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Hoping that we hang out with the elf guy, he seems fun to be around.

Has anyone gotten a picture done of Johann or a good physical description?
 
@Boney, some Khazalid courtesy of WFRP 4e: The Horned Rat, page 21. As far as I can tell they aren't references.

Derived from the Reikspiel word for vapour, 'the damps' is a miners' term for a variety of gases that can collect dangerously in an underground passage. The four most feared are firedamp (Khazalid bomlof), whitedamps (hvitlof), stinkdamp (aeglof), and blackdamp (kvelof).

It'd be nice if they could stick to established Khazalid instead of just grabbing words from Norwegian. And I don't know why Dwarves are adopting loanwords from Reikspiel for extremely basic mining concepts instead of having their own words, and even ignoring that, 'aeglof' isn't a word that should exist in Khazalid - they'd change it to 'eglof' or 'ageglof' or 'akeglof' to avoid to consecutive vowels. 4e has a real habit of not paying any care to established canon with the stuff they come up with. Still, thanks for letting me know of it.
 
Hoping that we hang out with the elf guy, he seems fun to be around.

Has anyone gotten a picture done of Johann or a good physical description?
There isn't one. The most you'd get are memes with Major Armstrong from FMA edited to have a golden body. Descriptions of Johann are rather vague, all we really know is that he's muscular, has a golden body and has milky eyes as a result of being blind, although I think he uses a blindfold.
 
It'd be nice if they could stick to established Khazalid instead of just grabbing words from Norwegian. And I don't know why Dwarves are adopting loanwords from Reikspiel for extremely basic mining concepts instead of having their own words, and even ignoring that, 'aeglof' isn't a word that should exist in Khazalid - they'd change it to 'eglof' or 'ageglof' or 'akeglof' to avoid to consecutive vowels. 4e has a real habit of not paying any care to established canon with the stuff they come up with. Still, thanks for letting me know of it.
For what it's worth, I know you complained about Sudenland a while back, but I thought I'd mention that the concept does actually come up in the 7th edition Empire book, though it's just what (some of) the former inhabitants of Solland refer to the area as, rather than an extant political entity.
 
For what it's worth, I know you complained about Sudenland a while back, but I thought I'd mention that the concept does actually come up in the 7th edition Empire book, though it's just what (some of) the former inhabitants of Solland refer to the area as, rather than an extant political entity.

Yeah, Sudenland wasn't entirely invented by 4e, it was just repopulated out of nowhere to create tension with Wissenland. They seem to want every corner of the setting to be right on the brink of civil war or some other kind of disaster at all times, presumably so adventurers can sweep in and fix things, but I feel like it really damages the setting. Why should anyone have any emotional investment in the Empire if it can't go ten minutes without needing a pack of murderhobos to keep it from imploding?
 
And I don't know why Dwarves are adopting loanwords from Reikspiel for extremely basic mining concepts instead of having their own words
I don't think they are borrowing from Reikspiel? As far as I can tell, the book's just saying that the words "firedamp" and "bomlof" are different words referring to the same thing. I might be missing something from the text.

EDIT: I can clearly see the other issues though.
 
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I don't think they are borrowing from Reikspiel? As far as I can tell, the book's just saying that the words "firedamp" and "bomlof" are different words referring to the same thing. I might be missing something from the text.

I took it to mean that it was talking about the Dwarven perspective on 'damps' and that their term for it derived from Reikspiel, but if it's not and the inclusion of Khazalid is unrelated to whatever context that extract is in then that wouldn't apply.
 
It's a little early to be planning next turn's actions, but I've been thinking about it taking into account the results of this turn's actions. My current thought is something like this:

Egrimm action to get the Light Order on board.
Mathilde action to get the Jade Order on board.
Furnish the Research space.
Flexible
Flexible

I'm only invested in the first three actions, the remaining is flexible to me. I know that "action efficiency" is important to some people which is why I see people advocating for taking two WEB-MAT actions every turn to get a free third action, but I really want to do AV and some more Eonir exploration, none of which are WEB-MAT. The Eonir action I want to take fluctuates between Grey Lord and Ward of Frost, but I think I'm settling on Ward of Frost since we still don't have enough of an idea on the lay of the land to be sure about asking about the Grey Lords and we still haven't come into contact with the person who convinced us to come here in the first place.

I could be convinced to take an "Ingratiate" action to Galenstra depending on the results of this social turn.
 
