Voted best in category in the Users' Choice awards.
I MADE A SOLEMN VOW! AND I SHALL NOW FULFILL IT!

Witness the birth of a new and glorious plan the rejects the wicked Lord of Deception( Ranald) and instead studies what we can truly trust, the blood of our most ancient enemy!

[X] Plan No Ranald, No Problems!
-[X] MAX: Allow him to spend all his time on his metalworking studies.
-[X] JOHANN: Join him on raids into Clan Mors territory with the aim of finding written correspondence.
-[X] DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found.
-[X] Reach out to Julia to find out if she's interested in being poached or passing on information.
This is mostly just to give people something to do while we focus on the important stuff, yes... And because what I want to see Julia again, that's also part of it.

-[X] Red Tower: build a tower that uses Aqshy to create mystical flames (and non-mystical light) to use the mountain at night.
It's a well-known fact that if we try to use Azyr it'll just explode and light everything on fire.

-[X] Seek to build a stronger rapport with the Skaven, and see about supplying sources of mental stimulation that your company isn't the only thing keeping him sane.
-[X] Convince Qrech that the Empire has already translated Queekish, but his help could provide a faster turnaround and better help you plan an attack on Clan Mors.
Friendship! Let's make like Anton and befriend things we shouldn't just by not being dicks!

-[><] Raid and disrupt an enemy: Sigmarites, prevent the construction of any temples and shrines
OH COME ON, they have to be a valid target by now! Fine, I'll find something better to do with our time...

-[ ] Investigate the possibility of using one Wind to directly manipulate another.
Sorely tempted, but I am not sure it is politically possible at this moment.

-[ ] Try to establish a relationship with the Cult of Verena, with the intent of offering them access to your rarer tomes in exchange for copies of some of their own.
Always nice to court deities that probably didn't have anything to do with Abel's death, but not really the most useful.

-[X] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)
THERE WE GO, that's a nice option everyone can agree on, right? No need to worry about obsession, the thread itself already qualifies so there will be no functional difference.

Oh yeah, and the free actions:
-[X] Penthouse: Add security measures to your Penthouse to prevent surreptitious entry.
-[X] The Deceiver: Support Skaven Gambit.
-[X] Serenity: Write a paper: The ability of Alkharad to assume a projected form of mist.
Mathilde sees you when you're sleeping. She knows when you're awake. And if we decipher this, she can be right behind you even when she's far away!

And finally, of course, the prime jewel: Studying the Aethryic Vitae!

-[X] Investigate how living things react to exposure to the Vitae.
If you are ever going to use something on any appreciable scale, you need to know how it reacts to living matter!

... And this is a neccesary step to see if we can use it to bring the dead back to life, which to no one's surprise is my end goal here.

To upset Omegahugger. :V
... The hug is me crushing you to prevent your evil schemes. <.<
 
Actually, even if it's the dragon we might still pull it off considering that we're not just firing off Burning Shadows but the flames of the Dwarven underworld, which do not cast light but absorb it. Kragg the Grim appears to have already thought of this problem.

(As he's probably thought of most problems.)
Slap dragon out of sky with Red Tower, turn WMD up to eleven and let it eat burning shadows until it tries to cast a spell on us then laugh and laugh and laugh as the belt burns millennia of knowledge out of it.
 
Things like the Luminarks exist, and it's relatively hard to steal a tower.
When I say stealing I mean that if we'd built this in Wurtbad (ignoring the fact that we couldn't), right after the Patriarch took off half a dozen vampires would have jumped Mathilde to take over the tower and use it to dominate or destroy the city.

Whereas on a Karak the tower is perfectly safe, not least because if someone did take it over they'd be able to kill everything in the Caldera but none of the angry Dwarves in their mountain homes, including the ones directly under the tower.
 
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[X] Plan: Queekish Reading v2

[X] Plan Translation Extraction

[X] Plan Translation Extraction (Ultimate Tower Edition)

[X] Plan Translation Extraction, 10 Pull Gacha Edition

[X] Plan Temple

[X] Plan: SuperSonicSound

[X] Plan Steady Progress

[X] Plan Translation Extraction (For the Snek Juice! Edition), 10 Pull Gacha Edition


Literally anything which isn't the leading plan.
 
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Mandatory Actions: Pick one from each category.

Journeyman Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Allow him to spend all his time on his metalworking studies.
[ ] MAX: Learn a skill: specify what from who. You may pay for a trainer.
[ ] MAX: Learn a spell: specify which.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Bring him into the classified study on Warptech and have him assist Johann with the Ratling Gun. (NEW)
[ ] MAX: Write a paper: specify which.
[ ] MAX: Receive dictation: specify which. Must be taken with a 'dictate' action.

