Voted best in category in the Users' Choice awards.
Voting is open
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.

One wizard might not change much, but it also could. We wont know unless we try and honestly Belegar Ironhammer and his campaign for Karak Eight Peaks is more important as whole. The dwarves losing would be a horrendous set-back for the races of Order.
 
Last edited:
2300: Karag Dum, east of the World's Edge Mountains, falls to the forces of Chaos. A small portion of the Hold continued to hold out against attackers for two hundred years until rescued by Gotrek and Felix.

I've always been curious about that one. Did they really hold out for 200 years or was there time-dilation involved and the Dwarfs only experienced 20 years?
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.

I want a plan that talks to Kasmer and puts time and effort into expanding the EIC. I don't want to spend dwarf favors on the fief.

I would prefer to put the swords back in the tomb and want one overwork action with the boost from Renald.
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
 
Eight Peaks was approval voting last for some people at least: those who wouldn't want to run Hogwarts. My preferred option was mercenary unit, and if there was "build a spy ring abroad" option I'd choose it over founding a Grey Company. So now people who don't really like dwarven crusades but like building granaries even less are voting for "getting done with it and going for something I'd like better".

So the winner ends up being the least offensive option instead of the option that the most people actually want. That's actually really depressing, and though I'm trying I can't see a way to keep this from happening.

I think it'd help if you told us how do you want to run the reconquista (like Purge Turns?), how long do you expect it to last and how long before we can "take a vacation" so people could vote more informed instead of relying on PTSD from a completely unrelated quest.

There'd likely be a series of turns similar to the combat of the Sieges until a foothold is taken, and then Purge turns based out of that foothold.
 
Can people explain their thoughts with the choice of Zhufbar vs Eight Peaks? I didn't expect the low-stakes, low-reward option to be so overwhelmingly favoured, especially after Eight Peaks had the edge in the last round.
For me it's more of a fact that it is a first time we try to help Dwarfs. Not the only time.

I do not expect singular adventure to Zhufbar take more than one turn - and that would allow us to see how does it go, and what is really needed. We can try, we can find a niche for Mathilde - and we can learn what is needed for Mathilde to become useful.

To give few examples:

I can imagine great utility of Fog of War spells. I mean, tunnel fighting - it's a classical terrain where fog of war becomes absolutely deadly. But to confirm it Mathilde needs to try first, to know what it needed.

I can imagine Mathilde to work superbly in dark, shadowed halls, with her new intangibility spell. I can imagine her doing great as incredibly quick messager. I can imagine her being damn useful to break enemy charge with terror spell. I can imagine her being extremely valuable as a detection against hostile magic.

But for all of that, Mathilde needs to first try. We don't know what would be of use.

Zhufbar is a good, relatively safe way to do so. Eight Peaks... well, it would be a very big test right from the start.
 
Last edited:
[X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
[X] Leave them stored in your spare room.
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.

[X] Plan Finaly Getting IT DONE
 
Can people explain their thoughts with the choice of Zhufbar vs Eight Peaks? I didn't expect the low-stakes, low-reward option to be so overwhelmingly favoured, especially after Eight Peaks had the edge in the last round.

I've voted for Zhufbar as a learning opportunity. It's a chance to get some experience under our belt before committing to a larger and more dangerous campaign. It will allow us to learn how to best fight alongside our dwarven allies (when not in command of a massive battery of artillery), what gear might be needed / useful for fighting underground, and a thousand other little lessons that you only learn from experience. Once we get that under our belt we can make what adjustments we need to and decide if we want to join the K8P campaign if it is still ongoing.

Now, if we had an opportunity to learn more about Belegar's campaign, I would definitely be interested even if it cost us an action to gather information or a favor to arrange a meeting with him. If we learn that we could actually contribute in a meaningful way as we currently are then I could certainly be persuaded to take that larger risk. But, if we are going in blind either way, I would rather walk blind into the relatively safer choice.

For me it's more of a fact that it is a first time we try to help Dwarfs. Not the only time.

Basically this. Except Dice said it better.
 
So the winner ends up being the least offensive option instead of the option that the most people actually want. That's actually really depressing, and though I'm trying I can't see a way to keep this from happening.
Only for some part of the player base. Many have different reasons.

First, I have to say that your quest is very good, our tasks are challenging, characters are alive, choices are meaningful and update speed is second to none (seriously, can't praise you enough for that). There's nothing to be depressed about.

