Voted best in category in the Users' Choice awards.
I question the trustworthiness, competence, and judgement, of any mercenaries deciding to join a dwarven expedition to the chaos wastes.
 
I have to say I think some here a bit to quick to assume that mercenaries and Co would just jump at the opportunity to join the expedition considering it is such ahigh risk endeavour. I have serious doubts that many good mercenary companies would be all that interested in this even if it pays insanely well since dead men have no use for money and it is not like they are lacking in employment options closer to home that are considerable less likely to get them killed and their souls lost to chaos.
I mean, you say that, but at the same time...
You're underestimating the allure of Dwarven treasuries and overestimating the survival instincts of humans.
 
[x] Plan Planting the Seeds
[X] Plan: Chlof v2
[x] Plan Planting the Seeds with Ciphers

Especially as a Bretonnian duchy recently decided to actively seek Dwarf Favour after the big reward ceremony Belegar organised. (See the Holiday Opportunity threadmark.)

This is a good point- we might get a company of questing knights just for room, board, and the asking. Would certainly be useful as outriders.
 
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You can use one to get a bunch more oomph behind a spell, but it's expended by doing so.
100% seriously: can we design our staff so that the top of it holds a power stone, and can be replaced if it's used, without compromising functionality?

This is only half because I think the traditional glowing orb on top of a magic staff looks rad as hell.
 
They'd provide an honour guard for diplomatic visits or back-up, but these are Dwarves from a Noble Clan that are currently building their lives, not full-time Warriors.
I thought Clan Angrund was a Warrior Clan, for at least four thousand years now. Have they decided to switch job back to what their ancestors used to do? Or so s "Noble" actually a legitimate and serious Clan occupation? Im which case, what does a Dwarf of a noble house usually do? Bureaucracy? Because I can't imagine they sit in leisure like many a Human noble is wont to do?

I'm asking to get more insight into the K8P Dwarves, not because I want to pressure you into giving us Angrund Hammerers on stand
 
I thought Clan Angrund was a Warrior Clan, for at least four thousand years now. Have they decided to switch job back to what their ancestors used to do? Or so s "Noble" actually a legitimate and serious Clan occupation? Im which case, what does a Dwarf of a noble house usually do? Bureaucracy? Because I can't imagine they sit in leisure like many a Human noble is wont to do?

I'm asking to get more insight into the K8P Dwarves, not because I want to pressure you into giving us Angrund Hammerers on stand

Noble is a legitimate Clan occupation. They generally focus on things like leadership, management, and settling disputes, as well as any task that needs doing but for whatever reason can't be handed over to the relevant Guild, like K8P's bank. Most Holds also have a prominent Guild that the Nobles often go into, like Zhufbar and Engineers.
 
Hey @BoneyM , what about:
[] Trawl around the bars and brothels of Tilea, looking to talk to the actual mercenaries that have walked either the Skull Road, or the Great Steppes. Ask them about the threats and dangers of those places, not the merchants. Best if you can find and convince a Hobgoblin merc to tell you himself about their home.
 
Pops head into thread. Uh, can I ask why all the plans are only spending one action on our job? Especially since they all have overwork actions?

[x] Plan Keep It Classy But Do the Job
-[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 volunteers from the Colleges to join the Expedition.
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[x] Runes and Runecraft
-[x] Study an artefact: Ranald's Coin
--[x] COIN: The Gambler

There. Removed one of the college classes so we can instead try to recruit wizards for the expedition, something that our sky high college reputation should make much easier.

EDIT: Approval voting these two.

[X] Plan Fulfilling Obligations

[X] Plan Fulfilling Obligations v2
 
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Hey @BoneyM , what about:
[]Trawl around the bars and brothels of Tilea, looking to talk to the actual mercenaries that have walked either the Skull Road, or the Great Steppes. Ask them about the threats and dangers of those places, not the merchants. Best if you can find and convince a Hobgoblin merc to tell you himself about their home.

I'll add it in, but it would likely take a fair bit of trawling to find a mercenary this far south that has travelled a road that far north.
 
I'll add it in, but it would likely take a fair bit of trawling to find a mercenary this far south that has travelled a road that far north.
I figured as much. But Tilea is the merc capital of the Old World. If anyone has some, it would be them. Probably pirates, that left their home long ago and turned merc after the Cathay ran them away from that side of the world. Or hired by some Princeling with more money than sense, to intimidate his enemies with their exotic looks/tales.
 
