Written by the Victors (Warhammer Fantasy)

A Refreshing Cleansing
A Refreshing Cleansing
For those who never have seen a Necromancer work towards a humanitarian goal, what they saw right in front of them defies belief. Nevertheless one cannot deny the unnerving synchronistic movements of the undead working hand in hand like a macabre clock. Some skeleton's hands were stained by moss and bark colors from their scraping and clearing of trees, others were more darkened by the earth from digging through the muck and soil of bugs and other unpleasantries as they had laid the groundwork of stone and pipes. If one were to take notice, the haunting sounds and sights of Hex Wraiths were in the periphery, phasing through the forests and undergrowth, looking for trespassers who would dark interrupt the vital duties of their masters and compatriots. And at the center of this orchestra of bone works were none other than the state sanctioned necromancers. Some stood, others leaned hard on their gnarled staffs adorned with fetishes and charms, all focused towards their current goals. The council had determined that improving the lives of the newcomers is necessary or else the state would lose necessary land and manpower needed to expand border and prepare against rival Border Princes. Those necromancers who weren't preoccupied with the hygiene works in the new territories, were busy ordering the skeleton legions to till soils for state owned farms and grain reserves to feed the growing masses.

Despite the typical view of a necromancer lazing on their throne whilst their armies conquer the lands for them, the finer points of commanding the undead requires more finesse, more control over death, and in turn, more exposure to Dhar. Dhar, the ever present malignance within the world, corrupting all that it touches and driving one mad, a poison of the mind, body and soul.

Now Necromancy in of itself doesn't necessarily drive one to madness, but improper and abuse of necromantic energies are often the causes of megalomania. These necromancers often then find themselves amongst more forbidden and tainted lores, ultimately finding themselves on a self destructive past until some larger power inevitably destroys them at a moment of weakness. But the Republic does contain a noted difference between those wannabe world conquerors, a healthy care and community. For those unfortunate souls, it is often the isolation and lack of a support network that dooms them just as much as the overexposures to tainted winds.

Take for instance, this one average agent of the republic, just finished with their shift of building the new bathhouse for the new territories. She was quite tired, her eyes had circles around them and even a casual passerby could see her fingers growing withered like dying twigs. If she was alone, she may have pushed her limits, trying to draw deeper from the winds, tempted by just a little more and all they wanted shall be better. And truth be told, she may just have thought those same thoughts. But she wasn't alone, and was instructed to take time off. The skeletons went limp, and soon after rose again, as if nothing had changed and work still needed to be done.

An ounce of prevention is worth a pound of cure was coined by many housewives of the Empire and beyond, but what of those cases where the cure is needed? For the necromancer agent of the Republic, told to take a sabbatical until she removed the excess Dhar from her body, the cure was not a pleasant experience. In a remote part of the Republic territories, far from the prying eyes of citizens, rogue states, goblins or worse, the necromancer works to cleanse herself. Cloth bags were unfurled revealing spices and herbal roots, languages that were not meant for unwanted visitors were hummed, and ritual bathings had begun. Removing poison from oneself is never easy, and for her, it was not just a poison like rotten food, but as if something was clinging onto her very soul, like a tick engorging itself upon her very being. She had took a knife, a bowl, a pestle, and begun her bleeding.

While she was gritting her teeth and focusing her efforts on these cleansing actions to keep her body, mind and soul focused and tranquil, her fellow of the necromantic arts kept a far eye out for their sister member. In truth while this is only a minute trace of corruption, all knew the consequences of leaving Dhar corruption unchecked, and what that would mean for the fledgling Republic. Mass Panic, family turning upon one another and an unwritten scar upon the lands that will be conquered and reconquered as it had been for countless moons. For now all they could do is step in if assistance was required and wait for their sister to conclude their endeavor.

The necromancer felt the Dhar seep out of her body like poisoned sap from a vine. Bit by bit, day by day, from rest and constant meditation of her goals, her mission to the republic and family, her body while exhausted, felt more at peace. While this could be said for her, her surroundings could not say the same.

The clearing, the air, the plants, the soil, even the winds themselves upon the final release of Dhar, died a little. For a brief flash of existence, all that was felt as if a blanket of wrongness had clunk to the world like smog, only to slowly fade away into the breeze.

The others had decided to step in, well those who could afford to stay, for there was much work to do, crops to farm and public works to cement the new people's desire to remain as citizens of the Republic.

As for the newly cleansed necromancer, she was able to sleep well, for the first time in a while. Not to say nightmares of the sort, at this dosage the worst would be impulsive and poor decision making. There was still much to do, many people to defend and foes to face for the right to continue existing. But for now she was able to savor the prospect of a warm bed instead of the cold ground.
 
IDK why it's not alread- Oh okay it is canon now, a threadmark might help though unless that's simply not showing from a lack of me refreshing the page.
 
Turn 14
Turn 14

You have 7 Resource Dice to spend between various actions. 1 is locked on building the Temple. You have 6 dice to freely distribute.

Legislative Directive: Quality of Life improvements


Diplomacy

[] Attempt to talk to Baron Cauldin
[] Attempt to talk to Archbaron Boris
[] Attempt to talk to King Isaac or Queen Sarah
[] Attempt to talk to Thane Josef Okrisson
[] Attempt to talk to Archwizard Pierre

[] Attempt to sow discord between two of the nearby princes
-[] Write in two

[] Investigate one of the nearby princes
-[] Write in who

[] Talk to Dante across the river
[] Build Merchant Connections
[] Send out Agitators
[] Try to buy Warpstone

[] Attempt to hire a Light Wizard.
[] Attempt to get books on Light Magic.


