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Alternatively, Repeating Rifle-Staff. It's about the same size as a staff, and not in any other way magical.
That's one way to handle that- I'm not sure we'll have room for a rifle and the rune bastard sword but it's definitely not beyond the scope of possibility. On the other hand, I really do want to see about enchanting our firearms with Okkam's for sweet magical mind bullets at S8 in the long run.
 
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.

One day we'll make ourselves a shadow automatic pistol that fires mini-shadow chisels propelled by a gas check at the base and reloads itself by using the shadow from the light cast from the explosion of the powder to cast substance of shadow on the next cartridge and move it through the walls of the chamber ready to be fired. One of the pistols we saw for sale in Zhufbar used cartridges. With a magical silencer as well, for the extra James Bond feel.

Indeed. Alas that they may not occur to Kragg give the lack of institutional sword knowledge.

Given that Gunnars is at the hold, and Kragg seems to have uncharacteristic respect for his particular and unique expertise, hopefully they've spoken about the subject, as swords are probably more alien a subject than souls to Kragg. That would make getting training from him even more attractive.

Also, Gunnars order is the most likely in the world, with the possible exception of the Swordmasters of Hoeth, to have developed specific sword techniques to take advantage of the unique quirks of magical swords.

I suspect that as the wind of deception, to some degree having a staff hidden or disguised as something, or that hides something within it, might actually make it more conducive to channeling Grey Magic.

In this vein, particularly disguised as something usually thought of as being harmless itself, like a sheath.
 
Hmm. Do you think there's any form of reified Divine Magic? Saint's blood, perhaps? Regardless, I completely agree re: stacking Divine Magic bonuses.

This would probably be the most helpful thing though. I wasn't aware that Arabay had texts on daemon binding but I suppose I should've guessed given their theme. An Extensive/Esoteric collection on Daemons from the Empire, Arabay and the Dwarves would give a very impressive +15 bonus if they applied, even more if we could stack Divine Magic on top of that. Pricey by any sane measure, sure, but it might be worth it.

Elsbeth von Draken has the ashes of a dead god, which is pretty much the ultimate in reified divine magic. If she's published on the subject that probably requires the full four college favours to get.

The djinn of Araby appear to be non-chaos warp spirits, aligned with the elementals, that Arabyan Magicians use to perform nearly all their magic, given the relative weakness of the Winds that far south. They do this either by imprisoning the djinn into objects to be commanded later, or by binding them permenantly into an item, such as their flying carpets, or, in at least one case, using their 'body' parts, like a fire efreet's blood, to make magic items. This is a far more directly relevant to the snake juice than almost anything else.

Araby also apparently maintained contact and traded with Ulthuan all through the period when the high elves ignored the Old World, so there could be some influence on their magical tradition by visiting elven mages, although that's pure speculation. What we can be confident is that the Magicians aren't chaotic or dhar based, otherwise the elven navy would have gone all world police on them or embargoed them like they did the Old World.

Mathilde should pick up Arabayan anyway, that's an entirely new frontier of smut to conquer!

I already made the point about there surely being a Thousand and One Nights analogue.
 
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.

I'm tempted by the spy ring stuff too, but when I step back I have to ask myself-

For exactly what purpose will we be running these spy rings? What exactly are we going to be doing with the information? It's not for our immediate boss; I have to think Belegar would file an Empire rumor mill very low indeed on his list of priorities. Who else are we collecting information for? The Gray College? Is it about earning College favors or... like, what use is the information going to be in our current position?
 
I'm tempted by the spy ring stuff too, but when I step back I have to ask myself-

For exactly what purpose will we be running these spy rings? What exactly are we going to be doing with the information? It's not for our immediate boss; I have to think Belegar would file an Empire rumor mill very low indeed on his list of priorities. Who else are we collecting information for? The Gray College? Is it about earning College favors or... like, what use is the information going to be in our current position?

And the Grey College should surely have their own, much better information gathering networks in the Empire. We don't need to duplicate them in the Empire. If Belegar does need this information, we can propose an intelligence sharing treaty between Karak Eight Peaks and the Empire, as represented by the Grey College.
 

rip, deleted that post while editting more snakejuice plan info in. You're too damn fast mang.

Elsbeth von Draken has the ashes of a dead god, which is pretty much the ultimate in reified divine magic. If she's published on the subject that probably requires the full four college favours to get.

Wait, when was this, holy shit. That's definitely worth burning favours on.

The djinn of Araby appear to be non-chaos warp spirits, aligned with the elementals, that Arabyan Magicians use to perform nearly all their magic, given the relative weakness of the Winds that far south. They do this either by imprisoning the djinn into objects to be commanded later, or by binding them permenantly into an item, such as their flying carpets, or, in at least one case, using their 'body' parts, like a fire efreet's blood, to make magic items. This is a far more directly relevant to the snake juice than almost anything else.

Do you think that would come under Arabay Daemon books or is that broad enough for its own category entirely? Because that seems perfect, especially considering the Silk Road analogue we're sitting on. Maybe we could get a collab going with a wandering Arabayan Mage? We should at least put the word out with a caravan.

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.

Nah, the snakejuice's properties are decided right off the bat to avoid this specific situation. That said, I agree with @Alratan re: the possibilities. A modded plan would be:

[Q] Plan Swords and Snakes
-[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]

Left open to work on whatever goals Belegar might assign. That said, we'll definitely want to teach the We some semaphore to let them coordinate with the Dwarven Rangers and what not. As for those concerned about their intelligence, it's a little late to worry about that after teaching them Riekspiel.

