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I honestly don't really want to dwarf prospect our land, as it costs relations for what seems to be very much shit land. Sometimes that's just it, shit land is shit land. We were told that it was marginal from the start and we were given it primarily so we'd qualify for being knighted, not due to it's inherent value. It has a low population amount, it's not near a significant industry and population centre, it's not on a trade route. Really I just want to build a granary, give them a blacksmith, some protection they can hide behind if necessary; then leave them be.

The most it's ever really going to reach is the high hundreds population, very low thousands at the max and not for a long time even then. Our time would be substantially be better spent on either the EIC or the Factory, as they are both very good opportunities to take advantage of, can effect several orders of magnitude more people, and should also mean that considerably more peoples lives are improved. Whether that's from trade ties between settlements, improving in living quality due to cleaner streets, to being safer and less at risk of being attacked due to a high quality supply of gunpowder.

The only reason I can see myself thinking us getting the prospectors would be good, is if we went to try and purchase land within the Haunted Hills as we've been specifically told it's valuable and merely unexploited. And I just don't see that as something likely to occur.
 
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Adhoc vote count started by Seventeen on Mar 20, 2018 at 9:23 AM, finished with 11097 posts and 21 votes.

  • [X] Plan Red
    -[X] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's Blessing
    -[X] Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it possible.
    -[X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    -[X] Build a communal granary to store food for lean times (50 gc).
    --[X] Hire a manager
    -[X] Build a well (50 gc).
    -- [X] Hire a manager
    -[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] Piety
    -[X] Attempt to imbue an item with a Relatively Simple spell. (specify item and spell) (NEW)
    --[X] Robes with Aethyric Armour.
    -[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] Brother Kasmir
    [X] Plan Unseen Sword
    -[X][Personal] 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] Bewilder
    -[X][Personal] Attempt to imbue an item with a Relatively Simple spell. (specify item and spell) (NEW)
    --[X] Flamberge with Take No Heed for a sword that is hard to notice until it hits you.
    -[X][Personal] Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it possible. (NEW)
    -[X][Personal] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's Blessing
    -[X][Free] Build a communal granary to store food for lean times (50 gc).
    --[X] No action needed +25 gc
    -[X][Social] 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 Take the Exam
    -[X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    -[X] Build a communal granary to store food for lean times (50 gc).
    --[X] Hire a manager
    -[X] Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it 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] 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] Learning
    -[X] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's blessing on the exam.
    [X] Plan Fief, Money, and Power
    -[X] Why muck about? Build a proper manor (10 rooms, 300 gc). 450 gc free action
    -[X] Build a tower, either into an above structure or on its own (1 room, 100 gc, bonus to room's purpose). 150 free action
    -[X] Bring in dwarvern prospectors to search for minable metals (-1 Dwarf Rep)
    -[X] Bring in dwarvern farmers to investigate the farming possibilities of the land. (-1 Dwarf Rep)
    -[X] 1. Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it possible. (NEW)
    -[X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    -[X] 2. Use your reputation to build trade ties with Zhufbar.
    -[X] 3. Sell the produced niter crystals to Zhufbar.
    -[X] 4. 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] 5. The New Spymaster: Witch Hunter Lucas von Salkalten currently fills your position. As per the Articles of Imperial Magic, wizards owe assistance to the Templars of Sigmar if they can prove they need it. Drop by to offer it freely instead. (NEW)
    -[X] 6. 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] 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 we All Grow Up.
    [X] Plan Enchanting Exam
    -[X] Imbue an item with a petty or lesser magic. (specify item and spell)
    --[X] Spell: Glowing Light
    --[X] Item: Gemstone
    -[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] 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] Eye of the Beholder
    -[X] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's blessing on the exam.
    [X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    [X] Build a communal granary to store food for lean times (50 gc).
    -[X] Hire a manager
    [X] Build a well (50 gc).
    -[X] Hire a manager
    [X] Imbue an item with a petty or lesser magic. (specify item and spell) (NEW)
    -[X] Imbue your old pistol, with the lesser spell Blessed Weapon. Try and make the spell, stick, possibly recharge.
    [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] Doppelganger
    [X] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    -[X] Ranald's blessing on the exam.
    [X] Plan Exam Time
    -[X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    -[X] Build a communal granary to store food for lean times (50 gc).
    --[X] Hire a manager
    -[X] Build a well (50 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 (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
    --[X] Piety
    -[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] Eye of the Beholder
    -[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] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's Blessing
    [X] Plan cramming before exams
    -[X] Use your newly-acquired blacksmithing gear to lure in a skilled but poor blacksmith to begin servicing the area. (no action required) (NEW)
    -[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] Shroud of invisibility
    -[X] Imbue an item with a petty or lesser magic. (specify item and spell) (NEW)
    --[X] Imbue some practical and non-restricting clothing with Aethyric Armour
    -[X] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions, will take place after other actions in the turn)
    --[X] Ranald's Blessing
    -[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] Kasmir
    -[X] Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it possible. (NEW)
    -[X] Hire manager to oversee following improvements
    --[X] Build a communal granary to store food for lean times (75 gc).
    --[X] Build a well (75 gc).
    [X] Plan Purple
    -[X] Hire a manager to improve the estate (free actions)
    --[X] Granary, 75gc
    --[X] Wooden bailey, 150gc
    --[X] Attract a blacksmith, free
    -[X] Erect a shrine to Ranald in honour of his victory over Stromfels, and of Wolf's sacrifice that made it possible.
    -[X] Internalize Lessons: Intrigue
    -[X] Getting to Know You: Spend time with Kasmir
    -[X] Free Time: Anton
    -[X] Go to Altdorf and submit yourself to the Magisterial examination.
    --[X] Ranald's Blessing
 
