch of other gribbly beings willing to fill that gap.

And also, judging by the description of what they do back from when we were deciding our background stuff, they basically fight blind against ninjas and monsters with only a little dog to let them know where their enemies are. Blindfighting is a very useful trait to have against, say, things that attack people at night, like vampires, and other sorts of undead.
 
Watch:
[X] Stirland Guard
[X] Rat-catchers

Public:
[X] Plan The Watched

Private:
[X] Plan Team Mystic

[X] [Orders] Plan Surf 'n' Turf
-[X] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
-[X] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
-[X] Write In: Given the many forms and threats of undead in the region, perhaps it might be useful to have a dedicated unit to track them down and dissect them to learn how to better kill the things, how they might form, and how they might disguise or hide their nature, so as to actually push the undead back permanently. Something like what you did together on the transformed servants, but on a bigger scale.
-[X] Write In: While we're working with the Wurtbad Watch, the theft of the documents has made it clear that Stirland needs Riverwardens. That having been said, we also don't want to further alienate the veterans of the WW by forcing them to ignore Wurtbad in favor of watching the waterways, so we're asking for Van Hal's permission and Gustav's assistance to set up a province-wide network, similar to that of the Road-wardens. Except with boats.
 
[X] [WatchDuty] Underground: Absorbing the Sewer Jacks and rat-catchers into the Watch will allow you to make the underways of the city as safe as the streets above.

I want to integrate the Sewer Jacks, because seriously, they need the support and official backing; Go on about how nobody watches the rivers, but there are worse things underground than information holes. Even if they aren't fighting Skaven 24/7, or even regularly, there's still a whole bunch of other gribbly beings willing to fill that gap.

And also, judging by the description of what they do back from when we were deciding our background stuff, they basically fight blind against ninjas and monsters with only a little dog to let them know where their enemies are. Blindfighting is a very useful trait to have against, say, things that attack people at night, like vampires, and other sorts of undead.
Not to mention that it is a lot easier to convince to set up a River Warden organization when compared to increasing the support for the Rat Catchers.
 
[] [Orders] Plan Who Ya Gonna Call?
-[] 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.
.
Seems to me publishing your black ops budget, and getting informant names on formal official ledgers might be a security breach. Part of our discretionary income is literally meant for paying informers. Setting details on how many, and where, and how much they are paid to paper that is handled by ordinary clerks seems... unwise.
 
I want to integrate the Sewer Jacks, because seriously, they need the support and official backing; Go on about how nobody watches the rivers, but there are worse things underground than information holes. Even if they aren't fighting Skaven 24/7, or even regularly, there's still a whole bunch of other gribbly beings willing to fill that gap.

Sure, but there are multiple ways to improve our grasp of the underground. We can create a special branch of the Watch to deal with underground matters, we can support the existing Sewer Jacks with better funds and equipment, when we build up the thieves guild they will certainly be keeping an eye out.
 
@veekie your plan seems more like a montly action report rather than plans to propose to Van Hal(sing). Is that intended?
 
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This is actually stupendous- either all actions reflect in the Warp and by using the inner truths of the world and Fibonacci's number and Pythagorean's Theorem or whatever Leonardo da Miragliano invoked leylines and the Geometric Web and the Great Vortex and so the Thorned One is trapped in a simulacrum of Caledor's last undying spell like a hermetic ritual, or Miragliano and Mathilde discovered a scaled-down version of some of the principles behind Caledor's prisms and twistings of Warp energies to create the Winds, or High Magic resonates on some level in the unreal aethers and dimensions of the Wrap and the daemons of the Chaos Gods are demonstrably not the inevitable natural state of the Sea of Souls and, at the very least, manipulable into a shape of High Magic like irrigating a river.
 
Watch:
[X] Stirland Guard
[X] Rat-catchers

Public:
[X] Plan The Watched

Private:
[X] Plan Team Mystic

[X] [Orders] Plan Surf 'n' Turf
-[X] If we've got vampire troubles, maybe you should spend some time investigating how to counter vampiric infiltration.
-[X] The Wurtbadian Watch is now your pet. Given more time, you can make it your attack dog.
-[X] Write In: Given the many forms and threats of undead in the region, perhaps it might be useful to have a dedicated unit to track them down and dissect them to learn how to better kill the things, how they might form, and how they might disguise or hide their nature, so as to actually push the undead back permanently. Something like what you did together on the transformed servants, but on a bigger scale.
-[X] Write In: While we're working with the Wurtbad Watch, the theft of the documents has made it clear that Stirland needs Riverwardens. That having been said, we also don't want to further alienate the veterans of the WW by forcing them to ignore Wurtbad in favor of watching the waterways, so we're asking for Van Hal's permission and Gustav's assistance to set up a province-wide network, similar to that of the Road-wardens. Except with boats.


Yes. I like this.
 
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