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@BoneyM
Does anything come of an unused "half action" for the minions?

You get one turn grace period to find a new organization/minion and after that you're paying a full action and the other half is wasted. If you try to exploit this the grace period disappears.

@BoneyM
Say if we told one to do something, and let another do as he wished?

Oh. Letting them run free doesn't let you recoup the action sink of managing them. Give them the boot or give them work.
 
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There's nothing wrong with it, I just don't particularly want to go hard on Clan Mors this turn. We mapped them out last turn, we're not an Intrigue advisor, and any losses will be swiftly made up because that's how Skaven do. I feel like we want to ready actions to punch down at Mors for a turn or two before a Dwarf reclamation.
I forgot to mention it myself, @Briefvoice, but I agree with this. The thievery vote could help collect research material for Johann or deny Clan Mors some of their harder-to-replace wargear, but the mayhem vote is going to be doing the kind of damage that is easy for them to recover from with very little alternative upside.
 
Absolutely impossible. If someone understands enough about Dhar to use the Second Secret, they're past the point where the First is immediately obvious.
Damn, what I was hoping for was practical, theory-free instructions like "Grab here with ulgu, twist, release, then watch the magic happen."

And there seems to be no way to have learned these without violating Article 7, so we'd be doubly screwed.
 
All right, new version of my plan in response to feedback and QM comments, and also cleaned up a bit for readability:

[] Plan Like A Good Neighbour
-[][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: long-term financial good of the Empire.
-[][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[][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)
-[] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[] Teach the We Dwarven semaphore.
-[] Help the We establish their new nest below the Citadel.
-[] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
--[] Gambler
-[] Spend time assisting with a fellow councillor's task
--[] Assist Gunnar with burial rites

This adopts @veekie's "Citadel Combo synergy" since we won't get the benefit of a lab for snek juice study this turn. I also changed Max's action so we have a backup source of communication in case one of the teaching attempts fails.

Again, justification for the EIC approach here, here, and here.

I have to say, Your plan looks pretty good. I only have one issue with it (sorry if this was brought up before, the discussion is just too long). Why do we spend 3 actions on communications with the We? I'd understand one redundancy, like getting the translation item and teaching them semaphore, but three language options (item, reiksspiel and semaphore) seems excessive. Instead we could just have Maximilian study some smithing, or write a paper or so
 
Damn, what I was hoping for was practical, theory-free instructions like "Grab here with ulgu, twist, release, then watch the magic happen."

And there seems to be no way to have learned these without violating Article 7, so we'd be doubly screwed.
Without violating Article 7 any more than we've already done, you mean? :V
Why do we spend 3 actions on communications with the We? I'd understand one redundancy, like getting the translation item and teaching them semaphore, but three language options (item, reiksspiel and semaphore) seems excessive. Instead we could just have Maximilian study some smithing, or write a paper or so
Agreed. I also quite like the plan, barring the EIC to Empires interests action.
 
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You get one turn grace period to find a new organization/minion and after that you're paying a full action and the other half is wasted. If you try to exploit this the grace period disappears.



Oh. Letting them run free doesn't let you recoup the action sink of managing them. Give them the boot or give them work.
Hm...don't suppose we could make it so that it's actual work? As opposed to trying to make things work around Johann for example, have him do his little investigation, but with us? Like this action:
-[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
turning this

-[ ][Johann] Allow him to spend all his time investigating Clan Mors.

into actual work, maybe even with better results from working together?
 
[] 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

So any more comments on this one? Changes people would like to see? Is anyone even considering voting for it, or am I wasting my time by flogging it? I feel like the other plans are in a negotiation, and I'm getting an "eh".
I like the plan, although I will approval-vote for Wolf when the time comes.
 
I like it, I'm going to approval vote it. The one thing I'm not completely sold on is the causing havoc rather than robbing blind. Are you intending for mor to lose ground to the other two, or just looking for targets of opportunity? What do you think of the argument that causing havoc invites reprisal on the dwarves? if you were thinking doppelganger, who would you point them at?

Mainly targets of opportunity/helping the We move in. But now that you mention it, I see the argument for "rob them blind" as it would make them more inclined to blame other skaven and increase the fighting.
 
I forgot to mention it myself, @Briefvoice, but I agree with this. The thievery vote could help collect research material for Johann or deny Clan Mors some of their harder-to-replace wargear, but the mayhem vote is going to be doing the kind of damage that is easy for them to recover from with very little alternative upside.

On reflection, I agree on switching to the thievery vote. Makes a much nicer synergy with Johann.
 
Hm...don't suppose we could make it so that it's actual work? As opposed to trying to make things work around Johann for example, have him do his little investigation, but with us? Like this action:
-[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
turning this

-[ ][Johann] Allow him to spend all his time investigating Clan Mors.

into actual work, maybe even with better results from working together?

