Voted best in category in the Users' Choice awards.
[ ] Have the dwarves build you a fortress. (1000 gc, -2 dwarf rep. No, there is no cheaper option. If you want cheap, get manlings to build it.)
What does this result in? Is this just the fortifications, or does it include living space? If so, does it go as far as wells, granaries etc for surviving a siege? Hard to know what a Dwarf considers survivable.
 
7 Favor total is more than I was expecting for dwarven-quality gunpowder, but we might as well.

This would be the highest quality gunpowder in the entire Empire.

What does this result in? Is this just the fortifications, or does it include living space? If so, does it go as far as wells, granaries etc for surviving a siege? Hard to know what a Dwarf considers survivable.

Just the fortifications, for both your living area and the communal area.
 
[X] Plan: Study ALL The things
-[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] 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 (Diplomacy).
-[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] Diggy Diggy Hole, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-100 gc)
-[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. (Wilhemina)

Since we have time may as well use all the credit from the campaign adn finaly get around to learn some enchanting and do some research.
 
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[X] Plan Max Profit Making

[ ] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
[ ] Bring in dwarvern farmers to investigate the farming possibilities of the land. (-1 Dwarf Rep)

[ ] 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.

EDIT: I'm willing to add study stewardship and martial. But only if people really want it and it'll be going on as the 'over burdened' actions.
 
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Ahh, good, that frees an action up for my plan!

Adjusting.

EDIT: Martial Training replaced with Enchanting study.
 
[X] Plan Magic and Mines
-[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] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
-[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] 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)
-[X] Fief (pay extra): Well, Granaries, Crops

Just the fortifications, for both your living area and the communal area.
So, we get a manor and a bunch of towers? That comunal area means a bailley?
 
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No, you just get the fortifications, surrounding where your manor would be built. You could use the towers for various wizardly purposes if you want to defeat the purpose of having defensive towers. And yes, the communal area means a bailey.
Why wouldn't they also build the manor while they are at it?

I just assumed it came default. A fortress is more than just the walls... right?

Like, Stone Dwarf Bailey is 400 gc and 1 favor, Stone Dwarf Fortifications is 200 gc and 1 favor, Manor is 300 gc... I just thought the extra 100 was economy of scale at work.
 
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[X] Plan: Gats 'n Cats
-[X] Have the dwarves build you a fortress. (1000 gc, -2 dwarf rep. No, there is no cheaper option. If you want cheap, get manlings to build it.)
-[X] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
-[X] Fold it into the EIC. (no action needed)
-[X] Bring in dwarven experts to expand the factory to produce gunpowder (-5 Dwarf Favour).
-[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 (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
--[X] Stewardship.
-[X] Gun Shopping: You're currently using a pistol that was a spare for the pistoliers. Visit Nuln or Zhufbar to upgrade. (does not take an action; will trigger a subvote next turn for what type and how many; will cost 100-300 gc, don't take this just to window shop - this is committing to the purchase)
-[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] 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. (does not take an action)
--[X] Anton
-[X] You'll have a cat, damn it. Spend time with the alley cats of Wurtbad and see what you can find. (low chance)
--[X]Ranald's Blessing


[X] Plan Much to Do Before Magistery
 
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[ ] Read the Liber Mortis.

Is there a reason everyone is still avoiding this? I am sincerely curious.

The lack of votes for it is very conspicuous. It's safe. Van Hal specifically left it to Mathilde, for her to study.

If he thought she'd go insane with power or whatever, he would have left it to Kasmir or Wilhelmina or... literally anyone other than a wizard, to be honest.

And the heir definitely isn't inheriting it now.
 
Why wouldn't they also build the manor while they are at it?

Because you can't afford it on top of the fortifications.

Like, Stone Dwarf Bailey is 400 gc and 1 favor, Stone Dwarf Fortifications is 200 gc and 1 favor, Manor is 300 gc... I just thought the extra 100 was economy of scale at work.

No, this is getting dwarves to build the strongest fortifications they are capable of building, instead of just getting their assistance in building regular stone fortifications.
 
