Tuesday, October 31, 2023

Item highlight: Ancient elven rune sword (UPDATED)

 


This ancient blade was created by elves and dwarfs in the time before the War of the Beard for use by the Phoenix King's guard. It's made from an unknown alloy (probably involving mixing gromnil and other metals, curiously including copper) and inscribed with numerous runes (12 in number, although the number of power combinations is probably lower). 

At some point, the blade ended up in the hands of a minor line of Reikland nobility and received a new hilt and guard, making it look like an Empire knight's blade to the uninitiated. Wigmar recovered it from the undead remains of a knight in the Barren Hills. He later had it rehilted in Parravon; it now looks very much like a Bretonnian longsword. 

For a time, Wigmar imagined it might be the lost Runefang of Solland, but after consulting with the remaining rune masters of Karak Azgarz, this was proven wrong. Its forging predates the Empire by thousands of years. The blade is so old the runes used are from a time before the dwarves standardized their rune magic (some would say the runes look a bit elvish), and the masters cannot for certain say what the blade's powers are.

Update 1: After the battle of Brass Keep, the runes will sometimes light up, seemingly of their own volition. This includes some combinations that haven't been active before.

Update 2: According to Alaric the Mad (or the madman pretending to be him), the runes are proto-Khazalid, but the language is Elvish. This explains why other rune masters don't understand shit - they don't know the language OR the runes. Moreover, each rune is NOT a complete rune of power. Instead, combinations of runes make up individual runes of power (this sword was made before the runes of power were perfected). No wonder the sword's inscriptions have been hard to interpret! 

It's also interesting because the sword would seem to violate the Rule of Three, which states that any item can have a maximum of THREE runes of power. It's also unclear how this relates to the Rule of Pride; the same combination of runes can never be inscribed on more than one item.

Powers: The blade is magical (curiously, it radiates very little magic when examined) and of premium quality, doing +2 damage and granting a +10% bonus to WS when wielded. 

  • Rune of Illumination: The blade can be made to emit magical light at will (10 yards brightly lit, 10 additional yards dimly lit). 
  • Rune of Banishing: Any daemon or other otherworldly creature damaged by the blade must make a WP test or be banished. This rune has also proven effective at banishing daemons possessing physical hosts, although the exact process isn't known.
  • Rune of Annulment (?): Alaric isn't entirely sure yet, but it looks like when this rune is active, the blade sucks in magical energy, making spellcasting in the vicinity (even for the wielder) much harder, if not outright impossible. The runes glowing at random could be the sword eating magic. It's a theory, anyway.


Sunday, October 29, 2023

Economic potential and military power of the Imperial Provinces (2500 IC)


Humans killing humans

Overview of the economy and militaries of the Imperial provinces. The Reikalnd is the most powerful and prosperous by a good margin. Wissenland and Talabecland follow not too far after, with Middenland and Averland barely making it into that second tier. Stirland and Ostland are further behind in development. There rest of the provinces are even less developed (The Moot is an oddity).

This information should be known to Wigmar. The number is for comparison purposes; it is, of course, not a value known in-universe.

Reikland [Altdorf] (47): The most heavily populated and civilized province. Access to the River Reik. Many secondary rivers and canals. Extensive trade with other provinces and foreign countries. Most important, however, is the culture of money-making that permeates Reikland society. From highborn to the poor, it's all about making money, closing one more deal, and striking rich.

Reikland has large armies, more than any other province, but these are a combination of Imperial regiments and feudal armies. The Reikland has begun the transition to gunpowder. Reikland artillery, for example, is quite good, but there are plenty of older forms of troops too. Pike, halberds, greatswords, crossbowmen, and more. Gun-armed infantry operates alongside all of this, but not in battalion-sized formations such as is found in Wissenland.

Wissenland [Nuln] (39): Wissenland is a well-developed province (except the southernmost areas of old Solland, which are still lightly populated and semi-desolate), centered around Nuln, the second largest city in the Empire. Trade and culture are booming, and the transition to gun and powder promises to make the city even richer.

Wissenland has the most hand gunners and the most artillery of any province. It's hard to say why Nuln is so obsessed with gunpowder, but it could be because they love the sciences and don't put much stock in magic. At any rate, the Elector-Countess is said to have six or more regiments of musket-armed infantry backed by mobile artillery and (admittedly second-rate) cavalry. The Nuln siege train is something to be feared - and if you want to attack the city, be prepared to face a lot of heavy guns.

Talabecland [Talabheim] (36): Centered on Talabheim, the Empire's third largest city, and well-connected to the great trade rivers, Talabecland is the heart of the central provinces. There is even brisk trade with Kislev, many leagues to the east.

Talabecland has a deep manpower pool and can (and has) field great armies. Their forces are a confused mix of the new and the old, state troops, feudal levies, and mercenaries. Unlike Reikland, there doesn't seem to be any sort of plan to transition from the old to the new. On the other hand, there is a quality in numbers - and Talabecland is wholly surrounded by Imperial provinces, without any external borders or major internal threats. 

Middenland [Middenheim] (30): Middenland is a large and varied province, with the population centers around Middenheim and the two great forest roads. What truly propels Middenland into the top-tier category are the lands around the Reik, especially Carroburg. What holds Middenland back is the lack of river/canal access to the wider Empire.  And then the fact that so much of the province is dense forest.

The state of Middenland's armies is much the same as in Talabecland. A mix of the old and the new, with more new found around Carroburg and less new around Middenheim. Middenland is curiously famous (for a forest realm) for the many orders of knights (heavy cavalry) it can field. While Middenheim has a handful of guns defending the walls (which aren't really needed), it's only around Carroburg that field artillery is catching on.

Averland [Averheim] (28): Averland is a fertile, prosperous province but remains largely rural and somewhat traditional-minded. Secondary access to the Reik by way of Nuln. Trade ties to remaining dwarf cities in the World's Edge Mountains and the South by way of the Black Fire Pass.

