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By formal fiction I meant the same sort of thing that qualifies Mathilde as a 'Loremaster', but if that's a no, that's a no.

Runelore is a holy relic and a WMD combined. There's no way they let it out of the Karaz Ankor, no matter the wordplay it's draped in.

For reference, how does the difficulty of using this in close combat compare to the difficulty of casting the oft-mentioned invisibility+Smoke and Mirrors?

Less concentration, slightly more time.
 
That's a bridge too far. Mathilde has really been racking up the charges on Belegar's credit card, and this time you don't have 'learning battle magic' as a justification.
I don't mind if not, but isn't the Fog Path specifically something we could bill to the Expedition Expenses pool the Karak's are putting forth as their support?
 
This is Chaos makes Taal feel peeved!, except we don't recruit Runesmiths and attempt to see through Pall of Darkness instead.

[X] PLAN: No Risking Runesmiths
-[X] MAX: Allow him to spend all his time on his own preparations.
-[X] JOHANN: Allow him to spend all his time on his own preparations. (NEW)
-[X] DUCK: Attempt to recruit Esbern and Seija and their compatriots of the Knights of Taal's Fury.
-[X][EIC] Integrate the Gong Farmers and the Niter Factory into the EIC, and expand production.
-[X] Try to see through Pall of Darkness with your improved magical senses.
-[X] With the help of a gyrocarriage, personally scout part of the route specify: Western Great Steppes
-[X] Continue to work on your 'Fog Path' spell
--[X] The Gambler: specify an action this will apply to: Fog path spell
-[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
-[X] Enchant an item with a Fiendishly Complex or easier spell: Robe with AA and AA mastery (with an aim to have physically indefatigable always on (Overwork)
--[X] Use Ulgu power stones and drake scales to assist with the enchantment if it would help.
-[X] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[X] Write a paper: Warp Lightning observations - shared with Adela (Serenity)

Approval Voting:
[X] Plan Perfectly Balanced
[X] Plan Unconvention
 
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One reason I want to take the chance on recruiting Damsels is that I really want to see BoneyM's worldbuilding in relation to Bretonnia.

I'm also really curious about what inspiration we could take for Windherder from seeing human spellcasters that can use multiple Winds.
 
[X] Plan: Fog Path to Success (Damsels and Rune smiths)
[X] PLAN: Taal plan, with Better Robes and EIC Marienburg
[X] PLAN: No Risking Runesmiths
 
Last time we recruited a group that has no stake in the venture (Ice Witches) Mathilde got complications to deal with (theft/retrieval mission).

I doubt a Damsel comes cheap if one has time at all.

Plot hooks aren't a problem either, really. I'd expect complications, but that those complications can themselves be leveraged to produce useful assets and contacts.

There are probably significantly more Damsels than there are Collegiate wizards, so I would't expect them all to be any busier than all wizards are.
 
I doubt a Damsel comes cheap if one has time at all.

Considering what the Damsels can do I'm completely fine with it. Even if it means having to spend an AP or two later on to help them. AP spent in the presence of Damsels is literally something that gives Mathilde the chance to passively observe the only extant and current human Sorcery tradition where you have Priestess of a Goddess doing what is ostensibly Arcane magic.

This is a huge potential opportunity and if it does cost AP in the future to get that look so what?

Wait, why does Fog Path to Success have no Overwork action?

It does I just didn't explicitly label it as such I believe?


-[] With the help of a gyrocarriage, personally scout part of the route specify: Western Great Steppes
-[] Try to see through Pall of Darkness with your improved magical senses.
-[] Continue to work on your 'Fog Path' spell
--[] The Gambler: specify an action this will apply to: Fog path spell
-[] Enchant an item with a Fiendishly Complex or easier spell: Robe with AA and AA mastery (always on).
--[] Use Ulgu power stones and drake scales to assist with the enchantment if it would help.
-[] Attempt to recruit assistance for the Karag Dum Expedition. (Damsels of Bretonnia, Thorek Ironbrow)

Five actions.
 
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Also, Damsels have their funky Fey Paths spell, where they summon a thick magical mist they walk into only to reappear somewhere else, potentially many hundreds of miles away, from another patch of mists.

I'd really like to take a look at that for inspiration.

The less Dwarven scrutiny on that spell, the better. If it had two orders of magnitude longer in R&D, Dwarves would still consider it hasty.

I wonder if it;s best to let them assume that Melkoth is teaching her the spell rather than helping her invent it...
 
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Not a fan of any of the extant plans. I'm therefore presenting my own. Reasoning is inline.

[x] Plan Unconvention

-[X] Attempt to recruit assistance for the Karag Dum Expedition. (Light College, Azul Runesmiths)

Unconventional position number one: Light College instead of Damsels. I seem to remember a WoG somewhere saying that we wouldn't be able to get Damsels. Even if I'm wrong, I can't say I'm a huge fan of the idea. I'd prefer sticking with a known quantity that we know we can work with and characters that we might see again. Without Soizic I also don't think we have a way to get in the front door. If our goal is to get anti-demon magic, I think that going with Light magisters is a much more reliable option.