I took it to mean that it was talking about the Dwarven perspective on 'damps' and that their term for it derived from Reikspiel, but if it's not and the inclusion of Khazalid is unrelated to whatever context that extract is in then that wouldn't apply.
It wasn't talking about the dwarven perspective, but rather trying to inform an English-speaking reader why a pocket of underground gas is called "damps", because "damp" implies a liquid rather than a gas. For context, Google Translate says that the German for vapour is "dampf"; the writers of the book simply substituted the word "German" with "Reikspiel" in their explanation.

But this is frustrating. I thought they did a decent enough job with the Eltharin in Archives, and turns out elsewhere the fantasy language words are just puns and Norwegian. Discovering their true nature has been as dispiriting as it's been embarrassing.
 
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I know that "action efficiency" is important to some people which is why I see people advocating for taking two WEB-MAT actions every turn to get a free third action
There is also another reason, as per Word of Boney we should try to utilize all WEB-MAT members, otherwise bad consequences would follow. IIRC skip one member for one turn out of two / three was ok, but not more frequent.

But that's alright, cause Boney confirmed we can use Egrimm's WEB-MAT action for Light order recruitment, so e.g. following plan would be good:

WEB-MAT Egrimm to get Light Order
WEB-MAT Max
WEB-MAT Johann
Get Jade Order (with Coin?)
Furnish Research space
AV research action
Eonir exploration action

Edit: unless library management half-action would make it not fit, hmm. I guess we should wait and see how it will be.
 
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There is also another reason, as per Word of Boney we should try to utilize all WEB-MAT members, otherwise bad consequences would follow. IIRC skip one member for one turn out of two / three was ok, but not more frequent.

But that's alright, cause Boney confirmed we can use Egrimm's WEB-MAT action for Light order recruitment, so e.g. following plan would be good:

WEB-MAT Egrimm to get Light Order
WEB-MAT Max
WEB-MAT Johann
Get Jade Order (with Coin?)
Furnish Research space
AV research action
Eonir exploration action

Edit: unless library management half-action would make it not fit, hmm. I guess we should wait and see how it will be.
Yeah sure, but we did a Johann and Max action this turn and letting them do whatever next turn doesn't matter much. We don't have to use every single WEB-MAT member every turn. Boney gave us a rough measure of at least one action every three turns to help curb paranoia on if we're not having them work enough. Sometimes we don't have something absolutely urgent to get our WEB-MAT members to do, since a lot of the actions we want to do aren't possible with them.

Also, your proposed action plan has us overwork ourselves again. We have five action available without overwork. Doing another overwork would get us a penalty.
 
There is also another reason, as per Word of Boney we should try to utilize all WEB-MAT members, otherwise bad consequences would follow. IIRC skip one member for one turn out of two / three was ok, but not more frequent.

But that's alright, cause Boney confirmed we can use Egrimm's WEB-MAT action for Light order recruitment, so e.g. following plan would be good:

WEB-MAT Egrimm to get Light Order
WEB-MAT Max
WEB-MAT Johann
Get Jade Order (with Coin?)
Furnish Research space
AV research action
Eonir exploration action

Edit: unless library management half-action would make it not fit, hmm. I guess we should wait and see how it will be.
Your plan takes 6 AP (2 WEB-MAT + 1 Recurit + 1 Furnish + 1 AV + 1 Explore), and we only get 5 without overwork. We used overwork this turn, which is why the T34 plan uses 6 AP.

Library management should fit under the same bill as EIC or Tower of Serenity, so it's a non-competitive factor for turn planning.

Edit: Eshin'd
 
Just to prove a point about how many actions we have that we can't take with WEB-MAT that we have to take with personal AP:

We can use WEB-MAT actions to recruit factions if they're related to the member in question, like Egrimm with the Light Order. What this means is that we can't really use Max and Johann for recruitment and we can't use Egrimm for recruitment after he's done with the Light order. Our other options are Jade Order, Hedgefolk, some of the Cults (Ulric, Taal, Rhya?), perhaps the Ice Witches and the Bretonnian Damsels, and the Major Houses and Wards of the Eonir. I don't see how we can recruit these factions without Mathilde making a direct appearance, so I don't think we can use a WEB-MAT action for any of them.

Eonir exploration actions? I don't see how we can use WEB-MAT actions for them. There's exploring the wonders of Tor Lithanel, asking about the Grey Lords, exploring the Wards of Storm, Frost and Rain (all separate actions), and furnishing the research space doesn't seem to count as a WEB-MAT action.

Both personally scrutinise a Waystone and lay foundations don't count as WEB-MAT actions.

