Voted best in category in the Users' Choice awards.
Max can teach reikspiel, we can get a translation item and relocate them below the citadel, then Johan can study webs. I propose we use our remaining three actions on helping Gunnar's, Ranald shrine, and instilling the EIC with a don't mess with the dwarves policy.
 
[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
Critical to get done.

[ ] Help the We establish their new nest below the Citadel.
Most at-risk from the Skaven, as I understand it. Having the spiders behind dwarven defenses eliminates their biggest weakness versus the Skaven.

Not sure what we should do for communications; I'm inclined to get the communication item and teach either Reikspiel or Dwarven Semaphore.

[ ] 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)
We've put off Wolf long enough.
 
I love* how Kragg casually made a rune to prevent most heat damage which would last a century for a grandmaster blacksmith, and he considers it a bit of shoddy work pounded out for a beardling as an aside for his real project.

*When I'm not wondering and weeping at how great golden age runelords must have been.
 
I'm voting for wolf and the snake juice. Implimenting an EIC policy of dealing fairly with the dwarfs is probably also a good idea.
 
I love how Kragg considers a guildmaster, someone who is likely centuries old to atain such a position, a beardling.

Ah yes, three centuries of age, I too remember when I was so young and unknowledgable. I knew more than youngsters these days do, of course, the masters were better at teaching those days
 
I love how disgusted Kragg was at first for making a Sword of all things, but liked how he rationalized it and basically went,
" I won't enjoy it, but I'll be damned if this isn't a Sword of Legend. Favors are to be repaid as Grudges, if only in a much nicer way."
 
Hmm.

Investigate Karag Lhune's Depths, Help the We get set up there, help out the dwarf priest buddy, and then snek juice research finally?

Max should take a look at the webs I think, Johann can get tossed a bone and start working at his own project if he thinks he's clever enough to get at it.

As for the EIC? Teach them not to fuck with the Dawi, that's incredibly critical.

As for our Penthouse, let's begin with our first Tower level I think, excavated sections should be for relatively low security stuff and we need a top tier research facility sooner rather than later.
 
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and see if this works with Warpstone.

This could be very nice against skaven. Against clan skryre it would be great at removing some of their most irritating troops.
 
@BoneyM, did we get any favor for returning the Gromril?

Wait and see how it plays out.

So if I were a dwarf Runesmith and the Cavern of Stars were suddenly overrun, and I had no hope of escaping with whatever secrets I might have, the first thing I would do is seal up my workshop and hide it away, using runes that invoke Ulgu heavily to make one forget.

@BoneyM If there were such runes hidden under the Caldera, would we be capable of spotting them or seeing through them, with our Ulgu affinity and Wind-reading traits?

If they haven't been found by the Skaven in thousands of years then they're hidden in a way that's hidden even to magical senses.

@BoneyM does EIC count as an organisation or is it a seperate mechanical entity?

Separate, it's Mathilde getting personally involved rather than delegating tasks.
 
I'm not sure about helping out the dwarf priest. The Ulricans are next door neighbors and they have a sacred flame as well.
 
Out of curiosity, what was the original reasoning for becoming specialised with a two-handed sword? It's not exactly a practical weapon in a lot of situations, it's difficult to conceal, and it means we can't have a hand free to use our gun, a shield, or anything else. Considering that we don't wear heavy armour either, it just seems a pretty odd choice all around.

I'd have thought a one handed sword of some kind would be better: it would be easier to conceal, better in tight spaces, easier to wield effectively, and generally a lot more versatile. It just seems that going with that would have meshed a lot better with the rest of our character build, at least as I see it.
Literally just looked for a combat instructor, and the greatsword captain was the one we found, so we went with it. That's about it. No particular reason beyond convenience/dice roll.
 
Mathilde has already learned to commuinicate 3ith the spiders and has proved highly adept at understanding them. I would prefer if we teach them writing ourselves. Maybe we can set Max on writing a paper instead, or on studying the webs.

Telling the EIC to not fuck with dwarves needs to be done, and we should spend some time with Wolf.
 
