Voted best in category in the Users' Choice awards.
I like the study backlog plan for the most part. However, I would also like to improve our lands somewhat, and that means we should be taking the prospector and farming actions this turn.

Both of those need to start early. Even if we're putting off the fief stuff for the most part, since both actions are purely investigative we're looking at a full turn of actions before we get the results that we'll need to even know the possibilities/costs of improving our lands. We aren't likely to get another budget windfall like this and apply it to our fief in the foreseeable future, so knowing whether we need to fit an 800g mine or a 400g mass importation of grape vines into our budget before we burn the bulk of our funding on something like a fortified manor two towers (one reading room and one laboratory for the bonuses on both activities, naturally) is fairly important.

Actions slots are rather difficult to come by, but while I'm not about to suggest that we should pay double Dwarf Rep costs, taking the human options with the slotless surcharge is relatively inexpensive and even if they won't do as good a job as the dwarves there's still the possibility of finding something- perhaps no one's ever prospected these lands before and there is tin or something just waiting to be noticed by a professional with a decent roll.

"BoneyM has said that nobody attacks the Weber lands because they're a bunch of mountains, and instead any prospective bandits will attack the fat farmlands down in the valleys. Let's build a fortress on it!"
A fortress is excessive, but if we ever actually live there it's worth remembering that as a Magister we are legally required to take in and instruct anyone who we discover with talent for magic, isn't irreversibly tainted by dhar, and shows the possibility of being trained in ulgu. Apprentice instruction takes around a decade before they move out and Magisters average having more than two of them over their lifetimes just to reach replacement rate of the Magister population- given the growth rate of the Colleges and the odds of death by mischance, it's more likely that the true average is four or five.

What I'm saying is that we're not going to be living alone if we ever do actually live on our lands. Given the need for things like a library, experimental lab, secure containment facility ('apprentices DO NOT ENTER'), and so forth in addition to all the usual living areas that a home must contain, I would consider the manor option the only reasonable one listed just for living space- that is, without bringing any considerations of defense even into the discussion.

And do we want to fill our Buried Palace with apprentices? I doubt we'll have more than a couple years before we have at least one- as the most well-known wizard in Stirland literally everyone who finds a teenager erupting in magic probably goes "give her to Dame Weber, she'll handle this". It's kind of astonishing that we haven't already noticed that happening, although I guess maybe Van Hal was having them all quietly murdered/shipped off and we never caught on.
 
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Next turn is going to be one where we can delegate all of that, since the centerpiece will be our Magister Trials anyway.
 
@BoneyM What all does the fortress include from the list of other options, and can we have living space built into it with some of the other options?
 
And do we want to fill our Buried Palace with apprentices? I doubt we'll have more than a couple years before we have at least one.
Well, since the popular vote is 'spend an action preparing to move all our stuff out to our noble lands, thereby abandoning the place'... yes. Yes, I would like to fill our Buried Palace with apprentices.
 
Well, since the popular vote is 'spend an action preparing to move all our stuff out to our noble lands, thereby abandoning the place'... yes. Yes, I would like to fill our Buried Palace with apprentices.

I like this. That'll be a nice report to come across the Elector Countess' desk. Instead of getting rid of a Wizard, she's only ensured there'll be even more in the city!
 
@BoneyM Do we have a reasonable expectation of how much it would cost for:
-the purchase of a selection of (human or dwarf) texts on common subjects such as math, geography, tawdry romance novels, military history, philosophy, good governance etc?
-building a guest house for dwarfs? I presume they'd prefer to be housed deeper in the earth, with stout doors and low ceilings
-build and keep a carrier pigeon coop
-does building a shrine to Ranald take a room?
-conduct a breeding program for our herders, or improve the pasturing opportunities they have? (basically akin to the 'farming opportunities' option, but with a focus on helping herders rather than bringing in new people and disrupting their way of life unduly)
-staff our household with the, er, household staff expected of someone in our position. A reeve, a herald, a butler etc.

On a related note, how do the locals pay their taxes? Is a portion of the herds they tend the lord's goats (mixed in with the rest) or do they give up a tenth of the wool their sheep produce to the lord of the manor? They didn't strike me as the sort of people with a lot of spare coin.
 
@Alectai Could you explain the reasoning for not hiring any managers? And would you agree that whatever we build, we will need at least 1 tower for an enchanting lab?

Yes, definitely. Because a Wizard needs a proper Wizard's Tower!

