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I feel like Protector for moving the We would work out very well—it would make the We more inclined towards altruism. We'd be protecting them from danger of Skaven retaliation (which we didn't cause) so it should trigger based on how it's phrased AND we'd be protecting the Dwarves from the danger of the We trying to break out. Given how early it is in the We's exposure to civilization the idea of altruism rather than just alliances of convenience could be a big deal, and moving them under the Citadel is unlikely to be a risky enough process to actually need the Gambler boost.
Point. and you aren't the first on to suggest it. I'll switch.
 
Using the extra actions on relatively low risk. How bad can you screw up an autopsy or testing out webs? I mean, even the poison is only a paralytic!
Eh, not exactly. If it's neuroparalytic then nerve damage can result? Either way... no thanks.
But you can only piece this together because you've seen what the spell looks like before it was triggered. If all you had to work with was the body, you wouldn't have been able to piece it together, any more than you could have figured out what shape an ice sculpture had been before it melted by examining the puddle it left. You drive yourself to try anyway, and in the end all you manage by pushing yourself so hard is almost nodding off in the chest cavity of the man before Van Hal stops you from slumping forward.

...

[AUTOPSY, Req 60, Learning, 35+13=48. Nothing new learned.]
[OVERWORK FAILURE, Roll, 96. Severe (and gross) consequences avoided.]
[VAN HAL'S AUTOPSY, Req 60, Learning, 49+16=65. He's written a paper on it.]
In addition, overwork 'accumulates' IIRC- it's really only for Emergency Times.
 
New actions were apparently added after I first looked for going after Mors directly

Now with:

[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.

For going in heavy on anti-Citadel

[] Turn 20 Down with Clan Mors
-[ ] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
-[ ] [Johann] Allow him to spend all his time investigating Clan Mors.
-[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] 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.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.
--[] Ranald's Coin - The Gambler on this one.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
-[ ] [PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[ ] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
-[ ] [COIN] The Gambler: Investigate Pressure on Clan Mors

[] Turn 20 Down with Clan Mors - Extra Actions
-[ ] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
-[ ] [Johann] Allow him to spend all his time investigating Clan Mors.
-[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] 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.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.
--[] Ranald's Coin - The Gambler on this one.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
-[ ] [ADD] Additional Task - Study the webs the We produce.
-[ ] [ADD] Additional Task - Perform a series of autopsies upon the corpses of the We; they have confirmed they are okay with this, and would otherwise simply eat them.
-[ ] [PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[ ] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
-[ ] [COIN] The Gambler: Investigate Pressure on Clan Mors


So two versions of my preliminary plan, which stopped getting comments because it got buried in the flood of pages.

[] Turn 20 Down with Clan Mors
-[ ] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
-[ ] [Johann] Allow him to spend all his time investigating Clan Mors.
-[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] 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.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.
--[] Ranald's Coin - The Gambler on this one.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
-[ ] [PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[ ] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
-[ ] [COIN] The Gambler: Investigate Pressure on Clan Mors

[] Turn 20 Down with Clan Mors - Extra Actions
-[ ] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
-[ ] [Johann] Allow him to spend all his time investigating Clan Mors.
-[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] 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.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.
--[] Ranald's Coin - The Gambler on this one.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
-[ ] [ADD] Additional Task - Study the webs the We produce.
-[ ] [ADD] Additional Task - Perform a series of autopsies upon the corpses of the We; they have confirmed they are okay with this, and would otherwise simply eat them.
-[ ] [PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[ ] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
-[ ] [COIN] The Gambler: Investigate Pressure on Clan Mors

Using the extra actions on relatively low risk. How bad can you screw up an autopsy or testing out webs? I mean, even the poison is only a paralytic!

There's two schools of thoughts on extra actions:

1) Do them only in the most dire of circumstances where a lot of shit HAS to get done.
2) Do them all the time on the lowest risk, don't care if they fail, possible actions.
 
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Valid, but you do need to know the names of those involved.
Would we need to know the Skaven language for this? Actually, it'd probably be a good idea to learn the Skaven language anyway. Do the Dwarves have books on this we could buy to make it easier? I'd imagine they've got it down somewhere so they can better understand what the enemy is saying.
 
