Voted best in category in the Users' Choice awards.
Voting is open
Edited in an approval vote for Plant Citadel Focus.

I would have liked to do the snakejuice investigate, but... oh well, it's trading that for training the Familiar, and otherwise pretty much exactly matches what I wanted.

EDIT: I especially like that we're working directly with Johann, meaning we might actually get to know him more on a personal level.
 
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So, next turn the dwarven built magical clean room, and then the turn after an Ulgu saturated room?
Yup.
Two rooms is overkill for basic research, the clean room lab is more than enough.
First, our research is anything but basic.

Second, sterile room and ulgu room give bonuses to different types of actions.

Dwarf room is for discovering, Ulgu room is for creating.

Given we do literally everything, magic-wise, through Ulgu, a magic room seems like a wise investment.

Given the first magic action we are liable to take is research, dwarf room should naturally be built using the first tower room.
 
Edited in an approval vote for Plant Citadel Focus.

I would have liked to do the snakejuice investigate, but... oh well, it's trading that for training the Familiar, and otherwise pretty much exactly matches what I wanted.

Snake Juice research next turn no matter what or rather I will vote for it no matter what, I've waited to long to see what we can do with it as well :)
 
I still think that once they can write Reikspeil and use a magic item to communicate in Reikspeil with a teacher, Dreng can just assign an experienced Ranger to teach them both dwarven semaphore and how to work alongside his patrols. It's not something Mathilde should have to do at that point.

I wish it would work that way but I expect that Belegar will think "This is clearly crazy wizard business."
 
As far as your last quote goes, I'm pretty sure that it's vampires who crush the Winds of Magic together to make True Dhar, and human Necormancers who have to use 'natural' pools of dark magic, but they're both necromancers.

Also, remember that Realms of Sorcery is written from the perspective of an Imperial Magister who wouldn't be an expert. it's explicit in the book that the Colleges' knowledge of True Dhar is limited. Manfred von Carstein, who would know, has this to say:



Necromancers don't just happen, they have to be taught Nagash's arts, just like Magisters have to be taught Teclis'. And this is what they're taught:



On Dark elf sorcerers, they can explicitly manufacture true dhar if they have to, and vampires inner vortex converts the WInds of Magic into it automatically.

Thanks for the info, almost all of that is a nice little addition to my understanding. The only quibble is that there are still wizzards who were taught under the colleges who for some reason or another went off on their own to teach a butchered version.

The same thing has happened with Nagash's necromancy. Less organized, more insane people, massive time frames.

Where are your quotes from btw, you didn't mention it.
 
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Please don't take this as spiteful, but I'm going to be aiming for two research/self-improvement things at least regardless of what plan wins this current vote, next turn. Probably studying our Coin and the Asp Blood since we'll have the tower by then for research, maybe also learning some spells or Greatsword training.
 
Ugh, I lost the relevant quote. So: In regards to people seeing us dispel-detonate Dhar, one significant risk is that some people may be read in on the whole "blowing up Dhar is a sign of someone knowing how to use Dhar." Not actually knowing how it's done, but still being told how to identify secret Dhar users. It might not be likely, (or me being too paranoid) but it's possible high level Witch Hunters/Lord Magisters/whatever might be on the lookout.

Also, my prize for reaching the end of today's discussion is that I don't have much to say beyond my continued support and vote for Plan Citadel Focus. It's a really clever way to synergize a bunch of our actions and hopefully with good rolls will let us advancing multiple goals.
That's why we shouldn't be Dispel-detonating Dhar: we should detonate Warpstone! It's already known to be volatile and to behave very differently from actual Winds (it's a physical object, a drug, a power crystal...), so I think it would raise far fewer alarm bells than using the Dhar-ending reaction.
 
I still think that once they can write Reikspeil and use a magic item to communicate in Reikspeil with a teacher, Dreng can just assign an experienced Ranger to teach them both dwarven semaphore and how to work alongside his patrols. It's not something Mathilde should have to do at that point.

I'd like Mathilde to do it to study and interact more with the We.
 
I wonder if we could exchange tips for Skaven Hunting with the We. Given that they seem to be the Hives preferred prey, they probably know a way to fool their noses...
 
Snake Juice research next turn no matter what or rather I will vote for it no matter what, I've waited to long to see what we can do with it as well
Since we would still need to equip the tower with the proper equipment to make it a lab, I would not be surprised if the same arguments used this turn are used to try and delay it another turn.
 
