"You are the latest ambitious (or perhaps) foolish soul to come to the lands of the border princes to seek your fortune and claim sovereignty. Will your pretty kingdom prosper? or succumb to weight of treachery, disorder, monstrous threats and your own pride?"
"Know, oh prince, that in world between the grand Empire of Sigmar the Heldenhammer and the teeming hordes of the Greenskin's badlands there is a land undreamed of, where petty kingdoms lie spread across the span like rhinestones atop a fraudster's crown." ♫
The Lands of the Border Princes. You will start in the north eastern corner, in the vicinity of blackfire pass
There are places in the old world where the land is rich and bountiful, where the depredations of Greenskin and Beastmen are all but unknown and the earth gives forth its treasures with ease. The Border Princes is no such land, yet people come all the same. They come from every corner of the earth like moths to the candle of ambition. For in the Border Princes it is known, one with the will can seize themselves the reins of rule and be sovereign of their own land. Of course, seizing power is the easy part, the harder part is keeping it. You are one such petty sovereign of the Border Princes, atop the tiger of sovereignty. Will you survive? Even thrive? Perhaps build a principality in more than name? We shall see.
Hi I'm ORE and in conjunction with my good friend @DanBaque I'd like to present the hollow crown, my first quest on SV. I'm a huge lover of the Warhammer Fantasy setting and am excited for this game's setting in some of the most interesting, dynamic and underexplored regions of the Old World. Fair warning, life in the border princes is nasty, brutish and quite often short. While it is not impossible to act with moral uprightness it will by no means be easy and many will see it as nothing more than weakness. Few but the ruthless and ambitious choose to come to these lands, even the most ruthless of schemers must always fear a knife in the back. But despite all the desolation, moral bankruptcy, danger and poverty there is potential for greatness within these lands if one had the skill and will to unite them. Are you brave or foolish enough to try?
We're going to begin with character creation, a process that may be somewhat prolonged.
Over the course of creation you may see options marked with (Destiny). Taking an option marked destiny will cost one destiny point unless otherwise said and you get three points to spend over the course of character creation. Destiny options are not intended to be stronger or better than non destiny options, just rarer and different. I want to accommodate the opportunities the diverse nature of the Border Prince region provide for character creation without overloading on unlikely options. Hence destiny points. There is no particular bonus to not spending destiny points.
The first question for character creation is simple. What part of the Old World did you hail from before you came to the Border Princes?
Country [] The Empire
[] Brettonia
[] Tilea
[] Estilea
[] Kislev (Destiny)
[] Norsca (Destiny)
On the other side of blackfire pass it begins: The glorious Empire of Sigmar, bulwark of the Old World, from Marienburg in the west to Ostland and Ostermark in the east, it stands tall as the largest and greatest state in all the Old World. Or at least once this was so, and these days it seems that may yet be again greater than ever before. After centuries of disorder, ruin and strife among kin the Empire, long divided, has reunited. A humble noble of Nuln has bestrode the shattered empire with unity in his left hand and a hammer in his right. The Savior of the Empire left the Everchosen of Chaos' broken body in the soil of Praag and even now stands outside the gates of Paravon with all the thunder and fury of Nuln behind him. It is a heady age of heroes and renewed glory, grown men weep to see such things occur in their lifetime. And you, a child of Sigmar, born and bred among his heirs are not there.
From whence did you come and why did you depart?
What life did you live before your departure and when things are most dire which god do you call upon first?
Regions: (Pick one)
[] The Grand Principality of Reikland
[] The Grand County of Stirland
[] The Grand County of Averland
[] The Grand Barony of Wissenland
[] The Grand Duchy of Talabecland
[] The Grand Barony of Hochland
[] The League of Ostermark
[] The Grand Duchy of Nordland
[] The Grand Principality of Ostland
[] The Grand Duchy of Middenland
[] The Province of Westerland
[] The County of Sylvania (Destiny)
[] The City of Sudenburg (Destiny)
Empire Origins (Pick one origin)
[] Noble, you were born into a life of privilege and power
[] Burgher, you were a member of the growing urban class
[] Highwayman, you preyed upon travelers in a disordered age
[] Guildsman, you were an artisan in a specialized skill
[] Priest, you were an anointed priest of your god
[] Soldier, you served in a state army
Regional: Origins
[] Marine, You fought the northmen at sea on the decks of a vessel (Nordland)
[] Hunter, you staked the forest for a living (Hochland)
[] Prospector, You risked the curse of the Middle Mountains in search of gold (Ostland)
[] Despoiler of the Dread City, you made your living off the ruins of Mordheim (Destiny) (Ostermark)
[] Charcoal Burner, you braved the dangerous of the great forest, and lived a lonely life (Talabecland)
[] Artillerist, You learned the art of the cannon in the shadow of Nuln's forges (Wissenland)
[] Solland Trapper, You trapped for furs in the Black Mountains (Wissenland)
[] Explorer, You sailed of vessels headed to far off lands (Marienburg)
[] Grave Robber, You stole gold from the dead-and lived to tell of it (Sylvania)
[] Rustler, You made other's cattle your own by hook or by crook (Averland)
[] Killer of the Dead, You have made it your lives work to scour from the world of the curse of the blood sucker(Destiny) (Stirland)
[] Engineer, You have learned in Altdorf's university and followed the path of the genius or mad Leonardo da Miragliano (Reikland)
[] Journeyman, You were among the first to study in the newly founded colleges of magic (destiny) (Altdorf)
[] Drakwald warden, you served in the Drakwald Patrol, fighting beastmen in worse in the shadows of the forest (Middenland)
[] Merchant, you made your living trading at a crossroads of peoples (Sudenburg)
What god do you honor most? (Pick One)
[] Rhya, the Earth Mother
[] Taal, Lord of Beasts
[] Manaan, King of the Seas
[] Morr, God of the Dead
[] Ulric, Lord of Wolves War and Winter
[] Khaine, Lord of Murder
[] Myrmidia, Lady of War
[] Verena, Goddess of Knowledge and Justice
[] Sigmar, Patron of the Empire
[] Grungni, First to Mine
[] Gunndred, God of Rustlers
[] Handrich, God of Merchants
Why you left (Pick One)
[] Exile: your departure was not your own choice but imposed upon you
[] Ambition: In the border princes anyone can be a prince if they're strong and clever enough, for a day at least. You liked your odds.
[] Purpose: You came to this place not for worldy ends but for the higher calling your god sends you
[] Contract: your work took you to this perilous place and in time you found that it was either rule or die
[] Agent: You have been sent to this land to further the agenda of a greater power beyond it (destiny)
Please do this part in the plan voting format since there's a lot of options
It has been 174 years since the last of the Von Carsteins met his end at the hands of Martin of Stirland at the battle of Hel Fenn. It has been 161 years since Gottlieb the Stern led the "Cleansing of Sylvania" and scoured the land with an army of witch hunters. And yet Sylvania remains as it was a cursed, benighted land where morrsleib's poison taints the soil and air and crops regularly fair. To have been born and grown as you did, untainted and unstinted was the product of unusual luck though of course it would have been far luckier to not have been born in Sylvania at all. Quick, clever and lucky you earned your gold by plundering it from ancient tombs, no simple task in Sylvania where the treasures of the dead are guarded by far more than traps. When you survived your first job you broke the average, when you survived your first winter you won a reputation as the greatest of your trade. Rather than winning you respect this saw you ostracized, but there were none who did not fear the wrath of the things you disturbed as your trade. You made your way across the border into the Empire, in time finding 'work' in the barrow hills of Talabecland, where you learned of the gods and accepted Rhya into your heart. Before long you had to move on from Talabecland as well, as the lords of that Duchy moved to prevent further rousing of the things that dwell in the barrows. It was fortunate for you that your reputation preceded you and you were offered a job in the Border Princes, where there is no shortage of ruins and no excess of scruples. Kléber Schulman, a bandit chief and self proclaimed "Emperor" was putting together an expedition to find and plunder a grand tomb he had heard rumors of and wanted foreign experts whose skills and loyalties could be trusted. Unfortunately for your hope of an easy payday (plundering a tomb not guaranteed to be filled with undead? With backup?) Kléber quickly proved himself not only capable of managing the difficulties of an expedition but also dangerously insane. Taking leadership was an act of survival not ambition, killing Schulman self defense of a sort. You never did find that tomb, whatever map existed only in Schulman's addled mind. But you've found a treasure of a different kind in his kingdom, if you can keep it.
