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In fact do dwarfs have any tracked vehicles or sufficiently developed concept of tracks at all?
Any nation that will build the Underway is a nation that will do absolutely anything to avoid having to move aboveground.
Build a vehicle that can drive through mud? Why bother with that when we can spend generations digging massive tunnels beneath multiple continents?

Dwarves. So clever. Obviously far superior to the foolish manlings!
/s
 
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Like, next week, I am entirely in favor of scouting the Yusak.

Or contact them, last info we got about them is they turned on chaos and thus others around them turned on them.

For all we know, they are allies or Karag Dum.

EDIT : We don't know if they turned on Chaos, but Chaos turned on them.

[...] north are the Yusak, who have lost favour with the Four and seek lands further from them.
 
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We're not going into their territory, though.
Huh. Are we really only skirting the edges of their territory as closely as the map shows? My impression was going off the description of the update, which would indicate Mathilde expects to meet the Iron Wolves. If we are only going around them then I'll retract my vote, but right now I'm not sure. (Is this something to ping Boney over?)
The Expedition has reached the eastern end of Zorn Uzkul, and faces what might be the most laborious part: the switchbacking ascent to the Great Steppes. This is the leg of the Expedition where the speed of the steam-wagons will reduce to a crawl and the convoy might be most vulnerable to attack, and the quality of the road is likely to be extremely variable. At the top of the ascent is the land of the Iron Wolves, the Kurgan tribe who are said to serve a Dragon Ogre and who spend much of their time watching and raiding the Skull Road. By the end of the week you should hopefully be at the edge of Dolgan territory, ready to begin your final sprint northwards to Karag Dum.

Edit: @picklepikkl On a closer second reading, and looking over the map again, I think while we're going around their territory the portion of the road we're traveling on is their prime ambush spot. So even though the road isn't highlighted on the map, their territory actually does extend to cover a big portion of the road that we won't be clear of until the end of the week. Is this correct, @BoneyM?
 
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Well, currently the leaders are Rite of Way, Windfall, Ruprecht the Younger and Cyrston. Of those, only Windfall is something already covered by others, but it sounds really interesting, which is why I voted for it. Scouting the Iron Wolves is only nine votes behind Cyrston though, which I trust the Knights of Taal's Fury to handle well enough and don't think is something we really need to do.
I voted for windfall myself, it being unique enough that personal interest kinda got me.
But i am not going to argue that it is somehow necessary.
 
Except some of it can't possibly be. There are things so basic that, for them to be lost, runesmithing itself would be entirely lost. Things like the Rune of Stone.

So Kragg's obsessive honing of his skill should show in the runes that there just isn't much hidden knowledge to it. Things like Stone, Steel, Cutting, Speed. The barebones are still around. If they weren't, nothing else would be.
Yeah, Kragg's deal is that he can apply what he has perfectly, he just never invents anything new. He'd rather spend literal centuries sitting in his workshop trying to put the same Runes together in different ways - even when he's almost certainly run out of new ways to put them together - than try and invent something new.
 
Huh. Are we really only skirting the edges of their territory as closely as the map shows? My impression was going off the description of the update, which would indicate Mathilde expects to meet the Iron Wolves. If we are only going around them then I'll retract my vote, but right now I'm not sure.
The way I read it is that we're going up the Skull Road, and the Iron Wolves regularly raid the switchbacks on the trail because it's where caravans are vulnerable to being preyed upon, since they can't really get away fast. "Get away fast" isn't really in our wheelhouse to begin with, since we have giant armored personnel carriers bristling with guns and a dragon, so I imagine that they will decide that we aren't worth their time unless we start making hostile moves. Obviously the edges of their territory aren't demarcated by a surveyor or a property line, but my understanding of the map is that we're skirting the edges between the two tribes as best we can before driving north for Karag Dum through the Dolgans, with whom we've negotiated safe passage. @BoneyM, is my understanding of the geography here accurate?