The runesmith situation will be somewhat tricky, but I think that we need runesmiths around in the case where Karag Dum is overrun more than we need to avoid possible complications if Karag Dum isn't overrun and the runemasters are inclined to cause major problems. We'll also have a much stronger negotiating position if the initial conflict happens while we're on the expedition rather than when the whole Karaz Ankor can get in on it, specifically, "you need to get along so we don't all die right here and right now." Given that I'm solidly supporting runesmith recruitment.

-[X] Continue to work on your 'Fog Path' spell.
--[X] The Gambler: specify an action this will apply to: Fog path spell

Necessary.

-[X] With the help of a gyrocarriage, personally scout part of the route specify: Western Great Steppes

Following the lead of the other plans.

-[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
-[X] Enchant an item with a Fiendishly Complex or easier spell: Robe with AA and AA mastery (with an aim to have physically indefatigable always on) (Use powerstone and drake scales) (Overwork)

This is basically a "pick two of three" - between Branulhune, Robes, and Pall of Darkness, we're going to do all three by the time the Expedition leaves, so it's basically just which you prefer to start with. I think that the robes are the most important to get right, so we lead with those so we have time to spend another AP if they take more than one action.

-[X] DUCK: Attempt to recruit Adela and some human siege weapons and operators for the Karag Dum Expedition.

Unconventional position number two: Adela and siege rather than kittybirds. I think that the Knights of Taal's Fury will cause more logistical problems than they solve tactical problems. And you know the quote about amateurs studying tactics and professionals studying logistics. Tunnels are the native environments of siege engines like the Skaven warp-lightning cannons and the grapecannon, so I have to believe that human ballistae would do perfectly well inside Karag Dum, probably just as useful as the Knights, and they'll have competitive tactical value and greatly lessened logistical difficulties on the road. Additionally, spending six months working on a steam-wagon day and night will do fantastic things for Adela's engineering chops. Esbern and Seija, on the other hand, will get basically nothing out of the expedition.

-[X] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.

We still have a few different options for fun towers. A couple crafting-related options, plus I have a personal desire for a teleport tower. Tactical would be good just so Mathilde doesn't have to tromp up and down the stairs six times a day, but I'm also into the tactical teleport tower as a stepping stone to a strategic teleport tower that would, for example, let us touch base with the expedition leaders more frequently than once every two years.

Additionally, there aren't that many options left for rooms. We weren't exactly scraping the bottom of the barrel in the last vote, but IIRC only two or three rooms got any support at all other outside the five we picked.

-[X] Write a paper: Warp Lightning observations - shared with Adela (Serenity)

Get this done.

-[X] MAX: Allow him to spend all his time on his own preparations.
-[X] JOHANN: Allow him to spend all his time on his own preparations. (NEW)

Let them do their thing.

-[X] EIC: Found an auditors division, to make sure the ledgers are in order.

Unconventional position number three: Navy and Gong Farming are both low-utility.

Gong Farming in particular is a bigger risk than I think people realize; integrating a largish guild and a bunch of workers from a totally unrelated field is by far the most likely way for the values we instilled in the company to begin to fail. I've seen it happen at more than one company.

Navy is of strictly short-term utility - Marienburg collapsing or the canal finishing will both make it a moot point.

Of the options that I think are actively good, hardening the EIC against insider risk is at the top of my list. Company-wide cultural values won't help at all if a single bad actor goes unnoticed for too long.
 
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The runesmith situation will be somewhat tricky, but I think that we need runesmiths around in the case where Karag Dum is overrun more than we need to avoid possible complications if Karag Dum isn't overrun and the runemasters are inclined to cause major problems. We'll also have a much stronger negotiating position if the initial conflict happens while we're on the expedition rather than when the whole Karaz Ankor can get in on it, specifically, "you need to get along so we don't all die right here and right now." Given that I'm solidly supporting runesmith recruitment.

In what scenario do you see runesmiths being useful if Karak Dum is overrun? If it is, we don't have a big enough force to retake the place, so the only person who'll be able to do anything inside it is Mathilde, and a runesmith sitting back with the expedition miles away isn't going to be of any use to anyone.
 
"Influential and ambitious Runelords had their words against Karag Dum indelibly recorded. If they had taken the warnings seriously, and fifty years had been spent exerting all effort of the Karaz Ankor to prepare against the coming storm..." Thorek shrugs. "Perhaps the High King would not have fallen. Perhaps Karak Vlag and Karag Dum would not have been lost. Perhaps the Norse Dwarves would not have fallen. Perhaps the Silver Age would not have ended. Anyone that accepted that burden upon their shoulders would have no choice but to shave their head and seek their Doom. But they have not. I did not ask why not, but they answered the unasked question anyway, and what they gave me was not justification, but accusation."

