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If Belegar says 'go investigate/trash that skaven warptech' it would be. Otherwise, it goes in the 'appreciated but not your day job' category.

Right, ok. I assume that we don't have background jobs equivilent to those a more conventional learning adviser might be expected to keep on top of? Like a Runesmith continuing to teach apprentices or an engineer to supervise his guild's workshops? I suppose that really just gives us more freedom.

So @BoneyM just to check, when we unpacked our stuff that includes setting up the lab we had in Stirland right?

I think that according to the character sheet Mathilde's workshop is still in the Sunken Palace.
 
Yes. Whether something set up in a corner of your bedroom is sufficient for your needs or not is up to you.

Reading this, I think we want to make sure that 'Don't experiment with daemon blood where your sleep.' doesn't go down in history as the College's version of 'Don't shit where you eat.'.
 
Yea researching snake blood in our bedroom with what is a makeshift lab sounds like a terrible idea. I know it's one more turn to wait and people don't want to wait but we're literally building a proper lab, it will be built with the dwarven favour. It's going to have safeties to deal with accidents and much better tools. Don't experiment with Super magic juice until you have a place where if something goes wrong you can't immediately purge it. Also it's just straight up better to do research rolls where we'll have more of a bonus to the mechanical result as criticals artificial or otherwise provide much greater benefit.
 
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Dwarves and humans have also gone to war a number of times. Most notably there's a time where the Dwarves were comissioned to build a fortress for an elector count. They were stiffed by literally two pennies they destroyed the fortress over it.

Scrupulous honesty when dealing with the dwarves is incredibly important.

Background fluff made to justify a White Dwarf battle report is not necessarily canon to this Quest.
Nor, like I said, is Wilhelmina a dumbass Elector Count.
Think about what someone would have to be like to not raise it up the chain at all if they encountered the problem of 'Dwarves are repeatedly threatening to kill us all and destroy the place if we don't finish paying this bill.' and consider if they're really much more likely to do so because they got a memo saying to be honest to dwarves.


This is how we ensure it's on the up and up. We don't exactly need to spy on a company we own. We create a set of company policies that together set the company on the course we want. Just by working with the company and setting policy, we'll be ensuring it works the way we want it to.

We don't need to spy on the economic leviathan the thread and viewpoint character has raised concerns about multiple times? We can just trust people because they happen to work for a company we partially own?
Is this the same character, Quest, and voters that literally spied on every member of the Council of Stirland? Who double-checked the genealogy of every single member of staff to make sure they weren't an enemy agent, down to the meanest cook or stableboy?
And was proven right to do so, every time?
 
If it turns out we need a better lab for it, we'll just take the option again! We'll take it as many times as it takes!

Omegahugger, AP starvation means that taking this option again will be another uphill slog, and it could well be several turns before the thread can be convinced again to take a crack at the Snake Juice if we do fail. And this isn't just a matter of a better lab - do you really want to research Snake Juice in a semi-public lab? As many times as it takes is a very caliver attitude when AP is so limited.


Is there any particular reason to rush the snake blood research this turn?


It's extreme and ill advised impatience,of the kind that'd create alot of conflict in this thread. Honestly, while I'm not going to argue against Snake Juice research if the rush Snake Juice research fail, I'd be strongly advocating for bringing a Journeyman in this one, because of AP Starvation and the benefits of double rolling with Journeymen assistance. And if anyone points out the security implications then and there, they should have pointed out the security implications of letting Journeymen have access to our Snake Juice research this turn.
 
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We don't need to spy on the economic leviathan the thread and viewpoint character has raised concerns about multiple times?
We won't need to spy on them if the concerns can be alleviated. One of the reasons that has been brought up in the thread for voting to be honest to dwarves is to change the EIC's business practices so that they put the Empire first before profits. Given that one of the Empire's founding tenets is that Dwarves are their friends, you can see why people see doing business honestly with dwarves can serve as a first step to that goal.
 
