Voted best in category in the Users' Choice awards.
I thought the professor was caught up in the vampire conspiracy, or maybe a member of it? I remember he went way farther than just cooking the books.
It's possible, but unlikely. He was an agent of the Emperor's Spymaster, who got kicked out of his original position in academia for being an embezzler. He got shot for faking the number of men recruited to the Army of Stirland.

Edit: wrong position. Fixed.
 
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It's possible, but unlikely. He was an agent of the Grand Theogonist, who got kicked out of his original position in academia for being an embezzler. He got shot for faking the number of men recruited to the Army of Stirland.
If we're being technical here, he was stated to be an agent of the Imperial Spymaster, not the GT. The GT's man was, of course, Kasmir.
 
I think we "paid" Stirland back when we unleashed the battlewizards.

Which reminds me; who ever gets the Markgraff job is probably going to have to be the main liaison between the battlewizards and the locals (or at the very least, whatever poor fools Roswita convinces to take the count/baron titles). That's probably why Roswita came to us first—I image most people qualified for the role would struggle with having a dozen or so battlewizards walk in and dump a sack of vampire skulls on the table.
"Only one sack between the dozen of you? Am I going to have to start reducing headpats until productivity improves?"

* one dozen sets of puppy eyes(only two literally from the Ambers) later*

"Uggh, fine. But only five minutes of belly rubs each!"
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
making an anti-vampire army and creating and dumping a lot of the multi-wind enchantments on its champions and fighters.

finally, a reason to flex that bit of magic muscle. (The thurible idea being the big one I want to try.)
 
making an anti-vampire army and creating and dumping a lot of the multi-wind enchantments on its champions and and fighters.

finally, a reason to flex that bit of magic muscle. (The thurible idea being the big one I want to try.)
Also Dammerlichtreiter legend-building, possible Dhar insights, studying Snek-Juice with a lot of ambient Dhar around, ulgu tongs, mixed in with nation-building which will be a change from "wandering adventurer" for sometime until the next job vote.
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
The answer is in the question.
Also, in no one of variants we would be "too busy" to do anything else, we would still have 2-3 actions on yourself as a ruler or else and in the case of Sylvania various magical pursuits and killing things could be reasonably said as part of our job here.
 
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making an anti-vampire army and creating and dumping a lot of the multi-wind enchantments on its champions and fighters.

finally, a reason to flex that bit of magic muscle. (The thurible idea being the big one I want to try.)
That is impossible, Boney has said numerous times that each enchanted item needs at least an AP...

We cannot afford to do that, just arming a dozen champions would need 3 turns exclusively dedicated to enchanting.

It is feasible to occasionally enchant an item or commissioning the item to the colleges... But that is it, no "Arming the Champions" o anything similar.
 
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The answer is in the question.
Also, in no one of variants we would be "too busy" to do anything else, we would still have 2-3 actions on yourself as a ruler or else and in the case of Sylvania various magical pursuits and killing things could be reasonably said as part of our job here.
Nearly all of our time will need to be spent on the job or shoring ourselves up for the job. We aren't a skilled ruler.
 
That is impossible, Boney has said numerous times that each enchanted item needs at least an AP...

We cannot afford to do that, just arming a dozen champions would need 3 turns exclusively dedicated to enchanting.
Unfortunately true. OTOH why do we need this with battle wizards rampaging across Sylvania. I'm more excited for us interacting with all of those different battle wizards and seeing if we can pick up some secrets (if not spells - if ulgu tongs doesn't work out)
 
That is impossible, Boney has said numerous times that each enchanted item needs at least an AP...

We cannot afford to do that, just arming a dozen champions would need 3 turns exclusively dedicated to enchanting.
From the APPROVED SPELL LIST: (can find in the info bar.)

Shadow: Mantle of Mist/Death: Ward Against Abomination Enchantment:

The Dämmerlichtreiter thurible.
when Incense is burned within the Dämmerlichtreiter thurible the smoke that it releases carries the warding effect against the undead. a skilled user can almost blanket the walls of a small town or village in its glowing smoke.

AOE bitchs! three AP? three battle groups with an anti-zombie field.

suck it undead!
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
Part of my my reasoning:
Eh, screw it. I'll just post something even if I don't think it adequately expresses my thoughts. Kasmir here shows some of what I hope to see if we go to Sylvania:

There's more to it than just stomping down vampires. It's a people that have been cut off from the rest of the empire for a very long time and have a culture radically different than what we're used to. I like the idea of interacting with them and learning about their forgotten gods and other really interesting worldbuilding Boney has in store for us within Sylvania.
I also just like vampires and Sylvania in general. I don't particularly like research, which is what Waystones is.
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
Shadow war against vampires? Dungeon crawls to secure our territory? Psychological warfare on holdout elements?