Averland's forces are rather traditional. Guns are present, but not in large numbers. Instead, Averland tends to employ lots of Tilean mercenaries for missile troops. Artillery is almost exclusively dwarf mercenaries, as Nuln has thus far refused to sell any guns to Averheim. Averland has the best heavy cavalry in the Empire. Averland pikes are also disciplined (and numerous). 

Stirland [Würtbad] (23): This vast province is similar to Averland but more remote, less modern, and generally isolated. Secondary access to the Reik by way of Kemperbad. Note that Stirland includes Sylvania; there is no such thing as an independent land of undead in this campaign!

Stirland's military is not modern at all. It has many of the failings of Averland but few of its strengths. About the only positive things are the Stirland militia - tough, resourceful, and damnably hard to break - and the Elector-Count's professional "Black Guard" based around Würtbad.

Ostland [Wolfenburg] (20): Ostland is potentially a rich realm, but it is physically remote and not as well-connected to the rest of the world as many other provinces. Still, there is a brisk trade with Talabheim (somewhat hampered by mutual animosity) and Kislev. Ostland also has to watch its borders, both external and internal, which are often troubled by enemies.

Ostland has some excellent light and heavy cavalry (hussars) but also relies heavily on mercenaries. This has brought many new impulses to the province over recent years, and the Elector-Count is trying to build up some musket-armed infantry and some artillery batteries. 

Hochland [Hergig] (16): The smallest Imperial province is also covered with forests and mountains, but the province is rich in resources and better developed than you'd think. Hochland is well-connected to the Empire's trade network by way of Talabheim.

Hochland is famous for its disciplined pike and halberd infantry, as well as its gun-armed skirmishes using the infamous Hochland long rifle. While there are no better gunners, and they are perfect for defending the valleys and passes of Hochland, they lack the numbers to be a decisive factor in open battle. Hochland artillery is nothing special except for their so-called "mountain guns," which are 2-4 pound guns specifically made to be mobile enough to be carried by donkeys (or even soldiers) over rough terrain. Hochland cavalry is not a factor.

Ostermark [Essen] (14): Ostermark is less developed than eastern and central provinces, but it's not a wasteland. Indeed, Ostermark enjoys rich farmlands and has many natural resources, as well as river access to both Talabheim and Kemperbad and shares a border with Kislev.

Ostermark's military has a lot of wild lands and border areas to contend with. As such, they have excellent scouts and light cavalry, partially inspired by their Kislevite cousins to the north. Other than that, their forces are nothing to write home about from a battlefield perspective. For raiding, scouting, and screening, you can't go wrong with Ostermark mercenaries.

Nordland [Salzenmund] (11): Nordland has a lot of natural resources, especially silver (as long as the mines hold out), salt, and fish (the last two will never run out). There is some trade with Middenheim and Ostland, but roads are poor and dangerous. Sea trade is also an important factor, but Nordland is still quite isolated from the rest of the Empire. If only there was a canal... and a fleet...

Nordland has some famous units, such as the Salzenmund greatswords, but it's Wigmar's new army that's the future.

Mootland [Eicheschatten] (7): The Moot is quite prosperous. While there are definitely poor halflings, it's nothing like the rest of the Empire. Most citizens live long, relatively peaceful lives and reliably get at least 3 meals a day (7 is what they aspire to).

The Moot does have a military, but it's only for self-defense. Units of halfling slingers are sometimes available as mercenaries. It is, however, as scouts (and cooks) halflings excel.

Saturday, October 28, 2023

Nine Princesses for the Crown Prince

 


Finding a good match for Karl-Franz is important because it provides a symbol of continuity and stability (especially if he can get an heir himself). On the other hand, having an unmarried heir has its advantages too...

The woman has to be the correct age, untouched, virtuous, healthy, etc. Religion is also a consideration; a Reikland Emperor could get in trouble at home for marrying his heir to an Ulrician or Taal-worshipper. Appearance is less important, but let's be honest: the heir to the Empire doesn't want to marry an ugly woman.

The Electors are unlikely to want to marry away anyone who has a direct claim to their thrones. That could complicate matters and be unpopular in their home realms. So that means either a distant relative of a ruling family or a candidate from one of the premier families from their realms.

Fidelia Leitdorf von Averland (b. 2486): The niece of the Elector-Count of Averland. She's a bit on the young side, but that'll sort itself out. They do, however, say she's a bit too skinny to be a good child-bearer, which could be a major issue for a future Emperor. Fidelia seemed (and still seems) a good fit for Karl-Franze, so why does it seem she's no longer a candidate?

Helga Grün von Wartenhof (b. 2485): This dark-haired beauty is said to be turning heads at court in Würtbad (Stirland). She already has many suitors. fortunately, her family is rather minor, and while they have extensive lands, they lie deep in Sylvania - not exactly the heartland of the Empire. She's also rumored to be half Strigany, which is likely untrue and a vile insult.

Ingrid Gausser the Younger (b. 2484): Quite attractive and of the right age. The Gaussers, however, may be high nobility in Nordland, but not on the Imperial scale. Still, with Nordland now restored, she deserves mention. 

Veranda von Bildhofen (b. 2483): Second daughter of the Duke of Carroburg. She's the right age, of a fine family (rich and powerful), and is said to be very pleasant to look at. They also say she's got quite the appetite for a woman her age, whatever that means. Since the Emperor and Boris are on better terms, Veranda is less eligible: choosing her could be seen as the Emperor trying to influence one of Todbringer's most important vassals.

Etelka Toppenheim von Sudenland (b. 2482): The youngest daughter (her sisters are at least 10 years older) of the Baron of Sudenland (a barony in old Solland). A bit too rustic (read: not rich enough) and not of the best family, but she's said to be attractive and healthy (read: the women of her clan get a lot of children).