Why people follow you (Pick one)
[] My noble* lineage
[] My vast* wealth
[] My military might*
[] My irresistible* charisma
[] My Arcane power (destiny)
What is your goal (Pick one)
[] By my command: You desire absolute rule, to be able to tell your subjects to do anything or suffering anything and have it happen without question
[] Marvel at my wondrousness: Honor, glory, Praise, you desire it all, for what's the point of power if people don't know you have it?
[] It must be mine: You're not satisfied with a petty fiefdom, you desire to rule a large and sprawling nation
[] For the love of the Children: You want your rule to last after you and pass to your children and theirs after that.
[] I am an individual: You desire to be able do whatever you want
[] Give me liberty or give me a moment to run away: Your greatest goal is personal survival and the realm be damned.
[] This power is mine: Having tasted the sweetness of rule you wish to keep it, you care not if your realm lasts after you or how large it is so long as it is still yours while you live.
[] Money can too buy happiness: You want to have money, a lot of money, enough perhaps to buy your way to a better place than this.
The Fortress of Akendorf is a fine place to start a principality, neither you nor Kléber Schulman will be the first to rule from this site. Its fortress is built upon ancient dwarven foundations, and the original elements still apparent show readily the skill and care put into their construction. The haphazard accumulation of additional construction sprouting around the dwarven works much like mushrooms off a log. Though inferior in craft the result is still a formidable fortification, if one that would cause a proper dwarven engineer to die on the spot from apoplexy at the sight. Akendorf shelters a little under three thousand souls beneath its walls or so its said, above average for the region. Locals take a certain amount of pride in the settlement's lead mines and quality tailoring.
It is your city now. From an early age you've made an effort to learn how to influence people, a skill honed by years living outside your homeland where many are ill inclined towards you based merely on your accent. Turning his men against Schulman was hardly the work of a master plan, but an experienced member of the expedition you were turned to for advice, and you made an effort to befriend those in whose hands your life may have wound up. As Schulman's erratic nature drove the expedition and Akendorf into increasingly dire straits, overthrowing him was a risky gamble aimed at salvaging things. It went rather well all things considered but unfortunately there was one thing you forgot to think through-now Schulman's mess is your own. Rule is something of an unexpected life event, but it seems to you the best rulers you've known went on grand campaigns to expand their realm. Conquering the Empire seems perhaps a bit overly ambitious but the Border Princes? Doable. Maybe Tilea while you're at it. Fortunately the problem of rule is not your problem alone, as you've already begun the work of assembling a court of sort to advise your rule. You think you can trust them. Maybe.
Name (pick one)
[] Herman Jager
[] Stefan Schertzer
[] Geza Wendl
[] Klaus Brukenthal
[] Write In
Title (pick one)
[] Prince
[] Count
[] "Boss"
[] Exalted One
[] Write in
Advisors (Pick one for each category)
Justicar, Community
[] Grato Hofer, local village elder
[] Iancu, your little brother
[] Malzana Barleymoon, Halfling Master Chef
[] Diomira Bethmann, Priestess of Rhya
Viceroy, Loyalty
[] Slaven Sandic, Local very trustworthy professional advisor
[] Ambros Gasquet, Estalian Herald
[] Charlotte Baumeister, Reiklander Noblewomen who's listened too many romances
[] Iancu, your little brother
Marshal, Military
[] Krorod Goldmight, Ogre maneater
[] François de Morvillier Knight Errant
[] Giuseppe Argentieri Reman Mercenary
[] Hubert Kruckenberg, Ostlander Sergeant
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"
If you had known how the "simple" expedition to a lost tomb in the Border Princes was going to end up maybe you would have hopped aboard a ship sailing for Lustria or entered the cursed halls of Castle Drachenfells. You've felt more sympathy for the nobility in the last week than you have in the totality of your thirty years of life. It turns out that rulership is far from simple. Though perhaps that is only true in a land where a ruler hasn't a vast treasury, an ancient lineage, loyal retainers, fertile lands, and a standing army. You have no such luck, but you do have no shortage of urgent matters to take care of. You have absolutely no clue how many people live in Akendorf after Schulman's misrule-you certainly can't rely on what was officially reported to a man known for killing deliverers of bad news. You also control nothing outside of the fortress town itself, the varying villages that were once under Schulman's rule may not even be aware of his death yet. Paying for your meagre military is straining your finances and you're going to need to come up with a windfall or an improvement of revenues. Not to mention the fact you've been struggling with strangely forbidding dreams haunting your sleep as of late, and you have no idea what tomb Schulman was even looking for, something that bothers the part of your mind still fully engrossed in your former profession. Of course that's only speaking of the problems you yourself have noticed. It was time to meet with your advisors and see what problems and solutions they see. Then of course would come the time for decisions.
Before you left Sylvania you had never seen a halfling and even now not entirely used to how little they are. You're pretty sure that they don't really eat each other as a matter of habit, but you've felt it wasn't a good idea to ask. Regardless of your attitude towards halflings, the simple fact that Malzana is the best chef you've ever seen, and a very down to earth person. Picking a chef to help manage your subjects may be unorthodox but if you know one thing, nobody can be upset or starving for long with one of Malzana's pies in them. Partially because they pass out from overeating.
You find Malzana in the kitchens of the Green Parrot Inn, as usual working on some recipe or another. From a perch atop a stool she has taken ale, eggs, rum, sugar and nutmeg and is whisking them in a bowl. At your arrival she sets the bowl aside and produces two mugs filled with a cream liquid. Before you can start to drink she takes two irons from the cook fire and plunges them into the mugs, causing the drinks to froth up heartily. She quickly grabs one of the mugs and takes a hearty swig. "You've got to reheat it, otherwise it's too cool from all the pouring it needs to be ready". She offers by way of explanation before moving on seamlessly to a barrage of words. "Congratulations your princeliness on your..well princeliness! Did you know that nine of ten new princes have their realm collapse in the first 6 months? Don't answer that, of course you didn't I just made it up right now"
Malzana, as usual speaks, at twice the rate another would consider rapid. "Still it's probably somewhat true, you're weakest when no one knows if you're gonna last or not. The good news is that Schulman made such a mess of things that standards are low as they can be. The bad news is that it's gonna be hard to recover lost population, let alone belief that the prince can be a positive actor in people's lives. If you ask me, the first ought to be changing the way the law works around here. Schulman wanted everything to flow to him. I think we should empower community leaders in the neighborhoods and villages to adjudicate disputes and crimes. Neighbors and family can resolve problems between themselves without a big bad prince inserting his nose where it doesn't belong-no offense your princeliness"
Unsurprisingly you've known your brother Iancu far longer than anyone else in your principality. Ten years your junior you've looked after your brother from a very young age. While still lucky by Sylvanian standards his birth was not so lucky as yours and Iancu has struggled with a clubfoot his whole life. He's always done his best to support you in all your endeavors even if the results have at times left much to be desired. You find him atop the battlements gazing outwardly at the lands beyond.