Second, it's a bit late for that but there is the option of asking people not to vote strategically for some choices, especially as important as "what we'll do in the next five years". I think that framing it as a meta vote or choose-your-job-from-the-list vote would work better that "write-in what Mathilde wants to do" because Mathilde is a bit detached from worldly affairs after Abelhelm's death and in-character vote is a bit depressing here. Also there is the option for you to just choose direction you'd have most fun pursuing: I think no one would object that.
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
 
[X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
[X] Plan Ready For Battle

There's no good way to avoid tactical voting. If people hate the leading option they'll always band behind the next highest option they can stomach. Better second worst than worst, even.
 
Last edited:
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
[X] Donate them to the Amethyst Order (+2 College Favours)
[x] Plan Ready For Battle
 
Last edited:
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Leave it safely in your Sunken Palace.
Adhoc vote count started by JamesShazbond on Mar 24, 2018 at 1:33 PM, finished with 12360 posts and 44 votes.

  • [X] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.
    [X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    [X] Donate them to the Amethyst Order (+2 College Favours)
    [X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
    [X] Leave them stored in your spare room.
    [X] Plan Finaly Getting IT DONE
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] The Allies of Man
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Private Sector Preparation
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Formalize and organize the payments people make for the Gong Farmers to perform their service.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Leave it safely in your Sunken Palace.
    [X] Plan Tying up loose ends
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[X] [Niter Factory] Fold it into the EIC. (no action needed)
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X] [Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects. (Overwork)
    -[X] [Personal] Have the EIC print and sell a second edition of Asarnil's memoirs. (Overwork)
    -[X] [Personal] Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[X][Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Affairs in Order
    -[x] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    -[x] Donate them to the Amethyst Order (+2 College Favours)
    --[x] keep 2 for study
    --[x] Leave them stored in your spare room.
    -[x] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Kasmir​
    -[X][Social] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)​
    --[X] Wilhelmina​
    -[X][Overwork] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Anton​
    [X] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    [X] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    [X][Personal] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] [Study] Spells of Grey Magic (costs 1 College Favour)
    [X] [Personal] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    [X] [Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[X] Ranald's Blessing
    [X] [Niter Factory] Fold it into the EIC. (no action needed)
    [X] [Estate] Hire Manager:
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (150 gc)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (150 gc)
    -[X] Improve the road between the Estate and Sonningwiese (75 gc)
    [X] [EIC] Use your friendship with Anton to build trade ties along the Nuln Road.
    [X][Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    -[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    [X] Plan Tying up loose ends
    -[X] Hire a steward.
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[X] [Niter Factory] Fold it into the EIC. (no action needed)
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X] [Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects. (Overwork)
    -[X] [Personal] Have the EIC print and sell a second edition of Asarnil's memoirs. (Overwork)
    -[X] [Personal] Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[X][Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar.
    [X] Plan Reserch on the move
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    -[X] Use your reputation to build trade ties with Zhufbar.
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[X] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Bring it with you, doing what you can with padding and cushions to protect it.
    [X] Money Magister
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Ranald's Blessing
    -[X] Hire Manager
    --[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    --[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    --[X] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood, 400 gc for stone, optional dwarf help for -1 dwarf rep).
    ---[X] Wood
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[X] Practical Diplomacy
    -[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [x] Plan Manager can be hired as a free action
    -[x] [Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence) (free action for 150gc)
    -[x] [Estate] Improve the road between the Estate and Sonningwiese (50 gc) (free action for 75 gc)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[x] [Niter Factory] Sell the produced niter crystals as fertiliser in Stirland.
    -[x] [Familiar] You'll have a cat, damn it. Spend time with the alley cats of Wurtbad and see what you can find. (low chance)
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    -[x] Filled with Potential: You've got four rooms cleared out and ready to be put to use. Decide what you're going to put in one of them and get started on equipping it. (write in the purpose of the room)
    --[x] Overengineered and contrived DOOMVAULT
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Return them to the barrow you originally got them from.
    [X] Leave it safely in your Sunken Palace.
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    --[x] Overwork
    -[x] Build a large home for yourself, with plenty of spare rooms to expand into (6 rooms, 150 gc).
    --[x] pay the 50% premium
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[x] Improve the road between the Estate and Sonningwiese (50 gc)
    -[x] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    -[x] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    -[x] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[x] Expand the Gong Farmers into the rest of Western Stirland.
    -[x] No longer linked to the Watch, the Gong Farmers might be vulnerable. Arm and train them so they can defend themselves in the sewers.
    --[x] dwarf favour
    -[x] Sell the produced niter crystals to Zhufbar.
    --[x] funds the gong farmer actions
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Imbue an item with a petty or lesser magic. (specify item and spell)
    --[x] a magic lock safe for the underground palace. Heavy and well concealed, spend freely.

