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I am mostly happy with @LightLan's version of the Spoken Queekish plan, though I think that the AV action would be better-suited as "Investigate the exact circumstances required to induce a transformation." My reason for saying this is that the thing that we want to happen with AV is "using them to power Kragg's badass runes," and for that to happen, they need to phase-change from liquid to ambient Winds. So far we know of a few ways to make this happen, but we don't know of a quick way to make it happen on demand without a handy wizard (except possibly with a powerstone, which is also dangerous). So I want to explore that as a priority.
I think we can turn AV liquid into winds by shaking it vigorously, pickle - but rather than find out ourselves why not go to the Runesmith directly? - last turn the argument was that we should have the basic safety notes to hand them, well... now we have those notes.

---
I think that anything involving skraven-tech and writings are more efficient or have better outcomes after (at least one) dictionary is completed tbh (at least if they are actions Mathilde is not taking part in).

Also, i dislike this
-[] Investigate how the Vitae reacts to Dwarven magic-dampening Runes. (2 Dwarf favours)
compared to
[ ] Attempt to interest one of the currently present Runesmiths in the interaction between Runes and Vitae. (Will start at the top and work your way down)

All i want is no overwork.
Respectfully, I don't think that's going to happen; we can't build up a store of actions, so we take a risk that next turn everything won't catch fire and that we have time to recover, and overwork each time it is possible to do so.

Edit: While I also am ok with gyropad instead of a new tower, would anyone mind linking to the possible tower list? I would like to be more sure about how I feel on this choice. I'd really appreciate it, and I think others might be mildly curious too!
 
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I've already discussed my reasoning in detail, but I'll repeat it for some of the more potentially contentious parts:

Most of my reasoning here stands, but I'll explain the changes.

[ ] Plan Redshirt v2

[ ] MAX: Receive dictation: Queekish-Khazalid Lexicon
[ ] JOHANN: Study an artefact: Black Gem.
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
[ ] EIC: Put policies in place that local news should be collected and sent to you (rumour mill).

[ ] Seek to build a stronger rapport with Qrech, and provide enough sources of mental stimulation that you can turn your attention elsewhere.
-[ ] Gambit: Convince Qrech that the Under-Empire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.

[ ] Travel to the Grey College and attend lessons there x2:
-[ ] Waystone Fundamentals
-[ ] Practical Diplomacy

[ ] Dictate papers: Queekish-Khazalid Lexicon
-[ ] COIN: The Gambler

[ ] Investigate the exact circumstances required to induce a transformation.

[ ] BUILD: Have a gyrocopter landing pad built into your balcony.

[ ] SERENITY: Queekish-Reikspiel Lexicon (1/2)


I've been convinced that moving forward on our Skaven artifact backlog should be a higher priority, especially since I wasn't using the Johann and Duckling actions for anything particularly valuable anyhow.

With our ability to read Queekish, we can make major process on the Rattling Gun by providing translations of the Warp-Engineer's notes, and of the rest of the artifact stockpile, the Black Gem has had the most thread interest, so I'm fine with it getting priority.
 
Not married to the Johann choice at all, though the Duck action I want, because I pity Johann and the ratling guns. He's been stuck on them forever.
I don't think he is still actively banging his head against it every turn, so I think we'd benefit more if we wait one more turn, since that's when we will have the dictionary if we go with your plan.
The AV action is in there because people want AV, I honestly don't much care which one.
We'll get to them all eventually.
Honestly, the spending favor to pour this stuff on a rune is my least favorite option. Not because it costs something, but because if we get a Runesmith to look at it (which we definitely will at some point) then this experiment and others like it will be some of the first that he'll do, without us having to spend additional AP on it.
 
Most of my reasoning here stands, but I'll explain the changes.

[ ] Plan Redshirt v2

[ ] MAX: Receive dictation: Queekish-Khazalid Lexicon
[ ] JOHANN: Study an artefact: Black Gem.
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
[ ] EIC: Put policies in place that local news should be collected and sent to you (rumour mill).

