Voted best in category in the Users' Choice awards.
Voting is open
Hm. If not outright ice... how about glass? Glass is called a "slow-moving liquid" sometimes, right? Hence, it would not be an outright transformation of the liquid stuff into a solid form; it would be a more-congealed form of the liquid itself; turning it into a "slow liquid."
To my knowledge that was refuted long ago, it's a solid, amorphous, but entirely solid.
 
Turn 25 - 2482 - Polyglottony
[*] FIEF: Leave the current and future money be.

[*] [TOWER] Complete

[*] Plan Present Concerns
-[*] PROJECT: Queekish
-[*] PROJECT: Skaven Politics
-[*] PROJECT: Dragon
-[*] PROJECT: Karag Mhonar

[*][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)
[*][LIBRARY] Skaven - Dwarf Esoteric, Anatomy - Imperial Esoteric, Dragons - Dwarf, Imperial, and Bretonnian Extensive
[*][COLLEGE] Item of Boon of Hysh - 5 College Favor
[*] [DWARF] No purchase.

While the Colleges would insist that there's no actual enmity between the Colleges and it goes no further than friendly rivalry, relations between the Light and Grey Colleges can come close at times, and despite what an outsider might think, the cause isn't the difference in their magics but the similarity of their priorities. Both concern themselves with fighting corruption within the Colleges and the Empire, but where the Grey Order does so through soft power, realpolitik, and the occasional messy example, the Light Order does so through an often unreasonable fanaticism and pursuit of purity, both literal and metaphorical. Still, all the Colleges are on the same side, and your good name is no less bankable with them than any other College.

That doesn't mean you're going to do something silly like actually subject yourself to their ridiculous entrance ritual, so after you sent a firkin of fine Dwarven ale to Lord Magister Olenus in appreciation for his work on the MAP, you wait for your contact within a rather charming cafe near the nexus of power that the Light College is built upon. This part of Altdorf is noticeably cleaner than all but the wealthiest districts, mostly due to the College - they don't, of course, actually do cleaning themselves, but the protections of the Light College wreak particular havoc on the sense of direction of those without magic, and the Light Order spread a rumour that anyone particularly lost can improve their chances of finding their destination if they take a moment or two to see to the cleanliness of wherever they find themselves. Perhaps it's a sign of surprising cunning from the straight-laced Light Order, but you wouldn't put it past them to have actually worked that into their concealment.

Choirmaster Stephen is an affable and dotty sort it's hard not to like, but there's a mind like steel underneath that. Unlike most of the Colleges, the Light Order maintains ties with all of the more respectable Cults within the Empire, in no small part to allow them to scour every orphanage they can for the slightest hint of magical talent. This does leave them with significantly more Perpetual Apprentices than most, which suits them just fine because Hysh is apparently quite straightforward to use in concert with others. An individual Apprentice might not have much power, but twenty working in unison can pack a hell of a punch, making 'Choirmaster' a much more formidable title than it may otherwise appear. So you rise to greet him, thank him for his time, and try to ignore the poor candle on the table in front of you as it tries to dim and brighten at the same time.

"We tend to be a bit wary about giving out the gifts of Hysh," he says, carefully unfolding a cloth wrapping. "However, it seems unlikely that even the Grey College could weaponize the banishment of illness, except against those that all weapons should be levelled against." The final fold of cloth is pulled back, and a glimmer of light attracts every eye in the cafe, which then hastily turn back to their business when they note that it's wizards doing wizard things.

You look thoughtfully down at what appears to be an unadorned cylinder of quartz or glass containing what looks like a pure-white liquid, but your Magesight can tell it's 'only' densely-packed Hysh. "Is this battlefield-portable?"

He taps it with a knuckle, producing a ringing note. "To an extent. I wouldn't put it in the bottom of your bag, but some of our more active sorts keep something like this in a padded pouch without trouble." He picks it up and peers at one end of it, then turns it over. "The active end has the Rune of Hysh on it. Tap it - any person, or any living creature for that matter, can activate it - and it will begin to emit light from the top, not unlike a candle. Hold it in both hands close to your body and it will go to work. It takes about five minutes, no matter the severity of the malady."

