Voted best in category in the Users' Choice awards.
General reminder of how multi-item formatting should be done:

[*] Headline
-[*] Thing 1
-[*] Thing 2
-[*] Thing 3
-[*] Thing 4

This will allow the tally bot to count your entire post as a block under the name "Headline". It also allows people to support your plan by simply saying [*] Headline

Several people are instead doing this:

[*] Headline
[*] Thing 1
[*] Thing 2
[*] Thing 3
[*] Thing 4

This will be tallied as five separate votes for five competing one-line plans, and you are advised not to do it.
 
You know everyone, it occurs to me that crystal niter is valuable, especially to dwarves. And it doesn't blow up as easy as gunpowder.
Less valuable to the dwarves than to the humans, who don't have dwarven techniques to refine this stuff. We'd go from being the best game in town to being exactly the same as all the rest, if we sold to the dwarves.
General recommendation:
Since:
2. Low Expectations: With most good candidates finding somewhere less... Stirland-y... to practice their trade, incompetence is expected and competence will be considered greatness.
is in effect, do NOT build a gunpowder factory in Stirland. It will likely blow up. Instead, best choice seems to be to Expand EIC trade to Zulfbar or another dwarf hold, and sell them the niter crystals, as they will appreciate their true value, unlike in the Empire.
Presumably a dwarven factory is much less prone to explosions than a mannish one. And again, having access to the only source of dwarf-grade gunpowder in the entire Empire is so incredibly valuable I'm kind of baffled that no one is voting for it.

It's like, I dunno, would people rather get a +2 on a d100 roll than getting permanent access to the best trade good we're ever going to get our hands on (this side of an Asarnil novel)? Or even weirder, 'learning how to safely pack up our beakers and things, the action'? That seems to be the case.
 
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Less valuable to the dwarves than to the humans, who don't have dwarven techniques to refine this stuff. We'd go from being the best game in town to being exactly the same as all the rest, if we sold to the dwarves.

Presumably a dwarven factory is much less prone to explosions than a mannish one. And again, having access to the only source of dwarf-grade gunpowder in the entire Empire is so incredibly valuable I'm kind of baffled that no one is voting for it.

It's like, I dunno, would people rather get a +2 on a d100 roll than getting permanent access to the best trade good we're ever going to get our hands on (this side of an Asarnil novel)? Or even weirder, 'learning how to safely pack up our beakers and things, the action'? That seems to be the case.
I'm not against the gunpowder, but we've not even surveyed the lands. I'd kind of rather do that, first. It's almost ludicrous to expect, but if we find gromril and gold deposits, we might need capital and dwarves to mine it, and kick-ass fortifications to protect it. I'd rather find out first, before making the decision where to invest our dwarven capital.

Totally with you about learning how to pack, though. Waste of time right now. Really don't like that plan.
 
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Are people sure they don't want to spend time with Mathilde's magic teacher, Magister Regimand? He was cutting up the strings that pulled him and Mathilde, as well as a ready source of magic and world knowledge.

Vote my plan for all that benefit!
[] Plan Magic Building and Expansion
 
[X] Plan: Man what is this backlog of stuff I need to study
-[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
Not a huge fan of the plan, I'm afraid. I'm not sure we do need to move out of Wurtbad, at all, and we're not ready to do it anyway, so I don't see the need to look at moving stuff now. Actually studying all the items might make it redundant, anyway. And I'm not keen on spending a full action in Anton, when there are real things to do, like keeping an eye on the new EC. Skipping that seems irresponsible.

People, please don't vote for a plan that ignores the new Elector Count and her Witch Hunters, who aren't known for liking Wizards. They could make our life very difficult. Abelhelm Van Hal was very much the exception.
 
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Does Mathilde like her sanity? Is it something she'd put effort into retaining as much as possible or is it something she's willing to partially give up on to become a more powerful wizard and use powerful spells?

Between the ages of ten and twenty she was immersed in a culture where it was seen as inevitable and desirable. Besides that, Mathilde would like being inherently inscrutable.
 
Edit: look at the stat list, diplomacy would make much more sense since it help migrates general hostility of being a wizard, as well as connecting to other humans something easily overlooked.

That may be so, but we haven't used it recently enough to make it an option, nor do we have a pressing need for it in the near future. On top of that, we have the College connection, which would help if we need to use Diplomacy in the course of our Magister's examination, and the Peasants and Townsfolk connections to mitigate any problems with non-nobles in Stirland.

Meanwhile, we have an active need for more Stewardship because we're managing a fief (even if through an intermediary) and taking an active role in a large trade company. We have a need in the near future for more Intrigue because we're soon going to be taking an examination to become a magister in the college that is basically Intrigue Wizards. Both stats have had significant successes recently that provide the opportunity to improve them.

Diplomacy has none of that.
 
For now, voting for the leading non-packing plan that looks into the New Boss. Most everything else feels fairly interchangeable, as in we'll currently be planning to do most of the rest in subsequent turns.

