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[o] Free action: Ask the greatswords if they can beat any useful information out of the castle gribblies. Said gribblies are probably not important enough to merit personal attention.
I don't think you can torture info out of mindless undead.

Also, the ones we have in prison are re-deaded. we kept them to dissect them for info.
 
So, keeping in mind the GM's approval of write-in options, I took the old options, and some custom ones that somebody made a few pages back, and I've been tinkering with them in an attempt to improve them. Hope the wording helps with future anything.


[] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe some of the taxes from it's lumber sales could flow into your pocket instead. If too much is taken, unwanted attention would be drawn, but some...would be quite viable.
[] The Wurtbad Thieves Guild is basically a church group right now, instead of an actual organization. If you started throwing your weight around, that could change. We're not talking massive expansion, because we don't want the League or legitimate authoritieis to notice them as of yet, but making sure they were better equipped, had a concrete modus operandi for why they exist, surely couldn't hurt in improving their effectiveness in doing what we want them to do.

[] If you had proper facilities, you could do better work. Would Van Hal fund renovations to a base he's never seen? (OOC: Possibly offer to give Van Hal and a few Greatswords a secret tour, so he better understands the potential of our find, and is more agreeable to assisting our expansion? Once we get an underground tunnel connecting our facilities to the main castle, of course; why travel above ground and be seen if we don't have to?)
[] Drakenhof must be researched, for now. I should write to sages, bards, various Moorite orders, and Nachthafen, raid libraries, hire guys to look for unique tomes and such in this regard, etc. Our collective mission: find out just which vampires are resident, see if anyone knows about their specific ties and motivations, acquire dossiers on more important/infamous targets, etc. Investigating rumors of the Order of the Shroud, a "secret" organization of Morrite origin, would be a good idea as well if possible.
[] The disappearance of my predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach. Now that I have some established contacts there, it will assist our efforts here a LOT more.
[] I'm good with inspecting the new candidates for Marshal. The ledgers are recovered and my intelligence network is growing steadily, those are less burningly urgent now.


EDIT: Added more clarification, feedback appreciated.
 
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So, keeping in mind the GM's approval of write-in options, I took the old options, and some custom ones that somebody made a few pages back, and I've been tinkering with them in an attempt to improve them. Hope the wording helps with future anything.
That's a pretty good idea.
[] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe some of the taxes from it's lumber sales could flow into your pocket instead.
Might need to include the justification for it to be really viable.
[] There is a risk of enemy agents infiltrating the castle staff - they must be watched, new hires covertly monitored, etc.
I think the original covers it already.
[] Drakenhof must be researched, for now. I should write to sages, bards, and Nachthafen, raid libraries, hire guys to look for unique tomes and such in this regard, etc. Our collective mission: find out just which vampires are resident, see if anyone knows about their specific ties and motivations, acquire dossiers on more important/infamous targets, etc.
We should include the Morrites in this, they are the best authority on undead in the Empire, and they have a significant presence in Stirland.


On a sidenote/extra Write-In:
@BoneyM , do we know about the Order of the Shroud, the Morrite secret organization? I presume we don't, but if we do getting in contact with them would be helpful. If we don't, we might want to get some connections with the Morrites, so maybe we get some access to this intel source.
 
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Man there are so many secret organizations in the Empire some of them have to be semi-open. Just within the Witch Hunters you have Solkan zealots, Knights Templar inner circle shit, and not!Puritan and not!Radical Inquisitors Hunters. It seems like to be anyone at all as an organization you have to have an autonomous, unaccountable, group of hidden murderers. The frickin' Halfings have the Quinsbury Lodge ready to put the hurt on splitters and scabs.
 
The thing is, there would be more smuggling if it is safe (and if it is sanctioned by the government it is safe). Which means a net loss for the treasury.

Plausible deniability to who? Are we lying constantly to out boss? That seems like a spectacularly bad idea. Does the Elector needs deniability? Why would he? The Elector-Count is a nearly soverign entity on his own right. In practicality, he doesn't answer to anybody about his treasury, his taxes or his expenses. Plausible deniability is important when he deals with either outside actors or politically sensitive subjects in the province, and in that case "plausible deniability" means "nobody managed to catch and interrogate the people who did it". Nobody has the right to ask an Elector to show them the books, and nobody would actually write down expenses like "assasination". Plausible deniability would be achieved, if there was a singular point of contact with the Thieves Guild, so only the leader of the organization would know who they are really working for. In that case, however we would have limited control over the actual actions of the criminal organization.