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Ok, here's a question... does reaching magic 9 award us any immediate benefit? I get that we want to break the cap eventually, for the prestige and because it probably awards us with new options, but we can already auto cast* most non battle spells, and for the spells we cannot auto cast (battle magic) we never want to learn them because they'll always be too risky, even if we reach Kroak tier according to the rules. Only practical benefit I can think of is a better dispel. Am I missing something because the hiatus was so long and I forgot? @BoneyM am I missing something?

*Assuming we do not have exhaustion maluses
 
[X] Plan Keep It Classy

So we study the Coin, figure out how Divine Magic works, and then use the Coin as a practice target for how to steal and use it for ourselves.

Ranald has no grounds to complain, he did the same thing, precedent is on our side!
 
Hey @BoneyM , what about:
[] Trawl around the bars and brothels of Tilea, looking to talk to the actual mercenaries that have walked either the Skull Road, or the Great Steppes. Ask them about the threats and dangers of those places, not the merchants. Best if you can find and convince a Hobgoblin merc to tell you himself about their home.
The Hobgoblin will lie. They are pathological backstabbers, it will genuinely not occur to him not to lie.

Pops head into thread. Uh, can I ask why all the plans are only spending one action on our job? Especially since they all have overwork actions?

[x] Plan Keep It Classy But Do the Job
-[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 volunteers from the Colleges to join the Expedition.
-[x] Attend classes at the Grey College:
--[x] Anti-Chaos Training
--[x] Runes and Runecraft
-[x] Study an artefact: Ranald's Coin
--[x] COIN: The Gambler

There. Removed one of the college classes so we can instead try to recruit wizards for the expedition, something that our sky high college reputation should make much easier.
We won't be judged for success or failure until we declare we're done (and time management is only relevant if we "fail.") The expedition leaves in 3-7 turns, so we can quite easily make up for any perceived "deficit" if we're nearing that point and don't feel we've accomplished enough.

Also, this:
If we somehow managed to underperform for 3 turns in a row - a scenario that will never come to pass, the thread wouldn't stand for it - we'd have one below average result among all the ridiculous successes.

Frankly, our Dwarf reputation is at 130 reputation and climbing. Short of something catastrophic, in the extremely unlikely event things went badly enough for it to be affected, we have so much we'd barely notice. Seriously, we have enough reputation at this point that we already have access to everything that they would be willing to share.

EDIT: Cut down and reformatted the quote to remove the annoyed parts.
 
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Ok, here's a question... does reaching magic 9 award us any immediate benefit?

It improves our magic skill. This includes stuff like:

• Being better at enchanting
• Being better at casting in adverse situations, like "being tired" or "being in the chaos wastes"
• More safely learning magic, such as the elves shadow magic
 
Pops head into thread. Uh, can I ask why all the plans are only spending one action on our job? Especially since they all have overwork actions?
Because 1) we intend to spend at least three turns on this job 2) we want better gear before we pop into the Wastes 3) this gives us the skills to craft that gear next turn.

If you're going to drop any action in order to pick up a task action, drop the Coin research. The classes are all of indirect practical benefit to this job, whereas the Coin is just a moonshot research project. I recommend Plan Fulfill Obligations with Gretel or Plan Fulfill Obligations v2.
Why are most people against it?
People are very nervous about bringing wizards into the Chaos Wastes where shit might get Dhar real fast. My take is that we should buy all the Chaos Wastes books we can this coming purchase round and then ask Boney what Mathilde IC thinks the risks are, rather than go in circles with people citing various OOC resources at one another.
Ok, here's a question... does reaching magic 9 award us any immediate benefit? I get that we want to break the cap eventually, for the prestige and because it probably awards us with new options, but we can already auto cast* most non battle spells, and for the spells we cannot auto cast (battle magic) we never want to learn them because they'll always be too risky, even if we reach Kroak tier according to the rules. Only practical benefit I can think of is a better dispel. Am I missing something because the hiatus was so long and I forgot? @BoneyM am I missing something?

*Assuming we do not have exhaustion maluses
We're planning on going into a region where magic is harder to control. On the narrative level, staves don't up your Magic rating by making you more powerful, they increase it by helping you control magic better. This seems like a good investment in not exploding into demons.
 
I figured as much. But Tilea is the merc capital of the Old World. If anyone has some, it would be them. Probably pirates, that left their home long ago and turned merc after the Cathay ran them away from that side of the world. Or hired by some Princeling with more money than sense, to intimidate his enemies with their exotic looks/tales.

You are probably better off looking for somebody like that in Praag, Kislev or Erengrad since that is where those trade-routes/caravans most likely terminate.
 
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