[ ] Seek to build a stronger rapport with Qrech, and provide enough sources of mental stimulation that you can turn your attention elsewhere.
-[ ] Gambit: Convince Qrech that the Under-Empire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.

[ ] Travel to the Grey College and attend lessons there x2:
-[ ] Waystone Fundamentals
-[ ] Practical Diplomacy

[ ] Dictate papers: Queekish-Khazalid Lexicon
-[ ] COIN: The Gambler

[ ] Investigate the exact circumstances required to induce a transformation.

[ ] BUILD: Have a gyrocopter landing pad built into your balcony.

[ ] SERENITY: Queekish-Reikspiel Lexicon (1/2)


I've been convinced that moving forward on our Skaven artifact backlog should be a higher priority, especially since I wasn't using the Johann and Duckling actions for anything particularly valuable anyhow.

With our ability to read Queekish, we can make major process on the Rattling Gun by providing translations of the Warp-Engineer's notes, and of the rest of the artifact stockpile, the Black Gem has had the most thread interest, so I'm fine with it getting priority.
Why are you using the Coin on the book?
Better question, now that I've read the rest of your response to the book part:
Why do you think a dictionary/reading enemies mail is Heterodox to the Dwarves? They no doubt have Elgi Dictionaries, and read Elgi mail.
 
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We aren't actually learning it from nothing given we have a high-level grasp of written queekish already.
Yeah, that was their point: "given that learning it from nothing takes 2-4 actions, and we're not learning it from nothing, we can wrap it up quickly."
Fixed the library and favours, but the cash was correct.
Ah, OK. I guess I counted wrong on the cash. Thanks!

(Though maybe I should have kept my mouth shut, because I personally would have been fine shelling out for those books, but that's not what the voters supported :p)
 
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Can a lore of life wizard cut off a piece of those Wutroth antiques and make it grow into a sapling? That seems like the kind of thing that would be in their wheelhouse and would also be potentially incredibly beneficial for the dwarfs.
 
Can a lore of life wizard cut off a piece of those Wutroth antiques and make it grow into a sapling? That seems like the kind of thing that would be in their wheelhouse and would also be potentially incredibly beneficial for the dwarfs.
Being able to regrow ironwood trees would be valuable but we don't know a lot about them other than they are strong as iron and trees. Really it depends on what Boney decides.
 
Tangentially:
I am going to politely request that planmakers who are using Overwork to squeeze in a fifth personal action note that in their plans somewhere. It's no longer the case that a specific action is being Overworked in a way that mechanically matters, but I think it is useful to indicate that Overwork is happening so that voters can more easily make informed choices about Overwork vs. non-Overwork plans, rather than counting all the actions and keeping track of which ones are personals and which ones are free (since some people have said that they want to keep Overwork in reserve for an emergency).

Tagging @Redshirt Army, @LightLan, @Abhorsen, and @Lupercal as people I remember off the top of my head having made plans.
 
Can a lore of life wizard cut off a piece of those Wutroth antiques and make it grow into a sapling? That seems like the kind of thing that would be in their wheelhouse and would also be potentially incredibly beneficial for the dwarfs.
Those dwarf antique furniture fans are going to go rabid around the point you say "cut off a piece" :p
 
Can a lore of life wizard cut off a piece of those Wutroth antiques and make it grow into a sapling? That seems like the kind of thing that would be in their wheelhouse and would also be potentially incredibly beneficial for the dwarfs.

Dwarves have been trying and failing to restore their Wutroth groves for millennia. Jade Wizards might have an advantage, but the trees grow extremely slow and part of their growth cycle is having their outer bark worn smooth by high-altitude winds, so it can't be accelerated. So it would literally be the work of a lifetime to try.
 
I think we can turn AV liquid into winds by shaking it vigorously, pickle - but rather than find out ourselves why not go to the Runesmith directly? - last turn the argument was that we should have the basic safety notes to hand them, well... now we have those notes.
we tested how to not make it explode, the other half of that Experiment is to figure out every way we can make it explode.

