Broken+City+EoT+21

WEL: 6 ESP: 9 MAG: 7 (+0.5) MOR: 6 REP: 0 INF: 2

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:

WEL: 6 1. 6 towards preparing a territory for the Mercantile Guild. It should be like my vaults under the city, but I want to make it a bit nicer so people who aren't used to living underground would still feel comfortable. Location isn't hugely important at this point, except of course that it needs to be nearby. But I would prefer if it was somewhere that I can easily reach from my own territories and which can easily be connected to the surface to allow the Mercantile Guild to have a trade hub.

ESP: 9 1. All my espionage is going to work with the SGA to subvert the morale of the Wardens and hopefully cause them to have a small internal civil war. The cause of this will hopefully be by encouraging Wardens who aren't happy with what the Wardens are doing, fighting in the city against more or less innocent people rather than the warlords and bandits outside, to try and take over from the current leadership.

The Mercantile Guild and Bloodhaven should be helping with this. Possibly also the Silversmiths. At least one of the three factions needs to help or else my agents have orders to simply subvert the Wardens morale for future actions and not do anything overt at the moment.

MAG: 7 (+0.5) 1. All my magic will go to further improvements of Bloodhaven. Basically I want to boost his charisma. Something like what my shapers found in King James's blood. The ability to inspire people and get them to follow Bloodhand.

MOR: 6 1. If I can apply this to my espionage in order to improve their chances to infiltrate the Wardens without exposing my own involvement then I will. Otherwise apply it to the magic improvements of Bloodhand.

REP: 0 1. Nothing

INF: 2 1. Use whatever influence I have with them to help convince House Laurier to host the Mercantile Guild for at least a few months.

VIPs

Urso Bloodhand 1. Bloodhand will be going into Triphage Untima to talk to all those adventurers. His goal is basically to recruit them. He will use three tactics here. First his personal abilities. I doubt any adventurer there is even close to Bloodhand in pure power, so he will be an impressive demonstration of his abilities as a fighter and a leader who can get things done. Second he will be making references to carving out his own kingdom. Anyone who follows him will have the opportunity for the best fights and also the ability to get in on the ground floor of if not a united Shattered Lands kingdom at least a major Warlord territory. And third he will tell them about the things that can be found under the city. If they think the things to be found up here are impressive they should go below. The monsters are better fighters, there is treasure for the taking, and adventure to be hand at every corner. And the Sausage Guild is the only one who can reliably go there.  Bloodhand will start with recruiting the VIP adventurers, Sinclair Pews and the Hackeyed Knight,  but if they don't want to sign on, I would guess because they don't want to be in second place to anyone, then he will work on recruiting the normal adventurers. Bloodhaven may be contributing their influence in the area.

Jess Furs Furs will continue to hide the extent of the rebuilt Exchange.

Felix Urd Urd will try and keep the Exchange out of any fighting. Since the Wardens have expressed their desire to retake Gilded and the SGA isn't planning to put up any defenses he will prepare for yet another transfer of ownership of the neighborhood.

The Conductor The Conductor does what the Conductor does. He should however be on the lookout for Warden forces trying to take Allscross. I don't know if Murska is going to go that way or not. So he might not need to do anything, but he should be prepared to keep his tower safe.