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Assault on Drakenhof, Part 2: Forlorn Hope
[*] Plan Two: We can't leave the 'Countess' in play. Strike at the town of Drakenhof.
[*] By Van Hal's side, whatever happens.

---

"Dwarves," you interject, breaking into the debate, and all eyes turn to you. "We've got almost fifteen thousand dwarves, including miners and engineers. Unleash them on the problem and they'll have a bridge up better than the one in Pfaffbach inside a day or two."

There's a moment of silence as the others consider it. "And your opinion on our target?" Van Hal asks.

"The town. The castle might be the base of operations of this 'Elector Countess', but the town is her base of power. We don't want whatever garrison she has there acting freely."

Kasmir nods at you from across the table. "Well said. There's a dozen things an unfriendly town left to act freely could do, all of them bad for Stirland."

Gustav scowls. "I don't like giving the Castle a warning."

"Would they get one, necessarily?" Van Hal asks. "We don't have the light cavalry to round up any escapees, but we do have five thousand halfling skirmishers that could act as a picket."

Gustav nods, reluctantly. "They could probably get into place without being seen... but it would only take one to get by them, and then we're rumbled. No way they'd be able to catch up to a runner, let alone a horseman."

"Nothing in life is guaranteed." Van Hal looks to Schultz. "Thoughts?"

He sighs. "I suppose I'm building another road, then."

Van Hal smiles. "We're at an agreement, then. We march on the town of Drakenhof. Remember: outside of ourselves, the generals, and the leaders of the foreign troops, everyone believes we'll be purging the eastern fringe of the hills this season. Don't do anything to give any other impression."

---

An army on the march, you feel, should be a dramatic sight. Tens of thousands of men marching in lockstep, banners flying and songs being sung and enemies quaking in the distance. What you've learned is that for an army, 'marching' isn't a state so much as a process. An army doesn't go from bed to the road: an army marches on its stomach, and breakfast is far easier said than done when you're cooking for fifty thousand, which consumes ten wagons of foodstuffs from storehouses in Southern Stirland and the Moot. Then tents need to be struck and units assembled to check that everyone is accounted for and a hundred other little tasks that need doing and by the time the army is ready to start marching, the sun is already high in the sky. Then they march, on foot, over the broken ground of the Haunted Hills, and on a good day they could be expected to make fifteen miles. Fifteen miles. You could cover that in half an hour! And they're not all travelling as one - in fact, they're so spread out that by the time the first men arrive at where they'll be camping for the night, the last men are only just leaving the previous day's camping grounds! And then ten more wagons of food are poured into the stomachs of the army, and sentries are posted, and tents are erected, and that's a full day's work done and it all repeats again tomorrow.

On a map, Nachthafen and Drakenhof are practically next door, but it still takes the army three full days just to skirt the northeastern fringe of the Haunted Hills and make their way to the final staging point before the fording of the river and the assault on the town of Drakenhof.

The river, which eventually turns into the Stir but here is called the Draken because of course it is, flows worryingly swiftly, but scouts have found a point where it widens and flows no more than thigh-deep. So on an uncharacteristically clear morning, the combined forces set off not for a day of marching, but for a day of battle.

You had no trouble crossing the river, nor did anyone else with a horse, but the bulk of the army are not so fortunate. Progress across the river is agonizingly slow, as it seems the best that Stirland, Zhufbar and Karak Kadrin have to offer have forgotten how to stand upright - the halflings having already swum across and left to scout the terrain. Ropes are strung across the river for those crossing to steady themselves upon, but so many end up drenched that Van Hal is forced to allow for fires to be lit to let the men dry out. There's no possibility of getting the artillery over - not and have them dry enough to fire.

It's nearing noon when enough of the army has crossed, and a team of dwarves set to work on erecting a permanent bridge as the army prepares to march to battle. The halfling scouts haven't seen any sign of sentries that could have spotted you, but that's of little comfort to Van Hal. But though the men are soggy, the knights remain undaunted and the dwarves refuse to show weakness. If there was any time to march on the town of Drakenhof, it is now.

---

Meanwhile, not far away...

To be a sentry on the gates of the town of Drakenhof is not an onerous job. The skeletons, tireless and omnipresent, do the bulk of the watching and the guarding; all a human sentry need do is provide the thinking. Traffic on the road is almost non-existent, and the occasional cart from nearby farms and villages needs little examining. So the two men at Drakenhof's southern gate are already deep in their cups when the sun nears its zenith.

Thunk. Thunk. The skeleton watching the road is tapping its spear on the ground, in the only communication it has ever shared with them: traffic on the road. Twin groans answer, as the two men have a short and pointless argument until the loser is forced to find his feet and stagger out of the gatehouse.

He peers down the road, the sun piercing the Sylvanian gloom with uncharacteristic vigor. Down the road, a column of night-black figures riding equally black horses are riding in silence. "Hey, boney," the man says, jabbing an accusatory finger at the skeleton. "Those're your type, not mine." The skeleton gives no comment on the matter, as its limited programming tries to come up with an answer to what it is seeing, and eventually it stands in the center of the road, spear extended towards the oncoming figures.

"What is it!" cries the man still inside.

"S'just the black knights," is the watchman's reply, with technical correctness. "Boney's getting upset at them for some reason."

"Skeleton's broke again," is the input from the seated figure. "We'll report it later. He won't do no harm."

The watchmen squints down the road at the figures, now advancing rapidly. Underneath the alcohol, some part of his brain is starting to clamour. "'Ere," he says at last. "Do you remember the Mistress having that many knights?"

And those were to be his final words, as the Black Guards of Morr couch their lances in silence and charge through the still-open gates, neither skeleton nor man slowing them for an instant.

---

"They're through," says Thori as he tucks the spyglass back into a pocket. "Now they just have to hold."

"If anyone can hold it, the Knights of Morr can," Van Hal states, and nods of agreement come from the gathered leaders of the army. "Gustav, the floor is yours."

"And no finer stage could a man hope for," replies Gustav with a savage grin, and hurries off to where his men are waiting - sword and spearmen gathered from every regiment in the Army of Stirland, hand-picked by their officers for their level of fitness. "Last one there buys the first round!" is his rallying cry, and Van Hal just rolls his eyes as Gustav charges, the men hot on his heels as they rush to join the knights holding the gatehouse. You notice flashes of orange in the crowd; the Slayers have joined this wave, it seems.

Van Hal looks to the dwarf. "Sir Thori, the third wave is yours."

"Right you are. Alright, lads!" he calls, his voice booming. "Are we going to let a bunch of manlings kill all the uzkular?"

"Nai!" comes the response from a thousand throats, and in seconds you're treated to the rare sight of a Dwarvish charge.

"The fourth is us," Van Hal states. "Assuming you're not to be swayed."

"Of course not," you reply. You draw your flamberge, letting the familiar sensation of flowing Ulgu calm your nerves.

He claps you on the shoulder, and walks to the assembled men; the rest of the army of Stirland, or at least those that have crossed the river and are dry enough to march and fight in the Spring chill. "Army of Stirland!" he calls, his voice carrying across the field. "No more do we wait for Sylvania to spew horrors into our land. Today, we shove our fist down Sylvania's throat and throttle the life out of anything we find!"

There's a cry of agreement, though muted; Van Hal's not one for speeches at the best of times, and hasn't cultivated the love of the men that signifies a true leader. But these men are professionals, honed by a year and a half of constant skirmishes, and they don't need encouragement to be ready for the fight, and everyone you look hands tighten on hilts as the army awaits only the order. You notice some of the troops returning your look; you've always drawn looks, but the army recently has been treating you with something like awe, and you're not entirely sure how you feel about it.

But that's something to consider another time, because Van Hal has given the nod to the generals, who have given nods to subordinates of their own, and eventually that'll filter down through gods know how many layers and lead to sergeants bellowing that now is the time to march. And in front of them all is Van Hal, sword in hand, and at his side is you.

"How was it?" he asks casually as you begin the march down the road. You itch to break into a run, as you know the men behind you do, but the fourth wave is to arrive fresh and ready to relieve those that ran to the gate. So you approach in the most infuriating walking pace of your life.

"Not bad," you say vaguely. "It's a good note to hit, Sylvanian proactivity. But reaching down the throat to throttle something inside that throat is a bit confusing."

"I should just plagiarize," he says with a sigh. "'Remember, when you build a wall to shelter behind, you are also building a trap,'" he begins, and you smile as you recognize the quote.

"'If the wall is strong, and flanked by towers, the enemies will be trapped. But if the wall is carried...'" you continue.

He finishes the quote. "'Then the other walls will hem in your defenders, and leave them ripe for massacre.' Magnus the Pious."

"May the earth rest lightly on him," you say, with feeling.

There's a pause from Van Hal, before he says, "I suppose wizards have even more reason than most to venerate him."

"Two hundred years ago, you would have been burning me at the stake," you state, managing with effort to keep the emotion out of your voice. Up ahead, the unmistakable clamour of battle can be heard, though it is almost drowned out by the thousands of feet marching in time behind you.

"Then I am thankful we do not live two hundred years ago," he replies, drawing Orc Hewer.

"As am I." The wall towers above, a daunting and terrible obstacle - except the gate was open. Silence stretches between the two of you, intruded on from both sides by the din of fighting and the tramp of boots.

"Once more into battle," he says.

"And then one more once more, and then another," you observe. You can see inside the gates, where a wall of backs holds back whatever inside is trying to fight its way back to the gatehouse, and to the windlass that would shut the portcullis.

"Such is the world we live in."

You murmur a few familiar words, and the Ulgu flowing through you rises to the surface, hardening into a protective layer. "Today we change the world we live in."

"Damn right we do," Van Hal replies. "Men of Stirland, charge!"

[Charge of Dame Mathilde Weber: Martial, 86+18=104]
[Charge of Elector Count Abelhelm Van Hal: 53+28=81]
[Charge of the Army of Stirland: 1]

At long last you break into a run, Van Hal at the side, and men catching up to you on either side. The ranks filling the gateway part to allow you through, and you've a moment to glimpse a bleached-white skull grinning at you before your sword, propelled by instincts ingrained into you by months of training, has smashed into it, tearing it free of the spine it rested upon and propelling it over the ranks of skeletal warriors. But you've no time to admire the arc of the projectile because another has taken its place, and you strike it down like the first, and then another, and another. Too many, too many. You and Van Hal had discussed this beforehand, after the charge the two of you were to let the push of the men overtake you, a bit of showmanship and minimal risk to buoy morale, and besides the Greatswords would be coming in not far behind. But the push just isn't there, you cannot spare even an instant to look but every glimpse you catch is of rotted spears and rusted swords spilling blood, and the only human left in a sea of foes is Van Hal, his sword caught up in a ribcage, and in a motion that owes nothing to training and all to instinct, your bare knuckles connect with the shoulder of the skeleton about to impale him upon its spear, and only your magical armour protects you from shattering the bones in your knuckles but nothing protects the skeleton from the shattering of its clavicle.

[Survive in the melee: 23+18=41 vs 59]

You were a wizard, for Ranald's sake, you shouldn't be here. You should be leisurely forming spells to fling at these accursed, literally accursed skeletons from a battlefield away, not smashing through skeleton after skeleton until your muscles ached, and it seems barely minutes have passed but the ache is worse than any from your countless hours of practice. You can parry blows, you trained until you bled, but you can't block two blows at once and you choke back a cry as rust-red iron penetrates magic and robe and skin and scores a line of agony across your ribs, and seconds later you've smashed him asunder with your blade but there's always more to take their place, and the rest of the army is nowhere to be seen.

"VICTORY OR DEATH!" cries Van Hal, the ancient battlecry of Stirland, and as the deafening noise of the melee drowns out his cry you fear you know which it will be.

[Van Hal surviving in the melee: 1]

And as though your thought was prophecy, Van Hal lies bleeding on the ground. One moment he was at your side, Orc Hewer tearing through bone with contemptuous ease, and the next you were straightening from your cleave through two of the skeletons and he's down.

[Fight on: 18+18-2(wounded)=34 vs 46]

You stand astride him, yelling in fear and defiance at the top of your lungs with breath you don't have, and pain shoots through your body time and time again as blows slip past your guard. There's nothing that can make your sword be in five places at once, and the skeletons just keep on coming, and some corner of your mind not lost in the battle wonders if that's why the army was able to purge the Haunted Hills, because they were all here instead of there. Is this where the Purge ends, in hubris? Is this the final chapter of an overambitious Elector Count, a harsh lesson to be handed down as to why one doesn't underestimate Sylvania, in which you exist only a footnote?

[Is anyone coming to the rescue?: 8]
[Fight on: 70+18-6(wounded)=82 vs 42]

A second, a second, is all the lull you get between the endless onrushing of skeletal fiends, but it's enough to scoop Orc Hewer from where it fell. You can feel magic humming under your hands, and not wild, dangerous, treacherous magic you know so well but magic that has been broken and tamed and used against the enemies of man for thousands of years. It doesn't threaten to twist free of your grip if your attention wavers, but hums eagerly in your grip, and where you were battering the skeletons away you are now tearing them apart where they stand, and those that replace them stumble on fallen bones, the fell magic animating them too crude for them to be anything but clumsy. Contempt rises in you, contempt for the wizard who crafted these abominations - they fell to the temptations of dark magic for this? They succumb to the lure of Dhar and this is the best they can do with it? Ulgu envelops Orc Hewer, and though it can do nothing to add to the ancient power of the blade, you need your magic to be tearing through that of the so-called Elector Countess who can manage no better than these pathetic, mindless automatons. Blasphemy twice: once for falling to temptation, and once for doing so little with it.

[Anyone at all? 46]
[Fight on: 81+18-6(wounded)+3(Runefang)=96 vs 9]

You're yelling again, but in rage this time, as the skeletons fall faster than their plodding march can replace them. Blood, your own and Van Hal's, coats the hilt of the Runefang but if anything your grip is surer for the reminder of the stakes, and for the first time in what feels like an eternity there's no white of bone in your peripheral vision, and the only skeletons are the ones directly before you. You itch to advance to meet them, but to do so would be to abandon your vigil over Van Hal, so you let them come to you, wading through piles of shattered bone to get to you only to be struck down like all the rest. If this is your doom then so be it, a hundred have fallen before you this day and a hundred more will be broken by your hands before they drag you down.

[Anyone?: 68+10(previous roll)]
[Rolling for who...]

"KHAZUKAN KAZAKIT-HA!"

For an instant confusion floods through you at the alien battlecry, but though the call is unfamiliar the charge that accompanies it is unmistakable. Thori Stoneheart, Thane of Zhufbar, and a relentless phalanx of dwarven warriors smashes through the amassed skeletons, pushing not so much through them as over them. You look left and right, and there's no animate bone left within striking distance, just the shattered remains of skeletons and men alike. You don't know what to do, robbed of all thought but that of combat.

Two dwarves approach, and you blink at them confusedly. "Easy, lass," one of them is saying, approaching like one would a wild beast. "Your thane, we need to get him to safety."

Oh. You gather what will you can, and stumble away from your stance astride Van Hal's fallen body, truly taking the sight in for the first time: the bloody leathers, the spear through his gut. The sight sets off a storm of emotion in you, but it's a storm you watch numbly from a distance, power and fury raging a long way away. You feel Orc Hewer slip from your fingers.

"Hup, two!" the dwarves say, and Van Hal is lifted atop their shoulders as the motion jars the spear from him, and he is taken at impressive speed towards the gates you came through so long ago, and nothing in the world could stop you from following after.

[Trait gained: Badly Wounded]

---

The tent for the wounded and dying in a military camp is a terrible place; Van Hal, thankfully, is spared that, as he's brought to his own tent that some obliging camp follower had put up on the Drakenhof side of the river. Doctors are called for, such as they are; men who barely have the ability to wrap bandages around wounds and put food in someone until they get better or finish dying. One of them tries to eject you from the tent, and you grope for your absent flamberge for a moment, and are about to settle on punching him before his fellow pulls him away, whispering urgently. You let them hold their mumbled conversation, and sit by Van Hal's side.

He looks gaunt, but he's always been thin; he looks pale, but you're not sure if it's more so than usual. His breathing is steady, though marred by the blood dripping from what looks like a broken nose - you wipe it as best you can with the sleeve of your robes. If he's dying, he's doing so peacefully, which completely fails to provide comfort.

His leathers are cut from him by the doctors, as are his clothes, and you wish this was under circumstances where you had the attention to spare for that. But your entire focus is on the gashes criss-crossing his chest, and on the bloody wound in his stomach. The wounds are looked at, and the level of bleeding judged to be not dangerous, but they're bandaged anyway because the other alternative was their being murdered by you. And that's it, that's the limit of medical care that can be given; stomach wounds, one of them says with a shrug that says it all. He'll be fine, or he'll be dead. Only way to find out is to wait.

