Voted best in category in the Users' Choice awards.
Voting is open
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 :)
Love this plan. Good synergy, doesn't tunnel-vision on the short term. Has Wolf and Snake.

Besides the Gunnar v Wolf issue, what are the drawbacks for Plan
[] Turn 20 Down with Clan Mors ?

There's alot of synergy with focusing our and Johann's attention on the Under Citadel this turn, if we are going to relocate the Spiders there.
 
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).
That's fair. I'll change over, since my plan includes two Waaagh papers to regain College Favour we're changing out (and probably gain the Favour immediately, since we'd be dropping by the College anyway).
 
Lets see, actions first, since voting opens in like 2 hours and I'd like a workable action plan before that.
Journeyman Maximilian de Gaynesford, Gold Wizard
[ ] Allow him to spend all his time on his metalworking studies.
[ ] Have Maximilian learn a skill: specify what from who. You may pay for a trainer.
[ ] Have Maximilian learn a spell: specify which.
[ ] Current Task: Have Maximilian perform or assist with spider autopsies.
[ ] Current Task: Have Maximilian investigate the properties of the spiders' webs.
[ ] Current Task: Have Maximilian teach the We written Reikspiel.
[ ] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
[ ] Have Maximilian write a paper on a subject you dictate.
I don't think theres urgent studies needed anymore. Best have him on the teaching job, or hit up paper if we want it.
Magister Johann, Gold Wizard
[ ] Allow him to spend all his time investigating Clan Moulder.
[ ] Allow him to spend all his time investigating Clan Mors.
[ ] Allow him to spend all his time investigating Clan Skryre.
[ ] Have Johann learn a skill: specify what from who. You may pay for a trainer.
[ ] Have Johann learn a spell: specify which.
[ ] Current Task: Have Johann perform or assist with spider autopsies.
[ ] Current Task: Have Johann investigate the properties of the spiders' webs.
[ ] Current Task: Have Johann teach the We written Reikspiel.
[ ] Have Johann attempt to write a paper (choose which from 'Publish or Perish')
I suspect if we don't let him play with Skaven soon theres a chance he'd just resign and operate independently instead.
Which option we choose depends on which recon action we favor.

The Eastern Imperial Company
Your outstanding debt: 1,200 gc
Your share of EIC profits: 100 gc / turn
Current Focus of the EIC: Handgun Factory in Blutdorf


[ ] Call in 1 favour for Dwarven expertise for the Factory's safety.
[ ] Call in 2 favours for Dwarven expertise for the Factory's efficiency.
[ ] Call in 4 favours for Dwarven expertise for the quality of the products.
[ ] Establish an outpost of the EIC in The Moot.
[ ] Establish an outpost of the EIC in Zhufbar.
[ ] Establish an outpost of the EIC in Barak Varr.
[ ] Strike a deal to have the EIC take over Barak Varr - K8P transportation contracts.
[ ] Strike a deal to have the EIC purchase and resell Ulrikadrin timber.
[ ] Strike a deal to have the EIC supply and control the shops of Karag Nar.
[ ] Instil corporate policy: information gathering (news).
[ ] Instil corporate policy: long-term financial good of the Empire.
[ ] Instil corporate policy: medium-term financial good of individual Provinces.
[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
[ ] Attempt to build your own information network within the EIC.

Okay, so with an EIC branch opening in Eight Peaks, theres only ONE option thats absolutely mandatory here:
[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.

However, if we had additional actions to spare the following can be useful:
[ ] Strike a deal to have the EIC purchase and resell Ulrikadrin timber.
[ ] Strike a deal to have the EIC supply and control the shops of Karag Nar.

Its not badly in need, but somebody would be moving in on both deals sooner than later, and this represents a powerful flow of information(and profit) we could sit on.
The shops especially. People love to gossip to their shopkeepers.

Current Task: Investigate the Chiselwards spiders.
[ ] Teach the We written Khazalid.
[ ] Teach the We written Reikspiel.
[ ] Teach the We Dwarven semaphore.
[ ] 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.
[ ] Study the webs the We produce.
[ ] 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.
Okay, so lets see:
No brainers:
[ ] 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).