Hearing you approach he turns and aggressively gushes at you. "Rad look! Can you believe how high we are? Over there is blackfire pass, you know as a kid I never realized I was in the Empire and now I can't believe we're outside it. In that direction is where the king of the dwarves lives- do you think they really drown cats? And all the rest-that's gonna be our land someday soon. You're gonna be the best prince Rad, and I'll be the best advisor. People will be telling stories for generations about how super the Iorga brothers were at ruling a princedom. Or Emperordom like it'll be soon. Oh! But I'm supposed to be giving you advice.
Well you know the first step for winning everyone's loyalty is for your subjects to know who you are. One day we should make coins with your face on them, but we don't have a ton of gold right now and besides the realm isn't big enough for that to be the only practical way. I think we should find the biggest, blackest, fanciest horse and have you ride through town on it looking very princely. Everyone's gonna know who their prince is then and they'll just love you! I also hear that some Tilean fellow- Imaschiavelli Venedetto wrote a whole book on being a border prince called, get this, "The Border Prince ''. Brilliant name right? We should totally find a copy, though it might be hard since they were banned after the first printing." Finally pausing for breath your brother stops talking for a moment, before gazing mournful at his leg and the stairs down from the battlements. "This is gonna take me forever to get down from"
You met Krorod for the first time during the ill-fated expedition and if you're being entirely honest with yourself you're still a little afraid of him. Not that such a reaction is entirely unwarranted- if you draw yourself up to your full height to talk with him you'll be face to face with your own reflection in his well polished gutplate. Krorod doesn't mind, he's lived long enough among humans to be used to their reactions to his mighty girth and acts accordingly. The maneater is a fantastic gambler-no matter how poor his luck may be early in the evening when his chips draw low and his temper frays it's amazing the sort of run of cards he gets that win him at least close to even.
You find Krorod outside the inner keep of Akendorf, bellowing orders at his fellow mercenaries that cause nearby glass windows to shudder. Spotting you his tips, his enormous feathered cap and flashs a toothy grin that sparkles from all the gold. He begins to speak in a uniquely accented reikspiel "Ah, e'yer comes de prince ter join in de fun! congratulations ed yer ascension ter tyrant, dough if yous wuz do'n it dead properly yous would 'uv eatun yer predecessors. Am juss kidd'n, 'e wuz juss skin and bones wuddun 'uv beun worth de effort fe yer tiny little mouf. seems like some people 'aven't gottun de message dat there's a new boss dough. they've locked themselves in de keep and worse- they've got de owd prince's treasy in thuz wi' dem.
Me and de lads 'uv beun lewk'n ter find a way ter deal wi' dem but doz gates ay owd dwarf weerk and we dun 'uv any munfangs er giants ter smash dem opun. but dun yous worry owd goldmight's gorra plan. see gold may be real nice and shiny but yous can't eat it. and ay kun, i've tried. Am think'n we sround de keep real good and tight and dun we 'uv a nice slowroast'n cewkfire o' delicious meat. it'll be good as terrter fe dem locked in thuz wi' gold and nah food. before long they'll be begg'n ter be let out, lay'n themselves at yer mercy if dee tinnie juss 'uv a morsel o' beef. trust an ogre boss, at de end o' de dee de gut always wins"
In truth you barely know Bratret at all. Though had been present for the early stages of the expedition he departed early with a string of Khazalid curses. In retrospect this should have perhaps been a warning sign, but you were not raised with the traditional reverence for dwarves that most folks of the Empire receive. When you returned to Akendorf he was quick to accept your leadership but not particularly fawning, you suspect he has been through this sort of thing many times before. You meet Bratret not at the small stone building he uses at a counting house but rather at the outskirts of Akendorf outside the mines.
When you arrive Bratret is staring angrily at a cave-in muttering angrily to himself in Khazalid. At your arrival he switches to Reikspiel as it is readily apparent that you don't understand a single word he is saying. "Do you see this manling? This is what happens when some damn fool prince takes most of the experienced miners around on a fool's errand of a tomb hunt and gets most of them killed. Mining isn't as easy as just hitting things with a pick you know, it's hard work. Don't think just because I'm a dwarf means I can just wave my hands and fix this, I'm no miner or engineer.
But while these tunnels are collapsed no one is going to be mining anything. Just digging the damn thing out could work but would take a lot of labor. Alternatively I've found some explosives that must have been cached by Dawi when they still held these lands. They might be able to blow it open. Of course you ask me what we should really do is try and get some proper dawi miners to move to this place and show the manlings how it's down. It wouldn't be easy, no one dreams of mining lead compared to gromril or gold but it'll be done right or my father wasn't named Gobrac."
You knew Fulberto even before you came to the Border Princes. For a long time the merchant and you have had a mutually profitable working relationship where you acquire and identify antiquities and he finds loving homes for them where the owners have fat purses. You're not entirely sure what made him decide to start an office of the Pignotti Trading Company in Akendorf, you think it might be guilt-it was his referral that got you into Schulman's expedition and everything that followed.
Whatever the reason he's shown no hurry to move on, and has proven more than happy to serve as a source of advice. You find him in his sumptuous appointed offices a great handkerchief protecting his silk clothing from the amount of food he consumes to sustain his bulk. At the moment he is feasting upon snails and veal and drinking some beverage you have never seen in your life. His silver and dinner rare are exotic and expensive to your eye. At your arrival he sucks down a final snail with a definitive slurp before wiping his mouth clean.
"Ah Radu my boy how good of you to join me", begins Fulberto in Tilean accented Reikspiel. "Observe my humble repast. These snails, so delicious, come from Lyonesse. The veal? Averland. The raw silver and craftsmanship of these implements of consumption both come from the Karaz Ankor and this fine porcelain plate has made a long journey from far off Cathay. As for the drink? Wine from Lustria across the sea, the drink of lizards as much as men. I show all this to you not because I wish to show off my standard dinner fare, even the wealthiest man would not be wealthy for long to dine so each day. Rather this is all in service of an important instructional lesson.
The fundamental purpose that binds realms, men, and all who deserve to be called civilized together is trade. It is a wise prince, I do you hope you will endeavor to be a wise prince, Radu, who looks outward from his realm to those abroad. Many princes look first to see the princedoms that border theirs. It is a natural and understandable impulse, who would not wish to see the names of their rivals and enemies? But it is a foolish decision all the same. Trade my boy, trade! The other princes will be there tomorrow, and if they are not another prince will be there instead. Opportunities for trade have no such guarantees. Right now the new High King of the Dwarves, Thagram or something like that is mustering a mighty host to march upon Blackfire Pass, clear it of Greenskins and allow trade to flow again. We must send a force of our own to this fight so that when the dwarves triumph and move on we control this end of the pass, and control the trade. Now go, this conversation leaves me most terribly weary.
Diomira is a matronly woman, a member of the order of the Daughters of Rhya. A lifetime of delivering and carrying for children and babies has led to most people looking like callow youths to her eyes. Her years hang on her lightly, her auburn hair showly only the faintest hint of grey and her wrinkles echoing her smile. If she was surprised when you plucked her from her work to serve as your chaplain she shows it not. Though it helps of course that you hardly interfere in her duties.