A genuine, bona fide, Magical, 25 points, Earthing Rod
You know, people keep voting against it, but I have heard zero actual arguments against it.

I'm talking about the [Enchantment] option. Now I know this thread flies, but let me try this the fourth time, and maybe this time it sticks:

We should buy a Grounding Rod. It helps with miscasts. We can buy it for 1-3 favor from the Colledge. This is sensible. We should buy a grounding rod.

Now since this keeps getting lost and people keep voting against it without any argument made, I'm going to try and make this post a bit more noticeable. Like so:

Grounding Rod, Grounding Rod,
Grounds whatever a rod can,
Will it stop, everything?
Magic miscasts, nasty sting,
Look out!
Here comes the grounding rod.

Is he strong?
Listen mage,
He's made with magic sage,
Can he ground magic true?
Take a look around you.
Hey, there
There is a safe way.

In the chill of night
At the scene of a fight
Like a steady, dear friend,
He'll be with you till the end.

Grounding Rod, Grounding Rod,
Each would like a Grounding Rod,
Death and Shame
If ignored,
Safety is his reward.

To him, life is a great big bang up
Wherever there's a hang up
You'll find the Grounding Rod.

Everyone, sing the Grounding Rod song!

EDIT: Source.
Earthing Rod Song




Well, sir, there's nothing on earth
Like a genuine, bona fide
Magical, 25 points, Earthing Rod

What'd I say?
Earthing Rod
What's it called?
Earthing Rod
That's right! Earthing Rod
Earthing Rod
Earthing Rod
Earthing Rod

I hear those things are awfully loud
It dispel as softly as a cloud
Is there a chance the Rod could bend?
Not on your life, my Dawi friend
What about us Stirlandian slobs?
You'll be given cushy jobs
Were you sent here by Daemons?
I swear to Ranald, it's no a con !
The ring came off this dead man
Take this aqshy crown, good woman

I swear it's Mathilde only choice
Throw up your hands and raise your voice
Earthing Rod !
What's it called?
Earthing Rod !
Once again
Earthing Rod !

But Snake juice is still to be studied !
Sorry, Belegar, the voter have decided !
Earthing Rod !
Earthing Rod !!
Earthing Rod !!!
Earthing Rod !!!!
Earthing d'oh!
 
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Tally ho! (Again)
Adhoc vote count started by spiritualatheist on Oct 8, 2019 at 5:36 PM, finished with 1494 posts and 168 votes.

  • [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 with his investigations there, with an eye to covertly disrupting the Skaven ability to deal with the spiders while you're there.
    -[X] The Gambler: Clan Mors investigation/sabotage
    [X] Plan Not Really Preliminary Anymore
    -[X] Have Maximilian attempt to write a paper (choose which from 'Publish or Perish')
    --[X] Collate the information that the Army of Stirland collected during the Purge.
    -[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 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] Current Task: Have Maximilian perform or assist with spider autopsies.
    -[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 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 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] 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] Turn 20 Down with Clan Mors
    [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] Plan TNE v3
    [X] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    [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] 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 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 TNE v4
    [X] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
    [X] Plan Publishing Power Juice
    [X] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
    [X] Write a paper on the We. (5) -overwork.
    [X] Write a paper on Mathilde's Multidimensional Aethyric Projection. (5) -overwork
    [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] 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] 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] 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] Teach the We Dwarven semaphore. (1)
    [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] 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've mapped the territory of Clan Mors. Go down there and see what you can acquire.
    [X] Write a paper on your personal understanding of countering Waaagh Magic.
    [X] Plan Citadel & Preliminary
    -[X][Max] Current Task: 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] [Johann] Allow him to spend all his time investigating Clan Mors.
    -[X][EIC] Attempt to build your own information network within the EIC.
    -[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: specify who and how.
    --[X] Assist Gunnar with burial rites for Humans
    -[X] Teach the We Dwarven semaphore.
    -[X] Write in: You've mapped the territory of Clan Mors. Help Johann poke Clan Mors
    -[X] The Gambler: Poke Clan Mors
    [X] Help the We establish their new nest below the Citadel. (2)
    [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] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
    [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] Current Task: Teach the We written Reikspiel.
    [X] Allow him to spend all his time investigating Clan Skryre.
    [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.
    [X] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.
    [X] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
    [X] The Gambler: Help the We establish their new nest below Karag Lhune.
    [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] Plan Improvement, Improvement Everywhere
    [X] Plan Citadel Focus Semaphore version

    See more…
 
Noted, I shall stop.
by the way I remember our lands back in Stirland, the one that is kinda but not really worthless?
Why don't we build a school there? Bureaucrats and mundane research assistant seems useful in long run both for us and EIC.
I tried to push the school rather than the councillor position and got essentially nil support. Its just not where people want to be right now.
 