You vaguely recall that Hysh can heal, so you send a runner to find the Light Wizard you recruited, though you haven't seen him since Nachthafen. The Amethyst Wizards are near the town, standing ready to counter any hostile magics that could be thrown into the fray, but their brand of help would be nothing of the sort. Jade Wizards. Why hadn't you insisted on Jade Wizards? They could be fixing this now, but instead they're all in Altdorf or gods know where, days away even for you, and by the time you could make a round trip it would be over, one way or the other.

A battle is still raging. Where do you go from here?

[ ] By Van Hal's side. Whatever happens.
[ ] A battle still rages. Throw yourself into it.
[ ] Somewhere in that town-turned-battlefield is Brother Kasmir. Leave Van Hal's side. Find him. Sigmar will heal Van Hal.
[ ] The plan exists independently of Van Hal; if necessary, it will outlive him. Take command.



[ ] Dhar lies thick in the air. You just need a little. Just enough to give a Grey Wizard the power to heal...
 
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Assault on Drakenhof, Part 3: The Fall
[*] By Van Hal's side. Whatever happens.

The camp is swarming with soldiers, those that fell in the river when crossing and were judged too soaked to join in the attack and those that crossed later, on the skeleton of the bridge the dwarves are busily building. And it seems like every single one of those soldiers feels the need to peek into the tent at one point or another as rumour tears through the camp like fire through a field. Your nerves, already stretched to breaking point, twang uncomfortably every time some damn fool soldier who thinks he's being sneaky silhouettes himself in the tent opening, then flees at meeting your glare; each time your grip tightened on the hilt of the pistol which was the only physical weapon you had left.

Van Hal might die to infection. He might not. That is out of your hands, and in the hands of fate and chance and the runners sent to seek out Kasmir or the Light Wizard. What is in your hands is whether he dies of anything else. Infiltrators slipped into Eagle Castle in the past, it's perilously likely they'd attempt to penetrate an army camp on their front lawn when the possibility of decapitating their enemy's leadership is on the cards.

Time passes with agonizing slowness; your heart leaps with every set of footsteps that approaches the tent, both possible assassins and returning healers forefront in your mind, and each time they either end in yet another soldier peeking in or they move past and you slump. Then, after what feels like an eternity, one stops and clears his throat before entering. He hesitates, and then addresses you directly. "Ma'am, there's a situation," the man says unsuredly, looking between you and Van Hal. "Normally I'd take it to His Grace, but..."

"Tell me what it is," you say, managing to keep your voice under control.

"There's a group of civilians from the town that were approaching the camp until the sentries stopped them. They say that they've escaped from Drakenhof and they need somewhere to stay until the fighting dies down."

Instantly, you mind goes to the infiltrators that once gave you so much trouble back in Wurtbad, and to the feats of strength and celerity they were capable of due to the noxious magic implanted within them. You look the man up and down, taking in the plumes on his helmet and the neatness of his moustache, and take an educated guess. "Major?"

"Von Tenneck, ma'am."

"Is your cohort in the camp?"

"Yes ma'am, we've just now crossed the river."

"Gather them all, and return to these villagers. Tell them they can wait there until the fighting ends and that food and shelter will be provided if necessary, but they are not to take another step towards the encampment. If they do take another step, kill every last one of them."

The man's eyes narrow, and he glances towards the bed where Van Hal lies; he may not know what you do of the ensorcelled infiltrators, but he understands enough. "Understood, ma'am."

He turns and leaves, and the inexorable wait resumes. You hear nothing further of the matter; whether it ended in a massacre or not, what's important to you is that it didn't end with Dhar-filled assassins bursting into the tent. You turn back to the tent, and eye the Shallyan shrine one of the doctors set up on the end with mixed doubt and desperate hope. You wonder if Ranald's domain of chance could assist, or if it's entirely in the hands of Shallya's domain of health; you suppose if you knew that, you'd know a great deal more about medicine. You say a prayer anyway; it can't hurt, and it at least gives you the impression that you're doing something. Then you resume your interminable waiting.

---

At long, long last, Van Hal stirs, and groans as his wounds protest the movement, and his eyes open a crack to squint upwards. All that stops you from dashing to his side is that you were already there. "Either the afterlife is rather more prosaic than I expected, or..." he turns his head to squint at you, and smile as he makes out your features through the gloom of the tent. "Ah, Mathilde. Are we dead?"

Logically, you know this has no bearing one way or the other - the wound in his stomach could still eventually kill him, conscious or no - but relief floods through you anyway, and you can't stop yourself from returning his smile. "Not quite yet, your Grace."

"If anyone's earned the right to call me Abelhelm, it's you." He frowns, suddenly concerned. "Was my arm wounded? I can't seem to move it." You release your grip on his hand, leaving pale marks from how tight you were holding it, and refuse to reply as Van Hal flexes his newly released hand. "Ah, there we go. What happened?"

"As far as I can tell, the charge was a complete failure, and we were the only ones to penetrate enemy lines."

"Ah." His searching hand finds the bandaged wound on his stomach, and he winces as he presses against it; for a moment his expression freezes, and he closes his eyes and takes a deep breath before reopening them. "Ah."

"I've sent runners for Kasmir or the Light Wizard," you say, because you have to say something.

"Knowing Kasmir, he'd be where the fighting's thickest," Van Hal murmurs. "Not knowing the wizard, he could be anywhere." He takes a deep breath and tries to sit up, and groans in pain as he falls back onto the bed. He takes a moment longer to catch his breath before continuing. "This changes nothing; Drakenhof will fall. But should I fall too..." he hesitates for just a moment. "In my travelling gear, which should be around here somewhere if the attendants have been doing their job, there's an iron strongbox. It opens to any key as long as the password is spoken: Senthoi. I've faith you'll know what to do with it." You nod, but his eyes have already drifted shut, and you're quick to check his breathing; he's fallen unconscious, rather than just fallen.

[Finding Kasmir: 94]

You're resigned to another stretch of endless nothing, but it seems like moments later that a figure bursts into the tent, and then recoils from the pistol you level in their face, only to almost drop it in relief at the bald, familiar face. He nods at you in approval at your reaction, then joins you at Van Hal's side.

[Healing Van Hal: 6]

You've seen Kasmir's holy power at work before, but this time it's different. His eyes closed, his lips move in silent prayer, but the expected effects fails to manifest themselves. The serene expression of a priest in prayer is replaced with one of concentration, then of concern, as he continues praying. But still, nothing happens.

At last, his eyes open, his expression bleak. "Sigmar's light does not shine here."

The words hang in the air, and then you respond, furious. "What the hell do you mean? If Sigmar's light doesn't penetrate here, where it is most needed, then what bloody point is he?" His head falls to his chest, his eyes close, and he makes no effort to refute your words. You want to rage at him, strike him, chase him from the tent, but though his god seems to be proving impotent he can still be useful. "The Light Wizard. Jovi Sunscryer. Go find him - magic must do what your faith cannot."

Chastened, Kasmir leaves the tent, and you collapse back on the seat at Van Hal's side. You had been so sure it was over, that Sigmar would make himself useful once more and heal Van Hal, but instead he'd failed you. Van Hal was right to lose faith in Sigmar, you reflect, if this is the thanks he gets after a lifetime of service to Sigmar's empire.

---

[Camp defences: 76]
[Finding Jovi Sunscryer: 1]

At one point, you hear the sound of a skirmish outside; but you're familiar enough with battlefields to know that this isn't one, and there's enough men at hand to handle whatever the threat may be, and soon enough the sounds of combat fade away. In failure, whatever it was has become irrelevant, and it doesn't even bother you that you don't know what the enemy has been trying. The world has shrunk to the tent, Van Hal, and somewhere outside it, one wandering wizard of Hysh who agreed to join this venture into Sylvania for his own reasons. Minutes pass, or possibly hours.

Then fate plays yet another cruel trick upon you, as Kasmir returns to the tent once more, his expression even bleaker. "The Light Wizard is dead," he reports. "Miscast whatever he was trying to do in the city, and tore himself asunder. Now several blocks burn with white fire."

"Then you heal him," you say.

"I already-" he stops, as he observes the pistol pointed at his face. He nods, and kneels once more at Van Hal's bedside.

[Trying again: 25-20(lacks confidence)=5]

Again, the light of Sigmar's intervention you'd grown so familiar with fails to manifest; again, you feel the tiny flicker of hope inside of you be snuffed out. Kasmir remains there for what must be half an hour, muttered prayers filling the tent, but in the end he rises and you don't even have the strength to shoot him for his failure. He looks bleakly down at Van Hal, then looks to you, sorrow and apology on his face, before leaving.

---

[Last, Desperate Attempt: Piety, Req 80, 58+18=76]

You've never exactly prayed to Ranald, not formally. You've talked to him, and quite frequently, to thank or blame him as luck goes one way or another; he's been a constant part of your life, bending the odds to amuse himself and sometimes you. But now, for the first time, you clasp your hands together, bow your head, and speak to the only chance you have left. Your prayer is not a formal series of words that makes up those of more stratified cults, but a single word, repeated over and over: please.

Your prayer is cut abruptly off, as you feel a presence in the room, and the unmistakable feel of a hand on your shoulder. For a moment hope rises in you, but just for a moment. The hand remains on your shoulder, rather than the presence moving to Van Hal, and you can tell it's an attempt at comfort, rather than reassurance. An apology.

The feeling of the hand fades, but the presence remains, your only company as you sob at Van Hal's bedside.

---

[Whether Abelhelm Van Hal lives or dies: 3]

Elector Count Abelhelm Van Hal is dead.

It happened quickly; his face grew paler, his breath short, and a nasty, ugly bruise spread from the site of the wound, and the sawbones that you had yelled for came from the tent of the rest of the wounded and fretted over him, likely more because they knew you would end them if they didn't at least pretend to do something. And then he was gone.

You sit by the side of his corpse like a puppet with the strings cut as people flow into and out of the tent; Kasmir says a prayer for his soul, guilt etched into his face. A stony-faced knight in black performs rites over him, speaking the few words allowed by his vow of silence. The Amethyst Patriarch stares at the corpse for what feels like an eternity, then bows his head and shuffles out. No sign of Markus, which may be just as well, because you might have attempted to kill him.

At some point, night falls, and chill creeps into the tent as visitors trail off. You finally find the strength to start moving, and tear your gaze away from Van Hal's body. His belongings were stacked in one corner of the tent by some attendant, and searching through them you find the strong box he spoke of. Hideously heavy, and obvious why: lead banded with iron, and an enormous lock built into the latch. You rummage through the belongings for a key, and eventually find a small knife that you jam into the keyhole and whisper the Eltharin word into it, and it opens.

If you weren't completely numbed, you'd be shocked to your very soul.

Inside is a simple leather tome, unadorned and battered by years, no different to thousands of others you've seen. But to your senses of magic it is utterly unique. Unlike other, shoddily-made items, it doesn't leak corruption into the atmosphere; it lies there, perfectly contained and utterly stable, the masterpiece of a terrible genius. Unable to stop yourself, you open the cover, and find what you knew you would on the title page.

The Liber Mortis. The original Liber Mortis. Written in the hand of the man that saved and doomed Sylvania, Baron Frederick Van Hal.

You snap the book and then the box shut, and the lock re-engages. Normality returns to the tent; or at least, the horrible version of normality where your Elector Count lies dead mere feet away from you.

As much as you want to sit there numbly until the world crumbles around you, you need to do something.

---

Your Next Act:
[ ] Abelhelm Van Hal is dead; your oath is fulfilled. Leave Sylvania. Leave Stirland.
[ ] The body must be escorted to it's final rest, in either Wurtbad or Altdorf. Remain by Van Hal's side. Whatever happens.
[ ] The vacuum must be filled. Step forward and take command. Fulfil Van Hal's final legacy in the manner that it begun.
[ ] To hell with the campaign; Abelhelm Van Hal was failed. Find the Greatswords, find the officers that were to be leading the fourth wave, find every man that did not stand shoulder to shoulder with Van Hal, and extract answers and then extract justice.

The Book:
[ ] Do nothing with it; your role is to safeguard it.
[ ] This is a religious matter; turn it over to Kasmir.
[ ] This is a religious matter; turn it over to the Black Guard of Morr.
[ ] This is a secular matter; turn it over to the Patriarch of the Amethyst Order.
[ ] The Third Vampire War ended with the Grand Theogonist himself reading a Spell of Unmaking from a mere copy of the Liber Mortis. There can be no stronger precedent.
[ ] Go even further. Wrest control of the dead and turn them against the enemy. Their greatest tool shall be their unmaking.
[ ] A book of necromancy, a newly-dead body. This doesn't need to be the end of Abelhelm. Raise him, and not in the clumsy way of the fumblers you're facing: you can make him a body superior to that of the living.



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3. The gavel lies past a short woman's trials.
 
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Assault on Drakenhof, Part 4: Command
[*] The vacuum must be filled. Step forward and take command. Fulfil Van Hal's final legacy in the manner that it begun.
[*] Do nothing with it; your role is to safeguard it.

After some thought, you returned the grimoire's box to Van Hal's effects; it would be too great a risk to carry it on you, and here it is likely to continue to be overlooked. The doctors being called into the tent started a blaze of rumour that swept through the tent; them leaving so soon, and the expressions on their face, set off another. By the time you finally emerge from the tent, there's no need to spread word. Everyone already knows.

You grab the nearest soldier, and tell him to bring you his commanding officer. You tell the man that arrives the same thing. Soon you've got a Colonel, almost certainly the highest ranking man not currently engaged with the assault on the town.

"Your sole task is to guard this tent," you command him. "And every man in this camp is to dedicate their lives to this task until I order otherwise. Sylvania has claimed his life, do not let it claim his soul."

The order is overheard by the nearest soldiers, and burns its way through the camp. Before a single order is given, men are checking their arms and the watch on the camp is redoubled.

"What if-" the Colonel tries to say.

"Nobody," you growl. "If you think they have good reason to enter, tell them to come and find me. The spells I've woven within will destroy anyone who attempts to enter." All you could weave was an Alarm spell, but that will have you speeding back on a steed of shadows and then you'd personally destroy whoever triggered it, so it amounts to the same. "Am I understood?"

"Yes ma'am," he barks obediently.

"Good. Give me your sword." The man turns his blade over to you without a moment's hesitation, and stares at awe at the roiling fog that billows forth from it the moment your hand closes on the hilt.

Without another word, you summon your steed of shadows and are on your way to the gatehouse that claimed Van Hal's life.

---

The entire area surrounding the gatehouse is knee-deep in corpses - those of the Army of Stirland, those of the skeletal foe, and mixed in among them, what you assume were Drakenhof townsfolk. You push your horse to wade through undeterred, then jump from its back into the stairwell that leads to the walls. The dwarves hold these still, judging by the train of cannon that you passed, and have wonderful, terrible plans for what to do with the high ground.

From said high ground, the view of the town is awe-inspiring. An entire district is lost to the brilliant-white fires that are all that remains of Jovi Sunscryer, and conventional fires have claimed another. The sounds of battle rise to your ears, and you see flashes of various lights as gunpowder weapons are fired and Shyish is unleashed. And in one of the towers atop the walls, you find what you were looking for. Gustav, the generals of the 1st, 2nd and 4th, the general equivalent of the Halflings, the Amethyst Patriarch Hexensohn, the dwarven engineer Narfi, and Asarnil are gathered, looking over a crude sketch of the streets of Drakenhof.

"Weber!" Gustav calls as he sees you. "How is-"

"Dead," you interrupt bleakly, and his face goes pale. Around the room helmets and hats are removed.

"Blast," he mutters. "Damn and blast."

"How goes the battle," you say, moving forward to view the map.

Looks are exchanged across the table, but Gustav knows betters than to do anything but obey. "The whitefires have claimed this district," he says, pointing, "and this one is full to bursting with villagers - mostly staying out of the fight but there's those among them that turn berserk and attack, so it would be too costly to push through. That leaves the main road to the city hall, where the dead seem to be emanating from - either that's where they've been... stored, I guess would be the word, or there's enemy necromancers operating out of there."

"The fourth has taken so many casualties that they effectively no longer exist; they've been folded into the first and second," one of the Generals reports.

"The Dawi continue strong," Narfi reports, "but apart from a brief sally earlier..." the memory hits you like a physical blow, and it's all you can do to keep your expression schooled. "We've been entirely occupied with holding the walls. They've no compunction against sending a solid stream of infantry along the walls to our positions, even though we've set up organ guns to reap them."

"The picket holds," reports the halfling, "though we've had to stop asking nicely after several of them went berserk and caused heavy casualties. Now any that try to escape are greeted with arrows, and we hope the sight of their bodies just outside the gates dissuades the innocent."

"There are no battle magics at play here," reports the Patriarch, "save those that we deliver. If there are enemy spellcasters, they are focused on reinforcing their numbers, and as such my fellow wizards have been able to act unfettered."

You move to the window facing the town; unlike the arrow slits facing outwards, this was wide enough to present you with an unfettered view. The generals report to Gustav, and you're theoretically Gustav's equal and you've seniority as a councillor over him, and besides that he's always been a bit uneasy around you; you can use that to browbeat him if necessary. Hexensohn would take a wizard's lead over that of a mere horseman. You know Narfi, and Asarnil. You've enough leverage here to push them to do what must be done, and if necessary to take over completely.