The first can be mitigated by secondary taxes of establishments benefiting from the smuggling. Innkeepers who can suddenly purchase their alcohol taxless will see their business boom, so the Elector Count's treasury can for example make innkeeping permits more expensive. Also if there is a reduction in violent crime, the net positive is more public security which benefits overall welfare and growth, and reduces the need for a large policing force, freeing up soldiers or funds for more urgent things (manning the border to Vampire murder land, for example). And then there's also the mentioned benefit of choking out Khaine worship (or worse) in the criminal underground, and expanding the influence of our patron deity, which is ultimately also a good thing.

Then again, more organisation and security in the criminal underground would make a criminal lifestyle a more attractive and viable option to many, making some otherwise productive citizens into less-productive smugglers. As with most policy decisions, for every anticipated positive effect there'll be multiple unanticipated other effects.

If we do take control at some point though, we'd need to do it fairly decisively to prevent it bloating with people wanting a largely risk-free easy money career, and keep the underground in our grip to prevent direct competition from sprouting up and benefiting from the safer atmosphere to do their own thing and resort to violence.
 
Man there are so many secret organizations in the Empire some of them have to be semi-open. Just within the Witch Hunters you have Solkan zealots, Knights Templar inner circle shit, and not!Puritan and not!Radical Inquisitors Hunters. It seems like to be anyone at all as an organization you have to have an autonomous, unaccountable, group of hidden murderers. The frickin' Halfings have the Quinsbury Lodge ready to put the hurt on splitters and scabs.
Speaking of Halflings there is a major Quinsbury Lodge here in Wurtbad so if you want to hire a halfling agent we could
 
Just within the Witch Hunters you have Solkan zealots
Is that even a secret organization?

Like, I don't think Solkan worship is illegal, and I don't think the Solkan worshippers in the Witch Hunters are organized or anything, at that point isn't that just a lot of people of a certain religion being in the same occupation?
 
Is that even a secret organization?

Like, I don't think Solkan worship is illegal, and I don't think the Solkan worshippers in the Witch Hunters are organized or anything, at that point isn't that just a lot of people of a certain religion being in the same occupation?
It wouldn't exactly be kosher for the official licensed Templars of the Order of the Silver Hammer under the Grand Theogonist, considering the oaths demanded of Sigmarite and Solkanian devotees and clergy. Plus to the masses Solkan is mistrusted and operates just inside the line of acceptability, ironically similar to many guises of Ranald in that regard.
 
@BoneyM , do we know about the Order of the Shroud, the Morrite secret organization? I presume we don't, but if we do getting in contact with them would be helpful.

You've no familiarity with the Morrites at all.

I second this idea.

How long is the corpse going to last? It's been there for over a year now, hasn't it?

Going on two, yes. Things were a bit smelly down in the dungeons for a while, but they haven't visibly changed that much. You're pretty sure that was indicative of them doing most of their rotting while they were still walking around, but you are keeping them locked in cells, just in case.
Adhoc vote count started by BoneyM on Jan 28, 2018 at 2:12 PM, finished with 165 posts and 17 votes.

