- Location
- Singapore
So, next turn the dwarven built magical clean room, and then the turn after an Ulgu saturated room?
Two rooms is overkill for basic research, the clean room lab is more than enough.
So, next turn the dwarven built magical clean room, and then the turn after an Ulgu saturated room?
If there's will to study it then there's will to study it. If there isn't then there isn't.Omegahugger, AP starvation means that taking this option again will be another uphill slog, and it could well be several turns before the thread can be convinced again to take a crack at the Snake Juice. And this isn't just a matter of a better lab - do you really want to research Snake Juice in a semi-public lab? As many times as it takes is a very caliver attitude when AP is so limited.
I was looking at Realm of Sorcery for interesting spells, and I wonder how many travelling Grey Wizards can put aside their anti-Light College prejudice to invest a favour in an item of this:
Cleansing GlowIngredient: A bit of soapDescription: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was—by means of this magic. This is a touch spell.
At first glance it's frivolous, but when you think about the needs of a Grey Wizard, it's actually very useful. A travelling Grey Wizard could pick up an incriminating scent, and may well have to forage for supplies. With this, they can even take discarded or rotten food whose absence would be noted, and wouldn't have to hunt down pure water sources, so could drink from puddles or streams without worrying about getting the runs. It's just such a practical benefit that I think that the wizards f the Grey College, whose Wind makes them become more and more pragmatic, would go for. It also removes the need for cleaners or similar staff, or spending time doing their own laundry, making keeping secrets easier.
It's good enough that I actually think that Mathilde should spend a favour on it. Always looking perfectly groomed is just a bonus.
Another option, which might be a touchy subject for the dwarves, but if there are the descendants of any famous dlain runesmiths around (as all runesmiths are part of or descended from a specific clan), I wonder if:
Knocks of the DepartedDescription: You ask and can receive an answer to one question you ask of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"), or answered with a yes or no ("Would it please you for us to bring your body on our pilgrimage to Altdorf?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which he had in life, and can lie if he wishes. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased's body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr's realm.
Works on dwarves. Mathilde may be the only dwarf friend with enough reputation to talk to the dwarves about this since the Colleges were formed who would know about the spell. It could be a massive game changer, if they're willing to talk to their ancestors with magic - and note that the dwarves talk to their ancestors all the time, it's not just the ancestor gods that are prayed to, they just don't usually expect an answer. If this works it could have incredible possibilities if cast say, once a day. If we take the opportunity to befriend Gunnars, it's the kind of thing that could come up naturally. They'd probably be much happier if a magic item rather than a spell was used as well.
So, next turn the dwarven built magical clean room, and then the turn after an Ulgu saturated room?
Two rooms is overkill for basic research, the clean room lab is more than enough.
Also I really like the idea of discussing this idea with Gunnars.
Not before we start the snake juice research, but if we want to move on from investigating its basic properties to investigating how to manipulate it with Ulgu, for example, having an Ulgu room would probably be very helpful.
Also, convincing people to spend two turns in a row on snakejuice will be child's play compared to my usual challenge of "convince the thread to use necromancy". At least this one actually has popular support...
Well, eventually naturally we shall do that. The question is merely whether it's more time-sensitive than ensuring they do not try to swindle dwarfs.
Is there any reason to suspect deliberate bad actors?Is it more important to check if there's deliberate bad actors inside the trade juggernaut we've publicly taken responsibility for in front of all our allies, or that our normal traders are extra-extra polite to dwarves?
I mean, it's not like we ourselves are in K8P with the EIC outpost we created, and within less than a days shadowhorse travel of any other trouble spot. It's not like putting trusted people in charge of overwatch increases the chances of problematic behaviour getting stopped right away, at the source.
It's not like there's the possibility of enemy agents taking notice of our new internal focus on not annoying dwarves, and taking advantage of not only passing for, but literally being, legitimate EIC agents and deliberately causing problems with dwarves...
There's an aura of scratch-marks that indicate their initial claim, and every now and then a patrol moves through it. But they move in force and with fear, dozens of black-furred Stormvermin scurrying at speed from place to place instead of exhibiting the raucous display of force the books lead you to expect. There's a very clear line of demarcation in every tunnel that leads deeper into their territory, each bristling with halberds and gun barrels. But what is it that's got them on the defensive?
36 Hours. It took 36 hours since yesterday morning to get here and reading every single post.
[X] Plan Citadel Focus
Now to rest up and wake up to another 30+ pages as backlog.
I am mildly torn between seemingly suboptimal winning "Poke Sneckjuice earlier than optimal" plan, and "Poke Skaven aimlessly without much clear benefit" plan.
There is a bazillion of little things that I'd rather do differently, but nitpicking about that is no good right now. Just have to decide the lesser evil, I guess.
I'd be much more fine with Skaven action if it was, IDK, "Fan the flames of Skaven Civil War" or the like, but I am not sure about plan inertia at this point.
The Honourable Anton Kiesinger II, Chancellor of Stirland
Relation: 9/10 - he's pretty much adopted you as his little sister.
Barely out of his teenage years, Anton has been the diplomat of Stirland since the days of the Haupt-Anderssens. His lack of political savvy is matched only by how likeable he is, and his success as the Chancellor of Stirland is entirely due to how much of a threat he isn't, to anybody. The closest he gets to a dark side is being willing to help his father try to talk Van Hal into buying a bunch of guns from Wissenland so that his family can profit off the increased trade, and if anywhere needs a whole lot of guns, it's Stirland.
Known Traits:
Nobility: Anton is the son and heir of the Baron of Blutdorf.
Gregarious: Anton is naturally gifted at moving within the social circles of Stirland's nobility.
Kind: Anton is a genuinely good person.
Honest: Anton isn't a terrible liar, because he never lies. But he is terrible at identifying lies, because the possibility never occurs to him.
I'd approval vote a variant of the leading plan which replaces the snake research with building a lab.
-[] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
I'd also be open to changing the following two lines, but I don't mind either way:
-[] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[] Teach the We Dwarven semaphore.
Not veekie, but the opportunity to use Clan Mors as a loot pinata. It's one of the wealthier skaven plans, and also one that is peculiarly un-skaven in that they're not stupid evil. Organised, non-backstabbing skaven are a big problem, and something to keep a regular eye on and deny assets to.