We don't need Dwarf favor so badly I think, though Reputation boost never hurts, we need it more in the College.

However, keep in mind relying on magic items is a stopgap, items can be lost or stolen. So one of the following is important as a backup channel.
[ ] Teach the We written Khazalid.
-Spiders are more likely to encounter dwarfs than anything else in their natural habitats.
-Khazalid, from the sound of what we've seen is a very precise language. Theres a word for everything and every plausible sub-category of the thing is reached through appending prefixes/suffixes. This gels somewhat decently with what we know of the spiders native thought structures, though the stone metaphors are going to fly overhead.
-Written Khazalid is too slow to use in an urgent situation.

[ ] Teach the We written Reikspiel.
-Reikspiel is spoken by a lot more people overall, even Greenskins and Skaven know some. This is useful for potential spying applications, but not good for keeping them strongly on our side.
-Reikspiel is a 'messy' language, as befits one cludged together like the Empire's origins. Loan words abound, which makes full understanding likely frustrating to the spiders.
-Written Reikspiel is too slow to use in an urgent situation.
-Action efficient, we can throw a Journeymanling at this

[ ] Teach the We Dwarven semaphore.
-Fast and straightforward to use in a hurry. Spiders might actually be better at it than people with only 2 limbs free to use.
-Semaphore has strong similarities to what the Spiders seem to use for internal communication, expected to be learned very fast.
-Semaphore is more or less useless for conveying complex ideas beyond Go Here Go There. We'd need to rely on the magic item for actual negotiations.

And we need this to be done definitely.
[ ] Help the We establish their new nest below the Citadel.
-Directly in line to eat lots of Skaven.
-Higher exposure to risks, but from what I gather the spiders are fine with it as long they can have their breeders in sheltered areas. No other losses are critical in terms of anything but food costs.
-Citadel is the Underway Hub and riddled with complicated tunnels. Good for spiders to web up, not so good for pushing an organized force through until you hit the big chamber.
-More difficult to negotiate further if they're actively engaged in fighting.

[ ] Help the We establish their new nest below Karag Lhune.
-Directly in line to guard Lhune from Underway intrusion
-A Hive is REALLY good for 'fortifying' the Abyss by webbing clean across the thing.
-Partly secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Khazalid of course given the residents.

[ ] Help the We establish their new nest below Karag Nar.
-Directly in line to guard Nar from Underway intrusion
-Already secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Reikspiel given the residents.
-Higher risk of unfortunate accidents. Humans are not known for listening to instructions reliably.

Karak Eight Peaks, friendly:
[ ] 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.
[ ] 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 have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and keep it for yourself.
[ ] Settlers, traders, and prospective wives are arriving. Start building an information network amongst them.
[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck and make sure that when an underworld emerges, it will be a Ranaldian one. This cannot be tracked back to you.
[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck to send individuals who will construct an underworld under your command. This will be concealed, but could be tracked back to you. Will be under your control; 2 organisations cost 1 action per turn.

[ ] 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.

This is a straight power grab. None of his actions are likely to be useful in Court Wizard jobs. Better off under Marshal or Steward.
Pass.


[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.

Sooner better than later. The migrants should be arriving this turn and we want this going already.


[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck and make sure that when an underworld emerges, it will be a Ranaldian one. This cannot be tracked back to you.
[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck to send individuals who will construct an underworld under your command. This will be concealed, but could be tracked back to you. Will be under your control; 2 organisations cost 1 action per turn.

We actually have a confirmed crime free environment right now and this is very dodgy behavior.

Karak Eight Peaks, hostile:
[ ] Kvinn-Wyr is full of trolls. Investigate this for yourself.
[ ] Travel underneath Kvinn-Wyr and investigate Karag Mhonar.
[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.
[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.
[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
[ ] Clan Moulder are set up under Karagril. Investigate.
[ ] Greenskins currently occupy Karagril. Find out what tribe they are and who rules them.
[ ] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.
[ ] Kvinn-Wyr is full of trolls. Investigate this for yourself.

