Voted best in category in the Users' Choice awards.
The currently winning Classy Clan does not fulfill our minimum obligation as Loremaster!
This plan drops one of the classes so we can seek out merchants for information and fulfill our obligations.

That only matters if we fail. Success excuses everything, and I think the enchantment will help us succeed at the mission.
 
I think I got confused somewhere. How does Karag Dum relate to this upcoming expedition?
...Karag Dum is the place the expedition is to.
"Karag Dum," Belegar says, drawing the attention of all present. "What do we know about the Expedition there? All I know is that if every Dawi that claimed they wanted to help my own efforts but were already invested in the other were truthful, they could conquer every mountain from Karak Kadrin to Kraka Drak."
Anyway, drat that the Chaos training doesn't fulfill our obligations. I'm personally OK with that -- remember that success requires no justification -- but if we're going to drop anything, drop the Coin study. The classes are the key to the plan.
 
@BoneyM, would it cost AP to commission a Lord Magister of the Celestial College to spend a couple of turns divining what it would be helpful to bring along/what threats the Karak Dum expedition should prepare to face?

And would it be possible at all?

Absoltuely not.

And more in general? What's your policy for specific canon events that have happened before Mathilde but also have happened somewhere neither Mathilde nor her allies could possibly know about it as of yet? My personal hope is that you relish in the freedom and use canon mostly as inspiration. Like in the "Axe of Grimnir" discussion, it could well be that the Axe of Grimnir is not in fact in that mountain range as far as the quest in concerned. Handling it like that might disappoint some canon fans, but it might also make future explorations much more exciting and less plagued by metagaming nonsense.

Either way, "you have no way to know" does make the idea of actually joining the expedition wholesale more interesting to me, providing Belegar allows it and there isn't some other crisis at the time.

From the first post in the thread:
Any events past [the start of the Quest] are, for the purposes of this quest, non-canonical.



I assume both Dreng and Gotri are focused purely on build-up and fortification right now. What's Kazrik officially been doing these last six months?

Wrangling the Okral.

I think I got confused somewhere. How does Karag Dum relate to this upcoming expedition?

It's where the Expedition is going.

How does this jive with the Norse Dwarves having formed their own culture? 200 years don't seem enough for that to happen to Dwarves. Or did Karag Dum somehow manage to stay in contact with the Karaz Ankor for much longer than the Norse Holds, despite being further north(?) than some of them? If yes, how did they manage?

Karag Dum is a huge distance from the Norse Dwarves.
 
The real problem with the currently winning plan is that it does not fulfill our obligations.
I am not very enamored with the top few plans in general and would enjoy seeing another take on the next turn getting traction. That said, does it actually matter if we don't fulfill our obligations by Dawi standards in this fashion? Literally no one is looking over our shoulder and the voter body usually knows better than Belegar what the most efficient use of Mathilde's time is, given the 6-14 turn time frame we have for doing this. And it isn't as if we were generally slacking off or anything.

Honestly, I believe that if people had been consciously aware of how far off the expedition is we wouldn't have voted to present it as a concern at the council meeting 3-5 turns of focus on the subject are more than enough and especially the scouting actions should happen at least somewhere in the year leading to the expedition's launch, not 3+ years in advance. Personally I hope that Belegar won't look down on us if, after we are done supplying general information and materiel, we tell him that we want to do more but that there is little point in doing it right now and that he should give us a task to do in between.
 
Anyway, drat that the Chaos training doesn't fulfill our obligations. I'm personally OK with that -- remember that success requires no justification -- but if we're going to drop anything, drop the Coin study. The classes are the key to the plan.
Made a v2 Version that drops the Coin study.

I am not willing to throw the dice on this.
I don't want to find out what dwarves do should they find out we are half-assing an attempted run on Karak Dum
[x] Plan Fulfilling Obligations
-[x] Contains one Overwork action
-[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[X] JOHANN: Have him teach Adela what he knows of engineering.
-[x] 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.
-[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[x] SERENITY: Write a paper: The We book (1/2)
-[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[x] Seek out merchants who have travelled the Skull Road to learn what they know of it.
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[x] Enchanting
-[x] Study an artefact: Ranald's Coin
--[x] COIN: The Gambler

[x] Plan Fulfilling Obligations v2
-[x] Contains one Overwork action
-[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[X] JOHANN: Have him teach Adela what he knows of engineering.
-[x] 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.
-[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[x] SERENITY: Write a paper: The We book (1/2)
-[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[x] Seek out merchants who have travelled the Skull Road to learn what they know of it.
--[x] COIN: The Gambler
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[X] Runes and Runecraft
--[x] Enchanting

Approval Votes for any plan fulfilling our obligations:
[x] Plan Planting the Seeds
[X] Plan: Chlof v2
[x] Plan Planting the Seeds with Ciphers
[x] Plan Keep It Classy But Do the Job
[X] Plan Coin pumped merchants and Windherder test
[] Do you want to meet an Icewitch?
[X] Plan Do you want to meet an Icewitch?
 
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[X] Plan Classy Ciphers and Jade Magisters
-[x] Contains one Overwork action
-[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[X] JOHANN: Have him teach Adela what he knows of engineering.
-[X] DUCK: Panoramia's about ready to test for Magister, but she's putting it off because she doesn't have a lot of free time to prepare. Work with her to help make the most of every spare minute.
-[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
-[x] SERENITY: Write a paper: The We book (1/2)
-[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[x] Runes and Runecraft
--[x] Enchanting
-[x] Study an artefact: Ranald's Coin
--[x] COIN: The Gambler
 
FWIW, my thinking, should Keep It Classy win, is that next turn we do this for our personal actions:
  • AV+enchanting experiment
  • Turn staff
  • 2 job actions
Since the staff is less likely to be affected than the robes by anything we learn from the enchanting experiment.
Made a v2 Version that drops the Coin study.

