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I'm not seeing that as very relevant.
Moving an army is long and difficult work.

It would take some extremly impressive work to have an army attack by night and successfully retreat before daylight.
Sieges are the work of months and years after all, especially against Dwarfes.

Kragg was optimistic they could hold a gate for months if the sun's angle just isn't right in the season the foe attacks, so I doubt a night-attack or bad weather has any serious influence.
That's the thing I'm talking about.

Vampires and army of the Dead? Don't care if they lose it all, they can just go back to the Plain of Bones and get more.

Chaos Dwarf slave armies? They don't care, more Daemons and more slaves(usually Greenskins) where that came from.

Warhammer's Evil Horde factions are extremely willing to just toss hundreds of thousands into the grinder because it costs them nothing but a bit of time and effort.
 
But why does a few hours matter to an anti-siege weapon? Our army took, iirc, a week of marching to get from the underway to the east gate. On that scale, we could hit pretty much anything but cavalry for at least days before they were close enough to hit back.

Honestly, setting up a cadre of long-distance scouts is likely to be far more useful to the Karak defense than patching the missing time. Give them shadowsteed bridles and task then with getting the information about enemy armies back fast enough that the tower can be used at it's full range, rather than trying to make sure it is always tactically useful at relative knife fight ranges.

I'm not sure that we see the weapon the same way the others do. I'm not sure how anti-siege they see it, or if its another goal for them. Not bad, not good, just different.

I from mulling on this that you (both you individually and more in general as a group) and I might not be seeing things the same way. I see this as an anti-siege weapon. This isn't something you pull out for much less than an existential threat, at least not the power stones (which you might always need for a surprise crises).

Also,
A simple answer to this is a Vampire army using a tide of dead Greenskins. Vampires don't like the Sun and do not give a toss about the restrictions imposed on mortals by night time like sleep or seeing in the dark and their armies also don't care.

In daylight we would laugh at this hypothetical army, and rightfully so, we can deal with a tide of living Greenskins in the day with it. The Undead are strong because they can be endless. Getting attacked by an Undead horde coming from the Plain of Bones, which is rather close to us would be very costly to rebuff for the East Gate in the hours they have to attack. We probably could rebuff it and then fry it when the sun reaches two hours beneath the horizon.

The point then is to close this vulnerability that risks the lives of those who stand at the East Gate and guard its walls.

This same reasoning applies to armies that know of the capabilities of the Tower in the daylight. Take for example an attack by Chaos Dwarves who interrogated Greenskins fleeing the first use of the Tower after they run into the Dark Lands or just general Greenskin rumors filtering out from Karak Drazh which has a prime time front row seat to its first firing. They have a good chance to figure it out, and they have armies of enslaved beings and armies of things called Forgebound Daemons. Which are basically Daemons bound to living beings in welded shut suits of armor. And other terrible examples of Daemonsmithing.

And Karak Eight Peaks as a progressive resurgent Hold is a giant middle finger to their entire philosophy that they needed to do what they did and the other Dawi are doomed to die.

I think that I might answer some of that in my quote above as well.
 
So the thing is that by making the shadow arbitrarily targetable we have turned it from a siege-ender weapon into an anti-surface-battle weapon. "Win any engagement that takes place on the surface, any time of day or night" is very strategically different from "no siege can succeed."

For starters, it means a hefty chunk of the artillery and personpower guarding the surface approaches can be shifted elsewhere. Not all of it, obviously, but decreasing their relative value on the surface lets you fortify harder underground, which is extremely valuable because the major threat we actually are worried about is underground. If we're still vulnerable to being taken by storm ~8 hours a day, Dreng can't do that.
 
The Dwarves say that the Runes named for them operate through their intervention. They're certainly the most powerful Runes of all, but that does become a bit chicken and egg. Are they the most powerful Runes because the Ancestor-Gods are empowering them, or were they named for the Ancestor-Gods because they're the most powerful Runes?

(any insight that events of the End Times might give into the nature of Runes and Ancestor-Gods should be considered inapplicable for the purposes of this quest)
This puts an interesting twist on how the Ancestor Gods work compared to other races gods. Most gods seem to be warp entities formed by the faith of their worshipers, who can use their followers as a conduit to act on the mortal world. All the Ancestor Gods verifiably existed, and they don't act on the mortal world anywhere near as often as other gods, except through the Runes of Valya, Grugni, Grimnir, and Gazul (with other Ancestor God Runes being possible, but not explicitly stated). Gazul is notable for the founding of the Dwarfish Ancestor Cults, with Imperials arguing a link between the Glittering Realm and the Underearth. It seems like the Ancestor Gods are something different than normal divinities, but what I can't say.
 