Dreng said this is contained. The trolls come out, see a wall and wander back in.

[ ] Travel underneath Kvinn-Wyr and investigate Karag Mhonar.

They can't reach us. Barring sensing large amounts of magical energy surging theres no rush on this yet.


[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.

If we have a strategy for causing the Skaven to fall even further into infighting this is useful.

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

Premature, unless Belegar said hes going to launch a strike force this turn, the havoc would be regenerated soon enough.

[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.

This has strong synergy with Johann being allowed to investigate the Skaven, and gives him some incentive to play along after we showed him the stick last turn.
Also synergy with setting up spiders under the Citadel

[ ] Clan Moulder are set up under Karagril. Investigate.
[ ] Greenskins currently occupy Karagril. Find out what tribe they are and who rules them.

Kick up Greenskin-Skaven infighting a notch potentially.

[ ] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.

Relatively low priority. Theres probably bad shit down there but its been there a long time.


Research:
[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
[ ] Instead of seeking the secrets of the blood, simply see if it can be weaponized in some way.
[ ] You've got Ranald's Coin around your neck. Study it to see if you can gain an insight into Divine Energy.
[ ] Send to the Grey College for the appropriate scrolls to learn a specific spell: specify which.
[ ] Investigate how Pall of Darkness interacts with your sharpened magical senses.
[ ] Investigate how the We communicates with... itself?
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and see if this works with Warpstone.

[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.

We have a useful lab now and I suspect people are sick of waiting.


[ ] Send to the Grey College for the appropriate scrolls to learn a specific spell: specify which.

We got a whole bunch of spells we might want to learn. Illusion, Shadow Knives and Invisibility especially.


[ ] Investigate how Pall of Darkness interacts with your sharpened magical senses.

Valuable for Deep Recon if things go bad.


[ ] Investigate how the We communicates with... itself?

Synergy with Spider diplomacy/teaching actions. Knowing how they communicate with themselves helps a LOT with developing a perspective on their psychology and making sure ideas don't get lost in transmission.


[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and see if this works with Warpstone.

Synergy with Skaven Sabotage, though I'd suggest we figure out HOW to do it and only do it just before a major strike.
...also if we set off the giant piles of warpstone we might wind up with Seven And A Half Peaks. Probably best to know for sure before we do things.
Publish or Perish (if Max is writing papers you dictate, two of the below can be selected for a single action):
[ ] Collate the information that the Army of Stirland collected during the Purge.
[ ] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
[ ] Write a paper on your personal understanding of countering Waaagh Magic.
[ ] Write a paper on the Black Orc Warboss' worship of Only Gork, and what you saw of the Rogue Idol ritual.
[ ] Write a paper on Mathilde's Multidimensional Aethyric Projection.
[ ] Write a paper on the We.
Remember while we aren't actually short on College Favors, the longer we wait between doing a thing and writing a paper on it the harder it is due to fading memories.


Karag Nar Penthouse: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
[ ] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
Setting up rooms for specific purposes will have to wait until new rooms are constructed or excavated. Only one construction or excavation can take place at a time, but you can do one of each.
Building downwards will increase by 1 each time; second set of excavated rooms will be 3 rooms, third will be 4, and so on.
Building upwards can be added upon; towers can be added on to or additional towers can be built. The distinction between the two is entirely cosmetic.
I think digging a place to put our books OR building a tower lab so people can release their Snek Juice pressures are probably the best priority right now.
Personal Relations: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] 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)
[ ] Get in touch with Julia and find out if she'd be interested in passing on information to you.
[ ] 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)
Easy choice this time, appease the pupper lovers.
HOWEVER!

[ ] Spend time assisting with a fellow councillor's task: specify who and how.