I'm gonna give good Veekie's thing a try:

Stirland's Council met primarily in a dedicated room in Eagle Castle, and the Expedition's Council of War met wherever was convenient at the time. The Council of Karak Eight Peaks, it seems, is going to work differently. 'Walking distance' means different things to different people, and apparently to Dwarves it means they see no reason not to drag the entire Council from place to place within the Karak for everyone to show off the results of their labour. Between the distances and the sheer number of stairs involved, you're glad you're in shape and doubly glad that if necessary, you can rely on Ulgu to shield you from fatigue.
Huh, you'd think with short legs they'd want to make best use of their time...but on the other hand, they have a bit of a thing for dramatics, especially when it comes to achievements.

Princess Edda's efforts are visible in a stable carved into the side of Karag Nar, where an assortment of donkeys, mules, oxen and pack-horses munch their way through the grasses the Halflings have cleared out of what are to be their fields, which is also spreading throughout the nearby peaks and valleys. Dwarves were not the greatest of overland traders, and most would greatly prefer to go by steamship or limit themselves to what could be carried in backpacks than trust in a draft animal and a wooden wagon. For now, Karak Eight Peaks did not have that luxury, and though some sort of oversized powered minecart through the Underway from Ulrikadrin to Death Pass was discussed as a possible solution, the cost would apparently be ruinous. So Princess Edda instead fell back upon meeting every trader who had been commissioned to bring supplies from Barak Varr and offered them an additional payment to leave their cart and pack animal behind and return on foot. King Belegar orders the construction of a similar stable in Ulrikadrin so that supplies could be transported at least part of the way, with the prospering Ulricans to build wagons out of some of their timber.
Huh, I wonder if this is Belegar's influence, to have someone cited as emphasizing traditional Dwarven guilds to be starting off on trade.

This leads naturally into Prince Kazrik's trip to Barak Varr, which by the sound of it has been quite a success. Karak Azul has been effectively cut off from the world for all of living memory, and though Karak Azul is both famed and named for the iron mines, gold and gemstones have been accumulating for generations. A significant fraction of that wealth has hit the unsuspecting Barak Varr like a tidal wave, and many sellers of weapons, firearms, luxury goods, exotic materials, and countless other items Karak Azul couldn't produce for itself found themselves utterly bereft of goods and awash in gold and jewels. This generated a great deal of goodwill, and Prince Kazrik was able to make it clear that it was only the continued existence of Karak Eight Peaks that made this and all future trade possible. If there was any discontent in Barak Varr at the continued cost of supplying Eight Peaks, it has been well and truly obliterated. King Belegar considers the matter settled and points Prince Kazrik towards Ulrikadrin, to get a feeling for how permanent the settlement is likely to be and familiarize himself with the manling knights who ruled it.
Huh...yeah, cut off like that they'd really be accumulating unspent and unused natural resources. Of course, they could have used them to decorate the place and build, but...I guess they were holding out in typical Dwarven stubbornness to one day put it towards the trade of the Karaz Ankor once more.

Still, looks like Belegar has followed through on what he used to get Barak Var's support.

A short walk then takes the council to the southwestern portion of the Eastern Valley, where a stone wall twice your height has been erected along the base of Kvinn-Wyr, with towers thrice that a ways back. "Unmortared," Dreng comments. "The idea isn't to stop the trolls, but to slow them down and have them make a lot of noise getting through. Each tower has bolt throwers and a bell. The bolt throwers kill the troll, the bell calls for reinforcements if they can't."
Simple, but reasonably clever.

"Some. Built the wall in stages with all the bolt throwers nearby, because the sound of construction kept attracting them. Now that it's built and they can't see over it, most who wander out just wander back in. Far as I can tell, the ones who end up attacking the wall are just the ones who can't find their way back into the mountain."

"How do the towers do, then?"

"They can't knock them over, but they seem to think they can because they could push through the walls, so they usually spend a lot of time trying. Each tower has murder holes that can be opened to fire down on them and closed if it starts to vomit. The bolt throwers can't fire straight down, so I've had to divert handguns from the Underway."

I suppose they're immune to their own vomit...maybe? I mean, technically trolls can use their vomit against enemy trolls...