It's important in research To not skip the fundamentals before going to the advance stuff, we could miss out interaction because we didn't know to look forward.
 
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... is that just a fancy way to say he has no idea what to expect, so just will not be able to Judge if Mathy is overreaching on underreaching...
When in Rome... Overreach like the Dawi overreach.
Respectfully, I don't think that's going to happen; we can't build up a store of actions, so we take a risk that next turn everything won't catch fire and that we have time to recover, and overwork each time it is possible to do so.
Afaik most plans currently aren't doing overwork. Not that I'd be against it.

Edit: Seems I was wrong. Which means that I second people mentioning that they are doing overwork.
 
For the next campaign that retaking karak azgal wich should be a pretty minor campaign since it doesnt have any major greenskin or skaven clans based there and just regular infestation asfar i can tell .
I get that Karak Azgal might not be as fortified as the others, but isn't it also a bit out of the way? I will say that I'd much rather see us fortifying up and taking Thunder Mountain or Karak Drazh.
 
Eventually, you and the representative of the We decide on the Gauntlet between Karak Eight Peaks and Black Crag as their new primary source of food, which would let them retain their current habits as Hunters without depending on a barren and exposed hunting ground. You're torn on the matter of accounts, since part of you sees it as an advantage that the Karak will be credited for the deaths they'll be causing anyway and part of you feels like it's taking advantage of the We, but the price that's been set for their silk means even if they're unable to pick off any greenskins on their own and every scrap of food is credited to the Karak, they'll still be generating a profit for them to accumulate or spend as they see fit.
Thats what is known as a rarity in business: a deal in which both sides feel like they got the best of the deal.

It comes from value disparities.
And the key one here being missed by Mathilde is that the We wish to be part of the Karak-We, as such, while they're not sure how to go about doing so, they're going to take the behaviour of valuable We-components to the We, as how the We relates to Karak-We.

So in essence, the We are behaving like a Breeder-We to the We: representing a valuable, hard to replace resource, they will see to ensuring they have sufficient resources to continue contributing to the We, and sufficient resources above that to increase their future value.

Desiring more than that doesn't make sense, after all storing food as We is not the most efficient course of action, stored We consume food, even at a slowed pace compared to active We, and its better to just make more silk and then store virtual food as gold.
With her task complete, the Priestess of Esmerelda is released from the Karak's payroll, but she mentions that she'll still be visiting them between her responsibilities to the Halflings because she feels there's still a possibility of making a conversion.
Mmm, I personally guess the We sort of grew on her.
That said Esmeralda might have herself a convert if she could figure out how to prepare liquid food for the We.

One of the major lifespan hits for spiders is that vomitting digestive onto their prey and then slurping it up is pretty hard on their body.

Spiders fed on sugar solution actually live longer because of that.
At first glance the room is a charming interior pond ringed with hardy Dwarven grass capable of surviving on reflected sunlight, and the elevation of the room above its neighbours is easy to assign to said pond. But underneath the soil is a warren of concealed chambers, some dedicated to comfort but one dedicated to a set of controls for Wolf to operate the Penthouse's defences from safety, and entrances to it are found not only hidden in the glade above but also concealed in adjoining rooms. You quickly become accustomed to him and his Wolf-Rat pack appearing and disappearing according to their whim, but you look forward to the effect it might have on anyone that braves your guest room in the future.
Mathilde Eye View: [Pleasant sunlit glade where puppies frolic]
Everyone Else's View: [A maze of tunnels where this man sized wolf could appear anywhere, anytime in the complex, with controls to inflict a variety of horrible deaths from safety and comfort]
The Shrine is tricky. Considering the security your Penthouse requires, you can't simply fill it with gamblers and cats and call it a day. But on what might be a whim, you asked a question or two of the local Rangers about the black-feathered and yellow-beaked birds you've seen alighting on your balcony to chirp at you and try to convince you to share your snacks and ale, and learn of the mountain chough, a cousin of the crow that makes its nests far higher than most birds can reach. A concealed opening is excavated with a thick steel grate just large enough to allow through these birds, and around a life-size wooden depiction of a crow carved by Qrech, the choughs cautiously begin to explore the sheltered little nooks and the trickling waterfalls of clean water that line the walls. A week later the first nest had begun construction, and taking inspiration from the mated pair, you send word and a few coins to the University of Altdorf's oft-neglected Division of Arts. After being startled by a few sketched proposals that lean hard into reinterpretations of the nature of Shallya's Tears and the Goblet they were drunk from, you commission a lovely painting of Ranald and Shallya sitting together in a field, surrounded by a mixed flock of crows and doves, and when it arrives you hang it across from the laudably fidelious choughs.

