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Hmm. Other than Ulric and Ranald, what do you think the other religions in Eight Peaks will be?

I don't know much about the Dwarven take on religion, are any of their gods likely to get special prominence here, or would it be the usual mix?

I can see Mathilde setting up a temple to Shallya, and Myrmidia is likely to have a sizeable contingent of worshippers among the incoming mercenaries. And yes, the Cult of Sigmar will probably eventually get its act in gear and send some representatives. Who else?
Gunndred and Heyndrich
 
The way I see it, the axe\sword debate isn't taking into account some fairly important things; that is, that whatever they make is going to be better than what we've got, and that after a certain point better craftsmanship yields diminishing returns (the difference between 10 and 20 in a stat is staggering, but rolling 109 and 119 are going to get you about the same level of crushing victory).

Even if dwarves don't have as much institutional knowledge for swords, enough of them know enough that they can have Runelords work on them, not that they do; beyond that, when is the difference in quality ever likely to come up? Will we try to cut things with it, and they could have made the blade sharper for an axe, sharp enough that the difference could save our life? Will our sword shatter when fighting a bloodthirster, where an axe would have survived? Who will even be able to tell the difference, except other dwarven runelords? These are only partially rhetorical, of course; if the difference is truly so significant that Mathilde would ever notice it, that's a legitimate point of argumentation.

However, most of the work of the weapon is going to be carried by the runes, for either of them; who's going to notice that one is sharper than the other when both make you explode?
 
Probably not. Runesmiths are, well, smiths. They put the Runes in while they're making the object. You don't smith a pistol. You need a Rune-Engineer, and they don't exist.

Yet! Though whichever dwarf tried to become the first Rune-Engineer would face a hundred thousand dissaproving faces on the way there, and we're maybe hundreds of years too early for that sort of thing...
I forget how much Favor we spent building a dwarf-grade niter factory, but I'm pretty sure it was less than 15.

2. Just 2 favors. And it's making hand-over-whatever the expression was in profits.
 
Speaking of dwarven institutional knowledge, I expect that the dwarves are going to be making the equipment the Deathwatch are going to be using.

Now, maybe that means the Deathwatch ends up training in and using Dwarven equipment styles long-term - but in the short term, I'd be surprised if there aren't a bunch of dwarven smiths getting practice in making swords in the near future.

The answer to "but where are we going to find dwarven smiths who know how to make swords?" might well be "just wait a bit."
 
Gunndred is unironically the god of mobsters, you may as well call him Fat Tony, that's not good company to have, also Ranald already serves as the god of mercantilism so there is no need for Heynrich.
The OP asked what others gods might make its presence known in the K8P settlement so i mentioned the two most likely to show up, Gunndred for rustling, banditry, intimidation, and riding stuff while Heyndrich for banking and other merchant stuff
 
Speaking of dwarven institutional knowledge, I expect that the dwarves are going to be making the equipment the Deathwatch are going to be using.

Now, maybe that means the Deathwatch ends up training in and using Dwarven equipment styles long-term - but in the short term, I'd be surprised if there aren't a bunch of dwarven smiths getting practice in making swords in the near future.

The answer to "but where are we going to find dwarven smiths who know how to make swords?" might well be "just wait a bit."
No they know how, it's more a 'my great grandfather a thousand years ago didn't make this sort of thing, so he didn't invent any techniques to pass down about it' sort of problem.
 
If we want a supercharged ranged weapon? The real game would be to grab a Hochland Long Rifle (Or a dwarfen equivilant), and then give it a silencer enchantment, which should be quite easy as it's Petty Magic.
Yeah, I've been championing a sniper rifle for a while.

Silent, and with a scope enchanted with our lens spells.
Yeah, absolutely, the majority of our winnings and Favors needs to be spent on our Tower here to guarantee security.
... No? You think they won't provide the very best security they can already?

We'd be Belebro's spymaster. I am pretty fudging sure having masons remodel the penthouse to our specifications will be trivial.
I would also point out that the Coat of Arms we chose is a Greatsword.

From Turn 8:
That hideous thing is best left forgotten.
I still find learning greataxe a waste of perfectly good action slots
What's a waste is stopping Kragg from making a true masterpiece.
What problem is that exactely? because I don't see one at all, just a want for shinies its own sake
What's your argument, exactly?

Should Mathilde leave everything behind and go live in the wild in search of enlightenment? Because you are implying simply desiring anything is wrong.
However, most of the work of the weapon is going to be carried by the runes, for either of them; who's going to notice that one is sharper than the other when both make you explode?
It's also determined by the weapon's sheer ability to hold powerful runes.
 
However, most of the work of the weapon is going to be carried by the runes, for either of them; who's going to notice that one is sharper than the other when both make you explode?
I think the biggest selling point of the axe at this point is that if we provide the right wood the shaft can be our magic staff, but we also have to consider that runes are extremely finicky things to make so we can't discount the possibility an axe would have better runes.
 
2. Just 2 favors. And it's making hand-over-whatever the expression was in profits.
One big up-front payment, then it settled down into 50g per 6 month turn, as I recall.

I'm kinda nervous about that one, actually. I mean, if they try to cheat Zhufbar out of petty human corruption without us looking over their shoulder, it might be a 'Hey Mathilde, is there any reason not to wipe this town off the map to make back up the 1 gold that manling was cheating us?' situation.
 
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Yeah, I've been championing a sniper rifle for a while.

