Welcome to Nuln
Our heroes sail up the river Reik to the former capital of the Empire, en route to the Black Fire Pass and the Border Princes beyond. Before they reach Nuln they see vast farmlands and vineyards and stone quarries in the Black Mountains. When they first lay eyes on the great city of Nuln, they are quite impressed with its heavy defences and the massive bridge which is a feat of engineering. They sail to the docks and immediately notice the dark smoke that is perpetually spewed in the air from its great forges. Within minutes, they are covered in greasy, tiny soot flakes that seem to crawl into everything. The Ship moors at the docks where the weary travellers are greeted by a charming, pale and dark haired youth. He introduces himself as Raaf (everyone hears and names him Raf) and for a small fee, offers himself as a guide to the wonderful city of Nuln. After a short assessment the crew decides to trust the lithe youth for now and agree to take a tour.
The Soot n Ashes
Apart from being the former capital of the Empire and the place where Sigmar founded it, Nuln is its armoury. Most guns, cannon and steam-tanks are made here, but arms and armour are made here in large quantities as well. Its university, Gunnery school and temple of Verena are renown through the Old World.
Abel has sent a secret letter to herr Snittensneider, appointing him as his heir as The Man of Middenheim and thereby relinquishing his title. He seeks to expand his knowledge and the engineers of Nuln are the perfect place to do so. Science and its application has always fascinated the young man. However, as he tries to enrol into the College of Engineering he is asked the impossible fee of 500 gold! He has no choice but to try and find a sponsor, which he does sometime later in the Eight Peaks Tavern (C80 on the map). An engineer by the name of Notker Shraubenslussel is willing to pay him haft the fee on one condition: There is a shipment of ore expected that evening on the docks. Abel is to make sure it gets there.
The heroes investigate what could be wrong with these shipments and discover that since the start of the war, a group of merchants known as the Saltpetre Men has soared to power. These ruthless men have a mandate to ensure Nuln has access to necessary levels of saltpetre, and gunpowder, at all times. They have basically been given carte blanche to make sure the need for this essential resource is met no matter what. This includes increasing workloads and speed under dangerous conditions. A few months ago, these was an explosion in one of their foundries, killing all workers except one. This individual was badly burnt but survived. Since then he has been rallying the workers to strike. He is known as the Burned Prophet and his followers are the Soot-stained Workers. Its this latter group that will try to prevent the delivery of the shipment.
Abel has sent a secret letter to herr Snittensneider, appointing him as his heir as The Man of Middenheim and thereby relinquishing his title. He seeks to expand his knowledge and the engineers of Nuln are the perfect place to do so. Science and its application has always fascinated the young man. However, as he tries to enrol into the College of Engineering he is asked the impossible fee of 500 gold! He has no choice but to try and find a sponsor, which he does sometime later in the Eight Peaks Tavern (C80 on the map). An engineer by the name of Notker Shraubenslussel is willing to pay him haft the fee on one condition: There is a shipment of ore expected that evening on the docks. Abel is to make sure it gets there.
The heroes investigate what could be wrong with these shipments and discover that since the start of the war, a group of merchants known as the Saltpetre Men has soared to power. These ruthless men have a mandate to ensure Nuln has access to necessary levels of saltpetre, and gunpowder, at all times. They have basically been given carte blanche to make sure the need for this essential resource is met no matter what. This includes increasing workloads and speed under dangerous conditions. A few months ago, these was an explosion in one of their foundries, killing all workers except one. This individual was badly burnt but survived. Since then he has been rallying the workers to strike. He is known as the Burned Prophet and his followers are the Soot-stained Workers. Its this latter group that will try to prevent the delivery of the shipment.
Prophesy, Crime and Humanity
Intrigued to see this agitator at work, the heroes make their way over to Faulestad and seek him out. Indeed, the Burned Prophet is at work, he has gathered about a 100 listeners and this number increases the longer they stay. The man has an overwhelming charisma and is very eloquent in his delivery. It is clear he has a gift of getting his words into peoples minds as even some of the adventurers find it hard not to join in with the Soot-stained Workers. What he says makes sense, he abhors corruption among the rich and powerful, who became so at the cost of lives from the workers. He emphasises the value and equality of humans, individually and collectively, and advocates critical thinking and non violent action over acceptance.
Looking at the man with Wych-sight, Solar can see distinct traces of Aqshy, the magical wind of fire, it is however, unlike something he has ever seen, as if the man is enchanted, rather than in possession of magical power. He does not have a link to the winds and thus should be unable to wield this magic.