You take the 'candle' from him and prod the rune warily, and Hysh leaks from it and forms a small but radiant sphere of energy floating above it. "Capacity and recharge?"

"Variable, it shines as bright as is needed. You could cure a score of food poisoning, but only two of Neighlish Rot. Sunlight is best for recharging, two hours or so will do the trick, though lenses or some other way of concentrating it can speed that up considerably. Fire can do the trick as long as you keep it outside of radiant Aqshy range. Alternately, holding it while in a deep meditative state or truly devout prayer can recharge it, but it does tend to be tricky to reach either state when you're focused on the candle."

You thank him, and he smiles, claps you on the shoulder, and turns ninety degrees vertically and vanishes from sight.

---

Your original plan for the weaponized portion of the Grey Tower consisted of a 360-degree view, a revolving chair for you to sit in, and nothing else. Now that it can operate without a Grey Wizard providing the fine control, you've had to expand that somewhat, and a control console has been built on a moving track around the perimeter of the room, featuring three levers, three switches, and one large, intimidating button. The honour of first activation goes to King Kazador, for his contributions to the Karak in general and for the steel that made it possible to work in the Rune of Gazul in particular, and you walk him through the process step by step, doing your best to ignore the curious stares of King Belegar and the Council behind you.

"Blue Lever, Red Lever, Grey Lever. Blue Lever clears the weather. It's already clear, so we set it to 'off'." Chunk. "Red Lever provides light. Sun's out, so we don't need it. Off." Chunk. "Grey Lever lets us aim. The shadow's not currently pointing at the Eastern Approach, so we set it to 'on'." Chunk, and a clack-clack as the bolts holding the console in place release, and with a gentle touch it starts moving along the metal track that rings the room. You surrender control of it to King Kazador, and he rolls it right with enthusiasm until it lines up with the half-dozen Broken Toof Orcs that Dreng's Rangers had captured for this purpose, who wriggled fruitlessly against the ropes holding them immobile. "Line up the mark on the top of the console with the line on the window. That aims it - there's a dial for inputting a compass position manually, but this is easier. Flip the 'Direction' switch when that's ready."

"What about angle?" he asks, peering with one eye along the mark.

"That's next. Got it?" He nods, and flips the switch, and another clack-clack signals that the console is once more locked in place. "Second is angle, which gives us our range. You could eyeball it, but we're a fixed point here, so the work's all been done in advance." You take a folded map from the small nook in the side of the console. "Pick a landmark - mountain or milestone - and we'll have the top of the shadow line up with it, or parallel to it if it's off-center."

He peers down the mark once more. "Fifth mountain on the right. With the arete on the right and the scree right in the middle of the base."

You consult the map. "39 degrees from Noon. Spin that dial there- that's the one- and flip the 'Angle' switch."

"Done."

"Third is the safety mechanism." The first two switches had a dial above them, but the third has only a recess. "If you check the other side of the panel, there's a series of crystals in labelled pockets. Take the one marked 'grobi', insert it into the socket, and flip the switch." He does so, and there's a click as the crystal is locked in place. "That's the failsafe. It can't fire without a crystal, and there's no crystals for Dwarves or Halflings or man." Unless you're piloting it, in which case it's controlled by your mind, not the console. You don't say that out loud. King Belegar knows that part, but not everyone has to. "We are now ready to fire."

"It only harms greenskins?" Prince Gotri says, somewhere between curious and dubious.

"I borrowed a goat from the Halflings - she's about halfway between the base of Karag Nar and the greenskins," you peer down, "and trying to chew through her tether, by the look of it. So we'll know for sure in just a moment." You nod to King Kazador. "Fire when ready, your Majesty."

Apart from the click as the button sinks down as far as it will go, there's nothing but silence. But this is more than an absence of sound, this is silence that devours sound, somehow growing louder by the moment. Ulgu is siphoned from the Room of Dawn and Dusk and in the space between heartbeats, the sky is made to forget where the sun should be, and the shadow that was pointing straight north is now centered almost exactly on the greenskins below. The silence echoes, there's a hint of a scrape of metal on metal, and the shadow of Karag Nar deepens into a solid black...

And then, just as suddenly, the sun is back where it belongs and the quiet that grips the tower is the mere sound of eight people holding their breath.