Adhoc vote count started by JamesShazbond on Mar 24, 2018 at 11:26 PM, finished with 12530 posts and 82 votes.

  • [X] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
    [X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.
    [X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    [X] Donate them to the Amethyst Order (+2 College Favours)
    [X] Leave them stored in your spare room.
    [X] Plan Private Sector Preparation
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Formalize and organize the payments people make for the Gong Farmers to perform their service.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Finaly Getting IT DONE
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Plan Ready For Battle
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[x] Outsource (+50g cost, free action)
    -[x] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
    --[x] Learning
    --[x] Piety (Overwork action)
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    --[X] Ranald's Blessing
    -[x] Spells of Grey Magic
    -[x] Get a magical healing item from the Colleges (-Favors)
    -[x] Sell the produced niter crystals to Zhufbar.
    -[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [X] Leave it safely in your Sunken Palace.
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] The Allies of Man
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Finaly Getting IT DONE Qhaysh EDITION
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Tying up loose ends
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[X] [Niter Factory] Fold it into the EIC. (no action needed)
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X] [Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects. (Overwork)
    -[X] [Personal] Have the EIC print and sell a second edition of Asarnil's memoirs. (Overwork)
    -[X] [Personal] Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[X][Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Plan Merged
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[x] Spells of Grey Magic
    -[x] Get a magical healing item from the Colleges (-Favors)
    -[x] Sell the produced niter crystals to Zhufbar.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Bring it with you, doing what you can with padding and cushions to protect it.
    [X] Plan Affairs in Order
    -[x] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    -[x] Donate them to the Amethyst Order (+2 College Favours)
    --[x] keep 2 for study
    --[x] Leave them stored in your spare room.
    -[x] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Kasmir​
    -[X][Social] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)​
    --[X] Wilhelmina​
    -[X][Overwork] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Anton​
    [x] Return them to the barrow you originally got them from.
    [X] Leave it safely in your Sunken Palace.
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    --[x] Overwork
    -[x] Build a large home for yourself, with plenty of spare rooms to expand into (6 rooms, 150 gc).
    --[x] pay the 50% premium
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[x] Improve the road between the Estate and Sonningwiese (50 gc)
    -[x] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    -[x] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    -[x] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[x] Expand the Gong Farmers into the rest of Western Stirland.
    -[x] No longer linked to the Watch, the Gong Farmers might be vulnerable. Arm and train them so they can defend themselves in the sewers.
    --[x] dwarf favour
    -[x] Sell the produced niter crystals to Zhufbar.
    --[x] funds the gong farmer actions
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Imbue an item with a petty or lesser magic. (specify item and spell)
    --[x] a magic lock safe for the underground palace. Heavy and well concealed, spend freely.
    [X] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    [X][Personal] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] [Study] Spells of Grey Magic (costs 1 College Favour)
    [X] Plan Reserch on the move
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    -[X] Use your reputation to build trade ties with Zhufbar.
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[X] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] [Personal] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    [X] [Niter Factory] Fold it into the EIC. (no action needed)
    [X] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    [X] [EIC] Use your friendship with Anton to build trade ties along the Nuln Road.
    [X][Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    -[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    [X] [Estate] Hire Manager:
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (150 gc)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (150 gc)
    -[X] Improve the road between the Estate and Sonningwiese (75 gc)
    [x] Plan Manager can be hired as a free action
    -[x] [Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence) (free action for 150gc)
    -[x] [Estate] Improve the road between the Estate and Sonningwiese (50 gc) (free action for 75 gc)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[x] [Niter Factory] Sell the produced niter crystals as fertiliser in Stirland.
    -[x] [Familiar] You'll have a cat, damn it. Spend time with the alley cats of Wurtbad and see what you can find. (low chance)
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    -[x] Filled with Potential: You've got four rooms cleared out and ready to be put to use. Decide what you're going to put in one of them and get started on equipping it. (write in the purpose of the room)
    --[x] Overengineered and contrived DOOMVAULT
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Money Magister
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Ranald's Blessing
    -[X] Hire Manager
    --[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    --[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    --[X] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood, 400 gc for stone, optional dwarf help for -1 dwarf rep).
    ---[X] Wood
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[X] Practical Diplomacy
    -[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [X] [Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[X] Ranald's Blessing
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
 
There's no good way to avoid tactical voting. If people hate the leading option they'll always band behind the next highest option they can stomach. Better second worst than worst, even.
Relax the dictator criterion? The word "dictator" is doing a lot of connotative work in Arrow's theorem; it's much less impressive to say that a voting system can always end up having a tiebreaker voter.
 