The prophet stands on a dais surrounded by tough looking thugs. As they make their way to the front to talk to the man, they are stopped by these guards. The heroes have them fetch their leader: a man with a heavy Brettonian accent who introduces himself as Bernard Afond. The crew explain to him that they need tonight's shipment to arrive on time. Bernard tells them that he is hired by the workers to protect their leader, but he has his sympathetic ear. He is willing to speak for them if the heroes agree to kill a man. Seeing they have no choice, they agree. Mr. Afond asks them to kill a man named Enrico Corlusbeni, son of Silvio.
Looking at the man with Wych-sight, Solar can see distinct traces of Aqshy, the magical wind of fire, it is however, unlike something he has ever seen, as if the man is enchanted, rather than in possession of magical power. He does not have a link to the winds and thus should be unable to wield this magic.
The prophet stands on a dais surrounded by tough looking thugs. As they make their way to the front to talk to the man, they are stopped by these guards. The heroes have them fetch their leader: a man with a heavy Brettonian accent who introduces himself as Bernard Afond. The crew explain to him that they need tonight's shipment to arrive on time. Bernard tells them that he is hired by the workers to protect their leader, but he has his sympathetic ear. He is willing to speak for them if the heroes agree to kill a man. Seeing they have no choice, they agree. Mr. Afond asks them to kill a man named Enrico Corlusbeni, son of Silvio.
Stakeout and ENROLMENT
The crew decides to split up, Abel and Gotrak will enrol in the Engineering Guild and the University while Felix and Solar will stakeout the turf of the Corlusbeni family. They find that the Corlusbenis are well guarded and a quite powerful crime family with ancient ties to the city. Enrico is the heir, killing him will create a powerful enemy but not doing so will make the Afond family their enemy. Besides, some among the group protest into stooping so low as to become assassins. Since they are not given a deadline, the decision is not yet made. At least they now know where to find the man.
Abel & Gotrak meanwhile have paid their entry fees for the guild and the University respectively. Abel's study will be much more intense and he is given a room in the University dorm. His roommate is the son of a minor noble called Hunfried von Kalb, a student Pistolier. After introductions he confides in Abel, one of his professors has a disturbing study on Beastmen. He shows a transcript as proof:
"You see, the Beastmen are not men with hooves. They're not men with animal heads, wearing shit-stained loincloths and brandishing flint-bladed spears. They're not stupid drunks who only like to shag and smear feces over the altars of civilized races.
They're so much more than that
They're the primal force of the world. They're the true children of the gods. They are the cry of dark and forgotten places, where no man, elf or dwarf has ever ventured.
The Beastmen are the last remnants of a world, from before the advent of civilization. When the nature was untouched by the hands of "smoothskins" and the wild places were untamed and majestic in their raw, unblemished splendor.
The weak and deviant Asrai would probably disagree, but they know nothing about true nature. Theirs is but a single forest, while the Beastkin own all of them. Wild lands, dark expanses of endless trees and fog-shrouded mires and meadows - these are the domains of a race, which lives closest to the four great gods of the north. One, whose shamans are able to walk the realms behind the veil and converse with powers that dwell there. They don't use humanity's names for them, for they are crude and simple.
The Beastmen know the truth about the nature of the Four much better than other, more "enlightened" races ever will. Because they have their blessings, thundering through their veins and hear their song in every corner of the globe. They see their influence all around them, not just in some dusty basement, filled with robed cultists, clumsily chanting gibberish from some old, poorly-written tome. Fools, they don't even know half of the truths to which the Beastkin are privy. Their weak, soft minds would bend and break, if they'd ever to discover them. For they were never meant for them but only for the true children of the gods.
Beastmen don't need books to know the wishes and thoughts of their gods. The world all around them is ripe with the signs of their will, their intent towards mortal races and their fate. Beastkin know where to look for them, even if the other "faithful" do not.
Deep in the ancient forests and dark groves, beneath the shadows of endless mountains, the true children of the gods show their devotion to their deities, by constructing altars to their greatness and eternal will. Chthonic obelisks and otherworldly idols can be found in those places, although woe betide those who discover them amongst the dark and gnarled trees. For their makers will snatch such a individual and make him see the truth, which lurks behind the veil, just before they'll end his existence."
Later that evening, the heroes go drinking and end up in the turf of the Mudak crime family (Kislevites). They get immensely drunk on wodka. One fool challenges Gotrak, and is killed. However, the Kislevites leave them alone as they figure the hothead shouldn't have picked a fight. Or maybe they just don't want to mess with the powerful heroes.
