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An airship that can go invisible and silent would be a much more logical choice if we wanted to go the airship route, as a tool for infiltration and exfiltration.
I will note that the airship, as proposed, is suggested as being potentially wreathed in fog at the base.

I mean - what flying ship? That's just a small cloud. (Won't hold up to extensive scrutiny, I'm sure, but it is something, and most people watching for trouble don't tend to look up too often!)
 
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I think the magical researcher in Mathilde is more relevant for the thing that has exploration in the plan
Then why no "can go invisible" capability into the ship, if we're going to be taking it into dangerous areas far from safety?

If we're going to be using it to travel to Lustria for research, then sure, I can see that. But if we're going to be using it to travel to the Dark Lands where a Hellfire Cannon would be a serious threat, surely the ability to sneak around would be extremely handy?

It's no less stealthy than a gyrocopter which is what we used to exfiltrate but not infiltrate the College of Necromancy.
That doesn't count as an exfiltration because everything was already dead by the time we left. We literally killed them all personally. The gyrocopter was just there to help us carry the loot and give us a faster trip than a shadowsteed.
 
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Trying to finally start the elfcation next turn is gonna be a tight squeeze, even assuming we don't have some crisis in Nordland about to demand Mathilde's attention. Last turn's vote indicated a lot of people want to get scouting training done before we go, which only leaves one action free without going into overwork penalties the turn we come back.

Personally I'd want that last action to go to something Waystone related, just so we aren't giving the impression of dipping out while everyone else does the deployment work.

We're a stealth magical assassin swordsmaster. A flying airship that fires cannons at targets below is...not really our style.

An airship that can go invisible and silent would be a much more logical choice if we wanted to go the airship route, as a tool for infiltration and exfiltration. Bonus points if it has the ability to teleport us to and from the ship at a distance.
While I don't entirely disagree about the cannons, on the flipside people are explicitly arguing for the armor to turn Mathilde into a Dynasty Warriors character who wades through seas of enemies, which is far more incongruous to her style.
 
It wouldn't be possible to do stealth killing of necromancers though, because a huge flying warship is not really stealthy.

And in, say, Skaven fighting, where we looted a lot of goodies, this ship would have been totally useless as well.
Gyrocopters aren't stealthy either and they were able to fly in. We don't need the ship to fly in immediately, just come in after the fact to allow us to quickly grab everything.

At worst it can part itself out of sight and the gyrocopters can launch from it, which would drastically shorten the distance they'd need to travel and thus allow for more trips in a hypothetical looting situation.
 
Then why no "can go invisible" capability into the ship, if we're going to be taking it into dangerous areas far from safety?

If we're going to be using it to travel to Lustria for research, then sure, I can see that. But if we're going to be using it to travel to the Dark Lands where a Hellfire Cannon would be a serious threat, surely the ability to sneak around would be extremely handy?

Several reasons
  1. Running that much Ulgu though every other piece of the ship might preclude other enchantments inducing the Azyr it needs to stay airborne
  2. Even if you could make it invisible also making it silent would layer even more Ulgu
  3. Even if you managed that I question if it could hide all the people and their Aetherically bright souls
That doesn't count as an exfiltration because everything was already dead by the time we left. We literally killed them all personally. The gyrocopter was just there to help us carry the loot and give us a faster trip than a shadowsteed.

Yes and we could have done the same thing with an airship that has more room. That is the point.
 
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Would really like to draw everyone's attention to Plan Pickle Requests mk IV, which is running third place but not out of striking distance.

It does a lot of cool shit, many items of which would stick around long term.

Ambers: The secret behind Flock of Doom - Magical secrets

Lights: KAU partnership with the Light Order's Ancient Library - Boon to Library

Golds: A We-silk robe enchanted for combat defense - Better armor, and light easy to move in armor at that.

Jades: Pure CF - Well they can't all be exciting.

Celestials: Bankroll for upcoming magical curiosities shopping trip in Lothern - Lootbox!

Greys: Operatives to expand the reach of the EIC intel network - Permanent EIC improvement!

Amethysts: Information on what Hexensohn was doing under Drakenhof and why - Lore

Brights: Gyrocarriage enchanted with Inextinguishable Flame - Better transport option with less refueling.

None of them are quite a magical flying ship on their own, but together that's a hell of a lot of bling.
 
Pickle Requests mk IV is a really good plan. I'd prefer a little something from all the Colleges than just getting the armor from the Brights.
 
[X] Plan: The Prismatic Wanderer

I love the name.