I'm in it to have fun. My gut tells me that this is the kind of fun I want to have for a while. Of course I'm one of those weirdos who's entirely willing to stand aside when someone better for the job comes along, so ymmv.

Nearly all of our time will need to be spent on the job or shoring ourselves up for the job. We aren't a skilled ruler.
Remind me again of Abelheim's relevant stats when he decided to actively go to war in top of managing an even larger not particularly cooperative territory?
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
For me, it'd mostly be about the theme of coming full circle. Van Hal's legacy, and all that. Plus, I'm pretty sure the thread would choose to go on more Alkharad-esque missions into the remaining besieged holdouts. Perhaps not every turn, but comparable to say, the Battle of Karagril in terms of planning.

Nearly all of our time will need to be spent on the job or shoring ourselves up for the job. We aren't a skilled ruler.

Diplomacy: 15+1-1-1=14 - Though your understanding of diplomacy may not be particularly deep, it is becoming unusually broad.
Martial: 16+1+1+1+2+2=23 - You're no longer just a wizard that can wave a sword - you have become a warrior in your own right.
Stewardship: 13+3+2+1=19 - You've developed an intuitive grasp of business, exchange and logistics.
Intrigue: 19+2+2+1+1=25 - You've developed a somewhat frightening understanding of how to disassemble all kinds of psyches.
Piety: 24+1+1=26 - Ranald has your back, and you have His.
Learning: 21+4+2+1=28 - The magical world makes more sense to you than the 'real' one.

Heroic Martial, Intrigue, Piety, and Learning. Close to Impressive Stewardship. Above Average Diplomacy (can be 16 with 1 college class)

Stats aren't everything, but in this case, they sure do help. What tasks do you think she'd struggle with?
 
Nearly all of our time will need to be spent on the job or shoring ourselves up for the job. We aren't a skilled ruler.
We have better stats in everything except martial (1 less) than Abel had. His stewardship was 4. We have 19. We're a pretty good ruler. The only issue would be AP which we only have to spend a lot of at the start. Later we can check in only occasionally with our councilors and stop micro-managing. Boney has already said this isn't a CK2 quest.
 
Remind me again of Abelheim's relevant stats when he decided to actively go to war in top of managing an even larger not particularly cooperative territory?
Abelhelm's stats:
Martial: 24 - You've seen Van Hal in combat, and he swings his Runefang with devastating force.
Diplomacy: 6 - He prefers to leave the talking to others, though he can leap into a thunder denunciation when in the mood.
Stewardship: 4 - He knows to keep money coming in so he can keep spending it. That's about it.
Intrigue: 8 - His paranoia and knowledge of the enemies of the Empire only go part of the way to make up for the fact that he's as subtle as a brick.
Piety: 12-2=10 - His faith is battered, but still holding.
Learning: 16 - He's something of a scholar when it comes to the myriad enemies that lurk within the borders of the Empire.
We're better almost across the board.
 
What do people think is going to be particularly interesting about the nation-building choice of Markgraf? We won't be doing much of the actual ground work because we'll be too damn busy,
im approval voting it because i dont particularly wanna do the waystones and bodyguard is in 4th
 
Later we can check in only occasionally with our councilors and stop micro-managing.

Checking in only occasionally with our advisors will still be three AP or so a turn. Not even counting ruler specific stuff we'll need to do.

We'll be able to shake loose some AP here or there, but ruling well is always going to be a time consuming task, doing so in hostile territory even more so. Whether the format is CK2 or not doesn't really have anything to do with that.
 
Hey, so we keep talking about bringing the Hochlander in as our intrigue advisor. What about Julia? Or would she be more suited for taking on Stirland's EIC duties?
 
Checking in only occasionally with our advisors will still be three AP or so a turn. Not even counting ruler specific stuff we'll need to do.

We'll be able to shake loose some AP here or there, but ruling well is always going to be a time consuming task, doing so in hostile territory even more so. Whether the format is CK2 or not doesn't really have anything to do with that.
If anything I expect it to cost us more AP because we have to do double-duty making sure our advisors are actually competent and loyal enough.
 
An advisor is half an AP. We can check in with 2 advisors a turn and use 1 AP to do it.

Yeah, and we'll want 5-6 advisors.

If anything I expect it to cost us more AP because we have to do double-duty making sure our advisors are actually competent and loyal enough.

I expect it will take a decent while to actually even fully fill out the council (The place not being particularly attractive a destination) and we'll have to do the jobs of the missing pieces ourselves at first.
 
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