Magister Johann, Gold Wizard
[ ] JOHANN: Allow him to spend all his time raiding the Skaven (Choose: Clan Mors, Skryre or Eshin)
[ ] JOHANN: Join him on raids into Clan Mors territory with the aim of finding written correspondence. (NEW)
[ ] JOHANN: Learn a skill: specify what from who. You may pay for a trainer.
[ ] JOHANN: Learn a spell: specify which.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.

Wizards of Karak Eight Peaks
[ ] DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found.
[ ] DUCK: Help Johann train his rat-wolf children.
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.
[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
[ ] DUCK: Adela's interested in mechanics, see if anyone you can introduce her to would be willing to teach her.
[ ] DUCK: Hubert wants glory. Take him on a sortie against Clan Mors, with the side-goal of finding written correspondence. (NEW-ish)
[ ] DUCK: Gretel's motivated by wealth. Take her on a raid against Clan Mors, looking for wealth and Queekish. (NEW-ish)

The Eastern Imperial Company
Your outstanding debt: 750 gc
Your share of EIC profits: 125 gc / turn
Current Focus of the EIC: Handgun Factory in Blutdorf (Grand Opening in 6 months)

[ ] Put policies in place that local news should be collected and sent to you (rumour mill).
[ ] Have the Eight Peaks branch keep a careful eye on the mood and actions of the Undumgi.
[ ] Have the Eight Peaks branch keep a careful eye on the mood and actions of the non-Undumgi civilians of Karag Nar.
[ ] Found an internal investigation division, to investigate possible misconduct.
[ ] Found an auditors division, to make sure the ledgers are in order.
[ ] Start hiring handlers who can then start hiring informers and begin to collect non-public information.
[ ] Reach out to Julia to find out if she's interested in being poached or passing on information.
[ ] Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.


Personal Actions: you have four actions you can apply without engaging in overwork.
Current overwork status: [+] [ ] [ ]
Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.



Current Task: (NEW)
[ ] Seek to expand the capability of the Grey Tower to absorb and store power for independent firing.
[ ] Blue Tower: build a tower that uses Azyr to create clear sky on demand.
[ ] Red Tower: build a tower that uses Aqshy to create mystical flames (and non-mystical light) to use the mountain at night.
[ ] Build a tower to magically protect the others. (optional: specify wind)
[ ] Build a tower to magically attack any airborne enemies. (optional: specify wind)

The We: (pick no more or less than one, only doing so personally costs an action, none cost money)
[*] Hire a Priest of Esmerelda to teach the We.

Qrech: (NEW) (warning: though he has books to read, prolonged solitude and boredom may have negative effects on his sanity and cooperativeness)
[ ] Seek to build a stronger rapport with the Skaven, and see about supplying sources of mental stimulation that your company isn't the only thing keeping him sane.
[ ] Supply a steady stream of Queekish documents for him to translate, and carefully check the results for consistency.
[ ] Supply the book on Chaos Dwarf anatomy for him to translate, and use the translation to add what you can to a Queekish lexicon.
[ ] Though it's out of date and growing more so, try to extract whatever strategic information he might have.
[ ] Try to deepen your understanding of Skaven warfare.

Qrech Gambits: (NEW) (one can be taken for free per action invested in the Qrech category above)
[ ] Convince Qrech that the Empire has already translated Queekish, but his help could provide a faster turnaround and better help you plan an attack on Clan Mors.
[ ] Convince Qrech that you seek an arrangement with Clan Moulder, and that you will release him as an ambassador for that arrangement once you are satisfied he'll cooperate.
[ ] Convince Qrech that the Underempire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.
[ ] Convince Qrech you're ambitious and loyal only to yourself, and you're willing to repay his cooperation in ways that will benefit the Under-Empire.
[ ] Other (write in)

Self-Improvement:
[ ] Ask an acquaintance to train you in a skill: specify who and what.
[ ] Attempt to learn a spell from scrolls (specify which, will be harder than studying it at the Grey College)
[ ] Hire a trainer to come to Eight Peaks and teach you: specify what. (costs favours for Dwarf trainers, money for human ones)
[ ] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt) (NEW)
[ ] Gain enough control of your unruly shadow to still it temporarily.
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow; will apply to Invisibility)
[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
[ ] Have one of Prince Gotri's pilots teach you to fly a gyrocopter.