"I don't know if it would frighten the greenskins, but it sure scares the hell out of me," King Kazador says, breaking the silence. "Did it work?"

You're already folding Ulgu, and the air bends as you create lenses between yourself and the test subjects. The eight of you peer down at an unperturbed goat, still obstinately munching on a rope that was specifically made to be unpalatable, and then you shift the lenses slightly to the now-unmoving greenskins. Their ragged clothing and the ropes that tie them are untouched, but every inch of visible flesh is burned a solid black. "It certainly did something."

Six sets of eyes peer down at them, but Gunnars needed only a glance, and you look over to see him nodding once in satisfaction.

---

Never before has the walk down the stairs of Karag Nar felt so long, and it's further still to reach the Eastern Approach. Pausing only to cast Sleep on the goat before it munches itself free and you have to explain what happened to the Halflings, you make your way down the path with two Kings and five fellow Councillors. You had braced yourself for the stench of scorched flesh, but even as you crouch down next to one, there's nothing, and your Magesight similarly can't detect any energies in them, neither that of a living creature nor any lingering presence from the activation of the Tower.

Prince Gotri, naturally, is the first to be overcome by curiosity and prod one of the corpses, and the dead Orc collapses gently in on itself. All that remains is an empty shell of ash, and the slightest touch is all it takes to rob the remains of even that cohesiveness.

"From the inside out," Gunnars says with grim satisfaction. "Zharrvengryn ignites the energies that bind body to soul."

---

There's a while of quiet silence as your group returns to the Karak, only broken by the bleating of the retrieved goat who apparently objects to being subjected to magic. King Kazador peels off from the group towards the Citadel to plan his latest foray against whoever catches his interest first, and the rest of the council meeting takes place on the march. Gunnars reports the Temple being on track to open in six months, and Princess Edda reports the reopening of the Barrows silver mine, though more time is needed to carefully probe its extent and reinforce the ancient shafts and tunnels before silver ore can start to be extracted.

"Dreng, how go the weapons?" King Belegar asks.

Dreng isn't the cheerful sort, but his frown is deeper than usual - though it takes a fair bit of familiarity with Dwarves to tell behind the beard. "Karak Azul is still trying to scale. They're too used to having nothing to work on but the relatively few supplies King Kazador's greenskin-worrying required. They've promised that every spare blacksmith Dwarf-hour will go towards supplying us, but their first priority is maintenance and supply for their Throng."

King Belegar frowns for a moment, then shrugs. "That's fair. Work with Edda on the Barrows, and if it's clear check on Karag Grim nearby, old records and stories tell of natural caves and it'd be an ideal position for beasts or greenskins to hunt miners from." Dreng nods and salutes. "Kazrik, what of Nuln?"

"The Imperial Gunnery School is opening up a branch in Karag Nar," he reports happily.

King Belegar almost misses a step, and the rest of you have to come to a sudden halt to keep from piling into him. "How?"

"Apparently the one thing that Luitpold and Konstantin agree upon is that they like us. We've got the full sixty cannon I was hoping for, and I also managed to secure three dozen mortars."

"I've got Clan Irkokri working on a battery platform for each of Karagril, Karag Lhune, and Karag Nar," Dreng says. "The entirety of Death Pass from the East Gate to the Ulrikadrin Passage will be in overlapping fields of fire, with the least protected part being where the Eastern Approach meets Death Pass, which will 'only' have fifteen cannon and twelve mortars able to get an angle."

"Very fine work. We need Death Pass to remain open." He thinks for a moment. "Head to Karaz-a-Karak and bring me a copy of every grudge levelled against an Ice Dragon. If it'd done anything recently I'd have heard about it, and anything older will be in their records. We'd likely have to see its markings before we can tell if it matches any of the records, but I want that information on hand. Gotri, the defences?"

"Run into roadblocks on the current project," he says shortly.

"Is the idea workable?" Prince Gotri nods. "And the grapecannon?"

"Fifteen at each front, including the Kvinn-Wyr underway."

