Voted best in category in the Users' Choice awards.
Voting is open
What I am doing is considering the main logic behind the sword purcharse as described above, and questioning people whose votes contradict that logic, because if you didn't notice this thread flies and most people don't read the disscussion, and the change of then missing the conection between sword and gromrill is no smaller than the dozen other things people are getting wrong all the time.

If you have a better option than try to clarify is they are misinformed on actualy based their decison on something else individualy I would love to hear it, because again people miss post all the time around here.
Informing oneself is meant to be an optional activity, and enjoyable; if they do not choose to do so, forcibly attempting to bring it to their attention is only likely to make them unhappy. We cannot stop people from deciding on something without reading the discussion and making a vote, only attempt to sway those who follow the discussion. Letting people vote freely is a cornerstone of the quest, however much it may help or hinder certain options.
So next turn we're going to have a big decision to make... Up or Down.

What are people's thoughts on that? I'm inclined to start by going up, on the principle that higher is better even if it's more expensive. And remember, we can alway go down later.
I believe that digging down will make the rooms less prone to being accessible from the outside, such as how we got into Karag Nar, and we will receive more space for less money (which we are spending at a prodigious rate, however much of it we currently have).
 
Question, when it comes to things that have "one FREE action", does that mean you can only do that one free action, or you can chose to do the one free action and one not free in that section? Like the Karag Nar Penthouse
Boney said he specifically structured it that way to make the construction of our home a gradual process.
 
So next turn we're going to have a big decision to make... Up or Down.

What are people's thoughts on that?
We want to go up for the rooms we want the bonuses on, down for any where that's not critical.

So, are the most important rooms to build next ones where we want a bonus or not?

... Someone had a list of rooms we'll want somewhere.
Question, when it comes to things that have "one FREE action", does that mean you can only do that one free action, or you can chose to do the one free action and one not free in that section?
It means anything past the first in that section will cost an action.

Last turn's vote had two from the tower construction list, if you care to check.
 
Last edited:
Flying is awesome. That said, if putting magic into Mathilde's head is a bad idea I shudder to imagine what the effect of putting so much off-wind magic into her that she completely transforms and then keeping it in her, in a stable way, for an extended period would be.

While we have easy access to off-wind items via College Favor that doesn't mean it's a good idea to use them outside emergencies, sadly. Particularly anything that has a sustained effect.
Awww that's a reasonable reason to prevent Mathilde from being able to fly around as a bird. Although it's just changing her body and not her soul or mind so maybe it's not as bad as the Chamon mind effecting spells.

Still I bet there's something really amazing hiding in the books worth grabbing. Notably if we still want flight there's Wings of Heaven (3 favor) would let Mathilde straight up fly around no transformations required.

There's also a lot of useful spells that Mathilde won't see much benefit from personally but are really useful in general. Maybe in the future we can convince Belegar to purchase some items.

Knocks of the Departed
let's us question friendly deceased through their corpses and descendants. Not something we'd want to use ourselves but it could certainly be useful for finding murderers, sorting out wills and learning lost lore.

Light of Purity Burns out diseases with ease for entire cities.

Ferment turns water of any quality into ale. Pretty useful for a ranger on the go.
 
[X] [SPIDER] The We can be a powerful military ally against the greenskins.
[X] [SPIDER] The We can be a powerful military ally against the Skaven.
[X] [UNDUMGI] Francesco Caravello, Tilean ex-merchant
[X] [ARMOUR] It should be reforged into a worthy commemoration of the Karak's rebirth.