Gretel Krieglitz (b. 2481): The headstrong (the red-heads often are) daughter of one of Talabecland's foremost vassals. Unfortunately, she's Ulrician, and her father is on bad terms with Count Feuerbah, so choosing her would be an insult.

Andrea von Pfeildorf (b. 2481): Wissenland high nobility. Would be a good candidate, but her uncle was executed following the late unpleasantness, so the family isn't exactly well regarded at the moment.

Katarina Todbringer (b. 2479): The Princess is bastard born but recognized. Quite attractive, but a bit old. There has to be something wrong with her, right? She's now married. Also, despite being bastard born, she's too closely related to Graf Todbringer, so was never a good match.

Emmanuelle von Liebwitz (b. ????): She's childless and unmarried but hardly "pure." Also way too old and an Elector in her own right. Out of the question.


From the Journal of one Wigmar Heck, pt 73 (The sea wolves' lair)

 

Kaldzeit 22, 2500

Dietershafen, Nordland

I've toured my realm and come to my final stop: Dietershafen, where the Emperor has commanded Baron Ludof Köhler to build him a mighty Second Fleet of twelve Great Ships. Already, three are being built and will be fitted with Salzenmund cannon once the forges are up to speed. It's a worthy endeavor, but unless we get the canal built, I cannot see this working in the long run. Without the canal, we will be at the mercy of Marienburg and her allies once the realize what we're up to. So we must confuse and obfuscate and placate until we are ready.

The Baron showed me the Nordland wolfships, I ordered some built for my own fleet, and we agreed to split coastal defense between us. I've also reinforced the Baron garrison and given orders to build additional fortifications around the undefended Imperial port. I've invited the Baron to Salzenmund Reformstile Mondstille, the Winter Solstice, where we will greet Soll together and speak of many things.

To be continued...

From the Journal of one Wigmar Heck, pt 72 (Autumn is here)

 

Brauzeit 13, 2500

Salzenmund, Nordland

Autumn is well and truly over us - that was readily apparent as well drove back to Salzenmund. I really must get that road fixed; I grow weary of the mud and the bumps.

There is much to do before winter sets in. I shall tour the coastal parts of my realm, especially the port city of Dietershafen. We shall make ready for winter and continue to prepare for the future.

Ulli Jenk has finished the lesser tasks assigned to him and is now pursuing the canal project with all his vigor. He seems... obsessed with the task. This will be his mangus opus - it will make him a legend or kill him. I hope for the former... the latter will kill my treasury as well.

I think perhaps Katarina is with a child. She has not said anything, and it would be impolite to inquire, but a husband knows such things. Also, I have magic.

I dream more often now. Of Ghal Maraz, the Lost Hammer of Sigmar. And of Thesalva, lost in the unforgiving north.

The hammer is always in a cave, hidden somewhere far from here. I know not where, and the cave is never exactly the same twice. There is something in that cave, something dark, hidden beyond the hammer, waiting, calling...

Bringing Alaric the Mad was a wise move, I think. Or a lucky hunch. He reads my rune sword better than any dwarf before him. The caveat is that no one really understands Elvish written with dwarven proto-runes. It's a made-up language of magic used only for a brief time, then forgotten. But Alaric will delve into it, and soon, I think, we shall have its secrets.

From the Journal of one Wigmar Heck, pt 71 (The Return of the Flame)

 

Don't feed the Wolf


Brauzeit 6, 2500

Middenheim, Middenland

The true flame of Ulric has been delivered to the High Temple of the White Wolf, and Ar-Ulric sings out praises - and that of his brother, Soll. Ulfberth was named First Protector of the Flame, a high office reserved for knights of the inner circle. 

We can never speak of what took place - or of the elven artifact now hidden in the temple's vaults. But I do wonder: was ever Ulric's true flame in Middenheim? I must have been. But when was it extinguished, and why? Whatever the case, Magnus the Pious could not rekindle it, so he must have turned to his elven allies. Quite clever, but cruel and disrespectful to Ulric, I suppose.

Spent some time with Father Boris. Talked about politics, family, and the future. But mostly of the Great Northern Canal. It MUST be built, through Hochland and into Talabecland. That is the easiest, if not shortest, route, and will leave it free of direct control from Altdorf. All I now need are some master engineers, ten years, and hundreds of thousands of gold crowns. Brilliant. 

Relatedly: The Graf - and everyone else - seems obsessed with me getting Katarina pregnant. Well, it's not for lack of trying, I can tell you that. The woman is insatiable.

The Komission informed me that Deputy High Wizard Janna Eberhauer had gone missing. She was in Altdorf this summer but never arrived back in Middenheim. Nastassia is looking into it. Might be nothing, could be something.

Anyway. Back to Salzenmund and winter.

From the Journal of one Wigmar Heck, pt 70 (The lost sea-elf princess)

 


Erentzeit 17, 2500

Neues Emskrank, Nordland

The true flame of Ulric has arrived, carried by his great champion, Ulfberth the Reformed Reaver. At his side, Anna, the Amethyst Wizard, with her newfound faith in the White Wolf. But alas, Thesalva is lost. They say dead, but in my heart, I do not believe this. But they are both heartbroken, and Ulfberth will no longer carry the flame. So I will do it for him. I can feel it inside me, the power, a tickling that subtly gnaws at my soul. 

I denied Ulfberth's request to go back north. If he does, he will die, and nothing will come of it. If Thesalva is alive, she will find a way back to us. I know it. To make sure he doesn't do anything stupid, I thanked the High Priest of Mannan and paid off the rest of the crew, with farmsteads or a ship of their own.

Ankh admitted to desiring the flame's power, so I offered it to him freely, but he declined. Good for us, or there would be war, no question about it.

We go now to Middenheim again.

From the Journal of one Wigmar Heck, pt 69 (Third wedding)

 

Erentzeit 12, 2500

Salzenmund, Nordland

Married for the third time to the same woman, this time before the assembled priests of the North. It has to be some kind of record. I cherish my wife, but I hope this is the last time. At least for a long while.