Gunnar is facing a tough job burying a lot of humans he only has incidental lore on. We can help. Its also polite to help him BEFORE trying to squeeze training out of him

So assembling a vote structure:
Max 0/1
Johann 1/1
EIC 0/1
Social 0/1
Penthouse 0/1
Personal 0/4
Coin 0/1
Overwork 2/2
[ ] Plan Citadel Focus
-[ ][Max] Current Task: Have Maximilian 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.
-[ ][Social] 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)
-[ ][Penthouse] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ][Free] 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.
-[ ] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
-[ ] 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 see what you can acquire.
-[ ] The Gambler: You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
The main thrust of this plan is to point half our actions at the Citadel:
-We go see what else we can liberate from Mors. If we found Gromril lying around in their market theres probably more.
-We appease Johann a bit by letting him advance his mission(this also means that if Johann is adequately stealthy we can run a 2x Magister mission)
-With the probing we can also identify where would be a good place for the spiders to nest.

Then we have Courtesy actions:
-Make sure the EIC plays nice
-Help Gunnar and befriend him before we start trying to get him to train us.
-Get the Ranald shrine set up ahead of the new migrants. Its easier to accept if its already there.

Then we have the player appeasement actions:
-FINALLY spend time with Wolf
 
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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.
Yeah, it's only partially a joke, but I like Semaphor for spider-pedipalp-waving thematic reasons.
Plus doesn't having two Overwork actions mean that there's an even bigger penalty than normal
Not sure, don't even know if it's been proposed before.
 
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-Johann is good at material science, let him investigate webs.
-Two shots on teaching spiders how to communicate.

Webs are honestly way less time sensitive now that we know where the spiders are going to be sticking around, and we can ask for them in the future. I'd also prefer to keep at least one wizard on skaven duty per turn.

So my preference would be to drop webs and one teaching slot, put Johann on Mors and Max maybe writing a paper for us?

@TotallyNotEvil
We kinda don't have lab yet to investigate the juice. We only established "guest" Journeymen-level lab last turn.

It's still good enough to get started, right?

Any other suggestions?

As above. There's no real reason to investigate webs right now, but skaven are dangerous and we just developed a beautiful map of all of clan mors' holdings that we can hand to Johann for footnoting and analysis.

Same with autopsies- we can ask for spider bodies in the future when we get around to writing a paper on the spiders, but for now I think we are better off either having him write another paper from the existing stack of topics or get a trainer for him to buff his skills and make his future actions more valuable.
 
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.
I don't know, if anything it's a simpler concept: 'There's a really strong not-We that likes it when We do certain things and not others' is pretty easy.

Plus, Ranald can communicate with his priests, and the spiders are about as smart as cats. He only needs to get in contact with one or two of them and they can get the rest done themselves, if they'd like.

As for the coin, well, it might not work this turn, but stopping any dedicated Skaven exterminators should work out.
 
Do we have any indication that EIC merchants are likely to lie to dwarves or cheat them? Any at all? I am paying close attention, and as far as I can tell, the things that Mathilde's observations have flagged as potentially problematic for the EIC aren't "this organization's members are dishonest" but "this organization is growing frighteningly powerful." We're expending a lot of effort worrying about something that might be egg on our face as opposed to something that we have already worried might be a threat to regional stability and prosperity.

The logo for the EIC is a joke by BoneyM. That's the logo of the East India Trading Company, a corporate entity so powerful that it was basically a nation-state of its own. In a very real sense, for a long time it ruled substantial portions of England's colonial possessions, not the crown. That's the Bad Ending for the EIC, not "we fuck up with the dwarves."
 
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The main thrust of this plan is to point half our actions at the Citadel:
-We go see what else we can liberate from Mors. If we found Gromril lying around in their market theres probably more.
-We appease Johann a bit by letting him advance his mission(this also means that if Johann is adequately stealthy we can run a 2x Magister mission)
-With the probing we can also identify where would be a good place for the spiders to nest.

