But we will likely need to spend actions to actually learn that stuff. We already have a lot of things we would like to learn if we ever find the time, new spells foremost.
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.
I think it's less collaboration, and more that the grand-master is acting as his apprentice, stocking the fires etc., in order to get to watch him in action.
Someone's got to make the sword actually a sword. Kragg could do it but he would reluctantly concede that he's not the best weapon-maker currently alive.
The Boys: I'm inclined toward setting Max on the spider autopsies to gather more info for the purposes of a Very Good research paper later on. Johann I'm tempted by letting him off the chain and siccing him on Clan Skyre. It'd keep him happy for a few turns and is a good "graduation" gift.
EIC: Being upfront and honest with the dwarves is Pretty Important, especially before we start pumping out new branch offices.
Current Mandate: Calling in favors for the translator as a free action and establishing a new nest both seem like a top priority to me. It'd be good to teach them an alternate language, but having something to hand that would let basically anyone establish basic contact is Good.
Self Improvement: I'd like to hammer out Invisibility, but we've probably got more pressing matters.
K8P Friendly: Wanna get the temple set up asap. I'm not opposed to going public with it.
Research: Hive Mind research is up there for me, to contribute to the We paper we eventually get Max to write! Snake Juice is up there too, but I imagine will probably continue to get pushed to the side forever.
Publish/Perish: I'd like to get the MAP out into the world.
Penthouse: Basement time! More space is more appealing to me.
Personal Relations: Wolf deserves some attention. The sooner he's yapping at us in woofspiel the sooner it's harder for him to disappear off screen! 🐺❤
But we will likely need to spend actions to actually learn that stuff. We already have a lot of things we would like to learn if we ever find the time, new spells foremost.
But does learning new spells give you interesting interactions with fascinating npc and exposition for good worldbuilding on soul lore and dwarven religion?
In my rating of cool shit, new spells are nowhere near.
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.
Think Semaphores would be better than writing. Its faster, easier to use in combat or to stop a combat. Significantly less complicated to learn too, which helps.
Someone's got to make the sword actually a sword. Kragg could do it but he would reluctantly concede that he's not the best weapon-maker currently alive.
So, let's think backwards from what we have right now when planning the tower. It's a large, square room with windows on all four sides, but not so large that one big rug didn't cover enough of it. There is presumably some glass/shutters on the windows to keep out weather to protect books, and a fireplace, probably in the corner.
It has one door that basically opens directly onto the main highway for the city. No way in hell is this staying our bedroom, for sure.
My proposal is as follows: six layers, tower roof plus two tower layers, the current penthouse room as the fourth, two more below.
Put one of these fog condensing net things on the very top.
At the base of that, still in the open air, your Ulgu ritual space- a flat circular pool a few inches deep of collected water from fog, with a stone and metal ritual circle raised a few inches above the surface of the water, isolated in the middle of the water.
Put an overflow drain on it, and put a cistern/baths as the next level down. We liked it in Goldshire, lets rock it here- the ulgu soaked into the water-from-fog will be great for our skin. Plus, it gives us a personal water supply we can guarantee against tampering.
Next is bedroom and personal spaces. Include a small, hidden, secure personal safe, where we can keep the most important items.
Edit: and then immediately above the penthouse, a dwarven lab for the bonuses, I guess. Works for me, plans have been voted for, just makes the tower a bit taller and means more stairs between library/vault and lab.
We turn the penthouse into a parlor/study. This is where we will receive visitors- it has the giant impressive door and very, very public way to and from, so having people gawk every time the door is opened should be expected. This is where we can have guests read our books without lending them out, this is where we be political; it is the original dwarf build of the Karag. Keep the trophies here, basically, but we should maybe look into restoring the mural sometime in the future. It'd be dwarf silver straight into dwarf pockets, so fits exactly into the justifiable expense category.
Below that, with a separate entrance from the penthouse than the way up to our personal quarters, our lab and library. Save ourselves the trouble of carrying the books up and down stairs, keep the rooms magically neutral, but have them immediately accessible from the parlor/study so if we want to take or let people go into our library or lab (to show them a result), it's easy.
Below that, the vault. Have it securely entered from the lab so we can keep our samples and curiosities close to hand for experimentation.
If needed, we can build out two more rooms below the library (special collection room?) and pretty much as many as we want below that. But I do want to keep the penthouse room as the sole entry/exit point from the Karag, I want the liber mortis separate and secret from everything else but also in a place we can keep an eye on it, I want a giant tub with as much hot water as needed and a great view.
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. 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.
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. Hammers were best, of course, with axes a close second. A pick was a worthy weapon in a pinch, and Kragg would reluctantly concede that spears had a time and a place. But swords?
Heh, Kragg gonna Kragg. The Grandmaster of the Karak Azul Guild of Blacksmiths could not possibly be anything less than a Longbeard by anyone else's standards, but to Kragg? Just a Beardling.
I am so glad it came from Zhufbar and we had a high-ranking member nearby... If we were aware of this, I probably would have actually voted for melt it down as long as we have their consent and I would have considered that reasonably likely given we know them.
Hm, I'm guessing the other items for the dwarfs will take the proper (by dwarf standard) amount of time.
Would it be better to contact the Cult of Morr rather than helping directly?
Hmm, true. Mors, then? We explicitly mapped the very heart of their domain and hung around in what was presumably one of their cities, so we'd know their turf best.
I'm not exceptionally interested in putting more on our plate with controlling the Umdumgi. Not even guaranteed to be a success, nevermind the many issues that could come from us going beyond our purview.
And for the grandmaster, that would likely be the pinnacle of his career: he gets to forge a gromril weapon of legend runed by Kragg up to 11. It may be one of masterpieces for Kragg, but it is THE masterpiece for the guildmaster.
If you do build a library room, you can subdivide it into public/approved access only/super secret sections, or however else you'd want to. It wouldn't take extra rooms.
Sorry to see that Francesco Caravello didn't get a scene, but oh well. Since we're probably not going to take over his organization I guess he'll just fade out of the story, never having become relevant enough for screentime. Wandering around with the councilors and seeing their works was much more interesting than the old Stirland council scenes which was pretty great.
But does learning new spells give you interesting interactions with fascinating npc and exposition for good worldbuilding on soul lore and dwarven religion?
In my rating of cool shit, new spells are nowhere near.
I'm not exceptionally interested in putting more on our plate with controlling the Umdumgi. Not even guaranteed to be a success, nevermind the many issues that could come from us going beyond our purview.
Yes, the elite troops of the Empire use greatswords, but they use them in open battle, typically in fields in wide open spaces.
They may not be "anywhere near as unwieldy as some people think", but that still leaves them as unwieldy weapons. While you can halfsword and do other stuff with them, there are still good reasons why they aren't used by rangers, light infantry, organised criminals, and others.
They are simply a poor choice of weapon for someone in our field. The fact that they may be used by elite soldiers of the empire under very different circumstances simply doesn't change the fact they just aren't good weapons for someone like us.
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.
It still seems a bit odd, since that greatsword captain would certainly have been an expert in using a regular one handed sword as well. Even if there was no better choice or option at the time, it seems strange that we've just stuck with it since then, instead of finding a weapon/instructor better suited to us.