I will go for that actually- I was thinking about how much I like reading her delight in magic, so it's more of a character reason but it gets the same result.

I suspected that the quantitative argument might be the more effective, which is good because man it didn't want to get into words. :) happy to have offered another viewpoint.
 
Honestly, the threats that would make the hours-long Gap matter (as described) are the sort that would roll over us without slowing down sans superweapon. Given dwarfholds don't fall quickly, I'm going to go with 'possible', but verging on the 'we must do this or all of our friends and pets will die immediately' style arguements.
 
I'm not sure that we see the weapon the same way the others do. I'm not sure how anti-siege they see it, or if its another goal for them. Not bad, not good, just different.



Also,


I think that I might answer some of that in my quote above as well.
I see it as a tool to completely invalidate any form of overland threat to Karak Eight Peaks because it can fire with impunity in any direction that isn't blocked by another mountain. Which is a very large portion of Death Pass, all of the Caldera, the West Gate and probably some other sections I'm forgetting.

This goes from siege, to the idea of enemy forces sallying forth. Patrols are pointless, but actual armies or forces? They'll die. And this is because it can fire for as long as Mathilde can handle it which is several hours of continuous operation. And even without her it has battery life for a few hours of continuous use and charges 20 minutes every day.
 
Sure you can! But the only even decent way to do it is to suggest a cuter smooching partner.
OK. In no particular order, my list of people I am interested in Mathilde getting to know so that we can identify which among them we would like to smooch:
  • Gunnars
  • Prince Kazrik (disqualified due to his thing with Edda)
  • Oswald Oswaldson
  • The Eshin we met (I'm only like 80% joking on this one)
  • Panoramia (disqualified this past update due to lacking ambition)
  • Sir Ruprecht Wulfhart
  • Gretel Maurer
  • Roswita Van Hal (disqualified due to both of us having daddy issues for the same person)
 
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So the disconnect here, I feel, is that you're listing entirely characters whose deals we already know. The people you listed we know the least about are Edda, who is on the council and so who we see at least some of every turn, and Gunnars, who we've had a bunch of interactions with but just keep failing at getting information out of. This seems like a rich-get-richer situation, where the only characters who get our social actions are the ones we have preexisting relationships with.

I want to social Oswald because we don't know much about him. Like, yes, I will agree with you 100% that I am certain I will find interactions with Kazador interesting in a way that I am not certain I will find interactions with Oswald interesting (except insofar as I trust Boney to write interesting stuff all the time forever), but I feel that with five social actions a turn, we can afford to spare one on the "explore" side of the "explore-exploit" strategic dichotomy. The dude has had all of two paragraphs, only one of them onscreen. I want to give him a chance to impress us.
See. I value a compact cast of characters who we value, who have substantial layers to them and interesting dynamics with the protagonist. I despise expanding the character roster for the sake of expanding it. We've got a ton of people we've interacted with and who have interesting stories I'd like to see more of that I feel trying to turn over rocks in the search of more interesting things is missing the point. It's the same premise why we don't actively try and find more projects given our AP shortage. There are more interesting characters than we'll ever be satisfied wiht.

Oswald doesn't have any inherent value, we haven't seen particular signs of depths, and their relationship dynamic is 'we interviewed him once'. You want something new, don't just latch onto Oswald- look for signs that the character has interesting depth, look at their possible relationship dynamic with Mathilde, look at characters liable to matter in narrative terms. For instance;
Hluodwica- she's the priestess of Esmerelda and leader of the Halflings, she's relevant and liable to be a character that might show up more and bounce off Mathilde. She has lots of potential interesting details between her leadership and her faith, she's interconnected with Mathilde through their romance book club and by virtue of Mathilde trying to get a prestess of Esmerelda teaching the We. Bam. I can say there's a lot more to be interested in then Oswald.