Barring an early incident where she made it quite clear that you were going to refer to her as "granny" and not "Diomira" you have gotten along with her quite well. You meet with Diomira outside of Akendorf, at the edge of the Forest of Gloom. "You know what I keep hearing from people dearie? Granny when are you rebuilding, or sometimes they say building, the temple? Now I've never really understood the insistence of building a great big building for a god to live in myself. Sigmar may like his grand temple fortresses with gates strong enough to hit an army of goblins with a hammer behind. Morr of course has his gardens. But what temple does Taal or Rhya need but the forest and threshing floor? But it's not really about the gods, people just like to have a place to go on Festag to feel square with the gods and meet with their friends. Now if I was to build a temple to Taal and Rhya, instead of just sprucing up the temple of Sigmar or Garden of Morr, I think I would cut a path through these woods to a beautiful spring fed waterfall not too far in and establish an open air structure for people to gather. Of course I'd have to make sure that no forest goblins got too close to the temple so people could worship in peace. Just a thought dearie."
Actions: (Pick Three)
[] A census of Akendorf
[] Survey the villages of Schulman's former realm
[] Raise taxes
[] The hunt for Schulman's tomb
[] A dream consultation with the priests of Morr
[] Storm the keep
[] Print coins with your face on them
[] Ride around on a very fancy horse
[] Acquire a copy of "The Border Prince"
[] Centralize the Law code under your purview
[] Localize the Law Code
[] Investigating the nearby Princes
[] Opening the mines with corvee labor
[] Opening the mines with explosives of unknown antiquity
[] Attempt to attract dwarven miners
[] Repairing Morr's garden
[] Repairing Sigmar's temple
[] Consecrating the Waterfall
(Mutually Exclusive)
[] Blackfire Pass expedition
[] Starving out the keep
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"
With a resolution to embark upon a military campaign to blackfire pass I must ask for an additional vote that is by no means also partially an attempt to keep a flow of content while I'm busy with papers
who will lead your military force to blackfire pass?
[] yourself of course
[] your wonderful brother Iancu will go in your stead
[] Krorod Goldmight knows how to deal with greenskins (and also how to cook them)
No one is particularly surprised when you declare that you shall lead our forces to blackfire pass personally. Certainly you lack experience leading troops in the field, but it is a rare border prince who trusts anyone besides themselves to lead their armies. Fortunately the preparations for battle are not especially challenging, the size of your forces are not particularly difficult to manage and the battlefield is not truly distant. Krorod takes it upon himself to offer a little advice before you depart, as he will stay behind and watch the keep. "De secret ter fight'n greenskins is every one o' dem 'ates every uvver. keep dat in mind and you'll do or'rit" he says in a whisper that a parody of quiet. "Rad, since you're going off to battle you'll have to look the part. People expect princes to look dashing with a sword, you can't go to war with a shovel. You need armor too, so you don't die. But don't worry I searched the gatehouse's armor and I've picked out the best stuff for you. It's not nice, but I've scrubbed off the rust and it should serve." Armed and armored with a somewhat chipped arming sword and a no longer rusty mail hauberk, you lead your small column of spearmen and crossbowmen to Blackfire Pass, all protectively deployed around the most important unit in your army: the paymaster and his bodyguards. It has often been said that everyone is scared their first time heading into battle. It has also been said that a great horde of greenskins, their large frames bulging with muscles roaring battlecries, is one of the most frightening sights in the Old World. At least in your case you have found neither statement particularly true. Certainly the prospect of your first battle is frightening and certainly a black orc is a frightful creature. But compared to a bony hand suddenly grabbing your arm with unnatural strength just as you reached for its silver necklace? Not that frightening.
When your army arrives at Blackfire Pass the battle is already underway. Two massive dwarven throngs, their gromril glistening in the sunlight, are arrayed at each end of the pass, together representing a mustering of dwarven might hardly seen since the war of vengeance. For its part, the greenskin horde is itself a great host, no less dangerous for being concerned for even goblins will fight like fiends when escape is not an option. For a moment you stand transfixed by the pageantry taking place before you, but then you spot a portion of the greenskin horde breaking off towards a gap in the dwarven lines and you quickly interpose your own forces between the greenskins and their escape. The resulting fight leaves your troops hard pressed, for while the total weight of arms arrayed in the pass is by far against the orcs, your own share of the struggle is far more even if not favorable to the orcs. You yourself wind up in personal struggle with a black orc warrior wielding a great two handed blade, even as many of your spearmen fall to orcish choppas and your crossbow men inflict a heavy toll of losses upon the enemy. Fortunately for the integrity of your skin the black orc proves a poor swordsman unable to inflict a blow and after several blows to the arms falls before you blade. It is a close victory, and your men prove barely unable to slay the enemy's boss, but it is a victory nonetheless. Soon the pressure fades as dwarven arms strike true elsewhere. Before long the battle is over.
In the aftermath of the battle much of the dwarven forces begin to withdraw. Many of the dwarves seem not entirely sure on how to properly respond to the unexpected presence of a human force in the battlefield. Ultimately you are approached by a company of dwarves marching under the runic banners of Barak Varr. Their leader introduces himself as Bronn Grimhelm, Thane of Barak Varr. "Though we both know you did not send your forces out of the goodness of your own heart, if you're seeking to win the respect of the Dawi led well" He pauses and gestures with his arms to demonstrate the pile of orc corpses "Not a terrible way to start manling. You did well to fill that gap as you did, a shame that the boss got away. A single black orc boss can still be a source of great trouble." Bronn pauses again, staring at your equipment. "I don't know if I should be impressed or horrified that you went to war in such Umgak equipment, come to Barak Varr sometime and call upon the hospitality of clan Grimhelm and we'll see if we can't find you something less likely to drive an armorer to tears." You inquire with Bronn about the possibility of acquiring dwarven miners for your lead mines and after a fierce round of haggling you manage to strike a deal without bankrupting yourself. With a nod of respect Bronn takes his leave, and over time so do all the other dwarven throngs, leaving your forces in control of your end of the pass.
You leave what token forces you can spare to keep your holding clear and return to Akendorf where you see clear signs of fighting and are greeted by your brother. "They made a break for it while you were gone Rad, and Krorod and I did our best to stop them. They may have gotten away with most of the gold, but we killed a bunch of them and saved some of it, and hey we have the keep now without needing to storm it so it's not all bad right?"
After restoring order to Akendrof and allowing your men a moment to rest, you soon ride out again to take stock of the four villages that were formerly under the rule of Schulman. For the first three villages this is hardly a difficult endeavor. You arrive with your forces, introduce yourself as the new prince, receive the obedience of the villagers and move on. However at the fourth village you find rough looking Norscans already present and unknown banners flying from its simple watchtower. With your men depleted and already exhausted from earlier battle you decide to pull back for now, leaving the village in other's hands.
Blackfire pass results: Great success
Battle: Close Victory
Dwarven miners result: Major success
Village survey result: Mixed success
Blackfire pass opened
Relationship opened with Barak Varr
Dwarven miners on the way to open mines
Three villages acquired
Contact with other prince
Rebels escaped with most of treasury
On the whole the opening moments of your rule have gone rather well, but there are still no shortage of matters demanding your attention. You still have absolutely no clue how many people live in Akendorf after Schulman's misrule. Another prince has taken a village that ought to be yours by right. The small amount of the treasury you've recovered will not sustain your expenses indefinitely. Your dreams have gotten even more ominous with your nights being dominated by a terrible feeling of being hunted, no one in the whole principality seems to have any idea what tomb Schulman sent multiple expensive expeditions to find. As always your advisors have their own perspectives on what ought to be done and what matters deserve a response.