Just write in [help Johann poke Clan Mors]
 
There is the argument that stealing from Mors isn't as valuable as robbing Skryre. Mors doesn't have any fancy warptech, so we'd be looting old dwarf armor and weapons- if we're lucky. I wouldn't expect World's Edge Armor every time we hit the pinata though, and I have my doubts about anything else we could steal being worth it.

What we're hurting for is guns, and I dunno if Mors can deliver.
 
I have to say, Your plan looks pretty good. I only have one issue with it (sorry if this was brought up before, the discussion is just too long). Why do we spend 3 actions on communications with the We? I'd understand one redundancy, like getting the translation item and teaching them semaphore, but three language options (item, reiksspiel and semaphore) seems excessive. Instead we could just have Maximilian study some smithing, or write a paper or so
It's only two actions spent (well, one and a half, since we have one personal action and half of our management action); the translation item is free. There's also only one of the translation item; it works for formal negotiations, but not for, like, if the spiders come into contact with dwarven armed forces and need to be told to about face, or if they want to warn us about Skaven approaching, or something.

The reason for both Reikspiel and semaphore is so that we have redundancy in case one fails; teaching a hive mind that has only recently realized that other beings can be sapient something as abstract as language seems really hard, so I don't think we should count on getting it in one attempt. Max is a good teacher thanks to one of his spells, but it still seems better to spend this turn solving the problem once and for all with high likelihood rather than risking needing to come back to this later.
 
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There is the argument that stealing from Mors isn't as valuable as robbing Skryre. Mors doesn't have any fancy warptech, so we'd be looting old dwarf armor and weapons- if we're lucky. I wouldn't expect World's Edge Armor every time we hit the pinata though, and I have my doubts about anything else we could steal being worth it.

What we're hurting for is guns, and I dunno if Mors can deliver.
Their guns are never, ever going to be used by Dwarves, we have the place where Mors is already scouted and potential actions working with it, and don't have the place where Skryre is scouted anyway.
 
Journeyman Maximilian de Gaynesford, Gold Wizard
[X] Current Task: Teach the We written Reikspiel.

Magister Johann, Gold Wizard
[X] Allow him to spend all his time investigating Clan Skryre.

The Eastern Imperial Company
[X] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.

Current Task: Investigate the Chiselwards spiders.
[X] Teach the We written Khazalid.
[X] Deliver King Belegar's request to the College for a translation item (does not cost an action).
[X] Help the We establish their new nest below Karag Lhune.

Karak Eight Peaks, friendly:
[X] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.

Karak Eight Peaks, hostile:
[X] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.

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

Karag Nar Penthouse
[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.

Personal Relations: each turn, you get ONE free choice in this category. Additional selections cost actions.
[X] 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)

Ranald's Coin
[X] The Gambler: Help the We establish their new nest below Karag Lhune.

Not feeling a line by line vote dissection tonight. Five actions, yes, but I really wanna get started on that fucking snake juice.
 
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Guys, we really should be helping Gunnar right now. This is a one turn only opportunity to get to know our fellow councilor by showing off our expertise, while also getting an in for later greatsword training and possibly soul lore later.
 
[] Plan Mors, Gunnars and Ranald
-[][MAX] 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: long-term financial good of the Empire.
-[][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[][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)
-[] Deliver King Belegar's request to the College for a translation item (does not cost an action).
-[] Teach the We Dwarven semaphore.
-[] 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.
-[] Spend time assisting with a fellow councillor's task: Gunnars

This is going to be my ideal plan. We have three actions focused on sorting out the spider situation which is more than enough; we have Max working out the properties of spiders web which is beneficial for both military purposes and financial as food >> spiders >> silk beats out a thousand mile journey surrounded by enemies then back again tremendously, it has us help establish their new nest in a safe location with easy access to a food source while freeing up the Chiselwards for dwarves, and it has Mathilde teach the We Dwarven semaphore as it's a language that seems much more suited for a spiders physiology and Mathilde already has an understanding of them, while following it up with the commission of an translation item. As I've previously stated, while Mathilde asking would be easier, I feel that the benefit the College would receive from having a Dwarven King commission an item from the College of Magic more than outweighs it.

As others have mentioned, letting Johann have a pop at Clan Mors is likely to synergy with the We moving below the citadel so I'm all for that. Mors tends to have higher quality equipment, and as shown some even possess Gromril, so it's more than worthwhile and he should be more than prepared for it given he's a Magister who's prepared for this for years.

I've chosen the EIC Instill Policy action for the Empire as the primary cause of concern really, given Mathilde was tempted to disband it due to it. The Dwarven option while needed, I feel is not as urgent. This really isn't a hard option for me though, so if enough prefer the other I'd more than switch.

