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Guys are we sure its a good idea to get the Light order involved? We don't know if Egrimm van Horstmann is around corrupting the College yet and we really don't want to risk him getting centuries worth of Vampire Dark Magic research.

Plus we aren't exactly on the best terms with the light order reputation wise as a Shadow Wizard.
 
@BoneyM IC, how good an idea is it to ask death wizards to a place like Drakenhoff? Are they liable to explode themselves or are they liable to explode everything else?

It'd be a concern for apprentices or journeyman to be in an area so steeped in power, but it can be assumed that a Battle Wizard will have enough control that it's a benefit, not a problem.

Guys are we sure its a good idea to get the Light order involved? We don't know if Egrimm van Horstmann is around corrupting the College yet and we really don't want to risk him getting centuries worth of Vampire Dark Magic research.

Please don't do this.
 
Maybe add in the Countess?
If her Elector Count asks for her aid in battle she has a duty to fullfill.

And we get more info from her reaction.
While I like the idea of getting help from the countess (I voted for it in the previous turn) I'm hoping for information or alternatively sabotaging the enemy. No one should want her to turn up using vampire powers on the battlefield, also she'd probably melt from all the light and holy magic we hope to be throwing around.

Regardless it's actually something we can do personally which makes it appealing. Many of the other actions are things that would actually hurt coming from us.
 
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While I like the idea of getting help from the countess (I voted for it in the previous turn) I'm hoping for information or alternatively sabotaging the enemy. No one should want her to turn up using vampire powers on the battlefield, also she'd probably melt from all the light and holy magic we hope to be throwing around.

Would call of arms require the noble to be present? @BoneyM
 
It'd be a concern for apprentices or journeyman to be in an area so steeped in power, but it can be assumed that a Battle Wizard will have enough control that it's a benefit, not a problem.



Please don't do this.
Alright I apologize for frustrating you, but I don't understand what I did wrong can you please tell me my mistake so I can avoid doing it in the future?
 
[X] Plan Life, Death and Intelligence gathering
-[X] Send for Battle Wizards from a College of Magic (pick which, can be taken multiple times).
--[X] Amethyst Order
-[X] It seems Countess Gabriella is content to sit back and watch events unfold. If your suspicions are correct, and you don't mind dabbling in what might be considered heresy, her personal intervention could be a great help.
-[X] Recommend to Van Hal:
--[X] Grand Theogonist
--[X] The Slayer Keep, Karak Kadrin, is close enough to Sylvania to inspire a dislike for it. Ask if they'd be willing to join in.
--[X] Send for Battle Wizards from a College of Magic (pick which, can be taken multiple times).
---[X] Light Order

Weber is a spy master and a wizard so I've decided to leverage her talents where she can best apply them. First is her talent as a wizard to send a request fora battle wizard, Amethyst order seems good since the winds of death are strong where we'll be fighting, the Grey wizards have a good relationship with them and most importantly we have a whole bunch of mysterious death swords to use as bribes.

The second is under her purview as a Spy Master to interrogate Gabriella for everything she knows and to see if we can get her to attack behind enemy lines and do some sabotage. She's been happily sitting in her city for who knows how long so presumably she'll be happy to have the chance to have us give her some unofficial backing to continue doing so as long as she helps us out.

On the other side is recommendations for Van Hal

First is the dwarf slayers, these guys are nearby and no doubt eager for a good fight so bringing Van Hal's attention to this is important if he isn't already thinking about it.

The second is Grand Theogonist since for obvious reasons when fighting undead you want holy might on your side. Van Hal's probably already thinking about this and also probably calling every ally and acquaintance he can find but having us second this idea won't hurt.

Third is having Van Hal call in the imperial wizards. He's mentioned that he was going to either do this himself with a request to the emperor or have us go in and ask the Colleges directly but I see no reasons why we shouldn't do both. Additionally since we're giving him advise on what wizard to choose we'll advice on the Light wizards who would be most difficult for us to personally get but also probably most useful against an army of undead monsters.


A similar plan to Light and Death except with some changes. First I'm recommending to Van Hal to grab some contribution from the Moot which should have some helpful political ramifications later. I've also removed personally asking for Light mages from Weber's task list, while Light mages would be very helpful the Grey and Light orders aren't exactly great buddies from what I know so I've replaced it with Jade although Bright would also work well.

I've also added intelligence gathering from the Countess since Weber is a spy master and this is our last chance to get information that no one else can provide.

Edit: On second thought I've made some changes. Having Van Hal request light mages (should be accepted) and personally calling up for some Death mages (maybe bribe with magic juice and swords)

I also dropped Moot since I realized I don't really know the political consequences of that move and while it sounds good we just don't have any intelligence in the Moot.
 
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[ ] Anton is already in Reikland seeking assistance from the Emperor, but perhaps a greater focus here could pay dividends.