Karag Lhune is the focus of the remaining Councillors, and King Belegar decides to start from the top. When last you saw them, the hangars were enormous empty spaces; now they've been filled in, and you stand in one of the compartments, with a freshly-polished gyrocopter in the middle and a canvas barrier over the opening, rippling in the wind. "Honeycomb pattern," Prince Gotri says. "Currently six by four, but that can be expanded effectively infinitely, or until we run out of mountain. Currently we've just got curtains, but we can put in hinged stone gates. There's firing platforms above and below each bay, and each could hold a bolt thrower or an organ gun or even just a squad of Thunderers, though of course we've got none of the above right now because all the things that go 'bang' are on the defensive lines."

"Different design to Karaz-a-Karak," King Belegar says.

"Because the primary purpose of the Karaz-a-Karak Aircorp is to project power. If you're sending a half-dozen squadrons six hours away to Karak Wherever, doesn't matter if you're only putting ten in the sky at once, so you can keep all your 'copters tucked away safe when they're not in use. Here, the enemies are inside our doorstep, so every 'copter needs to be able to launch as soon as the horn blows. Coke and powder bunkers are deeper inside, only enough for a single refuel/reload kept in each bay."
Sounds reasonable enough. I can just imagine the hangars, and it's a beautiful image fitting of Warhammer Fantasy.

"Far from," is the instant and heartfelt response. "Apart from the lack of defences. There's basic repair facilities in each bay, but if any of them need more than a few screws tightened it means I gotta lug my toolbox over. We need a single engineering bay deeper in the mountain for serious repairs or major overhauls, but that means either ramps or an elevator. Could really use the main Lhune elevator too, to keep from having each sack of powder or crate of parts carried by hand all the way up from the Underway."

"The elevator will have to wait - blasted mushrooms run amok, damn near entirely clogging it in places. Build your engineering bay."
Hmm, wonder if we might be able to help with that? A pesticide of some sort?

The next step down adjoins the Hall of Oaths. The Karak Eight Peaks of the past recorded the name of all who fell in defence of the Karak, but King Belegar intended to do one better and inter their physical remains in a proper tomb. The Council stands in a room yet to be put to use, as Dwarven custom dictates that a Tomb was to be sealed, ideally permanently, after the dead were lain to rest. "I've taken additional acolytes from Clan Hazkal," Gunnars says, "but the masons are working ahead, since the stone is going to reinforce the defensive lines. We've mostly finished with the Dwarven remains, and the Halflings are taking care of their own, but the human fallen are trickier. I know enough of Morrite rites to put them to rest under their own God, but it is time-consuming to perform each individually, and I do not know any way to perform this more efficiently."

Of course, only respectful silence meets Gunnars' grim report, but you have to bite your tongue. The earliest chapters of the Liber Mortis spent quite a lot of time and ink grappling with this very question, but of course you can't really cite the Liber bloody Mortis as your source. Perhaps, you realize, your service in Stirland and within Sylvania could be cited as the source of your knowledge - but by the time you come up with this explanation, the group has begun to move on. So you make a note to give the matter more thought later and prepare your own report as the group enters the Chiselwards, and the Hammerers that had been unobtrusively shadowing the group instead flank it as you reach what they believe to be unfriendly territory.
Well, isn't this incredibly convenient for us? We can expand on that knowledge with the books we're getting, and we're desiring to work with him anyway.

Just past the guard post, one of the We had been waiting, and it steps into the light obligingly. "They're unrelated to the Forest Spiders the Goblins make use of," you say as the party peers doubtfully at the creature. "As far as I can tell, their species is part of the ecosystem of the Skaven Under-Empire. Their venom is a paralytic, and any Skaven or greenskin they capture is taken back to their hive to feed the other castes - the web-weavers and the egg-layers. They like to have a properly-established nest-"

"Like to?" Prince Kazrik interrupts doubtfully.

"Yes, each individual hunter is about equivalent to a big cat in intelligence, and the web-weavers and egg-layers would be helpless on their own. But collectively, they form a single rather intelligent mind, capable of abstract thought and complex decision-making. They seemed rather shocked to discover that any being outside their species was capable of it, and combined with the formidable defences the Dwarves have demonstrated, they're open to an alliance."