This is the main reason why I can't vote for Plan TNE - it doesn't do anything to appease Johann in a way that is related to our big priority this turn - helping the WE relocate to the Under-Citadel. We should really set Johann on Clan Mors, go with him to raid Clan Mors further and run interference for the WE's relocation to the Under Citadel, rather than forcing Joahnn to research Spider Webs - a task that I'm not sure has anything to do with the Relocation.

Basically, if you want to point Johann and Mathilde at Mors, you need to work with the other plans that also point Johann at Mors, because I sense that all the votes that don't point Johann and Mathilde at Mors will rally around Plan TNE V2. Johann I suspect is going to shape up to be a major battleground during this voting round. A unified plan that points Johann and Mathilde at Mors is needed, preferably without overwork.



That plan involves overworking ourselves for extra actions, which can permanently give us negative traits. No thanks.


One plan involves no overwork, and the other doesn't.
 
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As above. There's no real reason to investigate webs right now, but skaven are dangerous and we just developed a beautiful map of all of clan mors' holdings that we can hand to Johann for footnoting and analysis.

Same with autopsies- we can ask for spider bodies in the future when we get around to writing a paper on the spiders, but for now I think we are better off either having him write another paper from the existing stack of topics or get a trainer for him to buff his skills and make his future actions more valuable.
Both good points, and neither of them are doing anything critical right now. What paper do you suggest?
 
Lets see, actions first, since voting opens in like 2 hours and I'd like a workable action plan before that.

I don't think theres urgent studies needed anymore. Best have him on the teaching job, or hit up paper if we want it.

I suspect if we don't let him play with Skaven soon theres a chance he'd just resign and operate independently instead.
Which option we choose depends on which recon action we favor.



Okay, so with an EIC branch opening in Eight Peaks, theres only ONE option thats absolutely mandatory here:
[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.

However, if we had additional actions to spare the following can be useful:
[ ] Strike a deal to have the EIC purchase and resell Ulrikadrin timber.
[ ] Strike a deal to have the EIC supply and control the shops of Karag Nar.

Its not badly in need, but somebody would be moving in on both deals sooner than later, and this represents a powerful flow of information(and profit) we could sit on.
The shops especially. People love to gossip to their shopkeepers.


Okay, so lets see:
No brainers:
[ ] 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).

We don't need Dwarf favor so badly I think, though Reputation boost never hurts, we need it more in the College.

However, keep in mind relying on magic items is a stopgap, items can be lost or stolen. So one of the following is important as a backup channel.
[ ] Teach the We written Khazalid.
-Spiders are more likely to encounter dwarfs than anything else in their natural habitats.
-Khazalid, from the sound of what we've seen is a very precise language. Theres a word for everything and every plausible sub-category of the thing is reached through appending prefixes/suffixes. This gels somewhat decently with what we know of the spiders native thought structures, though the stone metaphors are going to fly overhead.
-Written Khazalid is too slow to use in an urgent situation.

[ ] Teach the We written Reikspiel.
-Reikspiel is spoken by a lot more people overall, even Greenskins and Skaven know some. This is useful for potential spying applications, but not good for keeping them strongly on our side.
-Reikspiel is a 'messy' language, as befits one cludged together like the Empire's origins. Loan words abound, which makes full understanding likely frustrating to the spiders.
-Written Reikspiel is too slow to use in an urgent situation.
-Action efficient, we can throw a Journeymanling at this

[ ] Teach the We Dwarven semaphore.
-Fast and straightforward to use in a hurry. Spiders might actually be better at it than people with only 2 limbs free to use.
-Semaphore has strong similarities to what the Spiders seem to use for internal communication, expected to be learned very fast.
-Semaphore is more or less useless for conveying complex ideas beyond Go Here Go There. We'd need to rely on the magic item for actual negotiations.

And we need this to be done definitely.
[ ] Help the We establish their new nest below the Citadel.
-Directly in line to eat lots of Skaven.
-Higher exposure to risks, but from what I gather the spiders are fine with it as long they can have their breeders in sheltered areas. No other losses are critical in terms of anything but food costs.
-Citadel is the Underway Hub and riddled with complicated tunnels. Good for spiders to web up, not so good for pushing an organized force through until you hit the big chamber.
-More difficult to negotiate further if they're actively engaged in fighting.