At this point, I'm half expecting the Emperor to show up in person and declare than Anton convinced him to the Elector Count meeting in Drakenholf.

Would call of arms require the noble to be present?

[ ] It seems Countess Gabriella is content to sit back and watch events unfold. If your suspicions are correct, and you don't mind dabbling in what might be considered heresy, her personal intervention could be a great help.

The only reason to ask for her help is so she can use her vampire powers against the VCs, otherwise, it's a complete waste of an action.

Alright I apologize for frustrating you, but I don't understand what I did wrong can you please tell me my mistake so I can avoid doing it in the future?

Obvious meta gaming, that is to say, advocating IC decisions using OOC knowledge.
 
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@BoneyM for a faction not included that could be called, what about Bretonnians of some sort? There's always Knights Errant looking for glory and Questing Knights are honor-bound to answer any call for help, and the vampires have earned plenty of hate in Bretonnia what with Mousillon and Merovech and etc. being a thing.

Obviously it might be difficult, but on the other hand:

B R E T O N N I A N S
 
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Would call of arms require the noble to be present? @BoneyM

No, but the implication of singling her out to request help from does imply that you're asking for something other than the paltry few troops her town can provide, and most of what she might be able to do would require her presence. That said if she's been doing her thing for as many centuries as she claims, you can probably assume she's capable of subtlety.

Alright I apologize for frustrating you, but I don't understand what I did wrong can you please tell me my mistake so I can avoid doing it in the future?

Making decisions based on metaknowledge that you have absolutely no way of knowing in-character. All canon events after the beginning of this quest are null and void, simply because otherwise it excludes anyone who doesn't have an encyclopedic knowledge of the lore from participating. Somewhere out there might be a Van Horstmann, but he has no greater a chance of turning out to be a traitor than any other wizard.

@BoneyM for a faction not included that could be called, what about Bretonnians of some sort? There's always Knights Errant looking for glory and Questing Knights are honor-bound to answer any call for help, and and the vampires have earned plenty of hate in Bretonnia what with Mousillon and Merovech and etc. being a thing.

Obviously it might be difficult, but on the other hand:

B R E T O N N I A N S

I'll add it to the list.
 
I've added a 'longshot' category to the list, for options that are unlikely to work due to distance and circumstance but if you really want to you could try anyway. If there's something you genuinely think is worth a shot, say so and I'll add them, but please don't use this to try to get me to list the Lizardmen and Chaos Dwarves.
 
Can I get a source on that? I read that the dwarves introduced gunpowder to the Empire during the Wizard's War, when necromancers and chaos sorcerers were running rampant.
From the Imperial Navy history section of the Shades of Empire rpg book.
During this time, the navies of Nordland, Ostland,
Middenland, Reikland, and Westerland rose to prominence,
especially those of Reikland and Westerland. Putting Norse
shipbuilding skills to good use, quality ships were soon
plying most of the rivers and coastlines, all brimful of
soldiers, all ready to outflank enemies and blockade ports.
Altdorf is said to have taken action by building several large
bridges across the Reik and Talabec to limit the influence
of the burgeoning fleets of Talabheim and Nuln, ensuring
they could never pass the Reikland capital. Illustrations
and tapestries from this time suggest simple catapults and
bolt throwers were common on these early ships, and
longbowmen were especially prized for their utility on the
rivers and coastlines.

Most navies of the fractured Empire changed little for
several hundred years. Ship design remained largely
unchanged, with most vessels using square-rigged sails and
oars, and clearly designed for river travel or short coastal
journeys. However, one port did make some advances:​
Marienburg.

The Westerlander city-port was growing fast as merchants
from across the Old World gathered there to gain access
to the collected goods of the war-torn Empire. Of all the
foreign visitors, the most advanced were the Tileans.
Firstly, the Tileans were skilled with blackpowder—a
substance only known to the Empire through the Dwarfs,
but that Elder Race guarded its secrets jealously; secondly,​
they had ship-building skills far in advance of any
equivalent in the north of the Old World. The Temple of
Verena in Marienburg recorded that:

"The Tileans claim they have sailed the world. They talk
of trading with lands so distant that we folk of Sigmar's
Empire could not even contemplate their existence."

Rather than be awed, it seems the Westerlanders took
action. Although the exact details are unrecorded, it seems
obvious some, or all, Tilean secrets were secured, for in​
comparatively little time Marienburg ships changed.

Westerlander art from the middle of the 16th century
depicts ships sporting what appears to be small bowchaser
cannons rather than catapults or bolt-throwers. The
cannons do not look well made, or even that safe, but they
do look like cannons. Sigmarite chronicles in Altdorf show
the Dwarfs were displeased:

"The ambassador was wroth that the Emperor would
allow weapons of such poor quality to operate.
Recognising the importance of the Dwarfs to the
Empire, the Emperor wisely listened to our counsel and
condemned Westerland's use of their 'cannons'."