Malzana has happily moved into the keep's kitchen and is currently stewing beef, bread, carrots and turnips in a cast iron pot. "So you've won a great big battle, your princeliness? Wonderful to hear, wonderful to hear. And you've expanded the realm, which I understand is the type of things that nobles and rulers are always trying to do. Well if you ask me all that good news calls for a celebration. It's almost Pie Week, you know. Nothing brings town and village together like a good festival, and everyone loves pie. People love a Prince that's down to earth you know, maybe you could participate in a pie eating contest, or let people pay to throw pies at you. Goodness, I'd better work making pies so we have enough. Wonderful things pies. You know my grand grandmother's foster sister had a recipe for pie that used cloudberries? Got them all the way from Stromdorf, she did. People really will do all sorts of things for a good pie.
You find your brother in the armory looking somewhat dejected. Seeing you he perks up, or to be more accurate puts on a brave face in front of his brother. "You know I've never killed anyone before today Rad. I drove this sword through the chest of a starving bandit, younger than me. His life faded like that. I've always known life was fragile, how could I not, growing up where we did, but I guess I never realized how much you and mother always used to shield me from things. It was easy Rad, so easy, I think I could do it again." He is silent for a time. "You know...most rulers erect things like statues after their big victories. But we don't have a single sculptor in your whole realm. Maybe we should try and attract some cultured people, see if we can't develop some art. I know it's not practical like a big army but it might help the real kingdoms see us as something more than bandits with delusions of grandeur."
You find Krorod outside of Akendorf, at the edge of the Forest of Gloom, where those keep bandits who got away managed to flee. "Ye knah wha' one o' me mottos 'as always beun boos? "never make an enemy dat yous dun finish off". evun if doz lads in de keep didn't 'uv gold we should 'uv tried ter get dem. but dee got away wi' gold, we should get dem dead fast, before dee spend er lose some. Oo knows wa' might 'appun ter de gold if de goblins get dem, er werse de dwarves. we'd na get it back from dem."
You meet Bratret in his counting house, fiddling with an abacus by the light of tallow candles. "Finances aren't good, but they aren't terrible either" He says gruffely as you enter. "We have enough gold from the treasury to pay our expenses for a little while yet especially since we have less soldiers to pay, but it would be better to make more money than we spend. Now that we've got the mines working again, finding a buyer for our lead ought to bring a profit. With Blackfire pass clear we could start charging a toll to traveling caravans since we control its mouth. Or we could always raise taxes."
You find Fulberto as always reclining in his well appointed offices. He reclines dramatically upon many pillows, periodically grabbing a bunch of grapes from a glazed blue bowl. "Ah Radu my boy, how pleased I am to see you. I'm mostly exceedingly proud of you, you know most newly minted princes don't last even this long. But I have confidence in you, you've always been clever and lucky, two things you'll need. And you have access to my own humble expertise. Now you've started to cement your rule, but until you prove that you're not easy prey you're going to have to deal with other princes seeing if they can't peel away your territory. It's already begun and it's not going to get easier until you send a message you're not to be messed with. Now is the time to start seeing who exactly is your opposition. If you can, finding out who hates who is always an excellent addition. If you know who your enemies need to guard their backs against you can find how to out maneuver them. Now then, have a grape, you're all skin and bones"
You find Diomira calming a small crowd of pilgrims outside the run down temple of Sigmar. Seeing you she says some parting words and takes her leave they shuffle into the temple. "Pilgrims dearie. Now that you've helped open the pass a trickle of people have started shuffling in, seeking to retrace Sigmar's steps. And they're not too happy to see the state of Sigmar's house, and faith in general in this town. It might be a good idea to set up a house to accommodate them, not to mention build or improve a temple or two. Of course these pilgrims aren't the only pious people around. There's supposed to be a monastic order of Morrish Cenobites in the foothills of your lands. It could be worth taking the time to see what they're like. They are your subjects after all. In theory at least.
Actions: (Pick Three)
[] A census of Akendorf
[] Pie Week
[] Raise taxes
[] A trip to Barak Var
[] A tollgate at blackfire pass
[] The hunt for Schulman's tomb
[] Hire more mercenaries
[] Enlist subjects as troops
[] A dream consultation with the priests of Morr
[] Print coins with your face on them
[] Ride around on a very fancy hors
[] Attracting Culture
[] Hunting down the treasury
[] Acquire a copy of "The Border Prince"
[] Centralize the Law code under your purview
[] Localize the Law Code
[] Investigating the nearby Princes
[] Repairing Morr's garden
[] Repairing Sigmar's temple
[] Consecrating the Waterfall
[] A house for the pilgrims
[] In search of the monastery
[] just hang out with your brother for a bit
(mutually exclusive)
[] Selling lead to Barak Varr
[] Selling lead to Averland
Community: 2
Loyalty: 1
Military: 1
Economy: 2
Relations: 2
Divine: 1
Arcane: 0
Culture: 0
Espionage: 0
Stat Scale
1 barely present
2 present
3 noticeable
4 token
5 barely adequate
6 adequate
7 notable
8 "princely"
9 princely
10 stately
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"
You are not a devout Sigmarite, as a Sylvanian you were not raised to honor the foremost god of the Empire with particular reverence, or really to honor him at all. Truthfully speaking you really weren't raised honoring any of the gods, but you are mercifully far from the land of your birth now. Akendorf isn't the Empire of course, but it's very close, and not far from sacred Sigmarite ground. It's not surprising that many of your subjects and the pilgrims you are starting to receive might feel strongly about the state of his temple. Though the building itself is intact, built of stout stone in the fortress-like manner of a way temple, the interior looks like a horde of beastmen rampaged through, pillaging as they went. It seems a certain previous prince, in need of gold to pay for another expedition, stripped all he could find of value from the temples of his town. It is fortunate for you that the building is intact as it is, for it spares the need to quarry stone and find a mason. But restoring the interior to something resembling beauty will still be no easy task considering your utter lack of sculptors. Ultimately you find the grandest warhammer in your armory, gild it, and then suspend it on the altar wall. You replace the windows and pews and soon the temple looks passable if plain. Then your brother gets to work. You're not sure when, why or how, but it seems that he's been studying Tilean art techniques and begins painting a fresco across the walls of the temple. It depicts Sigmar and the men who will be his first elector counts all arrayed for battle on the eve of the Battle of Blackfire Pass. It's actually quite well done and Sigmar is painted at just such an angle that his outstretched arm seems to hold the suspended hammer. Upon closer inspection you notice that Iancu has depicted Sylvania as one of the original elector counties, at the expense of the Drakwald. You think it's probably fine. The pilgrims and your subjects don't seem to mind at least. You're not sure they know their history enough to notice.
It takes you a great deal of time to wrap your head around the concept of "Pie Week". Certainly Malzana seems happy to explain, spending much of the week talking your ear off about Esmerelda, the proper way to prepare a pie, the history of Pie Week and so on. Yet some part of you, the part that considered itself lucky every winter to not need to resort to human flesh, is completely unable to comprehend the idea that there are parts of the Old World with so much abundance that there can be a weeklong holiday dedicated to nothing but eating pie (and washing it down with beer). Fortunately it seems that your comprehension is not particularly required, and indeed your expression of utter bafflement is considered both amusing and somewhat endearing. Some princes try to make their subjects fear them, you instead establish your might by dominating in the pie eating contest. Sadly Krorod decisively beats you in the final round, but many people on the street reassure you that "losing to an Ogre doesn't really count." While it may have taken a week of productivity and a whole lot of wheat it seems your people had a great time, and many villagers made the effort to come to Akendorf for at least one day. As the festival winds to a close you hear people talk about how much they look forward to next year, which you take as a great sign as it means they believe, or at least wish that, you'll make it to next year.