As for managers... Eh, I don't want to blow an extra 150 on the manor, and if we want to do prospecting or anything like that to check if we got anything good, the only trustworthy agencies are dwarfs.
 
Seriously though, does no one wanna go pistol shopping? It's a free action!
 
@BoneyM What all does the fortress include from the list of other options, and can we have living space built into it with some of the other options?

The fortress is fortification only - a combination of the motte and bailey from the other options except to a dwarvern standard. Nothing else is included, but everything else can be built into it either at the same time or later.

@BoneyM Do we have a reasonable expectation of how much it would cost for:

-the purchase of a selection of (human or dwarf) texts on common subjects such as math, geography, tawdry romance novels, military history, philosophy, good governance etc?

Already covered:
[ ] Expand your library to cover a new subject or go deeper into an existing one (choose which; -50 gc).

-building a guest house for dwarfs? I presume they'd prefer to be housed deeper in the earth, with stout doors and low ceilings

You... can just put them in normal rooms. Anyone that will be venturing that far away from good solid mountains will be used to it.

-build and keep a carrier pigeon coop

50 gc to build, no maintenance.

-does building a shrine to Ranald take a room?

Yes, or you can build it in the bailey if you're okay with having it public.

-conduct a breeding program for our herders, or improve the pasturing opportunities they have? (basically akin to the 'farming opportunities' option, but with a focus on helping herders rather than bringing in new people and disrupting their way of life unduly)

I've restricted estate upgrades to what you told the Bursar you were going to spend it on. If you want to go outside it, 50 gc to explore the possibility.

-staff our household with the, er, household staff expected of someone in our position. A reeve, a herald, a butler etc.

I really don't want to have to build a cast of supporting characters that do absolutely nothing functional, but if you absolutely insist on frittering away precious money on ego, 30 gc a turn.

On a related note, how do the locals pay their taxes? Is a portion of the herds they tend the lord's goats (mixed in with the rest) or do they give up a tenth of the wool their sheep produce to the lord of the manor? They didn't strike me as the sort of people with a lot of spare coin.

A portion of the produce is yours, and is sold and the proceeds sent to you.

Seriously though, does no one wanna go pistol shopping? It's a free action!

It is committing to buying something. If you take it just because you can and then don't buy anything I'll do bad things to you.

Check out he's alright, hasn't fallen to Chaos or commited suicide.

So, curiousity? I'll add the option to the list but it's quite literally none of your business.
 
Just finished reading. The quest was very good, much better than I expected, but there's no real reason for me to keep reading the story from now on.
 
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Next turn is going to be one where we can delegate all of that, since the centerpiece will be our Magister Trials anyway.
When we approach the Grey Order to become a Magister and they ask whether we've actually followed through on our promise to use our giant pile of money to improve our holdings, I would much rather be able to say "yes, and there have already been these results" than "I paid for someone to start looking into it just before I left".

Well, since the popular vote is 'spend an action preparing to move all our stuff out to our noble lands, thereby abandoning the place'... yes. Yes, I would like to fill our Buried Palace with apprentices.
That's fair. I too would rather live in Wurtbad than the back end of nowhere, as it happens, so hashing out a plan which aims toward that is fine by me.

Hm. I'm thinking I need to write my own plan, like many before me. How about this:

[X] Plan Much to Do Before Magistery
-[X] Free action: Bring in prospectors to search for minable metals (100+50 gc).
-[X] Free action: Investigate the farming possibilities of the land (50+25 gc for test crops).
-[X] Free action: 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] Zhufbar
-[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.
--[X] Wilhelmina
-[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] 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] Doppelganger
--[X] Shadowcloak
-[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] Ranald's Blessing
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.

The reasoning:
  • The emphasis here is preparing for a Magister test next turn by studying enchantment and two of the simple shadow spells to refocus ourselves on magic and develop our skills. Ideally we would learn a further spell next turn in order to increase our Magic to 5 before the Magister test, opening up the mid-tier ulgu spellbook for safe casting and making us a fair bit more skilled when it comes to things like magical experimentation.
  • Includes the Stewardship internalization as that's part of the leading plan I agree with- just look at how many of our future plans involve some sort of construction, trade, or economics!
  • It finishes off clearing out our Palace because we don't need to move out of Wurtbad, and puts the Ranald blessing on it because 1) we have never succeeded on a treasure roll, and 2) this is a much larger project than the previous ones and accordingly the risk of exposure is higher, which we don't want.
  • Keeps an eye on the new Elector Count because we didn't put almost of a decade of our life into Stirland to watch her piss it away without our even noticing
  • Does both slot-free investigation actions; if we get lucky and human expertise suffices, fantastic. If they fail, we're not out that much money and we can still use the dwarven expertise later.
  • Buys a new gun! Dwarven quality pistol, no action slot required, very nice. If we're ever going to upgrade there's no reason to avoid doing it now, and I for one will feel a lot happier shooting things if we have a top-shelf gun to do it with. Also, if we shoot someone/something during our combat test for Magister I will laugh so hard.
  • Talks to Wilhelmina as she is our single most important business partner at the moment, making good relations with her absolutely vital moving forward.
 