I am not willing to throw the dice on this.
I don't want to find out what dwarves do should they find out we are half-assing an attempted run on Karak Dum
I'll approval vote that, yeah. Coin on the Merchant actions looks good to me, it increases the odds that we find anyone who knows anything useful.

[X] Plan Keep It Classy
[X] Plan Fulfilling Obligations v2
 
The "obligations" are extremely rough guidelines that we routinely exceed. We can have a turn or two below average.
I am not very enamored with the top few plans in general and would enjoy seeing another take on the next turn getting traction. That said, does it actually matter if we don't fulfill our obligations by Dawi standards in this fashion? Literally no one is looking over our shoulder and the voter body usually knows better than Belegar what the most efficient use of Mathilde's time is, given the 6-14 turn time frame we have for doing this. And it isn't as if we were generally slacking off or anything.
our time-sheet attracts attention should we not deliver.

our time-sheet attracting attention is not a bad thing IF we invested time in our given project.

People are voting to roll a single dice whether that will happen or not, since we are not investing the time.
 
The thing is, if we want to intervene directly by personally scouting, we need to raise our game.

We can do that in a couple of ways. Getting better gear, and getting personally more competent. I'd prefer the later, but the thread seems to be going for the former.

Given where we're going, I think raising our mundane skill is what's important here. I'd put learning from a Ranger, trying to get to Master Infiltration, or developing our unique sword style above Enchantment in the priority list.

However, I can see the attraction. Being able to upgrade our robes to have a permanent tireless effect could make a major difference to our ability to both perform physical training and also to our performance out in the field, making it much less likely we get fatigued, etc.
 
[x] Plan Fulfilling Obligations v2

Yeah I am convinced we need to do more of the assigned task. Also I am assuming we have 3 turns instead of the possible 7. Always be proactive with dawi.
 
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warhammerfantasy.fandom.com

Al Muktar's Desert Dogs

"We never had a chance sir. They came out of nowhere. Before we could turn they were in among us, shouting their chilling battle-cries as they cut us down. It's true we ran from them sir, but these were not men - they were demons on horseback." —The mercenary Gunter Friesheim, explaining his...

These seem the best for the country we'd be heading into, as far as mercenaries. Elite scouts and ones able to clash with the Kurgan and win.
FWIW, my thinking, should Keep It Classy win, is that next turn we do this for our personal actions:
  • AV+enchanting experiment
  • Turn staff
  • 2 job actions
5 actions? On the malus?
 
...Karag Dum is the place the expedition is to.
Oh drat. For some reason I thought it was Kraka Drak all this time. The wiki didn't provide a location map for it and I got massively confused.
Karag Dum is a huge distance from the Norse Dwarves.
Now that my confusion got cleared up, how did Karag Dum manage to stay in contact till 200 years ago if it is literally in the Chaos Wastes and there's Dawi-Zarr holdings close to the main route in between?
Or alternatively, when was this Great War Against Chaos? Did the Forces of Chaos
My reading comprehension is really taking a crapper today. I thought you said 3-7 years...
 
I really want to do the coin action now, as we keep putting it off. How about we do the duckling action for Karag Dum instead, recruiting the besiegers and Gretel?

I think Gretel would be especially useful in Karag Dum because there are a lot of undead up there, from what I remember.

[x] Plan Fulfill Obligations with Gretel
-[x] Contains one Overwork action
-[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[X] JOHANN: Have him teach Adela what he knows of engineering.
-[x] DUCK: Attempt to recruit Gretel and the Besiegers for the Karag Dum Expedition.
-[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[x] SERENITY: Write a paper: The We book (1/2)
-[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[x] Runes and Runecraft
--[x] Enchanting
-[x] Study an artefact: Ranald's Coin
--[x] COIN: The Gambler

Approval:
[X] Plan Keep It Classy
 
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5 actions? On the malus?
That's, uh, four actions. "Experiment with integrating the Vitae into enchantments" is one thing, though I guess the way I wrote it (with a + sign) makes it look like there's two on one line.

Basically, my thinking is that if we have to drop one of the set {AV enchanting experiment, staff turning, uber-robes}, drop the uber-robes because the first two don't affect one another, but both might affect our ability to enchant the uber-robes.
My reading comprehension is really taking a crapper today. I thought you said 3-7 years...
Don't worry about it, a number of other people have made the same mistake.
I really want to do the coin action now, as we keep putting it off. How about we do the duckling action for Karag Dum instead, recruiting the besiegers and Gretel?
That is not at all a bad idea for meeting our obligations if people are nervous. Sure, I'm down.

[X] Plan Keep It Classy
[X] Plan Fulfill Obligations with Gretel
 
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One thing to consider is that the Wastes are an incredibly unhealthy place for humans, often leading to madness and mutation, which can produce a spiral of chaos corruption, which isn't always obvious. If we're looking for mercenaries, we want elves, dwarves, ogres, or halflings*. Not the particularly mutable humans.

Mathilde only gets a pass because of her belt.

* Or Lizardmen or the Undead, but they're unique regiments.
 
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We've got another 3 turns at least before we need to deliver. For example even if we only take 1 direct action on the task this turn we can take 2 on the next turn to make up for it. Because this task goes on for multiple turns we should have more flexibility. I expect when the expedition gets closer to setting out we'll likely spend multiple actions at once performing scouting.
 
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I really want to do the coin action now, as we keep putting it off. How about we do the duckling action for Karag Dum instead, recruiting the besiegers and Gretel?
ducklings are a half-action, though better than no action at all in keep it classy it still does not fully fulfill our obligations. We need either two half-actions or a full-action.
 
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