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[ ] The Colleges want you to do a series of lectures on your paper, Waaagh and Peace. Travel to Altdorf and do so. (NEW)
Hmm, anybody worried we might run into whoever considers themselves the foremost authority on orc-spell terminology or whatever? We know that there are people willing to argue very odd and unsupported points about things, apparently, and somebody who's spent years building up a lexicon for describing the various swirls of orc magic might be very upset if they felt we were stepping into their academic territory.

Well, that sounds like a low-roll-result, of course, but something about this does sound not entirely like a victory lap to me.
 
Hmm, anybody worried we might run into whoever considers themselves the foremost authority on orc-spell terminology or whatever? We know that there are people willing to argue very odd and unsupported points about things, apparently, and somebody who's spent years building up a lexicon for describing the various swirls of orc magic might be very upset if they felt we were stepping into their academic territory.

Well, that sounds like a low-roll-result, of course, but something about this does sound not entirely like a victory lap to me.
I'd expect two different rolls, at least- one to represent how authoritative we seem to be (with a big bonus for our massive +9 paper), and a second for our actual ability to teach.
 
@BoneyM could we bring Max into the following AV actions? (As in, use his action for this)

[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.

And would the following action be ok?

[ ] JOHANN: Join him on raids with the aim of finding Skaven Gas Masks (Clan Skryre).
 
[ ]Plan Rats and Snakes
-[ ] MAX: Study an artefact: specify which. (Skaven book on the Anatomy of Chaos Dwarves, partially translated.)
-[ ] JOHANN: Join him on raids with the aim of finding written correspondence (Choose: Clan Mors, Skryre or Eshin)(Mors).
-[ ] Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry. (NEW)
-[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
-[ ] Try to convince him outright to teach you Queekish. (NEW)
-[ ] 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)(Nuln). (NEW)
--[ ] 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.
-[ ] Write a paper: select which.(The ability of Alkharad to assume a projected form of mist. )
-[ ] Investigate the exact circumstances required to induce a transformation.
-[ ] 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.
-[ ] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
-[ ] The Deceiver: specify how this will be used.(Supporting Skaven Gambit)
 
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Not to put too fine a point on it, bit if we're going to under-nuln to find a human skavenslave that knows reikspeil and qeekish, we'd probably be wanting to find someone who's been captive for 10 years or so, not six months or less.

(Not to say that saving recent captives is bad, but if we come back from raiding the "new arrivals" cells and nobody speaks qeekish it's be rather embarrassing)
 
For Queekish-speaking Skaven slaves, the best bet is going to be long-term slaves. Odds are highest we find those in a Skaven settlement close to human habitation that has not had recent conflict, which unfortunately does not work for the recent targets—I would give us our best odds with Nuln, but that doesn't mean they're good odds,

We might want to put out feelers to see if anyone has liberated one such slave in the successful offensives, though. While I wouldn't give great odds on a given slave surviving the fighting around the offensive, the area taken likely means a large number of slaves would have been encountered. And what do you know, we've got a potential in given that we got the whole thing rolling, and the fact that only bits of the intelligence community are aware of that fact doesn't hurt because the bits that know are the ones that matter.
 
How often can the Grey Tower fire?
Here:
The power supply is taken care of easily enough, as Lord Magister Grey simply links the Tower of Dawn and Dusk that your project is built atop directly into it. This should allow enough power for perhaps ten minutes of operation twice a day as the Ulgu waxes at dawn and dusk, and the Ulgu-rich environment of the room below altered slightly to act as a battery, and is able to retain at least a couple of hours of continuous operation. All without the involvement of any Grey Wizard - with yourself or someone of similar skill at the helm, it could be used near-continuously.
The batteries store up to a few hours, and it charges at 20 minutes per day, unless we're around.
 
Holy ash that's terrifying. I suppose only seriously powerful antimagic or threats from below really threaten Karak Eight Peaks now.

...Can we make it do AA?
 
Well, that's a thing.
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.
...
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.
Well, that's a thing. And Gunnars appears to be happy with it, so... yeah. Unsettling for dwarves, but they'll take being unsettled in order to burn up a Waagh.

Initial thoughts, then bed.
-Bring Max in on the Ratling gun project, since he's closing in on Magister trials. Or, if possible, taking dictation.
-Get more correspondence with Johann, or if not needed, probably raid Skyre.
-Would prefer auditors for the EIC.
-Would prefer 2 actions working on Queekish, probably rapport with Qrech and either the Chaos Dwarf book or documents.