You, Bratret and Fulberto spend the better part of a day ensconced in Fulberto's offices going over the trade agreement you seek to reach with Barak Varr. By the time you have reached something that Bratret is willing to call "Acceptably comprehensive considering we're only dealing in lead", an abacus had shattered, ever wax tablet in the building had been wiped clean and refilled at least ten times and worst of all, at least according to Bratret and Fulberto you had run out of bugmans. Soon the first trade caravans are sent off to the south to trade lead perfect for making shot for dwarven silver. Unfortunately the steady stream of income that you had hoped the trade would provide begins to decline to a trickle as your caravans report attacks and raids from norscan forces of a rival prince. Something will have to be done.
Repairing Sigmar's Temple Result: Mixed Success
Pie Week Result: Major Success
Trade with Barak Varr Result: Minor Failure
Your dreams have only grown worse with time, your nightly slumber dominated with running and hiding and a terrible sense of being hunted. Even in your waking moments something feels wrong now, your palms itch and the hair on the back of your neck is always stood up. Fatigue from lack of rest is taking its toll, many of your advisors, especially Iancu, have expressed concern about how pale and bedraggled you look. Tonight your dreams took the same course they have every night recently. You run through an indistinct and foggy landscape, ducking behind hills and trees, knowing that something terrible is searching for you. This time, exhausted from the effort you collapse behind a cobblestone wall and try to keep the entirety of your body still. Slowly you hear the clanking sound of armored footsteps approaching but your limbs are lead and will not move. Slowly one gauntlet and then the other grasp the wall you hide behind before a head looms above it stares down at you. In the hollow sockets of its boney skull burn two yellow orbs. With no tongue it speaks a language long dead in the mouths of the living. You understand it nonetheless. "FOUND YOU". You wake from your sleep with a jolt.
Actions: (Pick Three)
[] A census of Akendorf
[] Raise taxes
[] A trip to Barak Var
[] A tollgate at blackfire pass
[] The hunt for Schulman's tomb
[] A dream consultation with the priests of Morr
[] Print coins with your face on them
[] Ride around on a very fancy horse
[] Attracting Culture
[] Hunting down the treasury
[] Acquire a copy of "The Border Prince"
[] Centralize the Law code under your purview
[] Localize the Law Code
[] Investigating the nearby Princes
[] Repairing Morr's garden
[] Consecrating the Waterfall
[] A house for the pilgrims
[] In search of the monastery
[] Protect your caravans
[] Counteraid the occupied village
[] just hang out with your brother for a bit
[] Hire more mercenaries
[] Enlist subjects as troops
Community: 2
Loyalty: 2
Military: 1
Economy: 2
Relations: 2
Divine: 2
Arcane: 0
Culture: 0
Espionage: 0
Stat Scale
1 barely present
2 present
3 noticeable
4 token
5 barely adequate
6 adequate
7 notable
8 "princely"
9 princely
10 stately
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"
If you are to fulfill your obligations to the hold of Barak Varr and exchange your lead for dwarven silver, you cannot continue to tolerate Norscan raids upon your caravans. Considering your lack of knowledge of your opponent's forces and the relative sparsity of your own troops you elect, rather than spreading your military dangerously thin protecting many small caravans to concentrate your forces on a singular, large caravan. To lead this expedition you send Krorod, trusting his expertise with overland caravans and mercharies (and also that he cannot eat the lead). The better part of your military force goes with him, Swordsmen from Estilea, Crossbowmen from Tilea, Outriders from the Empire. As you watch them depart you feel confident that they will prove more than capable of defending your trade goods from light norscan raids, and whatever the Norscans might be capable of bringing to bear. This confidence turns out to be ill founded as the tattered remains of your mercenaries return lead by a badly wounded Krorod, whose massive body is covered with severe burns.
He manages to cough out "Thought it wuz go'n ter be an easy peasy battle, de norscans drew themselves up fe a laughin pitch battle so we did de same. dun their ranks parted and their leader, called 'imself grand warchief kraki sigewinesson stepped forward. ay thought "wonderful, we get to win a fight and kill de prince. but dun 'e pulled out this creepy terme and started ter chant. next th'n we kun de sky's opened up and its rain'n fire. I mean i've seun a firebelly throwin' magic around and i've seun volcanos but this wuz nasty magic, de fire didn't stop, juss didn't stop bn'n. de lads shattied every which way and dun de norscans charged. ay rallied as a gewd couple as ay could and got outi thuz. sorry 'bout dat boss." before falling unconscious. Hastily you call for a Shallyan to treat the wounded. The bad news is only exacerbated by word sent from the dwarves of Barak Varr. Your continued failure to fulfil the trade agreed upon has overtaxed the patience of the Dawi. The deal is off.
Still not all news is poor. Your attempts to enlist new forces among your subjects bears fertile fruit. Without proper knowledge of how many subjects you actually have you quickly abandon the idea of calling upon levies or attempting conscription. Instead of force you draw upon two of the other great levers of human activity: fear and money. Though the wages you promise are hardly generous in the borderlands, a steady source of income is nothing to scoff at, and a military career is not significantly more dangerous than anything else. And for folk of imperial extraction, the specter of a horde of norscans led by a foul sorcerer is a potent symbol to drive men to take up arms and rally to banners.
Amid all these efforts you make time to visit the garden of Morr. Unlike the Temple of Sigmar it shows no sign of ravenging and looting but clearly shows the inherent wear borne from prolonged neglect. Manfred Schubert, the highest ranking priest of Morr in Akendorf, meets you in a humble cottage inside the garden's grounds. The drawing room is lit by flickering lanterns and far colder than it has any natural reason to be. On a simple wooden table lies a Morr dial, and at your arrival Manfred begins to light various braziers of incense throughout the cottage, filling the air with a cloying scent. "Morr is god of dreams and prophecy, not just the dead you know. Tell me of your dreams then boy" The old man is pale and gaunt but with a kind smile. Slowly, with increasing openness you relate the nature of your dreams of late. As you explain his smile fades. "Robbed any graves in your life then boy? Don't fear to answer, Morr may frown upon those that disturb the dead, but what could I do you? Call your guards upon you?" He laughs bitterly. "Besides, what is coming is far worse than anything I could arrange with my own humble resources. You have awoken a wight boy, and filled it with terrible anger. It has been hunting you, it has been coming for you, and being dead it will never, ever stop. It is very very close now. Armor will do you no good against it. You could use your army against it, but I do not know if it will stay dead if killed in a way that does not satisfy it. But then again locking blades with an ancient hero of the Empire one on one is a course of action that is truly reckless. Good luck" With that he ushers you out of his garden and shuts the gates in your face with a definitive slam.
Protect Caravans: Critical Failure
Recruit Subjects : Great Success
Dream consolation: Minor Success
There comes a time in every prince's reign where he faces setbacks, where fortune does not smile upon him. The truest measure of a ruler is not his luck but how he deals with it. At least that's what you tell yourself. The good news is the loss of income from the failed trade has been made up for by the loss of expenses in the death of much of your mercenary force. Your newly raised forces mean that your military has not collapsed and indeed is in some sense stronger. It's larger at least, time will tell if quality has slipped. You get the feeling that you have come to a deciding point. If you survive the threats now in front of you none will doubt that you are at last established. But that's a big if. Still you're clever and lucky and you're not alone. Maybe you can find a way to handle this wight, maybe you can find a way to handle a rival prince with a norscan army and powerful magic. Maybe your advisors have something useful to say.