[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive Skaven Magic, Extensive Greenskin Magic, Antiquarian Grey Magic (2 College Favor), Extensive Amber Magic, Extensive/Esoteric Romance Novels, Extensive/Esoteric Linguistics, Extensive Warpstone, Extensive Morr, Extensive Karaz Ankor. Dwarf Texts: Extensive Greenskin Magic, Extensive Skaven Magic, Extensive Romance Novels, Extensive Linguistics, Extensive Daemons. Brettonian Texts: Extensive Romance Novels. Tilean Texts: Extensive Romance Novels.
[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive/Antiquarian Skaven Magic, Extensive/Antiquarian Greenskin Magic, Extensive/Esoteric Romance Novels. Dwarf Texts: Antiquarian Skaven, Antiquarian Greenskin, Extensive/Antiquarian Skaven Magic, Extensive/Antiquarian Greenskin Magic, Extensive Romance Novels. Brettonian Texts: Extensive Romance Novels.
[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive Skaven Magic, Extensive Greenskin Magic, Antiquarian Grey Magic (2 College Favor), Extensive Amber Magic, Extensive/Esoteric Romance Novels, Extensive/Esoteric Linguistics, Extensive Warpstone, Extensive Morr, Extensive Karaz Ankor. Dwarf Texts: Extensive Greenskin Magic, Extensive Skaven Magic, Extensive Romance Novels, Extensive Linguistics, Extensive Daemons.
[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive Skaven Magic, Extensive Greenskin Magic, Antiquarian Grey Magic (2 College Favor), Extensive Amber Magic, Extensive/Esoteric Romance Novels, Extensive/Esoteric Linguistics, Extensive Warpstone, Extensive Morr, Extensive Karaz Ankor. Dwarf Texts: Extensive Greenskin Magic, Extensive Skaven Magic, Extensive Romance Novels, Extensive Linguistics, Extensive Daemons.
[X] [ENCHANTMENT] No purchase.
[X] [RUNE] A 25 favour sword to commemorate Mathilde's part the in retaking of Karak Eight-Peaks.
[X] [RUNE] Ranger's Greatsword
[X] [RUNE] 25 Favour Sword
 
Last edited:
[X] [UNDUMGI] Francesco Caravello, Tilean ex-merchant
[X] [SPIDER] The We can be a powerful military ally against the Skaven.
[X] [RUNE] 25 Favour Sword
[X] [LIBRARY] No purchase.
[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive Skaven Magic, Extensive Greenskin Magic, Antiquarian Grey Magic (2 College Favor), Extensive Amber Magic, Extensive/Esoteric Linguistics, Extensive Warpstone, Extensive Morr, Extensive Karaz Ankor. Dwarf Texts: Extensive Greenskin Magic, Extensive Skaven Magic, Extensive Linguistics, Extensive Daemons.
 
Last edited:
So, are the most important rooms to build next ones where we want a bonus or not?

... Someone had a list of rooms we'll want somewhere.
Two bottom rooms might be a library and a storage room for any spare junk that isn't critical (or maybe a second bedroom for any Journeymanlings that stay the night.) Further up will probably be dedicated labs and possibly a Vault Of Things We Really Want To Be Kept Sealed.
 
Boy, 15 favors got us the incredibly OP "Fuck You Belt" from Kragg, what on earth is 25 favors of Greatsword going to mean? I usually value defense far more than offense, because I vote away from disaster and staying alive is the first prerequisite of achieving any goals, and while I can accept this, getting something to improve our stealth/scouting abilities would be a more preferred use of these finite favors. Mathilde is really doubling down on Warrior. Her mastered spells: A) give her a very fast horse that never gets tired, B) lets her fight forever without fatigue in magical armor, C) auto-magicks all of her weapons, and D) a living, angry shadow. And even with that, Mathilde spends far more time sneaking past enemy lines to scout/sabotage/assassinate than she does locked in sword duels with ork bosses. It won't be a great help in her job as Court Wizard or her magical research.

I had similar feelings on the Mega Library. While this sword will definitely be terrifying, it is also consuming a more valuable resource.
 