"Are you telling me you've negotiated an alliance with spiders?" King Belegar asks wearily, his eyes returning the unnerving multi-directional stare of the hunter-We.

"Well, if you just want to get rid of them, if you cleared a way into the Underway they'd be happy to take it and get back to preying on Skaven or greenskins. But I think that would be a wasted opportunity. They switched from Skaven to greenskins because the Skaven would respond in force after they lost too many clanrats to the spiders, and while the greenskins are trickier prey they don't react with guns and flamethrowers. So we could just point them at one or the other and call it a day, but if we guaranteed a safe defensive position, the Skaven would not be able to find the nest and would suffer effectively permanent attrition."

"They had me at the part where they eat Skaven," Prince Gotri says.

"They can't have the Chiselwards," Princess Edda says. "There's no other place in Karag Lhune that could fit us, excavating would take too long, and we'd have to evict the Undumgi from Karag Nar if we went there instead."

"She's right, we can't have them next door to our sleeping quarters," King Belegar says. "If you can figure out a communication that works after your Gorzhufokri leave and find them a place behind our defences that doesn't let them crawl into anyone's beds if they're of a mind, they can stay. Otherwise, point them into the Underway with a hearty goodbye."
Yeah, it was a REALLY good idea to NOT suggest that they be pulled straight on into the community.

Now that they know what they're looking at, the Council is leaning in with fascination, and circling it to get a better view. You let their conversation continue for a while as Dreng sends for his cartographer, and then you interrupt casually. "Oh, and while I was down there, I reclaimed this."
You picking up a Dwarven sense of dramatics, Mathilde?

You spent quite some time cutting free the Skaven leather and washing off the worst of the blood and stains, but there's still a fair bit keeping the gromril from shining. On top of that, jagged rents showed where some Skaven had gradually worked away at what had once been a single piece to cut it in two, so it could be crudely strapped to some Skaven champion. Nevertheless, all eyes are instantly locked on the gromril breastplate.

You had warned him ahead of time, as well as making your recommendation as to the use it could be put to, and King Belegar is not frozen in shock like the others. He leans forward, picking up the craftsmanship as carefully as if it were the most fragile crystal instead of one of the hardest known substances in existence. Turning it over in his hands, he runs calloused fingertips over the runes engraved in the inside, near the neck.

[Rolling...]

"Zhufbar," he finally says.

Prince Gotri picks up the other piece and examines it with care. "Ironbreaker," he concludes. "Expeditionary rather than Hold defence. Old design. About the year 4000, give or take." You mentally convert it to the Imperial calendar in your head; that would make it about fourteen centuries old.

King Belegar stares at the breastplate, his mind working. "A heavy loss," he says slowly.

Prince Gotri shrugs. "Gromril's gromril, of course, but Expeditionary. Property of the Crown, distributed as needed for specific mine-and-dash jobs. Mangled by rats and an outmoded design besides. We'd not say no if you're feeling generous, but it'd be worth no more there than it is here."

"Then," King Belegar says, "I believe we can find a suitable use for it."
Very lucky, that it was of a hold to which is not against us (even if that was a list of two) but also one we had a Councilor of, and a fairly open one at that. A traditionalist would not have acted with such blase (you know...for gromril that belonged to one of their hold)

Deep in the heart of Karag Lhune, Kragg grimaced at the Rune he had just struck. A shoddy job, it would barely last a century or two before beginning to fade. He resisted the urge to throw it back into the crucible; this was only needed for a single task, and in these dire times such shortcomings had to be accepted. He threw the amulet at the beardling that was sadly necessary for the task at hand, and the youngster stammered thanks that he utterly ignored.
Why do I have the feeling what he just tossed aside is still enough for whole kingdoms to go to war for?