Malzana as usual is cooking when you arrive, mixing bread crumbs, egg yolk, cheese and butter in an iron bowl while toasting bread over the fire on a poker. "I told you about pie week. Never fails to lift people's spirits. If I'm telling you the truth, your princeliness, the secret about pie week and there is no pie week. Esmeralda does not have a set festival, but when people's spirits are low? Hey! It's pie week! Never fails. Now then, you know you've raised a lot of people to be your soldiers but in doing so you're drawing away fighting age people from their homes. If you ask me you ought to stand down some of those troops, let them form the core of local militias. Then they can defend their own homes. Sure it'll shrink your forces but it will make people safer and hey if you don't need to send your troops to protect people the force is really smaller.?"
You find your beloved brother Iancu in the Temple of Sigmar on a Wellentag evening, when the temple is all but empty, gazing in satisfaction at his own work. "Not bad eh rad? You know I think that the fresco is going to be the art form of our age. I mean mosaics are nice but frescos? Frescos really show the spirit of this modern age. I mean the Empire is united again, chaos is defeated forever, it's really a new age." But then his good mood fades. "You know I've been thinking. People can labor ages to make a work of art, or parents can labor ages to raise a child, and it all can be gone in a moment. Do you think that the sword is mightier than the paintbrush? Death is always so terribly close. I mean look at Krorod it was just a moment ago he was leading a big army now he's terribly wounded and the army is gone. All gone like that. Maybe we should get a wizard of our own. Maybe some of those magisters from the Empire might be willing to come help us. I mean we're not part of the Empire but evil norscans throwing massive firestorms around ought to be the kind of thing they care about, right? Alternatively maybe we start looking into getting a spy network. I mean if we knew that he was a wizard we could have been prepared for it. And no wizard can cast when there's a knife in the small of his back." Iancu seems suddenly embarrassed. "Or at least so I've heard"
A veteran of countless battles and a notable example of a mighty people, it takes a great deal to leave Krorod Goldmight at death's door. But a great deal was provided courtesy of a Norscan sorcerer and now when you meet with Krorod it is at the temple of Shallya where three beds have been lashed together to accommodate his frame. In one of his moments of consciousness he offers you his advice on the present situation. " I've beun think'n. dat battle wuz bad luck, real bad luck. now in all me career as a maneati i've known bags o' generals oo'd pay more than its weight o' gold ter recover an empty paychest a foe 'ad capted. it wasn't about de money it wuz about de symbol o' th'n. us paychests wuz stolun and we've done nowt about it. ay think we've beun cursed. dun know by oo dough. do yous 'umans 'uv a mercenary god?" He wheezes out from charred lungs. Then the sisters adminters to him a great jug of milk of the poppy and he fades off to sleep.
Bratret meets you atop the main gate to the city. He points out at the horizon towards blackfire pass. "There's money to be made in that pass manling. Oh, certainly a toll gate could be the most lucrative, but there's dangers there, it could be a challenge to other princes or even the lords of Averland might decide to object. We could also start trading with Averland, they're a prosperous enough people. If these pilgrims keep coming here to retrace Sigmar's steps we could always try and make money off them. The sun's rotted their fool heads, I'm sure parting them from some gold wouldn't be too hard."
You find Fulberto, as always, in his sumptuous chambers. You can tell that he is greatly distrubed for he is dining upon nothing more ornate than bread and water. "Radu my boy this is a disaster! Just as we've won good will with the dwarves by the strength of our arms, the weakness of our arms have lost us it. The dwarves have long memories and they remember slights far more than good turns you know. But worry not! I have a plan to put us back in their good books and keep us out of their other books if you know what I mean. At blackfire pass the orc boss got away despite your best efforts. His name is Crargig Facegouga, and he's still active in this area. The dwarves want his head and they want it bad. Nothing says "I'm sorry" to a dwarf like the gift of dead black orcs, not to mention it'll show that we aren't weak after all.
You encounter Diomira on her way to the Shallyan hospice, carrying an armload of handspun bandages. "I can't talk long dearie, I'm no Shallyan but I know my way around a needle and thread and I'm not squeamish. I must say though what on earth did you say to dear Manfred to get him so upset? He's such a kind man, I've rarely seen him so angry? Whatever you did it might not be a bad idea to try and make amends if you want to get back on his good side. He does so love that garden, its current state breaks his heart.
Actions: (Pick Three)
[] A census of Akendorf
[] Raise taxes
[] A tollgate at blackfire pass
[] The hunt for Schulman's tomb
[] Print coins with your face on them
[] Ride around on a very fancy horse
[] Attracting Culture
[] Hunting down the treasury
[] Acquire a copy of "The Border Prince"
[] Centralize the Law code under your purview
[] Localize the Law Code
[] Investigating the nearby Princes
[] Repairing Morr's garden
[] Consecrating the Waterfall
[] A house for the pilgrims
[] In search of the monastery
[] Counteraid the occupied village
[] just hang out with your brother for a bit
[] Hire more mercenaries
[] Create local militias
[] Sell Lead to Averland
[] Collect donations from the pilgrims
[] Find Crargig Facegouga
[] Attract a wizard from the Empire
[] Try and hire a spy/assassin
[] Drill your new troops with what remains of your old
Dealing with the Wight (Pick one action)
[] Train for the duel of your life
[] Prepare your soldiers for the frightening visage of the dead
[] Screw this stupid prince buisness, grab as much gold as you can and get on a ship to Lustria
[] Try and get some undead fighting experts/heros/useful idiots to save you
Community: 2
Loyalty: 3
Military: 3
Economy: 1
Relations: 1
Divine: 2
Arcane: 0
Culture: 0
Espionage: 0
Stat Scale
1 barely present
2 present
3 noticeable
4 token
5 barely adequate
6 adequate
7 notable
8 "princely"
9 princely
10 stately
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"
Iancu's suggestion of hiring a spy or assassin of some sort seems like a good plan. After all a prince is really only as powerful as his ability to find out who his enemies are and have them killed. Of course neither such professionals tend to publicly advertise their services even in such a lawless land. However when you mention such difficulties to your brother he just smiles, taps the side of his nose conspiratorially and assures you he'll "take care of it". This does a remarkably poor job of reassuring you. Of course given the current situation you have so many things to worry about and decide on that before long you've allowed your brother's self appointed quest to slip from your mind. It is then something of a surprise to you when your brother tells you to meet him behind the temple of Sigmar in the evening. It is even more of a surprise when you suddenly out of nowhere find yourself with a knife to your throat by an unknown assailant. Fortunately, your imminent demise is prevented by our brother yelling "Tethur NO!" in a panicked voice. Spun around and released you find yourself facing a very embarrassed looking Iancu and a tall, lithe, figure in black robes and a bone mask. "No Tethur, this isn't the target, it's the boss." Without a word 'Tethur' sheaths his knives and returns to a passive stance, nodding at you once. Iancu shrugs, and then turns to you with a smile. "I told you I'd take care of it didn't I? Meet Tethur Voidgrip, the best damn assassin in the Border Princes, if not the Old World. I told you I'd take care of it and I did. Oh and don't worry about payment, I took care of that too." Iancu once again taps the side of his nose, and refuses to elaborate when pressed for explanation.