K8P Mage Quest:
Mathilde: There are way too many stairs in this tower, and building a grounded lab is really boring. I must drown my woes on this my giant binge shopping horde of books that other people are going to carry up all these stairs for me.
Johann Player: I'm very confused on whether or not I'm being sent to be tested for rank up because I got caught or she thinks I'm that good. Sooo full of mixed feelings for my new boss.
Maximillian Player: I SCIENCE the spider venom for MAGIC!
---
K8P Quest:
Dwarven Spider Guard A: I can't believe we get paid to watch this.
Dwarven Spider Guard G: Seriously this is hilarious.
Dwarven Spider Guard J: I think that one just got possessed, his confusion has changed dramatically!
Dwarven spider Guard G: ...and its over... and its even funnier now.
Dwarven Spider Guard A: I can't believe we get paid to watch this.
---
Deamon Quest, era the future:
Deamon: ...and when I possessed this mage everything stopped making sense. He was casting this spell that was translating for a giant spider... and the grey boss mage was having an in depth talk with the spider about their family lineages and competing to see who could go back the farthest and kept checking to see if they were related. It made no sense and I know I was following the syntax better than the mage I was possessing. Who does that? It doesn't make any sense.
Other Deamon: Wow its been weeks now. I'm so envious of that confusion high.
---
K8P Mage Quest:
Mathilde: So the candidates are... Bretonnian Mulan, A merchant who almost did a silk road run without a weapon and it took getting mugged to teach him that was stupid... and Oswald Oswaldson the 145th. Huh. I wonder if I should introduce him to the spiders.
*Ominous, sourceless humming around the Amber Mage intensifies as they start to freak out*
---
K8P Quest, Counsel Meeting:
Mathilde: So after buying an extensive library and having Max SCIENCE! the spider venom and documenting the hive spiders entire known history, I got bored and decided to go bother the Skaven. So I scouted the hell out of them and here be the map of with faction controls which mountain and stuff.
Belegar: So that is all you did this turn? Didn't assassinate any Skaven leadership? *hopeful*
Mathilde: Sad I know... and I feel bad about that so I went shopping in one of the Skaven shopping districts and got you a present *pulls a big box out of her shadow*
Belegar: *Opens the box and boggles at his consolation prize* You bought this? From the Skaven?
Mathilde: More shoplifted while the proprietor was distracted. Fondling warp stone is just a bad habit to get into.
 
Last edited:
Two bottom rooms might be a library and a storage room for any spare junk that isn't critical (or maybe a second bedroom for any Journeymanlings that stay the night.) Further up will probably be dedicated labs and possibly a Vault Of Things We Really Want To Be Kept Sealed.

Dedicated labs should definitely not go underground if we can avoid it. You don't want gas or god knows what trapped and unable to diffuse into the air.
 
Personally, while I can see the appeal of TNE's vote to reforge the armor, I kinda agree with not asking explicitly for it to be reforged. By asking for a 25 rune favour sword we know we'll be getting one made from Gromril, and if Belegar decides to use this armor for that cause, awesome for us. If not I doubt we'll lack opportunities to find at least one more cache of gromril for our sword. All that matters IMO is the fact that we'd invest in a 25 rune weapon. It shouldn't be started until the metal arrives so there's no possibility in making a substandard runed weapon out of steel or some lesser metal.
 
Last edited:
[X] [SPIDER] The We can be a powerful military ally against the greenskins.
[X] [SPIDER] The We can be a powerful military ally against the Skaven.

I'd love to advise immediate integration, but I REALLY don't think the dwarves will go for it :(

[X] [UNDUMGI] Francesco Caravello, Tilean ex-merchant

Can we, just, like, hang out with Soizic? She's not the optimal choice for leader, but she seems cool and I'd like to see her character more.

[X] [ARMOUR] Make no recommendation.

[X] [ENCHANTMENT] No purchase.
[X] [RUNE] A 25 favour sword to commemorate Mathilde's part the in retaking of Karak Eight-Peaks.
[X] [RUNE] Ranger's Greatsword
[X] [RUNE] 25 Favour Sword
 
Last edited:
Two bottom rooms might be a library and a storage room for any spare junk that isn't critical (or maybe a second bedroom for any Journeymanlings that stay the night.) Further up will probably be dedicated labs and possibly a Vault Of Things We Really Want To Be Kept Sealed.
I'd argue you want a vault down. Twenty feet of stone is an excellent insulator/protector from pretty much anything. Keep all the dangerous magic items in one room down there, and keep all the monies in a different room.
 
By asking for a 25 rune favour sword we know we'll be getting on made from Gromril,
If I recall correctly, this is not quite the case; rather, it was mentioned that we could spend additional favor to request that it be made of Gromril, and that we would have to wait until new Gromril was discovered before the weapon could be created (what with Gromril being so rare that there is simply not any ore that has not already been allocated for one use or another, hence this vote to reforge the armor). If we were to request the sword anyway, it is possible that it might be made out of a substandard material were Gromril not available.
 
Personally, while I can see the appeal of TNE's vote to reforge the armor, I kinda agree with not asking explicitly for it to be reforged. By asking for a 25 rune favour sword we know we'll be getting one made from Gromril, and if Belegar decides to use this armor for that cause, awesome for us. If not I doubt we'll lack opportunities to find at least one more cache of gromril for our sword. All that matters IMO is the fact that we'd invest in a 25 rune weapon. It shouldn't be started until the metal arrives so there's no possibility in making a substandard runed weapon out of steel or some lesser metal.
Actualy there is, and that is the root of the problem.
 
