Broken+City+EoT+24

Stats MIL: 5 WEL: 9 ESP: 9 MAG: 7 (+0.5) MOR: 6 REP: 1 INF: 0

Stat Cap: 22/25

Traits: Bloody Business, The City Must Be Fed, Expanded Tunnels, Assault Tunnelers, Commerce House, Sav Altulas Metro, The Digging Beast, The Grid, Fortifications 5

VIPs: Urso Bloodhand, Jess Furs, Felix Urd, the Conductor

Actions

MIL: 5 1. My military will train and work to improve their discipline and combat expertise as Blood Knights.

WEL: 9 1. 2 Wel will go into the Exchange's activities. Putting up new businesses to expand into the vacancy left by the Mercantile's apparent departure and providing cover for the Mercantile Guild itself to continue operation. 2. 6 Wealth will go into providing more equipment and training for the Blood Knights. If their personal equipment is already as good as it can get, and I'm talking about customized suits of heavy armor and weapons for each of them, then the work be spent on building collective improvements. Like training yards in the caverns, barracks, stables for heavy mounts, expanding the caverns to fit all this in. That sort of thing.

ESP: 9 1. All my espionage will be working with the Exchange and the Mercantile Guild to keep the activities of both groups well under the radar of everyone else. I realize that I can't really hide the fact that merchants are moving goods around and doing some trading. But I would rather that it looks like a bunch of opportunistic individuals taking advantage of the openings provided by the guild's absence rather than a concerted effort of some organization. Also a bit of this should be going to hiding the existence of the underground territories. I think the best way to do that would be to use the Metro as a clearing house. Since it should still be in use by merchants moving their goods around it shouldn't be hard to inject more into it from below or pass goods down from above. If the Metro isn't in use, then those individual merchants my espionage is working through should have the bright idea to restore it and start using it. Maybe someone should start a toll to make it really look like business venture.

MAG: 7 (+0.5) 1. I think my military should be open to enhancements by now. My shapers should be working to imbue them with enhanced strength and regeneration primarily. So they can carry their armor and weapons effectively and be extremely tough to take out. More exotic enchantments would be enhanced speed, better reflexes, maybe even the ability to absorb blood magic from their enemies to boost themselves.

MOR: 6 1. Going into the Blood Knight loyalty and acceptance of magical enhancements.

REP: 1 1. Same as last time try and get a few new recruits who fit the bill for what I am looking for in blood knights. Extreme loyalty and discipline followed by combat skill and strength.

INF: 0

VIPs: Urso Bloodhand, Jess Furs, Felix Urd, the Conductor

Urso Bloodhand Bloodhand will be working with the Blood Knights, who I'm going to call something else officially by the way. He'll be training them to be more effective in combat, and also instilling a deep sense of loyalty to the cause and each other.

A quick run down of what I'm working towards just as a bit of clarification. I want a bunch of extremely heavy infantry who can work in any formation ranging from alone to entire companies. They should be extremely tough and capable of going toe to toe with any other force. Basically a lot like Urso himself, but obviously not nearly as tough on an individual level. They should also be loyal to the Sausage Guild as exemplified by Urso. If I have time I plan to give them mounts that can go across any terrain, underground, through water, over walls, etc. But this will simply make them mounted infantry rather than cavalry.

Jess Furs Furs will be working with the espionage to cover the Exchange and Mercantile Guild.

Felix Urd Urd will handle the more financial side of things. He'll be using the Exchange's wealth to make the best investment opportunities and create the network of merchants that will eventually hide the Exchange and Mercantile Guild's true extent as organized endeavors.

The Conductor Will deal with any remaining demons. Then he'll be informed of the Exchange's current activities. Since his goal seems to be a comprehensive tracking and understanding of systems, staring with monetary ones. This kind of undercover movement of goods and services through intermediaries may actually be of interest to him, and help him to calibrate the Grid and his own research.

Misc. The Sausage Guild I think at this point I should outline what exactly the Sausage Guild intends to do as laid out by Urso Bloodhand's very long range plans. The first thing is that the goal of the Sausage Guild is still the same, to feed the city of Sav Altulas. However as things stand currently this isn't possible. So Bloodhand is basically writing off the current generation and moving to set things in motion that will either allow the Sausage Guild to do its job once King James is dead, through old age if nothing else, or allow the Sausage Guild to operate through proxies to do so.

<span style="background-color: #ffffff; font-family: verdana,geneva,lucida,'lucida grande',arial,helvetica,sans-serif;">The basic goal of this is to organize the warlords of the Shattered Lands and convince them to form into true kingdoms. This seems easy enough to do with Margreeve, but may require a good deal of convincing and campaigning with the others. He attempted this unsuccessfully with the Tinman. Since the Tinman refused Bloodhand is not particularly grieved that the Traitor Legion was destroyed. There are plenty of other warlords to work with after all. Once the kingdoms have been laid down the Sausage Guild will use some combination of political pressure or simply being about to farm above ground to regain its position as the primary supplier of food in the region, and by extension the supplier of Sav Altulas.

<span style="background-color: #ffffff; font-family: verdana,geneva,lucida,'lucida grande',arial,helvetica,sans-serif;">To accomplish this Bloodhand is organizing the Guild into three main components. The Crimson Company is the official face and descendant of the Sausage Guild. It will first serve as a mercenary force for the various warlords, offering discounts to the ones the Sausage Guild favors in order to boost them above competing warlords and eventually into positions of kingship. It may not be quite so blatant about it as Bloodhand was with the Tinman since that proved unsuccessful. Instead simply subtly improving the chances of various suitable warlords and letting their natural ambitions push them into becoming lords and eventual kings. Once the kingdoms are established the Crimson Company will still officially be a mercenary company, but unofficially its primary duty will be through long standing contracts with each kingdom to basically offer a multi kingdom guard force to respond to outside threats and arbitrate disputes between kingdoms. This should give it suitable political leverage to enact the Sausage Guild's plans.

<span style="background-color: #ffffff; font-family: verdana,geneva,lucida,'lucida grande',arial,helvetica,sans-serif;">Meanwhile the Exchange will serve as the motivating force behind the Sausage Guild's food production. By weaving itself through the financial workings of Sav Altulas it will be in a prime position to expand further out as additional regions are stabilized by the Crimson Company. This should allow it develop the necessary infrastructure to stabilize the region as a whole, which will be necessary for the increased trading needed to be a regional food supplier. And of course it will also be setting up those farms to provide the food, as well other production facilitates like mines, lumber mills, quarries, and such to hide it's focus on food which might lead people to suspect its connection to the Sausage Guild. Necessary since the Exchange is headquartered in Sav Altulas which is currently inimical to the Sausage Guild. The Exchange will also serve as the guild's intelligence arm sending out agents to gather information and subtly asset the Crimson Company.

<span style="background-color: #ffffff; font-family: verdana,geneva,lucida,'lucida grande',arial,helvetica,sans-serif;">The last component of the Sausage Guild is the Shaper Circle. It's primary job will be further the study of blood magic, which has applications in food production, military capabilities, and transportation. It will also be concerned with expanding the Sausage Guild's base of operations underneath the city into a true Undertown, and perhaps eventually into a full Under dark with subterranean settlements throughout the Shattered Lands. When necessary it will also serve as support for the other two groups enhancing and healing the members of the Crimson Company, and providing them a base, and also subtly working with the Exchange to build infrastructure and trade routes.