"Then you've got another six months. Make it work." The other Councillors peel off, some going ahead to Karag Lhune and some turning towards the Citadel, and in a few moments you and King Belegar are left crossing the Eastern Valley at a more sedate pace. "I don't know what the hell I was expecting, but it certainly wasn't that. Terrifying, utterly terrifying. But I can live with it a lot easier than I could with a Waaagh or an Ogre tribe or who knows what else battering down the Eastern Gates. Excellent work." He turns to look up at the towers atop Karag Nar. "You really think you can extract Queekish from a Skaven?"

You nod confidently. "Not quickly or easily, but yes."

"Then do it. I've a feeling we'll need every advantage we can get when they stop tearing each other apart and turn towards us."

---

Mandatory Actions: Pick one from each category.

Journeyman Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Allow him to spend all his time on his metalworking studies.
[ ] MAX: Learn a skill: specify what from who. You may pay for a trainer.
[ ] MAX: Learn a spell: specify which.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Bring him into the classified study on Warptech and have him assist Johann with the Ratling Gun.
[ ] MAX: Write a paper: specify which.
[ ] MAX: Receive dictation: specify which. Must be taken with a 'dictate' action.

Magister Johann, Gold Wizard
[ ] JOHANN: Allow him to spend all his time raiding the Skaven (Choose: Clan Mors, Skryre or Eshin)
[ ] JOHANN: Join him on raids with the aim of finding written correspondence (Choose: Clan Mors, Skryre or Eshin).
[ ] JOHANN: Learn a skill: specify what from who. You may pay for a trainer.
[ ] JOHANN: Learn a spell: specify which.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.

Wizards of Karak Eight Peaks
[ ] DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found.
[ ] DUCK: Panoramia's about ready to test for Magister, but she doesn't have a lot of free time to prepare. Work with her to help make the most of every spare minute. (NEW)
[ ] DUCK: Help Johann train his rat-wolf children.
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.
[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
[ ] DUCK: Adela's started her education in Dwarven engineering. Escort her to do field-testing with some of Gotri's prototypes, and grab what Queekish you can while doing so (Choose: Clan Mors, Skryre or Eshin).
[ ] DUCK: Hubert wants glory. Take him on a sortie, with the side-goal of finding written correspondence (Choose: Clan Mors, Skryre or Eshin).
[ ] DUCK: Gretel's motivated by wealth. Take her on a raid, looking for wealth and Queekish (Choose: Clan Mors, Skryre or Eshin).

The Eastern Imperial Company
Your outstanding debt: 625 crowns
Your share of EIC profits: 125 crowns / turn
Current Focus of the EIC: Handgun Factory in Blutdorf (Grand Opening!)

[ ] Put policies in place that local news should be collected and sent to you (rumour mill).
[ ] Found an internal investigation division, to investigate possible misconduct.
[ ] Found an auditors division, to make sure the ledgers are in order.
[ ] Start hiring handlers who can then start hiring informers and begin to collect non-public information.
[ ] Reach out to Julia to find out if she's interested in being poached or passing on information.
[ ] Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.
[ ] Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry. (NEW)


Personal Actions: you have four actions you can apply without engaging in overwork.
Current overwork status: [-] [ ] [ ]
Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.



Current Task: Queekish
[ ] Seek to build a stronger rapport with Qrech, and provide enough sources of mental stimulation that you can turn your attention elsewhere. (NEW-ish)
[ ] Supply a steady stream of Queekish documents for Qrech to translate, and carefully check the results for consistency. (will require acquiring said documents somehow)
[ ] Supply the book on Chaos Dwarf anatomy for Qrech to translate, and use the translation to add what you can to a Queekish lexicon.
[ ] Try to convince him outright to teach you Queekish. (NEW)
[ ] Try to deepen your understanding of Skaven warfare.
[ ] It's said that the only humans that speak Queekish are slaves of the Skaven. See if you can find and rescue some (optional: specify where to look). (NEW)
[ ] Use King Belegar's pull to bring in some linguistics experts from the Empire's universities, though after proper vetting and swearing them to silence. (NEW)

Qrech Gambits: (NEW) (one may be taken for free per action invested in the Qrech category above)
[ ] Convince Qrech that you seek an arrangement with Clan Moulder, and that you will release him as an ambassador for that arrangement once you are satisfied he'll cooperate.
[ ] Convince Qrech that the Underempire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.
[ ] Convince Qrech you're ambitious and loyal only to yourself, and you're willing to repay his cooperation in ways that will benefit the Under-Empire.
[ ] Other (write in)

The We: (pick no more or less than one, only doing so personally costs an action, none cost money)
[*] Hire a Priest of Esmerelda to teach the We.