[X] Plan Much to Do Before Magistery
 
That may be so, but we haven't used it recently enough to make it an option, nor do we have a pressing need for it in the near future. On top of that, we have the College connection, which would help if we need to use Diplomacy in the course of our Magister's examination, and the Peasants and Townsfolk connections to mitigate any problems with non-nobles in Stirland.

Meanwhile, we have an active need for more Stewardship because we're managing a fief (even if through an intermediary) and taking an active role in a large trade company. We have a need in the near future for more Intrigue because we're soon going to be taking an examination to become a magister in the college that is basically Intrigue Wizards. Both stats have had significant successes recently that provide the opportunity to improve them.

Diplomacy has none of that.
Granted, we need to keep working on diplomacy if for no other reason that Arcane Marks hitting Diplomacy in the balls, as does nearly every Learning or Intrigue boosting trait.

But generally speaking theres no reason to stop working on base stats, as long as you've been doing stat raise justifying things lately. The bonus is small, but its universal and passively applied to a lot of things. While it also impacts a great deal of HOW our actions resolve.

Take our earlier financial efforts. Early Mathilde had a bit of a sense of "oh, money just comes out of the national budget...right?" to "well, who knew, all the poop is good money, but people are expensive" to "what sorcery is this loan thing" to now "I am financially literate and can direct my resources without relying on fallible third partis"
I get a feeling her Practical trait will make her a little more bearable.
Practical Trait: "You are a wizard, feared and dreaded, should you let them know exactly how squishy you are and hope they like you enough not to kill you, or should you let them guess, wonder and ultimately refrain?" :p
 
I mean, we failed the Ranald roll to help Abelhelm by 4. Every little helps.

[X] Alectai
I do want to keep an eye on RvHal, but that can wait until next turn.
 
[X] Plan Magic 5 before exams
-[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] Bewilder
-[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] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
-[X] Hire manager to do the following (free action):
--[X] Investigate the farming possibilities of the land (75gc)
--[X] Build a well (75 gc)
--[X] Build a communal granary to store food for lean times (75 gc)
--[X] Build a bailey for your subjects to shelter in and to encompass other structures (wood, 150 gc)
-[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] Wilhelmina


Basically, I want magic 5 before taking magister exams. I know that theoretically we can learn at least some of the spells next turn, but I assume less-than-stellar rate of success and plan accordingly. Qhaysh juice because it is interesting and we may get something from it before exams (unlikely, but still). Dwarven prospectors are plain better than human ones and I don't want to pay double rep for that. There were no slots left for stat training (and I'm leery of stat training+overwork "combo", I think it may lower our stat on a bad roll), but I can live with that (and if all spell research succeeds, we can do that next turn - "did recently" bonus is good for two turns)

@BoneyM, can we use our free social to know Wilhelmina's sons better? Will it have the same effect as the "normal" action to do it?
 
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[X] Plan Much to Do Before Magistery

[X] Plan: Man what is this backlog of stuff I need to study

[X] Plan Seventeen Can't Think Of A Name

[X] Plan Magic 5 before exams

[x] Plan A good thing to do

[X] Plan: Gats 'n Cats

Inserted Tally

Adhoc vote count started by Lupercal on Mar 18, 2018 at 7:54 AM, finished with 10369 posts and 47 votes.

  • [X] Plan: Man what is this backlog of stuff I need to study
    -[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)
    [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.
    [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
    [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] 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] Magister Regimand
    -[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] 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
    [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
    [X] Plan Magic 5 before exams
    -[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] Bewilder
    -[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] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
    -[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[X] Hire manager to do the following (free action):
    --[X] Investigate the farming possibilities of the land (75gc)
    --[X] Build a well (75 gc)
    --[X] Build a communal granary to store food for lean times (75 gc)
    --[X] Build a bailey for your subjects to shelter in and to encompass other structures (wood, 150 gc)
    -[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] Wilhelmina
    [X] Plan Lady of Leisure
    -[X] Build a modest home for yourself, equal in size to the rooms you're using in the Sunken Palace (3 rooms, 50 gc).
    -[X] Bring in prospectors to search for minable metals (100 gc).
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[X] Formalize and organize the payments people make for the Gong Farmers to perform their service.
    -[X] Use your reputation to build trade ties with Zhufbar.
    -[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[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] Plan A good thing to do
    -[x] It's literally none of your business, but you can try to track down Kasmir anyway.
    -[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] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[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] Intrigue
    -[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] 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] 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] Build a communal granary to store food for lean times (50 gc).
    -[X] Build a well (50 gc).
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[X] Bring in prospectors to search for minable metals (100 gc).
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[x] +50% for a manager for a total of 525 gc
    [x] Internalized Lessons: Stewardship
    [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] 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] 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] Doppleganger
    [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] Magic Muscles Flex
    [x] Estate manager
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[x] Pigeon coop (50 gc)
    -[x] Build fortifications into your home, turning it into a hillfort, or motte (50 gc for wood)
    -[X] Build a communal granary to store food for lean times (50 gc).
    -[X] Build a well (50 gc).
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[X] Build a modest home for yourself, equal in size to the rooms you're using in the Sunken Palace (3 rooms, 50 gc).
    -[X] Build a tower, either into an above structure or on its own (1 room, 100 gc, bonus to room's purpose).
    [x] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep) - Overwork
    [x] Plan A Modest Home for a Modest Wizard
    [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)
    [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] 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] 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] Volatility: Examine how to move your various fragile and magically sensitive bits and pieces without endangering them.
    [X] Plan Starting up Foundations
    [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] Sell the produced niter crystals to Zhufbar.
    [X] Fold it into the EIC. (no action needed)
    [X] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    [X] Use your reputation to build trade ties with Karak Kadrin.
    [X] Plan Hikkikomori Wizard!
    [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)