AV can't be a WEB-MAT action.

Enchanting and spell creation can't be a WEB-MAT action unless we're wind herding. Johann and Max aren't enchanters and we still don't know if Egrimm enchants.

Personal improvement is definitely not WEB-MAT actions, and for good reason.

Don't get me wrong, this isn't me complaining. I'm simply pointing out that there's a ton of things we want to do, and a lot of them aren't things that we can delegate to our WEB-MAT members, it's things Mathilde has to personally do. And while the WEB-MAT actions are more collaboration than delegation, there needs to be a good reason as to why we're bringing along a WEB-MAT member. What appreciable difference do they make in the task we've set for ourselves? That's the question we have to ask.
 
I'm hesitant to recruit any faction without using the Gambler. We want as close to 100% cooperation as possible, at the lowest price point. Thorek was most likely going to be the easiest recruit, everyone else is probably going to be like wangling expensive cats in comparison.
 
I'm only invested in the first three actions, the remaining is flexible to me. I know that "action efficiency" is important to some people which is why I see people advocating for taking two WEB-MAT actions every turn to get a free third action, but I really want to do AV and some more Eonir exploration, none of which are WEB-MAT. The Eonir action I want to take fluctuates between Grey Lord and Ward of Frost, but I think I'm settling on Ward of Frost since we still don't have enough of an idea on the lay of the land to be sure about asking about the Grey Lords and we still haven't come into contact with the person who convinced us to come here in the first place.
I am of the opinion that our general approach should be to try to find something for each of our WEB-MAT members to do each turn unless we specifically need to get something done in a hurry and they don't have anything they can do to help with it. That's partly out of concern for action efficiency, but it's also because if one of those hurry situations arises we want to be able to skip people for the turn without worrying about how we just did so last month.

We could get Johann or Max learning enchanting as prep for working on the Seviroscope or any enchanting needs that may arise for the Waystones proper. Alternately, we could try outsourcing the furnishing to one of them.
 
So, having finished reading Shades of Empire and gone through the Imperial Navy section, I've gone back to look at the Nordland/Laurelorn map Boney posted and want to post observations:
First, I want people to notice the villages in the green area that got the X mark, indicating that they were wiped out, vs the ones that haven't been. Excluding Bokel, which is Middenland territory, the towns in the green area that don't have an X are Hargendorf, Dietershafen and Neus Emskrank. What's so special about these towns?

Well, they're all relatively large coastal port towns. Not only are they prosperous, but they're also the major ports of the Second Imperial Navy. In order to understand this, I want to do a quick overview of the Imperial Navy:

First, the Imperial Navy is simple. It's a military organisation (technically an independent organisation affiliated with the Imperial State Army but I digress) focused on protecting the coasts of the Empire, specifcially from raiders and those who would disrupt trade, as well as threats from overseas. Their primary purpose is dealing with threats to trade, confiscating illegal ships and their valuables, and protecting the coastline. The Navy has two branches, the First Imperial Navy and the Second Imperial Navy.

The First Imperial Navy is ancient and based in Reikland, specifically in the city of Altdorf. It docks at the largest and most prominent port in Altdorf known as the Reiksport, which is the only port that can support the largest seafaring Navy ships. Here's the thing about the First Imperial Navy though: they're not a seafaring navy. They're riverine. Most of the First Navy's time is spent patrolling the rivers of the Empire and the Reik basin, and they very rarely ever go out to sea. The reason for this is that the Second Navy was the one in charge of the coasts of the Sea of Claws, and even before the blockade in DL, Marienburg charged utterly obscene and extortionate fees for any Navy ships passing through their territory, resulting in most First Imperial Navy ships rarely going out to sea. Many captains in this fleet have never been on the Sea of Claws.

The Second Imperial Navy is more complicated. First, the Second Navy used to belong to Marienburg, and it was them who were charged with guarding the coasts of the Sea of Claws. Obviously, they used this power to dominate nearly all trade passing through the sea, as the burghers used the Time of Three Emperors to purchase the rights to the Navy, used technology from Tilea and Norsca to create the best ships, and they bombarded any ports trying to attract trade in Nordland and Ostland so Marienburg would be the only dominant seafaring power. When Marineburg bought its independence, the Second Imperial Navy came with them, and the Empire had to desperately scrabble to protects its coasts now that it could no longer depend on Marienburg.