Self-Improvement:
[ ] Ask an acquaintance to train you in a skill: specify who and what.
[ ] Attempt to learn a spell from scrolls (specify which, will be harder than studying it at the Grey College)
[ ] Hire a trainer to come to Eight Peaks and teach you: specify what. (costs favours for Dwarf trainers, money for human ones)
[ ] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt)
[ ] Gain enough control of your unruly shadow to still it temporarily.
[ ] Gain enough control of your attraction to smoke and gases to have it collect away from your face. (NEW)
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
[ ] Have one of Prince Gotri's pilots teach you to fly a gyrocopter.

Karak Eight Peaks, friendly:
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Night Prowler - an underlit and disreputable pub for those who value privacy to gather. Guaranteed cloaked stranger in every corner. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Gambler - a gambling hall with clean cards, guaranteed unloaded dice, fresh sawdust in the fighting ring, and a lottery every Festag. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Deceiver - a pawn shop filled with strange knick-knacks, odd devices, foreign books, and a shopkeep that knows more than they should. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Protector - a clean and respectable tavern for Undumgi to visit after they finish their patrols. Costs 100gc.
[ ] King Belegar's divergence from Dwarven cultural norms is starting to show. You're not sure if there's anything you could do to help, but maybe you could try anyway.

Karak Eight Peaks, hostile:
[ ] Investigate and map an area: specify which.
[ ] Raid and disrupt an enemy: specify which, optional: specify goal.
It may be helpful to consult the maps under the Collection of Important Information threadmark.

Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
Once per turn, you can write a paper without spending an action thanks to your Tower of Serenity.
[ ] Dictate papers: select which two, must be taken with Max's 'receive dictation'.
[ ] Write the book on the We (takes two actions, or one if dicated to Max; combines all outstanding papers) (gap in knowledge: means of communication)
[ ] The Colleges want you to do a series of lectures on your paper, Waaagh and Peace. Travel to Altdorf and do so. (NEW)
[ ] Investigate how the We communicates with... itself?
[ ] Investigate the possibility of using one Wind to directly manipulate another.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
[ ] Try to establish a relationship with the Cult of Verena, with the intent of offering them access to your rarer tomes in exchange for copies of some of their own.

Aethyric Vitae (18 gallons):
[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.
[ ] Investigate how the Vitae reacts to Dwarven magic-dampening Runes. (2 Dwarf favours)
[ ] Attempt to interest one of the currently present Runesmiths in the interaction between Runes and Vitae. (Will start at the top and work your way down)
[ ] Call in favours to get a specific Runesmith to examine the interaction between Runes and Vitae with you.
[ ] Investigate how the Vitae reacts with Divine Magic.
[ ] Investigate how the Vitae reacts to a power stone.
[ ] Investigate how the Vitae reacts to being subjected to power stone creation methods.

[ ] Instead of seeking the secrets of the blood, simply see if it can be weaponized in some way.

Enchantment and Spell Creation:
[ ] Enchant an item with a Moderately Complicated or easier spell (specify what and which)
[ ] Attempt to deepen your skill with Enchantment (will be more difficult than studying it at the Grey College)
[ ] Attempt to create a spell (see Approved Spells threadmark)

Karag Nar Penthouse: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
[ ] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
[ ] Have a gyrocopter landing pad built into your balcony.
[ ] Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
[ ] Add security measures to your Penthouse to prevent forcible entry.
Setting up rooms for specific purposes will have to wait until new rooms are constructed or excavated. Only one construction or excavation can take place at a time, but you can do one of each.
Building downwards will increase by 1 each time; second set of excavated rooms will be 3 rooms, third will be 4, and so on.
Building upwards can be added upon; towers can be added on to or additional towers can be built. The distinction between the two is entirely cosmetic.