It feels gross. I don't know how else to put it. It's not really that shady, it's Belegar's call in the end, but...

Like, your friend found a culturally significant find in your backyard! Like, I dunno, pirate gold (in this hypothetical, you're descended from Davy Jones or something, work with me here). Then, when you ask for their opinion on what you should do with it, they respond, "You should reinvest it into the local economy! ... Oh, and by the way, not that this has anything to do with anything, but I'll be opening Mathilde's Curios down the street next month~"

On one hand I agree with you, on the other you're also leaving out the part where you're the only reason he found the thing to begin with. Also how you just, I dunno, helped him renovate his house or something, the analogy kinda falls apart there.
 
@BoneyM, I've mentioned a dwarf Slaanesh cult a few times before. I've recently found out where I got that from: a 2e splatbook called Karak Azgal, giving detailed information about the karak of the same name. It's got a bunch of information in it you might find useful. Karak Azgal has a permanent population of dwarfs (and a sizeable but temporary population of non-dwarfs) on the surface (inside the hold is very dangerous and where the players go to adventure). Karak Azgal itself is only a short distance from Karak Eight Peaks and Karak Azul, south and south-west of the two locations respectively, so I think it'd be relevant to Divided Loyalties.
Here's the history of the place as well as its current status.
When the world was young, Dwarf holds stretched along the World's Edge Mountains from Karak Vlag in the far north near Kislev to the fabled Karak Zorn in the far south. The Dwarfs delved deep into the mountains, carving strongholds in the stone and uncovering riches of gems and ore, especially the most precious metal of all: gromril. Orcs, Goblins, and other invaders were dealt with swiftly and trade flourished throughout the Dwarf kingdoms.

During this time, the Dragon Crag was known as Karak Izril, or City of Jewels. So great were the veins of gems found in the mines that the riches were said to rival the great Dwarf city of Karaka-Karaz itself. These were the days of Dwarf pride, but they would soon come to an end.

The fall of Karak Eight Peaks in the north at the hands of the Orcs and Goblins was only the beginning. Using the Dwarf roads and trade routes, the green horde descended upon the southern holds with great ferocity. Tales of the riches of Karak Izril had been heard throughout the Old World, and even the Greenskins knew great treasure was there for the taking. In their arrogance, the Dwarfs had only lightly defended the passes to the north, thinking Karak Eight Peaks would never fall. The Orcs took advantage of this and stormed into the hold.

At the same time, the cunning Skaven decided this would be the opportune moment to strike. They had been burrowing under the Dwarf mines for years, biding their time and lusting after the Dwarf riches. When they learned of the Orc and Goblin assault, they launched an attack of their own. Faced with a battle on two fronts, the Dwarfs realized they were doomed.

Retreating into the depths, the Dwarfs made a valiant last stand to defend their hold. The carcasses of Orcs, Goblins, and Skaven were piled high at the feet of the doomed Dwarfs as they fought to the bitter end. As the last Dwarf was killed, the invaders searched for the Dwarf treasure but found none. The warriors had given their lives to protect their treasure. Whilst they were fighting and dying, the runelord Stormbeard and his engineers took the treasures and hid them in a secret vault deep within the mountain. Using Runes of Hiding, he concealed the door to the vault so only a Dwarf would be able to find it. Vowing to return, the Runelord led away what remained of the Dwarfs of Karak Izril. Preparing his entry into the Book of Grudges, he renamed the hold Karak Azgal, or Hoard Peak.

The Dwarfs did not return quickly enough to recover their treasures buried by the clever runelord. War with the Orcs and Goblins had depleted their resources and the glory of the Dwarf kingdoms was at an end. Soon after the fall of Karak Azgal, the Dragon Graug the Terrible made his home in the hold. Using his race's ability to sniff out precious stones and gold, Graug quickly found the hidden vault and made his nest there to attract a mate. It was then that Karak Azgal came to be known as the Dragon Crag.

For many years, treasure seekers and adventurers came to the crag to challenge the Dragon and loot the ruins. The Dwarfs sent countless expeditions sponsored by the Jewelsmiths' Guild to regain the gems hoarded by Graug. All of them failed until the Dwarf hero Skalf entered the ruins. He found the hidden vault and confronted Graug. After an epic battle, Skalf slew the Dragon by chopping off his head, claiming the treasures of Karak Azgal for himself.