So the winner ends up being the least offensive option instead of the option that the most people actually want. That's actually really depressing, and though I'm trying I can't see a way to keep this from happening.
Actually that's better than the reverse. At least for me.

Example:
You have 6 options and 100 voters.

Vote comes out:
4. 27 votes
5. 20 votes.
1. 17 votes.
2. 15 votes
6. 11 votes
3. 10 votes.

With this vote, 27 are happy, and the rest, 73 are unhappy. This is why we do stuff like approval voting, or preferential voting. They give fairer results. Sure, less people got exactly what they wanted. But more people got something they could support.

Or in other words: Do you prefer a small but enthusiastic group, that loses and gains members with each meaningful vote, or a smaller but enthusiastic group that forms the core of a much larger group of interested, if not enthusiastic, voters?

I'd prefer the second option. You do you.

EDIT: Basically, first past the post voting systems are bad, and should not be used if you want to keep a large and active player base. Otherwise every meaningful choice will shear a part of your public away, as they walk away in disgust.
 
Last edited:
Can people explain their thoughts with the choice of Zhufbar vs Eight Peaks? I didn't expect the low-stakes, low-reward option to be so overwhelmingly favoured, especially after Eight Peaks had the edge in the last round.
I look at Mathilde's list of available actions and see that she is so close to being a monster on the battlefield- she has conceptual fog of war spells to study, Dread Aspect is literally a "charge and the enemy line will break" spell against any enemy subject to mental effects, she has the Liber Mortis which feels almost certain to give a trait which is beneficial from the perspective of magical skill and power- but she's not, yet. Burning Shadows is her best combat spell and it takes careful setup to use and past that she's basically down to shooting and swording. She's quite good at those and can mix in some nasty tricks to make her even better, but there are a lot of really effective heroes with melee weapons in the service of the dwarves.

So I feel like going all-in on one of the nastiest wars likely to be fought in the near future is only sensible if we spend our last turn actually prepping for it instead of wrapping up Stirland interests, but obviously no one is doing that- look at the votes; they're all centered around magical research with no immediate application where they study magic at all. Since there's no strong interest in becoming better at warfare, why would we sign up for the harder war? Sign up for the lesser one where our existing skills are likely to make more of an impact.

Aside from that, I like being in a position where we could reasonably hear news from Stirland on a regular basis, and where we could reasonably take a week consisting almost entirely of safe riding to go check up on things if we hear that something is on fire rather than going home requiring a lengthy ride through hazardous territory.


 
Last edited:
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.

Adventure!
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Leave it safely in your Sunken Palace.
 
[X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
 
Personally I'd say looking at Mathilde's potential to be helpful only through the lens of her straight combat potential is missing the point what we should do is act a supernaturally good scout and spy. The kind of person who can get where no one else can and can provide the dwarves with the kind of information they can use to win battles.
 
[X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.
 
Personally I'd say looking at Mathilde's potential to be helpful only through the lens of her straight combat potential is missing the point what we should do is act a supernaturally good scout and spy. The kind of person who can get where no one else can and can provide the dwarves with the kind of information they can use to win battles.
But her potential for that is also much greater than its realization. Fog of War is applicable there. With Doppelganger Mathilde could walk into an orc camp to have a look around, and Shroud of Invisibility or Illusion similarly have obvious potential for ridiculous shenanigans. And on a more boring level, her recent college examination and studies were fairly extravagant and really pushed her skills, so Mathilde could easily take an intrigue or learning (particularly learning) internalization action keyed off them and become better than she is at key aspects of both scouting and spying nonsense and using her magic in support of it.

The action votes remain focused on not doing any of this.
 
[X] Plan Tying up loose ends
-[X] Hire a steward.
@Wistways
Just a note but because you changed that line your vote doesn't get counted for Plan Tying up loose ends.

Can people explain their thoughts with the choice of Zhufbar vs Eight Peaks? I didn't expect the low-stakes, low-reward option to be so overwhelmingly favoured, especially after Eight Peaks had the edge in the last round.
Low-stakes, close enough to Stirland that we aren't completely abandoning our old infrastructure, characters we already know and not a single decades long campaign we will feel obligated to finish.
 
Relax the dictator criterion? The word "dictator" is doing a lot of connotative work in Arrow's theorem; it's much less impressive to say that a voting system can always end up having a tiebreaker voter.
Actually it's easier to violate voting theory premise (ask voter not to exercise some forms of rational behavior like strategic voting) or make his preferences to take account not only of his own enjoyment but QM's satisfaction, voting base overall mood and so on. On small scale in real world voting with no big thing on stake it's much easier to make voters behave differently rather than change voting system.
 
Voting is open
Back
Top