Broken+City+EoT+25

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

Stat Cap: 28/25

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

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

Actions

MIL: 9 1. 9 mill will use various tunnels and sub basements to move into the Metro and from there to Elfwatch. From there they will wait to see if the Wren attacks the Church of Neposh forces in Little Veras. If the Wren doesn't do anything after about a week then they'll skip Little Veras and instead hit Factories North. From there they will move into Imperial Third. The idea will to be mobile using basements, subbasements, tunnels, and when necessary the Assault Tunnelers to move around fortified positions and groups of soldiers too big to fight. The goal is not to take the territory but in fairly basic terms make sure that the Wren no longer effectively controls it. (Thus breaking their district bonus for Runner's City if I understand the way things work correctly.)

If things go really well then they actually will hit the positions needed to seize control of the neighborhood and then move into surrounding Wren territories. Also my mil should try and avoid civilian casualties.

2. if I don't recieve 4 t Wel and a contract stating something from the effect of 'move in and suppress potential discontent in the poorer parts of town' from the Wardens at the start of the turn. Then the whole plan is off and my mil will just work on expanding my own territories with Bloodhand directing them.

WEL: 9 1. 3 Wealth will go into expanding the caverns into nice places to live. Making more homes and shops and such. To start with it will be something like a company town, with company housing and company shops. But I will be expanding this into a regular neighborhood and offering the opportunity for private citizens to own their own homes and shops. This will hopefully help transform my territories from simple territories into a full blown district. 2. 3 Wealth top side will be used by the exchange to subtly promote people moving into my territories. And if necessary building more open causeways down into the caverns so people can get in and out more readily. 3. 3 Wealth will be burned into helping expand the caverns. If possible I would also like to keep my fortifications 5 trait even with the expanded entrances. But not if it will keep me from completing the district construction. 4. The Wardens should be sending me 4 t. wealth as well. That will also go into the construction.

ESP: 9 1. All my espionage will be moving through the Smokeyards and Runner's City scouting for my army to make sure they don't run into ambushes, go after the best targets, and don't get sabotaged by the Wren's own espionage. 2. Contingency: Again if the Warden contract doesn't go through then my espionage doesn't do this. Instead they will help to keep the Exchange's wealth secret even as it goes towards my district. They will also try and keep the whole district construction and population project as low key as possible.

MAG: 7 (+0.5) 1. All my magic will go into creating beasts to provide to the Harrowing Fields to serve as blood sport and entertainment. And also potentially a way to test new recruits for mercenary work. But mostly to increase the influence of the Harrowing Fields by providing a good show and entertainment for the masses.

MOR: 6 1. My morale will go into building that district. After all my people should be pretty enthusiastic about building better living quarters and being able to interact with more people. They aren't monks.

REP: 1 1. My rep will go into attracting people into the new district.

INF: 0

VIPs Urso Bloodhand Urso will lead the Crimson Company into Runner's City. Well first he'll make sure a copy of the contract with the Wardens gets to the EBSA for safe keeping. Then he'll go after Wren soldiers. Basically his plan is straightforward. Once he finds any soldiers he will tell them some variant of "The Wardens have charged us with keeping order in this section of the city. As such your weapons are no longer necessary and potentially an inciter of violence. Please surrender your weapons and we will allow you to go peacefully."

If they give in to this intimidation of Bloodhand and the 9 mil backing him up then he'll take their weapons and let them go. Otherwise he'll kill them "So they won't disturb the peace." There are three basic objectives here. The first is to disrupt the Wren's control of the district. The second is to go after the Wren himself if he shows up. The third and least important is to actually kill Wren troops. I don't need to kill anyone to get what I'm after here. (Which is basically that I agreed with Murska to knock a hole in the Wren's influence in return for my vaults back in the EoG.)

Of note is that since violence and death is not the objective my troops and Bloodhand should avoid any conflicts that will make them sustain any more than light casualties. Although this should allow them to still do more fighting than most troops because of the Blood Knight regeneration. Also my espionage should be watching the area and if the Wardens show up to clean us out or the King's army. Basically if it looks like a trap then my army will get out of there immediately.

Jess Furs Furs will be trying to keep the influx of people and the new cavern entrances as low key as possible. I know I can't keep them completely secret, but hopefully i can at least keep the Exchange's involvement under wraps.

Felix Urd Urd will be directing the Exchange's wealth towards the new district to make it as effective and profitable as possible.

The Conductor I guess he'll be guarding against demons?