However, it appears Marienburg ignored the Electoral​
Emperor, perhaps by allying with the Ottilan Emperor
or the Wolf Emperor, for the Baron of Westerland soon
had free rein along the coasts of the north of the Empire.
According to several angry entries in the Middenheim
Histories, Westerlanders were sinking all vessels on the
coast of Nordland and Ostland, and soon the trade routes
to Kislev and Norsca were entirely under the control of​
Marienburg, furthering its influence.
 
[X] Plan Might and magic
-[X] Send for Battle Wizards from a College of Magic (pick which, can be taken multiple times).
--[X] Order of Light
--[X] Amethyst Order
-[X] Recommend to Van Hal:
--[X] Grand Theogonist
--[X] The Slayer Keep, Karak Kadrin, is close enough to Sylvania to inspire a dislike for it. Ask if they'd be willing to join in.
--[X] Seeking mercenaries has, to put it mildly, gone rather well so far. Seek out more.
 
I've added a 'longshot' category to the list, for options that are unlikely to work due to distance and circumstance but if you really want to you could try anyway. If there's something you genuinely think is worth a shot, say so and I'll add them, but please don't use this to try to get me to list the Lizardmen and Chaos Dwarves.
So obviously that means Nippon is out of the question, then again ninja magic who knows? :p
 
[X] Plan Hammer and Grail
-[X] Send for Battle Wizards from a College of Magic (pick which, can be taken multiple times).
--[X] Amethyst Order
--[X] The Brettonnians have a long history of aiding those in need, and their experiences with Mousillon have given them great reason to seek vengeance against the Undead.
-[X] Recommend to Van Hal
--[X] Anton is already in Reikland seeking assistance from the Emperor, but perhaps a greater focus here could pay dividends.
--[X] Surely Van Hal has a lifetime of contacts and favours to draw on. Bring the Witch Hunters in.
--[X] What purpose could be more holy than this? Request aid from the Grand Theogonist.

The logic here is simple.

Firstly, I have Mathilde seeking to gain aid from the wizards because that seems more likely to work than having a Witch Hunter try it. I'd suggest sending her to Bretonnia because she's likely to get a warmer welcome than she would anywhere else we could go, what with the whole "Basically being an Imperial Damsel" thing.

Van Hal, meanwhile, I'd suggest sending to speak with all the people who don't like witches but also don't like undead. He's more acceptable, being both a noble and a witch-hunter.

As for why I chose who I did:

To get it out of the way: Yes, I chose Bretonnia because I am a giant fucking ouiaboo and fanboy. However, consider: Every Knight Errant who dies, every Questing Knight falling in battle, is one of our men living on-- more, they'll thank us for the opportunity for glory. Plus, if we can snag even one Grail Knight, that'd be the best. The Questing Knights shouldn't be underestimated either, they'd be fantastic for slaying enemy monsters/champions.

The Amethyst Order, meanwhile, is perfect for killing lots of shit real quick-- they'd cut through the chaffe like a knife through butter, and in Sylvania, soaked in Shyish, I can't imagine they'll be at anything but their highest strength.

Reikland I chose because they are known for supporting aiding the other provinces and Imperial Unity, increasing the likelihood they will come. Further, being one of the richer provinces of the Empire, they will likely send more than the others.

The Grand Theogenist I suggest because the Sigmarites are basically Greased, Hammer-Wielding Kryptonite to the Undead, and their aid will be great in removing the Spoopy Scaries from Sylvania.

The Witch-Hunters I chose because they are skilled at, well. Killing Witches. Which could help kill the necromancers that are controlling this force, which would be fantastic for a wide variety of reasons.
--
First time making a giant fucking plan like this, how'd I do?
 
Part of me remember that one time the Moot sent a mobile field kitchen since their "Called for aid" roll was a nat 100.

In the end though, practicality wins out.
[X] Plan Might and magic
 
[ ] There's one neighbour that hasn't been asked for help. Maybe the Moot could contribute somehow?
The only thing I know about halflings is that their Blood Bowl team can field Treants. How useful would giant, doughty sentient trees be to a siege? Oh, and Halfling Master Chefs could conceivably improve morale or provide re-rolls, but there's no way we'd have enough to outfit the army.
[ ] The Fellowship of the Shroud are technically Tilean, but their enmity of vampires is unquestionable. Extend an invitation.
No idea who these fellows are.
[X] Plan Might and magic
--[X] Seeking mercenaries has, to put it mildly, gone rather well so far. Seek out more.
We already got the super long-shot success in mercenary troops, with a Crit plus rolling the right number for Asarnil. Why throw more money into what are probably going to be just slightly improved spearmen or something?
 
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