Karak Eight Peaks, friendly:
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Night Prowler - an underlit and disreputable pub for those who value privacy to gather. Guaranteed cloaked stranger in every corner. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Gambler - a gambling hall with clean cards, guaranteed unloaded dice, fresh sawdust in the fighting ring, and a lottery every Festag. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Deceiver - a pawn shop filled with strange knick-knacks, odd devices, foreign books, and a shopkeep that knows more than they should. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Protector - a clean and respectable tavern for Undumgi to visit after they finish their patrols. Costs 100gc.
[ ] King Belegar's divergence from Dwarven cultural norms is starting to show. You're not sure if there's anything you could do to help, but maybe you could try anyway.

Karak Eight Peaks, hostile:
[ ] Investigate and map an area: specify which.
[ ] Raid and disrupt an enemy: specify which, optional: specify goal.
It may be helpful to consult the maps under the Collection of Important Information threadmark.

Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
Once per turn, you can write a paper without spending an action thanks to your Tower of Serenity.
[ ] Dictate papers: select which two, must be taken with Max's 'receive dictation'.
[ ] Write the book on the We (takes two actions, or one if dicated to Max; combines all outstanding papers) (gap in knowledge: means of communication)
[ ] Investigate how the We communicates with... itself?
[ ] Investigate the possibility of using one Wind to directly manipulate another.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
[ ] Try to establish a relationship with the Cult of Verena, with the intent of offering them access to your rarer tomes in exchange for copies of some of their own.

Aethyric Vitae (17 gallons):
[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.
[ ] Investigate how the Vitae reacts to Dwarven magic-dampening Runes. (2 Dwarf favours)
[ ] Attempt to interest one of the currently present Runesmiths in the interaction between Runes and Vitae. (Will start at the top and work your way down)
[ ] Call in favours to get a specific Runesmith to examine the interaction between Runes and Vitae with you.
[ ] Investigate how the Vitae reacts with Divine Magic.
[ ] Investigate how the Vitae reacts to a power stone.
[ ] Investigate how the Vitae reacts to being subjected to power stone creation methods.

[ ] Instead of seeking the secrets of the blood, simply see if it can be weaponized in some way.

Enchantment and Spell Creation:
[ ] Enchant an item with a Moderately Complicated or easier spell (specify what and which)
[ ] Attempt to deepen your skill with Enchantment (will be more difficult than studying it at the Grey College)
[ ] Attempt to create a spell (must have been previously said to have been plausible by me, have the post where I did so handy)

Karag Nar Penthouse: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
[ ] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
[ ] Have a gyrocopter landing pad built into your balcony.
[ ] Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
[ ] Add security measures to your Penthouse to prevent forcible entry. (NEW)
[ ] Add security measures to your Penthouse to prevent surreptitious entry. (NEW)
Setting up rooms for specific purposes will have to wait until new rooms are constructed or excavated. Only one construction or excavation can take place at a time, but you can do one of each.
Building downwards will increase by 1 each time; second set of excavated rooms will be 3 rooms, third will be 4, and so on.
Building upwards can be added upon; towers can be added on to or additional towers can be built. The distinction between the two is entirely cosmetic.


Foreign Relations: (NEW)
[ ] Join the war between Stirland and the Strigoi in Hunger Woods.
[ ] Join the Empire's attack on Under-Nuln.
[ ] Join the Empire's attack on Under-Ubersreik.
[ ] Join Bretonnia's attack on Under-Mousillon.
[ ] Join Bretonnia's attack on the Black Chasm.

Personal Relations:
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)


Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to.
A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler
As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used.
Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector
When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.
I feel like you're limiting player agency with how few options you're giving us to choose from:p
 
[X] Plan Translation Extraction (Ultimate Tower Edition), 10 Pull Gacha Edition

Just get this project, and our spell list, over with thoroughly so I can continue to be sad the temple keeps getting ignored in favour of whatever our next AP scramble is. :V

The dream must live oooooon.
 
Just get this project, and our spell list, over with thoroughly so I can continue to be sad the temple keeps getting ignored in favour of whatever our next AP scramble is. :V
My hope is that we get AV as our next project and can do a turn that's something like AV investigation 1, AV investigation 2, Queekish, Temple, since we'll be free of the spell-learning drain (we might still have Partials to clean up, but that won't be urgent). And the turn after next (T26, the second half of our next project), we can Overwork safely again and clear out other backlogged items like "Teach Wolf to talk" and "investigate the We's communications" (which I want to do on the same turn if possible because I think they may have synergy).
 
