Voted best in category in the Users' Choice awards.
Burrito Madness
A collection and collation of the Burrito madness. I'm pretty sure that's going to be a thing now, as a shorthand if nothing else. So any poor bugger who gets really confused can be pointed here and be enlightened. Or if anyone asks what thread madness means. You know it's proper thread madness when Boney joins in.

I have done some reordering and a few small edits to make things (a little) more comprehensible. For the full picture, please consult the thread. It's actually fairly compact. That also makes it easier to like all the funny posts, which you should do.

WARNING: May induce cravings for BURITTO, TACOS or OTHER DELICIOUS THINGS.
READ AT YOU OWN RISK.
A rule of thumb for any magic ideas: if you could use the exact same justification to create a delicious burrito, you're probably on the wrong track. This applies to spells that might confuse reality about whether or not you are holding a delicious burrito in your hand, to spells that blur the lines between an empty plate and a plate that holds a delicious burrito, and to spells that make reality forget that you have not visited a Mexican food truck recently.
I love this metaphor, because now when people are throwing about silly ideas I can just go CILANTRO CAVERN!
So blurring the line between a delicious burrito and a merely ok burrito doesn't fly (sounds like a really weird gold spell anyway, leaning into the prefection thing), but making someone think the burrito is delicous would be ok.

Well, we have all the pieces for Mathilde's Only Sometimes Delicious Burritos
MOSDB? That doesn't even make any sense!
...This seems to disqualify almost every possible spell. After all, "Get me a burrito or I'll do <HORRIBLE THING> to you" would make nearly any spell capable of producing you a delicious burrito, right? It's even a thematically Grey effect!
That spell already exists: Eye of the Beholder

Or at least it convinces everyone that the Burrito is awesome which is basically the same thing. @BoneyM : Does appearance include taste?
Not directly, but one could argue that a more aesthetically pleasing food will be thought of as tastier.

Algard was swapping two bits of sky, one with a sun in it and one without. It's quite easy for a Grey Wizard to make a burrito appear if they're allowed to make a burrito disappear somewhere else, that's basically the principle behind Smoke and Mirrors except Smoke and Mirrors swaps around wizards instead of burritos.
Now I just want to see a wizard miscast and somehow end up with a delicious burrito. Their reaction to a new dish made with exotic ingredients. Their slow descent into madness as they keep attempting to replicate it with magic in order to get just one more bite.
I always knew burritos were the work of the Plotter. Yet more proof that enchiladas are the superior tex-mex wrap.
I think it may be the ultimate work of the Thirsty One.
Such perfection, tempting mortals with pure sensation...
"... And so, in conclusion, it is optimal to take the burrito and eat it."
🌯

I laughed so hard that I cried. I love this thread.
I'd like to know what evil entity is responsible for the horrible hell poison that is cilantro. It is impossible to find a description of what cilantro is supposed to taste like, nor is it possible to find someone capable of articulating why they believe it tastes good. I can only conclude that cilantro is a memetic herb, using its psychic energies to convince people that it should be put into every dish ever. Soon, those of us genetically immune to its powers will be driven into extinction, as all food flavorings are replaced with cilantro.

But before that happens, I'd like to know what monster created cilantro. That way I can find them and feed them a burrito filled with nothing but cilantro.
Cilantro use was found in the neolithic and I believe they'd probably love a burrito.
Well now I want a burrito.
A wise cat. I want one too. Aha! I shall create a spell that allows for the creation of a small portal, between wherever I am, and where a delicious burrito is! And if we toss appropriate coinage back through the portal, we technically purchased it rather than stealing it... so, I will call it "Mathilde Absconds with Purchased Provender".

Voila! A burrito!
Okay, adding Lore of Burritos to the list of "Nice Things BoneyM Won't Let Us Have," right behind "trains."

To be fair, much like trains, there's a very good reason: Lore of Burritos would clearly be very overpowered.
@BoneyM can a Quaysh master make a tasty burrito?
Anyone can make burritos provided they have the right ingredients.
Do you want madness and dhar!? Because trying to make Quaysh to find out is how you get madness and dhar!

(Dhar's those little crawly things that attack picknicks, right?)
They're likely an elf, with all the ego that that implies, so... I guess it's as easy for them as making a wobbly chair is for Kragg.
A properly crafted burrito is a delicious work of art, worth invoking chaos and immersing yourself in dhar for.
Ways to make a burrito using Qhaysh.

1) With you mastery over magic, summon a burrito from the forbidden chaos pocket of Mexican street food.

2) Go to your presumably lavishly stocked pantry and use a combination of Telekinesis and Fire to assemble and cook a burrito.

3) Merge the bloodlines of a Maize plant, a beans plant and a cow to create an hybrid capable of producing prepackaged burritos, cook.

4) Teleport to, probably somewhere in the deep jungles of the Lizardmen empire and using your dominion of languages and shapeshifting, ask for a burrito.

5) Offer your magical services to a cook in exchange for a burrito.

6) Save the world from a chaos invasion, ask that the festival in your honor includes burritos.

7) Get a pair of burros, and then confuse the universe into accepting that the offspring of 2 burros must naturally be a burrito.
This is, uh, certainly the most unique manifestation of "waiting-for-an-update thread madness" I've seen in a while.

Also brings new meaning to the principle of "attacks that reduce their targets to chunky salsa."
We've seen what happens when Mathilde gets involved in pie making.

I really couldn't recommend eating any burrito she prepared.
When I make salsa, there's no cilantro. Just tomatoes, onions, garlic, chillies, and the exploded corpses of my fallen foes.
@BoneyM, please save us from this madness. :V
they said they are off for two days.

there is no hope... just bow to the Burrito gods...
Iä! Iä! Burrito fhtagn!
When they said there was no hope left, and that the endless armies of the Burrito Gods would consume the world, salvation arrived from the island of Ulthuan, as Teclis founded the Colleges of Tacos.

The Elves looked down upon the Colleges, as they believed that true tacos could only be created by masters of all eight ingredients single-handedly weaving them in harmony: Shell, Meat, Refried Beans, Cheese, Guacamole, Sour Cream, Lettuce, Onions. But Teclis departed from this wisdom and instead trained disciples of each individual ingredient, reasoning that a single ingredient may only be able to create a complete taco in collaboration but would still be worth perfecting on its own! Tortilla chips, Nachos, Bean Dip, French onion dip, all of these may only be inferior relatives of the true tacos, but they are still delicious. And so the Colleges were born.
BoneyM: You can't use magic to make burritos.

Thread: Immediately begins brainstorming how to use magic to make burritos.

Please, I beg of you, stop! Before our QM nerfs the entire Mexican Cookbook! :V
Trying to convince a Slann that a burrito stand on the corner of every city in the Old World is an integral part of the Great Plan may be one of the most difficult things a mortal is theoretically capable of doing.