"We were just discussing when you arrived," one of the generals says uneasily, "whether we should, well..."

"Withdraw?" Silence answers you. "Let Abelhelm's death be in vain?" Though facing away, you can easily visualize the uncomfortable looks being exchanged behind your back. "No. Even if the men of the Empire were cowardly enough to flee at this juncture, they'd take more casualties in trying to disengage than they would from pushing forward." You turn, and glare at the generals. "Besides which, desertion in the face of the enemy is a capital offence, and in the absence of the Elector Count I will be more than happy to carry out the sentence." They exchange looks at that; to these men, you are not a mere journeywoman who has learned only a few of the least of the secrets of Ulgu; to them, you are a wizard equal to any, capable of mysterious and terrible feats if roused. There is no objection as you return to the table.

Gustav points to the main road between you and the town hall.
[ ] "The knights are fighting dismounted to reinforce the line. If we pull them back, remount them, and charge them along, we can clear a path for the infantry to push through - like the initial assault on the gates."

Hexensohn nods.
[ ] "Or we could do the same with infantry, with my Battle Wizards providing support, sapping the strength of the enemy while bolstering that of our forces - though if there are necromancers in the Town Hall, they could try to counter the spells."

One of the generals shakes his head.
[ ] "The enemy has numbers but no tactical acumen. We can push the front line through a dozen streets and alleys and hold where we face resistance and push where we don't until we spill through to the town center."

Another points to the portion of the map containing most of the townsfolk.
[ ] "The reason pushing through here would be so risky is that we can't tell which are civilians and which are enemies. If we treated them all as enemies..."

Narfi waves towards the view out the open window.
[ ] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."

The halfling shrugs.
[ ] "Fire has taken a quarter of the town, why not give it the rest? Some fire arrows from here, and over the walls around the rest of the town, and we can consider the town pacified once the fire burns itself out."

Asarnil clears his throat.
[ ] "If you've no desire to take this town intact, Deathfang is only a horn's blow away."

---

After you had given your orders and the assembled leaders had filed out, Narfi approached you, holding out the Runefang. "The lads found this," he says. "We were going to present it back to your man, but, well..." He shrugs, and sighs. "He died a good death for a noble cause. That's all that one can ask, these days." You accept it with thanks, and he nods and leaves you alone in the tower.

- These choices are ranked roughly from least to most destructive; Gustav's plan will capture the town essentially intact (apart from the damage already done), while Asarnil's will basically result in a field of ashes inside the town walls. Weigh the casualties that will be taken here against the value of the town, both strategically in the current campaign and in the peace that will follow it - if you are in the mood to consider anything but vengeance.
 
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Assault on Drakenhof, Part 5: Thunder of Guns
[*] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."

You're tempted, oh so tempted, to let Asarnil do what he and his partner do best and turn the entire town to ash. But good sense prevails. The short conversation you had with Van Hal before... well. Before. It rings in your mind; a quote from the greatest Emperor since Sigmar, Magnus the Pious. 'If the wall is carried, then the other walls will hem in the defenders, and leave them ripe for massacre.' The wall has been carried, the defenders are hemmed in, and that means that they are, indeed, ripe for massacre.

You gave the order and it was accepted without question; with that, your position as de facto warleader has been cemented. Perhaps if Gustav had been around longer, had cemented his position as Marshall more, he might have resisted... but then, perhaps not. You know from your investigation into him that he's well respected as a cavalry leader, and from experience that he's gifted as a teacher, but it could be that his gifts just don't extend to being military leader for an entire province. It would likely be different if, instead, the knight had been given the role, the one you accidentally knocked out in the courtyard all those years ago...

You shake your head, resisting the pull of nostalgia, and look down at the map, hastily sketched out from what could be seen from above. Sketched notations cover it, half of them crossed out and half of the rest with several question marks after them. Fog may be within the domain of Ulgu, but the fog of war bows down to no power, and it rules over this battlefield as it does every other. At least you can tell which parts of the town are lost to the flames, both magical and mundane, and as they send twin plumes into the sky you know for sure that any element of surprise that could be had against Drakenhof Castle is lost.

You shrug to yourself. That was the decision Van Hal made when he chose to move on the town first, and it's one you supported.

Outside, the distant clammer of battle starts to be overlaid with the hammer of masonry; you glance outside the door to see Dwarves erecting scaffolds of wood to dangle pulleys over the battlements. It would be easier than trying to carry a cannon up a staircase, you suppose. Practically anything would be. You return to the window, trying to see the view of the city with an artilleryman's eye. The entire town is laid bare before you, though smoke and distance renders all but the closest buildings anonymous, save for a few larger landmarks; the town hall, of course, and a severely decrepit building that may have once been a church. You daresay a ballistic arc could deliver a cannonball into any building one desired. The trick, you suppose, would be in identifying the correct building.

Do Dwarves use cannonballs in their cannon, you wonder.

There's a knock on the door and you whirl in shock. "Ma'am?" asks the Dwarf at the door, the distinct accent of Dwarf-spoken Reikspiel lying light upon his tongue. Discounting the Slayers, he's wearing less armour than any Dwarf you've seen in this whole campaign - only a single layer of chainmail is visible, which is practically casual dress for a Dwarf. "My name is Launy of Karak Kadrin. Thori asked that I speak with you, if I'm not interrupting."

"Not at all," you say, waving him towards the chairs, he takes one and sits, and you resist the urge to pace as you sit across from him. If you're to lead this army, you'll have to make nice with your allies.

"I am a..." he hesitates. "The word in my tongue is Barazul; Reikspiel has no equivalent, but you could consider me an appraiser of oaths."

"Is Zhufbar reconsidering the alliance?" you ask, alarmed. That more than anything could doom the campaign.

"Not at all." You exhale, relieved. "What I wish to discuss is your Oaths to your fallen liege." Your thoughts must have shown on your face, because he holds up his hands conciliatorily. "Allow me to explain. You know the other name for Karak Kadrin?"

"The Slayer Hold," you respond, trying to keep a level tone.

"Aye, the Slayer Hold. And one of the more common reasons for a Dwarf to take the path of a Slayer is if an Oath they have taken is broken or rendered impossible. It is, of course, right and good that they do so; but not if the Oath has been fulfilled, or can still be fulfilled. And to help in this, we Barazul are called upon."

"So..." You squeeze your eyes shut as you try to make sense of this glimpse into Dwarven psychology. "You're... worried I'm going to become a Slayer?"

"Or some human equivalent," he says evenly. "We extend this to you as a courtesy. We witnessed your defence of your fallen liege, and have great respect for it. Some of us had taken to call you Govibarazak - she who makes an oath-stone of their liege - but with his passing, it seemed rather in poor taste."

You grit your teeth and drum your fingers against the table, looking across it at this patient Dwarf with his neat clothes and well-groomed beard. You want to send him away, and you'd rather do anything than re-examine those events, but... Dwarves take oaths seriously. If you can get this 'appraiser' to vouch for you, it would likely keep the Dwarves happy.

"Very well," you say.

He nods. "Wanbarazek. What oaths bind you?"

You take a breath. "Journeywoman's Oath to my Master. Wizard's Oath to the Grey College. The Oath of Service to Van Hal. And the Oath of Fealty as a Knight of Stirland, also to Van Hal."

He nods thoughtfully. "Are the first two relevant to the matter at hand?"

You consider. "The Wizard's Oath includes conditional loyalty to Elector Counts and to employers both, but it wouldn't apply here. So, no."

"Very well. The Oath of Service. Does it call for you to physically defend his person?"

You try to remember the wording. "No. To perform the duties given, and to work only in his interests."

"And has he instructed you to physically defend his person?"

You smile sadly. "He tried to talk me out of it a time or two, actually."

The Dwarf lets you dwell for a moment, before gently continuing. "And the Oath of Fealty?"

You close your eyes and let memory bring you back to the day that you were knighted, and the words leap to your lips as readily as when Anton taught them to you. "This day do I render homage and fealty to my Lord, the Elector Count Abelhelm Van Hal of Stirland, who will, from this day forward, be my Liege. I will remain true in all ways, serving him faithfully - this do I swear, by my life and by my Gods." You wipe at your burning eyes with a sleeve, angry at yourself. "So say I, Mathilde Weber."

He ruminates on it. "A good Oath," he says eventually. "Nadammen - no insult is meant, an important word in such matters. Did you fight to the limit of your ability and strength, in defence of your Liege?"

You grit your teeth. "I did."

"Nadammen. Did you do all in your power to save his life?"

"I did."

"Nadammen.
Do you intend to carry out your Liege's unfinished business, as best you understand it?"

"I will."

"Then I judge you Nubarazeni - one who is currently Oathbound, but fulfilment of the Oath is possible. Work to fulfil the unfinished business of your fallen liege and you will be Anadgirdbarazanui, one whose Oath shall soon be fulfilled."

"Just like that?" you ask, put off-balance.

"Just like that," he says simply. "Your word is sufficient."

"And that would prevent..." you wave your hand in the vague direction of any Slayers that might be left fighting. "The Slayers?"

He smiles, a little sadly. "The Dawi are Duri, people of stone. And just like stone, if we are caught alone and struck hard enough, we can crumble. A Dwarf who has lost those closest to him can be blinded by grief, unable to see a way to fulfil his Oaths and honour those he has lost, and thus many take the Slayer Oath and seek oblivion. Honourable, but often... wasteful." He taps himself on the chest. "It is the duty of many of we who serve the Karaz Ankor to take the raw ore of our people and smelt them into azul." He smiles. "Which is both our word for metal, and for dependable Dwarves."

You do your best to tuck away the insight into the Dwarf psyche for future thought, when you're not... distracted. "I see," you say.

He rises to his feet. "An honour to meet. And my condolences for your Liege. He was Anaddreki - destined for greatness. It is my thought that you will finish matters here and make him go down in history as Addreki, one who achieved greatness."

"Thank you," you say, and find that you mean it.

---

When you emerge, some minutes later, the walls are busy with Dwarven engineers running to and fro. The walls already bristle with cannon facing inwards, and more are being winched up by the minute. "Weber!" one calls, and you recognize Narfi at the center of activity. He waves you over to his island of tranquillity in the midst of all this business, and you maneuver through the toing and froing to reach him. "By Morgrim, you've given us the greatest firing gallery I've ever seen. This will be the volley that any cannoneer worth his beard has dreamt of."

"Have you got initial targets picked out?"

"Aye, we want to maximize the carnage before the enemy figure out what's going on and go to ground." He unrolls a parchment and holds it up for you to view; it's a miniature version of the map in the tower, though annotated in runes rather than Reikspiel. "The town hall, three barricades, and two points where a demolished house will allow for a badly-needed shortcut between streets. I've got some lads putting together smoke bombs that would give off smoke of different colours, to stand out against, well..." He waves a hand at the city in general, the district still burning with Hysh-white flames and one smouldering in a more conventional fashion, as well as a dozen smaller conflagrations scattered through the city. "Dawi, are we ready?"

"Nearly!" cries a Dwarf hurrying past under a burden of strange, conical metal objects, and you watch him go thoughtfully.

"What are they?" you ask.

"Ammo, of course."

"But the shape-"

"Er, right, you lot still use the round ones. Forget I said anything, won't you? Secrets, and all that." He doesn't seem at all sheepish about it, though. "On an entirely unrelated note, I will share the observation that an arrow flies truer than even a spherical slingstone."

"Noted," you say, watching as another cargo of the... cannonbolts? be carried past.

"Right, might want to cover your ears," Narfi observes, and you follow his gaze to a long line of cannon, each with a Dwarf holding up a hand to signify his readiness to fire. You cover your ears with your hands.

[Artillery of Zhufbar: 72]

And the world becomes noise.

As you gingerly release your grip on the sides of your head and check your palms for blood from what must surely be your burst eardrums, the cannon crews are reloading. In the city below, massive holes have been punched in the side of the town hall, and what you presume were the houses targeted for demolition are looking much the worse for wear. And in what feels like no time at all hands are already going up along the line of cannons, and you barely get your hands over your ears as Narfi barks the order and once more noise, noise that is felt rather than heard, batters you mercilessly. You're contemplating your retreat into the tower when you feel it - the feel and taste and smell like a disturbed swamp, as the Dhar that lies thick on the ground stirs in answer to a distant call. You gather your own will, ready to counter whatever is coming...

[Magical counter-artillery: 34]

And wait. And keep waiting. And cover your ears as another volley is fired, and the spell is still forming. You're disgusted at the fumble-handedness of whoever it is you're facing, and only the slightest bit intrigued that Dhar has made someone so incompetent into such a threat anyway. And finally the spell is formed and you instantly spot the manifestation - sickly-green bolts of dark magic shooting from a window of the devastated town hall, flying directly towards you, and you narrow your eyes as it as you recall the lessons you suffered as an Apprentice on the art of dispelling, confident that you can smash this spell asunder-

[Hexensohn interrupt: 40+40=80.]

And then, with barely a flash of amethyst light, the spell is snuffed contemptuously out.

The Dwarves saw the projectile even if it didn't reach them, and all around you cannon swivel and minute adjustments are made as almost three dozen cannon are trained on the exact window where the dark magic was so ineptly cast from. Pity attempts to surface under the contempt you feel for whoever is within that town hall, and fails.

[Dwarven cannon volley: 77]

The entire front of the town hall is obliterated in an instant as some thirty odd cannonbolts plunge into and through the outer walls. For an instant it stands as a cross-section of a building, and then surrenders to gravity and starts to collapse in on itself at the point where the would-be necromancer had so foolishly tried to strike back from. Whether the collapse would have been total or partial would forever be unknown to you, because the Dwarves with their characteristic thoroughness had been preparing another volley, and the structure's fate is sealed.

You think you're starting to get used to the noise, or at least you've been deafened enough that it doesn't bother you any more.

"Here," Narfi says, passing you his spyglass, and with some difficulty you unfurl the the unfamiliar device and peer onto the battlefield. Men are charging into the heart of the town that had been spewing forth, and a ragged and desperate charge it is; the spyglass is powerful enough that you can see bloody bandages and the hesitation in their step from here. But they charge nonetheless, their backbone partially stiffened by the knights and slayers scattered among their number.

[Infantry push - heart of the town: 55-10(poor morale)=45 vs 83-40(devastated)=43]
[Infantry push - hotspots: 25-10(poor morale)=15 vs 4-20(pounded)=-16]
[Infantry push - ???: 28-10(poor morale)+40(Amethyst trio)=58 vs 20]
[Dwarves on the walls: 53 vs 52]

The infantry are ragged, but their enemy so much more so, and their resistance is in the form of half-shattered skeletons and a few fresh zombies. The battle is bloody and gruesome, and only your own experiences with the human body in extremis gives you the stomach to keep from looking away, but in the end flesh and steel triumph over bone and darkness, and the infantry pour into the ruins of the building. You turn your eye to the streets and the barricades that the cannons were targeting, but the action there is already over, with the barricades torn apart and the few remaining skeletons smashed apart.

You turn your eye to the walls on either side, and find the Dwarves guarding the approaches to your position caught in desperate battle against a tide of skeletons and fresh zombies, carving a terrible toll from their numbers but being pushed back nonetheless. Narfi has already spotted this, even without his spyglass, and a hurried burst of Khazalid orders has the cannons swinging around to fire on what looks like his own men. You cringe, expecting to see the horrible carnage of friendly fire...

[DANGER CLOSE: 97]

But it was foolish of you to expect shoddy craftsmanship from Dwarves.

A single cannon barks, a cannonball plucking the head neatly from a skeleton, and seconds later the Dwarves disengage and fall back a dozen paces. Their foes would take only a few seconds to reach them once more, but that is all that is needed, as every other cannon sounds as one, and in a single very loud instant a tide of lead washes the walls clean of skeleton and zombie alike.

The Dwarves take up defensive positions once more and stamp out a straggler or two foolish enough to still be moving, but it seems the danger on the walls, much like the resistance in the town below, is finished.

[Town Hall seized and looted: 91-40(devastated)=51]
[Hotspots overrun: 49-20(pounded)=29]
[Other discoveries: 88]
[???: 1]

The troops, freshly buoyed by victory, bring you gifts - wonderful gifts of paper, bound in leather you hope is pig. Tax records, census data, all the accumulated paperwork of centuries of functioning governance, which somehow survived unscathed despite the frankly stupendous amount of firepower that was directed at it. Also captured, and unconscious, is a man in dark black robes with skulls, actual full-size human skulls, dangling from the sash. The mind boggles.

The results from the hotspots that, for whatever reason, the enemy attempted to defend is less grand - they received less of a pounding but whatever goodies they were protecting caught the brunt of it. Still, dead necromancers are their own reward.