I'd kinda like to do an action dictating to get three papers out (Alkharad, Waagh energy, and the Queekish military lexicon), but would be happy with just using Serenity to do the Alkharad mist one, and do an AV action (either living things or transformation). And probably set up the temple, as either Gambler or Protector. Or, perhaps, train Wolf.

More thoughts after sleep.
 
@BoneyM could we bring Max into the following AV actions? (As in, use his action for this)

[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.

You could, but his Magesight isn't anywhere near as developed as Mathilde's so he won't be able to draw as many conclusions from the results he gets.

And would the following action be ok?

[ ] JOHANN: Join him on raids with the aim of finding Skaven Gas Masks (Clan Skryre).

That's fine.
 
Re: ducklings, I really, really, really want to make sure Panoramia's ready for the exam. We might need the Duckling action to be one that gets papers (and if so, I'd love some time with Adella), but Panoramia can't truly blossom into the straight woman counterpart to our mysterious smugness if she's a rank below us.
 
We need to decide how paranoid we're going to be about letting others know about our Queekish translation project. We know that the skaven won't like the concept for obvious reasons; how likely are they to realize what's going on if we take any of these actions? And will they be able to do anything with their knowledge of what we're trying on a timeframe that matter before we succeed?

[ ] 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)
[ ] Travel to Ubersreik and Mousillon to try to claim any captured Skaven writings. (NEW)
[ ] Write a paper: Military lexicon of written Queekish (TIMELESS)

Any of those could be quite useful (the first three for the project, the last for everyone who hates skaven) but we need to be aware of the risk of leaks. Right now only Belegar and Max know what Mathilde is trying; the more we spread that information the more risk there is of an infosec breach. The full paranoid route would demand that no one but those three get written in on this project until we're ready for a full how-to-speak-and-read-Queekish publication, but that level of paranoia may not be practical or desirable.
 
Hmm, anybody worried we might run into whoever considers themselves the foremost authority on orc-spell terminology or whatever? We know that there are people willing to argue very odd and unsupported points about things, apparently, and somebody who's spent years building up a lexicon for describing the various swirls of orc magic might be very upset if they felt we were stepping into their academic territory.

Well, that sounds like a low-roll-result, of course, but something about this does sound not entirely like a victory lap to me.
They are just upset Mathilde is bigger boss in Waagh related matters than they are, even if she is a small woman. But see dat's right propa cunnin' dere. Da gitz fink da biggest is da bossest so's we can krump 'em good 'n' brutal when's they not looking.
 
[ ]Plan Get That Juice
-[ ] JOHANN: Join him on raids with the aim of finding written correspondence (Skryre).
-[ ] 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 (Mors).
-[ ] Supply a steady stream of Queekish documents for Qrech to translate, and carefully check the results for consistency.
-[ ] Investigate the exact circumstances required to induce a transformation.
-[ ] Investigate how living things react to exposure to the Vitae.

Here's my outline thus far of a plan that invests minimally in our job while spending two actions on The Juice, and has a third action slot left over for Ranald/Lecture Tour/Dictating or whatever y'all think is most important.

What are people's thoughts on Max's action and the EIC?
 
You thank him, and he smiles, claps you on the shoulder, and turns ninety degrees vertically and vanishes from sight.
Urgh ow my brain hurts just visualizing that. Freckin Light Order bullshit.

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. Suns 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."
EEEEEEEEEE oh my god its so good. Yes.

"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."
EEE HYPE HYPE.

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...
Fucking hell wow fuck.

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."
Jesus.

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 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."
It burnt the souls from their bodies...

It burnt the souls from their bodies and turned them into nuclear blast shadows.

Great hopping Ranald on a pogo stick.

"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?"
Uh.

Okay then!

So plan wise I have these two.

[] Plan Queekish and Temple Sneks
-[] MAX: Study an artefact: The unknown black gem.
-[] JOHANN: Join him on raids with the aim of finding written correspondence and a gas mask in Clan Skryre.
-[] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
-[] Found an internal investigation division, to investigate possible misconduct.
-[] Supply a steady stream of Queekish documents for Qrech to translate, and carefully check the results for consistency.
-[] It's said that the only humans that speak Queekish are slaves of the Skaven. See if you can find and rescue some (optional: Clan Skryre).
-[*] Hire a Priest of Esmerelda to teach the We.
-[] 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.
-[] Investigate how living things react to exposure to the Vitae. COIN.
-[] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
-[] The Gambler: Investigate how living things react to exposure to the Vitae.
-[] Serenity: The ability of Alkharad to assume a projected form of mist. (ALMOST FADED)
The summary of this one is:
-We got the gem with the explicit intent of throwing it at the golds to study, if we don't do that then what are we going to do with it besides have it sit?