At the same time, it may be one of the most important changes.
The Elves looked down upon the Colleges, as they believed that true tacos could only be created by masters of all eight ingredients single-handedly weaving them in harmony: Shell, Meat, Refried Beans, Cheese, Guacamole, Sour Cream, Lettuce, Onions. But Teclis departed from this wisdom and instead trained disciples of each individual ingredient, reasoning that a single ingredient may only be able to create a complete taco in collaboration but would still be worth perfecting on its own! Tortilla chips, Nachos, Bean Dip, French onion dip, all of these may only be inferior relatives of the true tacos, but they are still delicious. And so the Colleges were born.
Hmm.
We have access to 6 wind casters currently, Ghyran Shyish Chamon Aqshy Azyr and Ulgu. Cython is a Hysh caster, and I'm sure we can contact a Ghur caster interested in roaming the mountains of the badlands for a time.
Hmmmm.

Hmmmmm.
And so, the next business venture 'of direct and practical use to our cause' becomes clear:

Weber's Enchanted Burrito Express Ring of franchises across the Empire and Karaz Ankor.
Gives a new meaning to Ulgu Tongs Research, too.

Meat is clearly Ghur, of course.
Guac is Jade, perhaps.
Shell is Gold.
Lettuce is Celestial (wishy-washy pointless filler)
Refried Beans is Shyish (the beans must live on)
Sour Cream is Hysh. Clue is in the name, not the colour.
Salsa is Bright. Like a bit of heat.
Cheese is... Ulgu? Emphemeral state between solid and liquid as it melts. And very tasty.

And in counterpart to the WEBERs fast-food burritos, we have
Mathilde's Authentic Taco House, an Innovative Lively Degustative Experience
Ulgu is cheese checks out.
Ulgu makes reality stretchy like cheese?
Ulgu makes people who put on incredibly cheesy performances.
@BoneyM can a Quaysh master make a tasty burrito?
The techniques were lost in the Age of Betrayal. The Slann still have the required knowledge, but they don't know whether the Old Ones dictated flour or corn tortillas so none have been made since the First Generation died out.
The truth has been in front of us all along.

MATHILDE = DELI MATH

The Burrito is real.
Have they lost the knowledge of taco-making too?
The conflicts over whether tacos are a subset of burritos or vice versa are second only to Malekith in the amount of strife brought to Ulthuan.
Delis don't make burritos they make pastrami, which is, much like pizza, a superior food product.
Pizza is too powerful for this world.
Pah! You weak minded fools and your pizza. ALL shall bow before the power of the mighty Lamb Naga!
"A taco is a sandwich!" the Everchosen screams, kicking off the Endtimes.
Wait, wait, I think I know the appropriate response to this.
Why in the fuck does the thread resemble the inside of a mexican restaurant today
Boney made a comment about tortured logic in spell design.
And the thread didn't have a vote to chew on while waiting for Part 2 of the turn, so it went mad instead.
Because madness is best channelled into paths that are spicy and delicious.
Divided Loyalties: Extensive multi-decade plans to reshape the foundations of spellcraft, detailed political analysis, impassioned metaphysics debate.

Also Divided Loyalties: B U R R I T O
The Grey Order is going to send someone to make sure we haven't gone dark and when they look at our research notes it's just a taco bell menu.
"...at the bottom of this page the handwriting changes. She broke from her neatly formatted list and scrawled, in big letters, 'YO QUIERO TONGS', then circled it a few times. What do you suppose that means?"
If we make the Taco Bell menu we deserve Pacification.
"I've heard she's been interested in romance lately... perhaps it's simply a misspelling?"
I'm half-expecting to open this thread later and find that, somehow, the thread has concocted a burrito recipe integrating all the winds of magic, Ranald's blessing, dwarven runework, and the goop that Panoramia and the halflings have been feeding to their livestock.
Hmm. All we need is a mariachi band. I wonder where we could get one.

...In related news, I have a new theory about what anoqeyan sounds like.
We should get Halfling mariachis.
...How is it possible that I can't find a Mariachi cover of Waterloo on youtube? I didn't think it was possible to not find a cover of a song in a given style.
Mathilde decided removed it, so as to not tip people off about her master plan.
A final conclusion:
I've got one more, missed the opportunity before the update. Grey college mex-tex fast food slogan: a riddle, inside an enigma, wrapped in a tortilla.
 
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Advanced Neo-Theological Theory
My head canon (until I can vote to make her canon) is that she is too small and young to have a lot of nunce.

She wants ride her horse in circles around Stirland, swing her big sword, cast shadow magic and smite undead and undead connected things all day.

And doesn't really Understand why anyone would not be spending every moment doing those things? Or want to talk about anything else.

Mathy: so we went for a ride last play date, what do you..

Mathy2: more riding please.

Mathy: ok... were do you want to stop for lunch?

Mathy2: ... stop?
I haef made... picture.
 
Speculation on the Divine
So this is all wild speculation and not particularly backed up by Warhammer canon or Boney's canon, but here's my take on how gods work:



So Ranald and Loec and Qu'aph are "the same", in that many of the core concepts that make up their identity overlap in the Warp. But by the same token they're "different", since they have distinct identities and there are regions in the warp open to some of them but not others. Ranald is not a god of dancing, Loec is not a god of cats, and neither of them are gods of snakes.

Note: Regions are not to scale, Tzeentch is much, much larger than any of the other three gods I listed.
 
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Advanced Neo-Theological Theory 2
From what little we learned studying the coin before Ranald sent his cease and desist letter, Gods seem to just be dummy thicc mortal souls.
It's especially funny when you compare it to the Elven model, where gods are supposed to be, like, states of mind or something, that you worship through mantling.

Elves: Gods are a state of mind!
Elven Gods: *Wave, from a philosophical point of view*
Humans: Gods are big people who get mad when you don't share your cheese with them.
Human Gods: *frown at the elves, who will not share their cheese*

I guess that's the issue when you're trying to fit a single point of view onto a concept that's inherently subjective between species. And...

It also probably explains the difference between Human Khaine and Elven Khaine. Elven Khaine is an elemental thing, more personality trait than personality. Human Khaine is a big murder guy who lives in the dream-land. They're both Khaine, so they occupy the same place in the warp, but the Mythic God and the Elemental God together are like a fire elemental in the middle of an inferno. Overlapping, and even perhaps combined, though their sources are quite distinct.

Consider the following:


Alone, neither is all that good. A bit of hat, a bit of sword, a bit of horse. Combined, they're fleshed out, given more facets. Twice as much sword. Twice as much hat. Twice as much horse. They gain the ability to exist in ways a single follower might not know about or understand.
 
Authentic photograph of Ranald, 2485 (colourized)
There's an explicit hooded-cobra-god of deceit, though, (and heavy implications that all of the deceit gods and goddesses are the same ambiguously gendered and species'd individual just wearing a new little cardboard mask when they go up to the new culture). Why go for the hard explanation when the simple one (hey, it's your friend in their desert-culture costume) makes more sense?
I read this, and knew what I had to do.



Authentic photograph of Ranald, 2485 (colourized)
 
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Revelation
Trivially easy if you've been provided with proper punctuation and some contextual clues, but usually virtually impossible as a result of most native speakers electing to dispense with the nitty gritty of bothering to include such trivial details? No wonder it drives Cython (and dwarfs) insane.