Any unprotected Dwarf would risk passing out in the heat the white-hot furnace was giving off, and it still wasn't quite hot enough for the task at hand. Smelting gromril was hard enough; purifying it all the way to glimril was lost, and even getting it to a state that it could hold the most powerful of runes was beyond just about any Dwarf born to this benighted time. Lucky for the Karaz Ankor that Kragg still remained.
Purified, huh. Of impurities? Physical or metaphysical I wonder...?

As the Grandmaster of the Karak Azul Guild of Blacksmiths shovelled more fuel into the rune-enhanced fire under the protection of the newly-made amulet, Kragg grimaced once more, this time in distaste at the mold. Molding! A proper Dwarf worked with hammer and molten metal, and if it took decades and wore out hammers by the score, then so be it. And the shape, too.
Wait...they're working together? Wow...well, sort of. I got the feeling collaboration was impossible?
 
[ ] Plan Preliminary
[ ] [MAXIMILIAN] Current Task: Teach the We written Reikspiel.
[ ] [JOHANN] Allow him to spend all his time investigating Clan Skryre.
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
-[ ] Assist Gunnar with burial rites for Humans
[ ] Help the We establish their new nest below the Citadel.
[ ] Deliver King Belegar's request to the College for a translation item (does not cost an action).
[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
[ ] 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)
[ ] The Gambler: specify an action this will apply to.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
[ ] [TOWER] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-Dwarven Magically Grounded Lab (5 favors)

So this is a very preliminary plan I threw together on my lunch break. Feel free to point out if I got anything wrong!
 
[ ] Deliver King Belegar's request to the College for a translation item (does not cost an action).
[ ] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
[ ] Help the We establish their new nest below the Citadel.
[ ] Help the We establish their new nest below Karag Lhune.
[ ] Help the We establish their new nest below Karag Nar.
Hmm. Free action to get a translation item (IIRC, we have more to do with Dwarf favor than College, so maybe ask for it ourself?) Of the three areas, under the Citadel seems best both for our friends' peace of mind, and the We's ability to hunt Skaven. Probably have one of our Journeymanlings try to teach them Reikspiel as a backup?

[ ] Francesco Caravello has emerged as the leader of the Undumgi. He will likely end up under Dreng's or Princess Edda's control, but you could step in and bring them under yours. 2 organisations cost 1 action per turn.
I very much want to get control of the Undumgi if possible. Would probably synergize nicely with the EIC. Of course, it also means losing another action slot (on the other hand, maybe we could use the spare to hire another Journeymanling?)

[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
I'm fairly certain some of the Questers will riot if the winning plan doesn't include this.

Aside from that, hrm, divided between setting up a Ranald Shrine (since we really want that done sooner rather than later), setting up info network, or more scouting.
 
[ ] 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)
[ ] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[] Research room
[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
[ ] Teach the We Dwarven semaphore.
[ ] Help the We establish their new nest below the Citadel.
[ ] Some of the richest parts of the historical Karak were under the Citadel. See who currently resides there.

Better Familiar bond is generally rather helpful. Research Tower is kinda needed to properly study the Wisdom's Asp. Teaching the We Dwarven Semaphore is probably alot easier than teaching it writing, and will hopefully allow at least basic communication relatively quickly, and we can teach written language later. Also, Semaphore is a lot faster than writing. Helping the We get a base behind our defenses is extremely useful, and if I recall correctly the Citadel is in the middle, which makes it easier for them to get everywhere else, and gives an excuse to figure out what lives under there right now, and see what's up with those riches.

Then of course, Study that Wisdom Asp blood. Very important.
 
Hmm. I'd say investigating the Lhune deeps only if we plan on putting the We down there, as otherwise my vote would be to put them under the Citadel, and become living defenses for the underground bits.

Also, I'd say throw Johann at Moulder instead of the other two, since they're over in Zifilin and he might turn up some information about the Yar defenses while he's mucking about.
 
Let's just let Johan spend all his time investigating Clan Skryre before he sulks as for Max I rather not share anymore credits for writing and do the writing ourselves even if its take an effort.
Perhaps we could find that large chaos toll by scouting [ ] Some of the richest parts of the historical Karak were under the Citadel. See who currently resides there or check on Greenskins at Karagril, hoping we do at least one scouting a turn.
 
Last edited:
Back
Top