I'd be a little more worried about incidents if our knights were reversed: Ruprecht hungers for glory and the wolves are slower than steppe horses, so I can easily imagine that attitude getting transmitted to the men and the Winter Wolves being confrontational in a situation that isn't to their advantage. But Joerg, the leader of the Knights of Taal's Fury who are providing our perimeter scouting, has come off as more cautious and practical, and demigryphs are faster than steppe horses, so they are less at risk of being skirmished to death by raiding parties.
 
Yeah, Kragg's deal is that he can apply what he has perfectly, he just never invents anything new. He'd rather spend literal centuries sitting in his workshop trying to put the same Runes together in different ways - even when he's almost certainly run out of new ways to put them together - than try and invent something new.
Ahem, master rune of Kragg the Grim. And Rune of superior skill.
 
Ahem, master rune of Kragg the Grim. And Rune of superior skill.
He did invent(or possibly rediscovered) Kragg the Grim's rune obviously. But Rune of Superior skill is just one of the runes thought lost that he knows, because he is old as fuck and remembers runelore noone else does.
 
Here's the word of Boney regarding stuff Kragg has invented:
Also, speaking of runes - how does 'there are no new runes' runesmith beliefs works with runes such as 'Master Rune of Kragg the Grim' or 'Rune of Superior Skill'? Those are original runes. First may be explainable due to ancestor gods making runes names after them, and runesmith following that tradition. But second one would not fit into that. It is new creation. My best guess at the moment is that it's related to repaying the debt of Karaz Ankor. As in, there are no new runes for runesmith who will not conduct of rune researchas and as a rule will not produce copies of already made items... but if there is a debt of honor to be repaid then the need for repayment trumps those religious considerations. Debt of honor giving impetus and permission to act. Is it correct in-quest?
It's all based on variations, combinations, or novel applications of existing Runes.
Another question I had was regarding the idea that Kragg considers that runes aren't invented, only rediscovered. How does something like that jive with there being a Master Rune of Kragg the Grim? Or with the Rune of Superior Skill that he seemingly designed specifically after finding out what Thorek was working on.
Old components in new configurations.
(Behold the Master Rune of picklepikkl in action!)
 
[x] Use Rite of Way to ease the ascent
[x] Scout the lands of the Iron Wolves
[x] Investigate the 'Windfall' with the Light Wizards
[X] Sir Ruprecht Wulfhart the Younger
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Citharus, Barbitus, and Timpania
[X] Journeyman Cyrston von Danling
 
I think we both know that's never going to happen given the AP constraints.
Not sure why you think so.
We work for Belegar, and his asking us to help the newly recovered Karag is entirely within the likely realm of possibility.
Add gyrocopter transportation, and Kislev is within our bailiwick.

The interpersonal options are. Why? Because scouting the Iron Wolves is redundant. We've got outriders. This is why we brought them.
In the ordinary scheme of things yes.
Not in lands where there is allegedly a Dragon Ogre holding sway and the convoy's ability to maneuver is limited.
Suspenders AND belt.

Same reason we checked out Karag Vlag. And Uzkulak.
Being fair for most people concerned with him it's not really a social scene, it's a 'make sure he's not a cultist' scene. As the GM pointed out these scenes can have real long term effects for the expedition.
Also worth noting:
Among our retinue of K8P wizards is Johan of the Gold. Johan has Diplomacy 20, Intrigue 19.
Its not like we dont have a second string to our precautions here.
 
[X] Journeyman Cyrston von Danling
[X] Citharus, Barbitus, and Timpania
[X] Journeywoman Alexandra Kohler
 
In the ordinary scheme of things yes.
Not in lands where there is allegedly a Dragon Ogre holding sway and the convoy's ability to maneuver is limited.
The odds of the Dragon Ogre personally coming to check on the latest caravan at the edge of their territory is, unlikely, to say the least.
And if it does, the outriders we already have are not going to miss it.
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Citharus, Barbitus, and Timpania
[X] Journeyman Cyrston von Danling
modifying my vote- I wanna meet the babies
 
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