You think back to all the dark warnings you've heard about Karag Dum. "Argumentum ad, er, Dawinem. You can't be blamed for ignoring a warning if the messenger could not be trusted."

Oh god, this is worse Petty Dwarf Bullshit than I could have possibly feared.

The Runelords snubbed Karag Dum when it was begging for help against the Chaos attack it saw coming. The only way for that not to be a shame so great they would have to shave their heads is if Karag Dum was so awful and untrustworthy that they couldn't possibly have believed it. So to save their own skins, they've spent all the time since the Great War smearing the name of Karag Dum.

I guess we spent two gallons of AV to find out that the dwarves of Karag Dum are being given a reputation they probably don't deserve.
 
The less Dwarven scrutiny on that spell, the better. If it had two orders of magnitude longer in R&D, Dwarves would still consider it hasty.
I bet the Runemasters would be more chill :V

So, our Sneeze O' Doom didn't look like too big an area, but did I misread or are the splinters from the tree flying so fast they made craters on the ground?
 
In what scenario do you see runesmiths being useful if Karak Dum is overrun? If it is, we don't have a big enough force to retake the place, so the only person who'll be able to do anything inside it is Mathilde, and a runesmith sitting back with the expedition miles away isn't going to be of any use to anyone.
To help us crack runic seals and disarm runic traps. To analyze runic artifacts so we know if they're safe to carry home or not. If the runemasters decided to encrypt any messages for the eyes of other runesmiths only. To help us diagnose the issue if Karag Dum fell because the runemasters attempted something extremely ill-advised with runes as a last-ditch effort. Etcetera. In general, if we're going into a dwarven ruin, we'll want expertise with the kinds of things that you find in dwarven ruins.
 
In what scenario do you see runesmiths being useful if Karak Dum is overrun? If it is, we don't have a big enough force to retake the place, so the only person who'll be able to do anything inside it is Mathilde, and a runesmith sitting back with the expedition miles away isn't going to be of any use to anyone.
...probably recovering key irreplaceable artifacts? And you know, knowing what is an replaceable artifact to begin with? Mathilde is perfect for that situation, and being able to bring things back to the expedition to be checked or to consult with the closest thing to an expert would be excellent.
 
EIC: Found an auditors division, to make sure the ledgers are in order.

Unconventional position number three: Navy and Gong Farming are both low-utility.

Gong Farming in particular is a bigger risk than I think people realize; integrating a largish guild and a bunch of workers from a totally unrelated field is by far the most likely way for the values we instilled in the company to begin to fail. I've seen it happen at more than one company.

Navy is of strictly short-term utility - Marienburg collapsing or the canal finishing will both make it a moot point.

Of the options that I think are actively good, hardening the EIC against insider risk is at the top of my list. Company-wide cultural values won't help at all if a single bad actor goes unnoticed for too long.
The auditors are extremely low-utility from Mathilde's perspective. I don't care about saving the EIC money, I care about using the EIC as a tool to make the world a better place. Wilhelmina cares about money; let her found an auditor's division if she is concerned about embezzling.
This is pure vegetables: anti-embezzling. We already created an internal investigation division three years ago (T25 Results part 2 if you're interested) to focus on misconduct that threatens the Empire, so I don't see value in doing this action too.
 
[x] Plan Unconvention

To hell with this Thread Madness obsession with the Damsels; you have my vote.

EDIT: I will vote for any plan that does not attempt to recruit the Damsels. That is my sole priority, to stop that.

[X] PLAN: No Risking Runesmiths

[X] Plan Perfectly Balanced

[X] PLAN: Escape Cavalry

[X] Plan: Fog Path with Questing Knights
 
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To help us crack runic seals and disarm runic traps. To analyze runic artifacts so we know if they're safe to carry home or not. If the runemasters decided to encrypt any messages for the eyes of other runesmiths only. To help us diagnose the issue if Karag Dum fell because the runemasters attempted something extremely ill-advised with runes as a last-ditch effort. Etcetera. In general, if we're going into a dwarven ruin, we'll want expertise with the kinds of things that you find in dwarven ruins.
...probably recovering key irreplaceable artifacts? And you know, knowing what is an replaceable artifact to begin with? Mathilde is perfect for that situation, and being able to bring things back to the expedition to be checked or to consult with the closest thing to an expert would be excellent.

You've not explained the scenario that can happen in. If the Karak has been overrun, the runesmith won't be able to get to those runic seals and traps, and won't be willing to tell Mathilde anything useful because of the extreme secrecy requirements. Any runic artifacts or records can be hauled home and analysed by runesmiths there, just as well as they can back in base camp. Remember, Wolf can see through our eyes. He can talk to Kragg the Grimm to describe what we're seeing in real time. If we give him the right enchanted item he could produce illusionary copies that Kragg can examine. What can any runesmith we bring along do better than that?

There's very unlikely to be so many recovered artifacts post-looting that they won't fit.
 
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