Foreign Relations:
[ ] Join the war between Stirland and the Lahmians in northern Sylvania. (NEW)
[ ] Travel to Ubersreik and Mousillon to try to claim any captured Skaven writings. (NEW)

Personal Relations:
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)


Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to.
A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler
As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used.
Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector
When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.

Ranald's Coin
Vampire skulls

Unknown black gem, stolen from the Skaven.

Skaven firearms: jezzails, pistols, bullets, gunpowder.
Skaven throwing star, still dripping venom.
Skaven book on the Anatomy of Chaos Dwarves, partially translated.
Skaven electric whip, stolen from Clan Moulder.
Skaven vials, stolen from Clan Moulder.
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.


Waaagh energy and magic witnessed during the Expedition. (ALMOST FADED)
The ability of Alkharad to assume a projected form of mist. (ALMOST FADED)

The Black Orc Warboss' worship of Only Gork, and what you saw of the Rogue Idol ritual. (FADED)
The physiology and venom of the We. (FADED)
The psychology and social structure of the We. (FADED)

Preliminary paper on Aethyric Vitae. (TIMELESS)
Insight on Skaven tactics and strategy, acquired from the Liber Mortis but justified by your current encounters (TIMELESS)
Military lexicon of written Queekish (TIMELESS)


- It's very unlikely that there'd be human slaves at Karak Eight Peaks, but that doesn't hold true for the entire Old World.
- Votes will be in plan format; there is a four hour moratorium. As always, if there's something I've missed or forgotten, let me know.
 
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I've been partial to the word "Quintessence" myself. Though if there is a more purified form of Vitae, which would be more-widely used and actually get used for everything, obviously I would absolutely love to get to apply the word "quintessence" to that. ... Basically, I'm just really hoping to get to use and apply the word "Quintessence" to something, here. And to hopefully have that something be a foundational thing or jargon or term. (So, e.g., it's used on the same level as Powerstone or Warpstone or Waystone or whatever.)
I don't think its really a substance suitable for purification, being in many ways a liquid form of the raw Aethyr which is potential to be basically anything. So something like a fundamental form of existence.
 
Prince Gotri, naturally, is the first to be overcome by curiousity and prod one of the corpses, and the dead Orc collapses gently in on itself. All that remains is an empty shell of ash, and the slightest touch is all it takes to rob the remains of even that cohesiveness.
Holy shit.

"The Imperial Gunnery School is opening up a branch in Karag Nar," he reports happily.
Holy shit.

[ ] The Colleges want you to do a series of lectures on your paper, Waaagh and Peace. Travel to Altdorf and do so. (NEW)
Huh. In hindsight this makes sense, this is strategic level stuff, and it's better to milk the source as soon as possible...gonna have to wait a bit though.
 
Apart from the click as the button sinks down as far as it will go, there's nothing but silence. But this is more than an absence of sound, this is silence that devours sound, somehow growing louder by the moment. Ulgu is siphoned from the Room of Dawn and Dusk and in the space between heartbeats, the sky is made to forget where the sun should be, and the shadow that was pointing straight north is now centered almost exactly on the greenskins below. The silence echoes, there's a hint of a scrape of metal on metal, and the shadow of Karag Nar deepens into a solid black...
*grumbles*
It's no ZORCH, but it'll do.
 
King Belegar frowns for a moment, then shrugs. "That's fair. Work with Edda on the Barrows, and if it's clear check on Karag Grim nearby, old records and stories tell of natural caves and it'd be an ideal position for beasts or greenskins to hunt miners from." Dreng nods and salutes. "Kazrik, what of Nuln?"

"The Imperial Gunnery School is opening up a branch in Karag Nar," he reports happily.

King Belegar almost misses a step, and the rest of you have to come to a sudden halt to keep from piling into him. "How?"

"Apparently the one thing that Luitpold and Konstantin agree upon is that they like us. We've got the full sixty cannon I was hoping for, and I also managed to secure three dozen mortars."
Heh, basically the second that he can actually speak the language, he is already in tight with the humans he meets.

I think he has a very bright future as a Diplomat.
 
[ ] The Colleges want you to do a series of lectures on your paper, Waaagh and Peace. Travel to Altdorf and do so. (NEW)
This could be fun.
But with our constant inability to fully express what we know of the Whaaagh! in human terms it might be more fun for us the for the students.

