Voted best in category in the Users' Choice awards.
It's just the difference between a room for discovering general principles and one for the wind of magic specifically and given its our personal tower we don't really need more than that..

Well, we probably want a study/library to write papers in. If we take apprentices we'll want a classroom. If we want to learn more weapons we might want a sparring room/target range. Then people will want an experimental shrine...


The prophesied champion of the greenskins that Wurrzag is looking for.
 
You know I've been wondering we have two Enchanting traits and we've barely made use of them has BoneyM actually said what we can do with Enchanting?
I don't believe they've said exactly what we can do, but we can infer quite a lot from what we've been able to get through college favors and what we've done with enchanting so far.

Basically, if we know a spell, we can figure out a way to bind the spell into an item so that it (1) can be used through an activation sequence and (2) can recharge with set conditions.

That means, currently, that we could likely figure out, after some serious research and work, bind our different spells into objects. Like Dread Aspect onto a ring, or Shadowsteed on a saddle.

And it's possible that from there we could do even cooler things with enchantment, should we pursue it.
 
Since I've given up on fighting the current war, allow me to start planning for the next. I think a variant of plan Magical Mathilde would be pretty good

[Q] Plan The Next War
-[Q] Instil corporate policy: long-term financial good of the Empire.
-[Q] Current Task: Have Johann [Do something job relevant]
-[Q] Current Task: Have Maximilian [Do something job relevant]
-[Q] Teach the We Dwarven semaphore.
-[Q] [Do something job relevant]

Leaving this quite wide open since we don't know how the results of our actions are going to turn out. Johann is absolutely not getting out of doing work for yet another turn though, he can study any skaven-tech samples in his own time.

-[Q] Ask an acquaintance to train you in a skill: Gunnar, Greatsword

Considering we're going to be getting a legendary weapon in the next few turns, I want to at least do our best to be a match for it. Starting now is good because we'll be ready by the time Kragg's finished.

-[Q] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
--[Q] Spells of Grey Magic (teachers' choice; multiple spells)

We're quite close to getting that +1 Magic

-[Q] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[Q] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 13 gallons.

Pretty sure the snekvoters would rise up in violent revolution if we don't have this on there somewhere.

-[Q] The Gambler: Spells of Grey Magic

This is probably the most controversial thing but I agree with @DarkLight140's reasoning for this as a means to improve rapidly. Increased Magic helps us with all of our magical endeavours and the snakejuice is going to be a long term project regardless. It would be best if we maximised our own capability early on.

Thoughts?
I can't agree to any plan that doesn't put the coin on the snake juice. Otherwise it looks great!
 
I don't believe they've said exactly what we can do, but we can infer quite a lot from what we've been able to get through college favors and what we've done with enchanting so far.

Basically, if we know a spell, we can figure out a way to bind the spell into an item so that it (1) can be used through an activation sequence and (2) can recharge with set conditions.

That means, currently, that we could likely figure out, after some serious research and work, bind our different spells into objects. Like Dread Aspect onto a ring, or Shadowsteed on a saddle.

And it's possible that from there we could do even cooler things with enchantment, should we pursue it.

We'd need to upgrade our enchantment a lot. I think that Lesser Spells are the best that Mathilde can manage at the moment.

We know that at higher levels of enchantment (and difficulty), adding Mastery effects to items and making them last indefinitely are all possible.
 
Out of curiosity, why the citadel for the We?
[ ] Help the We establish their new nest below the Citadel.
-Directly in line to eat lots of Skaven.
-Higher exposure to risks, but from what I gather the spiders are fine with it as long they can have their breeders in sheltered areas. No other losses are critical in terms of anything but food costs.
-Citadel is the Underway Hub and riddled with complicated tunnels. Good for spiders to web up, not so good for pushing an organized force through until you hit the big chamber.
-More difficult to negotiate further if they're actively engaged in fighting.

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

[ ] Help the We establish their new nest below Karag Nar.
-Directly in line to guard Nar from Underway intrusion
-Already secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Reikspiel given the residents.
-Higher risk of unfortunate accidents. Humans are not known for listening to instructions reliably.
Since we proposed using them as military allies against the skaven, the Citadel option got momentum as a good place to give them snacks.
 
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
Waystones and Henges. Kharak eight peaks is apparently a huge locus for them and hooking up our tower to that has the potential to be a massive boon. But we will need to do some investigation first.
 
I don't think we want to lock in what we're doing with too much specificity We have the personal goals of swording and snaking, but we need to look at how everything else works together with the job Belegar asks of Mathilde.

We also don't know what other options will open up as a result of this turn's actions, such as with Ranald'd shrine.

Waystones and Henges. Kharak eight peaks is apparently a huge locus for them and hooking up our tower to that has the potential to be a massive boon. But we will need to do some investigation first.

Agreed, but, they're one of those unknown unknowns at the moment, I think, where Mathilde doesn't know they're there to learn about. We do have Reginald's hint though.
 
The gambler bonus should be on the blood.
I can't agree to any plan that doesn't put the coin on the snake juice. Otherwise it looks great!

That's the main thing I was considering. On the one hand, we're gonna be taking a snakejuice action for every turn until we've thoroughly squeezed out any and all value from it. We can't spend the Gambler on it all the time, no matter how much fun that might be. On the other hand, it would be very nice to start off as we mean to go on and an initial crit might make things a lot smoother.

On a related note, what kinds of books do you think we could pick up to max out our juice research bonuses? Maybe some stuff on High Magic? They aren't the same obviously but perhaps there's some inspiration we could derive from there. A better idea is probably books on the Realm of Chaos, if those even exist, since that's basically what our liquid snek is made up of.

...you forgot the word "glorious" between violent and revolution.