You've heard several versions of the story of Ranald's ascension, and several of them don't sit very well with you. You'd very much prefer to believe the best of your oldest friend.
:3
I ship it.

Also reading up on the bird, its species are apparently a notorious thief of shiny things.
...apparently they like to play with fire by folklore, and are also associated with inflicting misfortune if they are killed.

Its definitely a proper bird for Ranald.
The first is Black Crag, centered upon what is being called the Gauntlet. The greenskins have stopped attempting in earnest to storm the defences, but they still constantly probe it with those that end up on the losing end of internal squabbles. It will need to be guarded and fortified for the foreseeable future.
On the bright side its basically a biomass import tunnel...
Second, and much harder to defend against, are the Skaven. We don't know how likely they are return, which Clans might make the attempt, or what direction they might come from. All I can do about it is set patrols through the lowest levels of the Karak.
Nothing for it but populating Eight Peaks such that we could patrol regularly.
Third is the dragon, and now that it's awake I've asked for permission to take precautions against-"

"We'll not provoke the beast if we don't have to," King Belegar says firmly.
Wise choice, considering the fortifications would take too long to actually become threatening to an Emperor Dragon AND that it gets to see you build weapons to use against it.
"As you say. Most of the rest of our efforts have been on restoring the Karak's overland defences."

"Continue with that. The East Gate is going well, but don't neglect the Southern Sentinels and to Morzund's Wall. When Karaz-a-Karak's Okral arrives, put them to work restoring them and turn your eyes downwards, start mapping out what needs to be dug and what needs to be filled in to minimize possible approaches and maximize response times.
Theres going to be so much filling in, considering we won't have enough dwarfpower to garrison then anywhere close to capacity.
Speaking of the dragon, Prince Kazrik?"

"I've found a definitive match in the records of Barak Varr."

"Blast. What did it do?"

"Records, not Grudges. There's an archipelago off the coast of Araby, that they currently call the Sorcerer's Islands. A few centuries after Barak Varr razed Ulthuan's colony there during the War of Vengeance, the dragon made its home there. For three hundred years, anything the Naggarothi had short of a Black Ark had to go all the way around the western side of Ulthuan, because if they passed between Ulthuan and Araby they'd either go too far east and be assaulted by the dragon, or too far west and run aground on the Shifting Isles. Eventually it either left or was driven out by Araby, but for a long time it was an important strategic advantage over the corsairs."

"It never attacked a Dwarven ship? And that's all you can find on it?"

"Only ever the Naggarothi. And there's not many Ice Dragons in any records of the Karaz Ankor, and they all tend to be fairly distinctive. That's the only time we've previously encountered it."
That is...amazing.
The dragon not only never, in its thousands of years, crossed a dwarf in a way that led to an outstanding recorded Grudge. It had indirectly contributed to dwarven well being through deterrence, and it had spent three hundred years attacking Druchii and Drucchii exclusively.

...also holy shit this dragon can hold a grudge.
"Though you are blessed with not being water-folk, do you sing their song?" Eltharin! A terrible language for communicating clearly and concisely, but at least it's something.