Because I have too much time on my hands, here you go
 
A Brief History of Our Time as Loremaster
A Brief History of Our Time as Loremaster

In the interest of one-stop-shopping, I have created a resource to summarize all the actions we took over the course of our time as K8P Loremaster. Included are our turn actions, the turnplanners, Coin choices, social rounds, and noting whether a given action was assigned-task-related, research, self-improvement, and/or mandatory, since these are often relevant things we discuss. I've also included turn-by-turn breakdowns according to those metrics, as well as summaries of Notable Events that cannot be deduced simply by reading our turn actions. Interludes that took place outside the normal turn structure are also summarized.

If you have any feedback -- a mistake you've found, something you feel is wrongly-categorized, something I should have included in Notable Events but didn't, something I did include in Notable Events but shouldn't have, or just something you think would improve this resource -- please let me know.

A note for those confused: for the first three turns at Karak Eight Peaks, rather than social rounds, we had a special Social AP that could be spent per turn to do Stuff involving another character. Also, before turn 23, there was an Overwork system where a specific action was marked as being Overwork, rather than the turn as a whole, and the penalties for failure on that action heightened.

Turn 19 - 2479 - The Rebirth of Karak Eight Peaks
Task: Investigate the Chiselwards spiders
Winning Plan: Plan Redshirt (by @Redshirt Army)
-COIN: The Gambler
-MAX: Have him investigate the properties of the spiders' venom. [Task, research]
-JOHANN: Have Johann return to Altdorf and 'graduate'.
-EIC: Establish an outpost of the EIC in Karak Eight Peaks.
-PENTHOUSE: Purchase furnishings so you can stop sleeping on a bedroll and can unpack your things: -20gc.
-SOCIAL: Spend time in Stirland helping Anton with his love life.
-Set up quarters and a basic laboratory for the Journeymanlings and any other visiting Wizards: -100gc.
-Be on hand for Esbern and Seija's attempts to communicate with the spiders. [Task]
-The Undumgi are to select a leader from among themselves. Get involved in the process so you can investigate the candidate and influence their decision.
-Some of the richest parts of the historical Karak were under the Citadel. See who currently resides there.
--Gambler
Breakdown: Coin on Gambler, 1.5 task actions, .5 research actions, 0 self-improvement actions
Notable Events: Peaceful contact with the We. Undumgi leadership candidates identified. Under-Citadel mapped, Clan Mors identified, gromril armor retrieved. Start reading Liber Mortis: Morrite Lore and First/Second Secrets of Dhar learned. Bonkers money spent on library and lifelong friendship with Barak Varr bookseller established.

Turn 20 - 2479.5 - A Strange Ally
Task: Investigate the Chiselwards spiders
Winning Plan: Plan Citadel Focus (by @veekie)
-COIN: The Gambler
-MAX: Have Maximilian teach the We written Reikspiel. [Task]
-JOHANN: Allow him to spend all his time investigating Clan Mors.
-EIC: Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SOCIAL: Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
-Help the We establish their new nest below the Citadel. [Task]
-Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
-You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-Write in: You've mapped the territory of Clan Mors. Help Johann with his investigations there, with an eye to covertly disrupting the Skaven ability to deal with the spiders while you're there.
--Gambler
Breakdown: Coin on Gambler, 1.5 task actions, 0 research actions, 0 self-improvement actions
Notable Events: We recommended as military ally. Francesco Caravello recommended as leader of Undumgi. Gromril armor repurposed for the Eight Blades. Branulhune commissioned. Esbern and Seija depart Karak Eight Peaks and publish preliminary We paper. Link of Psyche gained with Wolf, possible first-stage familiar obsession acquired into the bargain. Codrin Petrescu has disappeared. Johann revealed as Goldpuncher and Eshin-friend met. Dhar manipulation and Von Carstein lore learned from Liber Mortis. White Tower built, Room of Utter Neutrality built within. Grounding rod and marksdwarf pistol purchased.

Turn 21 - 2480 - Old Friends
Task: Summon a Stirlandian representative to accept a commemorative blade. Also, more Journeymanlings!
Winning Plan: Plan Redshirt v2 (by @Redshirt Army)
-COIN: The Gambler
-MAX: Have Maximilian investigate the properties of the spiders' webs. [Research]
-JOHANN: Have Johann help the new Journeymanlings get settled in. [Task]
-EIC: Instil corporate policy: long-term financial good of the Empire.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SOCIAL: ADVENTURE TIME, KIDS. Take them on a series of terrifying forays into the Underground. You know where it's safe, but they don't know that. [Task]
-Visit Roswita in person, and travel with her or her representative back to Eight Peaks. [Task]
-Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 14 gallons. [Research]
--Gambler
-Ask an acquaintance to train you in a skill: specify who and what.
--Gunnars, Greatsword [Self-improvement]
-Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
--Attempt to learn multiple spells. [Self-improvement]
Breakdown: Coin on Gambler, 1.5 (+1 free) task actions, 1.5 research actions, 2 self-improvement actions
Notable Events: We recommended as Kazrik's responsibility. "Hit Hard" requested for Branulhune. Karagril campaign announced. Questers vote to have a social round in the future instead of a free Social action during regular turns. First AV investigation; named "Aethyric Vitae". Initial meeting and adventure with Ducklings. We silk discovered to be insanely valuable. New spell: Throttling. Liber Mortis reading yields Strategy and Tactics for undead and Skaven, as well as Dhar diagnosis. Roswita escorted to Karak Eight Peaks and the issue with Alkharad and the other Sylvanian vampires is discovered. Anton learns about handguns from Gotri and Wilhelmina sets up canal plans with King Byrrnoth. Branulhune received. Room of Serenity added to the White Tower.

Turn 22 - 2480.5 - Foes Near, Foes Far
Task: We education, Karagril preparation, Journeymanlings, and Sylvania assistance
Winning Plan: Plan Fuck Alkharad, Free Max Edition (by @veekie, variant of own plan)
-Coin: The Night Prowler
-MAX: Write a paper
--Collate the information that the Army of Stirland collected during the Purge.
-JOHANN: Have Johann perform or assist with spider autopsies. [Research]
-EIC: Have those supplying the Stirland Army keep you informed of events in the Sylvanian Campaign.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SERENITY: Write a paper on Mathilde's Multidimensional Aethyric Projection.
-Ask an acquaintance to train you in a skill: specify who and what.
--Gunnars, Greatsword [Self-improvement]
-Karagril: Carefully map as much of the mountain as you can. [Task]
-Sylvania: Investigate all the Vampires as efficiently as possible, seeking only information, not opportunities. [Task]
-Sylvania: Investigate the attempts on Roswita's life, and see if you can determine the mechanisms, spells, and controls that make it possible. [Task]
-Sylvania: Investigate Alkharad for yourself, and if a good opportunity arises, take it. [Task]
-OVERWORK: Establish a weekly meeting for the various Journeymanlings and Ducklings that you've accumulated, so you can keep tabs on what they're up to and assist and intervene as necessary. [Task]
-FREE: Hire an open-minded Loremaster from a Young Hold to teach the We. [Task]
-Empress 'Heidi', to see if you can snatch a private moment to speak honestly with her.
-Roswita, to present her with a copy of the book her late father contributed to.
-Karak Kadrin, presenting them with the skull of an old enemy (but not to keep).
-Kragg the Grim, who you could likely convince to start gloating.
-Try to find Kasmir in Sylvania.
Breakdown: Coin on Night Prowler, 5 (+1 free) task actions, .5 research actions, 1 self-improvement action
Notable Events: Proposal to uplift the We made to the Council and accepted. Branulhune named. The EIC converted from full-control full-action to information network half-action organization. Alkharad assassinated and the College of Necromancy destroyed: proof, trade ledgers, and a rad dragon skull retrieved, first Great Deed acquired, and dragon skull made into a reading chair. Empress Heidi met and recognized as Countess Gabriella from Sylvania. Duckling club set up. Liber Mortis reading completed and Necromantic Insight gained. Beekeeping dwarf instructor hired to teach the We, but it doesn't work out very well. Grey Tower built with the Room of Dawn and Dusk.

