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To be honest I hope that the the warpstone reaction to this technique is too fast, that it explodes faster than the chain reaction can propagate, so that the grain of warpstone touched goes up in a flash of green light, but even the rest of that piece s

So I know I'm entering this conversation really late, but I'm not sure this has been brought up and the implications are really important.

Is the intent behind the Gunnars action to assist with human burial rites at all dependent on Morrite knowledge gained from the Book?

If not, and we're merely leveraging our general knowledge, history in Stirland, library, etc, then there's no issue.

However, the second we use the Advanced Morrite Lore, we run into massive problems. We'd be using knowledge we should not know, knowledge that is a cult secret to a parallel god to Gunnars' own, about whose oaths we have heard. We know exactly how seriously dwarves take oaths and guild secrets. Gunnars may never compare notes with the sum total of what is publically known about Morrite lore, but if he ever does, it would immediately be obvious to him that somewhere along the way, an oath of secrecy has been violated and the sanctity of the deathgod cult's rites and workings has been breached, presumably by us.

That's a massive catastrophe.

If we tell him that these are confidential details that are not to be discussed with anyone, he'll respect that. He knows that guilds have their secrets. For all he knows the leaders of the Cult of Morr shared this knowledge with the Grey College in secret for situations like this, but for food reason they don't want that fact revealed, even to their own lower ranks. Dwarven Guilds keep plenty of secrets from their lower ranked members.
 
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If we tell him that these are confidential details that are not to be discussed with anyone, he'll respect that. He knows that guilds have their secrets. For all he knows the leaders of the Cult of Morr shared this knowledge with the Grey College in secret for situations like this, but for food reason they don't want that fact revealed, even to their own lower ranks. Dwarven Guilds keep plenty of secrets from their lower ranked members.

Moreover the cult of Morr is not centralized, so even if one priest thinks sharing the lore with outsiders was wrong he can have no certainty that another of his order would not have thought differently.
 
One of them yes, Frederick Van hall was basically Nagash 2.0 (the considrably less powerful edition) right down to being a heretic priest of a god of death and fighting Skaven. Moreover his lore was based in part on translations of the Books of Nagash. the fundamental difference of course being that Vanhells used necromancy to try and save his people and Nagash to damn them.
...So Vanhel is the Reed Richards to Nagash's Doom?
 
First of all, how would Gunnars know what the cult of Morr would or would not teach to outsiders? secondly we just bought a lot of books about Morr for this specific purpose. Thirdly, do we really know wether Dwarves care about Umgi secrets? Thirdly we worked in Stirland, for all he knows a radical priest of Morr taught it to us.
Firstly: Gunnars is the advisor on matters of religion in a multicultural polity and has further sworn an oath to minister to all dead. Of course he's going to study Morrite Lore. In the course of that research, if he is unable to find citation for what we said, either we made it up (thus disrespecting something as important as death rites), or it's something that likely shouldn't be passed around.

Secondly: The specific lore trait says that the info should never have been written down. It wouldn't be in the library. And it not being attested anywhere is indicative.

Thirdly: Dawi care about oaths and guild secrets in general, and Gunnars im particular would care because the god he is sworn to is also a death god. It would strike extremely close to home.

Fourthly: If indeed the secrets we know are cult secrets, I would conjecture that if they are passed to another, even from a radical with broader standards of who to entrust, then it'd likely be accompanied by a promise to not spread around willy-nilly. Nor would an outsider entrusted necessarily themselves be allowed to make the judgement to tell someone else. It is very possible that a priest of Morr could be allowed to entrust someone this knowledge in an emergency, but said trustee not be allowed to tell anyone else.

Fifthly: You have two thirdlies.
 
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Moreover the cult of Morr is not centralized, so even if one priest thinks sharing the lore with outsiders was wrong he can have no certainty that another of his order would not have thought differently.

The closest it gets, from Tome of Salvation is this:

Temples of Morr are completely independent of one another in day-to-day matters. Once every ten years, the priesthood gather in conclave in Luccini to agree on burial rites and matters of doctrine. In theory all priests should attend, but leaving the temples unstaffed and unguarded is not to be countenanced. Every temple sends at least one representative, officially chosen by Morr in a dream. Generally, only the representative has the relevant dream, although sometimes the high priest dreams that a particularly irritating underling should go.​

Luccini is the nominal centre of the cult and where Morr's greatest temple is, so there's some centralisation, even if very little. Also notable is this:

The primary division within the Cult of Morr is between the Order of the Shroud, who revere him as God of the Dead, and the Augurs, who revere him as God of Dreams and Prophecy. While the Order of the Shroud is much larger, there is almost no tension between these groups, as all followers acknowledge Morr's differing aspects.​

I think people often forget about the other half of Mor's portfolio.