Abel & Gotrak meanwhile have paid their entry fees for the guild and the University respectively. Abel's study will be much more intense and he is given a room in the University dorm. His roommate is the son of a minor noble called Hunfried von Kalb, a student Pistolier. After introductions he confides in Abel, one of his professors has a disturbing study on Beastmen. He shows a transcript as proof:
"You see, the Beastmen are not men with hooves. They're not men with animal heads, wearing shit-stained loincloths and brandishing flint-bladed spears. They're not stupid drunks who only like to shag and smear feces over the altars of civilized races.
They're so much more than that
They're the primal force of the world. They're the true children of the gods. They are the cry of dark and forgotten places, where no man, elf or dwarf has ever ventured.
The Beastmen are the last remnants of a world, from before the advent of civilization. When the nature was untouched by the hands of "smoothskins" and the wild places were untamed and majestic in their raw, unblemished splendor.
The weak and deviant Asrai would probably disagree, but they know nothing about true nature. Theirs is but a single forest, while the Beastkin own all of them. Wild lands, dark expanses of endless trees and fog-shrouded mires and meadows - these are the domains of a race, which lives closest to the four great gods of the north. One, whose shamans are able to walk the realms behind the veil and converse with powers that dwell there. They don't use humanity's names for them, for they are crude and simple.
The Beastmen know the truth about the nature of the Four much better than other, more "enlightened" races ever will. Because they have their blessings, thundering through their veins and hear their song in every corner of the globe. They see their influence all around them, not just in some dusty basement, filled with robed cultists, clumsily chanting gibberish from some old, poorly-written tome. Fools, they don't even know half of the truths to which the Beastkin are privy. Their weak, soft minds would bend and break, if they'd ever to discover them. For they were never meant for them but only for the true children of the gods.
Beastmen don't need books to know the wishes and thoughts of their gods. The world all around them is ripe with the signs of their will, their intent towards mortal races and their fate. Beastkin know where to look for them, even if the other "faithful" do not.
Deep in the ancient forests and dark groves, beneath the shadows of endless mountains, the true children of the gods show their devotion to their deities, by constructing altars to their greatness and eternal will. Chthonic obelisks and otherworldly idols can be found in those places, although woe betide those who discover them amongst the dark and gnarled trees. For their makers will snatch such a individual and make him see the truth, which lurks behind the veil, just before they'll end his existence."
Later that evening, the heroes go drinking and end up in the turf of the Mudak crime family (Kislevites). They get immensely drunk on wodka. One fool challenges Gotrak, and is killed. However, the Kislevites leave them alone as they figure the hothead shouldn't have picked a fight. Or maybe they just don't want to mess with the powerful heroes.
In other news
- The Elector Counts, including Lady Emanuelle von Liebwitz, are summoned to Altdorf to crown a new emperor. This will be Crown prince Wolfgang Holswig-Abenauer.
- Lady von Liebwitz will take the opportunity to try and secede Nuln from Wissenland, making it a free City-State. Wissenland has thrown its lot with the Ulicians in the civil war, which is an extra incentive for the Countess. Nuln has traditionally been a Sigmarite place for obvious reasons, the temple of Ulric is very small.
- A novelty of engineering is in the make, soon the Opus Magnus, a new, experimental cannon will be tested. The whole city awaits with the buzz of anticipation.
- Several people visiting the garden of Morr have fallen ill by a mysterious disease. Some priests are afflicted as well.
- There are rumours about Rat... ahem... Beastmen in the sewers. The Sewer Jacks are always hiring.
- Stirland and Ostermark (Sigmarite) reach an agreement where the two will give aid to Ostland in the face of Talabeclander (Ulrician) aggression. Grand Count Alberich Haupt-Anderssen sends emissaries to Grand Countess Ludmilla von Alptraum of Averland and Countess von Liebewitz requesting troops and logistical support. Meanwhile Talabecland and Hochland companies advance towards Wolfenburg. Sigmarites are persecuted in the countryside and begin fleeing into Reikland in sizeable numbers. Ostland and Talabecland armies clash south of the village of Wodern.
- A miserable year of crops, transport difficulties because of the war and hoarding by the rich has seen a dramatic increase in food prices. Some rumours suggest a coming famine.
- Middenland defeats the Reikland army (mostly Altdorf and mercenary troops) across the Reik from the Furdiest, the marshland east of Carroburg. Reikmarshall von Bock is slain. Panick ensues across the land.