Plan Suggestion
[] Plan Fake it till you make it
-[ ] Furnish the living spaces of the Waystone Project HQ (500 gc)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc)
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (specify which)
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones. (NEW)
-[ ] EGRIMM: Study an artefact: Golden Arm
-[ ] JOHANN: Study an artefact: Kurgan Enchanted weapons
-[] Coin: Gambler: Runesmith Recruitment
Reasoning
[] Plan Fake it till you make it
-[ ] Furnish the living spaces of the Waystone Project HQ (500 gc)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc)
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (specify which)
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones. (NEW)
-[ ] EGRIMM: Study an artefact: Golden Arm
-[ ] JOHANN: Study an artefact: Kurgan Enchanted weapons
-[] Coin: Gambler: Runesmith Recruitment
Reasoning
- This is standard stuff for moving into a new place, the living spaces are because we do not want to be seen as lesser, or as lacking resources the research space is because that will make us not only more efficiant but safer when dealing with dangerous magic
- This is our best bet to actually get some results fast, dwarfs have better cultural memory than humans
- The Max action is low hanging fruit
- I do not want Johann to plug the thing into his brain so I think we should go with Engrim, give him a chance to show his stuff
- This action is a freebie and I am basically choosing it so Johann can feel like he is doing something useful. I would like to give him a trainer, but I do not think we know the Eoonir enough for that
- I put the coin on what I feel is the most important and most sensitive action this turn