You're also brought word, as Gustav and the generals file in and report to you without even needing prompting, that the warehouses of the town have been captured intact. Inside is mostly the stored result of toiling the harsh Sylvanian soil in such amounts that feeding your army has now become a non-issue, but after taking you aside and glancing about for anyone that could overhear, Gustav drops a small pouch into your palm. Giving him a quizzical look, you pull it open and the unmistakable shine of whats inside causes your jaw to drop.

Gold. Unworked, freshly mined gold.

"This was all there was," he murmurs, and you're not sure whether to believe him. "But there was mining equipment too, picks and shovels and wheelbarrows and whatnot."

Well. That complicates matters. When you've got a great deal more time on your hands, you'll have to go through every scrap of paper from the town hall and see if you can find where they've been hiding this literal gold mine of theirs.

What also complicates matters is the sudden departure of Hexensohn and the Battle Wizards. You seek out the men that were with him, and they tell of a mad delve through tunnels underneath the town, crawling with undead. From what you can piece together, the three Amethyst Wizards seem to have been searching for something, and had commandeered a significant portion of your men in the town to fight a path through the undead. But when he found whatever it is he was looking for - a small stone structure embedded in the deepest part of the tunnels, deeper than the undead of the town above had penetrated - Hexensohn had gone in, but hadn't come out. Eventually his Battle Wizards had followed after him, and then come out again carrying their Patriarch, who was deathly pale and quite possibly dead - none of the men got a good enough look to tell. That was the last of the Battle Wizards any of the men saw, carrying Hexensohn into the darkness of the tunnels, and they had to make their own way out using chalk marks they had left in their path.

How very confounding. And infuriating.

At the end of the day, the town is, more or less, yours. There's still undead roaming the streets, but have seemingly lost any direction, not even attacking anyone they see. The surviving townsfolk are mostly penned up in one quarter of the town, and under heavy guard even though they seem to have stopped producing those ensorcelled berserkers. The mundane fires are under control, and the Hysh fire is at least not growing any further.

The butcher's bill is heavy: a full quarter of the men that went into the town are dead or missing, with about the same wounded. The Greatswords appear to have been wiped out to a man, with Markus having led them into battle time and time and time again until there were none left, with Markus himself last being seen charging the town hall with only a few Slayers for company shortly before the cannons started firing. The Company of Honour, who featured heavily in the fourth wave that was supposed to support your charge into the city, are almost totally destroyed. And, of course, every single other Wizard has either died or left.

On the bright side, the Dwarves took minimal casualties, having taken to the walls early and apart from a brief foray to come to your rescue, not having left it. The knights and halflings have taken only minor attrition. Your artillery is untouched. And Asarnil and Deathfang are as ready as ever. Kasmir still lives, though he's currently wandering the town and smashing skeletons apart in a brooding sort of way. And everyone looks to you for orders.


Lords and Heroes
Elector Count Abelhelm Van Hal
Marshal Gustav von Jungfreud
Brother Kasmir
Journeywoman Mathilde Weber, Grey Wizard
Magister Patriarch Viggo Hexensohn, Amethyst Wizard Lord
Magister Sigismund Herwig, Amethyst Battle Wizard
Magister Marike Grünberg, Amethyst Battle Wizard
Magister Jovi Sunscryer, Light Wizard

Asarnil the Dragonlord
Thori Stoneheart, Dwarf Thane
Narfi Hammerfist, Dwarf Engineer
Giantslayer Bjorgvin, Dwarf Slayer
Sir Markus von Pfaffbach

Army of Stirland
12,000 9,000 spearmen
7,000 5,000 swordsmen
9,000 crossbowmen
800 pistoliers (dismounted)
500 greatswords
70 cannon
20 mortars

Throngs of Zhufbar and Karak Kadrin
6,000 5,500 Warriors
2,000 Miners
4,000 Thunderers
1,500 Quarrelers
500 300 Slayers
40 cannon
30 grudge throwers
20 organ guns

Other
Black Guard of Morr, 1000 900 knights
Talabeclander Knightly Orders, 400 350 knights
Altdorf Company of Honour, 2,500 500 infantry
Halfling Regiments, 5,000 4,800 archers



What is to be done with the town?
[ ] Leave a garrison; it is now de facto Stirland, not just de jure.
-[ ] Heavy Garrison - 10k men, 40 cannon.
-[ ] Medium Garrison - 6k men, 20 cannon.
-[ ] Light Garrison - 4k men, 0 cannon.
-[ ] Other Garrison (write in)
[ ] Nothing good can grow in such tainted soil. Burn it to the ground.
[ ] Abandon it to fend for itself.

What is to be done with the captured Necromancer?
[ ] Execute him at once, before he awakens. (+1 dead necromancer, 0 risks)
[ ] Execute him publicly, in the traditional way. Burn him at the stake. (+morale)
[ ] Spare some attention from matters of command to wake and interrogate him. (-your leadership, ???)
-[ ] Focusing on the 'Elector Countess'
-[ ] Focusing on the castle and its defences
-[ ] Focusing on the gold mine
-[ ] Focusing on the magic he wields
[ ] Leave him hog-tied and under very heavy guard until this campaign is over and you have the attention to spare.

What is your next step?
[ ] Nothing has changed. We have cannon, we have dragon. Castle Drakenhof falls.
[ ] We are no longer the force we were. We cannot risk attacking the Castle, not with our forces so devastated and our magical support gone and the element of surprise lost. The campaign is done, we return home.


- The Barazul are my own invention and owe nothing to existing Dwarf lore, except that it strikes me as the sort of thing Thorgrim might try to implement to try to slow the decline of the Dwarves. I also want to point out that 'Barazul' translates as both 'Understanding of Oaths' and 'Gateway to Steadfast Dwarves', because I'm pretty proud of that double meaning.
- Yep. Another nat 1. Though considering your concerns about the man, perhaps
his nat 1 may not be considered entirely a bad thing for you.
 
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Assault on Drakenhof, Part 6: The Siege
[*] Leave a garrison; it is now de facto Stirland, not just de jure.
-[*] Medium Garrison - 6k men, 20 cannon.
[*] Nothing has changed. We have cannon, we have dragon. Castle Drakenhof falls.
[*] Execute him publicly, in the traditional way. Burn him at the stake. (+morale)

The pyre has been set up in the open plain outside the city walls, deliberately close to the gate where so many lost their lives, with the necromancer already tied firmly to the stake and the wood stacked high around him and doused in lamp oil, and a brazier set up nearby. He had awoken, briefly, at the preparations, and passed out as the most painful of them were inflicted. No matter. He'll awaken soon enough.

Even with Army of Stirland reduced by almost half, and significant portions of what remain busy elsewhere, the crowd arrayed before you is of breathtaking size. Thousands of men gather in the fading light, summoned by the messages relayed down the ranks: the execution of a captured necromancer will be occurring, and all who wish to attend are welcome. Blood, bandages, and distant stares are the fashion of the day, and you're no exception, since the Shallyan doctors finally gathered their nerves and did their timid best to convince you to let them bind your wounds, and you didn't have the strength to resist.

The opportunity exists, you dimly recognize, to deliver some speech, to fire the crowd up with thoughts of vengeance. But at your best you are no great public speaker, and this is far from your best. You hurt, inside and out, and like the men arrayed before you, you yearn for warmth and sleep and you're not going to get anywhere near enough of either.

So you keep things as simple as possible. "This," you call out, "is a necromancer. The penalty for necromancy, as we all know, is death." You turn to the pyre, regarding the man tied atop it; his mouth is very firmly gagged and his fingers broken to prevent any last-minute spellcasting, and you can barely hear his muffled attempts at screaming from where you are as he thrashes helplessly against the bindings. "The corpses he defiled took a great many of our comrades from us. And they took the life of the Elector Count Abelhelm Van Hal." You're hugely relieved that your voice doesn't crack at that. He can take so much, you reflect, and you can only take his life once. It will have to do. "The penalty for every one of those lives taken, is death."

There are words for this, for ordering an execution; ritual and formality used by judges and witch hunters alike. Van Hal would know the words, but you don't.

So you look at the man, one of the necromancers that raised and directed the horde that had cost you and Stirland so much, and say nothing. You take the torch from the brazier, walk up to him, and hold it to the kindling. It takes barely a second to catch, and you drop the torch and back away as the flames start to climb, banishing the evening chill. You turn and regard the gathered men, whose eyes are universally locked onto the pyre as the necromancer thrashes and screams into his gag. Some few are sickened, but most watch with grim satisfaction. These men are Stirlanders, and have lived in the shadow of Sylvania their entire lives, as their parents have and as their children will. After today, Sylvania will have one less horror to inflict upon the innocent.

You turn back to the pyre, catching glimpses of the necromancer's terrified and agonized expression through the rising flames, and smile.

---

There's a thousand steps to garrisoning a town, and though no one man in the Army of Stirland can be said to know all of them, everyone knows their role and that of their direct subordinates, and that's apparently enough. Houses are turned into barracks, warehouses into hospitals, taverns into headquarters, and by midnight there's Stirlandian troops patrolling the walls, and by torchlight dwarven winches lower dwarven cannon and raise in place a score of Imperial greatcannon.

The tricky part, or so you gather, are the populace of the town hosting the troops. Even on friendly soil there's dozens of tricky little issues to be navigated, and on unfriendly soil the issues remain but with added urgency. Thankfully, it seems that the populace of this town come pre-cowed - the fanatics perished at the blades of the Army of Stirland and the cannonbolts of Zhufbar, those that remain are the regular townsfolk, who scrape what living they can from this blighted land and try to avoid the attention of whatever inhuman predator currently claims the title of their ruler. Their natural state is terrified obedience, and the martial law of an occupying force is, if anything, an improvement.

(You, of course, don't buy the 'poor victim Sylvanian' act for one minute, and instruct the officers to be left behind to be suitably cautious. The men are garrisoned together in one quarter of the town, and any of the townsfolk who try to cross into that quarter are to be given one warning before being riddled with crossbow bolts.)

There's nothing for you to do after you give the order, and that's a problem. You ache for sleep, but you don't dare stop. So you make a nuisance of yourself looking over shoulders and making sure things are getting done that are indeed getting done. You're not the only one going without sleep, but the men are resolved, the halflings are determined, the dwarfs refuse to acknowledge the hardship and the elf claims he can rest half of his brain at a time, though you're mostly sure he's just messing with you.

So at first light of dawn the remainder of the Army of Stirland marches, and with it marches the combined Throng of Zhufbar and Karak Kadrin, the Rangers of the Moot, one Knightly Order and representatives from four more, the tattered remnants of the Altdorf Regiment of Honour, and one elf atop one dragon.

---


As the morning wanes, the ultimate target of this crusade grows ever larger on the horizon. Perched atop a lonely mountain jutting out from the World's Edge mountain range, the castle starts high above the landscape and climbs higher still. Even from atop your horse, you can hear the unsure muttering in the ranks. Seen through their eyes, you can understand it. Though the castle compares unfavourably to the Imperial Palace or the Grand Cathedral in Altdorf, it easily outstrips any structure in Stirland. The winding path to the gate, and a second winding path from the enormous courtyard to the castle proper, would be a nightmare to assault. Even the most inept of defenders could hold off any number of attackers for as long as they damn well pleased.

Castle Drakenhof has stood for over a thousand years. It is older than Stirland's claim over Sylvania, older than the von Carsteins that made it their home. The soldiers of the Army of Stirland, and you'd wager the 'Elector Countess' herself, believe that to be proof that it cannot be taken by force of arms.

What they don't realize is this: that of the many things Castle Drakenhof predates, one very important milestone is the introduction of gunpowder.

You look past the worried men to the baggage train, where over one hundred blackpowder siege weapons are being pulled, push, carried, and generally manhandled (and dwarfhandled) towards Castle Drakenhof, and a grim smile returns to your face.

---

Goal:
[ ] The confirmed death of the Elector Countess.
[ ] The sacking of Castle Drakenhof.
[ ] The taking of Castle Drakenhof at least somewhat intact.
[ ] The complete destruction of the keep of Castle Drakenhof.
[ ] The complete destruction of the entirety of Castle Drakenhof.
[ ] The complete destruction of the mountain that Castle Drakenhof is built upon.
[ ] The exacavation of a pit on the site where the mountain that Castle Drakenhof was built upon used to stand.

Deployment:
[ ] Leave it to the human professionals.
[ ] Leave it to the dwarven professionals.
[ ] Leave it to the halfling professionals?
[ ] Write in.

The Elf Factor:
[ ] Unleash him early and often.
[ ] Keep him in reserve for now.
[ ] Use him to counter any non-trivial sally attempt or any other counterattack.

Response to Offensive Magic:
[ ] Treat it as enemy artillery and counter-battery accordingly.
[ ] Unleash Asarnil on it.
[ ] Attempt to counter it yourself.


- For deployment, assume a circular mountain base surrounded by forest; small hills and rises can be found if desired. A throng of approx 12k dwarves can pretty much clear an arbitrary amount of forest as needed.
 
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Assault on Drakenhof, Part 7: Sic Semper Strix
Goal:
[*] The complete destruction of the entirety of Castle Drakenhof.

Deployment:
[*] Leave it to the dwarven professionals.

The Elf Factor:
[*] Use him to counter any non-trivial sally attempt or any other counterattack.

Response to Offensive Magic:
[*] Treat it as enemy artillery and counter-battery accordingly.

---

All around you, the men and dwarves descend into feverish activity, as the halflings melt into the woods to scout the area. The first tree had fallen before you had even dismounted your horse, and by the time the leadership has assembled for you to address them more are being felled to clear a firing line for the artillery, and shovels had been distributed to grumbling men and dwarves.

"Defensible," Gustav mutters on one side of you, as you and the rest of the leaders of the gathered forces look up at the accursed castle.

"It doesn't matter," you say. "We're not going to assault it." You smile in anticipation. "This is far beyond the archetypal broad side of a barn; this is the broad side of a mountain. We all know the history - Castle Drakenhof was built by the von Draks during their control over Sylvania, up until Isabella von Drak's marriage to Vlad von Carstein in 1797. Three centuries later, our Dwarven allies," you nod to Thori and Narfi, "introduce gunpowder to the Empire. Meaning those walls, impressive as they are, were designed to stand against catapult and siege tower."

"No rounding, no sloping, no rampart, and the bastions are aesthetic rather than functional," Narfi notes. "Even the 'circular' towers are prisms, not truly round. And it's built on rock rather than soil, and the bailey is very small compared to the height of the walls, so an earthen bank would be impossible to source and impractical to have in place. It may be impressive to look at, but it's shockingly vulnerable."

"During the reign of the von Carsteins, nobody would dare march on it," you note. "And afterwards, nobody would bother. And so it has been a ready-made fortress for any necromancer, vampire, or other troublemaker to call home, and I daresay it's just waiting for the emergence of the next von Carstein. Well, I'll not allow it to see a Fourth Vampire War. Gustav, work with Thori on a defensive plan - I daresay there'll be some sort of reaction once we start knocking on their front door with cannonfire."

"Yes, ma'am."

"Speaking of which, if there's any magical response, treat it as enemy artillery and counterfire accordingly. If it's projectiles like they tried to use in the town, you'll be able to see the source easily. Otherwise, keep an eye on the walls and balconies - the hand motions required for spellcasting mean that it can't be done through an arrowslit."

"Aye, will do."

"Asarnil, there's been precious little opportunity for you to demonstrate your abilities. That ends now. When that castle does start spitting out foes, you are to make them regret it."

"Finally," the elf says in response, a savage grin on his face.

"Wilhelmina is coordinating with Zhufbar for our supply lines; our supply of ammunition and blackpowder is effectively bottomless. Pour fire into that blasted castle until there's nothing left but rubble. After this siege, Castle Drakenhof will be spoken of exclusively in past tense."

There's nods all around and everyone hurries off to get to work, leaving you alone, staring up at the castle. The bare mountain, topped by the rubble of Castle Drakenhof, would barely qualify as a suitable memorial to Abelhelm Van Hal, but it would have to do.

---

Fifty Imperial greatcannon. Twenty mortars. Forty dwarven cannon. Thirty dwarven catapults.

There's more to deploying them than pushing them into place and firing them at the enemy; the area around the base of Castle Drakenhof is heavily wooded, and enough trees have to be cleared to allow line of sight between the cannon and the castle, and while that is being achieved earth is piled up to partially shield the guns and for the crews to dive behind, should they feel the need. The other artillery pieces are slightly simpler, with the catapults requiring a ballistic arc and the mortars a parabolic one; you're surprised to understand the mathematics at play, finding that it overlaps heavily with what you were forced to learn for your paper on your Matrix. Elsewhere, more trees are being felled to create killing fields for any forces that try to counterattack, and already the air is filled with not just the steady thunk of axe on wood but also of sawing as the ever-industrious dwarves start putting the wood to use. Wooden boards for the artillery defences, stakes for the killing fields, and beams for constructing more siege equipment - field catapults and bolt throwers, which will lack the range to reach the castle but will do a great deal of damage to any forces unwise enough to give the dwarves an opportunity to entrench.