The Penthouse has a tower built, and with the clarification that the bonuses that we receive from whatever we put into it are only received the turn after I've delayed the Wisdom Asp action until then.

I have two social actions in this plan, one is spending time with our familiar and the other is utilizing the great opportunity given this update (and likely inspired by discussion before it) to interact more with Gunnars given we now have Morrite Lore Advanced. The first helps develop the bond with our familiar more which can lead to new abilities, or less magically just have our wolf develop new skills as he'd be of aid in tracking. The second builds relations with another counciler, a user of a great sword for training for our new weapon and so we can hopefully have a trait by then, and perhaps an exchange of soul lore if we roll well enough.

The final action is spent establishing our shrine while we're still early into the settlement, so it can start to influence the culture while it's still developing and notably without any crime (with the exception of passionate crimes I imagine), and at the same time take advantage of our crazy roll where six thousand people wink wink nudge nudge participated in a Ranald ceremony.
 
Their guns are never, ever going to be used by Dwarves, we have the place where Mors is already scouted and potential actions working with it, and don't have the place where Skryre is scouted anyway.
And my doubts that there's anything worth stealing? Apparently they do poison, but mostly what they use is blades, which we have plenty of.
 
[] Not Plan TNE
-[ ] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
--[ ] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
-[ ] Current Task: Have Johann investigate the properties of the spiders' webs.
-[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] Teach the We Dwarven semaphore.
-[ ] 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.
--[] Gambler bonus
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] Spend time assisting with a fellow councillor's task: Gunnar, human burial rites.
-[ ] 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)
-[ ] The Gambler: specify an action this will apply to.

Ordinarily I'd leave well enough alone but given the tower will be finished next turn I want to hold off on the snekjuice until we can get that sweet bonus next turn.
 
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.

TRAAAAAAAAAAAAIN! TRAIN YAY!

*freaks out about trains being referenced*

Sad about it being too expensive but its funny that the Dwarves brought up the idea of "lets build a super minecart before we ever trust a draft animal and cart".

King Belegar sighs. "It might be good tidings that everywhere I look an ally is growing stronger. Fine. Dreng, if all else fails go to Norn and clean them out of crossbows. They've got a higher pull weight so they should make a dent in the trolls."
I love how it flavors Belegar's competence that he knows these little facts about his fellow holds. Makes things more punchy.

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."
Eeeee I love this imagery of an army of guns firing onto a terrible beastie while gyrocopter's sortie through the gun smoke. Yes please.

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."
Well that seems like a perfect reason to make friends with him and actually get to know him. Plus I'm curious where he got Morrite lore from. Seems kinda well traveled if he has.

"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.
: D

This will continue Belebro, just try and breathe through it.
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.
Huh, just a bit younger than Kragg the Grim. I think he'd be finishing his apprenticeship right about then.

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?

He steeled himself. The partnership between Dawi and Umgi predated even him, and he was forced to admit that it wasn't entirely a bad decision. And to be a Dwarf meant repaying what is owed. Grudges, of course, were repaid in blood and death, but the other side was that those that helped the Karaz Ankor were repaid in ways commensurate with their act. When Sigmar had saved the High King, he had not only been gifted the ancient treasure Ghal-Maraz, but on top of that the best Runesmith of the age was commissioned to create something entirely new to settle the debt. Similarly, when manlings aided the greatest reconquest in millennia, the burden was on him to repay it. And they did so with swords, so swords it had to be. And being cursed with the ridiculously brief lifetimes, decades could not be spared to properly form it. Even years would be too long.

Finally, a cry of success came from his accomplice, and Kragg glanced over as the gromril shimmered and steamed as the impurities finally surrendered and evaporated. Kragg put all doubts and grumblings from his mind as the gromril began to pour. He would see to it that all would know that the Karaz Ankor would be as indefatigable in rewarding its friends as it was at punishing its foes.

[Favours spent. Work has begun.]
*haaaapppy dance*

Its great seeing Kragg being Grumpy on Main like Omegahugger is Shipping on Main.

The EIC action is a precautionary measure, but I'm willing to blow the action to prevent a Grudge down the line.
This is especially notable because when the Dwarves level a Grudge against an organization it smacks all its members. In this case that's Anton, Wilhelmina and us most prominently, then a large portion of the working class of Stirland.

Reaaaaaaaallly good idea to pre-empt this, because frankly humans lie all the time see Mathilde and uh that is not good in business with the Dwarves.

We have a useful lab now and I suspect people are sick of waiting.
I know I am sick of waiting and I haven't been here since the start like some folks.
 
And my doubts that there's anything worth stealing? Apparently they do poison, but mostly what they use is blades, which we have plenty of.
It's the stolen Dwarf stuff they have that's useful. We found that suit of gromril laying out in the open at their butcher, and that was on a scouting mission. Now we'd be actually searching for it.
 
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