With that out of the way, I also love the symbolism. The Colleges working together to create something that would normally be impossible, K8P having an airship docking at it again at long last, a future with Adventure. It's hopeful in a way that appeals to me.

There's secrets out in Lustria and in the sands of Araby and ruins of Zorn, hints of the the secrets of the Old Ones are calling.

...and intended or not, this is seems to be a vote towards what future Mathilde wants after the Waystone Project. Surprise Elector Countess? Researcher?

[X] Plan Tower of Doom! and Research!

because for all the above reasons and boon-maxxing, and those are getting kinda itchy to carry.

I don't like the armor for two reasons

1. we-silk armor may get us partly in the same realm, and we can potentially Windherd something that's better for us in practice than the armor eventually. We're maxxed in a few of the other slots, and have Enchanting, it feels good to have a spot for improvement.
2. a e s t h e t i c s : right now, it's completely non-obvious that Malthilde is a heartbeat from swording people to death, that she's in full battle gear in every meeting. No one knows we're Eltharion levels of paranoid, and it's delightful.

Other options are fine but I would like have the reward as an obvious reward, if nothing else to than demonstrate to the Egrimms that the Colleges won't always just reward you with more work.
 
By the way, there's another aspect of rewards - completion time.

If we vote armour, we get it now. Ready to start training and go to Ulthuan or to whatever next adventure.
If we vote Pickle's grab bag plan - we get it almost now, with little delay to complete individual enchantments. Reasonable to receive it in next turn.

If we vote cool big airship - it takes time to design, build and enchant. How much time? I think several years at least.
 
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By the way, there's another aspect of rewards - completion time.

If we vote armour, we get it now. Ready to start training and go to Ulthuan or to whatever next adventure.
If we vote Pickle's grab bag plan - we get it almost now, with little delay to complete individual enchantments.

If we vote cool big airship - it takes time to design, build and enchant. How much time? I think several years.

That is something we should probably ask before speculating, @Boney how long would the airship or tower take to make?
 
By the way, there's another aspect of rewards - completion time.

If we vote armour, we get it now. Ready to start training and go to Ulthuan or to whatever next adventure.
If we vote Pickle's grab bag plan - we get it almost now, with little delay to complete individual enchantments. Reasonable to receive it in next turn.

If we vote cool big airship - it takes time to design, build and enchant. How much time? I think several years at least.
When we ordered a gyrocarriage custom-built for us in Planning the Waystone Project, Part 4, it was already in use the next turn, and the same went for all the towers and prison-bunkers constructed at K8P. I don't think construction times are something Boney historically found it worthwhile to include in the writing.
 
[X] Plan Chivalric waywatchers:
-[X] Help to found and maintain a chivalric order staffed with mages and knights aimed towards recovery of nexus sites in the Old World.
 
When we ordered a gyrocarriage custom-built for us in Planning the Waystone Project, Part 4, it was already in use the next turn
Sorry, that's actually not true.
You next return to Laurelorn via Zhufbar, as they've completed the Gyrocarriage they've been working on in gratitude for your contribution to the Karag Dum Expedition and the safe return of most of its Steam-Wagons.
This is from T36. We requested it just before T34 began, so it took 1 year to be made and delivered. The gyrocarriage we used in the meantime was a loaner from K8P because Belegar is one of the sponsors of the Waystone Project.

(I remember this specifically because it was right after we got our personal gyrocarriage that the question of getting a pilot for it became pressing, so there was a big foofaraw about it in the thread ending in us hiring Adela as a pilot.)

So basically I think "there will be a wait time" for "build me a warship and then make it fly" is extremely likely, given that a wholly mundane vehicle took a year. Not an insane wait time, of course, but, like, some wait time.
 
When we ordered a gyrocarriage custom-built for us in Planning the Waystone Project, Part 4, it was already in use the next turn, and the same went for all the towers and prison-bunkers constructed at K8P. I don't think construction times are something Boney historically found it worthwhile to include in the writing.
Err, not quite. That was a gyrocarriage on loan from K8P. We didn't get the personal gyrocarriage until Turn 36:
You next return to Laurelorn via Zhufbar, as they've completed the Gyrocarriage they've been working on in gratitude for your contribution to the Karag Dum Expedition and the safe return of most of its Steam-Wagons
Edit: Weber'd.
 
If I had to guess, as it's a flying ship with all the bells and whistles it's not gonna be done in one turn
But
Because it's all 8 colleges of magic throwing their considerable weight around to get this ship build asap it be surprised if it takes longer then 3 turns.
 