INTERLUDE: The Battle of Karagril
Notable Events: Caldera approach chosen. Clown on Gretel's miscast. Orc warboss assassinated. Braganza's Besiegers arrive. Assassinations of Warboss candidates attempted, everything goes to hell and Mathilde nearly dies; she reacts to this by pulling back, supporting the Ducklings, and deciding that she really needs to learn Shroud of Invisibility. Belegar advised to let Mors win the fight for Under-Karagril; he accepts this but gets stressed out over it. Johann and Mathilde go raiding Moulder, acquire Dark Elf, Qrech, wolf-rat pups, ooze, rune-axe, anatomical text, and gold: Mathilde claims the prisoners and book, Johann gets the pups, ooze, and gold, and the axe is split. First project proposal vote. Second dwarf revolver purchased.

Turn 23 - 2481 - Did You Really Have To Ask?
Projects proposed to Belegar: Burning Shadows, Cartographer
Task: Burning Shadows
Winning Plan: Plan Redshirt v5 (Different Max Action) (by @SuperSonicSound, variant of plan by @Redshirt Army)
-OVERWORK: Slot 1
-COIN: The Gambler
-MAX: Allow him to spend his time on patrol with the gyrocopters so he can finally get to shoot something from one.
-JOHANN: Learn a skill: Pugilism, from a trainer.
-DUCK: Work with Panoramia to see if your planned shadow murder tower could also come in handy for the crops in the East Valley.
-DUCK: Help Johann try to raise his new rat-wolf pups. With Wolf, if he's willing.
-EIC: Have the EIC assist with Princess Edda's search for weavers.
-WE: Hire a Priest of Esmerelda to teach the We.
-PENTHOUSE: Have additional rooms excavated underneath your Penthouse: -75gc for 3 rooms.
-SERENITY: Write a paper on the suite of advanced zombie empowerment and control spells used by Alkharad and his disciples.
-FREE: Build a Tower of Burning Death (automatic, no action cost, favours and money paid by Belegar) [Task]
-Travel to the Grey College and attend lessons there:
--Enchanting [Task, self-improvement]
--Attempt to Learn Multiple Spells [Self-improvement]
---Gambler
-Investigate the possibility of whether it could be fired without you [tricky; if selected and successful, paranoia will be ramped up automatically] [Task]
--Spend 10 College Favor to entice Algard to help build the tower.
-Investigate the possibility of somehow amplifying the Tower with Dwarven runecraft [Task]
-Seek to establish an in-depth understanding of the Skaven as an individual.
-King Belegar, to try to get some idea of where he's at with his crisis of faith.
-Algard, reporting the Skaven Civil War in person instead of in writing.
-Empress 'Heidi', to be present for the birth of her child.
-Princess Edda, on a hunt for weavers across the Empire.
-Roswita, as she rides out the chaos of the influx of Battle Wizards.
Breakdown: Coin on Gambler, 3 (+1 free) task actions, 0 research actions, 2 self-improvement actions
Notable Events: New overwork system instituted. Elf extradited to Ulthuan by way of Daroir, Qrech kept in cells built below our penthouse. Spells learned: Shadow Knives and Smoke and Mirrors. Room of Burning Death added to Grey Tower: boxcars rolled yield sun-relocation system and Gazul's blessing. Penthouse converted into a pleasant foyer, rooms built below it: bedroom, bathroom, sitting room, library, dungeon. Qrech met, rapport begins being built, knowledge of Skaven civil war gained. Johann becomes disciple of Order of the Pick. Wolf, Johann, and wolf-rats bond. Priestess of Esmerelda begins teaching the We and it goes OK. Crit on paper-writing nullifies our Practical malus when in the Room of Serenity. Mathilde's MAP converted to its Polysevirric form by LM Olenus. Mandred born, named, and consecrated to Ranald. Ooze discovered to be Skaven logistics cheat, potentially revolutionize agriculture.

Turn 24 - 2481.5 - Here Comes The Sun
Task: Burning Shadows
Winning Plan: Plan Translation Extraction (Ultimate Tower Edition), 10 Pull Gacha Edition (by @veekie, variant of own plan)
-COIN: The Deceiver
-MAX: Study an artefact
--Skaven book on the Anatomy of Chaos Dwarves.
-JOHANN: Join him on raids into Clan Mors territory with the aim of finding written correspondence.
-DUCK: Gretel's motivated by wealth. Take her on a raid against Clan Mors, looking for wealth and Queekish.
-EIC: Have the Eight Peaks branch keep a careful eye on the mood and actions of the Undumgi.
-PENTHOUSE: Add security measures to your Penthouse to prevent surreptitious entry.
-SERENITY: Your personal understanding of countering Waaagh Magic.
-Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
--Spend 10 Favour to get all remaining spells. [Self-improvement]
-Red Tower: build a tower that uses Aqshy to create mystical flames (and non-mystical light) to use the mountain at night. [Task]
-Blue Tower: build a tower that uses Azyr to create clear sky on demand. [Task]
-Supply a steady stream of Queekish documents for him to translate, and carefully check the results for consistency.
--Convince Qrech that the Empire has already translated Queekish, but his help could provide a faster turnaround and better help you plan an attack on Clan Mors.
-Francesco Caravello, proud leader of the Undumgi and possible future Thane.
-Kragg, who's begun to be seen around the Karak once more, indicating he might be finishing his study of the rune-axe you and Johann found.
-Check in on your fief in Stirland.
-Investigate the aftermath of the Empire's campaigns against the Skaven in Nuln and Ubersreik.
-Prince Kazrik, as he builds on his relationship with Nuln.
Breakdown: Coin on Deceiver, 2 task actions, 0 research actions, 1 self-improvement action
Notable Events: Dreng's Rangers scout the Karak; Cython's presence discovered. Raid on Mors with Gretel yields jewels, antimagic gem, coins, an organ vat, and Queekish correspondence: Mathilde claims Queekish and the gem, Gretel gets jewels and coins, vat is split and sent to the Colleges. Qrech agrees to translate in exchange for a puppy and books on the Ogre Kingdoms. Spells learned: Shroud of Invisibility (Mantle of Mist Arcane Mark developed), Illusion, and Universal Confusion (Mastery acquired). Crit on paper-writing converts Practical to Laconic. Thread votes to cede one social action to an externally-initiated one. Kazrik saves the life of the Elector-Count of Nuln. Boon of Hysh item and gift for LM Olenus purchased. Burning Shadows project completed.