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

In a few turns, we're gonna end up getting the greatest weapon possible to forge in this current age. If our skill isn't at least Advanced, Mathilde would die of shame.

-[Q] Travel to the Grey College and attend lessons there. [PLACEHOLDER]

Since we're not gonna use the Gambler on this option, this is just a placeholder for any new opportunities that might pop up. I'm entirely open to arguments as to what should go here.

-[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.
-[Q] The Gambler: Snekjuice

Max out that good good snake roll. A solid initial roll would make sure Mathilde can see many of the possibilities available to her. With a +50 on this (Learning, Coin, Tower, Books (?)), there's a very high chance we crit and thus start with a firm foundation for further research.
 
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I like your plan, but to be properly counted by the tallier, it would have to be called '[] Plan Not Plan TNE'.
Thanks for the advice but I was kind of asleep at the time and it's probably too late now.
Adhoc vote count started by BioWolf on Oct 8, 2019 at 7:46 PM, finished with 1587 posts and 174 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…
 
I'm uncomfortable with that choice though, as I generally think that we should be scouting or similar every turn.
I don't think we should. If we wanted to be scouting the Skaven and Greenskin holdings every turn we should have gone for the Internal military advisor. We are already crunched for actions without spending more time on things that are not our responsibility.
 
For exactly what purpose will we be running these spy rings? What exactly are we going to be doing with the information? It's not for our immediate boss; I have to think Belegar would file an Empire rumor mill very low indeed on his list of priorities. Who else are we collecting information for? The Gray College? Is it about earning College favors or... like, what use is the information going to be in our current position?
To decide whether or not the EIC needs to be destroyed, I assume. We have had a lot of concerns about the wealth and influence it's amassing. It's expressly our remit as a Grey Magister to decide how to manage its growth and to cull it if it needs culling.

While I agree that this is a major concern, I think, instead, that we should instill the corporate culture of "long-term financial good of the Empire," as I've posted about fairly extensively: here, here, and here.
 
That's one way to handle that- I'm not sure we'll have room for a rifle and the rune bastard sword but it's definitely not beyond the scope of possibility. On the other hand, I really do want to see about enchanting our firearms with Okkam's for sweet magical mind bullets at S8 in the long run.
If the sword resides on our back, we could just strap a rifle scabbard alongside the sword scabbard.

I don't think we should. If we wanted to be scouting the Skaven and Greenskin holdings every turn we should have gone for the Internal military advisor. We are already crunched for actions without spending more time on things that are not our responsibility.
Could we arrange for another Grey to be sent down and assigned to Dreng? We've proven our worth, but given we don't have time, another Grey could really help with deep scouting and sabotage.

Beyond that, it lets us develop another partnership among the council, and makes sure we don't step on Dreng's toes with our activities.
I'm pretty sure he just appreciates any help he can get, especially with skills rangers don't have.
 
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The next time we do scouting, I'd like to do it as a "cooperate with a fellow councillor" thing. Presumably Dreng has a better idea of what K8P needs scouted than we do, given he has more insight on our future military plans.

Beyond that, it lets us develop another partnership among the council, and makes sure we don't step on Dreng's toes with our activities.
 
To decide whether or not the EIC needs to be destroyed, I assume. We have had a lot of concerns about the wealth and influence it's amassing. It's expressly our remit as a Grey Magister to decide how to manage its growth and to cull it if it needs culling.

I mean, we don't need dedicated spy rings for that singular purpose. Since we're already spending an action every turn to run the company, we should maintain pretty good awareness what they're up to.

And let's remember, the EIC is at best a big little fish in the realm of commerce right now. It'll be years before it's a medium size fish, much less of a size to be a genuine menace.
 
Could we arrange for another Grey to be sent down and assigned to Dreng? We've proven our worth, but given we don't have time, another Grey could really help with deep scouting and sabotage.
I assume it's possible. I'm sure there are wizards among the Grey Order who would enjoy a couple of seasons helping out the Dwarf holds. Not sure if there would be anything more permanent, and given the advantages that Skaven possess, I'm not confident in throwing a journeyman at the problem, which means a magister, which will be more expensive.
 
I know this was a page or so back but I fully support plans for a lab room as well as a ulgu room. I see the idea of a 'dwarfen clean room' as more a hybrid autopsy/vivisection area and a general place to study the physical world ie chemistry/alchemy. Following on rather predictably, the ulgu room is all about that magic: snekjuice, spell development, enchanting, just general aetheric zappy goodness.
 
the snake is basically made of divine magic, the same as gods and other warp entities, chaos aligned or not.
Nope, Divine Magic is an Order Gods very being getting channeled from some means or another into reality.

Shallyan's poking this world will have a very different effect then Ranald doing the same action. It's probably why Divine being can't easily be compared.

Their divine soul, very beings, form, flavour of magic whicever description best fits the entities, Ranald is different from Shallyan.

The nature of the Immaterium isn't like the heat death of our universe where theres only one kind of energy. One soul is different from the other in WHF.

Extend it even further and Divine/Ranald Magic will be very different from Snake Magic. If it's not the Wisdom's Asp's blood that's pouring out and is instead just raw Magic then it's still very different from Divine Magic.

I agree with the rest of your comment about buying Dwarf books on Divine Magic but because it's source is still the same realm as the snake. It might even give clues into what makes Ranald Ranald with more knowledge of Gods to compare and contrast with each other.

As for other books... maybe someone did a research paper on Wisdom's Asp? It's results would probably have been stuck in the Daemon textbook though.
Book on Divine Artifacts possibly. It's looking more for any colledge research on it than just an encyclopedia of artifacts.
 
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