Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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Well, we got inspiration just by exploring the city. So new stuff to invent. I say we build up some money before we start traveling around and explore to get more inspiration to fulfill our steam punk inventions.

So that means we see the steam ships at least once to get inspiration. So maybe some dwarf coastline if steam exist yet.
 
Right since the House and Millar aren't getting any love, switching my vote (at least for now).

[X] 3 Underwall Road

Big investment and near gang territory but we should be able to make the money back. Also 39 North is only worth the expense if we want to play merchant (which we have no skills in).
 
So that means we see the steam ships at least once to get inspiration. So maybe some dwarf coastline if steam exist yet.
They've had steamships for awhile now, but their only coastal hold, Barak Varr, is waaaaaaaaaaaaay on the opposite side of the Empire in the Border Princes.
 
[X] 3 Underwall Road

Ok, I've been convinced by the arguments for Underwall and against North.
 
[X] 39 North Street - A former carpentry workshop and furniture store directly on one of Wolfenburg's main streets being offered for yearly rental by the son of the carpenter who once worked their. It would need furnishing all on your own and would be a bit expensive, but perhaps the ability to run a shop directly on a main thoroughfare could prove worth it.


Good positioning has been proven to increase customer count by a significant margin, we'll probably get bonuses to sales made from this location. I want Margy to be the Warhammer-Leonardo Da Vinci, and with all the experience we're gaining with firearms maybe we can recreate one of Da Vinci's feats by creating the first machine gun!!!
 
They've had steamships for awhile now, but their only coastal hold, Barak Varr, is waaaaaaaaaaaaay on the opposite side of the Empire in the Border Princes.
There are also airships.

Though both machines are looked on with skepticism by the vast majority of dwarfs for two reasons. First is that the designs are quite new (under a couple of centuries) and so the Longbeards grumble about designs being rushed into production without adequate testing and refinement periods. The second is that both these machines result in the dwarves leaving solid dependable ground for far less trustworthy mediums (the ocean and the air).
 
I want Margy to be the Warhammer-Leonardo Da Vinci, and with all the experience we're gaining with firearms maybe we can recreate one of Da Vinci's feats by creating the first machine gun!!!
Unfortunately he all ready exists, and died a few centuries ago. He's the one that invented the Empire's Steam Tanks.

But we can match and then exceed him! :D
 
Good positioning has been proven to increase customer count by a significant margin, we'll probably get bonuses to sales made from this location. I want Margy to be the Warhammer-Leonardo Da Vinci, and with all the experience we're gaining with firearms maybe we can recreate one of Da Vinci's feats by creating the first machine gun!!!
For selling stuff we'll need connections, stock and skills in said departments.
As for the machine gun, first we'd need to figure out percussion caps (which the dwarfs might have but won't be sharing) followed by breachloading weapons along with cartridge-based rounds (which as far as I know, nobody has).

Complicating all this is that gunpowder guns aren't what our character is interested in. She cares about everything steam and it's entirely possible we'd get a malus if working on a new firearm/cannon that does not involve steam as part of the power source.
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
 
As for the machine gun
Nor necessarily, I remember a Mythbuster episode way back when about a Steam Machine gun. It is just a spinning tube that flings ball bearings at speed at it works.

So for the various workshop options. @adwarf for the Alchemist shop, can we offer to just buy the alchemist tools. The baker get a clean basement for more normal tennants and we get Alchemist tools.

I doubt we would get be able to stay long since we would likely have a boiler explode at somepoint and we would likely get evicted after that.

For the Dwarf Warehouse, that smelter would be incredibly useful in forging a boiler for steam or barrels for guns. For a 1-time purchase it is a steal, the fact it is next to gang territory is an issue but so long as the gang that controls the area is friendly with us, they should also protect us from any violence. Plus we can always booby trap the warehouse with traps like a Dwarf Karak.

The one next to the Rickety Wagon is alright, not much else to say about that.

Finally, the store on a main street, is pretty good for selling stuff if we want to expand our customer base for even more money. But it will be a while before we can sell a steam product and even then, the rent is going to eat up a lot of our money which we need for materials.

[X] 3 Underwall Road
 
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[X] 3 Underwall Road

I don't think there will be that much walk in gun business in Warhammer, at least not compared to supplying military outfits.

Underwall is a risk but is cheaper over time with buying and has the fun of tangling with a gang.

I like the Road Walkers so would be fine with Rickety but slightly lean Underwall.

Edit: changed to single vote, sorry about that!
 
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So for the various workshop options. @adwarf for the Alchemist shop, can we offer to just buy the alchemist tools. The baker get a clean basement for more normal tennants and we get Alchemist tools.
She'd agree so yeah, I'll include it as an action with the next turn if you all don't take the place.

[X] 3 Underwall Road

Lots of space for steam experiments and a smelter to make better metals. If the woodsmen want to play we can hire some of the Road Walkers. Or introduce them to Gromdottir and castle doctrine.

[X] 23 Miller Street

Alchemy workshop. Enough said. Trying to get that anywhere else is going to be a pain.
The more I think about the dice system, the more certain I am that accidents will happen regularly.
I see two options if we don't want to get into problems.

1. (Semi-) Permanent Option

[X] 3 Underwall Road - A former warehouse involved in some form of ore smelting being put up for sell by a Dwarf. It is a rather sizable place that will come only with an old smelter in the back and some wooden crates, but it should be proof against any larger scale projects you want to take up. Of course, there is a rather concerning catch now that you know the lay of the land: It is right on the edge of Red Woodsmen turf.

Our own property that we can blow up at will.

2. Temporary Option

[X] The Rickety House - One of several buildings surrounding the Rickety Wagon that Ori seems to own being offered up to you at a fairly reasonable price that can act not only as a house, but a small workshop for yourself. It would be perhaps the safest and most stable place you could choose in return for tying yourself even more tightly to the Road Walkers.

Cheap, with some furniture and from a faction that will tolerate us for longer and where we can definitely unlock a lot through relationship improvements. No big loss if we have to move on.
[X] 3 Underwall Road

[X] 23 Miller Street
[X] The Rickety House
[X] 3 Underwall Road

I don't think there will be that much walk in gun business in Warhammer, at least not compared to supplying military outfits.

Underwall is a risk but is cheaper over time with buying and has the fun of tangling with a gang.

I like the Road Walkers so getting closer to them seems dandy to me.
I do simple majority votes not approval voting unless explicitly stated, so these are not valid. If you want votes to count please correct to a single option you're supporting.
 
[X] 3 Underwall Road

Lots of space for steam experiments and a smelter to make better metals. If the woodsmen want to play we can hire some of the Road Walkers. Or introduce them to Gromdottir and castle doctrine.
 
[X] 3 Underwall Road

I agree with the reasoning above. Primarily because it's a one-and-done payment rather than rent. Omnissiah knows it's much healthier for one's budget to be an owner rather than tenant.
 
Not super interested in shopkeeping. I'm here for science.
Also, no rent payment, so bonus.

[x] 3 Underwall Road
 
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