Finally, as the sun begins to edge towards the horizon, everything is ready. One of the camp followers had delivered a cushioned chair for you to observe from, and Narfi had had one of his men craft one on the spot from scrap lumber and he now reclined next to you. A barrel of ale had been sent for from the dwarven baggage train, and you found it quite to your liking - it was something like drinking liquid bread with a comfortable burn comparable to the Ostland brandy you're familiar with. You make a note to yourself to check whether it was being imported to Wurtbad. And an awestruck artilleryman who apparently witnessed your work at Fang Island hovers nearby, ready to pass on your orders to the human artillery contingent.

"Are we ready?" you ask the dwarf to your left.

"On your order," he says.

"Are we ready?" you ask the artilleryman on your right.

"Yes, ma'am."

"Men of the Empire. Dwarves of Zhufbar. You may fire at will." You finish your mug and hold your hands over your ears as two sets of orders go out. There's a few moments as the order filters down through the ranks, and then as fuses are lit and slow-matches held to touch-holes. And then, with noise that defies description, the greatest assembly of land artillery in the history of the Old World fires as one.

[Cannon: 96]
[Mortars and grudge throwers: 45]

You had expected... well, you weren't entirely sure what to expect. Possibly holes blasted in the walls immediately, or perhaps this would take weeks of plodding work. But you hadn't expected this. And the smug look on Narfi's face proves without a doubt that he had planned for it. So far away that you need to squint to make out the statues, the castle gatehouse caves in on itself, burying the only visible exit to Castle Drakenhof in tons of masonry.

As if to hammer the point home, the first of many mortar volleys, having followed a much slower arc, descend, some falling outside the walls but enough falling inside that you smile a vicious grin.

You wordlessly pass your tankard to the chortling dwarf, who refills it from the keg at his side and passes it back to you, and then you tap it against his own mug in a wordless toast.

---

[Cannon: 6]
[Mortars and grudge throwers: 90]

After that dramatic start, the rest of the day's fire is anticlimactic in the extreme, as balls and bolts impact the walls to no visible effect. Your only consolation is that the mortar shells and grudge stones have all fallen inside the courtyard, though you can't see what effect they might be having; you're starting to wonder if you might be besieging an empty castle.

[Enemy Force Reaction: 75]
[Rolling...]
[Enemy Magical Reaction: 22]

At least, you do until dusk.

The castle gate has fallen in on itself, but not all forces are constrained, and you glare through the spyglass that Narfi has handed to you as the spectral, glowing figures glide four abreast down the winding path. Cairn Wraiths, the long-dead and still lingering spirits of necromancers and sorcerers who could find no better way to cheat death. Many flock to necromancers to feed on the ambient Dhar their spells give off, and still more are forcefully bound to their service, because they make a terrible enemy for any mortal army to face: just tangible enough to kill, but mundane weapons do little to harm their incorporeal forms. You're already on your feet, ready to run to the front lines and weave Ulgu into as many weapons as you can before the damnable things reach them...

[DRAGONLORD INTERRUPT: 99]

When your own secret weapon makes itself known.

Deathfang, from what Asarnil told you, is one of the very eldest of the dragons of Caledor. Deathfang predates Drakenhof Castle, predates the Empire, predates necromancy. He was old when Ulthuan itself was young, and every year has made him stronger. And as he swoops down from a dimming sky to land in front of the advancing wraiths, you're given a very quick lesson on why Asarnil the Dragonlord is the most expensive mercenary in the entire world.

For a brief but terrible moment, a second sun appears on the horizon as white-hot dragonflame washes over the advancing figures, and when the light dies away the wraiths are not to be seen.

The dragon raises its head to stare up at the castle, and roars a terrible roar of pride and defiance, before launching himself into the air and flapping his way back up into the sky.

You retake your seat and accept a newly-refilled tankard of ale from Narfi.

---

The first light of dawn the next morning is greeted by a dawn chorus not of birdsong, but of over a hundred artillery pieces resuming their tireless barrage. They're well and truly sighted in now, and the crews are entertaining themselves by trying to hit individual points on the castle walls.

[Human cannon: 44+10(sighted in)=54]
[Dwarf cannon: 55+10(sighted in)=65]
[Mortars and grudge throwers: 23+10=33]

By brunch, the walls are showing signs of stress, with fissures opening up in the wall from the top downwards in two separate places.

[Enemy Force Reaction: 4]
[Enemy Magical Reaction: 4]
[Yes, that was two separate rolls]
[Rolling for miscast...]

At one point you feel magical energy struggling to manifest itself in your direction, but the spell is so badly mangled that you can't even make out what it was supposed to do, let alone what direction it was coming from. It would be the simplest thing in the world to reach out with your own magic, give it a nudge and let it fall in on itself like a house of cards, but you instead sit and watch in fascinated horror as the mistake is compounded as more energies are poured in and more strands of corrosive Dhar woven atop the spell in an attempt to correct the casting. Eventually, it's too much for the spell to bear and it snaps back in on itself in a jumble of twanging energy and then is sucked back to its origin. Whatever that energy did when it returned, you're absolutely positive it was bad for the caster.

Your good mood is compounded when Thori brings you word that the halflings found a cave entrance, the dwarves scouted it and found a tide of skeletons about halfway down a tunnel that seemed to stretch all the way from the Castle, and then detonated a few gunpowder charges to bring the entire tunnel system down on the head of the skeletal column.

---

[Cannon: 68+10(sighted in)+10(cumulative damage)=88]
[Mortars and grudge throwers: 42+10(sighted in)=52]

The afternoon brings more of the same, as the dwarf and human crews start to intermix. The humans are given the rare opportunity to watch (though not participate in) the firing of a dwarven cannon and the dwarves entertain themselves by trying to get the greatcannon to actually hit something. Spirits are high all around as damage becomes more and more visible on the castle; one of the towers was knocked clean off the structure by a lucky shot, and bets are being made on how long the others will last.

[Enemy Force Reaction: 6]
[Enemy Magical Reaction: 53-20=33]

There's no further apparent reaction from the Castle; either their skeletons were all lost in the cave-in or have been unable to find another exit from the tunnels. But as you're starting to think about dinner, you feel magic start to form around you once more; from the look and feel of it, it's another attempt of what was tried earlier, except this time whoever it is is taking it slow, which is just as well because there's a significant difference in the feel of the magic even though it appears to be from the same caster; apparently the backlash's effects have taken their toll on the magical ability of whoever it is.

[Triangulation: 63]

It's simple enough to follow the 'feel' of a magical spell being formed, but more difficult to get a bearing precise enough to identify a position near half a mile away. But the spyglass is a miracle of engineering, and you're finally able to make out a figure at the windows of one of the towers, clad in a hooded black robe and hands waving in exaggerated gestures in your direction.

"Narfi?"

"Mmm?" he replies, not looking up from his diagrams.

"You see the northernmost tower on the lower walls? Tucked between the balcony and the cliff?"

He peers towards the castle. "I do."

"Be a dear and destroy it for me, will you?"

"No problem." He has a word with a dwarf that has a word with four dwarves who have words with forty more.

[Counterbattery: 86+10 (sighted in)]

"Thank you, Narfi," you say as the tower tumbles over the edge of the walls and down to the ground far below. You briefly wonder if that was the Elector Countess.

---

The third day begins, and the chorus of cannonfire is a balm for your soul. Each shot is akin to a chiselmark on the monument to the great man you knew.

[Cannon: 95+10(sighted in)+20(cumulative damage)=125]
[Mortars and grudge throwers: 79+10(sighted in)=89]

The walls begin to fall to provide a charming complement to your breakfast, and the last of them falls to give you the perfect lead-up to lunch. If there were buildings in the courtyard, they're so buried beneath rubble that they're impossible to see, the walls having fallen inwards rather than outward. The keep of the castle still remains, but you've no doubt that it, too, will fall.

[Enemy Force Reaction: 98]
[Rolling...]
[How much does the collapse of the outer castle bother them? 99, very, very much]
[Enemy Magical Reaction: 18-50=-32]

However, it seems that the bombardment has awoken something. They emerge from the ruins of the courtyard one by one and throw themselves into the air with shrieks that carry to where you're sitting. You shout an unnecessary warning as men and dwarves bustle in a sudden frenzy of activity.

Vargheist. Like most Stirlandians, you knew the legends: deep in the bowels of Castle Drakenhof, there are row after row of countless coffins that the von Carsteins call their beds. But they are far from united, and whenever one falls from grace, their coffin would be chained shut as they slept, and they would remain trapped with nothing but their terrible hunger and the dark magic of Sylvania for company, and both would twist and mutate them until they were finally strong and insane enough to tear themselves free... it was one of a thousand terrible stories about the vampires, each less likely than the last, but it seems that this one was actually true.

Shouts in the distance as men and dwarf and halfling alike ready themselves as the creatures approach. You're incredibly glad that the collapsed walls are slowing their escape so much; the first of them is nearing your lines now, but there's still vargheist tearing themselves free of the piles of rubble and masonry and flapping desperately to catch up. If they had been able to hit your lines all as one... you shudder at the thought.

[Dragonlord Interrupt: 60]

The first is plucked out of the air by Deathfang and torn clean in two, the second pierced neatly by Asarnil's lance, the third disappears in a cloud of flame. But however mighty Deathfang is, he can only be in one place at once, and they start to slip past.

[Halfling Archers: 68]
[Dwarf Quarrelers: 65]
[Empire Crossbowmen: 29]

Arrows rise from the trees and claw one from the air, and the rest of the growing flock veer away, only to run into a wall of crossbow bolts. Shrieks of fury and hunger ring out as still more of them fall, but they keep coming.

[Dwarf Handgunners: 83]
[Dwarf Organ Guns: 11]
[They Keep Coming: 60]

A chorus of blackpowder detonations, and more of them fall. A constant flow of the freshly-awoken beasts are pouring in, but you seem to have reached some awful equilibrium of airborne death. If the legends were true, each was once a von Carstein. How many of them were there? How many lost the internal political intrigues that resulted in the three terrible instigators of the three terrible Vampire Wars? The first of them touch down, and there's a chorus of mixed battlecries to signify the countercharge; the Knightly Orders, by the sound of it. You hate that you can't see it, you can't be there.

[For Sigmar!: 60 vs 8]
[They Keep Coming: 13]

Their numbers seem to be slacking off, as less and less make it past Asarnil and the ground fire, and those that do are circling instead of landing. You're sure that these things are far beyond any sort of thought, but they do have enough instinct to recognize an easy target from a poor one, and they're starting to realize they've picked a hard target.

[Attempted escape: 37 (them) vs 63]

Their escape attempt is foiled; without a constant source of fresh vargheist from the ruins of the castle, Asarnil and Deathfang are able to chase down and pluck each of the would-be escapees from the air, rend them limb from limb, and drop them to fall to their death on the forest floor below. The final one is beheaded and carried all the way back to the castle to fling at the roof, which caves in at the impact, dropping the corpse into the rooms below. Deathfang flies a lap around the castle and bellows once more, announcing their supremacy over this battlefield to all.

The vargheist has just gone extinct.

---

Work begins on the keep that afternoon. To your relief, the mortars and grudge throwers start dropping shots where you could see them instead of falling behind the walls where you had no way to tell what effect they were having. You're truly starting to despise the fog of war.

[Cannon: 51+10(sighted in)=61]
[Mortars and grudge throwers: 13+10(sighted in)=23]

It's not much of an improvement, because these mortar bombs and grudge stones are seemingly unable to penetrate the roof of the castle. Luckily, the walls have a similar effect to before: slow, but promising progress.

[Enemy Force Reaction: 65]
[Rolling...]
[How much does the collapse of the outer castle bother them? 10, barely at all]

The call is made by one of the artillerymen checking on a shot his team had made, and you follow his pointing: heavily-armoured skeletons are making their way in a disciplined column down the path from the castle to the ruined remains of the outer walls. The red kite shields that each carries matches another set of horror stories, as does the faint hint of screaming audible even from here: the Drakenhof Guard and their eternally screaming banner.

[Dragonlord Interrupt: 18]

Either guided by some unseen intelligence, or able to intelligently react due to the terrible mastery with which they were created, when Deathfang swoops in he is met by a wall of shields as the Guard move as one into a tortoise formation. His fire claims many, and his claws a few more, but the bulk of the skeletons are out of his reach.

[Cannons: 58+10(sighted in)=68]
[Mortars and grudge throwers: 93+10(sighted in)=103]

With the dragon hovering above and roaring in frustration, you nod to Narfi, and that's all the signal he needs. A few barked orders later, and over a hundred guns roar as one, and Deathfang swoops clear as cannonballs batter the formation. Shields are no use against a cannonball, but the distance tells and the cannonballs aren't quite as devastating as you hoped.

But then the bombs and stones, having taken a longer arc, finally begin to arrive. The crews of those machines must have been frustrated, having the fruits of their labour for three days be hidden behind walls, and given a target in clear view they gave it everything they could, and the effect is ruinous.

Skeletons are obliterated as blackpowder bombs fall among them, but it is the grudge throwers that take the day as they strike at the causeway the skeletons march upon until it finally gives way, dropping the skeletons to shatter against the debris far below.

You nod in satisfaction, as does Narfi, as does the crews of thirty grudge throwers. And then the bombardment resumes.

---

Day four, and today is the day, you're sure of it. Today is the fall of Drakenhof.

[Cannons: 99]
[Mortars and grudge throwers: 94]

And you are proven amazingly, satisfyingly right.

The front of the castle is fallen by eight o'clock, by nine new rooms are revealed with each barrage and torn apart by the next. At ten, the roof collapses and the full range of your artillery is brought to bear on the superstructure. And finally, as the sun is reaching its zenith, there's a mighty rumble as the castle's superstructure can take it no more, and it finally crumbles in on itself. You track the fall of the tallest tower as it tears itself free of the castle and tumbles down the mountain until it drops out of sight. It's... over?

[Enemy Force Reaction?: 5]

It's over.

A cheer arises from some thirty-five thousand throats, and you find that yours is not among them.

It's over.

What do you do now?








---

[ ] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.
[ ] The campaign is over, so your duty to Stirland is fulfilled. Go home to Altdorf.
[ ] The campaign is over, so your duty to Abelhelm is done. What else is there? Leave. Pack your snake-in-a-box, pack your equipment, pack your savings, pack the Liber Mortis, and go somewhere else.


- The mortar and grudge thrower shots were influencing the organization and number of forces available to the enemy; as this was all happening out of line of sight, you didn't get to see what those effects were.
- In an alternate universe, the players of Necromancer Quest are very, very unhappy.
- The first option is to continue as the Spymistress of Stirland; the second is to continue as a member of the Grey Order, and the third is to seek a new purpose for yourself. Not necessarily a second coming of Nagash, but if that's the direction you want to go in, this would best allow for it. The last option isn't necessarily going rogue from the Grey Order - it can be considered part of your 'journeywoman wanderings'.
- Don't let your string-pulling benefactors dictate your decision here - they made you a Spymistress under Abelhelm Van Hal. They may continue to have 'requests' for you if you continue on in the role, but they will not prevent you from leaving it - not now.
- Likewise, your duty would be considered properly fulfilled if you want to leave the position of Spymistress but worry about your reputation in the Empire. It's rather common for people to step down from the council in the transition from one Elector Count to the next.
 
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Assault on Drakenhof, Part 8: Way Back Home
[*] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.

Part of you wants to pack up and leave Stirland behind, but pragmatism, duty and sentimentality combine to stop you. You've a base of power, you've a duty to at least see to a proper handover of power, and you've got friends in Stirland, albeit less than when the campaign started. So as the army packs up, you remain with them, technically still in command though there's no orders to give. You do note with some faint amusement that the carts that had delivered food, ammunition and blackpowder have been returning filled with freshly-cut lumber from the sightlines the dwarves cleared to bombard the former Castle; Wilhelmina never misses a trick.

The first separation happens almost immediately, as the Third Division remain on the far side of the River Drak to garrison the 'annexed' Drakenhof. You travel with them to see the town that claimed Abelhelm one more time, and oversee the mounting of fifty greatcannon on the walls of Drakenhof - and not all of them facing outwards. The town is not going to fall out of Stirlandian hands without a fight.

By the time you return to the bulk of the forces, they're splitting again. The Fourth Division and Schultz are staying behind to garrison and fortify what some are starting to call Abelhelm's Bridge, and some of the dwarves and halflings are staying with them, at least for now. On top of that, a contingent of the dwarves, mostly miners and quarrellers, are striking off south to blaze a trail to Zhufbar through the mountains.

You spend a great deal of the next few weeks in the back of a wagon, holding court with the leaders of the forces that remain. You strike a pro tem agreement with the dwarves to delineate where the Haunted Hills end and the World's Edge Mountains begin, to be ratified by the incoming Elector Count, and generally spent a great deal of time reminiscing over dwarven ale. Narfi is rapt with what he's calling the two greatest artillery campaigns he could have hoped for: bombarding an enemy-occupied town from their own walls, and the utter destruction of a pre-gunpowder castle. Thori has a section copied out of Zhufbar's Book of Grudges for reference purposes and is radiating sublime satisfaction as he makes notes as to how many could be considered Avenged by the campaign, not only against the von Carsteins and their ilk but also a few relatively minor matters they still considered outstanding against the von Draks. All in all, you seem to be getting along fairly well with the dwarves.