Turn 25 - 2482 - Polyglottony
Projects proposed to Belegar: Queekish, Skaven Politics, Dragon, Karag Mhonar
Task: Queekish
Winning Plan: Plan Slow and Steady with more papers (by @LightLan, variant of plan by @Neshuakadal)
-COIN: The Gambler
-MAX: Study an artefact
--Skaven book on the Anatomy of Chaos Dwarves. [Task]
-JOHANN: Join him on raids with the aim of finding written correspondence: Clan Skryre. [Task]
-DUCK: Adela's started her education in Dwarven engineering. Escort her to do field-testing with some of Gotri's prototypes, and grab what Queekish you can while doing so: Clan Skryre. [Task]
-EIC: Found an internal investigation division, to investigate possible misconduct.
-PENTHOUSE: Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
-SERENITY: The ability of Alkharad to assume a projected form of mist.
-Supply a steady stream of Queekish documents for Qrech to translate, and carefully check the results for consistency. [Task]
-The Colleges want you to do a series of lectures on your paper, Waaagh and Peace. Travel to Altdorf and do so.
-You have set up a Shrine to Ranald. Expand it into a Temple to the Gambler - a gambling hall with clean cards, guaranteed unloaded dice, fresh sawdust in the fighting ring, and a lottery every Festag. Costs 100gc.
-Investigate how living things react to exposure to the Vitae. [Research]
--Gambler
Breakdown: Coin on Gambler, 2.5 task actions, 1 research action, 0 self-improvement actions
Notable Events: Raids on skaven yield a lot of results: lighting mechanism, Brass Orb, Skaven military books and romance novels, warlock-engineer's library, and the accidental awakening of Cython. Turn interrupted.

INTERLUDE: The Battle of the Caldera/Waaagh Birdmuncha
Notable Events: Cython is attacking Skryre in retaliation for probably-accidental gassing, and everyone goes nuts. Mathilde takes command due to lack of Belegar, Dreng, or Gotri, and claims the title of Thane. Mors takes the opportunity to attack Eshin. Broken Toof attacks out of Karag Rhyn. A Waaagh pours out of Karak Drazh, around toward the West Gates, but won't arrive until the next day. Trolls head west to Karag Rhyn. Broken Toof's attack on Karagril and the Citadel is repulsed. Mathilde sends to Karaz-a-Karak for assistance and personally scouts Karag Yar, where she observes the Mors-Eshin fight and steals intel and Cathayan books. Upon her return, she leads an attack against the Under-Citadel while Kazador advances into Under-Karagril and bottles Mors up against the Underway from Karak Drazh. Both attacks succeed, and Rangers cut communications between Under-Caldera and Under-Yar so that Mors command is ignorant of its backline being assaulted. Under-Caldera is then attacked from two sides at once, the Trench cleared, and Mors's Rat Mothers executed. Another set of boxcars sees all the enemies in Karag Rhyn kill each other, with only a few trolls left, and Cython clear Zilfin and move on to fight Skaven in Yar. Mathilde sends forces to secure Zilfin and Rhyn, going to Yar personally, where she meets Cython and it passes Bok over to her but declines to help with the Waaagh. She then targets the Eshin Sorcerer as it meets with a representative of the Council of Thirteen and kills the Emissary after it survives an attack from the Sorcerer, taking their weapons and documents. From the documents she learns the identity of the Bosses of the Waaagh. Thorgrim denies assistance. Belegar meets Grombrindal, who returns with him to Karak Eight Peaks, and finishes his crown. Mathilde meditates on Gazul with Gunnars, gaining some insight into the Ancestor Gods as she does so, and has a mini-social round with him and Kragg. The Eye of Gazul successfully destroys much of Waaagh Birdmuncha and Mathilde senses six gods: Ranald, Gazul, Gork and Mork, Grombrindal, and probably the Horned Rat. She then descends to under-Caldera to ensure no greenskins successfully make it through and encounters Birdmuncha, who escapes. The title Azrildrekked and a Transcendent Royal Boon are gained. The low battery alarm of the Throne of Power shuts off. Carcassone is now interested in befriending dwarves.

Turn 25 - 2482 - Polyglottony (continued)
-External: Esbern and Seija, catching up
-King Belegar, as he scrambles to deal with having very suddenly accomplished his dream.
-Anton, to see how his firearm factory is going.
-Sir Ruprecht Wulfhart, leader of the frontier town of Ulrikadrin.
-Empress Heidi and Mandred, for Mandred's first birthday.
Notable Events: Mathilde's lectures on Waaagh and Peace draw an unusually large crowd, and Mathilde agrees to meet the Ar-Ulric. Karaz-a-Karak sends the Okral to labor for Karak Eight Peaks for three and a half years. Mathilde learns about the conversion of the Eonir to Ulric. Mathilde meets the Ar-Ulric and realizes the truth about the Winter Wolves. She then meets Vicereine Cadaeth of Laurelorn, discovering that Karak Eight Peaks is part of the Waystone network and the Eonir want to collaborate on research into that. Belegar hears about the Vicereine's words and concludes that Karaz-a-Karak is magically robbing the Karaz Ankor. Unseen trait gained, Windherder skill gained, Xeno-Affinity skill modifier applied to Diplomacy. Branch of Imperial Gunnery School established in Karag Nar. We uplift has reached the point where they can take it from there and begin trading with the Karak, and the We shift their hunting grounds to the Gauntlet between Karagril and Karak Drazh. Mathilde chooses to wait on her Boon until the Karak is in a better position, has her Cathayan books translated, and hires a Grandmaster Engineer to help improve the Stirland Repeater. Penthouse gains a vault, a guest room, a room for Wolf, and a shrine to Ranald.