I think studying piety and building a new shrine should be left for next turn, as well as building our new manor. That makes sense, and GM allready said the bonus does not deteriorate until a year has past. Let's finish the exam first.
 
@REAPER35 and @Rotekian, your plans appear to be invalid. Make sure you've marked any actions that are done by a manager or are given by Overwork.

And so we don't have a repeat of the tally-breaking give-or-keep vote, list multiple managed actions under a heading like @Exmorri has.
 
Could you throw in the Blacksmith, it being a free action?
Missed that. Adding.
Theoretically possible. Trickier than normal weapon enchantments, since it has to go from the pistol to the shot to the target instead of directly.
Going to save that for later then. Cool trick though.
It's basically a magekiller if it silences on hit.
In we move our primary home, I believe Boney said we'll lose the Ranald bonus unless we set up another shrine to him. The idea was to set up the new shrine in our fief.

However, Wolf was a City boy. Is it worth setting up a semi-public shrine? In a local,gambling den or similar?
Keeping in mind too high a profile is undesirable as well. Also our fief lacks much of a population to have gambling
The locals know to prefer rainwater and boil well-water. It wouldn't be as useful as a well usually would be, but tainted water is better than none.
Hmm, College probably has some books on gravel and sand based water filters if we wanted to do that. A well, with a hand pump and then force the water through a filter.
I'm thinking we might want to give up on improving the fief. We looked through the fief and found that there's nothing of value there to improve so it seems perfectly justifiable to decide to put the funds to better use somewhere else. There's no need to throw good money after bad.
Got some ideas on fief development now that we know the geography type, was compiling them. Will post later.
 
Given all the issues that seem to be coming up about the well, we should probably just swap it out for rainwater collection. It's probably a simpler (and thus cheaper) concept to do anyway, actually they probably already do this themselves, it's not a difficult concept to grasp after all.


Going to save that for later then. Cool trick though.
It's basically a magekiller if it silences on hit.
Probably easier to stick it on the bullet. Maybe if we got a leather bullet made up we could stick silence on it and use it to shoot our examiner in the duel? Could be fun.

Got some ideas on fief development now that we know the geography type, was compiling them. Will post later.
It's still crappy land though, I'd rather put the money towards something better.
 
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Got some ideas on fief development now that we know the geography type, was compiling them. Will post later.
Opportunity cost is very much a thing though. And our fief looks like it's poor to very poor, meanwhile we have great opportunities elsewhere with the EIC and Niter Factory and the Quaish Juice. Thus spending our gold and our time improving the fief should be much less efficient than our other ventures, in all aspects that can be measured from improvement to living quality, helping the Empire/Stirland, making money, improving our influence ect.
 
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An enchantment idea I've had for a while is a hunting horn that, when blown, makes things quieter for a time. Useful for stealth cannons and sneaking around both.