Looking ahead to the mid-turn vote, is there anything else that we should buy in preparation for the snake research?

Books on making mirrors? Or on snakes, in case the physical appearance of the All-Knowing Serpent has some relevance to Mathilde's research? I can't think of any particular tool that would help, apart from something like a fractional distillation column if the dwarves have such things, but hopefully that would be covered by just regular tools. If we found a gromil vein one day, gromil tools would be the ultimate wizardly status symbol given they'd cost ten favours to even forge, but that's just a pipe dream. Even if we randomly find another set of World's Edge Armour.

The earthing rod might be useful in case of disaster.

I do have a general list of more books 'd like that I posted before, but I don't think they're urgent, save perhaps the great sword manuals:

Looking back to the Library vote, I wonder if we can get imperial Esoteric books of Ranaldite theology and Divine Magic from the bookseller in Barak Varr. I'm also curious about whether dwarves have books on divine magic. The dwarves have books on Skaven and Greenskin magic, so it doesn't sound beyond the realms of possibility that they have books on the most common magic of their human neighbours, both ancient and modern. It's almost as useful to know your allies' capabilities as well as your enemies'. The New Holds that border Athel Loren might (should?) also have books on elven High and Dark Magic, as well as on their Wind Magic, given that they'll have fought them as well as orcs and skaven. Knowing what the wood elves can do with Ulgu might actually be very enlightening, as they may well have explored its fog related concepts.​
We should also look into greatsword manuals from the Empire and Bretonnia, as we know such things existed IOTL, and possible from Tilea and Estalia as well, as the diagrams may be useful​

Dwarf room is for discovering, Ulgu room is for creating.

For example, we're going to want to try to leverage Warrior of Fog at some point, and we're going to want an Ulgu room for that I think. There are several other areas of Grey Magic research to do as well.

THere are some more library subjects that I want for that that I mentioned above.

Thanks for the info, almost all of that is a nice little addition to my understanding. The only quibble is that there are still wizzards who were taught under the colleges who for some reason or another went off on their own to teach a butchered version.

The same thing has happened with Nagash's necromancy. Less organized, more insane people, massive time frames.

Remember that there are still some of Nagash's direct pupils and his potentially sapient books and crown out there teaching people the original necromancy, along with their pupils. Crap necromancers are also much likely to be caught as they go made or turn into lumps of mutated flesh, as witches do.

Please don't take this as spiteful, but I'm going to be aiming for two research/self-improvement things at least regardless of what plan wins this current vote, next turn. Probably studying our Coin and the Asp Blood since we'll have the tower by then for research, maybe also learning some spells or Greatsword training.

The thing is the Coin makes it really sensible to do one piece of important research a turn. Hopefully next turn we can get Gunnars to teach Mathilde the sword though, if that's self-improvement-y enough for you.

I'd like Mathilde to do it to study and interact more with the We.

The problem is that we're incredibly AP hungry, and we can't afford another thread favourite that needs investment. The EIC is enough.
 
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Earthing Rod really does not feel like the right term for whatever I imagine the dwarves would create, even if it can fill the same role. I'm also quite curious how ridiculous a 25 favour one would be…

I still suspect that the dwarves would need the Rune of Sorcery for this, as that's what they used to manipulate the flow of the Winds of Magic. That, or the also lost rune of Spell-Hating, which could auto-dispel any spell, even one cast with Irresistible Force.

I'm pretty sure we're obligated to get any of the good books about him through Jack. :V

I'm not sure, I think fully exploiting the results of a piece of extraordinary good fortune is just as appropriate.
 
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I still suspect that the dwarves would need the Rune of Sorcery for this, as that's what they used to manipulate the flow of the Winds of Magic.



I'm not sure, I think fully exploiting the results of a piece of extraordinary good fortune is just as appropriate.

I presume the rune they will use in the magi lab is probably some variant on the spell eating rune.
 
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