Turn 26 - 2482.5 - From Revanche to Revamp
Task: Queekish
Winning Plan: Plan: Spoken Queekish v4 with Better Max (by @picklepikkl, variant of plan by @LightLan)
-OVERWORK: Slot 1
-COIN: The Deceiver
-MAX: Write a paper
--Translated text on Chaos Dwarf anatomy.
-JOHANN: Study an artefact
--Unknown black gem, stolen from the Skaven. [Research]
-DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help. [Research]
-EIC: Put policies in place that local news should be collected and sent to you (rumour mill).
-PENTHOUSE: Have a gyrocopter landing pad built into your balcony.
-SERENITY: Translated Eshin correspondence on the Skaven Civil War
-Seek to build a stronger rapport with Qrech, and provide enough sources of mental stimulation that you can turn your attention elsewhere. [Task]
-Try to convince him outright to teach you spoken Queekish. [Task]
--Continue with the Gambit that teaching you Queekish continues to cause discontent in the Grey Order and of course the Grey Order itself already has Queekish...
-Travel to the Grey College and attend lessons there:
--Waystones and Waystone maintenance [Self-improvement]
-Investigate the exact circumstances required to induce a transformation. [Research]
-Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
-External: Johann, gilding his eyes
-The We, to check on how they're settling in to the new arrangement.
-Wilhelmina, to see how she's going when she's not a terrifying financial juggernaut.
-Oswald Oswaldson, newly-minted Chief Bombardier of the Undumgi.
-Roswita, as she campaigns through Hunger Wood.
Breakdown: Coin on Deceiver, 2 task actions, 2 research actions, 1 self-improvement action
Notable Events: Cython discovered to not have any outstanding Grudges. Vaults and Grand Urbaz unsealed. "Black gem" researched and donated to the Colleges. Qrech agrees to teach Low Queekish, though not High Queekish or the Moulder dialect. Cathayan books turn out to be geography, Grandmaster Engineer improves the Repeater under ideal conditions. Wilhemina's granddaughter Eike met. Johann's first attempt at gilding his eyes fails. Mathilde buys a powerstone and a collar for Wolf with Move.

Turn 27 - 2483 - Paving with Good Intentions
Task: Queekish
Winning Plan: Plan Snek, Spider, and Squeak (by @picklepikkl)
-COIN: The Gambler
-MAX: Take dictation
--Queekish-Khazalid Dictionary, including spoken Low Queekish. [Task]
-JOHANN: Attempt to take advantage of his temporarily blindness to improve his Windsight.
-DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found. [Research]
-EIC: Bring in a Perpetual Apprentice to start grooming as a handler for intelligence matters of the EIC. (1 favour/turn)
--Gambler
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SERENITY: Queekish-Reikspiel Dictionary, including spoken Low Queekish (1/2) [Task]
-Travel to the Grey College and attend lessons there.
--Practical Diplomacy [Self-improvement]
-Dictate papers
--Queekish-Khazalid Dictionary, including spoken Low Queekish [Task]
-Investigate how the We communicates with... itself? [Research]
-Investigate how the Vitae reacts to Dwarven magic-dampening Runes. (2 Dwarf favours) [Research]
-External: Baronet Willus Husserl, representing the League of Ostermark, to discuss the EIC
-Johann, as he once more tries to gild his eyeballs.
-Maximilian, who has been especially invaluable lately and is still neck-deep in translations.
-Soizic, military leader of the Undumgi.
-The Amber College, to see how your donation of Lustrian eggs is going.
Breakdown: Coin on Gambler, 1.5 (+1 free) task actions, 2.5 research actions, 1 self-improvement action
Notable Events: Tensions with Okral. Crit means Johann can functionally see with just Windsight. Rakilid un Thaggorhun recommended to be published "from an Old Hold." Mathilde interviews Hochlander, Stirlander, and Nordlander candidates for EIC handler position and decides on the Hochlander. Mathilde decides to open her heart to romance. Lustrian eggs discovered to be salamanders. Johann's second attempt fails disastrously; he cannot try again. Room of Calamity added to the White Tower. Bounty for two pieces of dragonbone posted in Barak Varr.

Turn 28 - 2483.5 - What Could Be A Very Large Problem
Task: Queekish and Cython contingency plan
Winning Plan: Plan: Fight Dragon with Dragon (by @Rafin, variant of plan by @LightLan which was a variant of plan by @picklepikkl)
-COIN: The Gambler
-MAX: Take dictation
--Queekish-Reikspiel Dictionary, including spoken Low Queekish [Task]
--Insight on Skaven tactics and strategy
-JOHANN: Write a paper
--Ratling Gun mechanism and countermeasures
-DUCK: Spend time with Hubert to try to ensure a good relationship between him and magic, and between him and his identity as a Wizard.
-EIC: Lend the services of the Hochlander, and the EIC's intelligence and contacts, to Roswita to help track down the Talabeclanders buying peat from the vampires.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose. [Task]
-SERENITY: Brief observations on Eshin Sorcery
-Commission an altar based on (boosted) Transformation of Kadon. [Task]
--Gambler
-Travel to the Grey College and attend lessons there.
--Staff Turning [Self-improvement]
-Attempt to interest a prominent and knowledgeable Runesmiths in the interaction between Runes and Vitae. (will start at the top and work your way down) [Research]
-Dictate papers:
--Queekish-Reikspiel Dictionary, including spoken Low Queekish (2/2) [Task]
--Insight on Skaven tactics and strategy
-External: The Chamberlain of the Seal, to discuss the canal
-Romance: Magister Johann, at a festival to Grungni
-Empress Heidi, to pay her a social visit and see how Mandred is growing
-Romance: Journeywoman Panoramia, a dinner at a Halfling restaurant
-Karak Hirn, to satisfy your curiosity about Prince Ulthar.
Breakdown: Coin on Gambler, 1.75 (+1 free) task actions, 1 research action, 1 self-improvement action
Notable Events: Thorgrim starts making use of the Queekish dictionary. Thorek is interested in using AV to recharge Anvils of Doom after all our safety testing; can now sell AV for 3 DF/gallon. The Battle Altar turns out to use Mathilde's Mystical Matrix. Mathilde drops the skaven papers/book on Algard's desk, getting demon-checked and a second Great Deed for her trouble. Chamberlain asks to stop the canal, Mathilde counterproposes military support from Barak Varr. Mathilde learns about the growth of Karnos-worship in Talabecland. First piece of dragonbone comes in, from a storm dragon. Anti-air capabilities added to Blue Tower, Rooms of Calamity commissioned for all eight Colleges, gift purchased for Grey College Docent.

Turn 29 - 2484 - They Go to the Land of the Ice and Snow
Projects proposed to Belegar: Cartographer, Waystone, Black Waters, Karag Dum
Task: Karag Dum
Winning Plan: Plan Keep It Classy (by @Alliterate and @picklepikkl)
-OVERWORK: Slot 1
-COIN: The Gambler
-MAX: Study an artefact
--Captured Clan Moulder devices (as yet uninspected) [Research]
-JOHANN: Have him teach Adela what he knows of engineering.
-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.
-EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SERENITY: The We book (1/2)
-Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey. [Task]
-Attend classes at the Grey College:
--Anti-Chaos Training [Mandatory, self-improvement, (retroactively) task]
--Runes and Runecraft [Self-improvement, (retroactively) task]
--Enchanting [Self-improvement, (retroactively) task]
-Study an artefact: Ranald's Coin [Research]
--Gambler
-External: Magister Patriarch Feldmann, to buy our skaven artifacts
-Regimand, to finally get the full story behind the Lahmian plot you were both ensnared by.
-Karak Kadrin, to get to know the leaders of the Expedition.
-Do a round of the Colleges to check how the Rooms of Calamity are being received.
-Wilhelmina Hochschild, to check in on her and see how she feels about the Marienburg situation.
Breakdown: Coin on Gambler, 1 (retroactively 4) task action, 1.5 research actions, 3 (1 mandatory) self-improvement actions
Notable Events: Mathilde meets Reiner Starke during anti-Chaos training. Ranald gently but firmly tells Mathilde not to look at him. Clan Moulder devices are just junk. Celestials warn us about Karag Dum and the Imperial Gunnery School. Mathilde sells the skaven swag for the secret behind Gehenna's Golden Hounds. Expedition leadership met and discovered to be a disaster in the making. Second dragonbone comes in, from a shard dragon. Johann got a staff, Max is getting promoted. Wellspring of Ulgu added to Grey Tower.