  • [x] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.
    [x] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually traveling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.
    [x] [Options] Plan League or Network
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    --[x] Capture of our predecessor could lead to taking over the Stirlandian League for purposes of spying, and give us knowledge of his past actions and whether he's involved with any other threats.
    -[x] The Stirlandian League is a cancer eating at Stirland's economy, and it can be destroyed now that we have the ledgers.
    --[x] The former spymaster has been acting against us. He probably still controls his spies in the league. Destroying it now would deprive of him of valuable resources, but may also destroy possible leads on his location
    -[X] I've got a whole bunch of friends now, but I could always use more!
    --[x] If the Count wants Wurtbad truly locked down, we can focus on expanding and deepening our local network.
    --[x] Our current network is focused around the Wurtbad area. If suspicious activity happens farther afield we don't have any sources in place to let us know.
    --[x] We know that at least one Von Carstein is active. If they focus on the nobility we'll want eyes on Stirland's prominent families.
    [X] Plan Stirland league or Castle Servants
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    -[X] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
    -[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
    -[X] The castle staff can be a great source of information and first line of defence - they should report to you.
    [X] [Options] Plan About Time
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    --[X] You really want to deal with this. It'd allow you to throughly deal with the Stirlandian League next. Not only that, there are very few people who'd have the ability to move the ledgers discreetly like that. The spymaster is one of them.
    -[X] I've got a whole bunch of friends now, but I could always use more!
    -[X] The castle staff can be a great source of information and first line of defence - they should report to you.
    [X] [Options] Plan Stirland league or Castle Servants
    [X] [Report] Your informants now span Wurtbad, Biderhof, Tarshof and Julbach. Its been quiet so far on that end, but should anything happen out there you'd hear of it before things catch fire.
    [X] [One-on-One] In addition to the more public network, you have some of the criminal underground of Wurtbad as your informants. They're criminals, but they love coin and hate vampires as much as anyone else.
    [X] Plan Spymaster
    - [X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    - [X] The Stirlandian League is a gold mine of information, and it must be yours.
    - [X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
    - [X] The castle staff can be a great source of information and first line of defence - they should report to you.
    - [X] The Wurtbad Thieves Guild is basically a church group right now, instead of an actual organization. If you started throwing your weight around, that could change. Imagine the power you would wield if the criminal underworld reported to you. However, imagine how much more damage they'd do to Stirland if they were united... and you're not sure that Van Hal would be easy to convince.
    [X] Plan Heretek
    -[X] I've got a whole bunch of friends now, but I could always use more!
    -[X] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe all the taxes from it's lumber sales could flow into your pocket instead.
    -[X] Drakenhof. You almost hesitate to suggest it, but... surely this must be investigated.
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    -[X] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
    -[X] Seriously what is up with the East Wing.
    [X] [Options] Plan About Time
    [x] [Options] Plan League or Network
 
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Inserted tally
Adhoc vote count started by TotallyNotEvil on Jan 28, 2018 at 2:40 PM, finished with 165 posts and 17 votes.

  • [x] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.
    [x] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually traveling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.
    [x] [Options] Plan League or Network
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    --[x] Capture of our predecessor could lead to taking over the Stirlandian League for purposes of spying, and give us knowledge of his past actions and whether he's involved with any other threats.
    -[x] The Stirlandian League is a cancer eating at Stirland's economy, and it can be destroyed now that we have the ledgers.
    --[x] The former spymaster has been acting against us. He probably still controls his spies in the league. Destroying it now would deprive of him of valuable resources, but may also destroy possible leads on his location
    -[X] I've got a whole bunch of friends now, but I could always use more!
    --[x] If the Count wants Wurtbad truly locked down, we can focus on expanding and deepening our local network.
    --[x] Our current network is focused around the Wurtbad area. If suspicious activity happens farther afield we don't have any sources in place to let us know.
    --[x] We know that at least one Von Carstein is active. If they focus on the nobility we'll want eyes on Stirland's prominent families.
    [X] Plan Stirland league or Castle Servants
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    -[X] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
    -[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
    -[X] The castle staff can be a great source of information and first line of defence - they should report to you.
    [X] [Options] Plan About Time
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    --[X] You really want to deal with this. It'd allow you to throughly deal with the Stirlandian League next. Not only that, there are very few people who'd have the ability to move the ledgers discreetly like that. The spymaster is one of them.
    -[X] I've got a whole bunch of friends now, but I could always use more!
    -[X] The castle staff can be a great source of information and first line of defence - they should report to you.
    [X] [Options] Plan Stirland league or Castle Servants
    [X] [Report] Your informants now span Wurtbad, Biderhof, Tarshof and Julbach. Its been quiet so far on that end, but should anything happen out there you'd hear of it before things catch fire.
    [X] [One-on-One] In addition to the more public network, you have some of the criminal underground of Wurtbad as your informants. They're criminals, but they love coin and hate vampires as much as anyone else.
    [X] Plan Spymaster
    - [X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    - [X] The Stirlandian League is a gold mine of information, and it must be yours.
    - [X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
    - [X] The castle staff can be a great source of information and first line of defence - they should report to you.
    - [X] The Wurtbad Thieves Guild is basically a church group right now, instead of an actual organization. If you started throwing your weight around, that could change. Imagine the power you would wield if the criminal underworld reported to you. However, imagine how much more damage they'd do to Stirland if they were united... and you're not sure that Van Hal would be easy to convince.
    [X] Plan Heretek
    -[X] I've got a whole bunch of friends now, but I could always use more!
    -[X] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe all the taxes from it's lumber sales could flow into your pocket instead.
    -[X] Drakenhof. You almost hesitate to suggest it, but... surely this must be investigated.
    -[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
    -[X] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
    -[X] Seriously what is up with the East Wing.
    [X] [Options] Plan About Time
    [x] [Options] Plan League or Network
 