[Previous Dwarf Rep: +1]
[Govibarazak: +2]
[Two sublime demonstrations of the power of artillery: +2]
[Grudges Avenged: +8]
[Adbarazi: Your Oath Fulfilled: +2]
[Total: +15]

Also occupying you on the long road from Drakenhof to Leicheberg is a side-project with your maps and a pot of glue.


---

When you finally arrive in Leicheberg, most of the combined forces disappear - the Halflings heading home to the Moot, the Throng of Zhufbar to the Zhufbar Road in Southern Stirland, and the Second Division returning to Fort Redemption. In Zipf, the Black Guard of Morr head north to Siegfriedhof, the other Knightly Orders to Talabecland, and the Throng of Karak Kadrin home via Ostermark. It is only the First Division, some five thousand men, that remain for the rest of the trip to Wurtbad.

With the good company of the dwarves gone, you spend a lot of time alone with your thoughts as you let your wounds slowly heal on the road to Wurtbad. You were exposed to a lot of information and revelations over the course of the campaign. But there's one thing that stands out above all the rest for you that strikes you as the greatest lesson of the Purge:

ONE of the following will become a new trait:
[ ] Artillery is the King of Battle.
[ ] Dwarves are the greatest ally of humanity.
[ ] The Halflings have proven themselves as a worthy neighbour.
[ ] If such rank amateurs could rival the strength of an entire Province, imagine what a skilled hand could do with Dhar.
[ ] The dead of Sylvania's prehistory deserve an undisturbed rest.
[ ] Magic used recklessly has catastrophic effects; great care must be taken in it's handling.
[ ] The best battle is one where the enemy never gets a strike in.
[ ] The best counterspell is, in fact, a blackpowder projectile to the face.
[ ] The Black Guard of Morr were the most dependable human asset across the entire campaign.
[ ] Magic is unreliable, gods are doubly so: always have a mundane solution.
[ ] It's not a great hero who carries the day, but a lot of small men working in concert.
[ ] The fog of war is a bitch, to all involved.
[ ] Expertise matters. And Stirland has precious little of it.
[ ] Mathematics is universal.
[ ] Complex problems, simple solutions.
[ ] Unity brings Strength, Discord brings Failure.
[ ] Other (write in)

But as great an educational experience as the campaign could be considered, it was still a tragedy. There were a great deal of lives lost, and you can't help but brood over everything that went wrong and what could have been done better. As the walls of Wurtbad finally approach, there's one haunting thought that you simply cannot shake.

ONE of the following will become a new trait:
[ ] In the confusion of battle, even the greatest warrior can lose their life pointlessly.
[ ] The Colleges of Magic act in their own interest, rather than that of the Empire.
[ ] Sylvanians will meekly accept any tyrant, to the point of complicity in their actions.
[ ] The Empire is a morass of self-interest, to the point of becoming a millstone around the neck of humanity.
[ ] The Morrite compunction against mutilating corpses is the greatest gift necromancers could ask for.
[ ] I, personally, failed to protect Abelhelm.
[ ] What use are infantry, if all they can do is die in droves?
[ ] Magic is a curse; Magisters and rogue mages alike will eventually die in it's handling.
[ ] Sigmar abandoned his most worthy follower in his hour of need.
[ ] Gods will not help us.
[ ] Mysteries are not worth unraveling - just bury them deeper and call it a day.
[ ] You can't trust people to have your back.
[ ] I will never meet a man as worthy as Abelhelm was.
[ ] Dwarven ale is a valid coping mechanism.
[ ] Other (write in)

- I've been working on and off on trying to join up the maps of Stirland and Sylvania since the start of the quest, and it's appropriate that I've finally learned enough about image editing to accomplish it now.
- I'm allowing Approval Voting - feel free to vote for multiple items, but be aware that only one will win.
 
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Turn 15 - 2477 - A Farewell to Arms
[*] The fog of war is a bitch, to all involved.
[*] Sigmar abandoned his most worthy follower in his hour of need.

Ignorance.

That was the greatest enemy and the most potent weapon of the campaign. During the Purge, a great deal of time and effort was frittered away where it wasn't needed because of unknowns. In the assault on the town of Drakenhof, striking quickly and without warning allowed the gate to be captured while wide open, and thus allowed you to take the walls and bombard enemy positions with impunity. You caught the garrison of the Castle napping, and trapped their forces inside by collapsing the gatehouse with artillery fire, where they were pounded for days by mortar and grudge thrower fire. A column of skeletons were found by your scouts moving through underground tunnels, and had the roof collapsed on them for no cost to your own forces; if they hadn't been spotted, they could have appeared where you least expected them and done terrible things to your forces.

The Fog Of War. Such an evocative phrase. And who better than a Grey Wizard to master it, to banish it, to weaponize it?

[Trait Gained: Warrior of Fog. +2 martial, bonuses to scouting and hidden gambits while in command, unlocks creation of battlefield spells for revealing or concealing troop movements.]

But deeper than that is one burning memory that you will never be free of: Kasmir's bleak expression as he prays over Abelhelm's dying body. Sigmar's light does not shine here.

Abelhelm and Kasmir are- were- great men. Together they had been giving you a new appreciation for Sigmar and his followers. But Sigmar had ignored the prayers of the latter and let the former die, and now you know that Sigmar is unworthy of the great men that have dedicated their lives to him. You remember Abelhelm's crisis of faith, the trust he lost in the institutions of the Sigmarite church and thus in Sigmar himself. You regret not reaching out to him, leading him to a faith more worthy of him - to a God that wouldn't abandon him.

You'll never make that mistake again.

[Trait Gained: Disdain for Sigmar. Piety +1, will not allow faith in Sigmar to flourish in the institutions under her control - will do her best to encourage faith in worthier gods, or face a heavy malus while it goes undone.]

---

To your extreme relief, word has outrun your slow march to Wurtbad, at least to Anton and Wilhelmina. Both of them look stricken, but are carrying on with their duties nonetheless.

First order of business: inheritance. Anton, his voice breaking every now and then, tells you he has left a letter in a drop box that Abelhelm gave him the location of, and he is to await a response. One will be forthcoming, apparently, within a few months, as news filters through the layers of protection around the Van Hal progeny, and then news will filter out once more as to whether said progeny will be making their existence known to the wider world, or whether the world will be allowed to think that Abelhelm's line died with him. For now, you are in limbo, and soon the rest of the Empire will step in to decide a new Elector Count. There's already an Elector's Meet scheduled for midway through the year, so it's likely they'll pick a candidate there, should no heir be forthcoming.

Second order of business: Eagle Castle. Mothballed during the campaign, apart from the guards protecting it it has been uninhabited. You make your way through the silent corridors, your footsteps echoing around you, and open the door to Abelhelm's study with the key he gave you so long ago for you to borrow books from him. Slowly, agonisingly, you crate up his belongings and try to fight back memories. Books, trophies, weapons hidden in a dozen different locations, a bottle of the Ostland brandy the two of you would share during your twice-yearly meetings - you pour a glass for yourself, another for Abelhelm's spirit, and drink to his memory. The halberd that was his weapon of choice during his career as a Witch Hunter that was supplanted by his Runefang. A spare hat, hanging from a corner of a bookshelf, that added another foot to the height of an already towering man. The door itself, that once withstood the battering of an ensorcelled berserker as you stood there with Abelhelm in your underthings.

You cry a lot in the process of cleaning out that study.

Finally, as crate after crate is loaded into a wagon for you to tuck away in your hidden sanctuary until an heir arrives to claim it all, you find the hidden compartment in his desk. You knew it was there from about five minutes after inspecting the desk simply because of the amount of space unaccounted for by drawer depth, but it still took you days to find and you had to cheat by disassembling part of the desk to get at it. But finally it swings open, presenting an empty space about the size of the lead box that holds the Liber Mortis, and at the bottom of it, a letter. Addressed to you. You eventually crack the cipher - it's encrypted using the Epistolary of Kurt III, which Abelhelm recommended to you so long ago - and, you recall, who was the Grand Theogonist who read the Spell of Unmaking from a copy of the Liber Mortis during the Third Vampire War.

Dame Weber,

If you're reading this, you either succumbed to the temptation inherent in that key I lent you or I've fallen in battle. If the latter, I trust you've avenged me upon whatever entity orchestrated said death.

I once told you that I have children; Anton has the details for contacting them, but should he have fallen also, then the experiment can be considered to have failed; let the Elector Counts choose another to sacrifice to Stirland. Likewise, if they are contacted and they respond with letter and not in person, leave them be. I hope to spend my life in lessening the hold of Sylvania over my line, not to strengthen it.

Your company has been of great value and comfort to me.

Yours,

Elector Count Abelhelm Van Hal

PS. I hope the books I have given you have been enlightening.


The letter was the last blow to your faltering self control, and you spent more time than you care to admit blubbering alone in Abelhelm's study. But the last line itched at the back of your mind. He hadn't given you many books; he had given you a key, and recommended books in his office, but the only book he had given to you was the Liber Mortis.

You return to your Sunken Palace and expose the letter to lights of various colours and strengths with the array of mirrors and prisms in your workshop, and find that pure sunlight does the trick, exposing a string of letters. With trepidation, you crack open the cover of the ancient grimoire. The title page, thankfully, is all that is necessary for the key, and you decrypt the string of letters.

I am now free. You should be too. Tell your Magister this: And then a string of names, dozens long, each with a set of letters next to them - H-W and H-BM are the most common, but some have L and others vC. Most of them are unknown to you, but three leap from the page:

GW M. Regimand Speiseschrank, H-BM
GW D. Mathilde Weber, H-BM
C. Gabriella v. Bundebad. vC(?)

---


The meeting with the EIC Board of Directors is grim, since it consists solely of you and Wilhelmina. Wilhelmina says that she intends to buy out Markus' share of the EIC, and that she has the votes to force it through no matter what the heirs say - some cousins, apparently. She's offered you the chance to split the shares with her as a courtesy. If you accept, it will increase the size of your debt significantly, and you and Wilhelmina will each hold 36% of the company. Otherwise, Wilhelmina will hold 48% and you 24%. Either way, the two of you will have enough votes to overrule whoever the new Elector Count of Stirland turns out to be. She also mentioned that she is going to resign as soon as the new Elector Count takes up his position, and focus on the EIC and trying to rein in her sons. Her loyalty was always to Abelhelm personally, not Stirland.

News from abroad trickles in, and Ostermark has apparently concluded its 'campaign' without setting a single foot in Sylvania, contenting itself with clearing the forests around Mordheim. You're less than impressed.

Julia reports on her attempt at milking money from gossipmongering; she's broken even, but that's it. You filter through the information she presents to you, both written and verbal, and can't find any indication as to why the profits just aren't there. Infuriating, but at least you didn't lose money in the attempt this time, which means you've ended the war with a scant handful of coins left in your discretionary coffers. Without the burden of the Attachés, you'll be comfortably in the black once more.

Jack reports the Watch's mood is acceptable for now, mollified as they were by internal training. The dogs are starting to join the patrols, too. You're currently in a healthy financial position with the Watch, but that was from Abelhelm's perspective. The new Elector Count will most likely take the status quo when he begins as the norm. Now might be the time to spend.

It feels surreal. Not long ago you were in this very position and everything was different - there was a war on and Abelhelm was alive. But you will continue on nonetheless.


ORGANIZATIONAL ACTIONS - pick ONE from each category.

Information Network - pick ONE (no action expenditure required):
[ ] Expand your information network into another province (choose one)
[ ] Expand your information network into another county or barony (choose one)
[ ] Expand your information network into the military (choose a Division)
[ ] Expand your Intelligence Attaché program to another Division (choose one)
[ ] Open a dialogue with Zhufbar, offering an information exchange.
[ ] Off the Leash: Let Julia handle the network without your micromanagement from now on.

Information Network finances - can be chosen INSTEAD of a selection from the above.
[ ] Gossipmonger: Maybe it was just bad luck. A long streak of bad luck. Maybe this time it will work.
[ ] Fixer: Work with the Wurtbad Thieves Guild, supplying them information in exchange for a portion of profits.
[ ] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury.
[ ] Trade Delegation: Convince Wilhelmina to partner your network with the EIC based on the value of market information. Especially likely to work since Wilhelmina will soon be losing her position of power in Stirland's government. (NEW-ish)

Stirland Watch - pick ONE (no action expenditure required), currently at +1 Budget Points:
[ ] Expand the ranks of the Watch, so that they're able to start covering even the poorer parts of their covered area. (-1 Budget Point)
[ ] Expand the Watch into a new county or barony (choose which) (No Budgetary Impact due to expanded Gong Farming)
[ ] Expand the Special Branch into areas already covered by the Watch, so you have an additional pool of manpower you can call upon to supplement the full-time Watchmen. (-1 Budget Point)
[o] Improve the training of the Watch further, hiring trainers and dedicating paid time each week to sharpening skills (LOCKED until administrative staff acquired) (-1 Budget Point)
[ ] Integrate the Roadwarden network of covered areas into the Watch.
[ ] Investigate the possibility of adding a River Warden branch of the Watch.
[ ] Headhunt administrators from other organizations in Stirland.
[ ] Attempt to hire administrators and clerks from Altdorf and Nuln.

Stirland Watch finances - can be chosen INSTEAD of a selection from the above, will yield an unknown number of Budget Points.
[ ] Set up saltpeter production facilities using the information Jack has gathered. (-1 Budget Point) (NEW)
[ ] Set up saltpeter production facilities using headhunted experts from Nuln. (-2 Budget Points) (NEW)
[ ] Set up saltpeter production facilities and call in favours to bring a dwarvern expert in. (-1 Budget Point, -2 Dwarf Favours) (NEW)
[ ] Formalize and organize the payments people make for the Gong Farmers to perform their service, as well as having the Watch start enforcing existing laws against dumping human waste in the street or the Stir.
[ ] Currently, solid waste is sent by cart and wagon out to the fields for a pittance. It could instead be used to create market gardens along the banks of the Stir (hopefully downwind) and increase revenue and provide jobs for the desperate by growing a variety of cash crops.
[ ] Tanneries have a seemingly limitless demand for urine, which explains a lot about the smell. A bit of fragrant research would allow you to identify how much demand there is and how much of a profit you can wring from this.

Stirland Watch faith - can be chosen INSTEAD of a selection from the above, penalty to any Watch actions Mathilde takes unless/until one is taken. Sigmarism must be driven out. (NEW)
[ ] Verena is the Goddess of Justice. Enshrine her as the patron goddess of the Stirland Watch.
[ ] Shallya is the Goddess of Mercy. An odd choice for the Watch, but it would ensure that they remember their duty to the common people.
[ ] Ranald is the God of Thieves, yes, but he's also the God of protecting the common folk. It's worth a shot, right?
[ ] Seppel is the Minor God of Vengeance, popular in Stirland. Vengeance is sort of like justice.
[ ] Grungni, the principal Dwarf Ancestor God, actually has some following among the Stirlandian populace - and he is their Lawgiver to boot. Bring in a few priests to make it happen. (-1 Dwarf Favour)

PERSONAL ACTIONS - CHOOSE BETWEEN FIVE AND SEVEN. ANY CHOSEN BEYOND THE FIRST FIVE WILL COME WITH RISKS - PLEASE SPECIFY THE 'ADDITIONAL' TASK:

Aftermath (NEW):
[ ] Abelhelm left you with a list of notarized names. Pass them on to your Master and let the fireworks fly. (does not take an action)
[ ] As above, but insist on being a part of whatever happens.
[ ] It may be a moot point, but you can still send off the entirety of information gathered on undead types in Sylvania to your string-pullers. (does not take an action)
[ ] Concentrate the gathered information on undead types in Sylvania into a single dense tome and publish it. It's likely to be of some use and interest to Morrites and Amethyst Wizards. Not ground-breaking, but a nice feather in your academic cap nonetheless.
[ ] Buy out half of Markus' shares in the EIC. (does not take an action; increases your debt to Stirland)
[ ] Visit the Amethyst Wizards in Altdorf and ask what the hell they were playing at.
[ ] Investigate the Valley of the Singing King.
[ ] Investigate the underground tomb complex in the southeastern Haunted Hills.
[ ] Investigate the very ruined ruins of Castle Drakenhof. Sure, there's several hundred thousand tons of rubble on top of anything interesting, and sure, the only tunnel you found to the castle catacombs was caved in by the dwarves, and sure, even if you do get in there's every likelihood that undead monsters still roam free in there and will eat you, but why not do it anyway?