Turn 30 - 2484.5 - To the Midnight Sun, where the Eight Winds Flow
Task: Karag Dum
Winning Plan: Plan Redshirt v2 (by @Redshirt Army)
-COIN: The Gambler
-MAX: Recruit him for the Karag Dum Expedition, and have him train in preparation for it. [Task]
-JOHANN: Recruit him for the Karag Dum Expedition, and have him train in preparation for it. [Task]
-DUCK: Study an artefact with one of the Journeymen
--Lighting Mechanism with Adela [Research]
-EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
-PENTHOUSE: Have additional rooms excavated underneath your Penthouse: -125gc for 5 rooms.
-SERENITY: The We book (2/2)
-Try to contact the Ice Witches of Kislev in the hopes they can provide clement weather for the Expedition. [Task]
--Gambler
-Attempt to recruit assistance for the Karag Dum Expedition
--General Colleges of Magic, Asarnil the Dragonlord [Task]
-Learn the secret behind Gehenna's Golden Hounds. [Research, mandatory]
-Turn a staff from the bone of a Shard Dragon. [Self-improvement, task]
-External: Prince Gotri, to talk about the Expedition
-Romance: The Ice Dragon of Karag Zilfin, to teach it Khazalid
-Romance: Elector Countess Roswita van Hal, an academic presentation
-Romance: Baron Anton Kiesinger II, to celebrate Two-Gifts Day
-Romance: Chief Bombardier Oswald Oswaldson, to bond over pets
Breakdown: Coin on Gambler, 4 task actions, 1.5 (1 mandatory) research action, 1 self-improvement action
Notable Events: Meet LM Gehenna, Johann's Master. Excellent roll yields Staff of Mistery. Good weather arranged for spring 2486 and Mathilde commits to joining the expedition herself. Asarnil available and interested. We get coauthor credit on book about them. Gehenna mentions cult of Styriss-Anath Raema. Cython met, name and interest in gods learned, Birdmuncha popsicle acquired. Mathilde is becoming a folk superstition in Stirland. Room Cython can fit in, workshop, training hall, map room, and trophy room added to Penthouse, and another powerstone purchased.

Turn 31 - 2485 - We'll Ride Steam-Wagons Through Ruined Lands
Task: Karag Dum
Winning Plan: Plan: Battle Huskies, Fog Path, Record Coins, and Proper Security Measures (by @Ekzentric Lohner, variant of plan by @Jyn Ryvia)
-COIN: The Gambler
-MAX: Allow him to spend all his time on his own preparations. [Task]
-JOHANN: Allow him to spend all his time on his own preparations. [Task]
-DUCK: Attempt to recruit Hubert and some Winter Wolves for the Karag Dum Expedition. [Task]
-EIC: Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry.
-PENTHOUSE: Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
-SERENITY: Azyr Lighting mechanism - shared with Adela
-Hire a trainer to come to Eight Peaks and teach you
--Melkoth's Mystifying Miasma by Lord Magister Melkoth (10 College Favor) [Self-improvement, task]
---Gambler
-Attempt to create a spell
--Fog Path [Self-improvement, task]
---With help from Melkoth and possibly Regimand
-Ask an acquaintance to train you in a skill
--Regimand, Assassination [Self-improvement, task]
-Record all the entries of the Grand Urbaz vaults and select a good-quality example of each minting to save from the smelters. [Research]
-External: Cython, to discuss Ancestor Gods
-Belegar, to discuss the northern Karaks and the Expedition.
-Romance: Journeywoman Panoramia, a hike up Karagril
-Kasmir, to see how he's keeping himself busy in Sylvania.
-Barak Varr, to watch the progress of the canal.
Breakdown: Coin on Gambler, 4.5 task actions, 1 research action, 3 self-improvement actions
Notable Events: Okral situation is starting to boil over. Gunnars warns Mathilde about Karag Dum. Spell learned: Melkoth's Mystifying Miasma. First component of Rite of Way developed. Kasmir is trying to revive worship of the old Sylvanian gods. Mathilde is openly romantically interested in Panoramia. Mathilde learns about Runemaster drama from Thorek, and commissions a painting of the Duckling Club and the Dragonflask.

Turn 32 - 2485.5 - We'll Fight the Hordes, and Sing and Cry
Task: Karag Dum
Winning Plan: Plan Perfectly Balanced (by @picklepikkl, variant of plan by @BeepSmile)
-OVERWORK: Slot 1
-COIN: The Gambler
-MAX: Allow him to spend all his time on his own preparations. [Task]
-JOHANN: Allow him to spend all his time on his own preparations. [Task]
-DUCK: Attempt to recruit Esbern and Seija and their compatriots of the Knights of Taal's Fury. [Task]
-EIC: Integrate the Gong Farmers and the Niter Factory into the EIC, and expand production.
-PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-SERENITY: Warp Lightning observations - shared with Adela
-With the help of a gyrocarriage, personally scout part of the route
--Western Great Steppes [Task]
-Attempt to recruit assistance for the Karag Dum Expedition
--Karak Azul Runesmiths, Light Wizards [Task]
-Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them. [Self-improvement, task]
-Enchant an item with a Fiendishly Complex or easier spell
--Aethyric Armour Robes [Self-improvement, task]
---Goal: Incorporating mastery and persistent effect
-Continue to work on your 'Fog Path' spell. [Self-improvement, task]
--Gambler
-External: Algard, to promote Mathilde to Lady Magister
-Cython, to discuss the Gods of Kislev and the Kurgan.
-Qrech, to discuss his newly-acquired diploma from the University of Altdorf.
-Eike Hochschild, to get to know your future business partner.
-Elder Hluodwica, High Priestess of Esmerelda and civilian leader of the Eight Peaks Halflings.
Breakdown: Coin on Gambler, 5.5 task actions, 0 research actions, 3 self-improvement actions
Notable Events: Thorek declines to send runesmiths, but apprentices help outfit the expedition. Magister Egrimm van Horstmann recruited. Dolgan tribe of Kurgan met, passage and supplies bought. Momentum dump component of Branarhune developed. Robes enchanted, using powerstone and scales to help: partially successful. Second component of Rite of Way developed. Monogamous relationship with Panoramia decided on. Disease outbreaks among canal workers. Decision made to set up EIC gunpowder production in Stirland. Panoramia decides not to come on the Expedition. Green Tower built, Greenhouse constructed within.

INTERLUDE: Ambush on the Skull River
Notable Events: Okral return convoy attacked. Heavy casualties: an entire monitor sinks, only a few making it to shore, and one presumed lost is the Guildmaster of Metalsmiths. Mathilde rescues several hundred survivors from the cargo hold, including the Guildmaster, then searches for physical evidence.