Skalf the Dragonslayer used the riches he found in the Dragon's lair to re-build a city on the ruins of the old. Although a far cry from the beauty of Karak Izril, the new Karak Azgal is strong and well built. Still ruled by descendants of Skalf, the city has become a haven for adventurers seeking to journey into the depths in search of treasure. The Dwarfs have tried to keep tight control over what is removed from the ruins, sealing up unauthorized entry points, exacting a toll for anyone entering the ruins, and levying a tax on what is brought up.

The influx of immigrants soon became too much for the Dwarf hold to support. A shantytown grew outside the gates of the city, filled with cutthroats and adventurers looking to make their fortune in the Dragon Crag. Over time, the Dwarfs encouraged the development of this town in an effort to keep some of the riff raff of the Old World out of Skalf's Hold. The result was the formation of Deadgate, a rough and tumble place at the foot of the hill leading up to the hold. Consisting of wooden buildings, most poorly constructed and hastily built, it is the first stop for those arriving in Karak Azgal.

Today, the Dwarfs still have not reclaimed their glory days. Brave promises of a return to the greatness of the past have gone unfulfilled. They are few in number, and even the successful holds like Karak Azgal do not have the strength to clear out the encroaching Orcs and Skaven. Like hens on an egg, the Dwarfs of the Dragon Crag sit on the mines of their ancestors, content to let others delve into the depths to bring up treasures and other artefacts—all for a price, of course.

EDIT: Karak Azgal is actually fairly wealthy from what I can tell.
Deadgate is home to many vices. Travellers come to Karak Azgal just to indulge themselves in the city's many diversions. Given the constant influx of immigrants and the wealth recovered from the ruins, opportunists have devised many ways for adventures to spend their hard-earned coin. Gambling, naturally, is everywhere, from card and dice games, to bets on pit fighting and dead pools—bets placed on groups of adventurers to see who will die first. Alcohol flows freely, from stout Dwarfen ales to the finest Elf wines (though these are taxed), and many academics and wizards come to this place to sample illicit potions and draughts that promise to expand their minds. For those of a sinister bent, the most dangerous poisons can be found in the shadowy alleys and in the back rooms of taverns and even temples. But Karak Azgal offers finery as well. Excellent apparel, jewellery, weapons, and armour are available to those who can meet their high prices. Karak Azgal has everything a hard-bitten adventurer could want, and far more.
As word has spread throughout the Old World of the rebirth of Karak Azgal, risk-taking merchants have begun to take notice. Although the trip from the Empire is a long and arduous one, the jewellery and gemstones from Karak Azgal are well worth it for those who can make it through successfully.
Gambling, elf wines, and "many academics and wizards", not to mention the high quality jewellery, weaponry, and armour. Pretty robust economy there. It's also got proper merchant caravans going to and from there, with Karak Azgal being considered properly reborn.

And here's the corrupt guard and Slaanesh cult I brought up before. Got some details wrong (the guard commander isn't being used by the cult, but by some Kislevite crime lord) but more or less is right.
Furagrum is dedicated to his job, and is fair but utterly ruthless in his interpretation of the law. If a Lawbringer is slain, he hunts down the perpetrator personally to bring them to justice. He serves on the threemember ruling council of Karak Azgal, making him one of the most powerful Dwarfs in the city. Any who think he can be bribed learn to quickly regret that thought in the prisons of the hold.

The commander does have a weakness, however, and that is gambling. His favourite pastime is to bet on the pit fighting in Deadgate, but he lays money on almost anything to feed his addiction. Like all Dwarfs he is loath to give up his treasure, and paying his debts does not come easy to Furagrum. Torn between enforcing the law and making good on what he owes, the commander has recently started to look the other way with some of the goings-on in Deadgate. Dmitri Markov, the Kislevian crimelord there, has a special relationship with Furagrum. He forgives the commander of his debts, and in return Markov operates a secret entrance to the ruins out of the Ice Maiden.
Even the insidious powers of Chaos have not left Karak Azgal untouched. The "Dwarf" priest Elgrom Dragonslayer has recently established the Cult of Gorlaz in the temple quarter. A descendant of Skalf himself, his followers believe Gorlaz is the lost Dwarf God of Wealth. They seek to recover as much gold, gems, and other treasure from the ruins as they can to honour his name. In reality, their lust for gold has twisted their minds and Gorlaz is simply another name for the Chaos God Slaanesh.
 