I want to teach the We writing to increase their long term memory storage potential. oral tradition is nice and all, but written stuff tends to last longer.
 
Mathilde has never been a regular wizard, though. Why start now?

I would like to know, if anyone remembers, what the justification for cutting the romance novels from the book plan was? I had to skip that part of the voting period because the thread just moves too fast. I was more than a little disappointed when I saw they'd been removed, because it was a flavourful choice, had social benefits, and we had plenty of money to cover it.
Because now we're allowed to have fun with being a wizard, rather than scraping up little bits of opportunity here or there. Being a wizard is fun.
'Is this a good plan' is not a question to ask for WoG on.
Would a plan to get the We to think that we are helping them using the Protector coin work (as in mechanically, assuming a rationale along the lines of 'My successfully acting to relocate you somewhere acceptable will ensure your safety from Skaven retaliation')?
 
Would we need to know the Skaven language for this? Actually, it'd probably be a good idea to learn the Skaven language anyway. Do the Dwarves have books on this we could buy to make it easier? I'd imagine they've got it down somewhere so they can better understand what the enemy is saying.

Not on the spoken language, but they've got references on the more common runes that have a single meaning. It's part of 'Skaven' in general.

Would a plan to get the We to think that we are helping them using the Protector coin work (assuming a rationale along the lines of 'My successfully acting to relocate you somewhere acceptable will ensure your safety from Skaven retaliation')?

That ability is nowhere near that conceptual.
 
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[ ] Plan Less Preliminary
-[ ] [MAXIMILIAN] Current Task: Teach the We written Reikspiel.
-[ ] [JOHANN] Current Task: Have Johann investigate the properties of the spiders' webs.
-[ ] Help the We establish their new nest below the Citadel.
--[ ] Gambler
-[ ] Spend time assisting with a fellow councillor's task: specify who and how.
--[ ] Assist Gunnar with burial rites for Humans
-[ ] 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.
-[ ] Teach the We Dwarven semaphore.
-[ ] [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.
--[ ] Help the We establish their new nest below the Citadel.
-[ ] [TOWER] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
--Dwarven Magically Grounded Lab (5 favors)
I'm pretty found of this plan; in particular i like that its not switching the college favor for dwarven; i at least tentatively think college will be more useful now that we have the sword. Not sure we need both wolf action and gunnar action, though, so depending on what votes are around when i wake up i'll prolly choose whatever variation on this sort of plan strikes me as best :)
 
Guys, I'm not seeing if the Protector would even trigger with what we are doing, much less work on them.

Furthermore, this turn looks like a great place to start researching the snake juice, as we can put the Gambler bonus on it without worry.

Also, it seems that cashing in favor automatically succeeds, while delivering Belegar's request might require a roll. More reason to go for it.
Summary: it is time-sensitive, as indicated by character thoughts and observations, to get the EIC on a firm moral founding. We have no indication it is time-sensitive to write "but ESPECIALLY not dwarves" in the corporate handbook under "don't cheat anybody."
A long term goal of that magnitude won't suffer any from a six month delay, we are talking 10+ years here at a minimum.

Meanwhile, them fucking up when we went out of our way to establish a branch immediately, when we partially own the place, is beyond embarassing, and might even ding our Reputation.

Fitting it out is going to be in the turn results vote and be available for the coming turn.
This makes it significantly better than I thought.
 
You know, it's possible the We could end up Ranaldites. We've got an example already of cross-species worship in some of the humans here praying to Dwarven gods, and we're probably making a good impression on them...
 
I'm pretty found of this plan; in particular i like that its not switching the college favor for dwarven; i at least tentatively think college will be more useful now that we have the sword. Not sure we need both wolf action and gunnar action, though, so depending on what votes are around when i wake up i'll prolly choose whatever variation on this sort of plan strikes me as best :)
I have updated the plan further, although I did decide to swap favor on the basis that Dwarf favor is much more difficult to come by in the long term.
 