Since Grey Seers are universally at Wizard Lord Levels or stronger, it should be argued that there are waaaay too many of them anyways...

As they are spread over the entire globe, it's probably fair enough. There are probably fewer of them in proportion to the skaven population than there are wizard lords to the Empire's. The same probably applies on a geographical density level as well. There could easily be ten or more wizard lords for every Grey Seer under the Empire.
 
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Firstly: Gunnars is the advisor on matters of religion in a multicultural polity and has firther sworn an oath to minister to all dead. Of course he's going to study Morrite Lore. In the course of that research, if he is unable to find citation for what we said, either we made it up (thus disrespecting something as important as death rites), or it's something that likely shouldn't be passed around.

Secondly: The specific lore trait says that the info should never have been written down. It wouldn't be in the library. And it not being attested anywhere is indicative.

Thirdly: Dawi care about oaths and guild secrets in general, and Gunnars im particular would care because the god he is sworn to is also a death god. It would strike extremely close to home.

Fourthly: If indeed the secrets we know are cult secrets, I would conjecture that if they are passed to another, even from a radical with broader standards of who to entrust, then it'd likely be accompanied by a promise to not spread around willy-nilly. Nor would an outsider entrusted necessarily themselves be allowed to make the judgement to tell someone else. It is very possible that a priest of Morr could be allowed to entrust someone this knowledge in an emergency, but said trustee not be allowed to tell anyone else.

Sharing them with another priest of a friendly god of the dead is not spreading them around willy-nilly. Particularly as Mathilde can ask for an oath for him not to share them outside his own order. For all he knows there's a specific exception in the secrecy oaths for priests of Gazul. The dwarves are humanity's oldest allies, after all. The Grey College is the college of secrets, after all, trusted by the Empire to know when secrets need to be revealed, and when they need to be kept. THey could well be trusted by the Cult of Morr as well..
 
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Sharing them with another priest of a friendly god of the dead is not spreading them around willy-nilly. Particularly as Mathilde can ask for an oath for him not to share them outside his own order.
Your point is well-taken. I still think this would be something to tread very, very cautiously around.

Perhaps not the best word choice on my part, admittedly. I'm thinking of this in terms of information classification and the rules and responsibilities associated.
 
Your point is well-taken. I still think this would be something to tread very, very cautiously around.

Perhaps not the best word choice on my part, admittedly. I'm thinking of this in terms of information classification and the rules and responsibilities associated.

Remember as well that Mathilde is reading a book that's more than fifteen hundred years old. The Warhammer Cults are human institutions. Their doctrines and rituals will evolve and change, and the gods are almost entirely silent, speaking at most in ambiguous signs and portents, so wouldn't be correcting them. The rituals and practices of the Cult of Morr from the Time of the Black Plague could well have nothing almost nothing in common with what they do today. Particularly as there was an incredible loss of knowledge associated with the Black Plague and its aftermath, as the skaven particularly targeted human libraries, temples and university for destruction.

While the essentials may have been preserved, the trappings will be very different.
 
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Not as I understand it. Necromancy is a specific and highly sophisticated form of magic that Nagash invented that uses pure Shyish like tongs to manipulate True Dhar. All Necromancers are heir to his legacy, taught the only organised form of intellectual arcane magic use known to humans in the Old World before Teclis founded the Colleges. It was taught from master to apprentice or through books based on his teaching. It is not the fumbling of witches who blend the winds. It's a sophisticated arts that only directly uses a single Wind. That's why Necromancers don't degenerate in the same way witches do if they're competent. It's why necromancers were so dangerous, as they were the only type of reasonably safe arcane magic around for thousands of years.

Necromancers would eventually kill themself by making mistakes and by being around True Dhar, but done properly it's a relatively safe art compared to a human blending the winds.

Dhar, according to Realms of Sorcery is the name for a practice, not a substance, the same as High Magic is a method for using the Winds of Magic. True Dhar, buy contrast, is a substance, what happens when you cause all eight of the WInds of magic to recombine to form something analogous to raw aethyr, before it split into the Winds, but corrupted

I clarified my comment about most of the Necromancers. Only a tiny minority of them are inheritors of Nagash's legacy, such as the Nechrach Vampires. Most Necromancers don't have any real information on Nahash's teachings, it's why real information from say the Liber Mortis improves them so much.