[x] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.

[x] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually traveling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.

[x] [Options] Plan League or Network
-[X] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
--[x] Capture of our predecessor could lead to taking over the Stirlandian League for purposes of spying, and give us knowledge of his past actions and whether he's involved with any other threats.
-[x] The Stirlandian League is a cancer eating at Stirland's economy, and it can be destroyed now that we have the ledgers.
--[x] The former spymaster has been acting against us. He probably still controls his spies in the league. Destroying it now would deprive of him of valuable resources, but may also destroy possible leads on his location
-[X] I've got a whole bunch of friends now, but I could always use more!
--[x] If the Count wants Wurtbad truly locked down, we can focus on expanding and deepening our local network.
--[x] Our current network is focused around the Wurtbad area. If suspicious activity happens farther afield we don't have any sources in place to let us know.
--[x] We know that at least one Von Carstein is active. If they focus on the nobility we'll want eyes on Stirland's prominent families.
 
[x] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.

[x] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually traveling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.

[x] [Options] Plan League or Network
 
So are we going to talk to him about us taking over thieves guild to work for us and therefore him next turn?
The current vote has our report mention that we're expecting to catch people hiring local help for illicit activities. No witch hunter worth their salt is going to miss that we therefore have underworld contacts now. It does not talk about taking over and expanding the thieves' guild, as my expectation when writing it was that we would not expand in that direction in the upcoming turn and therefore there was no need to ask permission to do so.

Personally, while the idea of becoming the shadow leader of a giant thieves' guild network that we can use to maintain control over the underworld and feed us cash and intel at the same time is attractive, I don't think it's a priority right now. There are still some basic steps that we haven't taken as far as making our networks functional go ("have the watchmen tell us if anything suspicious enters or leaves the town gates", "get at least one person in every major town in Stirland to write us letters regularly about recent events there", etc.) and I don't think we should be investing our time and effort heavily into supporting illicit organizations until we've gotten those out of the way.
 
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Huh, I'd somehow missed that the castle gribblies were specifically undead.

how much do we owe the collage?
BoneyM said:
About six more years worth, at the current rate of payments. I'm not going to nail down an exact figure because I'm not going to juggle compound interest.
Not nailing down an exact figure is probably good, it stops SV getting into the tarpit of spreadsheets and micromanagement.

But for those who want numbers even if I have to make them up, one possible, hypothetical value is that our original debt was 400 gold at 3.5% interest per turn (=7% per year). Depending on whether you calculate interest before or after downpayments, that entirely baseless value might be down to 322 or 306 gold now.

(In before someone pulls out an obscure Finances of the Empire sourcebook or something detailing exactly what these amounts should be)
 
Huh, I'd somehow missed that the castle gribblies were specifically undead.



Not nailing down an exact figure is probably good, it stops SV getting into the tarpit of spreadsheets and micromanagement.

But for those who want numbers even if I have to make them up, one possible, hypothetical value is that our original debt was 400 gold at 3.5% interest per turn (=7% per year). Depending on whether you calculate interest before or after downpayments, that entirely baseless value might be down to 322 or 306 gold now.

