The Aqshy tower might get charge when it bathes in the sunlight?
If I recall the Aqshy tower is built over a chimney, so to charge it someone just needs to toss a few logs on a fire. I agree Azyr is more efficient in this case, but the red tower isn't useless here.
It's highly risky to learn and cast.
Less risky to learn now though.
Ok, I think we really need a consensus on what units are reasonable to take into the wastes. I've heard some people say that any wizards past Mathilde with her belt would be a bad idea? How seriously should I take this caution? I know very little about the mechanics of chaos caused miscasts.
Thinking that a unit of demigriffs for scouting in force, and a unit of light cavalry to screen the main train- thinking the dwarfs would handle artillery and infantry if we are forced to battle, so minimal units to prevent small fry from forcing the wagons to stop seems best?
Would also love to grab Arsinil. Like, this would be the *perfect* time to grab him as he wraps up in Kiesliv and pitch him on a smash-and-grab on an old dwarfhold, sponsored by the dwarves who might otherwise be concerned about people doing that sort of thing. Plus, getting his reaction on how well his memoirs sold in ulithian would be great.
The only human forces I'd be willing to consider would be the Griffon Legion of Kislev; they're (somewhat) local, synergize a little with the Ice Witches action, are generally predisposed to 'stomp on Chaos' to begin with and between their hussars and their horse archers should complement the dawi heavy infantry elements just fine.
Beyond that I want non-mutable troops as much as the dwarfs are willing to tolerate. Asarnil was mentioned, and he's a fine choice, but if the dwarfs are open to the idea ogres are mercenary enough to sign up (special attention would be needed for their rations; they eat just about anything but they've got a bit of an eating concern). Ogres work as shock heavy infantry that can run down heavy cavalry and are about as resistant to magic as most dwarfs.
Wizards, I'm willing to put out the word but I wouldn't go out of our way to drum up recruitment for this specific expedition; we'd probably benefit from Hysh casters along for the ride for their anti-daemon abilities, but they didn't cover themselves in glory last time they went on something like this and Mathilde probably isn't keen on them to begin with, so...eh. I'm leery about trying to empty the colleges for anyone just giddy about marching to Hell's front doorstep on a free ride, but I presume that there are those with legitimate reasons we'd approve of willing to tag along as part of an army instead of part of a small, irregularly armed group.
You can get mercenary cavalry from any human nation in the Old World bar Bretonnia.
You can also get mercenary cavalry from Bretonnia, so long as you don't call them mercenaries. They are instead 'guests' that you fete and flatter and give gifts to and they will occasionally go into battle for their friend as thanks and to demonstrate their superior grasp of chivalric virtues.
Regarding the plans, I'd like to see some more direct work towards accomplishing the task set before us. Belegar wasn't too keen on our last project, and I'd hate to put in one and a half actions on this one before telling him we were underperforming.
My thoughts right now are to use one overwork to get:
[ ] MAX: Allow him to spend all his time on his metalworking studies.
[ ] JOHANN: Have him teach Adela what he knows of engineering.
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.
[ ] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
[ ] Try to contact the Ice Witches of Kislev in the hopes they can provide clement weather for the Expedition.
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Attend anti-Chaos training at the Grey College.
Anti-Chaos training is a mandatory we can count as a peripheral, but the task actions are collating information and talking to the ice witches. Collating the information doesn't seem too controversial, but my reason for the ice witches was that, while I doubt they'll say yes right now we may walk out with "in principal we'd love to but in practice we have X problem" which we can bring back to whomever is putting this expedition together and they can say 'ah, X is a problem we can help with. Let us perform Y action to scratch your back so you'll be able to scratch ours'.
Ducklings, I think we can and should teach them melee skills, even though everyone but Max is at least familiar with melee weapons. I want to ensure that they all can hold their own, and there's a slim chance this could help us develop a martial instruction trait that should help us developing a Grey College sword style down the road. Max I'm content to let him work on his studies but don't have a problem with putting him towards poking Moulder toys. Johann I was torn between Adela and gas mask, but I think waiting a turn or two on the gas mask is a thing that can happen. EIC, I understand everyone wants to get straight to hiring spies, but the ciphers will help keep secret information secret, which is something I'd want to have set up
before starting with the actual spy business, personally.
The 'see through the pall of darkness' bit I am also okay with some other self-improvement action, provided it has direct applicability towards Karag Dum. I consider enchantment something we can do as a peripheral for the Cartography project, and am not keen on starting the coin or