All my troops, artillery, and support are now in Salzenmund. All working hard to make sure we get through winter. Purchasing those ships and extra supplies was a stroke of genius. Otherwise, I suspect that come spring, we would have been as hated as the Todbringers.

At any rate, there are too many men to be hanging out in Salzenmund. I will dispatch one regiment to the coast, one company each to Dietershafen, Neues Emskrank (perhaps I'll rename it Neue Liberungen), and Norden. Smaller mounted detachments to patrol and garrison lesser watchtowers and forts.

No sign of Ulfberth, Thesalva, and Anna.

I will now go to the coast to inspect my holdings there.

The Electors of the Empire (2500 IC)

List of Electors in 2500 IC

Reikland (Emperor Lutipold Holswig-Schliestein): Long may he reign.

Wissenland (Emmanuelle von Liebwitz): They say this 45+-year-old princess has the body of a 25-year-old. They also say she has nothing but air between her ears and that she spreads her legs for any man. That's not bad for the ruler of one of the Empire's most powerful, prosperous, and modern-thinking provinces. 

Averland (Marius Leitdorf): This valiant warrior is in his mid-to-late-30s but still one of the Empire's finest knights. His 14-year-old niece is one of the Empire's most eligible bachelorettes. He's a staunch Sigmarite but a political pragmatist. Has an intense dislike of Emmanuelle von Liebwitz (but seems mellowed of late). 

Stirland (Alberich Haupt-Anderssen): Seems a quiet sort, most concerned with not getting dragged into something against his better judgment. Doesn't seem particularly fond of the Emperor or Altdorf, but he seems willing to support the status quo if that brings stability to the Empire.

the Moot (Hisme Stoutheart the Elder): The only halfring in the group. Seems a jovial sort, but probably isn't. Hard to read her. Some say she always the Holswig-Schliestein's, but it is probably more correct to say that she supports whatever the Prince of Stirland supports.

Talabecland (Helmut Feuerbach): This stern (some would say dour, if not outright sour) prince is said to rule his province with an iron fist but is said to be greatly loved, for he keeps his nobles in check and squeezes the guilders rather than the common folk. Likely to support a Todbringer-led faction if there is a vote.

Ostland (Hans-Hals Tasseninck): The father of Hergard (his only son and heir) is of the same generation as Emperor Lutipold, Boris, and Helmut Feuerbach. His political position is rather vague, but he hates Prince Feuerbach of Taabecland and treats Prince Ludenhof like a nitwit. Seems rather fond of Wigmar despite them hardly having met. 

Ostermark (Wolfram Hertwig): Vigorous man in his late 30s or early 40s. His chief concern is keeping Ostermark as independent as possible. Likely to vote for anything and anyone that reduces the power of Altdorf and the Emperor. Still, he supported the restoration of Nordland and (reluctantly) the creation of the Komission.

Nordland (Wigmar von Liberungen): The bestest little prince! Who knows what he'll do next!

Middenland (Boris Todbringer): About the same age (a few years older) as the Emperor/von Liebwitz/Feuerbach. He tried to become Emperor in his youth but failed. Since then, he's been a vocal, if somewhat independent prince. Professes to have given up his Imperial ambitions. 

Hochland (Aldebrand Ludenhof): Sourly man in his late 50s. Doesn't speak much, and when he talks, it's hard to understand what he's saying (partly because of his dialect, partly because he doesn't make sense).

Sigmar/Grand Theogonist (Yorri XV): The current Grand Theogonist, the 15th of his (assumed) name, is one of the Emperor's most ardent supporters, although you wouldn't necessarily notice it on a daily basis.

Sigmar/Arch Lector East (Aglim): The Arch Lector of the East is an old man now, but he still delivers rousing sermons. More of a preacher/missionary type. He's normally headquartered in Ostland, that great bastion of Sigmar in the northeast.

Sigmar/Arch Lector South (Kaslian): The Arch Lector of Nuln is newly appointed. He's said to be vigorous and militant, with experience both as a templar and a witch hunter. One wonders how well he'll fit in Nuln, a city renowned for its sophistication and love of science.

Ulric (Ar-Ulric Emil Valgeir): Generally in step with Todbringer. Quite friendly with Wigmar.

Wednesday, October 25, 2023

From the Journal of one Wigmar Heck, pt 68 (Middle wedding)

 

Nachgeheim 27, 2500

Middenheim, Reikland

Wed again, this time by Ar-Ulric in the Temple of the White Wolf. Not quite as powerful an experience as being married in Altdorf - or the marriage to my first wife, for that matter.

Some good conversations with Todbringer.

Rekindled my relationship with Nastassia. I gave her the coin and made her an offer she could not refuse. If she wasn't before, she's definitely my creature now. Screw that Heinrich guy.

On to Salzenmund!


From the Journal of one Wigmar Heck, pt 67 (The Great Hospice)

 


Nachgeheim 13, 2500

Frederheim, Reikland

Taking a break in the peaceful village of Frederheim before going on to Middenheim.

Project "Bella" has been completed. Princess Isadora is with me, masquerading as a masked fire-wizard. 

In her place, some commoner I found in Altdorf a while back (and prepared for the role). 

A commoner that looks very much like the Princess (except for the injury). 

What are the odds? Very low, no? Surely, the will of the gods?

First, me and Kastor. Now she and Isadora. And do you know what the girl's name is? It's literally BELLA.

AND she was willing to play along, being poor and without family or prospects. It's... I just don't know.

Believe me, the girl was thoroughly screened. Nothing wrong with her. Just a girl.

Perhaps I am overthinking it.

Anyway. I've offered my patronage to the Hospice. A 1000 crowns a year, and some soldiers for protection. I guess there are things to spend money on. Katarina seems happy.