Like way back "Though you're blessed with not being an elf"
This dragon:
-Does not like elves
-Likes gold
-Is immensely patient and gives no fucks

This dragon may have certain similarities to dwarves.
"That takes away some of my misgivings. When the Okral arrives, concentrate on getting them settled in and to work, and make sure there's no trouble between them and us. Some of the major figures in Karaz-a-Karak's guilds have a sense of superiority towards the other Karaks.
*Eyes Kragg*
Good luck dealing with Master Craftsmen T-posing at each other.
Prince Gotri, how went your project?"

"It would have done a great deal to secure our parts of the Karak against the other forces within it," he says, only a slight grumble to his voice. "But it is absolutely unsuited for defending the entirely retaken Karak. So I've archived the blueprints."
Gotri: "It was almost ready to go and then you killed all the targets"[grumblegrumble]
"Such is war," King Belegar says. "Are you happy with the defences of the Gauntlet?"

He ponders that for a while, with an Engineer's natural distaste for declaring anything sufficient. "It would be more secure with flame cannon," he eventually says. "But I can't imagine a frontal assault succeeding against that weight of lead."

"Good enough for me. Expand the Gyrocopter hangars, and when the Okral arrives, put the Engineers to work on building up it and the Aircorp. Maybe we won't need them against the dragon, but we'll soon be looking beyond our Karak and I want the tools to intervene quickly and effectively.
Its like Good ENough is a bad word.

It'd definitely be better with some flamethrowers though.
Princess Edda?"

"The Barrows are fully mapped and cleared, it had only the usual mountain beasts. We've begun to extract ore, which we're stockpiling." Her tone is not quite discontent, but there's a tone of a question in it.

"The Okral will be restoring the smelters of Karag Rhyn. Take charge of the Miners and Prospectors amongst them, and plumb and restore the old mines - Flamestone and Ghuzhur first, Uzkul and Diamondhelm after. Nothing will draw settlers like ore waiting for picks.
Nothing for motivating bigger families too, to know that theres wealth to be had, if only they had enough skilled hands.
Gunnars, is the Temple of Grungni complete?"

"Physically," he says. "The dedication ceremony is awaiting the arrival of a High Priest amongst the Okral."

"Very well. Turn to Karag Rhyn, see if the old Temple to Smednir there can be restored, and if it can't, build one anew."

"And Valaya, your majesty?" Gunnars asks carefully.

"Valaya's flock currently resides in Grimnir's Karag. When Karag Mhonar is restored, so too will be Her Temple."

"Valaya is patient," Gunnars says, in what would be approval if he hadn't very carefully avoided saying anything that could be considered a judgement of the King's decision.
Huh, nice and symbolic too.
Mhonar was never occupied by enemies.
Bok held it and kept it clear, even when the Hold fell.

The last defender of the Karak of before yet stands.
Finally, King Belegar turns to you. "Mathilde, a lot has changed of late, but the importance of your current task has not. Continue with it." Curiousity is plain on the faces of your fellow councillors, but everyone refrains from asking.
You know, side note, after we're done, you think Ulthuan and Laurelorn would acquire a copy of the dictionary and make their own version or be too proud to do it?
"The Hall of Ghosts was emptied during the Time of Woes," King Belegar says as you walk through the echoing halls of Karag Zilfin, "and the vaults of Karag Rhyn collapsed under what looks like an attempt to break in - our miners are working on it."

"They say they're enjoying the novelty of taking a pick to stone and finding the contents already smelted and minted," Princess Edda says with a smile.
You can positively hear the cheer of the miners there huh?
Its just one line, but those miners are some dwarves with no dour in them.
"Someone - probably Clan Skryre - broke into Karag Zilfin's Treasure Vaults, but they didn't complete the job. Kragg theorizes that so many Skaven died while they were breaking through the layers of defences that by the time they got to the last few chambers, any attempts to use their Techno-Sorcery caused the dead to manifest and attack their former Clanmates, and without it they couldn't breach any further Runes." You consider the amount of ambient Dhar that the Skaven looters would need to be leaking for the souls of the restless dead to start manifesting on that scale, and wince. "It's been at least a few years since their last attempt, so since Morrsleib is waning and as long as no magic is used, it should be safe."
...by Ranald how hard did they push that the dead were spontaneously animating?!