Also I like r
That you plan would include long term financial good for the empire. We've let that one slide for far to long

Yeah, there's always been something more urgent come up. I think between instilling the principle, setting up a robust informant network and maybe striking a few deals, we'll be good to take our hands off for a hot minute and only check in on occasion.

I don't think we want to lock in what we're doing with too much specificity We have the personal goals of swording and snaking, but we need to look at how everything else works together with the job Belegar asks of Mathilde.

We also don't know what other options will open up as a result of this turn's actions, such as with Ranald'd shrine.

That's what the do job actions are for. As for new opportunities, we could probably swap learning spells for that if necessary, since we don't really get the full benefit if we're not using the Gambler.
 
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I'm seeing the sheath idea slowly gaining traction and all I can think of is Nooo! My Gandalf checkbox! 😭
My suggestion was for both. As long as we can hold it like a staff (it's thin enough for our hand to easily close around) it'd count for the Gandalf-ness, and there are definitely wooden sheath designs running around that we might be able to adapt.

It really depends on the shape of Bar Rikkaz, I guess. If Way Opener is as over-the-top thick as most other things dwarves make it'd be no good, but if it's only a thumb's-width or two it'd be much more reasonable.
 
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On a related note, what kinds of books do you think we could pick up to max out our juice research bonuses? Maybe some stuff on High Magic? They aren't the same obviously but perhaps there's some inspiration we could derive from there. A better idea is probably books on the Realm of Chaos, if those even exist, since that's basically what our liquid snek is made up of.

It's possible that more books on divine magic might helps, which is why I suggesting seeing if the dwarves had any books on the divine magic of their human neighbours in the same way they had about their inhuman ones, as the snake is basically made of divine magic, the same as gods and other warp entities, chaos aligned or not.

The other thing that I think would massively help is Arabyan books on binding djinn and on making items using djinn or bits of djinn. The All Knowing Serpent is essentially a djinn, being a non-chaos aligned warp entity, and the Magicians of Araby are probably the best informed on this subject, with the possible exception of the chaos dwarves. The Crusades were a long time ago, but there may still be books that were captured from the Arabyans back then hanging around, and Barak Varr is one of the major interchange points for the trade with Araby. Our exceptional book seller may have the contacts we need for this.

We'd probably need to hire a dwarf from Barak Varr as a translator though, although it might be worth it if it doesn't require an action. Our bookseller might be able to arrange that as well. For less dangerous texts, we could ask him to hire bilingual human warriors as translators for things like sword manuals.

It really depends on the shape of Bar Rikkaz, I guess. If Way Opener is as over-the-top thick as most other things dwarves make it'd be no good, but if it's only a thumb's-width or two it'd be much more reasonable.

You can do interesting things with an indestructible material to make a blade from, particularly if you're designed for a petite woman like Mathilde - and you have a rune which makes the wielder's physical strength irrelevant.
 
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That's the main thing I was considering. On the one hand, we're gonna be taking a snakejuice action for every turn until we've thoroughly squeezed out any and all value from it. We can't spend the Gambler on it all the time, no matter how much fun that might be. On the other hand, it would be very nice to start off as we mean to go on and an initial crit might make things a lot smoother.
My concern is mostly that a bad initial roll on the juice will be written up as the juice being narratively less useful. I would be less concerned about taking it off for later actions.
 
Generally speaking unless they're really big(in which case you need a much larger dose) you're probably going to have better and cheaper results shooting them twice. Poisons take time to take effect, during which they can stab you more.
If you're able to apply poison at all, in melee combat or running through silent assassinating, then you're not using a gun, you're using a sword, and poison would let you sword better.
 
My concern is mostly that a bad initial roll on the juice will be written up as the juice being narratively less useful. I would be less concerned about taking it off for later actions.

Apparently those kind of rolls are all unmodified.

The risk is probably more like the Shyish swords where a poor roll for Mathilde to think of applications means that she dismisses them IC, quite possibly incorrectly, simply because she hasn't thought of anything. As a result I do agree with putting the Gambler on the roll immediately.

Because of this, I think that in the turn after next, we may want to avoid scouting, if possible, and perhaps focus on domestic concerns. I'm uncomfortable with that choice though, as I generally think that we should be scouting or similar every turn.
 
I mean, I don't mind not going Gandalf with the staff because that let's us go full Witch Hunter between the runesword and our revolver. Honor Abelheim's hat and embrace the ability to start blamming the shit out of people in melee.
 
I mean, I don't mind not going Gandalf with the staff because that let's us go full Witch Hunter between the runesword and our revolver. Honor Abelheim's hat and embrace the ability to start blamming the shit out of people in melee.
Alternatively, Repeating Rifle-Staff. It's about the same size as a staff, and not in any other way magical.
 
You can do interesting things with an indestructible material to make a blade from, particularly if you're designed for a petite woman like Mathilde - and you have a rune which makes the wielder's physical strength irrelevant.
Indeed. Alas that they may not occur to Kragg give the lack of institutional sword knowledge.
 
I would really like to do the information network actions soon: Instil corporate policy: information gathering (news) and; Settlers, traders, and prospective wives are arriving. Start building an information network amongst them.
The ex-spymistress in me demands it. The first should get us an Empire rumour mill. Unfortunately the second would require actions to manage. If we want our worldwide spy network we need to hire a grey journeyman intrigue advisor! Or better yet, get the external marshal or the chief diplomat to hire them but have Mathilde copied in to anything juicy.

The next scouting action should be: Greenskins currently occupy Karagril. Find out what tribe they are and who rules them. Karagil is the most likely place to send an army straight at us. It is also a place where Mathilde can lurk in the middle of the settlement and walk among the inhabitants and get a really good picture of their capabilities and intentions and anything special they might have brewing. That would require us to set the coin to Night Prowler so we'd want to do another scout the same turn.
 
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