BUT it gets better: I met Alaric the Mad at the asylum. Yes, the master smith that forged the Runefangs and Ghal Maraz. He called me Sigmar, and... it is madness... I know no dwarf can live this long, but there was something about him that I cannot explain. I could not leave him behind - and he seemed happy to tag along.

I will get drunk now. DrunkER.

From the Journal of one Wigmar Heck, pt 66 (Admiral Wigmar)

 

Nachgeheim 11, 2500

Altdorf, Reikland

I'm officially the owner of a gun-armed Carrack and two cogs. All hail Admiral Wigmar, the Scourge of the Seas!

I've also recruited crews, including Captain Harrand Blacksword, formerly of Ulthuan, now commanding the Carrack. And a dwarf, Vaulk Forekbeard, from one of the northern sea-karaks.

The ships will depart for Salzenmund as soon as the crews, supplies, and cargo are in place. May Mannan guide and protect them.

It was nice staying at my Altdrof townhouse. My wedding gift from the Emperor. He wants me close.

From the Journal of one Wigmar Heck, pt 65 (Breakfast at the Plunge)


Nachgeheim 4, 2500

Kemperbad, Reikland

I spent lazy days in Kemperbad. Always good to be back. Food. Brandy. Tobacco. 

Surprised to learn Katarina does not appreciate the city like I do. I guess our tastes differ. She's a princess brought up in a palace with Altdorf and Nuln under her belt. No one took the plunge while we ate at the Plunge. Just as well, perhaps. Katarina must have seen people tossed from the walls of Middenheim; a little dive into the Reik won't impress her.

Talked business with Otto. About the special cargo and the possibility of a canal by way of Taalabheim, Hochland, and Middenland to Salzenmund. He was happy with our Middenheim affairs but slightly worried about competition from Altdorf. I told him to relax. It'll be fine.

Also met with a certain fiery troubadour. I really shouldn't, but I always do. She was in Altdorf for my wedding but said she never wanted to go back to Übersreik. Vaguely disappointing, if understandable -  and wise.

On to Altdorf, then Middenheim - and my next wedding!


From the Journal of one Wigmar Heck, pt 64 (Slow boat to Kemperbad)

 


Geheimnistag, 2500

Wittgendorf, Reikland

Spend nearly two weeks riding from Übersreik to Nuln with the Prince of Averland. The Prince is a nobleman of the old guard; he likes traditions, chivalry, and old bloodlines. We got along splendidly thanks to a combination of my martial prowess and my equally fine pedigree. He treated me no worse than Todbringer or the Emperor.

Spent some time in Nuln as well. Wolfgang Hird has the Wisseland Inquisitorial coin. Von Liebwitz and Leitdorf got along much better than expected. None of that old, bitter animosity that has plagued their relationship. The Countess really is a new person. 

Reports of increased Greenskin activity in the southern mountains. I'm not going to visit the Border Princes, nor is Solland my concern. The Countess should be able the handle this; she's got ten regiments for Soll's sake. If the orks stay in the mountains, fine. If they don't, they die.

Before parting ways, Leitdorf invited me to Averheim. If not, we will meet in Parravon next year. We'll see.

I spent what free coin I had (and some credit arranged through Adler) to buy up as much grain, meats, and other supplies as we could carry (and then some). Add this to the stuff leftover from the tourney and other purchases, and I think we shall get through the Nordland winter. Expensive, to be sure, but better than having a lot of dead horses and half-starved soldiers. All I need are a few ships to sail it all through Marienburg before the autumn storms close the Sea of Claws. We'll find some when we get to Altdorf.

We stopped, mostly on a whim, at Wittgendorf on the Day of Mysteries. What a disappointment. None of the Reiksguard I knew were there anymore, and the prisoner remains secure.

Oh well, on to Kemperbad!



From the Journal of one Wigmar Heck, pt 63 (One tourney to rule them all)

 

6 Vorgeheim, 2500

Übersreik, Reikland

What an epic tournament it was - chivalry is definitely not dead!

Many opponents I sent crashing to the ground. Marquis de Salle of Parravon was the most skilled. Twelve - TWELVE - times we rode against each other before he was felled. That has to be some kind of record. Afterward, he joked that he should never have given me such a fine charger, or he would have won. 

Alas, I did not win. I was felled in the second to last bout by Drung, a hedge knight from Ostermark. One clever strike and a stumble were all it took. Unfortunate, but such is the nature of the joust. The knight dismounted and offered to continue on foot, which would obviously benefit me greatly, but there is no honor in such a path. Instead, I offered to take him into my service. He accepted.

Drung was unhorsed in the final by none other than Prince Marius Leitdorf of Averland. The man is an utter champion of chivalry and perhaps the Empire's finest knight. Could we have gotten a more worthy winner? I think not. 

What a grand experience it was. Hundreds upon hundreds of knights, including a hundred and fifty from Bretonnia and two hundred from Averland, and lesser contingents from as far away as Ostermark. There were even a few from Nordland.

Next year's tournament has already been agreed upon: it will be held in Parravon in midsummer. Leitdorf will attend, as will many, many others. And the year after, we will meet again in Übersreik, a yearly tournament to bring the Empire and Bretonnia closer together. Or, at the very least, the fair duchies of  Übersreik and Parravon. Good for commerce too! The big scoop for this year was the tournament. It brought in a lot of money. 

I had a talk with my liege, Duke Sigismund von Jungfreund of Übersreik. We talked about many things, including the defense of the duchy. I explained my men were needed elsewhere. He will, of course, pay no more for them. The second regiment remains, however, and in a way, the Duke seemed glad to be rid of some of the troops. Übersreik had been gripped by the Green Scare and perhaps hired more troops than they could pay for. One regiment, however, is sustainable between the Duke and the City.

Relatedly, the City has not mustered a full battalion of garrison troops. Instead, they are training the city watch and the militia to use muskets. Muskets purchased from Nuln - and Grausee. I think I'll toast in champagne with my wife; that's our first real customer that's not myself.