Also unsurprisingly the dead attacked their former Clanmates.
They were sent in to disarm the traps via force of numbers.
The Hammerers flanking your procession don't seem to find that sufficient comfort, and they take some time sweeping the Vaults before giving you all the nod to clamber in over the rubble. The floor is black with old blood and bone fragments crunch underfoot, and here and there empty stone chests and shattered steel doors tell a clear story. But towards the back of the almost-emptied Vaults, a great deal of scorch-marks and the twin scents of scorched flesh and curdled magic show where Skaven avarice finally failed. Runes glow sullenly at your approach, but fade at a touch from King Belegar, and a muffled creak and whine within the walls tells of metal devices coming to life after millennia of dormancy. The door swings jerkily outwards, and under the collective stare of his Council, King Belegar walks inside.
Well...the Hammerers were polite about it but "as long as no magic is used" *eyes Mathilde*.

Thats some good runework and good engineering, to still work after all that abuse.

Could use some lubricants though.
The romantic view of treasure is a chest haphazardly heaped with golden coins to the point of overflowing, but only the greenskins are so cavalier with storing their wealth, and everyone sensible keeps theirs neatly stacked and counted. Dwarves take it one step further, with shelf after shelf of carved grooves for cylindrical stacks of coins to nestle neatly within. At least half of them are empty, but the remainder still contain the gleam of gold, untarnished by the passage of time, in more than sufficient quantity to plump out the storage racks of the current treasury. King Belegar takes one of the stacks and considers it for some time, before returning to the doorway and passing a coin to each of you. Looking down, you find yourself returning the disapproving gaze of a Dwarf who, judging by the coin's inscription, is High King Gotrek Starbreaker.

"Two hundred years of war, and still there were coins unspent," he says sadly. "We have so far to go to match the glory of the past."
Well, theres some things money can't buy.
Manpower to hold a doomed Karak is one of those.
Gold is all well and good, but outside of the opinion of numismatists, the gold of the ancient past spends no better than one forged and stamped in Barak Varr yesterday.
Theres going to be some extremely excited coin collectors. Hopefully they put aside a tithe in memoriam
. The Vault of Ancestors proves to be an equal disappointment, as you were hoping for ancient Runic weapons and instead found it full of furniture that was antique before the Karak fell, and though you understand that this 'wutroth' is important to the Dwarves you can't really match the excitement of your fellow councillors over carpentry.
Those were antique masterworks I'd guess, if they were sealed in the vault in the fall.
Nice chairs.


"Normally, trade is done by representatives of the Guild in question," he says, "but trade with non-Dwarves doesn't fit into that mould, so it was a matter for the Royal Clan. Kept second sons busy." He draws his hammer, and holds it against the larger depiction of it in the oversized sigil. For a long while nothing seems to be happening, but King Belegar's patience holds you all there watching him, and eventually there's a click, and then a loud, echoing boom that shakes the ground beneath you. Slowly, the sigil rolls to one side, and with no ambient Dhar in the air you take the liberty of throwing out a Magic Light into the darkness within, and what you see freezes you in place.
Huh, seems logical, trade with non-Dwarves would count as foreign diplomacy and thus be a matter for a Chancellor.

Also thats a good trick with the lock, you have to hold the ancestral hammer and thus key to the vault up against the lock for long enough to activate it, which anyone who doesn't know the secret would have assumed it didn't work and tried something else eh?
The wealth of Treasure Vaults was impressive, but you'd seen larger amounts - you'd slept on larger amounts. But the hall revealed is enormous and resembles a library, except with riches instead of books, and instead of uniform stacks of coins it takes every form imaginable - coins of all kinds of metal, ingots of a dizzying array of shapes and sizes and compositions, a rainbow of precious stones, each portion of wealth neatly demarcated from its neighbours.
Mathilde: "Dear Bursar, today a whale jumped onto my boat..."
Reckon those worries about beggaring the Karak are bust.