(In before someone pulls out an obscure Finances of the Empire sourcebook or something detailing exactly what these amounts should be)
It might end up changed depending of what we do, if take Realms of Sorcery as a source
This fee is not cheap, and the Colleges are known to vary the cost depending upon the applicant. Journeyman the College's senior Magisters feel are not yet ready or worthy to be accepted as full Magisters quite openly have the price of entry hiked astronomically high, forcing the Journeyman to return to his travels. Yet a Journeyman who shows considerable skill, talent, maturity, and wisdom will be allowed to return to his mother College at the cost of whatever he can give, and that means everything he owns, including any rare items he has discovered during his travels.

So I wouldn't worry about nailing down the exact amount.
 
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Also it would be trivially easy to make an argument that your fee should be a discretionary expense, rather than a personal one.
 
Turn 5 - 2472
[*] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.

[*] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually travelling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.

[*] [Options] Plan League or Network
-[*] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
--[*] Capture of our predecessor could lead to taking over the Stirlandian League for purposes of spying, and give us knowledge of his past actions and whether he's involved with any other threats.
-[*] The Stirlandian League is a cancer eating at Stirland's economy, and it can be destroyed now that we have the ledgers.
--[*] The former spymaster has been acting against us. He probably still controls his spies in the league. Destroying it now would deprive of him of valuable resources, but may also destroy possible leads on his location
-[*] I've got a whole bunch of friends now, but I could always use more!
--[*] If the Count wants Wurtbad truly locked down, we can focus on expanding and deepening our local network.
--[*] Our current network is focused around the Wurtbad area. If suspicious activity happens farther afield we don't have any sources in place to let us know.
--[*] We know that at least one Von Carstein is active. If they focus on the nobility we'll want eyes on Stirland's prominent families.

---

This meeting of the Council is a lot less subdued than the last one, though the seat that de Verezzo once filled remains unfilled. Without the Professor's droning to begin the round of reports, Anton jumps in to fill the silence before it has a chance to extend awkwardly. "As you're aware, your Grace, the new Count von Stolpe is settling in well. Maksim is delighted to get out of his older brother's shadow, and has already begun to send back-taxes to make up for what Petr didn't pay. That said, he probably won't be able to change the deadlock of infighting in Southern Stirland without help."

LEICHEBURG LOYALTY: SECURED

Van Hal sighs. "Something to deal with another day. Right now, between the Knights of Morr and Count von Stolpe, I have agreeable vassals along most of the Sylvanian border. All that's missing is Langwald and Drebkau. Get in touch with..."

There's a moment of hesitation, and Anton steps in. "Count Haupt of Steinbachthal and Count Toppenheimer of Hornau."

Van Hal frowns. "Haupt. Any relation to my predecessors?"

"Only very distantly, and there was a great deal of tension between the Haupts and the Haupt-Anderssens before the latter went extinct."

Van Hal looks down and traces a line down the map. "Get in touch with them. If Langwald and Drebkau can be fortified, Leicheburg can be turned into the new garrison for the Army of Stirland and the border will be secured." He considers the map broodingly for another moment. "Wilhelmina, news?"

"Back-taxes have started flowing in," she says, "and nobody else is putting up a fight about it like von Stolpe did. Either nobody else realizes we were missing the ledgers, or they took heed of the lesson." She looks from Van Hal to you and back again, looking uncomfortable for a moment, then moves on. "The treasury should soon start increasing, despite the climb in expenditures."

"Good. Continue working on it, the money will start flowing out again soon." Wilhelmina looks pained, but nods.

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

"Brother Kasmir, how is the spiritual health of the castle?"

"Among the servants, Sigmar is not as venerated as I would prefer, but Morr and Shallya fill the void. More concerning is the state of the souls of the Greatswords - they have not had a chaplain assigned to them in some time, and though I could find no worship of proscribed cults, there is no central uniting faith among them. The closest is Ulricans, but they only make up a third - the rest are Sigmarites, Myrmidians, Morrites and Verenans." He shakes his head sadly. "The rift between the Sigmarites and the previous rulers of Stirland left the Army without spiritual guidance. I can only hope that I continue to find no evidence of heresy among them."

