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Adopt a cat? I mean, we are a Ranaldite, so it's kinda mandatory at this point. And we're a witch, no less.

You've got a bunch that hang out in your alley, but that reminds me to add familiar stuff to the list.

@BoneyM If we upgrade the estate can we add or upgrade the fortifications later on? I'm worried that if we start fortifying our estate straight after we're dismissed as Spymistress then Roswita might get paranoid and assume we're fomenting rebellion. So I'd suggest leaving it for a turn or two to let her get accustomed to the role and chill out.

Yeah, you can add fortifications on later.

Hasn't both our's and Markus' profits been chipping away at this?

Right, forgot a turn has rolled past since. Updating.
 
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So manor and tower seem nice, and bringing in dwarves I look for minerals is attractive but maybe test crops first? They would improve our people's lot most directly.
 
[ ] Gun Shopping: You're currently using a pistol that was a spare for the pistoliers. Visit Nuln or Zhufbar to upgrade. (will trigger a subvote next turn for what type and how many
Uh, why does this take an action? Isn't it a matter of riding a few days, of which we can do reading no problem?

Also, what would happen to the Gong/Factory options if we folded either/or into the EIC?
 
[X] Plan: Man what is this backlog of stuff I need to study
-[X] Delegate Construction of Fiefdom Upgrades: Granary, Well, Farm Test: Total Cost: 225 gc
-[X] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (Stewardship).
-[X] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
-[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (Anton)
-[X] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
-[X] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
--[X] Ranald's Blessing
-[X] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
--[X] Shadowcloak:
-[X] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (Wilhelmia)

It's crunchtime for us, and that means we need to start getting ready to relocate our stuff. Study another spell for exam preparations, but aside from that, it's a combination of "Get a nice, 'Public' base of operations started up that we can later fortify the fuck out of, and then figure out how to move our stuff over there. In the meantime, we can get caught up on our massive backlog of magical research now that we're not actually spending most of our time keeping everyone afloat.

EDIT: Revised the plan to touch base with Wilhemina and Anton, because they're our buddies and it's probably unhealthy to go all in hermit. Enchanting and Shyish-kebabs was dumped, but it let me put Ranald's Blessing on the Qhaysh Juice.

SON OF EDIT: Found a freebie social, took the paid one away and put it on Stewardship Training
 
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I think this can wait a turn.

We still have time to buff our Martial this turn from the campaign. I say we use it.

I suppose that's fair. Editing.

EDIT: And it is done. Trying to avoid overwork for now, but it helps us figure out our most volatile stuff so we can get ready to move it, and also gets us progress to prepare for our exam.
 
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[ ] Why muck about? Build a proper manor (10 rooms, 300 gc).
[ ] Build a tower, either into an above structure or on its own (1 room, 100 gc, bonus to room's purpose).
[ ] Build fortifications into your home, turning it into a hillfort, or motte (50 gc for wood, 200 gc for stone, optional dwarf help for -1 dwarf rep).
Can't we just save time and money by going straight "Dwarf bros, build me a snow stone castle!"?
 
Uh, why does this take an action? Isn't it a matter of riding a few days, of which we can do reading no problem?

Fair, revised. That said if people take the action to see what happens and then choose not to bother buying one after I create a dozen options for different guns, I will be most unimpressed.

Also, what would happen to the Gong/Factory options if we folded either/or into the EIC?

They disappear, since you're no longer managing them.

Can't we just save time and money by going straight "Dwarf bros, build me a snow stone castle!"?

Sure, adding.
 
[X] Plan Starting up Foundations

[ ] Bring in prospectors to search for minable metals (100 gc).
[ ] Investigate the farming possibilities of the land (50 gc for test crops).

[ ] Use your reputation to build trade ties with Zhufbar.
[ ] Use your reputation to build trade ties with Karak Kadrin.
[ ] Use your friendship with Anton to build trade ties along the Nuln Road.

Above is what I would like to do. It'll only cost us 150 GC. Actually because of the EIC we'll actually only lose 100 GC. 90 if you count the Weber Estates profits.

Also it dosen't say if we use up rep to make trade ties with Zhufbar and Karak Kadrin but we definetely should. An of course see if we can help make Anton some money :)
 
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I suppose that's fair. Editing.

EDIT: And it is done. Trying to avoid overwork for now, but it helps us figure out our most volatile stuff so we can get ready to move it, and also gets us progress to prepare for our exam.
Orr... Train Stewardship? We're about to manage our own fief. We did a bunch of financial actions last turn, and are a bit of practise from solidifying the Economics skill into a trait.
 
Also it dosen't say if we use up rep to make trade ties with Zhufbar and Karak Kadrin but we definetely should. An of course see if we can help make Anton some money :)

There is no amount of dwarf rep you can spend to get a dwarf to sell their crafts for less than they're worth. This is using your reputation to get introductions and letting Wilhelmina make mutually profitable deals, and as such there's no expenditure - all it will take is your precious time.
 
Still think we should do this guys. Let's help build the EIC by chipping in our own way :)

I bet doing so will help make the EIC so much more profitable with so many dwarven goods coming in and access to the Nuln road.
 
[ ] Plan Starting up Foundations
[ ] Bring in prospectors to search for minable metals (100 gc).
[ ] Investigate the farming possibilities of the land (50 gc for test crops).

[ ] Use your reputation to build trade ties with Zhufbar.
[ ] Use your reputation to build trade ties with Karak Kadrin.
[ ] Use your friendship with Anton to build trade ties along the Nuln Road.

Above is what I would like to do. It'll only cost us 150 GC. Actually because of the EIC we'll actually only lose 100 GC. 90 if you count the Weber Estates profits.

Also it dosen't say if we use up rep to make trade ties with Zhufbar and Karak Kadrin but we definetely should. An of course see if we can help make Anton some money :)
Note that the cheap things might be worth doing with cash, we can get 'someone else' to try crops for 75g. @Night_stalker And the point of using Dwarven prospectors I'd that I assume they're better.
 
-[ ] Formalize and organize the payments people make for the Gong Farmers to perform their service.
I'm not sure what benefits or negatives this might involve, so I'm passing over it for now.

[X] Plan Wilhelmina n Pals
-[X] Bring in prospectors to search for minable metals (100 gc).
-[X] Free action: Investigate the farming possibilities of the land (50+25 gc for test crops).
-[X] Spend some time getting to know Wilhelmina's sons.
-[X] Bring in dwarven experts to expand the factory to produce gunpowder (-5 Dwarf Favour).
-[X] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
-[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
--[X] Ranald's Blessing
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
-[X] Free Time: Wilhelmina

If we're so bound up in the EIC, we should get to know the major players better. There's also some magic stuff, and keeping an eye on the new Boss, which I think is required to know which way the wind is blowing.

I might be convinced to sell the niter to Zufbar, but that seems likely to see slim returns compared to getting the facility to turn it into gunpowder instead. 7 Favor total is more than I was expecting for dwarven-quality gunpowder, but we might as well.

That also leaves 8 points for trainers or a Dwarven-level hidey-hole in the future.
 
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Remember we trained martial last turn so I think we should instead take advantage of last turn's business dealings to up stewardship instead.
 
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