If it can be bought for gold, the Karak can buy it.
With every movement sending echoes through the long-empty hall, you walk towards the closest and consider the modest stack of gold, and the carved stone token in front of it. Ea-Nasir it says, using the stilted form it uses when phonetically spelling non-Khazalid words. Copper merchant. Tylos. Account opened 11.5.2702.
Ought to have been some mightly fine copper if he bought it from the dwarves...but knowing Tilean Merchant reputations, he probably went to the dwarves to do banking, bought copper along the way from someone else for cheap, and then let the buyer assume it was dwarf quality copper.
"We were second only to Karaz-a-Karak, and we were much more welcoming to the humans," King Belegar says. "We gave them good prices for food and ore, and sold them weapons and goods at reasonable prices. Many of them came to think that Karak Eight Peaks was the most dependable and defensible place to store their money, from regular craftsfolk to some of their wealthiest nobles and traders. And, I suppose, history proved that trust well-placed." He picks up a coin with a gaunt, fanged face on it. "Strygos fell to greenskins. Tylos to Skaven. Nehekhara to their own Undead ancestors. In the end, we outlasted them all. So we sealed the Vault, and the debate over what to do with it all was put aside when the Skaven attacked us."
Reckon the Border Princes might be awfully interested in banking with Eight Peaks. Much harder to abscond with their treasuries that way.
"I take it you don't continue to rekindle that debate," you say, considering the Classical lettering on the coin.

"There is no debate," he says firmly. "Shall I turn the wealth over to the Tomb Kings? To the Strigoi? Or worst of all, consider the Skaven inheritors of Tylos? No. Once the Okral have gone, we will use the smelters they will have built to reforge every coin and ingot, and none will think to question the rediscovered wealth of the Karak."

You consider the reputation of the Karak, and of lost Dwarfholds in general, and you nod in agreement. You doubt there's a soul out there that would find anything amiss in the reborn Karak displaying mind-boggling amounts of wealth.
Kind of wish we could keep a coin from each minting.
Many of them are no doubt lost to history.

Those coin collectors are going to need new underwear...and then faint if they learn its been melted down.
 
Dwarves have been trying and failing to restore their Wutroth groves for millennia. Jade Wizards might have an advantage, but the trees grow extremely slow and part of their growth cycle is having their outer bark worn smooth by high-altitude winds, so it can't be accelerated. So it would literally be the work of a lifetime to try.

High-altitude winds, you say?

Hmmm, sounds like a joint Jade-Celestial project to me!
 
Changelog:
Noted the Overwork.
Switched Johann looking at the breathing mask to Johann looking at the black gem.
Switched AV anti magic runes to exact circumstances of inducing a transformation.

[] Plan: Spoken Queekish v4
-[] Contains one Overwork action
-[][MAX] See if you can find more Queekish within those books: All Under-Karagril Clan Moulder books not bound in leather or written on vellum or parchment. Awaiting translation.
-[][JOHANN] Study an artefact: Unknown black gem, stolen from the Skaven.
-[][DUCK] Johann's investigation into the ratling gun has hit a wall. See if you can help
-[][EIC] Put policies in place that local news should be collected and sent to you (rumour mill).
-[] Seek to build a stronger rapport with Qrech, and provide enough sources of mental stimulation that you can turn your attention elsewhere.
-[] Try to convince him outright to teach you spoken Queekish.
--[] Deceiver: Continue with the Gambit that teaching you Queekish continues to cause discontent in the Grey Order and of course the Grey Order itself already has Queekish...
-[] Travel to the Grey College and attend lessons there: Waystones and Waystone maintenance
-[] Investigate the exact circumstances required to induce a transformation.
-[] Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
-[][PENTHOUSE] Have a gyrocopter landing pad built into your balcony.
-[][SERENITY] Translated Eshin correspondence on the Skaven Civil War (TIMELESS)
-[][COIN] The Deceiver: Skaven Gambit
 
"There is no debate," he says firmly.
As someone in favour of building the Library of Dwarfxandria, *wince.* That trade vault undoubtedly has a wealth of historical information in it, and we're going to lose most of it.