I just don't get it. Say you were heavily invested in an American trading company, and you have concerns about it. Which of the following is most important and/or urgent?

-The company may not be organised in a way which stimulates the American economy to a high, preferably high-as-possible degree?

-The company may not be sensitive enough to the cultural differences between America and Britain, in a way that may result in some less-than-optimal gain in money or reputation, and cause misunderstandings with the possibility to get out of control?

-The company or elements thereof could well be breaking the law, selling sub-par or defective merchandise, be planning on absconding to a distant country with great amounts of money, embezzling, agents of another company or country, terrorists, serial killers, etc, just like all the previous organizations we've been part of.
We have no way of knowing because there's no internal security or observation apparatus at all, and we know and trust a grand total of one (1) person in the company, as important in the big-picture details though they are.
 
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We have no way of knowing because there's no internal security or observation apparatus at all, and we know and trust a grand total of one (1) person in the company, as important in handly big-picture details though they are.

Creating an Info network in the EIC is something we probably need to eventually do, but I think it's one of those actions that will be sacrificed to Snake Juice if the rush to Snake Juice passes this turn, but Snake Juice fails because the lab isn't up yet. Your concern may be valid, but it's running into the ugly issue of AP Starvation.



I think getting a spy network in the company is good, not just because it allows us to keep a better eye on it but also because it allows us to get information about places the company is set up in.

It is a good thing, but the thread is voting to potentially piss away AP that can be used for things like this with the leading Snake Juice vote before lab bonus, with the rationale we can just ty again. You want to make this network? Well, something else probably has got to go, since half the thread wants to do things like No Lying policy to the Dwarfs, and long term economic good of the Empire.
 
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I think getting a spy network in the company is good, not just because it allows us to keep a better eye on it but also because it allows us to get information about places the company is set up in.
 
@BoneyM A question on the topic of learning spells. You mentioned that if we want to learn a particular spell, we either need to attend a class for a single spell or wait around and hope there is someone there whose teaching something we want to know. I was looking at the ways we can spend college favors and noticed we can hire Magisters and Lord Magisters for a 5/10 favor every turn for use in a project. Couldn't we just hire a magister who already knows the spells we lack and is willing to spend an action teaching us?

How effective would this be over the usual options? Would getting a Lord Magister involved be more effective or get us something special?
 
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I think getting a spy network in the company is good, not just because it allows us to keep a better eye on it but also because it allows us to get information about places the company is set up in.

Well, eventually naturally we shall do that. The question is merely whether it's more time-sensitive than ensuring they do not try to swindle dwarfs.
 
Lemme check the tally real quick...


...yeah, this isn't what I wanted to see in the morning.
Adhoc vote count started by agumentic on Oct 8, 2019 at 6:49 AM, finished with 758 posts and 88 votes.