Power Vacuum (NEW):
[ ] Your debt to Stirland is recorded in a handful of documents in the Archives, and the current Steward is leaving the position. If said documents were to be slightly altered at the right time, nobody would notice in the handover and your debt could evaporate.
[ ] Though the Haunted Hills have always technically belonged to the Elector Count, they've suddenly skyrocketed in value. If you could backdate some purchases from the Elector Count, you could make a killing reselling them, and still retain your own slice of prime grazelands.
[ ] There's never been less oversight on spending. Embezzlement now would be impossible to trace later. Scrape up whatever funds can still be found in the treasury, and pocket them.

Groundwork - should Van Hal's heir decide not to make themselves known, the question of who would take power is a very interesting one (NEW).
[ ] Spend time with Anton, possibly talking about how good a candidate he would be - local support, known to external powers, and a few powerful friends supporting him, and so forth.
[ ] Spend time with Gustav, securing his subordination to you.
[ ] Spend time with Wilhelmina. As emptied as the treasury of Stirland was by the campaign, the EIC may be the wealthiest institution in the province.
[ ] Attend the Elector's Meet yourself, to take any opportunity that arises to manipulate events in your favour.

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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
[ ] Combat Training, In The Free Market: The war cost you your combatant friends, but training is always for sale. Go out and buy some. (-personal gold)
[ ] Gun Shopping: You're currently using a pistol that was a spare for the pistoliers. Visit Nuln or Zhufbar to upgrade. (will trigger a subvote next turn for what type and how many) (NEW-ish)
[ ] Enchantment: 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, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
[ ] Diggy Diggy Hole, Dwarf: You could call in some favours and get the entire place cleaned out with dwarven reticence and expertise (-personal gold for ale, -2 Dwarf Favours) (NEW)
[o] 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 and get started on equipping it. (write in the purpose of the room) (currently being used as a storage room)

Research:
[ ] Undead Research: You know the basics, now. Perhaps a great deal of effort will allow you to advance further.
[ ] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
[ ] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
[ ] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
[ ] Read the Liber Mortis. (NEW)
[ ] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. (NEW)

Influence:
[ ] Information Network: Work alongside to Julia to administer the network. Choose another Organizational Action for the Network.
[ ] Stirland Watch: Work alongside Jack to administer the Watch. Choose another Organizational Action for the Watch.
[ ] Financial Jargon: Everything with the EIC flew right over your head last time. Try again. Succeeding here will mean that you can take a more active hand in the company, adding it to the organizational actions; failing or not attempting means Mathilde will remain a silent partner.
[ ] Thieves Guild: It's currently little more than a church group, albeit of a very unconventional god. If it could be expanded under your aegis, it could be a powerful tool.
[ ] Non-Thief Guilds: Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.

Relations:
[ ] Getting To Know You: Spend time with one of your fellow councillors, your liege, or any of the other important figures you've come to know, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
[ ] Getting To Know You Whether You Like It Or Not: Trust, but verify. Spend some of your time seeing what a certain person spends their time doing (choose one) (can be taken multiple times).
[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)

FINANCES

LAST SIX MONTHS:

Discretionary Income: +200g
Information Brokerage: +100g
Regional informants: -90g
Watch informants: -10g
EIC informants: -20g
Julia: -30g
Townhouse staff: -20g
Attaché program: -120g
Attempted expansion: -50g
---
Net: -40g

Personal Income: +50g
Estate Profit: +10g
Tithe: -6g
Student Loans: -35g
---
Net: +19g

---

COMING SIX MONTHS:

Personal Income: 60 gold/turn
Discretionary Income: 200 gold/turn
Informer Payroll unlocked

Currently paying Grey College tithe (-6 personal gold/turn)
Currently paying Grey College student loans (-35 personal gold/turn)

Not currently embezzling

Currently selling gossip (+50 discretionary gold/turn)
Currently funding regional informants (-90 discretionary gold/turn)
Currently funding Watch informants (-10 discretionary gold/turn)
Currently funding EIC informants (-20 discretionary gold/turn)
Currently employing Julia Massif (-30 discretionary gold/turn)
Currently maintaining the staff of a townhouse in Wurtbad (-20 discretionary 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) (does not take an action)
[ ] Change tithe payment/loan payment/embezzlement (specify)(does not take an action)

- Voting will be in Plan Format. If you've got a Cunning Plan regarding the succession, please explain what the plan is alongside the choices you make.
- The Elector's Meet will begin at the end of this turn.
- You currently have +15 Dwarf Rep. The explanation for how this works and a partial price list is in the Collection of Important Information threadmark. Feel free to ask for price-checks for anything not listed.

- Don't forget Ranald's Blessing!
- There were a lot of balls up in the air and it's possible I missed one - let me know if I did. The Elf Books will come up at the end of this turn.
- When the new Elector Count begins, the state of the watch's budget will be the New Normal, effectively resetting Budget Points to 0. Now might be the time to start spending relentlessly.
- There would be a great many financial opportunities open to you right now if you were a non-silent partner in the EIC. Might want to consider Financial Jargon.
- There are a
lot of time-sensitive opportunities you could jump on during this power vacuum, if you're so inclined. Now might be the ideal time for overwork.
- EIC shares: your current outstanding debt is 750 gold. Markus' share of the EIC is worth 1500, so if you accept Wilhelmina's offer to join in on the buyout our debt will double.
 
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Turn 15 Results - 2477
[*] Plan Protector Of Stirland
-[*][Intel] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury.
-[*][Watch] Expand the Watch into a new county or barony (choose which) (No Budgetary Impact due to expanded Gong Farming)
--[*] Drakenhof
-[*][Free] Abelhelm left you with a list of notarized names. Pass them on to your Master and let the fireworks fly. (does not take an action)
-[*][Personal] As above, but insist on being a part of whatever happens.
-[*][Free] It may be a moot point, but you can still send off the entirety of information gathered on undead types in Sylvania to your string-pullers. (does not take an action)
-[*][Free] Buy out half of Markus' shares in the EIC. (does not take an action; increases your debt to Stirland)
-[*][Personal] Financial Jargon: Everything with the EIC flew right over your head last time. Try again. Succeeding here will mean that you can take a more active hand in the company, adding it to the organizational actions; failing or not attempting means Mathilde will remain a silent partner.
-[*][Personal] 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 and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
--[*] Martial
--[*] Diplomacy
-[*][Personal] Stirland Watch: Work alongside Jack to administer the Watch. Choose another Organizational Action for the Watch.
--[*] Ranald is the God of Thieves, yes, but he's also the God of protecting the common folk. It's worth a shot, right?
---[*]Ranald's Blessing
-[*][Overwork] Stirland Watch: Work alongside Jack to administer the Watch. Choose another Organizational Action for the Watch.
--[*] Set up saltpeter production facilities and call in favours to bring a dwarvern expert in. (-1 Budget Point, -2 Dwarf Favours) (NEW)
-[*][Social] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)
--[*] Kasmir

---

The expression on your Master's face as you gave him the decrypted list of names on top of the information garnered from Sylvania is gratifying - an instant of complete shock before being replaced by calculation. He opens his mouth to ask a question, then closes it again as his calculations skip ahead. He almost turns into a different person, when he's working for real instead of focused on being your Master, and the glimpses you get used to terrify you and now inspire you.

"I want to be involved in- in whatever happens now," you say firmly.

"Do you now?" your Master says, his eyes still locked onto the list of names you gave him. "Well, I would hope you're ready for it, because what happens now is a great deal of murder. Of the..." he scans the list. "Fifty-three names here, thirty-nine will die as a direct result of you handing this list to me."

Despite all you've seen and done, you're still shocked, but refuse to show it. "Very well. Give me my half."

He laughs, and long-dormant reflexes come to the fore as you duck his attempt to ruffle your hair. "Half? Not a task for a journeywoman. I'll be calling in a number of favours to go through the list in a timely manner. But if you insist..." he gives the list another look through. "Here. A peer of yours. Dame Sofia Hoffman, right here in Altdorf."

---

You did this a hundred times in your teenage years. Your Master picked a random citizen, and you tailed them for a week or two, learning as much as you could about them and then coming up with plans to kidnap, kill, or suborn them. But you never actually went through with it.

You've seen a lot of bloodshed since then, and caused your fair share of it and then some. Cold-blooded murder was not that far from the evils you'd paid unto evil in the past. You remind yourself of this often as you tail the young noblewoman, learning every intimate detail of her life. Her oddly formal and stilted relationship with her husband, her mornings sharing breakfast with young ladies of similar stature in the cafes of upper-class Altdorf, the needlework she's terrible at but perseveres at gamely. Nearly every detail of her life speaks of a normal girl of the middle nobility living a normal middle nobility life. The only missteps in her act are when she takes one of her friends aside for a brief but intense conversation, or the letters she pens in the middle of the night and then leaves wedged in a crack in the brickwork of her husband's manor.

You don't even know what crime she's complicit in, save that it snared a Grey Wizard and forced him to send his apprentice to Stirland to act as their catspaw. You spend many days wondering whether that's enough, and in the end, you decide that it is. That, and that this is what Abelhelm knew would happen when he gave you that list of names.

Luckily she doesn't share a bedroom with her husband. That would make things difficult.

It had been some local festival or another, celebrating Sigmar if you had to guess, and she had partaken rather heavily in Bretonnian wines. There were a thousand different ways you could gain entry, but in the end you opted for walking on thin air up to a third-floor window that had been left open. The house staff were all out enjoying the festival in their own way, and the guards were all at the entrances. The only ones within the depths of the house were you and your target. You walk the halls of the manor like a ghost, pausing to admire the occasional painting.

Finally, you reach the bedroom she has ensconced herself within, led by the sound of light singing. You slip silently into the room and observe your target as she tries clumsily to undo the intricate style her hair is bound in, and when she finally spots you in the mirror it's far too late. She tries to shriek, but Ulgu shrouds her in silence for just long enough. She stares at you in terror.

"Tell me of your society and of your fellows within it, and you can live," you lie.

Thankfully, she's too terrified to deny it. Information tumbles out, and you take mental notes. At first, a social club. Deeper, an organization for the mutual benefit of its members, trading favours in society. Deeper still, odd little rituals that bring luck and favour from frowned-upon Gods, tip-toeing on the edge of blasphemy in a manner designed to thrill, and you frown to hear Ranald mentioned. And deepest yet, the layer this woman exists within: scandalous and titillating rituals to a grab-bag of truly forbidden gods, to Khaine, to Stromfels, to Gunndred and Ahalt. What next, you wonder? Do they take the final terrible step into the worship of Chaos, or is all this designed to filter out those who would balk and drag people deep in before revealing to them their vampiric masters? Or is this a strange hybrid of chaotic and vampiric, or an intersection of two separate societies? Or did one suborn the other?

It doesn't matter, not really. The cure is the same. The woman spills names and levels in the cult, and you memorise them eagerly. And as the last name hangs in the air and the woman is babbling pleas for her life, you inhale Ulgu and exhale forgetfulness.

The woman freezes, then looks around the room, wiping confusedly at tears running down her face as her eyes slide right by you. She shakes her head and mutters something about wine before coming to her feet and staggering towards the bed, collapsing into it facedown. She's wriggling deeper into the sheets in an effort to get comfortable when your sword slices cleanly through her neck and deep into the mattress below.

---

The next day, as the city swarms with alarmed activity at the murder of so many members of high society, you pass on the names extracted to your Master, get a nod of recognition of a job well done, and disappear from Altdorf without any of its citizens knowing you were there. By midsummer, the entire society will be eradicated root and branch, and you will be free of their damned instructions.

[Tailing: Intrigue, Req 40, 73+17=90.]
[Culmination: Intrigue, Req 40, 66+17=83.]

---

When you return to Wurtbad and throw yourself back into work, it's the Stirland Watch that takes up a great deal of your attention. The burgeoning institution deserves better than Sigmar, so you act decisively. Craftsmen are commissioned, priests contacted, and a few holy icons are crafted and consecrated and shipped to every location the Stirland Watch is active in. Almost overnight, a shrine to Ranald the Protector is erected in every Watchhouse in Stirland.

And just as quickly, almost all of them are torn down. And there's no witnesses, even when it happened in front of a crowded room.

You're incensed, and your response is... less than measured. You order Jack to spread word that if the shrines are not restored and the men responsible for their defacing punished, you'll hold every man in each of the Watchhouses in question responsible. Slowly, sullenly, they obey. The shrines are restored, and men claim responsibility for the vandalism and are stripped of their position and expelled from the Watch. Morale hits a brand new rock bottom, and you doubt that any of the men are likely to embrace Ranald now... but the shrines are there, and they aren't openly revolting. It's a foundation you can build upon.

[Enshrining Ranald: Piety, Breakpoints 50/80, 10+17+20(Ranald's Blessing)=47]
[Rolling to keep your composure: 35. Composure lost.]
[Watchmen reaction: 85. Complete disaster narrowly averted.]

---

While the rank and file are dangling on the precipice of mutiny, the merely rank is humming along splendidly. A mid-level chemist has been sent from Zhufbar - why they leave the 'al' off alchemy, you've no idea - and after he performs a few tests to determine the difference between dwarven and human waste, he designs the entire facility from scratch, built outside the western gate of Wurtbad. It takes a great deal of intervention from you to make happen because he has no patience for or knowledge of human business practices, but you're hoping that it will be worth the effort. The initial process, you frown to discover, is not all that different to the methods Jack 'acquired' from Wissenland - business with clay floors and waterproof roofs and a great deal of busy activity over months - but where he shows his mastery is in the purification, a step completely missing from the Wissenland techniques. Filter through wood ash, then boiled and filtered through mesh, and needle-like crystals of pure niter are produced - worth their weight in gold for use as fertilizer or producing gunpowder. Not the prettiest of victories, but you'll take it nonetheless.

---

With the factory churning out niter crystals, you turn to the other bizarre and inscrutable alchemy you've decided to master: that of economics.

If anything, it's gotten even more difficult to learn as the EIC has grown in size, but you persevere anyway. The part where products are moved around and sold at a higher place where they're needed more, that much you understand, but it is the strange magic of ledgers and banking that eludes you. If you're going to double your debt and become even more interwoven with the EIC, you need to understand it.

Eventually, it is magic of all things that allows you to understand it. You are well used to imagining things impossible under the rules of the mundane world, and your mistake with economics was trying to fit what was going on into what you understood of it. Once you started thinking of it as an outcropping of the real world where the normal rules have no sway, it became a great deal easier to start internalizing the bizarre alien logic used to juggle numbers. You wonder if this is what being a Gold Wizard is like.

By the time you sign the documents to take on the debt to acquire Markus' stake, you understand the transfer of debt, the mechanisms by which it will be paid off, and the horrific spectre of compound interest that Wilhelmina has spared you from. You go back to the documents outlining your student loan, once completely inscrutable, and after a page of calculations find that you're actually paying off the very last of it now, and after midsummer you'll be freed of it. It's enough to make you feel giddy.

You've not quite mastered economics just yet, but it's enough that you'll be able to meaningfully contribute to the EIC.

[Economic understanding: Stewardship, Req 70, 89+14=103]

---

With your newfound grasp of financial theory, you meet with three key figures in the production of the Memoirs of Asarnil the Dragonlord: Wilhelmina, the publisher selling it within the Empire, and the merchant that agreed to ship it to the elven isle of Ulthuan.

"There's a great deal of interest in Stirland, after his contributions to the Siege of Drakenhof," Wilhelmina says. "The only real problem is that most of those interested can't read. Still, it's proven to be quite popular." Your share ends up being a good handful of coin; less than a year's pay, but still a decent handful of coin. You dutifully tithe a tenth of it to the Grey College and add the rest to your coffers at home.

"Word did trickle out about events down south," the publisher says to you. "But really, it's Wizard Chic you've to thank for driving up interest in our Elven allies and magical creatures like dragons. Apparently they find it all rather romantic, the centuries-long quest to prove himself against those that cast him out by selling his sword to all the noble races of the Old World." You expected a handful of coin; you get a chest. You worriedly tithe, raising a few eyebrows at the Bursar's Office which leads you to write a report on the whole business to submit to the College, just in case questions start being raised about all this money.

"There was barely any interest at all, then the King forbade its sale in Lothern," the merchant chortles to you. "So entire fleets of pleasure craft would sail out to our ships to buy copies before we made port, just for the thrill of it. Then word reached Caledor, and a bloody dragon flew out to buy out an entire shipment." You expect a coffer; you got a crate, and the loan of a wheelbarrow and pair of bodyguards until you found somewhere to stash it. The Bursar is openly staring as you tithe near a year's pay, and you submit receipts and a copy of the memoirs along with the tithe.

[Does it sell in Stirland? Roll: 93]
[Stirland sales: 44+40=84]
[Does it sell in the Empire? Roll: 50]
[Empire sales: 84+10=94]
[Does it sell in Ulthuan? Roll: 73]
[Ulthuani sales: 66-20=46]

When you get home to the Sunken Palace, you carefully separate your savings: on one side, what you've saved from your income and the accumulated dragonfunds. On the other, the proceeds of your accumulated embezzlement. Better not to risk tripping yourself up.