[ ] Help the We establish their new nest below Karag Lhune.
-Directly in line to guard Lhune from Underway intrusion
-A Hive is REALLY good for 'fortifying' the Abyss by webbing clean across the thing.
-Partly secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Khazalid of course given the residents.

[ ] Help the We establish their new nest below Karag Nar.
-Directly in line to guard Nar from Underway intrusion
-Already secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Reikspiel given the residents.
-Higher risk of unfortunate accidents. Humans are not known for listening to instructions reliably.



[ ] 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.

This is a straight power grab. None of his actions are likely to be useful in Court Wizard jobs. Better off under Marshal or Steward.
Pass.


[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.

Sooner better than later. The migrants should be arriving this turn and we want this going already.


[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck and make sure that when an underworld emerges, it will be a Ranaldian one. This cannot be tracked back to you.
[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck to send individuals who will construct an underworld under your command. This will be concealed, but could be tracked back to you. Will be under your control; 2 organisations cost 1 action per turn.

We actually have a confirmed crime free environment right now and this is very dodgy behavior.


[ ] Kvinn-Wyr is full of trolls. Investigate this for yourself.

Dreng said this is contained. The trolls come out, see a wall and wander back in.

[ ] Travel underneath Kvinn-Wyr and investigate Karag Mhonar.

They can't reach us. Barring sensing large amounts of magical energy surging theres no rush on this yet.


[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.

If we have a strategy for causing the Skaven to fall even further into infighting this is useful.

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

Premature, unless Belegar said hes going to launch a strike force this turn, the havoc would be regenerated soon enough.

[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.

This has strong synergy with Johann being allowed to investigate the Skaven, and gives him some incentive to play along after we showed him the stick last turn.
Also synergy with setting up spiders under the Citadel

[ ] Clan Moulder are set up under Karagril. Investigate.
[ ] Greenskins currently occupy Karagril. Find out what tribe they are and who rules them.

Kick up Greenskin-Skaven infighting a notch potentially.

[ ] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.

Relatively low priority. Theres probably bad shit down there but its been there a long time.




[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.

We have a useful lab now and I suspect people are sick of waiting.


[ ] Send to the Grey College for the appropriate scrolls to learn a specific spell: specify which.

We got a whole bunch of spells we might want to learn. Illusion, Shadow Knives and Invisibility especially.


[ ] Investigate how Pall of Darkness interacts with your sharpened magical senses.

Valuable for Deep Recon if things go bad.


[ ] Investigate how the We communicates with... itself?

Synergy with Spider diplomacy/teaching actions. Knowing how they communicate with themselves helps a LOT with developing a perspective on their psychology and making sure ideas don't get lost in transmission.


[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and see if this works with Warpstone.

Synergy with Skaven Sabotage, though I'd suggest we figure out HOW to do it and only do it just before a major strike.
...also if we set off the giant piles of warpstone we might wind up with Seven And A Half Peaks. Probably best to know for sure before we do things.

Remember while we aren't actually short on College Favors, the longer we wait between doing a thing and writing a paper on it the harder it is due to fading memories.



I think digging a place to put our books OR building a tower lab so people can release their Snek Juice pressures are probably the best priority right now.

[ ] 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)
Easy choice this time, appease the pupper lovers.
HOWEVER!

[ ] Spend time assisting with a fellow councillor's task: specify who and how.