  • [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Teach the We Dwarven semaphore.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[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)
    -[X] The Gambler: specify an action this will apply to.
    --[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Plan Citadel Focus
    -[X][Max] Current Task: Have Maximilian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X][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)
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][Free] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
    -[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.
    -[X] Write in: You've mapped the territory of Clan Mors. Help Johann poke Clan Mors
    -[X] The Gambler: Poke Clan Mors
    [X] Plan Magical Mathilde
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Have Maximilian attempt to write a paper (Waaagh energy)
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[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.
    -[X] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
    --[X] Spells of Grey Magic (teachers' choice; multiple spells)
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Spells of Grey Magic
    [X] Plan Mors, Gunnars and Ranald
    -[X][MAX] Current Task: Have Maximilian investigate the properties of the spiders' webs.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][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)
    -[X][COIN] Use Gambler - apply to Help We Establish their Nest
    -[x] Deliver King Belegar's request to the College for a translation item (does not cost an action). [FREE]
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Use Gambler here
    -[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.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars
    [X] Turn 20 Down with Clan Mors
    [X] Plan Publishing Power
    -[x] Have Maximilian write a paper on a subject you dictate.
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    --[X] Write a paper on your personal understanding of countering Waaagh Magic.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Teach the We Dwarven semaphore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler bonus
    -[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.
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, human burial rites.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] The Gambler: specify an action this will apply to.
    [X] Plan Waaaghnald
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Have Maximilian attempt to write a paper (Waaagh energy)
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[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.
    -[x] Write a paper on your personal understanding of countering Waaagh Magic. [MAX][ACTION 5]
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Ranald shrine.
    [X] Not Plan TNE
    [X] Plan Talk to me Baby (Spider)
    -[X] [JOHANN] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] [MAX] Current Task: Teach the We written Reikspiel.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[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.
    -[X] Spend time assisting with a fellow councillor's task
    --[X] Assist Gunnar with burial rites
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[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)
    -[X] [COIN] The Gambler
    [X] Plan Magical Mathilde Underground
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] Have Maximilian attempt to write a paper (Waaagh energy)
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[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.
    -[X] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
    --[X] Spells of Grey Magic (teachers' choice; multiple spells)
    -[x] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms. [FREE]
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Spells of Grey Magic
    [X] Plan Spider-Wizard Synergy
    -[X][Max] Allow him to spend all his time on his metalworking studies.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X][SOC] Spend time assisting with a fellow councillor's task: Gunnars, Morrite Lore
    -[X][PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    --[X] Ranald's Coin: The Gambler
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Teach the We Dwarven semaphore.
    -[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.
    [X] Plan Like A Good Neighbour
    -[X][MAX] Current Task: Have Maximilian investigate the properties of the spiders' webs.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Instil corporate policy: long-term financial good of the Empire.
    -[X][PENTHOUSE] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X][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)
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler
    -[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.
    -[X] Spend time assisting with a fellow councillor's task
    --[X] Assist Gunnar with burial rites
    [X] Turn 20 Down with Clan Mors
    -[X] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Ranald's Coin - The Gambler on this one.
    -[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.
    -[X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] [PENT] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
    -[X] [COIN] The Gambler: Help the We establish new nest below the Citadel.
    [X] Plan TNE v3
    [X] Write a paper on the We. (5) -overwork.
    [X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
    [X] Spend time assisting with a fellow councillor's task: Dreng, Marshal of Karak Eight Peaks. Offer to makes some MAP's for him, or do some short scouting runs where he needs them. Maybe you can Enchant one main MAP, to do all of K8P, until they can make their own part sized carvings. And the MAP is better for seeing tunnels. Talk to him about what he'd need for best ability to plan fights.
    [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
    [X] Not TNE
    [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. (4)
    -[X] The Protector. Let Ranald the Protector take a second shot at this whole Protecting thing. We have a temple, we have a new people. Let's make it work. Tell the (edited) story of how Ranald protected you from Orckish energies, and how you broke the Idol ritual in that place that is now his Temple, saving who knows how many lives.
    [X] Allow him to spend all his time on his metalworking studies.
    [X] Allow him to spend all his time investigating Clan Moulder.
    [X] Instil corporate policy: long-term financial good of the Empire.
    [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.
    [X] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    [X] Write a paper on Mathilde's Multidimensional Aethyric Projection. (5) -overwork
    [X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[X] But make clear you'll make available to him maps of Clan Mors underground to help with his work,and free him for next season.
    [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. (3)
    [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian teach the We written Reikspiel.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[X] Spend time assisting with a fellow councillor's task: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Teach the We Dwarven semaphore.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[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)
    -[X] The Gambler: specify an action this will apply to.
    --[X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [X] Plan Improvement, Improvement Everywhere
    [X] Plan TNE v4
    [X] Plan Magical Mathilde
    [X] Plan Publishing Power Juice
    [X] Plan Citadel Focus Semaphore version
    [X] Not Plan TNE
    -[X] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Write a paper on the Waaagh energy and magic witnessed during the Expedition.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Teach the We Dwarven semaphore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    --[X] Gambler bonus
    -[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.
    -[X] Spend time assisting with a fellow councillor's task: Gunnar, human burial rites.
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[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)
    -[X] The Gambler: specify an action this will apply to.
    [X] Plan Can You Hear Me
    [X] Help the We establish their new nest below the Citadel. (2)
    [X] Plan Waaaghnald
    -[X] Instill corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Current Task: Have Johann investigate the properties of the spiders' webs.
    -[x] Have Maximilian write a paper on a subject you dictate.
    -[X] Teach the We Dwarven semaphore.
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[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.
    -[x] Write a paper on your personal understanding of countering Waaagh Magic. [MAX][ACTION 5]
    -[x] Write a paper on the Waaagh energy and magic witnessed during the Expedition.[MAX][ACTION 5]
    -[X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] Spend time assisting with a fellow councillor's task: Gunnars and Morrite Lore.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[X] The Gambler: Ranald shrine.
    [X] Johann Adventures
    -[X] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
    -[X] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    -[X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    -[x] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
    -[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.
    -[X] You've mapped the territory of Clan Mors. Go down there and help Johann get what he wants.
    --[X] Ranald's Coin - The Gambler on this one.
    -[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)
    -[X] [PENT] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
    -[X] [COIN] The Gambler: Help the We establish new nest below the Citadel.
    [X] Plan: Spiders,papers, new underlings and Ranald the Protector.
    [X] Have Maximilian write a paper on a subject you dictate.
    [X] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    [X] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    [X] Teach the We Dwarven semaphore. (1)
    [X] Write a paper on your personal understanding of countering Waaagh Magic.
 