"You've got to be more cunnin' here to make it work. No, no, no that's not brutal enough!" is bad instructions.
 
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Hmm, I wonder if the metal scraping sound on activation was evidence of part of Gazul's prescence, or simply the sound of the button.

Kinda wished we caught something with our avatar senses, but perhaps better not to have caught any of that stuff point blank.
 
- It's very unlikely that there'd be human slaves at Karak Eight Peaks, but that doesn't hold true for the entire Old World.
For instance, it's likely some humans got taken in the botched attack under Nuln.

[ ] Investigate how living things react to exposure to the Vitae.
I want to get this particular bit of study done this turn. Certainly before we're reporting our Queekish project complete. It's the most important safety question for working with AV, and I want it done before the snek faction gets frustrated enough to force the project up without it being done.
 
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[ ] Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry. (NEW)
An exciting new action that would be better to take once that branch of the Imperial Gunnery School opens. Make the ships locally at Eight Peaks, using the wood from Ulrikadrin and the docks Gotri built, arm the ships with cannons from the School and the men with guns from the Blutdorf factory and weapons from Karak Azul. Maybe we can even outfit the sailors with the armor-thread from the We once that gets going, just as protective as armor but more buoyant.

Edit: Oh, maybe the EIC can even get some trainers from Barak Varr to instruct the marines! There's precedent for it in the trainers they sent to Roswita, and they'd likely go for it to further improve the defenses of the river trade without stretching their navy too much.
 
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This could be fun.
But with our constant inability to fully express what we know of the Whaaagh! in human terms it might be more fun for us the for the students.

"You've got to be more cunnin' here to make it work. No, no, no that's not brutal enough!" is bad instructions.
The paper being considered so ground breaking and important makes me doubt that. Mathilde was able to communicate it well enough in writing that everyone understood what was on offer.
 
[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.

Yes please. That or switch the second one to collaboration with Kragg for 15 favor because he could also use the distraction if the rune axe is no good.

Military lexicon of written Queekish (TIMELESS)

Between having the Tower of Serenity and it being Timeless and thus giving a boost, and if we keep Max around...this is just perfect for the moment.
 
An exciting new action that would be better to take once that branch of the Imperial Gunnery School opens. Make the ships locally at Eight Peaks, using the wood from Ulrikadrin and the docks Gotri built, arm the ships with cannons from the School and the men with guns from the Blutdorf factory and weapons from Karak Azul. Maybe we can even outfit the sailors with the armor-thread from the We once that gets going, just as protective as armor but more buoyant.
Actually, that makes me wonder:

@BoneyM, does the addition of an Imperial Gunnery School only exist for the training of cannoneers, or does it also involve the facilities for production?
 
Apart from the click as the button sinks down as far as it will go, there's nothing but silence. But this is more than an absence of sound, this is silence that devours sound, somehow growing louder by the moment. Ulgu is siphoned from the Room of Dawn and Dusk and in the space between heartbeats, the sky is made to forget where the sun should be, and the shadow that was pointing straight north is now centered almost exactly on the greenskins below. The silence echoes, there's a hint of a scrape of metal on metal, and the shadow of Karag Nar deepens into a solid black...
Less the constant burning deathzone we had first envisioned and more the fucking deathstar firing
Some careful positioning and targetting, a button press, a brief period of charge and then the moment as the weapon fires


You had braced yourself for the stench of scorched flesh, but even as you crouch down next to one, there's nothing, and your Magesight similarly can't detect any energies in them, neither that of a living creature nor any lingering presence from the activation of the Tower.

Prince Gotri, naturally, is the first to be overcome by curiousity and prod one of the corpses, and the dead Orc collapses gently in on itself. All that remains is an empty shell of ash, and the slightest touch is all it takes to rob the remains of even that cohesiveness.

"From the inside out," Gunnars says with grim satisfaction. "Zharrvengryn ignites the energies that bind body to soul."
Good god this thing is deadly, there's virtually nothing that could survive something like that excepting maybe the likes of Greater Daemons
 
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Honestly, we're doing well enough so far. I say keep at it. Getting material for him to translate lets us make the most of a Duckling and Johann action.
 
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