So, a question to skyship voters:

How would you feel about—if it does win—reclaiming the half-AP currently assigned to managing the EIC and instead using it (and its associated wordcount) to take a more active hand in the ship's management? Those 'off-screen quests' used to fund its operations? They're now partially on-screen - Mathilde (probably) won't be accompanying them on every mission, but we get to set the direction of the ship and, if it has one, the associated knightly order towards our choice of trouble spots and mercenary gigs.

It'd turn some of the abstracted crew and characters into less-abstract NPCs with speaking lines, and would mean the current EIC-based economic intervention we spend AP on is replaced with targeted military intervention, humanitarian rescues, and probably some shipping contracts.

There would likely be some 'eat your vegetables' organisation actions up front like recruiting knights and establishing their tactics and ethos, but if anything that would give us greater control over the end result and provide Questwriting material that plausibly fills the time necessary for the colleges to build the thing.

The EIC has felt, to me, like kind of a loose end for a while. It's not really the intelligence organ we'd established it to be, and while Boney's come up with some fab actions in Laurelorn, we've depleted the last of those with the Ithilmar and Bridge establishments. Maybe it's time to move on and turn it into a passive income stream so we can go sky-pirating?
 
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We can already solo a small Waaagh. Or a Skaven horde or a Marauder warband. Teleport, inviability, terror and cannon sword make Mathilde utterly unstoppable by 99.9% of combatants. And that was before we perfected the sword style and got knighbringer.

At best the armour gives her another, riskier, way of doing something she can already do. Because someone trying to roleplay Sauron is just asking to get an artillery round or battle magic missile to the head. Or get shanked by some rando with an armour-piercing sword because they thought they were invincible.

Would really like to draw everyone's attention to Plan Pickle Requests mk IV, which is running third place but not out of striking distance.
I still prefer one big thing than a bunch of little ones. But I would also vastly prefer a bunch of things to the armour. So yeah I can approval vote it for now.

[X] Plan: The Prismatic Wanderer
[X] Plan: The Prismatic Wanderer (Researcher ver)
[X] Plan Tower of Doom! and Research!
[X] Dispensation to study methods of destroying or beneficially transforming Dhar
[X] Plan Pickle Requests mk IV
 
If I had to guess, as it's a flying ship with all the bells and whistles it's not gonna be done in one turn
But
Because it's all 8 colleges of magic throwing their considerable weight around to get this ship build asap it be surprised if it takes longer then 3 turns.
I mean, I'd assume that they're sourcing the base of the ship, or the facilities to build it, from the Imperial Navy.

Huh.

Come to think of it, they'd be using the resources of that Imperial Navy which happens to be based in Nordland whose shipbuilding industry has been in decline since being cut off from cheap timber thanks to a certain polity based in the Laurelorn forest...

I'm sure things will be fine.
 
I would not oppose that.
EIC has been a bit of a loose end.
Might as well hand the spy org side to Grey Order to use or something.
 
We gave them extra orbs of sorcery, and taught them how to do more.
Flying ship is a pittance in comparison.

Not to mention the lesson learned from making it can be used to make more ships, just less souped up ones.
We could be at the cusp of a transportation revolution here (even if only military one for now).
There is already an airship mooring place in K8P, maybe this will encourage dwarves to see if they can find some old designs in the archives to adapt in the next century or so.
To specifically address your misconception: my objection is not "how much does it cost", but rather "how much does it cost compared to how much utility it gives".
I'm not opposed to it, I think it could be cool, I just think that for many of its possible uses, the current "gyrocopter + acquire local housing" works well enough. There are some things it would be quite useful for, granted.
By Morr, how many alternate accounts does Omegahugger have?
As mentioned, not alternate accounts, just the practice of necromancy, would be my suspicion.
(I might accuse Omegahugger of Fowl Necromancy, but then'd I'd be ducking accusations of chicken-ery...)

In general, please treat people and their arguments for or against options the same as you would like them to treat yours. (Be excellent to each other.)
 
The big thing to me is that the selling point touted by skyship voters is that it allows so much 'cool stuff' to happen, new options and actions that current Mathilde can't pull off. If we're paying a once-in-a-lifetime Magnum Opus boon for that, I'd like to actually maximise what we get to see of it. Because if we don't free up wordcount from somewhere and the skyship does end up turning into "Extra fluff on travel/transit scenes" like several naysayers have insisted, I don't think anyone's happy?
 
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