Attempts to find a wizard to serve as a retainer solve themselves as an orange haired and bearded gentleman arrives at the gates of your keep and introduces himself as Magister Gismondo Faehrmann, of the Bright Order. You begin to express confusion at a wizard arriving before you'd even sent a letter to the colleges of magics. Faerhrmann cuts you off, he did not come at your request, he does not know what's going on and he most assuredly does not work for you, being a loyal subject of Emperor Magnus. He was merely in the general area, sensed a massive amount of Aqshy being channeled and came to investigate. After providing the explanation he demands Faerhmann grunts and informs you he will stick around to help resolve the situation, as "rogue Norscan fire sorcerers on the borders of the Empire will not do". But after that he will depart to continue to fulfill his duties.
Attempts to have your seasoned veteran mercenaries drill your freshly recruited levies, while a reasonable course of action, go poorly. The Mercenaries resent being effectively told to train their replacements and the lack of experience that they are forced to deal with. The levies for their part resent the Merchants higher rates of pay, poor attitudes and general disdain. While the antipathy never boils over into outright disorder, neither does it go particularly well. At the very least all your men are fully proficient in Tilean curses and many now know how to say "My rate has gone up" in multiple languages.
You resolve to take on the approaching wight yourself, not trusting any other's reliability when facing blades wielded by the walking dead. You spend many hours sparring and training, and while you've never been a great swordsman you're by no means incomptent either. Against a wight blade armor will be of little use so you choose not to waste time learning how to move in heavy army, trusting instead the familiarity of your old adventuring leathers. It's hard to say if it worked before the moment of truth, but you feel confident that you go into battle, that you're as proficient with a blade as you've ever been and that you won't rout at the sight of the dead.
The Wight arrives at your gates as dusk is falling, and waving away your guards you go outside to meet him. "So the cowardly thief comes to face retribution at last?" utters the wight in the gravely whisper of a long dead throat. "A thief perhaps, but never a coward. You quarrel with me, not my subjects". With this you draw yourself up into a duelist's pose. The Wight gives a cruel approximation of a laugh. "A kingly utterance. So the brave thief learns the burden of rule? It is the chieftains lot to be the first blade of his people. You have grown wise, but not wise enough to choose not to befoul the tomb of King Kruger of the Taleutens. But enough talk, have at thee, prove that there is worth to your life" With this the undying king draws forth his ancient dwarfwork blade and strikes. Your attempt to parry is too slow and his sword cuts deep into your chest. You have some satisfaction to see the flicker of surprise in the burning eye sockets of King Kruger when you stay on your feet and even strike back. A dead man feels no pain, so you cannot truly tell how truly your blow was struck, but from the crunch of bone it was no glancing hit. This time you manage to parry the Kruger's blow, but so too is your blow parried. "Not bad Fennone, I had hardly expected you to last this long." says the wight, his undying frame feeling no fatigue, as you are too busy catching your breath to engage in mid battle taunts. His next blow you move to parry only to find it a feint, and the last thing you see is a gromril pommel approaching your face at great speed before the world goes black.
When you come too, you find yourself in the temple of Shallya, your brother looking extremely worried over your bedside. Seeing you stir brings obvious relief to his face. "Rad you're okay, when I saw that wight sheath his blade and depart I feared the worst. I'm so glad you're alive." When you ask how badly you were wounded, Iancu looks uncomfortable and avoids giving a direct answer. "Well the sisters said you're lucky to be alive, and well uh, eyepatches look really handsome on you."
Assassin, crit success
Wizard, major success
Drill, mixed success
Training, great success
Duel: Defeat
You have little time to meet with your advisors as you recover from your wounds. Iancu has appointed himself guardian of who is important enough to meet with you and is often sparring with your time as you "need to rest and heal". Periodically he briefs you on the state of your princedom. You have enough reserves to sustain your current rate of expenditure for a while yet, despite your defeat your territory has shown no sign of disloyalty and the norscans so far have only probed and have shown no sign of launching a definitive offensive to follow up their victory. Late one evening he visits you accompanied by a knight armored in full plate you have never seen before. His coat of arms is Sable with a dragon holding a Fleur de Lys, both colored Or. With a bow he introduces himself as Roland d'Clary, knight of Bretonnia. As you turn to Iancu, he sees the obvious confusion on your face and explains. "Krorod Goldmight died last night, which means we need a new Marshall. Sir d'Clary was visiting and had heard about your duel with the Wight and offered his services. We don't really have anyone better so I figured we take him up on it." d"Clary raises his visor's viewplate and offers you a smile. "Yes this is so. I am sworn to face perilous foes and danger, and the only such things in Bretonnia as of late are the armies of Magnus, and cannons and gunpowder are hardly worthy foes for a chivalrous man. Here seems to hold much better opportunities for worthy foes of my blade, a wight, an evil sorcerer who knows what else. If I'm staying I may as well offer my advice on how to fight a war. Maybe I can teach you a thing or two about swordsmanship as well, you clearly do not lack courage but….." he gestures at your now crippled left eye….. "Your execution could use some work." He laughs. "It seems to me that you have two natural courses of action. One could attempt to discover more about your fellow princes and craft some sort of coalition. After all, a norscan sorcerer is hardly a threat to just you. However this does not establish your strength, and in a coalition you can never be sure who wins the spoils. The other option is to attack. Cowering behind your castle walls cedes the initiative, you can be sure that if your enemy was ready to inflict a finishing blow he would have done so by now. Do not wait to allow him to get ready to finish you off. Take advantage of whatever is distracting him and strike first, regain the initiative and show your strength. I recommend first taking the village he has stolen from your fief and forcing him to respond. Make him come to you, and choose the site of the battlefield. Invincibility lies in the offensive, the possibility of defeat lies in the defense. "
Actions: (Pick Three)
[] A census of Akendorf
[] Raise taxes
[] A tollgate at blackfire pass
[] The hunt for Schulman's tomb
[] Print coins with your face on them
[] Ride around on a very fancy horse
[] Attracting Culture
[] Hunting down the treasury
[] Acquire a copy of "The Border Prince"
[] Centralize the Law code under your purview
[] Localize the Law Code
[] Use your assassin to get info on the other princes
[] Use your assassin as an assassin
[] Repairing Morr's garden
[] Consecrating the Waterfall
[] A house for the pilgrims
[] In search of the monastery
[] Counterattack the occupied village
[] just hang out with your brother for a bit
[] Hire more mercenaries
[] Create local militias
[] Sell Lead to Averland
[] Collect donations from the pilgrims
[] Find Crargig Facegouga
[] Train Swordsmanship with Roland
[] Try and find what what happened with the Wight
Plans to deal with Norscans (Pick one)
[] Mount an offensive and hope to force a field battle of your choosing
[] Attempt to create a coalition of princes to crush the sorcerer
[] Dig in and prepare for a siege, your walls are strong
Community: 2
Loyalty: 3
Military: 3
Economy: 1
Relations: 1
Divine: 2
Arcane: 1
Culture: 0
Espionage: 2
Stat Scale
1 barely present
2 present
3 noticeable
4 token
5 barely adequate
6 adequate
7 notable
8 "princely"
9 princely
10 stately
Community, The well being of your subjects and their number
Loyalty, The investment of your subjects in your reign and their confidence it will last
Military, The size, strength and quality of your forces
Economy, The amount of wealth produced and your ability to extract it
Relations, Your knowledge of foreign realms and ability to interact with them
Divine, Knowledge of the gods and organization of faith
Arcane, Presence of magic and attitudes towards it
Culture, State of the arts, and perception of your realm
Espionage, Ability to find information and solve "problems"