Gunnar is facing a tough job burying a lot of humans he only has incidental lore on. We can help. Its also polite to help him BEFORE trying to squeeze training out of him

So assembling a vote structure:
Max 0/1
Johann 1/1
EIC 0/1
Social 0/1
Penthouse 0/1
Personal 0/4
Coin 0/1
Overwork 2/2
[ ] Plan Citadel Focus
-[ ][Max] Current Task: Have Maximilian 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.
-[ ][Social] 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)
-[ ][Penthouse] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ][Free] Deliver King Belegar's request to the College for a translation item (does not cost an action).
-[ ] Help the We establish their new nest below the Citadel.
-[ ] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
-[ ] 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 see what you can acquire.
-[ ] The Gambler: You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
The main thrust of this plan is to point half our actions at the Citadel:
-We go see what else we can liberate from Mors. If we found Gromril lying around in their market theres probably more.
-We appease Johann a bit by letting him advance his mission(this also means that if Johann is adequately stealthy we can run a 2x Magister mission)
-With the probing we can also identify where would be a good place for the spiders to nest.

Then we have Courtesy actions:
-Make sure the EIC plays nice
-Help Gunnar and befriend him before we start trying to get him to train us.
-Get the Ranald shrine set up ahead of the new migrants. Its easier to accept if its already there.

Then we have the player appeasement actions:
-FINALLY spend time with Wolf
I'd rather teach the we dwarven semaphore instead of personally yoinking stuff from the skaven again, it would be useful in an emergency.
 
[] Plan The Power of Spider-Wizard Friendship
-[][Maximilian] Current Task: Have Maximilian investigate the properties of the spiders' webs.
-[][Johann] Allow him to spend all his time investigating Clan Mors.
-[][EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[][Social] 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)
-[][Penthouse] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[][Action] Help the We establish their new nest below the Citadel.
-[][Action] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
--[] The Gambler
-[][Action] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[][Action] Teach the We Dwarven semaphore.
-[][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.

I think I've finally settled on what I want to go for this turn. The central part of this plan is the synergy between Johann's Mors-investigating action, moving the We into the Citadel, and Mathilde going through Mors territory more thoroughly for things to yoink. I think each of these actions benefits the other two no matter what order they happen in.

Mathilde's task of relocating the We is supported setting up two avenues of communications with them. We've got Dwarven semaphore for regular communication and a magic item for more involved stuff. Max gets to take a look at the webs as extra insurance on the 'doing my job' part, even if it doesn't apply directly.

Finally, I'm rounding out the main actions with a Temple of Ranald. Wolf and the corporate policy for the EIC are near-consensus level, but I think I could live with switching the former to an overwork action to fit in helping Gunnars with the Morrite stuff.

The biggest sticking point for this plan getting some kind of acceptance is going to be the fact that it goes for underground rooms rather than tower rooms.
 
People seem downright afraid of Johann.

He is our goddamn subordinate. This is literally the first task we assign him.

If he is going to walk out if he doesn't get paid to do nothing, then might as well fire him, no point having a Magister at our disposal if all the is going to do is eat up actions.
 
We actually have a confirmed crime free environment right now and this is very dodgy behavior.
This. This is important. Maybe we have an excuse if we are the intrigue adviser, but we aren't. Also, the men are fairly rich, so there is little need for organized crime.

Also, @BoneyM : How obvious is using the 2nd secret of Dhar? Will everyone magically sensitive notice you're using Dhar? Or can we disguise it and make it seem like we learned this from screwing with the Orc empowerment spell?
 
Also, @BoneyM : How obvious is using the 2nd secret of Dhar? Will everyone magically sensitive notice you're using Dhar? Or can we disguise it and make it seem like we learned this from screwing with the Orc empowerment spell?

If there's one Dhar spell or animated corpse or whatever, you can poke it and have it fall over and everyone will shrug and say 'Dhar gonna Dhar'. If there's a hundred zombies and you poke one and the zombies fall over like rotting dominoes they're gonna raise eyebrows and ask awkward questions.
 
@BoneyM, Can we put Matilde's matrix on Johann and have it set to Pall of Darkness so that both of us could investigate the Skaven under the Citadel? While Johann and Matilde swipe Skaven tech they also scout out suitable location to put the spider nest.
 