Yes, let us grant the alien hive intelligence the tool of writing, that they may amass knowledge from one This-We to Another This-We forming webs of insight beyond that of the most resonant Echo, and one day even pass it from We to Other-We.
Nothing bad can ever come of this. :V

I know you're not entirely joking about that, but having our entire ability to communicate with the resting on a single (losable) magic item kind of seems like a bad idea too. Even if not actually lost, a magic item can only be in one place at a time, and sometimes a spider might need to make itself understood out "in the field".

"SKAVEN COMING" to perimeter guards could save lives someday.

Then the magic item is for sophisticated negotiations.
 
[ ] 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).
I am many pages behind on discussion, but I'm seeing a lot of plans which go with delivering Belegar's request instead of converting favor. I would like to remind people that there is a Lifetime Favor Gained score which forms the basis for both College and Dwarf Rep, and that means it is always desirable to gain more favor of either type when we have the opportunity. In a case like this, we'd be changing 3 Favor for 3 Favor- but we'd also be gaining 3 Dwarf Rep while losing no College Rep. This means that it is more profitable, in reputational terms, to act as a middleman between our two sources of favor than to have them interact with one another directly- as expected; the middleman always makes bank.

So when planning, remember this. And vote:
[ ] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
 
Guys, I'm not seeing if the Protector would even trigger with what we are doing, much less work on them.

Furthermore, this turn looks like a great place to start researching the snake juice, as we can put the Gambler bonus on it without worry.

Also, it seems that cashing in favor automatically succeeds, while delivering Belegar's request might require a roll. More reason to go for it.
Well, let's ask. @BoneyM, would the Protector side of the coin trigger when we move the spiders? What does Mathilde think the effect would be?
 
People, the sentinent spiders are cool and all, but please, step on the brakes there for a moment.

They have no concept of morals whatsoever, and people are talking about introducing them to religion?

They can't conceptualize trade yet.
 
A long term goal of that magnitude won't suffer any from a six month delay, we are talking 10+ years here at a minimum.

Meanwhile, them fucking up when we went out of our way to establish a branch immediately, when we partially own the place, is beyond embarassing, and might even ding our Reputation.
We have no indication that they are going to fuck up immediately, though, and a lot of indication that the EIC is dangerous if we do not take it in hand. Again: Mathilde considered dismantling it herself. We have a lot of capacity to mitigate the damage if they put their foot in it while dealing with the dwarves, and no capacity to mitigate the damage if the rot sets in at a corporate culture level before we immunize it.

I know it's a long-term project, but the EIC is growing super fast, aided in no small part by our own efforts. The sooner we start, the sooner it self-propagates.
 
Well, let's ask. @BoneyM, would the Protector side of the coin trigger when we move the spiders? What does Mathilde think the effect would be?

If you have to explain why that counts instead of it being absolutely straightforward obvious, you're barking up the wrong tree. "Killed Skaven that were going to attack you." Sure. "Distracted them so they couldn't attack you even though they were gonna," fine. "See because I personally mapped out a home for you that was behind our defences, I am saving you from potential future attacks-" no.
 
We have no indication that they are going to fuck up immediately, though, and a lot of indication that the EIC is dangerous if we do not take it in hand. Again: Mathilde considered dismantling it herself. We have a lot of capacity to mitigate the damage if they put their foot in it while dealing with the dwarves, and no capacity to mitigate the damage if the rot sets in at a corporate culture level before we immunize it.

I know it's a long-term project, but the EIC is growing super fast, aided in no small part by our own efforts. The sooner we start, the sooner it self-propagates.
The sooner we set this groundrule down, the sooner we can start working on decade-long objectives.

Pay closer attention, most of the new actions are about trading with dwarves. The trend should only continue.

This is downright a requirement to continue making good use of these EIC actions, and exactly the sort of thing we are taking them at all for.
 
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I don't think it is a good idea to do the snake juice this turn, because of the way the quest uses the rolls to influence the narrative. My fear is that getting a low roll this turn will retroactively make the juice narratively less useful. We can wait for one more turn while we build a tricked out laboratory.
 
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