CASTLE SERVANT FAITH: Primarily Morrite and Shallyan.
GREATSWORD FAITH: Heavily mixed. Ulrican, Sigmarite, Myrmidians, Morrites, Verenans.
ARMY OF STIRLAND FAITH: Unguided.

"Worse than I'd hoped, but better than I feared," Van Hal says. "I'll talk with Markus about the Greatswords, you take care of the army. Liaise with the Sigmarites, send off to Altdorf if you have to. I want at least a chaplain for every cohort in the Army proper. They'll report to you. Ensure that the Army's faith is equal to that of the task ahead of them."

Kasmir seems pleased at his orders, in a grim sort of way.

"Herr Schultz, any problems with the granary?"

"None, your Grace. I've turned it over to Frau Hochschild's authority, and I understand it is gradually filling with grains from taxes paid in kind."

EAGLE CASTLE: Granary added.

"Excellent. For now, the defences of Eagle Castle will have to prove sufficient. I'm sending you to Southern Stirland, I want you to review the defences of the villages of Swartzhafen and Drebkau. If they're walled, I want to know how feasible improving those walls would be. If they're not, we'll have to organize a corvée to raise mottes and baileys, so survey for suitable sites." He looks at the map, measuring distances with his fingers, and grimaces. "It's about 80 miles from Langwald to Leicheberg, but to go by road means having to circle all the way around and through the Moot. Once you've seen to the villages, you are to survey the area so we can begin work to drive a road between the two."

Schultz pales. "Your Grace, that area of the province-"

Van Hal's eyes narrow. "I'm aware. You'll have troops assigned to you."

Schultz's mouth opens, then closes again. Van Hal turns to you, his expression softening.

"We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages," you say proudly. "We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky."

"Including Julbach?" Van Hal asks.

"Yes. Biderhof is the most agreeable of the villages, but the headmans of Julbach and Tarshof have both fallen into line."

He looks down at the document you prepared for him, and considers the options. Uncharacteristic indecision twists his face into a grimace, and in the end he sighs. "Widen the local network. Wurtbad is the administrative center of Stirland, we cannot allow it to be compromised - especially with the Army of Stirland to be based out of the south."

---

Your now-customary post-council meeting with Van Hal opens as per usual, with him barely looking up from his desk as you enter. It seems like every time you come in here, there's more papers stacked up.

"So," he says, signing one document and putting it on a pile seemingly identical to all the others. "Will you have a chance to look into the replacements for the Professor, do you think?"

You nod. "One way or the other. I can write to the Grey College requesting intelligence on his new prospects, or I can personally travel to Altdorf to investigate them, though doing so would leave Stirland without a spymaster for a while."

"I'd prefer for you to do so in person, if possible," he says, pouring drinks for the two of you. This time, you expect the burning of the Ostland liquor, and welcome it. "Do you keep correspondence open with your alma mater?"

"Letters every now and then. I'll have been getting in touch with them this year anyway because there's a killer illusion-snake trying to murder me."

Van Hal's mug was halfway to his lips when you said that, and he lowers it back down onto the desk and gives you a flat look. "What have you been getting up to," he asks - he doesn't quite growl, but there's a hint of it in his voice.

"Nothing recently," you assure him. "This is from back when I was still getting a hold on Ulgu."

"And it didn't occur to you to tell me there was a Thorned One pursuing you?"

"You know of it?" you ask, hopefully.

"Barely. I once pursued an artist-cult that worshipped it as their muse. In the end, I only got the snake's leftovers, and they would have been for the asylum if they had escaped the pyre." You sigh, disappointed, and he shakes his head at you. "A Thorned One. And you're only just sending letters home to ask for advice."

"I've been busy," you say defensively.

He smiles and shakes his head again. "If there's a solution to the snake I can help with, let me know. Anyway, there's something I'd like your thoughts on. This whole business with our predecessors - we've barely scratched the surface, I realize, but I'd like to know what your gut is saying. Were they in league with whatever accursed Von Carstein is haunting Sylvania, or merely aligned with it? Is it a priority to root out the remnants, or to repair the damage they've done?