Ruprecht- he's the leader of Ulrikadrin and Grand Master. He's a character who we can expect to potentially engage meaningfully with the story and has a lot of baggage both in why he left the Empire, what he thinks of his choices leading up to here, and what living close by but outside of K8P is like. As for their relationship? They're both warriors, he thought she was investigating whether or not he needed to disappear and they both think Wolves are neat. Bam. Plenty of potential black comedy, insight into the Empire, association with humanity, and things to bond over.

Just because we can choose who we interact with and we can trust Boney doesn't mean we shouldn't put forth some due diligence in trying to find interesting potential of our own. I'd much rather we put more thought into the kinds of interactions we want to see than 'that cat was a gag in one scene! It's a sign'.

Edit: When I say that look for characters that are liable to matter I'm not saying use the Social turns to try and pursue advantage, I'm saying look for interesting characters liable to make an impact on Mathilde. To influence her story. We loved Abelheim because of how he shaped Mathilde, we followed Belebro because of how he engaged with us, Kragg has been awesome because of how he's infected and humored Mathilde, etc. Characters are at their best and most enjoyable when they have a meaningful impact on the protagonist. There's nothing wrong in looking for those impacts.
 
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Honestly, the threats that would make the hours-long Gap matter (as described) are the sort that would roll over us without slowing down sans superweapon. Given dwarfholds don't fall quickly, I'm going to go with 'possible', but verging on the 'we must do this or all of our friends and pets will die immediately' style arguements.
Honestly... not really.

There are many armies out there with basically disposable forces and like I have said multiple times, particularly here:

Getting attacked by an Undead horde coming from the Plain of Bones, which is rather close to us would be very costly to rebuff for the East Gate in the hours they have to attack. We probably could rebuff it and then fry it when the sun reaches two hours beneath the horizon.

I think its more a problem of "We have the opportunity to ease the lives of people who have appeared only in limited fashion on screen, but who keep us safe and were instrumental in the Reclamation's success." Because of that, we should act such to reduce the strategic pressure on them as much as possible.

The problem I'm thinking of is: "Some ass with a disposable horde decides to yolo it into our gates for funsies and spite and pressures the East Gate."

If we don't have the tower nightlight they can do this. If we do, they can't and the East Gate guards can rest easy.
 
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Each race seems to have unique twists to their gods.

Elves and their gods.

Humans and their pantheons.

The slaves of darkness and their Chaos Gods.

Dwarfs and their gods.

Possibly whatever is going on with Ind, though it might just be more human stuff.

And Ogres! They worship Lavos the Great Maw and the Fire Mouth! Which are two things that are physically there, but which seems to result in magic anyway. (But which might be wind magic. Firebelly easily maps onto Fire. Slaughtermasters magic might map onto Shyish.)

And the Greenskins. They have their own gods, too. But where the heck did they come from?

Oh yeah, and the Lizardmen have the Old Ones, sorta. But more relevantly... they have Sotek.
 
I'm not seeing that as very relevant.
Moving an army is long and difficult work.

It would take some extremly impressive work to have an army attack by night and successfully retreat before daylight.
Sieges are the work of months and years after all, especially against Dwarfes.

Kragg was optimistic they could hold a gate for months if the sun's angle just isn't right in the season the foe attacks, so I doubt a night-attack or bad weather has any serious influence.
Working at night won't meaningfully impact a "hard counter to a prolonged siege" function of the tower, but
1. It's going to make "blot out the sun" trick irrelevant. I can totally see Chaos Dwarves going for it, with what they have instead of the sky in Darklands.
2. It makes the tower deployable in any kind of overland battle near Karag Nar. Night ambush on a trade caravan? The tower got you covered. Night Goblins sally in the Caldera? Same thing.
3. It's a great ace up the sleeve: we can deploy it as a surprise attack against enemies who think we need the sun to turn it on.
 
You know, one thing I want to ask and get an answer on?

Is if the Rune of Gazul has ever been used like this before.

I mean, for that matter... what is the Ancestor Rune of Gazul usually used in or for?
 
You know, one thing I want to ask and get an answer on?

Is if the Rune of Gazul has ever been used like this before.

I mean, for that matter... what is the Ancestor Rune of Gazul usually used in or for?
Probably to seal Tombs of really important figures.

Like High Kings. Its a great big sign of "Fuck you, in particular" and that's the kind of behavior Dwarves hold to tomb robbers.
 
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