This is what resulted in the second iteration of the Second Imperial Navy, this time stationed in Dietershafen in Nordland and maintained by Nordland. This Navy is fully dedicated to the seas, and has extensive Norscan expertise thanks to the Norscan immigrants and inhabitants of Nordland. They are far more experienced in sea warfare, and are as such the primary point of defence for the coasts of the Sea of Claws.

So, with that digression out of the way, it's obvious to me why the Eonir didn't even try to touch Hargendorf, Dietershafen and Neus Emskrank. While Dietershafen is the base of the Second Navy, Neus Emskrank was a failed attempt at trying to compete with Marienburg's trading dominance alongside Salkalten in Ostland, and it is most likely converted to a naval base for the Navy. I'm pretty sure the same applies to Hargendorf.

I'm not sure if the Eonir have their own navy. I don't think so. But even if they did they must see the benefit to having humans spend their resources and manpower to protect the coasts so that Norscans don't attack any deeper into the forests. They also must realise that attempting to reinforce their territorial claims over those areas and destroying major ports for the Imperial Navy would result in the Emperor taking notice and having to respond in force, even if their claims were valid. The Emperor cannot afford to have any weakness in the Navy happening right now with the Marienburg blockade preventing the First Navy from entering the Sea of Claws.
 
First, I want people to notice the villages in the green area that got the X mark, indicating that they were wiped out, vs the ones that haven't been. Excluding Bokel, which is Middenland territory, the towns in the green area that don't have an X are Hargendorf, Dietershafen and Neus Emskrank. What's so special about these towns?
Honestly I'm pretty sure the answer is, based on visual representations on the map, "they're big towns/small cities that they don't think they can get away with wiping out, either because it's enough that other forces might actually step in, or because they might put up too much of a fight." The wiped out towns are all given smaller visual representations.
 
Honestly I'm pretty sure the answer is, based on visual representations on the map, "they're big towns/small cities that they don't think they can get away with wiping out, either because it's enough that other forces might actually step in, or because they might put up too much of a fight."
Yes, that is what I spend my post going into detail on. It's a rhetorical question.
 
Yes, that is what I spend my post going into detail on.
You... mostly spent your post going over the imperial navy to the degree that it strongly implies you though the imperial navy was a major element. If that was instead more of a digression my bad, but if you posit a question and then spend 90% of your answer to that question on something, that something really seems like it's what you think the answer to that question is.
 
You... mostly spent your post going over the imperial navy to the degree that it strongly implies you though the imperial navy was a major element. If that was instead more of a digression my bad, but if you posit a question and then spend 90% of your answer to that question on something, that something really seems like it's what you think the answer to that question is.
Answering a rhetorical question by building up the details and doing it at the very end is standard practice:
I'm not sure if the Eonir have their own navy. I don't think so. But even if they did they must see the benefit to having humans spend their resources and manpower to protect the coasts so that Norscans don't attack any deeper into the forests. They also must realise that attempting to reinforce their territorial claims over those areas and destroying major ports for the Imperial Navy would result in the Emperor taking notice and having to respond in force, even if their claims were valid. The Emperor cannot afford to have any weakness in the Navy happening right now with the Marienburg blockade preventing the First Navy from entering the Sea of Claws.
Please read my entire post.
 
As for how angry he would be? Probably nothing short of apoplectic. But the rather more likely outcome is that he's laughing at another silly mortal's downfall.
I don't think he actually would be angry. Nurgle's entire thing is despair and acceptance after all.

So what if you misuse his gifts to develope a vaccine for every disease in existance? It's fine, Nurgle forgives you, his team is already cooking up some new ones to undo the damage you just did. The sad thing is that you think you can actually escape Nurgle and that you chose to hurt your fellow siblings doing so.

Papa Nurgle is not angry with you, just disappointed.
 
I don't think he actually would be angry. Nurgle's entire thing is despair and acceptance after all.

So what if you misuse his gifts to develope a vaccine for every disease in existance? It's fine, Nurgle forgives you, his team is already cooking up some new ones to undo the damage you just did. The sad thing is that you think you can actually escape Nurgle and that you chose to hurt your fellow siblings doing so.

Papa Nurgle is not angry with you, just disappointed.
He's still going to reduce you to a screaming, writhing pile of tortured flesh, though. That's just taking a firm hand with things.
 
[x] Egrimm, to try to sound out more information about the Alric situation.
[x] The Karak Azul Architects, to get involved in the design of your Library in detail.
[x] Thorek Ironbrow, to witness the arrival of the first Dwarf in Tor Lithanel for over four thousand years.
 
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