[X] Plan Translation Extraction (Ultimate Tower Edition), 10 Pull Gacha Edition

[X] Plan No Ranald, No Problems!
 
-[ ] EIC: Have the Eight Peaks branch keep a careful eye on the mood and actions of the Undumgi.

With the Undumgi being upgraded to council peer status, this is more critical than ever.
The Undumgi are the guards. What's more important is to have the EIC keep an eye on the civilians who greatly outnumber the Undumgi and who hadn't been hit by an ancestor rune.
 
The Undumgi are the guards. What's more important is to have the EIC keep an eye on the civilians who greatly outnumber the Undumgi and who hadn't been hit by an ancestor rune.
Given that the Undumgi are about to become a full vassal if they play their cards right, it seems worthwhile to make sure they stay on the straight and narrow. This could be a pretty big thing if it goes right.
 
The Undumgi are the guards. What's more important is to have the EIC keep an eye on the civilians who greatly outnumber the Undumgi and who hadn't been hit by an ancestor rune.
In character Mathilde has not realized the ancestor rune has had lasting effects on them. Undumgi intel is a way of laundering our OOC knowledge into IC knowledge that might be able to investigate or otherwise do something with.
 
Clearly we just need to equip the deceiver coin and spend the six months disguised as Valaya Herself, telling every dwarf we can find that they have a holy mandate from us to make all the dwarven babies immediately. :V

Come on! Haven't you been paying attention to BoneyM's comments? Clearly that won't work. They'd just think we were delusional and thought we were god.

... we have to master illusions first, so we can look the part and have a "godly presence". :V
 
The discussion on Karak Eight Peaks' climate is pretty interesting. There being no permanent snowline at our (relatively southern) latitude implies things about the height of the mountains (American Rockies or so?), while the fact that agriculture within the valley (a relatively limited amount of space, even if it's dozens of square kilometers) was capable of supporting a population of somewhere in the half-million to million range in the past (my current estimate for Karak Eight Peaks' population in its golden age) implies that it is very fertile, implying plenty of rainfall in spite of how far inland we are, which should translate into snowfall during the winter months.

It hasn't been mentioned at all in the updates as far as I recall, but is there any reason to think that we're not getting five meters of snow every winter, and have white in every direction from October-November to April-May? Is it functionally impossible to march on Karak Eight Peaks overland for half the year because Death Pass is snowed in?

Or are we just in summer mountain mode all the time, with light snowfall at most? If the climate is arid that would be believable but it raises a lot of questions about agriculture- limited precipitation means limited growth potential.
 
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Me to Hugger. Me to. <3

Soon though, next turn is probably AV and Queekish. Turn after might be AV and Ulgu tongs \o/
I'd be okay with this progression. I certainly see zero reason to keep delaying the AV after this turn.

The only things that'd make me change that opinion are I think, loss of the box and vitae, failing hard on Queekish so we need to scramble to get something out of it, and something in Mohnar gearing up to rip out Belegar's brain or something i.e an active threat to K8P's continued existence.

And I really doubt any of those three are going to happen.


The discussion on Karak Eight Peaks' climate is pretty interesting. There being no permanent snowline at our (relatively southern) latitude implies things about the height of the mountains (American Rockies or so?), while the fact that agriculture within the valley (a relatively limited amount of space, even if it's dozens of square kilometers) was capable of supporting a population of somewhere in the half-million to million range in the past (my current estimate for Karak Eight Peaks' population in its golden age) implies that it is very fertile, implying plenty of rainfall in spite of how far inland we are, which should translate into snowfall during the winter months.

It hasn't been mentioned at all in the updates, but is there any reason to think that we're not getting five meters of snow every winter, and have white in every direction from October-November to April-May? Is it functionally impossible to march on Karak Eight Peaks overland for half the year because Death Pass in snowed in?
Given its probably volcanic and we needed the Tarn for stable water, what I expect agriculturally is that the Caldera and East Valley are mega fertile because of volcanic minerals. Back in its heyday the groundwater table would have provided enough water apparently, which sounds like a volcanic aquifer. But now since we can't trust it we have to use the Tarn and aqueducts.
 
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Given its volcanic and we needed the Tarn for stable water, what I expect agriculturally is that the Caldera and East Valley are mega fertile because of volcanic minerals. Back in its heyday the groundwater table would have provided enough water apparently, which sounds like a volcanic aquifer. But now since we can't trust it we have to use the Tarn and aqueducts.

Ah, is it volcanic here? I thought that Karak Eight Peaks was the result of a meteor impact and the Citadel was built atop the central peak uplift.
 
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