Public Works

[] Build More Libraries
[] Build More Bathhouses
[] Buy technical manuals for libraries
-[] Crafts
-[] Science
-[] Merchant
[] Survey for resources
[] Improve farmland
[] Set up new Skeleton Plantations
[x] Build Temple to Ranald and Shallya Locked In.


Magic

[] Create Reference Tome "Third Principles of Necromancy"
[] Train Necromancers
[] Magical Panoply: Sinfi pt 2
[] Magical Panoply: Moti pt 2
[] Make Warpstone (Warning: Dangerous)
[] The Riddle of Gromril
(Requires one die, costs 1 Warpstone per turn, locks die in until action completes or runs out of warpstone. Progress decays if left fallow)


Judicial Services

[] Compile Law
[] Promulgate laws
[] Train More Arbitrators

Martial

[] Scout surroundings.
[] Outfit a Skeleton Legion
[] Outfit a Crossbow Skeleton Legion
[] Outfit Black Knights
[] Raid Blue Tooth Goblins
[] Improve Walls around Halomik Town
[] Engage in counter-raiding
[] Attack a nearby prince in force
-[] Write in prince.
[] Help a nearby prince defend their land.
-[] Write in prince.

To encourage discussion there will be a 1 hour moratorium on voting.

Prestige: Who?
Territory: Minor Barony
Population: Rounding Error
Manpower: Undead Legions
Infamy: Extreme
Food: Solid Surplus

Warpstone Supply: 0
 
Last edited:
Since people want better QL, we should probably improve libraries. Or build more of them. That's QL, right?
 
Yes. Build more will give your most recently joined up citizens libraries as well, and getting more books will help them find interesting ways to spend their time.
K, then we should dedicate at least 1-2 actions to building new libraries, and 1-2 actions on expanding them. Crafts would probably be the most relevant to our people.
 
[] Build More Libraries
[] Buy technical manuals for libraries
-[] Crafts
[] Scout surroundings.
[] As the Morrites are kind enough to be placing themselves out in public in our territories preaching against undeath, oblige them by introducing them to the pleasures thereof via sword and bow.
[] Try to buy Warpstone
[] Talk to Dante across the river

Thoughts?
 
Killing the priests won't help us win the diplo war. Or rather, given winning isn't a strong possibility killing the priest will auto lose us the diplo war.

A counter propaganda campaign would be more efficient and more effective at counteracting the priests activities. Domestic propaganda for our own citizens and taking diplo actions for other states.
 
IMO, we should let material conditions speak for themselves. Words matter little compared to prosperity.
 
I'm more interested in dealing with the priests so Pierre doesn't have their support when we go take his head.
 
[] Build More Libraries
[] Buy technical manuals for libraries
-[] Crafts
[] Scout surroundings.
[] Try to buy Warpstone
[] Talk to Dante across the river
[] Attempt to hire a Light Wizard.
 
These three i am sure about wanting for this turn:
[] Build More Libraries
[] Buy technical manuals for libraries
-[] Crafts
To advance our Legislative Directive
[] Try to buy Warpstone
As it is guaranteed to succeed

[] Attack a nearby prince in force x2
-[]Archwizard Pierre
Risky but allowing a wizard that hates us build-up is a danger as well.
[] Outfit Black Knights
And train some more troops for the fight
 
Is anyone else in favor of being ambitious and contacting more of our neighbors(no I don't care which, most hate us ewually) in attempts to improve relations? I mean the only way to go from rock bottom is up right?
Well actually the dwarves don't hate us so I mean anyone else.
I'm keen on Isaac and sarah if nothing else the audacity/ daring of it might catch them flat footed, no?

Also of course trying to turn anyone we can against Pierre?

I'm nuetral on everything else to be honest with maybe the exception that of investing in scientific works for the sake of hopefully making better fertilizers and or explosives but hopefully both in the future.

Militarily I'm fine with attacking Pierre and would prefer if we rely on prowess over numbers but otherwise am not very decided.
 
We really need to Survey for Resources. Getting worthwhile local supplies of other raw materials besides agricultural products is rather important.
 
Question. When can we professionally trained most of our citizens to be scary as fuck Specialist.

Skeleton Could be the frontline brawl while living meatbag could be Cav, sharpshooter and other nasty specialist.
 
Last edited:
The Archwizard has also been having his Morrite friends making the rounds about his territory, preaching the evils of necromancy and necromancers. Beyond that, he has been making repeated overtures to the lords near you. He already has a mutual defense pact against you with Cauldin, and the two are working to get the others into an offensive alliance against you.
Something to remember from last turn. I think along with improving QoL, we need to do something to break up or foil this alliance.
 
I know the moratorium is over but I don't plan on rushing things.
Does anyone have any feedback on this plan?

Plan: High Quality Bonemeal Production
[] Attempt to sow discord between two of the nearby princes
-Pierre and Whomever is most enamored with him.
[] Improve farmland
[] Make Warpstone (Warning: Dangerous)
[] The Riddle of Gromril
[] Train More Arbitrators
[] Engage in counter-raiding
 
Back
Top