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Wew lad. So many options, so little slots...

Vote for

[X] Plan Hikkikomori Wizard!
-[X] Use your reputation to build trade ties with Karak Kadrin.
-[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] Sell the produced niter crystals to Zhufbar.
-[X] 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)
-[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] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
-[X] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into 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.
 
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[X] Plan: Man what is this backlog of stuff I need to study

Also, we really need to dedicate a turn to the buildings next turn. We literally told the college that that was what the gold is for to skirt the vow of poverty. They will not be pleased if they find out that we have done anything with it for too long a time.
 
Wew lad. So many options, so little slots...

Vote for

[X] Plan Hikkikomori Wizard!

The Eastern Imperial Company
[X] Use your reputation to build trade ties with Karak Kadrin.

Gong Farmers
[X] Fold them into the EIC; no need for you to have personal control of them. (no action needed)

Niter Factory
[X] Fold it into the EIC. (no action needed)
[X] Sell the produced niter crystals to Zhufbar.

Self-Improvement:
[X] 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)

Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
[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)

Research:
[X] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
[X] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into 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.
that sort of voting format will mess with the tally. can you just remove the spaces and "classification"? otherwise this will not have any chance at all of passing
 
-[ ] Fief Management, Delegated (375 gc, no actions)
--[ ] Build a communal granary to store food for lean times (50 gc).
--[ ] Build a well (50 gc).
--[ ] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
--[ ] Investigate the farming possibilities of the land (50 gc for test crops).

I'm taking advantage of the ability to hire a manager that @BoneyM has graciously allowed us. The granary, well, and crops are basic quality of life improvements for the locals, while the bailey gives a basic amount of defensibility so those improvements don't get immediately wrecked. I'd like the dwarf fortifications instead, but without the income from Mathilde's position on the council we'd be running a little close to empty for my preference. A wooden bailey is at least easily replaceable if we do end up getting the money together, though. I would also have liked to take dwarf prospectors, but I couldn't find any room for the action and dwarf rep points are too scarce for me to feel okay about losing an extra.

The manor options aren't going to be necessary for a while. We've already decided we're staying in Wurtbad for the near future as of last turn, so I think it's a bit premature to take any of those just yet. Get the basic improvements up first and then we can see about personal accommodations.

EDIT: I've been convinced that it's still a little too early for the improvements that I want, so I'm switching them out for mining investigation.

-[ ] Spend some time getting to know Wilhelmina's sons.

While those dwarfs-and-Anton trade actions would be great to increase the EIC's income (and thus get our debt paid off quicker), I think it's best we get to dealing with Wilhelmina's sons first. They're already in positions of leadership in the company, so we need to make sure they align well with us. Expanding into Sonningwiese would be nice too, even if there's no particular financial benefit for us, but the investments we're making should outweigh its lack.

-[ ] Create market gardens outside the walls of Wurtbad, fertilized with the solid waste collected by the Gong Farmers.

Looks like this would be the most profitable of the gong farmers options, while also potentially being fodder for Stewardship improvement further into the turn. I almost went for organising the payments, which should hopefully increase the income from the gong farmers, but that maybe-bonus to Stewardship practice pushed it over the line. It's a little disappointing we won't be able to use the synergy of being in charge of the Watch to improve enforcement of the waste disposal laws for that option, though. I imagine that would have even more of an impact. For the other options, expansion will make the payments option harder to implement, so we need to leave that one a little bit and arming the gong farmers will hopefully not be necessary considering we never heard about serious attacks -- we may want to look into the Watch's operations in a few turns if we're worried the Sewer Jacks aren't keeping any bigger threats at bay.