Speaking of finances, Adler of Übersreik is prospering. We continue to reinvest heavily but still manage to turn enough profit to line our pockets. My own purse for the 2499/2500 fiscal year was well over 5000 gold coins. Which I will put to good use - being a prince and married is not cheap!

Our main source of income is wine and other luxuries from Bretonnia. Next general and bulk trade in the southern Vorbergland. We continue to secure contracts along the Reik, as far up as Marienburg, but beyond Kemperbad we are stretched thin.

Kemperbad itself is a good source of income, and Otto's efforts, though not part of Adler, have already provided me with a lump of money. Nuln is more of a stepping stone for the time being; it doesn't bring in a lot of wealth. 

For Adler, this is only the beginning; if we can get that canal up and running, we could make some real money.

Grausee is coming along nicely. Good harvests this year, but the town itself isn't up to speed yet, and the various construction projects are sucking money out of the coffers. In a few years, however, it should generate a steady surplus. Widow's Vale is generating money for us, true, but if only we could find something valuable in those mountains. I suppose these things, prospecting and then building mines, take longer than a couple of seasons. Patience.

The powder mill is already putting out some barrels. Quality is good, but we need more volume. The first muskets have been finished. About half went to replace worn-out guns for the regiments. The rest we sold to the City. Production is glacial, but we'll get better as more apprentices advance to journeymen in the coming years.

We ride now to Nuln in the Prince of Averland's company. Off to see the rest of Vorbergland and Wissenland, then an audience with von Liebwitz.

Monday, October 23, 2023

From the Journal of one Wigmar Heck, pt 62 (A princely wedding indeed)

 


10 Sommerzeit, 2500

Altdorf, Reikland

I was wed to Katarina Todbringer on the 30th of the month of Sigmar by Prelate Marius Sult in the Great Cathedral of Altdorf. 

Glory to the Sun. Glory to the Empire. Glory to my House.

As a special wedding gift, my claim to the Nordland throne was confirmed by each and every Elector.

While I had a chat with my fellow Electors before the wedding, and we got along marvelously, all of us, I had perhaps not imagined it would go this smoothly. There is a chance the Emperor may have prepared the ground, so to speak, but I like to think my actions and character contributed no small part.

The Holy Orders was informally established by what I'd like to call the Council of Princes. That being the Electors sans (that's Bretonnian, meaning without) the priests. Despite some reluctance on the part of our Eastern kin, especially Ostermark, I must say it went splendidly. With Verena and the Emperor as our patrons, we shall make this Komission an organization that obeys the law and seeks justice and truth, not bonfires and torture chambers. We'll have that as well, but only as a means to an end and final judgment, not to scare the peasants.

The Emperor gave each Prince a special coin, bearing his seal and the symbol of the Verenan truth-seekers, to give to our chosen representatives. These men and women will be the leaders of the Komission. I will give mine to Nastassia of Middenheim. The Emperor gave his coin to Liebe Mutter.

A special note regarding Sigmar's temple: I had a meeting with Sult prior to the wedding, which initially did not go very well. But later, when we met with the priest to go through our wedding vows, he declared Sigmar's full support for my claim to Nodland and the Komission. On the condition that no mention of this support for the Komission ever be made public.

I made some inquiries into this Sult character but learned very little. He's affiliated with the Silver Hammers - a group of militant Sigmarite witch hunters - but that's about everything I could learn. Is he more powerful than we know? Or is he just an errand boy? And why would the temple support me but not openly? Church politics? I need more contacts and informants in Altdorf.

We shall now go to Übersreik. I cannot wait to show my fair wife the Vorbergland and my - our - personal domains.

Wednesday, October 18, 2023

Picking your spells and other considerations

 


SPELLS

Petty: Magic Rating petty spells for free, so as MR goes up, you get more Petty spells. 100 XP for each one after that.

Simple: You don't start with any, but you already purchased a number of these. 100 XP x MR for new ones.

Lore: Pick 2 spells of each MR for each lore for free. 100 XP x MR for additional spells. This way, you can basically make your own spell lists instead of having to rely on the system from Realms of Sorcery.

CHANNELING SKILLS

Lores: You can advance each channeling skill you have ONCE per career, so the first lore chosen is the one that can go to the max, but the others will not be as advanced (unless you go full wizard later).

Petty Magic: There needs to be a Petty Magic skill, but I think we maybe haven't used it? If you don't have it already get it for free at +10.

Magic rules (Updated)

 


Version: 0.9 (2023-10-18)

MAGIC


Spellcasting is based on 2ed, but there are significant changes. MR is retained but only as a limit to what spells you can cast. Actual spellcasting is based on skills, using standard skill tests to check for success.

Types of Magic

Magic is either arcane (including hedge magic) or divine.

All spells are ultimately powered by Chaos, but arcane and divine magic is treated differently regarding fumbles: Arcane casters suffer the Curse of Tzeentch, while divine casters the Wrath of God (see below).

The latter is usually less severe, although there are instances where your god could take away all your spellcasting abilities, so it’s no joke. Priests typically have lower MRs than wizards (but better profiles overall), so it balances out.

Winds of Magic

Every spell cast draws upon one (or sometimes more for complex spells) of the 8 winds of magic. Which color (s) usually isn’t important. Petty magic, for example, draws a little bit of this and a little bit of that. Color magic draws almost exclusively from one color, but again, this isn’t terribly important.

Magic Rating

To cast a spell, you must have at least MR 1.

MR 0 characters: Initiates start with MR 0, meaning they cannot actually cast any spells until they’ve purchased a single advance in MR (can oc be purchased with starting XP).

Each spell has a minimum (from 1 to 5—or more for some ritual magic) Magic Rating (MR) required to cast it (see spell descriptions).