"And this business with the Stirlandian League." He finishes his drink, grimacing. "I'm still undecided on what direction to take with them. I'm new to the title, but as an Elector Count, the thought of giving de facto immunity to those that would avoid paying the taxes and tolls Stirland needs is galling. But as a Witch Hunter, I'm quite familiar with the concept of a lesser evil. I'd like to hear your opinion on the matter."

---

[ ] Weigh in - write-ins justifying a decision will have much greater weight. No action point expenditure; these are not actions, just giving your opinion to Van Hal. Choose one from each pair, or write in variations.
-[ ] PREDECESSOR LOYALTY: Their self-serving nature and incompetence only gave the Von Carsteins an opportunity.
-[ ] PREDECESSOR LOYALTY: I believe that they were truly suborned by the Von Carsteins.
-[ ] PREDECESSOR APPROACH: The damage is done; we must repair it.
-[ ] PREDECESSOR APPROACH: The rot lives on; we must excise it.
-[ ] STIRLANDIAN LEAGUE: Do not clasp the snake to your bosom. Destroy the League.
-[ ] STIRLANDIAN LEAGUE: Do not waste such a potent resource. Claim the League.


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

[ ] As Per Orders: Perform your current assignment.
-[ ] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
-[ ] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[ ] Acquire a copy of Brother Kasmir's report, and confirm everyone is worshipping as they claimed to.
-[ ] Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
-[ ] There's a vacuum where a dozen trade guilds should be. Found one of your own, and let information and profits flow through you, and see what the Stirlandian League does about it. (warning: expensive, will need Van Hal or Wilhelmina to sign off on it)
-[ ] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.

[ ] 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, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[ ] Van Hal is considering candidates for the post of Marshal, and he has asked you to vet them. Investigate them (choose: in person, via correspondence).
-[ ] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
--[ ] Examine them yourself and see if they're useful, or dangerous, or both.
--[ ] Send them to the Amethyst Order for examination (does not take an action).
--[ ] Allow the Morrites to examine them (does not take an action).
--[ ] Just have them melted down and buried (does not take an action).

[ ] Delegation: Maybe it's time to start being less spy and more master. Though Gods know where you'll find someone competent and trustworthy enough to grant such easily-abusable power. (write in source of potential lieutenants)
[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)

[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.

[ ] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
-[ ] Diggy Diggy Hole: A wizard wielding a shovel is unnatural, but doing it yourself might be the only way to keep things secret. Clear out a new room of your Palace-Shrine by hand.
-[ ] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[ ] Filled with Potential: You've got a room cleared out and ready to be put to use. Decide what you're going to put there. (write in the purpose of the room)

[ ] Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has still 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, much more difficult than the above)

[ ] Influence: Though you haven't taken these over (yet?) you could still spend some time to influence or tap into them. Write in what you would like to do with them.
- [ ] The Wurtbadian Thieves Guild is currently little more than a church group, albeit of a very unconventional god.
- [ ] Biderhof, a village based on woodcutting and agriculture, has adopted you as one of it's own.


FINANCES: NO ACTION POINT EXPENDITURE.

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

Currently paying Grey College tithe (5 gold/turn)
Currently paying Grey College student loans (35 gold/turn)
Currently embezzling 1/4 of discretionary income (35 gold/turn)

[ ] Begin plumping the informer rolls (choose ratio of real:fake informers. Almost impossible to detect, but also very difficult to increase or decrease the amount quickly)
[ ] Change tithe payment/loan payment/embezzlement (specify)


NEW MECHANIC: OVERWORK. With an established base of operations, you can now start pushing yourself to your limits. You can perform up to eight tasks per turn, but any after the first six will have more severe consequences for poor rolling and have a high chance to accumulate negatraits from physical or mental wear and tear. Negatraits can be fixed, but it will take actions to do so. If additional tasks are chosen, label the 'additional' tasks accordingly.

- As always, voting will be in plan format. Answers and action plan can be separated.
- Don't forget Ranald's Blessing!
- Once, you almost got in hot water over the Stirlandian League. Now you're being asked to weigh in on it. The magic of a good relationship with your boss.
- You've got a lot on your plate, so Van Hal decided to give you a lighter and more flexible task; but if there's unfinished business lingering at the end of this turn, your actions might start attracting greater oversight.
 
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