For the nitre factory, I'd prefer one of the gunpowder options, but we may not be able to afford it at the moment. That's a lot of dwarf favour or probably a huge amount of gold for the non-dwarf option. Selling the crystals may be a viable interim solution, but probably not to Zhufbar or the Moot. Nuln should like them because they're high quality ("For being made by men," grumbles the dwarf chemist), but Zhufbar has their own source and higher quality besides, while for fertiliser it might further fuel Stirland's desire for the Moot if they increase their yields any more. I don't think we want to precipitate that particular war. Selling the factory would be a waste, and I don't think we're quite ready to absorb it into the EIC -- we'll want to provide a bit more strategic direction first, otherwise they may never move into gunpowder production, and we'll miss out on the opportunity to bring the dwarf experts in. I don't feel like I have any actions free just yet, though, so I won't take any of them.

-[ ] Internalized Lessons: Stewardship
As others have mentioned, this will help us manage our various enterprises. We have a reasonable chance of getting it with our success on financial learning last turn.

-[ ] Internalized Lessons: Intrigue
This is one I'm a little surprised nobody's chosen. We did about as well on the intrigue rolls last turn as we did for stewardship on an action that was much more involved, requiring actual action as opposed to just study. That should give us a good probability of success. We intend to take the Magister's test relatively soon and the Grey College promotes Intrigue almost as much as they do Learning, so an extra point or two shouldn't be ignored.

These two actions are on strict time limits, so they're going to push some other stuff out, which is annoying. In particular, I've been pushing finishing the palace excavation and enchantment practice as a combo for about half the quest so far, but without that Spymistress income we're not really in the position to invest in those actions just yet. If I could automatically cut the EIC, gong farmers, and nitre factory actions without having to worry about finding a new income stream, we'd be in a much better position for magical research.

-[ ] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.

Every plan should take this. R v H is the new most important and most influential person in all of Stirland, so we need to know what she's doing. If you're worried about her sending Witch Hunters after Mathilde, we need to know about that. If you're worried about her trying to take away control of the gong farmers and nitre factory, we need to know about that. Any person that has a particular fear about her actions that isn't voting for this option is just going to end up wasting actions mitigating the effects of something we don't know will happen. I'm thinking particularly about people I've seen saying we should develop the fief in preparation of moving everything out there to do research we're perfectly able to do in the Buried Palace. That's a lot of actions we may very well never need to take. Take this action instead.

-[ ] 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)

Reasonable options for Free Time: Wilhelmina, since I'm taking the sons action; Anton, since he proved himself a great friend by resigning; Kasmir, if we think he might have shown up, for the same reasons we chose him last turn.

Familiar: You've grown much in power; it might be time for you to seek a familiar. Animals that are suitable to be familiars are incredibly rare. You can hunt for them and spent a great deal of time doing so, or you can buy one for an agonizing price. Or you could make one.

I am very tempted. It's something we will probably want to do before taking the Magister examination, but perhaps not just yet. A cat would be appropriate, being sneaky and favoured by Ranald just like Mathilde, but I could see us taking just about any of these options, except maybe the last. Too unsubtle for most of the possibilities there. Animals are better for that.

If only we were an Amber Wizard, we could spend all of our time collecting animal familiars.

Now, to collect it all together... and realise I've only chosen five actions. At least I can put Enchantment back in now.

[X] Plan Seventeen Can't Think Of A Name
-[X] Fief Management, Delegated (225 gc, no actions)

--[X] Investigate the farming possibilities of the land (50 gc for test crops).
--[X] Bring in prospectors to search for minable metals (100 gc).
-[X] Spend some time getting to know Wilhelmina's sons.
-[X] Create market gardens outside the walls of Wurtbad, fertilized with the solid waste collected by the Gong Farmers.
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
-[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] Internalized Lessons: Stewardship
-[X] Internalized Lessons: Intrigue
-[X] Free Time: Wilhelmina

EDIT: Changed fief management options.
 
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Well, not Kasmir.

He went AWOL to the point we couldn't find him with a dedicated action, and he never came back for the R v Hal turnover.
 
More like empathy or concern, but sure.
Fair enough. I suppose it is the good thing to do.
We did kind of of break him.

As for the passive-aggressive comment... don't take it to heart. The only thing I can imagine being the cause is if they came for an Advisor Quest specifically, read all the way up to date, and now we're no longer an Advisor. It's possibly something to consider whether you start a new thread, or rename, or...

Well, not Kasmir.

He went AWOL to the point we couldn't find him with a dedicated action, and he never came back for the R v Hal turnover.
It was a free social action, iirc. I don't think they have the full weight of a months work behind them.
 
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