-For Johann we have to get a gas mask to aid with our arcane mark, and so we can see his full suite of awesome stuff, and we need more written correspondence but from a different source.

-People have mentioned the ratling gun, so lets do that. This has another alternate with Adela in my other plan.

-Many folks have mentioned making an internal investigation department because as it gains in power it means the EIC can reach farther and infiltrators can cause more damage before they are stopped. Another reason I think we should do this is that we have also discussed having Handlers, and I think making sure our organization is clean before we get Handlers means we can be much more sure their information is good.

-Queekish docs for Qrech, and I don't think we need to lie to him further tbh.

-This new options with the slaves is really quite interesting and I expect people to leap for it. In anticipation of that here you go and it might be a decent way to learn Queekish spoken if they can be convinced to give it up.

-The temple comes in because I think its a good basis for Handlers in the future, it has a good chunk of the thread hyped up, and I want to answer that hype. We also don't know how it interacts with the effects of the Coin so I figure we should figure that out as soon as possible.

-Then we have Vitae on the living things, so that we next turn might be more comfortable suggesting it to Belegar and if not, at least we are making progress towards the SDS sheet people are talking about so we're comfortable spending favor on Kragg in a turn or two.

-More rooms so we can have training rooms and firing ranges, and a bunker to run explosion experiments in.


Now onto my other plan after I spotted an interesting synergy.

[] Plan Queekish and Temple Sneks Adela
-[] MAX: Study an artefact: The book on Chaos Dwarf anatomy.
-[] JOHANN: Study an artefact: The unknown black gem.
-[] 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. Clan Skryre.
-[] Found an internal investigation division, to investigate possible misconduct.
-[] Supply a steady stream of Queekish documents for Qrech to translate, and carefully check the results for consistency.
-[] It's said that the only humans that speak Queekish are slaves of the Skaven. See if you can find and rescue some (optional: Clan Skryre).
-[*] Hire a Priest of Esmerelda to teach the We.
-[] 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.
-[] Investigate how living things react to exposure to the Vitae. COIN.
-[] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
-[] The Gambler: Investigate how living things react to exposure to the Vitae.
-[] Serenity: The ability of Alkharad to assume a projected form of mist. (ALMOST FADED)

The major differences in this plan are:
-Max continues to chug away at the Chaos Dwarf book.

-The gem gets to experience Johann's magic touch of Breach the Unknown.

-And since Adela is a budding engineer I say let her get her enthusiasm out against the mad scientists. Maybe she'll have some usable and not entirely insane ideas from watching their contraptions.

The rest is the same.

E: The mist paper is added because we might be able to adapt that spell to Ulgu, since Boney said in the Approved Spells threadmark that adapting spells doesn't require a trait.
 
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Max is partly translating the anatomy book.
One of the worst things you can do to that project is to put gap time in the project. Have him keep going.
Johann might be better for the gem, if we aren't using him to loot Skyre.
 
Holy ash that's terrifying. I suppose only seriously powerful antimagic or threats from below really threaten Karak Eight Peaks now.

...Can we make it do AA?

An anti-air tower was available on the list while we were doing development. Presumably we could still build it, but we'd be paying out of pocket for whatever obscene cost it would be in gold and dwarf/college favours to get it done, now that it's no longer our Official Task.
 
This is honestly the best opportunity we have to do our job and spend at least two actions on research/self-improvement, because we can make use of the Ducklings and minions for the lion's share so we have a bit of free time without not putting in a lot of effort.

[ ] MAX: Study an artefact: specify which. (Chaos Dwarf anatomy book)


It's explicitly not done yet.

[ ] JOHANN: Join him on raids with the aim of finding written correspondence (Choose: Clan Mors, Skryre or Eshin).

We got the magic item, so...

[ ] DUCK: Hubert wants glory. Take him on a sortie, with the side-goal of finding written correspondence (Choose: Clan Mors, Skryre or Eshin).
Probably Mors, seeing as Dwarfs don't care what people do where they don't see it.

[ ] 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)
Huh, would the former make the latter automatic @BoneyM ?

[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.

This will put us in an excellent position for diving deep next turn once we can safely overwork again.


Military lexicon of written Queekish (TIMELESS)
It's free with Serenity, working on it, especially with Max in the room, might provoke some insights, and it's pretty relevant with the conflict with the Skaven.
 
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.
Heart of oak are our ships, jolly tars our men,
We always are ready, steady boys, steady.
We'll fight and we'll conquer again, and again.
 
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