Spellcasting careers allow characters to purchase Magic Rating as talents:

·         MR 1: 0 XP (Apprentice Wizard, Hedge Wizard), 100 XP (Initiate)

·         MR 2: 200 XP (Apprentice Wizard, Hedge Wizard, Priest)

·         MR 3: 300 XP (Wizard, Anointed Priest)

·         MR 4: 400 XP (Master Wizard, High Priest)

·         MR 5: 500 XP (Wizard Lord)

Boosting MR

The listed MR is the minimum effective MR, not your base MR. You can't cast the spell if you don’t have a high enough effective MR.

MR can be boosted by 1 using up to TWO of these  techniques (beyond 2, there is no benefit):

·         Artifacts

·         Intervention (Divine or daemonic)

·         Ley lines

·         Overchanneling

·         Sacrifices

·         Warpstone

It’s harder to cast spells you’re not qualified for using barely controllable energies: Increase the difficulty level of the spell test by 1 and increase the severity of any Curse/Wrath effect by a number of steps equal to the effective MR used to cast the spell.

High MR: Many spells scale with MR, so boosting your MR beyond what the spell requires can be a good idea. If you’re willing to pay the price and live with the risks.

Artifacts

Certain rare artifacts, such as a potent holy symbol, archdruid’s staff, or ring of power, can boost MR.

The most “common” type is probably the high regalia of the Masters of the Colleges of Magic. Each set provides +1MR to one particular color lore.

Drawbacks: Some artifacts allow you to choose NOT to use the bonus for lesser magic, which reduces difficulty and risk. Others require you to ALWAYS use the bonus.

Wigmar: The Crook and Flail, when held, provide +1 MR to spells of Flail and Light, respectively.

Intervention

A god (or daemon) grants you extra power. All you must do is gain the favor of said entity and draw its attention to you when you’re casting the spell.

Drawbacks: Most entities will want worship and sacrifices in return. Withhold it at your peril. It’s also hard to call a God and request an intervention (Daemons are more accessible, but this gives you CP).

Ley lines

Requires you to locate a ley line or ley nexus, stand on/near it, figure out how to tap into its energies, and use a type or color of magic appropriate to that ley line/nexus.

Drawbacks: Takes preparation, is localized, and only some magic is affected.

Overchanneling

You draw heavily upon the Winds of Magic, drawing in far more power than you need—and can control. This is by far the most common way of boosting MR, but it is not without risk.

Drawbacks: Double the casting time of your spell (Half action becomes Full action, obviously). You suffer 1 Fatigued condition (which can only be removed by a Long rest) and suffer Wounds equal to the effective MR (cannot be healed using any form of magic).

Sacrifices

You sacrifice blood and souls in an amount relative to the power of the spell being cast. This technique is used mainly for ritual magic since dragging around a bunch of people to use as sacrifices is kind of impractical. That said, there are ways (known to dark sorcerers and their ilk) to make the sacrifices in advance).

Drawbacks: Murder (and kidnapping) is usually illegal—and morally reprehensible (you’ll also get some CP).

Warpstone

Either consume warpstone dust—or wave around a bigger chunk. At any rate, a volume of warpstone is used up depending on the MR of the spell being cast—and then you gain CP = MR. Unless you have an exceptionally high tolerance for mutation, this is a very short-sighted way to boost your spells. Even Skaven can’t go bonkers with it.

Drawbacks: You gain a LOT of CP. Even Chaos sorcerers use it only sparingly (unless they are going straight for the Chaos Spawn career).

Arcane Languages

Spellcasting is usually done using an arcane language; you must typically chant something incomprehensible in this language for the duration of the spell’s casting.

Instead of all casters using Arcane Language (Magic), pick one that fits your character when you first learn it.

Magick: The most common arcane language is magick, the language created by Teclis for humans. This language is a bastardized form of Classical mixed with elvish. It is used almost exclusively by College-trained wizards (who often—and erroneously—assume everyone else must be doing the same).

Other arcane languages: Elven mages use a variant of elvish, the sorcerer-priests of Ankh use the old form of Nehekharan, while chaos cultists resort to this or that dark tongue.

Divine magic: Priests often use a form of Classical, heavily laden with religious meanings and parables, missed in with the chanting of hymns, to cast their spells. This is by no means universal; a priest of Ulric could favor an old Teutogen dialect, for example.

Petty magic: Can be cast with or without a proper arcane language. Hedge wizards and witches may have entirely mage-up languages effectively used only by themselves. If such characters later learn proper magic, they must adopt an arcane language.

Casting a spell

To cast a spell, spend the requisite number of actions and select a legal target with range. Then, make a magic test using the appropriate channeling skill.

·         Very Easy +40: Do you really need to make a Test?

·         Easy +20

·         Simple +10: MR 1 average difficulty

·         Average +0: MR 2 average difficulty

·         Challenging -10: MR 3 average difficulty

·         Difficult -20: MR 4 average difficulty

·         Hard -40: MR 5 average difficulty

·         Very Hard -60

·         Impossible -100 (or more): Just don’t

The magic test (and the MR requirement) is instead of rolling a bunch of d10s and tallying together!!!

Channeling Skills

Each Lore and type of Petty Magic (Arcane, Divine, and Hedge) is a separate Channelling skill that must be bought with XP as any other skill.

Skill advances: If a career lists Channelling as a skill, you can purchase it once for each Channelling skill you have.

Example: A wizard could learn his first Lore as an apprentice (+0), and when he’s a Wizard Lord, it’ll max out at +30. But if he picks up a new lore as a Wizard lord, he can never advance that Lore beyond +0 (not without switching careers, anyway).

Example: Wigmar’s first Lore can go up to +30, the second to +20, the third to +10, and the fourth to +0. If he later switches to Wizard, he could advance those skills further.

Lesser Magic: These spells are cast using a Petty Magic skill of your choice.