Last edited:
If I recall correctly, this is not quite the case; rather, it was mentioned that we could spend additional favor to request that it be made of Gromril, and that we would have to wait until new Gromril was discovered before the weapon could be created (what with Gromril being so rare that there is simply not any ore that has not already been allocated for one use or another, hence this vote to reforge the armor). If we were to request the sword anyway, it is possible that it might be made out of a substandard material were Gromril not available.
The problem I have with this is the idea that they'd make a masterwork at the very limits of current Dawi ingenuity out of anything but their greatest materials. Also if I remember the WoG correctly it's 10 favor for a weapon of gromril so does that mean the sword costs a total of 35 favor if we want to make it from gromril? Also I realize that there is no available gromril to be used at the moment, but surely we'll be able to find at least one more cache? And that's not even taking into account, that Belegar might reforge the armor, because as you all say he's all about forging new item, rather than clinging to past glories.
 
One way or another the spider problem is resolved, and with a range of options even. And as a bonus, we're bringing back valuable intelligence on what's going on underneath the Citadel. A nice set of successes. Build on the good times while they last, because I'm sure the counterpunch is coming
I feel similar. I like the ones you mention, but in a lot of ways, I feel this quietly was the biggest long-term lucky break/success of the turn:
[Undumgi Culture: 91]
 
Last edited:
I want a tower room next turn so we can call in College experts to get the room naturally aligned to Ulgu.
Personally, while I can see the appeal of TNE's vote to reforge the armor, I kinda agree with not asking explicitly for it to be reforged. By asking for a 25 rune favour sword we know we'll be getting one made from Gromril, and if Belegar decides to use this armor for that cause, awesome for us. If not I doubt we'll lack opportunities to find at least one more cache of gromril for our sword. All that matters IMO is the fact that we'd invest in a 25 rune weapon. It shouldn't be started until the metal arrives so there's no possibility in making a substandard runed weapon out of steel or some lesser metal.
Nope, we only get gromril if we find it.

Reforging the armor isn't straight up asking for a piece. It's saying he should reforge the armor into something useful.

And there have been many arguments made as to why solidifying his conquest with a gromril symbol is an excellent idea.

That it's very likely that it would go to commemorative weapons works to our advantage, and we can use it to build a beautiful narrative, but by itself, reforging the gromril is, IMO, the best move. Those sorts of symbols can add real weight to a cause, and it's likely the ones being gifted would really appreciate their support of him being recognized in such an extravagant manner.

For all we know, we are about to give the entire thing to Azul, or a K8P clan.
[X] [RUNE] A 25 favour sword to commemorate Mathilde's part the in retaking of Karak Eight-Peaks.
Could you also vote for the simple "25 Favour Sword"? It's leading, but is by no means unnasaiblable.

We have WoG that the less we describe it, the better it should come out.
 
Last edited:
It feels gross. I don't know how else to put it. It's not really that shady, it's Belegar's call in the end, but...

Yeah, it does strike me as kinda gauche. I'm a billion percent down for the awesome sword but it seems very graceless to offer such a nakedly self-interested opinion.

[X] [ARMOUR] Make no recommendation.
[X] [ARMOUR] It should be returned to the Hold it was stolen from, to build strong ties among the Karaz Ankor.
[X] [ENCHANTMENT] No purchase.
[X] [UNDUMGI] Soizic, Bretonnian Questing Knight

Even in the worst case, Ranald blessing a leader who personally hates him sounds pretty funny.

[X] [LIBRARY] Imperial Texts: Extensive/Esoteric Skaven, Extensive Skaven Magic, Extensive Greenskin Magic, Antiquarian Grey Magic (2 College Favor), Extensive Amber Magic, Extensive/Esoteric Romance Novels, Extensive/Esoteric Linguistics, Extensive Warpstone, Extensive Morr, Extensive Karaz Ankor. Dwarf Texts: Extensive Greenskin Magic, Extensive Skaven Magic, Extensive Romance Novels, Extensive Linguistics, Extensive Daemons. Brettonian Texts: Extensive Romance Novels. Tilean Texts: Extensive Romance Novels.

One day, I hope we're so flush with Favour that we can afford to buy Esoteric romance novels from every nation on the planet, enough for Mathilde to dive into her vault of smut, Scrooge McDuck style.

And then hide the Liber Mortis there.
 
Last edited:
Voting is open
Back
Top