Adhoc vote count started by Lupercal on Mar 18, 2018 at 5:08 PM, finished with 10474 posts and 66 votes.

  • [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.
    [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)
    [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
    [X] Plan Magic 5 before exams
    -[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] Bewilder
    -[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] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
    -[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[X] Hire manager to do the following (free action):
    --[X] Investigate the farming possibilities of the land (75gc)
    --[X] Build a well (75 gc)
    --[X] Build a communal granary to store food for lean times (75 gc)
    --[X] Build a bailey for your subjects to shelter in and to encompass other structures (wood, 150 gc)
    -[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] Wilhelmina
    [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
    [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] 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] Magister Regimand
    -[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] Plan A good thing to do
    -[x] It's literally none of your business, but you can try to track down Kasmir anyway.
    -[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] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[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] Intrigue
    -[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] 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] 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] Build a communal granary to store food for lean times (50 gc).
    -[X] Build a well (50 gc).
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[X] Bring in prospectors to search for minable metals (100 gc).
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[x] +50% for a manager for a total of 525 gc
    [X] Plan Much to Do Before Magistery + Internalize Learning
    -[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] 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 (Learning).
    -[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] 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.
    [X] Plan Lady of Leisure
    -[X] Build a modest home for yourself, equal in size to the rooms you're using in the Sunken Palace (3 rooms, 50 gc).
    -[X] Bring in prospectors to search for minable metals (100 gc).
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[X] Formalize and organize the payments people make for the Gong Farmers to perform their service.
    -[X] Use your reputation to build trade ties with Zhufbar.
    -[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
    -[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] 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
    [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.
    [x] Plan A Modest Home for a Modest Wizard
    [X] Plan Starting up Foundations
    [x] Estate manager
    -[X] Investigate the farming possibilities of the land (50 gc for test crops).
    -[x] Pigeon coop (50 gc)
    -[x] Build fortifications into your home, turning it into a hillfort, or motte (50 gc for wood)
    -[X] Build a communal granary to store food for lean times (50 gc).
    -[X] Build a well (50 gc).
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[X] Build a modest home for yourself, equal in size to the rooms you're using in the Sunken Palace (3 rooms, 50 gc).
    -[X] Build a tower, either into an above structure or on its own (1 room, 100 gc, bonus to room's purpose).
    [x] Magic Muscles Flex
    [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] 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] Doppleganger
    [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] 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] Internalized Lessons: Stewardship
    [X] Plan: Gats 'n Cats
    [X] Plan: Man what is this backlog of stuff I need to study
    -[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)
    [x] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep) - Overwork
 
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Less valuable to the dwarves than to the humans, who don't have dwarven techniques to refine this stuff. We'd go from being the best game in town to being exactly the same as all the rest, if we sold to the dwarves.

Presumably a dwarven factory is much less prone to explosions than a mannish one. And again, having access to the only source of dwarf-grade gunpowder in the entire Empire is so incredibly valuable I'm kind of baffled that no one is voting for it.

It's like, I dunno, would people rather get a +2 on a d100 roll than getting permanent access to the best trade good we're ever going to get our hands on (this side of an Asarnil novel)? Or even weirder, 'learning how to safely pack up our beakers and things, the action'? That seems to be the case.
You are making an assumption there. Namely that the Empire knows what to do with niter crystals, as opposed to common niter. Dwarven gunpowder needs that kind of niter, human ones obviously don't. So if they don't know how to use it, or why it should be better, then why would it be more expensive? They'll probably pay you less, since they need to grind it up and mix it with gunk to make their gunpowder recipes work. If you were selling dwarf quality gunpowder, that would work. But it might not for niter.

Also, a dwarven factory is meant for dwarven workers, not piss poor, uneducated, incompetent, Stirlanders.
 
[X] Plan Much to Do Before Magistery

Takes steps to do many of the things we need to do, and more complete than other plans.
 
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@BoneyM, can we use our free social to know Wilhelmina's sons better? Will it have the same effect as the "normal" action to do it?

You can but it won't have the same effect. Using the free social action will basically just let you learn more about them than you already know, whereas using a full action on it means actually getting to know them and them getting to know you a little.
 
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