Also, what's people's thoughts on doing some enchantment for the witch hunters? Preferably any moderates that might be about, I imagine they wouldn't turn down 'secretly armored' clothes even if it does make them twitch a little.
 
My main issue with unseen sword is that we can just cast the actual spell on our self (and thus our sword) making the enchantment completly redundant. Armored robes, meanwhile, will protect us from attack when we are surprised, while mage armor can't.
 
Also, what's people's thoughts on doing some enchantment for the witch hunters? Preferably any moderates that might be about, I imagine they wouldn't turn down 'secretly armored' clothes even if it does make them twitch a little.
Most useful lesser enchantment for them would be Gloves of Ulgu - enchanting any weapon held with Ulgu power for a time.
 
Most useful lesser enchantment for them would be Gloves of Ulgu - enchanting any weapon held with Ulgu power for a time.
It depends on the witch hunter. Someone who's already trained in wearing heavy armor would find armor enchanted with our mage armor spell redundant, but someone of a more slight build might find it invaluable.
 
@BoneyM, does Aethyric armor enchantment stacks with mundane armor in any way? Our spell right now gives protection "as chainmail", will actual chainmail enchanted with it protect better?

[X] Plan Red
 
Opportunity cost is very much a thing though. And our fief looks like it's poor to very poor, meanwhile we have great opportunities elsewhere with the EIC and Niter Factory and the Quaish Juice. Thus spending our gold and our time improving the fief should be much less efficient than our other ventures, in all aspects that can be measured from improvement to living quality, helping the Empire/Stirland, making money, improving our influence ect.
Its an othrogonal development path actually.. Nothing to do with the land quality.
My main issue with unseen sword is that we can just cast the actual spell on our self (and thus our sword) making the enchantment completly redundant. Armored robes, meanwhile, will protect us from attack when we are surprised, while mage armor can't.
Actually no, Take No Heed breaks the moment we actually DO something ourselves. Putting it on the sword means that even when they know we're there they don't know the sword is, which gives a draw -> sneak attack combo
 
Its an othrogonal development path actually.. Nothing to do with the land quality.

Actually no, Take No Heed breaks the moment we actually DO something ourselves. Putting it on the sword means that even when they know we're there they don't know the sword is, which gives a draw -> sneak attack combo
If our enemy notices us drawing our sword through an anti-attention effect that works on our body and sword, then why wouldn't they be able to see past such an effect on just the sword?
 
My main issue with unseen sword is that we can just cast the actual spell on our self (and thus our sword) making the enchantment completly redundant. Armored robes, meanwhile, will protect us from attack when we are surprised, while mage armor can't.
My bigger issue with unseen sword is that I expect Take No Heed will not work that way. The description "it would take an act of willpower to even notice you unless you draw attention to yourself" -- drawing a (great)sword draws attention to yourself. It's a spell for helping to go unnoticed when you're being inconspicuous, nothing-to-see-here-move-along, not a general purpose attention remover. The RPG version has Take No Heed as breaking when you so much as speak up, let alone attack.

At best it would help us smuggle the sword into places one isn't supposed to carry a sword.
 
Opportunity cost is very much a thing though. And our fief looks like it's poor to very poor, meanwhile we have great opportunities elsewhere with the EIC and Niter Factory and the Quaish Juice. Thus spending our gold and our time improving the fief should be much less efficient than our other ventures, in all aspects that can be measured from improvement to living quality, helping the Empire/Stirland, making money, improving our influence ect.

Well. We have to put the money towards improving our fief, or ninja accountant assassins will ruin our day.

I also feel like the dwarven prospecting option is definitely worth a shot, it essentially gives us a reroll on the mineral wealth of our fief and only costs one favour to boot. Any of the leading plans feel like including it in? If we want to spend next turn seriously developing our fief we need to know if there's any deeper-lying mineral wealth that needs protecting.
 
Actually no, Take No Heed breaks the moment we actually DO something ourselves. Putting it on the sword means that even when they know we're there they don't know the sword is, which gives a draw -> sneak attack combo
I don't think so. I think it would work more like making the sword hard to notice until we draw it, IE people would not see the sword, until we started drawing it. It won't work for sneak attacks, but it will work to make us seem unarmed, or conceal we are carrying a greatsword, or a pistol on us. Basically, it would make the item more difficult to notice as long as we do not draw attention to it.

Do moment we reach for it, that would be drawing attention and the spell would break.
 
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