[ ] Read the Liber Mortis.

Is there a reason everyone is still avoiding this? I am sincerely curious.

The lack of votes for it is very conspicuous. It's safe. Van Hal specifically left it to Mathilde, for her to study.

If he thought she'd go insane with power or whatever, he would have left it to Kasmir or Wilhelmina or... literally anyone other than a wizard, to be honest.

And the heir definitely isn't inheriting it now.
we've got time and a backlog of stuff we've been trying to do around our job for a while. the new time sink can wait.
 
Appealing as that sounds, maybe we should let things cool off a bit before investing further? Just in case there is immediate blowback?
BoneyM's quote on the subject was something like, 'If Roswita asks some of the rank and file Watchmen about it, they'll note that the people who deal with shit have stopped hanging around.' Nobody normal will make the logical jump from 'human shit' to 'dwarf-level gunpowder', entirely aside from the fact that the gong farmers are a trade guild, not affiliated with the government.

There's nothing illegal going on here. And even ASIDE from all that, we can just sell the best gunpowder in the Empire back to her for cheap. Nobody is going to fuck up a deal like that; it's the best kind of fait accompli imaginable.
And... the 8 favour for a hidey-hole @Guile could just as well be this fort?
To my understanding, a dwarf hidey-hole for 7 Rep points is a kind of self-sufficient underground thing like a dwarfhold writ small. Underground, self-contained, self-sufficient, unfindable by normal people.

It's the kind of fallback we should keep available in case, say, the wizard-hater (or the College) actually comes down on us like a ton of bricks and we have to flee Stirland or go literally underground to evade pursuers.
 
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Legend: Green are free actions, by paying more money or free social.

[X] Plan Magic Building and Expansion
-[X] Build a large home for yourself, with plenty of spare rooms to expand into (6 rooms, 150 gc).
--[X] Hire Manager (225 gc total)
-[X] Build a tower, either into an above structure or on its own (1 room, 100 gc, bonus to room's purpose).
--[X] Hire Manager (150 gc total)
-[X] Build a communal granary to store food for lean times (50 gc).
--[X] Hire Manager (75 gc total)
-[X] Build a well (50 gc).
--[X] Hire Manager (75 gc total)

-[X] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
-[X] Investigate the farming possibilities of the land (50 gc for test crops).
--[X] Hire Manager (75 gc total)

-[X] Use your friendship with Anton to build trade ties along the Nuln Road.
-[X] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
-[X] Sell the produced niter crystals as fertiliser in Stirland.
-[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 (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
--[X] Fitness
-[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] Ranald's Blessing
-[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] 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. (does not take an action)
--[X] Magister Regimand

  • Spends 600 out of 1,291 earmarked fund as we told Grey accountants, using managers to save action
    • Builds large house with tower
    • Well and Granary
    • Farming tools
    • Spends 1 dwarf rep and 1 action for prospectors
  • Folds gong farmers into EIC, have Factory sell fertilizer
  • Connecting EIC to Anton's area, to work toward an alliance between Webber, Anton, and Wilhelmina.
  • Trains Fitness Skill to make sure Mathilde is healthy, Studies Fog of War and Enchantment
  • Talk to Mathilde's master for Grey Wizard related things, as well as the puppet situation.
  • No overwork
 
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My thoughts- while a Dwarf Fortress has some appeal, let's see if there is anything worth defending on the land, first, before deciding on the extent of our defensive investment. We don't need a house there yet. Prospecting, some farming trials.

75g each for unsupervised actions is worth it for the farming trial, and probably for the well and granary.

On Dwarves- @BoneyM can we realistically expect better results from Dwarven prospectors? That was my presumption when I asked. If the land is the land and what is there is already there, and we're just saving some gold then that's not as appealing.
 
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Why would we sell the best niter produced in the Empire as fertilizer, when we could have it made into the Empire's best gunpowder?

Because fertilizers doesn't rise eyebrows as much as gunpowder, especially when the factory can be argued as been stolen from the Watch.
 
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