It's funny you mentioned witches because that is the stage before Necromancy. When they start to understand what they're doing and have actual control over Dhar they graduate. And yet Necromancers still do degenerate, they become pale and thin, Skelton like.

Dhar is a very nebulous term in the Realms of Sorcery, it's both a practise and the form of magic that results from said practice. There are lines such as "Nourishing their pallid flesh with the energies of Dhar" for example. Understanding the dual meaning is key. I will edit my comment to better reflect that.

You don't snap make True Dhar. Being a more powerful and talented user translates to having more and more control over Dhar. The dark elves "terraformed" their land so that there a more places that True Dhar forms. Though all things have exceptions and my pet theory is that Malekith can snap make True Dhar.

I'll just end with relevant quote from RoS about the average Necromancer running around the Empire.

Commonly called Necromancers, these Warlocks seek to bind their body and soul to the mortal plane. Nourishing their pallid flesh with the energies of Dhar they hope to escape the inevitable march of time, living out eternal ages in the shell of their bodies and the prison of their minds.

Even so, Dark Magic is still far too dangerous and corrosive an energy for anything but the most insanely determined and strong-willed of Humans to use regularly in any great amounts without the aid and advice of Daemons.

....

Necromantic dealings invariably use and abuse the purple wind of Shyish, crushing the elegant wind into a brackish soup of Dark Magic torn either from the Aethyr or from 'natural' pools of Dark Magic.
 
I clarified my comment about most of the Necromancers. Only a tiny minority of them are inheritors of Nagash's legacy, such as the Nechrach Vampires. Most Necromancers don't have any real information on Nahash's teachings, it's why real information from say the Liber Mortis improves them so much.

It's funny you mentioned witches because that is the stage before Necromancy. When they start to understand what they're doing and have actual control over Dhar they graduate. And yet Necromancers still do degenerate, they become pale and thin, Skelton like.

Dhar is a very nebulous term in the Realms of Sorcery, it's both a practise and the form of magic that results from said practice. There are lines such as "Nourishing their pallid flesh with the energies of Dhar" for example. Understanding the dual meaning is key. I will edit my comment to better reflect that.

You don't snap make True Dhar. Being a more powerful and talented user translates to having more and more control over Dhar. The dark elves "terraformed" their land so that there a more places that True Dhar forms. Though all things have exceptions and my pet theory is that Malekith can snap make True Dhar.

I'll just end with relevant quote from RoS about the average Necromancer running around the Empire.

As far as your last quote goes, I'm pretty sure that it's vampires who crush the Winds of Magic together to make True Dhar, and human Necormancers who have to use 'natural' pools of dark magic, but they're both necromancers.

Also, remember that Realms of Sorcery is written from the perspective of an Imperial Magister who wouldn't be an expert. it's explicit in the book that the Colleges' knowledge of True Dhar is limited. Manfred von Carstein, who would know, has this to say:



Necromancers don't just happen, they have to be taught Nagash's arts, just like Magisters have to be taught Teclis'. And this is what they're taught:



On Dark elf sorcerers, they can explicitly manufacture true dhar if they have to, and vampires inner vortex converts the WInds of Magic into it automatically.
 
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Can we agree that, ideally, we want to teach the We both the written word and semaphore, in the long term? They need the ability to both communicate quickly in combat, and to communicate advanced concepts in normal conversation.
 
Can we agree that, ideally, we want to teach the We both the written word and semaphore, in the long term? They need the ability to both communicate quickly in combat, and to communicate advanced concepts in normal conversation.

Oh yes absolutely. It's almost certain the next turn will be Belegar going "Okay cool they've relocated, now teach them to communicate with our forces so that we can work together in the form of the alliance you suggested."
 
Can we agree that, ideally, we want to teach the We both the written word and semaphore, in the long term? They need the ability to both communicate quickly in combat, and to communicate advanced concepts in normal conversation.
Some do not wish to give the We Civilization, for they fear their ingenuity and cleverness.

Fools. They will know the sound of chittering freedom, as we bring them out of the dark cave of ignorance, and into the forest of the enlightened! All will embrace them with open arms! And we shall stand at their side, as a friend and a hero!

That is the destiny of Dame Webber! (And also Dame Weber, who got to meet them first, and taught Dame Webber Semaphore and written Riekspiel and such).
 
Some do not wish to give the We Civilization, for they fear their ingenuity and cleverness.

Fools. They will know the sound of chittering freedom, as we bring them out of the dark cave of ignorance, and into the forest of the enlightened! All will embrace them with open arms! And we shall stand at their side, as a friend and a hero!