Seeking to distract yourself from having been too successful, you attempt to reach out to Kasmir. The man was failed by Sigmar just as much as you were, after all. And find, to your shock, that he's nowhere to be found. None of your fellow councillors have seen him, none of the castle guards have seen him. You check the gate records the Watch keeps and find that he never returned to Wurtbad. You reach out through your information network, and get nothing but silence in return.

[Finding Kasmir: Intrigue, Req ???: 19+17=36]

---

With that attempt at self-distraction failed, you turn to memory. The campaign was a fantastic trial by fire for your nascent career as a general, after all, and you want to capitalize on that.

Time is spent with the General of the First Division, whose name you'll certainly get around to remembering one of these days, as well as delving through the books that Abelhelm left behind. Scraps of information you would have skimmed past before become vital in the light of what you learned. The Purge of the Haunted Hills and the Sieges of the Drakenhofs were campaigns full of great victories and terrible failures, and you seek to learn from every one of them, both under Abelhelm's command and your own.

[Martial: Breakpoints 30/70, Roll: 56. Martial +2]
[Diplomacy: Breakpoints 50/90, Roll: 72. Diplomacy +2]

It's when you're lost in your reminiscing that word is passed through your network and the innkeeper you befriended so long ago knocks on the trapdoor to your Sunken Palace: Anton is looking for you.

---

"Is that-" you begin, looking at the letter in his hands.

"It is!" he says. You're in the council room, despite it being abandoned to dust. He insisted. Wilhelmina, Gustav and Schultz have also been summoned, but Anton is apparently as clueless as to Kasmir's location as you are.

"So what does it say?" you press.

"I haven't opened it yet," he admits. "I wanted to wait until everyone was here."

"Close enough," you say, with nods from the others, and Anton buckles and slides his knife under the wax seal of the letter.

[Will Abelhelm's heir take up the mantle?]
[Base: Req 50. Inglorious death, +20. Campaign completed, -10. Letters to them spoke well of his councillors, -10. Result: 50/50.]
[Die Roll: 98]

Anton's mouth moves as he reads through the document. "Out loud!" you hiss at him, and he nods and returns to the start.

"To the Council of Stirland. I will be arriving forthwith to continue my father's legacy. Yrs - it says 'yrs' instead of yours - R v Hal."

There's exhales all around. "Laconic," you note.

"They can be mute, for all I care," Wilhelmina muses. "I honestly didn't think that one of his children would take the role. I might have to rethink my resignation."

"Might not have a choice," Schultz notes. "New Elector Count, new council."

"Best foot forward, it's time for interviews," Gustav says, to strained chuckles all around.

---

As midsummer, the Elector's Meet, and the arrival of the new Van Hal approach, you check in with your underlings. The expansion of the Watch into Drakenhof is hampered threefold: by the truculence of the Watchmen, by the size of the town, and by the low-level hostility between Stirlanders and Sylvanians. Jack reports apologetically that if he has another six months he can guarantee that Drakenhof will be brought under the control of the Stirland Watch.

Julia and Jack have worked together to bring the Information Network payroll onto that of the Stirland Watch, finally relieving your strained discretionary budget from carrying the entirety of the ever-growing Network. The result would be painful for the Watch's budgetary impact under normal circumstance, but without an Elector Count it goes gloriously uncommented upon.

You consider preparing a report of your activities to date for the incoming Elector Count, both to fill them in and make a good impression to retain your position. You've built quite a power base here, but with your string-pullers being utterly devastated by your Master (mysterious deaths are still being reported) and your loans almost paid you wonder if you even want to continue as the Spymistress of Stirland.

Report for the incoming Elector Count:
[ ] You'll not beg for your own job. No report.
[ ] Sketch out in broad strokes your activities over the past eight or so years.
[ ] Write a detailed report covering every major operation you performed under Van Hal's orders.
[ ] Write in.

Your attitude towards retaining your position:
[ ] You will serve the heir of Abelhelm as you did Abelhelm himself.
[ ] Even if you do not continue as Spymistress, perhaps you could find another job on the Council. Your talents have flourished since you arrived in Stirland, and you could perform near any of them satisfactorily, thanks to Stirland's lowered standards.
[ ] If they wish you to retain the position, very well. If not, that's fine too. You do not feel strongly one way or the other.
[ ] You will make sure there's a secure handover of power, brief your successor, attend the long-delayed funeral of Abelhelm, and then finally give up the burden of Spymistress.

You've also got to consider your financial windfall. The Grey Order is yet to comment, but their gears grind slow but fine and this is too much for them to ignore. They'll soon ask pointed questions as to which of the cavernous loopholes in the Grey Order's Vow of Poverty you'll be shoving the funds through.
[ ] All but eliminate your debt from the EIC purchases.
[ ] Inject into your Discretionary Fund.
[ ] Label it a Rainy Day fund, deposit it in the Grey College's coffers, and withdraw it at a later date when liquid funds are needed.
[ ] Donation to some institution (choose one)
[ ] Improve your land near Sonningwiesse.
- [ ] Improve the arms and armour of the local populace for when they are called as militia.
- [ ] Rebuild the local manor house, complete with fortifications to shelter the locals should danger threaten.
- [ ] Closely investigate the area for any mineral wealth.
- [ ] Build farms and import farmers to compliment the herdsmen.
- [ ] Other (write in)
[ ] Other (write in)

Finally, as the day that your new boss arrives approaches, word reaches you from Altdorf. The Elector's Meet, originally called to discuss the possibility of Imperial contribution to the Dwarven reconquest of Karak Eight Peaks, has turned completely from that to address the growing crisis between Middenland and Nordland. Entire towns between the rivers Salz and Demst have been razed to the ground with their populace disappeared, and though no evidence is present Nordland is accusing Middenland, who in turn neither claims nor denies responsibility, but instead are once more accusing Nordland of stealing land they have no claim to. The Elector Counts near came to blows in the Meet, with the Ar-Ulric and the Grand Theogonist almost following suit as they backed their respective sides. The Empire seems to teeter on the brink of civil war, as the Elector's Meet stretches on and the Emperor tries to soothe tempers.

Belegar Ironhammer, heir to the throne of Karak Eight Peaks, has abandoned Altdorf in disgust and is calling for any who seek their fortune to join him.

Skill Acquired: Economics (Advanced)
Memoirs of Asarnil the Dragonlord - Stirland sales: +76g
Memoirs of Asarnil the Dragonlord - Empire sales: +423g
Memoirs of Asarnil the Dragonlord - Ulthuan sales: +792g
Total: 1,291g
Skill Increase: Martial +2
Skill Increase: Diplomacy +2
Trait Lost: Student Loans
Motivation Lost: Sleeper Agent

Discretionary Income: +200g
Information Brokerage: +50g
Julia: -30g
Townhouse staff: -20g
---
Net: +200g

Personal Income: +50g
Estate Profit: +10g
Tithe: -6g
Student Loans: -35g
---
Net: +19g

- It was possible to redeem Ranald the Protector in this way. But trying to do so with Mathilde's motives compromised and the Watch's morale already low was risky, and then the roll was flubbed. Things only narrowly avoided being even worse. Still, nothing ventured, nothing gained, and all that.
- The plan for the funds doesn't need to begin immediately, but should you choose one then the funds will be earmarked for that and you should probably show some progress towards it in a timely fashion.
- There is no wrong choice as to whether you continue as Spymistress or whether you find another path. Despite the title, this is the story of Mathilde Weber, whether she is an advisor or not.
 
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A Fateful Meeting
[*] Sketch out in broad strokes your activities over the past eight or so years.
[*] Even if you do not continue as Spymistress, perhaps you could find another job on the Council. Your talents have flourished since you arrived in Stirland, and you could perform near any of them satisfactorily, thanks to Stirland's lowered standards.

[*] Plan Dame Weber
-[*] Improve your land near Sonningwiesse.
--[*] Rebuild the local manor house, complete with fortifications to shelter the locals should danger threaten.
--[*] Closely investigate the area for any mineral wealth.
--[*] Build farms and import farmers to compliment the herdsmen.

You sketch out your plans for investing the money in the lands of House Weber, building a protective keep and investigating the mining and farming possibilities that the treacherous land may yield, and because this is officially official business instead of the playful parry and thrust of your relationship with your Master, you seal it with your coat of arms and send it to the Grey College by post. You receive no response from the Bursar; or to put it another way, their lack of response is, itself, a response. You've no doubt they'll be checking up on you to make sure you follow through on your plans for the wealth. It's something of a reassurance to bring your lands to the attention of the Grey Order and to receive no censure for it, glad that your separation of Journeyman Weber from Dame Weber was accepted. The Vow of Poverty is easily sidestepped with a hundred possible excuses, but that just means they come down all the harder when someone flouts it.

Also put to paper is a summary of your activities over the past eight years, which leads to quite a bit of reminiscing on your part. The trouble with your predecessor, the raid on the Mound, the retrieval of the Stirland Archives, the elimination of the former Count of Leicheberg. The founding of your Intelligence Network, the rounding-up of infiltrators in Eagle Castle (the details of which are very much left out), the revelation of the so-called Elector Countess, and the rolling mass arrest of the Stirlandian League and the seizing of their assets, which led to your Knighthood. The founding of the Stirland Watch and its expansion underground, and then the Purge, a year and a half of bloody battles and minimal oversight. And then, capping it all off, the Siege of the Drakenhofs. One annexed, one obliterated.

Near a decade of your life spent thusly, and with all you've achieved and learned that you wouldn't have if you'd followed the traditional career arc of a Wizard... you find that it was well worth it.

You and your fellow councillors gather in the hall of Eagle Castle, where you first met Abelhelm all those years ago, and looking much the same as it did since it's seen little use these past two years while everyone was off on the Purge. Anton is practically bouncing on his feet, he's so nervous, and it seems that he's the only one nervous about keeping his job. Wilhelmina is on the brink of resignation, Schultz has been bemoaning his work on field fortifications and roads instead of the glorious fortresses he imagined, Gustav let you of all people take the lead on the assault on Drakenhof and has been lost in thought whenever you saw him ever since, and Kasmir remains absent. You would like to continue as Spymistress, but you'd also fancy your chances trying any of the other positions, or shutting yourself away in your Sunken Palace for a while and getting to work on a hundred different projects that have been gathering dust for years, or going back to Altdorf and finally going for your Magister rank, or even answering the call of Belegar Ironhammer and venturing beyond the borders of the Empire. Those and hundreds of other possible roads are open to you, all of them enticing, and that you can only take one of them is galling.

You wonder about the person you're to meet, this 'R v Hal'. You don't even know for sure if it's his eldest child, or merely the one that decided to answer the call. Abelhelm said that his wife died in childbirth in '66, so they must be at least eleven, but could be as old as... early twenties, you suppose? Depends how young Abelhelm was when he fathered them. Surely not as old as you. Surely.

Finally, the gate guard gives the signal that Anton convinced him to pass on and Anton quickly shuts the door he had been peeking through. "They're here!" he says excitedly. You give yourself a final once-over, despite wearing the same robes and hat and sword you always do. First impressions count, after all.

After a moment that stretches for an eternity, the door swings open, and for a heartbreaking instant you think Abelhelm has returned. Then your senses return, and you study the Witch Hunter that stepped through the door and is scanning the room; shorter than Abelhelm, more scarred, older. Not his ghost returned, and not his heir, either. A bodyguard, perhaps. The man gives you an extra-hard stare, but steps aside allowing the entrance of another.

Tall, but thin, her hair short-cropped and looking unsuited to the leathers that she wears. Late teens, early twenties, if you had to guess, with a sword on her hip and carrying herself with the awkward over-awareness of someone who has yet to grow into the instincts of combat. You glimpse fear and doubt in her eyes, but kept at bay by a will of iron. "I," she announces, "am Roswita van Hal. The Elector Countess of Stirland."

Anton is the first to introduce himself, bowing to her and almost stuttering over the ritual greeting of nobility, but she returns his bow with an inclination of her head. Gustav is next, and you can see from his expression that he's weighed her up just as you have and found her wanting, but he too knows the rituals and speaks them flawlessly. Schultz is next, and presents himself as the skilled craftsman he is, with deference but not obsequiousness. Then you step forward, dredging up the ritual from Anton's lessons to you so long ago; Mathilde Weber of Stirland, at your service, and a bow. Wizards and knights alike bow, rather than curtsy. She follows through on the courtesies, her eyes on you the entire way through, reconciling you with the character from her father's letters, perhaps.

[Among a great many rolls to generate her attributes and attitudes:]
[Her attitude towards magic-users: Roll, 9.]

Then she steps outside the formality of the greetings. "My father spoke well of the service you provided him," she says, her voice stilted and formal. "I thank you for this, and will provide you with a glowing letter of recommendation. It may be that the curse of magic you labour under is undeserved. Nevertheless, I will not take the chance, and release you from your service to Stirland."

Your eyes narrow as you stare back at her wordlessly, and she leans away from you as the silence stretches, nervousness growing in her eyes. But then you incline your head. "As you wish," you murmur.

---

The report you had written weighs heavily in a pocket inside your robes as you walk from Eagle Castle, perhaps for the last time, as your mind ticks over, swinging between duty and vengeance. You've got the report, you've got the intelligence network, you've got the Liber Mortis, you've got the sodding Runefang. You've the entire contents of Abelhelm's study gathering dust in your spare room. Any sensible candidate would have waited, but no, she's got a headful of Sigmarite rubbish and thinks that every second in a magic user's presence is a danger to her very soul.

You realize through your warring thoughts that someone's calling out to you, and find Anton running up behind you. For an instant you think that the girl's changed her mind and sent him as a runner, but Anton catches his breath after a moment. "I resigned," he says, outrage warring with exhaustion in his voice - it's barely a minute from the castle, he needs to work on his fitness - "I'll not be having with that."

You smile at him, remembering what you found so long ago while rifling through his things: the letters written in secret to his aunt in the Jade College, long since slain in the service of the Empire. "Thank you," you say simply, and the two of you walk down the road from Eagle Castle into the town of Wurtbad.

[TITLE LOST: Spymistress of Stirland]

---

Report on the past eight years
-[ ] Keep
-[ ] Give

The Runefang of Stirland
-[ ] Keep
-[ ] Give

Abelhelm's repeater rifle
-[ ] Keep
-[ ] Give

Liber Mortis.
-[ ] Keep
-[ ] Give

Miscellaneous contents of Abelhelm's Study
-[ ] Keep
-[ ] Give

Information Network
-[ ] Keep
-[ ] Give

Gong Farmers and Niter Factory
-[ ] Keep
-[ ] Give

Discretionary Funds
-[ ] Keep
-[ ] Give


Where will you call home now?

[ ] You're quite comfortable where you are, thank you very much. Wurtbad is your position of power; Spymistress was just one arrow in your quiver.
[ ] Good riddance to Wurtbad; you've got a nice bit of land up in the hills and a commitment to invest in it, and some solitude will do you good. Lock up the Sunken Palace in case you ever need a safehouse in the future.
[ ] There's another way to secure Abelhelm's legacy. Travel to the town of Drakenhof and sink your claws into it.
[ ] Anton's as unemployed as you are. He'll be happy to let you crash at his place, and 'his place' is his father's castle so there's plenty of room.
[ ] Put Stirland behind you. The rest of the world is waiting to be seen, and your land and investments will keep.


And what will you be doing?

Staying in Stirland:
[ ] Enjoy a well-deserved holiday catching up with personal projects and living off your accumulated embezzlement.
[ ] Managing your institutions - the EIC, your land, and the Information Network and Gong Farmers if retained.
[ ] Other (write in)

Leaving Stirland:
[ ] That blasted girl will likely follow through on that letter of recommendation. Send words to the Elector Counts, see if anyone's got a spot in their council for a Grey Wizard.
[ ] Hang about. Why bother with that lot? Send word to the Dwarfholds instead. Maybe one of them could use a councillor.
[ ] Belegar Ironhammer's call to arms is open to all. It's not the most traditional vacation choice, but you're not the most traditional vacationer.
[ ] Traditionally, a Journeywoman journeys, flexing their arcane might and seeing the world. Find Asarnil and seek instruction in the fine art of being a mercenary - one that only serves the Empire and its allies, of course.
[ ] Other (write in)

Either:
[ ] Return to Altdorf to face the Magister's tests, and determine what to do with your life later.

---

- It's almost as if there's inherent flaws with the concept of inherited power. The heir hates and distrusts magic and there's no way they'll have a magic-user on their council at all, and that's that. I know this will upset some people, but this was a possibility inside the universe that Mathilde lives in, and dice are the medium to determine whether it occurred.
- Leaving Wurtbad means that Ranald's Blessing will linger for about a year before fading; you'll have that much time to create a new holy place to him.
- If the Information Network is retained, you have enough personal funds to keep it paid for about half a year, then you'll have to find a new source of income. The Watch cannot be extricated from the grip of Stirland, not with how little loyalty the rank and file hold towards you, but you can pull the gong farmers and the niter factory from it.
- Voting will be in plan format, due to how interconnected things are.
 
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