Spell Ingredients

Spellcasting invariably involves using an arcane language (already described) and making some gestures. In addition, a spellcaster MAY utilize special physical ingredients to gain a bonus on the spell test.

Each spell has components (if any) listed. More powerful spells typically have more exotic ingredients that give bigger bonuses. The casting consumes ingredients marked with an asterisk (most ingredients are reusable).

Note: The ingredient rule applies to any and all spellcasters, be they priests, wizards, witches, Chaos sorcerers, or whatever.

Curse of Tzeentch (Arcane/Hedge)

The Curse of Tzeentch applies to all arcane spells, including hedge and color magic.

Doubles: When rolling a double on the spell test (11, 22, etc.), the caster suffers 1 Fatigued condition (can be removed as normal with a Short rest).

Botch: If the spell fails AND there is a double, you get the fatigue AND must roll on the appropriate Chaos Manifestation Table:

·         MR 1: Minor

·         MR 2: Major

·         MR 3: Catastrophic

·         MR 4: Catastrophic +10

·         MR 5: Catastrophic +20

·         Etc.

Since high-MR spells typically are more difficult to cast, the risk of failure/curse is much higher.

Color magic: Users of color magic have a reduced chance of incurring the Curse; this is a big part of why the elves taught men to use magic this way.

Reduce the severity of the mishap by 1 step if using Color magic. If reduced below minor, nothing happens.

Magic focus: Using a specially prepared magic focus, such as a Wizard’s staff, is another way of reducing the risk of the Curse.

Reduce the severity of the mishap by 1 step. If reduced below minor, nothing happens.

 

Wrath of God (Divine)

Divine spellcasters do not incur the Curse but may end up angering their God instead.

Fatigue: As the Curse.

Botch: Using the following rules instead.

·         MR 1: Wrath

·         MR 2: Wrath +10

·         MR 3: Wrath +20

·         MR 4: Wrath +30

·         MR 5: Wrath +40

·         Etc.

Divine grace: If casting the spell would further the cause of your God or help one or more of his followers in some significant, reduce the severity by 1 step. If reduced below simple Wrath, nothing happens.

Conversely, if the spellcaster is using magic for his own gain or for frivolous reasons, the GM might increase the severity by +10 or more!

Divine vestments: If you cast your divine spells openly displaying your holy sympols and vocally calling upoin the favor of your God, reduce the severity by 1 step. If reduced below simple Wrath, nothing happens.

Conversely, if you’re trying to using divine magic but is unwilling to do som openly, regardless of circumstance, your God might take offense and the GM is free to increase the severity by +10 or more.

Learning spells

Here follows rules for learning spells.

Petty magic

Any career that grants MR will give access to MR number of spells (so when your MR increases, so does the number of Petty spells you know) of the associated category:

·         Arcane: College-trained wizards and the like.

·         Divine: Ppriests and other servants of the gods.

·         Hedge: Hedge wizards, witches, and the like.

Additional Petty spells can be purchased for 100XP each.

Lesser Magic

These are individual spells that can be learned by any spellcaster, regardless of type, but each spell must be learned (100XP times the spell’s MR rating) separately.

Lore magic

Wizard careers (real wizards, not hedge wizards) give access to 1 Lore starting at MR 1.

Base spells: For each lore you know, you automatically learn 2 spells of your choice for each MR you have.

Note: This allows the GM to add more interesting spells without resorting to other limitations, such as creating sub-lists like those found in Realms for Sorcery.

Extra spells: Extra spells can be learned, costing 100XP times the spell’s MR rating.

Additional Lores: Wizards can learn 1 additional lore for each point of MR beyond 1, so a MR 3 Master Wizard could know 3 lores. These could be lores of any kind, including dark lores.

Not everyone opts to branch out; many stick to their main lore and pour all their energy into mastering it. Truth be told, this is probably the quick path to more power, but knowing more lores provides additional flexibility.

Priests CAN learn additional lores in the same manner, provided their God has multiple lores (Ulric has two lores, for example).

Learning additional lores have an XP cost:

·         2nd lore: 200 XP

·         3rd lore: 300 XP

·         4th lore: 400 XP

·         Etc.

You get base spells for the new lore for free.

The most common lores are the eight lores of Color Magic taught to Empire wizards and the divine lores:

·         Color: The 8 disciplines taught to Empire wizards.

·         Divine: The various divine blessings wielded by the priests of each god (Chaos gods grant Chaos lores instead, see below).

Other lores include (but are not limited to):

·         Damsel: The magic wielded by the Damsels of the Lady of the Lake.

·         Elemental: The magic wielded by the druids of the Old Faith. Very rare.

·         Illusion: Some overlap with the Lore of Shadow, but this is an older form of magic not taught in Altdorf.

Dark Lores

Dark lores work the same as other lores. Learn/use only if you crave corruption and like meeting witch-hunters:

·         Daemonology: Summoning and controlling daemons of Chaos. Dark stuff.

·         Necromancy: Creating and controlling the undead (some overlap with Amethyst, but not evil).

·         Chaos: Each Chaos god (except Khorne) has one (or more) lores they can grant to their followers.

High Magic

High magic is available only to elven wizards (or so they say). Its basic form is indistinguishable from color magic, but advanced users can “mix” colors to create unique spells. High Magic isn’t inherently more powerful. It just seems that way when you meet a 500-year-old elf wizard who’s mastered every color and casts a bunch of spells you’ve never even heard of.

Wigmar’s Magic

Wigmar uses the Old Magic of Nehekhara, which has more in common with Color Magic than other Divine lores, but follows all the rules for divine magic, not arcane.

As long as Wigmar is Ankh’s Chosen he has a permanent +1 bonus to MR. If he ever falls out of favor (or Ankh is destroyed) he would probably lose all spellcasting ability.

The Crook and Flail can further boost this when held, but only for Death/Light (see above). Persumably there are two additional artifacts that would make a full set of Ankh-Akh’s regalia.