Silent, and with a scope enchanted with our lens spells.

... No? You think they won't provide the very best security they can already?

We'd be Belebro's spymaster. I am pretty fudging sure having masons remodel the penthouse to our specifications will be trivial.

That hideous thing is best left forgotten.

What's a waste is stopping Kragg from making a true masterpiece.

What's your argument, exactly?

Should Mathilde leave everything behind and go live in the wild in search of enlightenment? Because you are implying simply desiring anything is wrong.

It's also determined by the weapon's sheer ability to hold powerful runes.

The problem is that Belegar doesn't have the expertise to get a tower done up to the standards we need, and he needs to spend his resources and favors to solidify his position here. By leaning on our own reputation and the money we alternately earned and stole our way to, we can make sure it gets done right, without costing the new boss a fortune that wasn't already spent.

Since it's all external expertise either way.
 
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The OP asked what others gods might make its presence known in the K8P settlement so i mentioned the two most likely to show up, Gunndred for rustling, banditry, intimidation, and riding stuff while Heyndrich for banking and other merchant stuff
Anyone who tries worshiping Gunndred is likely going to be hanged. The Dwarves aren't going to tolerate banditry.
 
Speaking of dwarven institutional knowledge, I expect that the dwarves are going to be making the equipment the Deathwatch are going to be using.

Now, maybe that means the Deathwatch ends up training in and using Dwarven equipment styles long-term - but in the short term, I'd be surprised if there aren't a bunch of dwarven smiths getting practice in making swords in the near future.

The answer to "but where are we going to find dwarven smiths who know how to make swords?" might well be "just wait a bit."
I'm not even sure where the idea of Dwarfs not making swords comes from, honestly. Like, it may not be the most traditional of weapons, but one of their Ancestor God's carried one, and they are traditional for his priesthood, so there must be some kind of Dwarf swordsmith tradition. And a good one, too; no dwarf is going to accept shoddy work.
 
Ok, I might be missing something so could someone explain, because currently having the axe haft act as an earthing rod seems superfluous when we could just have one sheaved on our back Witcher style.

If we're out of melee combat we can just use the earthing rod when doing battle magic.

In the middle of melee, swinging our Earthing Axe around and we miscast Battle Magic we then plant our Earthing Axe in the ground then either we get ganked by our enemies who take advantage of the opportunity or we have ally(s) that can cover for us for a moment. In the later case we may as well back up / go defensive while we switch to the earth rod.

This is ignoring the fact that earthing rods are normally one-use items, I assume there is some exception we are going to have to find / pay for for Earthing Axe.

@BoneyM how much college favour/GP is an earthing rod? Also can you release a list of potions and such we can buy? Drooling over shiny bonuses that GP can buy is always fun.
 
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I'm not even sure where the idea of Dwarfs not making swords comes from, honestly. Like, it may not be the most traditional of weapons, but one of their Ancestor God's carried one, and they are traditional for his priesthood, so there must be some kind of Dwarf swordsmith tradition. And a good one, too; no dwarf is going to accept shoddy work.
Because we have WOG that Dwarves don't make swords unless its apprentices? Like, as Boney said it, a Human Blacksmith could have +10 for Blacksmithing and +10 for Swords, a Dwarf Blacksmith will have +15 Blacksmithing and +0 for Swords, because they focus on making Axes and Hammers. Heck someone, might have been the OP might have been someone else, posted a segment of a rulebook about only Apprentices making Swords because its not worth a fully qualified dwarven smiths time or efforts.
 
Anyone who tries worshiping Gunndred is likely going to be hanged. The Dwarves aren't going to tolerate banditry.
Sure, but Gunndred can be subtle though its the reason why according to 2ed WFRP his cult is spreading in the border princes and averland. though some worshippers believe Gunndred is just another aspect of Ranald, the same way Heyndrich is supposedly another aspect of his. Though personally from what i can infer in the books, both gods are separate entities from Ranald.
 
@BoneyM how much college favour/GP is an earthing rod? Also can you release a list of potions and such we can buy? Drooling over shiny bonuses that GP can buy is always fun.

Earthing rod, 2 favours. Not available for GP. There are Potions in Realms of Sorcery if someone can copy the pertinent bits, but be forewarned that they tend to be unreliable and quick to expire.
 
The entire Dwarven civilization is on a 'die with honour' kick with their Age of Vengeance, and I'm glad Mathilde has been able to allow a sliver of hope for a Second Silver Age - and a large part of that was not just allowing Belegar to succeed, but connecting him with younger Holds and races that still know the meaning of hope.)
Not to bother you at this time, but would you say Thorgrim is the exception to that given he acknowledges the issue of being too free in issuing grudges and too obstinate to accept lesser settlements, or the epitome in his desire to wipe clean the whole book in his lifetime?


And I am really, really sorry to ask this and feel free to tell me off, but do you think the next update is in the next two hours or should I just go to sleep?
 
With regards to what gods we might find here:
-The Ulricans are Ulricans of course.
-The Adventurers and Mercenaries are going to be Ranald inclined.
-The camp followers probably has the usual mix of Shallya, Taal and Rhya common all over, and so would their dependents.
-Morr will definitely see presence as a secondary focus, anyone as regularly close to death as adventurers are would. Seeing a Garden set up here wouldn't take long.
-And theres probably a couple of Verenan historians showing up eventually. Doubt many would though.
 
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