[x] WRITING, RESEARCH, AND SPIDERS.
-[x] Have Maximilian write a paper on a subject you dictate.
-[x] Current Task: Have Johann teach the We written Reikspiel.
-[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[x] Deliver King Belegar's request to the College for a translation item (does not cost an action). [FREE]
-[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
-[x] Attempt to learn a spell from College-supplied scrolls (INVISIBILITY) [ACTION 2]
-[x] Send to the Grey College for the appropriate scrolls to learn a specific spell: INVISIBILITY. [ACTION 3]
-[x] 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. [ACTION 4]
-[x] Write a paper on the Waaagh energy and magic witnessed during the Expedition.[MAX][ACTION 5]
-[x] Write a paper on your personal understanding of countering Waaagh Magic. [MAX][ACTION 5]
-[x] Collate the information that the Army of Stirland collected during the Purge. [ACTION 6]
-[x] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms. [FREE]
-[x] Get in touch with Julia and find out if she'd be interested in passing on information to you. [FREE][COIN]
-[x] COIN THE GAMBLER

EDIT: Oops did my maths wrong. this will let us clear some of the backlog of publishing, long term handle the spiders, and get us a handy new spell. Along with an "extra action". we should wait on the "WE" paper until we are finished researching them.
 
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Here's my tentative plan.
[] Plan Talk to me Baby (Spider)
-[][JOHANN] Current Task: Have Johann investigate the properties of the spiders' webs.
-[][MAX] Current Task: Teach the We written Reikspiel.
-[][EIC] Instil corporate policy: long-term financial good of the Empire.
-[] Teach the We Dwarven semaphore.
-[] Help the We establish their new nest below the Citadel.
-[] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[] 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.
-[] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[] 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)
This is the main reason why I can't vote for Plan TNE - it doesn't do anything to appease Johann in a way that is related to our big priority this turn - helping the WE relocate to the Under-Citadel. We should really set Johann on Clan Mors, go with him to raid Clan Mors further and run interference for the WE's relocation to the Under Citadel, rather than forcing Joahnn to research Spider Webs - a task that I'm not sure has anything to do with the Relocation.

Basically, if you want to point Johann and Mathilde at Mors, you need to work with the other plans that also point Johann at Mors, because I sense that all the votes that don't point Johann and Mathilde at Mors will rally around Plan TNE V2. Johann I suspect is going to shape up to be a major battleground during this voting round. A unified plan that points Johann and Mathilde at Mors is needed, preferably without overwork.
I'm not convinced the synergy of relocating the We and messing about with Mors is actually good. If Johann screws up that might trip Mors into going active, which might make our relocation more complicated. Plus Johann has currently done nothing to actually help the Hold so far, he's only gone off to 'become a Magister.' I'm totally uninterested in any amount of appeasing him, if not being able to focus literally every second of his time on his pet project causes him to quit then I want that to happen sooner rather than later.
 
How obvious is using the 2nd secret of Dhar?
Before you worry about the answer to this, consider that whatever our answer is, we still won't be able to teach it to anyone who asks. 'Cause actually doing it requires knowing the First Secret of Dhar.

So, don't pick an answer that implies we could teach other people the trick, because it's likely to be seen as pretty useful.
 
If there's one Dhar spell or animated corpse or whatever, you can poke it and have it fall over and everyone will shrug and say 'Dhar gonna Dhar'. If there's a hundred zombies and you poke one and the zombies fall over like rotting dominoes they're gonna raise eyebrows and ask awkward questions.
Would it be believable for us to say that we just got really good at poking things? Using the NoWaagh as an example?
 
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).
There's something else to consider though, what does the effect of Belegar - a King of the Dawi - requesting an item from the College of Magic have? I'd argue they would undoubtedly be in favor of it due to the propaganda of having a Dwarve (a race of magic phobics) ask an item from them, that person being a King, the effects given the close relations Dwarves have with the Empire and Sigmar's church, along with the potential for future agreements between them.

While Mathilde requesting the item would be easier, I argue that presenting the request from Belegar himself would be more beneficial and don't forget the Colleges are one of our primary loyalties.

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.
You don't even really have to go for written stuff though. The Inca's had a woven information system, and should be the perfect system for the Spiders.
 
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