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I was looking at Realm of Sorcery for interesting spells, and I wonder how many travelling Grey Wizards can put aside their anti-Light College prejudice to invest a favour in an item of this:

Cleansing Glow​
Ingredient: A bit of soap​
Description: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was—by means of this magic. This is a touch spell.​

At first glance it's frivolous, but when you think about the needs of a Grey Wizard, it's actually very useful. A travelling Grey Wizard could pick up an incriminating scent, and may well have to forage for supplies. With this, they can even take discarded or rotten food whose absence would be noted, and wouldn't have to hunt down pure water sources, so could drink from puddles or streams without worrying about getting the runs. It's just such a practical benefit that I think that the wizards f the Grey College, whose Wind makes them become more and more pragmatic, would go for. It also removes the need for cleaners or similar staff, or spending time doing their own laundry, making keeping secrets easier.

It's good enough that I actually think that Mathilde should spend a favour on it. Always looking perfectly groomed is just a bonus.

Another option, which might be a touchy subject for the dwarves, but if there are the descendants of any famous dlain runesmiths around (as all runesmiths are part of or descended from a specific clan), I wonder if:

Knocks of the Departed​
Description: You ask and can receive an answer to one question you ask of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"), or answered with a yes or no ("Would it please you for us to bring your body on our pilgrimage to Altdorf?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which he had in life, and can lie if he wishes. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased's body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr's realm.​

Works on dwarves. Mathilde may be the only dwarf friend with enough reputation to talk to the dwarves about this since the Colleges were formed who would know about the spell. It could be a massive game changer, if they're willing to talk to their ancestors with magic - and note that the dwarves talk to their ancestors all the time, it's not just the ancestor gods that are prayed to, they just don't usually expect an answer. If this works it could have incredible possibilities if cast say, once a day. If we take the opportunity to befriend Gunnars, it's the kind of thing that could come up naturally. They'd probably be much happier if a magic item rather than a spell was used as well.

Yea researching snake blood in our bedroom with what is a makeshift lab sounds like a terrible idea. I know it's one more turn to wait and people don't want to wait but we're literally building a proper lab, it will be built with the dwarven favour. It's going to have safeties to deal with accidents and much better tools. Don't experiment with Super magic juice until you have a place where if something goes wrong you can't immediately purge it.

So, next turn the dwarven built magical clean room, and then the turn after an Ulgu saturated room?
 
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