That is the destiny of Dame Webber! (And also Dame Weber, who got to meet them first, and taught Dame Webber Semaphore and written Riekspiel and such).

The best thing about Webberlings is they have so many arms to hug you with!
 
Oh yes absolutely. It's almost certain the next turn will be Belegar going "Okay cool they've relocated, now teach them to communicate with our forces so that we can work together in the form of the alliance you suggested."

I still think that once they can write Reikspeil and use a magic item to communicate in Reikspeil with a teacher, Dreng can just assign an experienced Ranger to teach them both dwarven semaphore and how to work alongside his patrols. It's not something Mathilde should have to do at that point.

The best thing about Webberlings is they have so many arms to hug you with!

When the original Weber casts some of her spells, so does she!
 
Time to introduce all spiders to Ranald.

Nothing can go wrong.
Adhoc vote count started by Briefvoice on Oct 8, 2019 at 5:27 PM, finished with 1485 posts and 167 votes.

  • [X] Plan Citadel Focus
    -[X][Max] Current Task: Have Maximilian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X][SOCIAL] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][Free] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Write in: You've mapped the territory of Clan Mors. Help Johann with his investigations there, with an eye to covertly disrupting the Skaven ability to deal with the spiders while you're there.
    -[X] The Gambler: Clan Mors investigation/sabotage
    [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Collate the information that the Army of Stirland collected during the Purge.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Teach the We Dwarven semaphore.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X] The Gambler: specify an action this will apply to.
    --[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Plan Magical Mathilde
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Current Task: Have Maximilian perform or assist with spider autopsies.
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
    --[X] Spells of Grey Magic (teachers' choice; multiple spells)
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Spells of Grey Magic
    [X] Plan Publishing Power
    -[x] Have Maximilian write a paper on a subject you dictate.
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    --[X] Write a paper on your personal understanding of countering Waaagh Magic.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Teach the We Dwarven semaphore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler bonus
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, human burial rites.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] The Gambler: specify an action this will apply to.
    [X] Plan Mors, Gunnars and Ranald
    -[X][MAX] Current Task: Have Maximilian investigate the properties of the spiders' webs.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][SOCIAL] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X][COIN] Use Gambler - apply to Help We Establish their Nest
    -[x] Deliver King Belegar's request to the College for a translation item (does not cost an action). [FREE]
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Use Gambler here
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars
    [X] Plan Waaaghnald
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Have Maximilian attempt to write a paper (Waaagh energy)
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[x] Write a paper on your personal understanding of countering Waaagh Magic. [MAX][ACTION 5]
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Ranald shrine.
    [X] Not Plan TNE
    [X] Turn 20 Down with Clan Mors
    [X] Plan Talk to me Baby (Spider)
    -[X] [JOHANN] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] [MAX] Current Task: Teach the We written Reikspiel.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Spend time assisting with a fellow councillor's task
    --[X] Assist Gunnar with burial rites
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X] [COIN] The Gambler
    [X] Plan Magical Mathilde Underground
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Have Maximilian attempt to write a paper (Waaagh energy)
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
    --[X] Spells of Grey Magic (teachers' choice; multiple spells)
    -[x] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms. [FREE]
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Spells of Grey Magic
    [X] Plan Spider-Wizard Synergy
    -[X][Max] Allow him to spend all his time on his metalworking studies.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X][SOC] Spend time assisting with a fellow councillor's task: Gunnars, Morrite Lore
    -[X][PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    --[X] Ranald's Coin: The Gambler
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Teach the We Dwarven semaphore.
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    [X] Plan Like A Good Neighbour
    -[X][MAX] Current Task: Have Maximilian investigate the properties of the spiders' webs.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][SOCIAL] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Spend time assisting with a fellow councillor's task
    --[X] Assist Gunnar with burial rites
    [X] Plan TNE v3
    [X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    [X] Turn 20 Down with Clan Mors
    -[X] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Ranald's Coin - The Gambler on this one.
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] [PENT] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
    -[X] [COIN] The Gambler: Help the We establish new nest below the Citadel.
    [X] Plan Citadel Focus
    -[X][Max] Current Task: Have Maximilian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X][SOCIAL] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][Free] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