Ah well.
Though I can imagine that Belegar will keep a record of every single transaction in case an elf or somehow peaceful undead shows up as a claimant.
One can hope. Still won't be everything, because not everything important will be obviously so, alas.
Gambler is put on dictation to make sure we create a quality product - we're doing something relatively heterodox for Dwarves, so it's wise put our best foot forward.
If we want to make a quality product - and given we're still on the project without local considerations, I'm pretty sure we do - we should be bringing in linguists. Yes, yes, it takes longer, but it looks like this is turning into a three turn thing anyway.
Spoken Queekish directly improves the ability for Dwarf Rangers to operate against Skaven on a tactical level.
Assuming we're lucky enough that "spoken" Queekish consists sufficiently of things apparent to Dwarven senses and we're prepared to personally spend the time (AP) teaching them, sure.

I don't think we're terribly likely to get that lucky; I consider it pretty probable that Spoken Queekish ends with only Mathilde being able to understand it, and the number of people we can teach being limited and not just by AP. And without there being local skaven to listen in on, that straight up doesn't interest me that much.
 
Oh yeah, going to bed now but something jogged my memory.
[ ] Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry.
Anyone interested in this option? Belegar's been having trouble hunting down the piracy targeting trade in the area, since dwarf ironclads are amazing at fighting off pirates but kind of suck at FINDING pirates, while merchants are unfortunately all too good at finding pirates with no ability to fight them off.

Investing in "No fuck off bandits/pirates" should be good for our merchants, and all those migrants heading down to settle, rather than get mugged.
 
I'm not particularly opposed to trying to ship Panoramia off to her magister exams.

Like sure she's not bothered because she's getting paid magister rates anyway and the only cost benefit is her getting 5% offf her wizard taxes. Money saved is money saved though!

Mainly I'd be interested to see what classes she took while she went ala Mathilde. We picked up a trait and like 5 or 6 spells over the course of like 3 months if I remember right. Taking some lectures applicable to the type of restorative work she's doing with the farmlands, maybe seeking out some tips on furthering the garbage goo turned hay 2.0 experiment, and widening her spell repertoire for utility and that elusive Magic Stat bump ain't Terrible.

Also she'd get to see her folks! :V

It's not a deciding factor in picking a plan for me, but I don't think it's pointless to encourage her to go for it.
 
Assuming we're lucky enough that "spoken" Queekish consists sufficiently of things apparent to Dwarven senses and we're prepared to personally spend the time (AP) teaching them, sure.

I don't think we're terribly likely to get that lucky; I consider it pretty probable that Spoken Queekish ends with only Mathilde being able to understand it, and the number of people we can teach being limited and not just by AP. And without there being local skaven to listen in on, that straight up doesn't interest me that much.
We only need to teach it once, presumably with a lecture AP.
If they can be understood through a farsqueaker, then eavesdropping works fine even without special senses.
I'm not particularly opposed to trying to ship Panoramia off to her magister exams.

Like sure she's not bothered because she's getting paid magister rates anyway and the only cost benefit is her getting 5% offf her wizard taxes. Money saved is money saved though!

Mainly I'd be interested to see what classes she took while she went ala Mathilde. We picked up a trait and like 5 or 6 spells over the course of like 3 months if I remember right. Taking some lectures applicable to the type of restorative work she's doing with the farmlands, maybe seeking out some tips on furthering the garbage goo turned hay 2.0 experiment, and widening her spell repertoire for utility and that elusive Magic Stat bump ain't Terrible.

Also she'd get to see her folks! :V

It's not a deciding factor in picking a plan for me, but I don't think it's pointless to encourage her to go for it.
Remember mathilde spent three months there because she had literally nothing else to do. Panoramia literally can't leave for more than a month if she wants to avoid agricultural collapse. She'd just rush back, take the exams, and then hurry back before her fileds die.
 
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