Turn 33 - 2486 - Karag Dum, We Are Coming
Task: Karag Dum
Winning Plan: Plan: SQUEAK, Panoramia variant (by @das_slash, variant of plan by @BelligerentGnu, identical to earlier plan by @NSMS)
-OVERWORK: Slot 2
-COIN: The Protector
-MAX: Have him scour all the reference materials at his disposal for any other Dhar-radiating explosive, as well as how difficult it might be for non-Skaven to replicate their blackpowder.
-JOHANN: Have him investigate the metal evidence taken from the Skull River ambush.
-DUCK: Work with Panoramia to try to implement the Waaaghsoak Mushrooms as an aid to spellcasting. [Research]
-EIC: Have the Hochlander investigate how feasible it would be for a non-Skaven to acquire warpstone-enhanced blackpowder.
-PENTHOUSE: Add security measures to your Penthouse to prevent forcible entry.
-Attempt to complete your 'Fog Path' spell [Self-improvement, task]
--x2 [Self-improvement, task]
-Join the Karag Dum Expedition in Praag, rather than at High Pass. [Task]
-Expedition [Task, mandatory]
--x2 [Task, mandatory]
-External: Panoramia, spending quality time together before the Expedition
-Greet and get to know the Wizards joining the Expedition as they arrive at Praag.
-Adela, to see how her gradual nepotistic takeover of the Karag Nar Gunnery School is going.
-Spend some time exploring the Karak now that everyone has spread out into their hopefully permanent Clan Halls.
Breakdown: Coin on Protector, 5 task actions, .5 research actions, 2 self-improvement actions
Notable Events: Rite of Way completed, polished with overwork, and named. Investigation into the ambush comes up with a bunch of confusing nonsense, Mathilde advises Belegar to be on the lookout for someone playing games. Windsoak mushrooms turn out useful, Azyr variant brought along for Hubert.

INTERLUDE: Karag Dum Expedition
Notable Events: Mathilde assumes command of the Wizard contingent as well as Asarnil. The Ice Witches send Ljiljana as their representative. Mathilde visits the site of Karak Vlag and detect something fucky going on, which is probably Chaos's fault and likely to end up aimed at the Expedition. Expedition sets up a kill zone between Vlag and Kislev while Mathilde disrupts the flow of power, then fights off a Slaaneshi assault at the cost of all the Slayers while Tzeentchian daemons go east. Karak Vlag is returned from the Realm of Chaos with twenty thousand survivors. Borek reveals that Dum knew about Waystones flowing between dwarfholds. Mathilde visits Uzkulak and buy food and three bits of cool magic with Borek's money. Mathilde raids the skaven combe and discovers the Tzeentchian daemons hit their backlines, exposing a vulnerability the Chaos Dwarves took advantage of, then steals some money. During the ascent to the Great Steppes the ground collapses under the largest steam wagon, killing a bunch of engineers and Gotrek and causing a food crisis. Mathilde proposes a solution to the food crisis using Mockery of Death and the expedition continues, buying cattle from the Dolgan and securing safe passage from the Yusak. The Expedition reaches Dum and discover it in a crater of forest ringed by desert, populated by Beastmen and Morghur the Shadowgave. Borek leaves without an explanation and is welcomed by Morghur. Mathilde does some experiments and wait to make observations, but reach no actionable conclusions and leave. The Expedition decides to return to Kislev by the northern route to avoid the descent and likely ambush. Mathilde steals the Chalice of Chaos from the Kul with Ljiljana, risking herself to save her, and loots the camp for cool magic swag. The Baersonlings demand a ridiculous price for safe passage, so Asarnil duels their champion instead and wins with style. Horstmann warns Mathilde that Barbitus isn't doing well and needs anti-Chaos screening, which she performs to avoid his reputation being tarnished. Mathilde looks around for Norse Dwarves and find no clues. She gets back to civilization, checks her mail, and discovers a lot of job offers and that she's been declared a dwarf, because while she was having cool adventures Thorgrim visited Vlag and discovered that they all credit us with their rescue.

INTERLUDE: Planning Our Future
Notable Events: Mathilde chooses to investigate the Waystone project, being a bodyguard to Mandred, being Markgraf of Eastern Stirland, being a Border Princess, being Governor-General of Swamp Town, being a Loremaster-at-Large for the Karaz Ankor, and being Spymaster of Wissenland. She decides to pursue Waystones, and after debating between being based in K8P, Laurelorn, Carcassonne, and Praag, settles on Laurelorn because Cadaeth bribed her with a sweet library. She gains the traits Dhar Insight and Polyglot. Mathilde cashes in a Great Deed to found an interdisciplinary research-focused branch, her Transcendent Boon from Belegar to found a Great Library in K8P, of which shee will be Head Librarian, and a Moderate Boon from the Karak Kadrin Engineers for a gyrocarriage.

Turn 34 - 2486.5 - The Closing of a Chapter
Task: Lhune Depths
Winning Plan: Plan Efficiency, EIC, and Swords (by @LadyLynn, variant of plan by @Redshirt Army)
-COIN: The Gambler
-MAX: Recruit him into the research branch of WEB-MAT
-JOHANN: Recruit him into the research branch of WEB-MAT
-DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. [Research]
-EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets.
--Cult of Karnos, Talabecland
-PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
-SERENITY: Daemonic Concealment of Karak Vlag
-Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them. [Self-improvement]
-Investigate the possibility of using one Wind to directly manipulate another. [Research]
-Attempt to recruit Egrimm van Horstmann into WEB-MAT
--Gambler
-External: Cython, to discuss Dwarf religious practice.
-Eike, as she begins her tutelage at the Grey College.
-Altdorf, to witness the octenniel duels for the position of Supreme Patriarch.
-Panoramia, to properly finishing catching up with her.
-Karak Vlag, to see if they've been talked out from behind their fortifications yet.
Breakdown: Coin on Gambler, 0 task actions, 1.5 research actions, 1 self-improvement action
Notable Events: Tongs finally investigated, turns out not to work. Eike visits and is introduced to Belegar, Kazrik & Karak Azul, and Panoramia & the Halflings; she proves to have strong Magesight and Mathilde recruits her to the Grey College. Hysh and Ghyr versions of the mushrooms developed, but Chamon and Shyish don't work out. Crit on developing the quick-draw for Branarhune leads to meeting Codrin Petrescu again, who was a member of the Fellowship of the Shroud. Investigation of Karnos-cult turns up strong evidence of links to the elf god Kurnous, but it's not clear why yet. Dragomas retains Supreme Patriarch. Eike is doing fine at school so far. Karak Vlag went super weird in their time away from the world, losing all of their Runesmiths (but spreading basic Rune knowledge nigh-ubiquitously), being repopulated by the ones defiant of Slaanesh (and thus having an enormous birthrate), and losing their kings and agricultural base (they're sort of a republic now, and they don't drink alcohol). Pan is finishing up with her Eastern Valley work and thinking about going for Magister.
 
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