    -[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
    -[X] Write in: You've mapped the territory of Clan Mors. Help Johann poke Clan Mors
    -[X] The Gambler: Poke Clan Mors
    [X] Plan TNE v4
    [X] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    [X] Plan Publishing Power Juice
    [X] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
    [X] Write a paper on the We. (5) -overwork.
    [X] Write a paper on Mathilde's Multidimensional Aethyric Projection. (5) -overwork
    [X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar. (4)
    -[X] The Protector. Let Ranald the Protector take a second shot at this whole Protecting thing. We have a temple, we have a new people. Let's make it work. Tell the (edited) story of how Ranald protected you from Orckish energies, and how you broke the Idol ritual in that place that is now his Temple, saving who knows how many lives.
    [X] Francesco Caravello has emerged as the leader of the Undumgi. He will likely end up under Dreng's or Princess Edda's control, but you could step in and bring them under yours. 2 organisations cost 1 action per turn. (3)
    [x] WRITING, RESEARCH, AND SPIDERS.
    -[x] Have Maximilian write a paper on a subject you dictate.
    -[x] Current Task: Have Johann teach the We written Reikspiel.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[x] Deliver King Belegar's request to the College for a translation item (does not cost an action). [FREE]
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[x] Attempt to learn a spell from College-supplied scrolls (INVISIBILITY) [ACTION 2]
    -[x] Send to the Grey College for the appropriate scrolls to learn a specific spell: INVISIBILITY. [ACTION 3]
    -[x] Francesco Caravello has emerged as the leader of the Undumgi. He will likely end up under Dreng's or Princess Edda's control, but you could step in and bring them under yours. 2 organisations cost 1 action per turn. [ACTION 4]
    -[x] Write a paper on the Waaagh energy and magic witnessed during the Expedition.[MAX][ACTION 5]
    -[x] Write a paper on your personal understanding of countering Waaagh Magic. [MAX][ACTION 5]
    -[x] Collate the information that the Army of Stirland collected during the Purge. [ACTION 6]
    -[x] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms. [FREE]
    -[x] Get in touch with Julia and find out if she'd be interested in passing on information to you. [FREE][COIN]
    -[x] COIN THE GAMBLER
    [X] Spend time assisting with a fellow councillor's task: Dreng, Marshal of Karak Eight Peaks. Offer to makes some MAP's for him, or do some short scouting runs where he needs them. Maybe you can Enchant one main MAP, to do all of K8P, until they can make their own part sized carvings. And the MAP is better for seeing tunnels. Talk to him about what he'd need for best ability to plan fights.
    [X] Teach the We Dwarven semaphore. (1)
    [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Teach the We Dwarven semaphore.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X] The Gambler: specify an action this will apply to.
    --[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Allow him to spend all his time on his metalworking studies.
    [X] Allow him to spend all his time investigating Clan Moulder.
    [X] Instil corporate policy: long-term financial good of the Empire.
    [X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    [X] Write a paper on your personal understanding of countering Waaagh Magic.
    [X] Plan Citadel & Preliminary
    -[X][Max] Current Task: Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Attempt to build your own information network within the EIC.
    -[X][SOCIAL] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][Free] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Teach the We Dwarven semaphore.
    -[X] Write in: You've mapped the territory of Clan Mors. Help Johann poke Clan Mors
    -[X] The Gambler: Poke Clan Mors
    [X] Help the We establish their new nest below the Citadel. (2)
    [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian teach the We written Reikspiel.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Teach the We Dwarven semaphore.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    -[X] The Gambler: specify an action this will apply to.
    --[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    [X] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
    [X] Current Task: Teach the We written Reikspiel.
    [X] Allow him to spend all his time investigating Clan Skryre.
    [X] Teach the We written Khazalid.
    [X] Deliver King Belegar's request to the College for a translation item (does not cost an action).
    [X] Help the We establish their new nest below Karag Lhune.
    [X] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.
    [X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    [X] The Gambler: Help the We establish their new nest below Karag Lhune.
    [X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] But make clear you'll make available to him maps of Clan Mors underground to help with his work,and free him for next season.
    [X] Plan Improvement, Improvement Everywhere
    [X] Plan Citadel Focus Semaphore version

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Ugh, I lost the relevant quote. So: In regards to people seeing us dispel-detonate Dhar, one significant risk is that some people may be read in on the whole "blowing up Dhar is a sign of someone knowing how to use Dhar." Not actually knowing how it's done, but still being told how to identify secret Dhar users. It might not be likely, (or me being too paranoid) but it's possible high level Witch Hunters/Lord Magisters/whatever might be on the lookout.

Also, my prize for reaching the end of today's discussion is that I don't have much to say beyond my continued support and vote for Plan Citadel Focus. It's a really clever way to synergize a bunch of our actions and hopefully with good rolls will let us advancing multiple goals.
 
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