Voted best in category in the Users' Choice awards.
The day that there aren't any opportunities for us to reap the stuff is the day we ascend as a goddess of grudge-resolving or something.
I still kinda lowkey want Mathilde to become the dwarf god of Rangers. It's probably not gonna happen, but I'm gonna keep voting for everything that might lead to that (F for Personal: Ancestor-Gods).
 
We can pretty much always get more dwarf favor, through acts of daring and do. The day that there aren't any opportunities for us to reap the stuff is the day we ascend as a goddess of grudge-resolving or something.
We cant go on an enthusiastic walk to black cragg because thats where we keep our spider food...So who wants to 1 v Thunder Mountain and get some anvil of doom rep? We could get a wicked posse together for it and t-pose on a bunch of sickly dragon-ogres.
 
Apparently the dwarves have the ability to make mechs, but they only use them as toys.

WFRP Companion, page 18
Could be the tech isn't useful/accepted enough for anything else. certainly the fact it falls over regularly doesn't really imply something useful for combat or really anything beyond being a novelty.
 
Could be the tech isn't useful/accepted enough for anything else. certainly the fact it falls over regularly doesn't really imply something useful for combat or really anything beyond being a novelty.
I'm not entirely sure it does fall over. Might just be people think it does. If it does regularly fall over, the technology could potentially be developed or improved until a model is made that has practical use.

However, it might legit already have use beyond giving piggyback rides. Unfortunately, even if it did, it wouldn't be used for anything else. In part that's because it wasn't made with the intent of being used as anything other than a toy, and dwarves can get unreasonably stubborn. In other part, the family that makes these carnival machines aren't exactly respected by other dwarves.
Many years ago the family sought funding to build their incredible machines. Unfortunately, other Dwarfs thought the family mad for building such huge, pointless toys, and their pleas for support fell of deaf ears. Luckily, they found the humans of the Empire a far less stoic bunch.
 
I'm not entirely sure it does fall over. Might just be people think it does. If it does regularly fall over, the technology could potentially be developed or improved until a model is made that has practical use.

However, it might legit already have use beyond giving piggyback rides. Unfortunately, even if it did, it wouldn't be used for anything else. In part that's because it wasn't made with the intent of being used as anything other than a toy, and dwarves can get unreasonably stubborn. In other part, the family that makes these carnival machines aren't exactly respected by other dwarves.
Well yeah. they go around using vast amounts of money to build entertainments. The Dwarves probably don't want to spend money on a bunch of entertainments instead of practical things like weapons or food, or raw materials.

And again, that assumes the technology wouldn't need to be completely redesigned, or use rare materials to become useful. It is possible that something has hit essentially a tech cap with given materials. The machine could need to be bigger to move fast for example, but iron and steel aren't strong enough, so they need gromril or ithilmar, which are not going to made available in such quantities.
 
Apply some common sense here, the rune of brotherhood amongst dwarves...applies specifically to dwarves.
That common sense isn't any longer. The rune used to stiffen the backs of the mercenaries that would become the Undumgi worked by enhancing the innate traits of the dwarves. It shouldn't have worked on them, but it did anyway, and that weirdness was explicitly noted either in-universe or in an OOC post by the GM (can't remember which). The rune of brotherhood may be the same.
 
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That common sense isn't any longer. The rune used to stiffen the backs of the mercenaries that would become the Undumgi worked by enhancing the innate traits of the dwarves. It shouldn't have worked on them, but it did anyway, and that weirdness was explicitly noted either in-universe or in an OOC post by the GM (can't remember which). The rune of brotherhood may be the same.
That was a decision made by a runelord in the midst of battle. Probably not the greatest precedent to use in terms of 'stick it on a magic item to constantly use'.
 
That common sense isn't any longer. The rune used to stiffen the backs of the mercenaries that would become the Undumgi worked by enhancing the innate traits of the dwarves. It shouldn't have worked on them, but it did anyway, and that weirdness was explicitly noted either in-universe or in an OOC post by the GM (can't remember which). The rune of brotherhood may be the same.
And it has caused wide spanning side effects that Kragg is carefully monitoring to see if he had caused harm.
 
Sure, but doesn't change the fact that a rune that supposedly only worked with dwarves worked with humans hasn't changed. Other runes might be just like that.
It means that the dwarf experts who could make it happen won't make it. Kragg is going to want at least a generational study before he considers it sensible to do outside an emergency
 
It means that the dwarf experts who could make it happen won't make it. Kragg is going to want at least a generational study before he considers it sensible to do outside an emergency
We really need to find a good way to extend our life. It is so annoying dealing with Dwarfs when you only expect to live a hundred years.
 
It's actually unclear what the natural lifespan of a wizard is, aside from notably longer than that of a normal human.

I think the basic thrust in quest canon is that if you keep pushing your magic as long as you live rather than reaching a point you're satisfied with and plateauing then you're not dying in bed. That doesn't mean you're necessarily likely to live a longer then average lifespan due to the other risk factors of such a lifestyle, but old age isn't going to be what kills you.
 
Apply some common sense here, the rune of brotherhood amongst dwarves...applies specifically to dwarves.

My question had NOTHING to do with the rune of Brotherhood, I was talking about suggesting non canon ideas and wanted to know if there was already a list of those accepted or rejected so I wasn't wasting anyone's time.
 
So I've been thinking. Beyond the various things that will continue to pop up from time to time as Mathilde keeps shifting her focus to her new assigned tasks, what books should we be looking to get to expand our library further over the next decade or so? (Note that this isn't about BOOKBOON, just the regular personal library Mathilde has been building up with a stipend from Belegar.)

Stuff we already own in plaintext, stuff I'd like to purchase in green, comments in red.

Civilized Realms
The City-States of Tilea +4 - Extensive Imperial / Extensive Dwarven
The Empire of Man +7 - Extensive and Esoteric Imperial / Extensive Dwarven
The Kingdom of Bretonnia +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
The Kingdoms of Estalia +4 - Extensive Imperial / Extensive Dwarven
The Kingdom of Kislev +4 - Extensive Imperial / Extensive Dwarven


The Karaz Ankor +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven

The Asrai of Athel Loren +4 - Extensive Imperial / Extensive Dwarven
The Eonir of Laurelorn +7 - Extensive and Esoteric Imperial / Extensive Dwarven
The Ten Kingdoms of Ulthuan +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

I'd like Mathilde to have a more-or-less complete reference library for each of the movers and shakers of the Old World. Ulthuan, in particular, we should strive to get a more complete understanding of prior to our eventual trip.

Sciences and Arts
Agriculture +4 - Extensive Imperial / Extensive Dwarven
Anatomy +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven
Architecture +4 - Extensive Imperial / Extensive Dwarven
Chemistry +4 - Extensive Imperial / Extensive Dwarven
Engineering +7 - Extensive Imperial / Extensive and Esoteric Skaven (T)
Geography +4 - Extensive Imperial / Extensive Dwarven
Linguistics +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Antiquarian Dwarven
Mathematics +4 - Extensive Imperial / Extensive Dwarven
Trade +7 - Extensive and Esoteric Imperial / Extensive Dwarven

For the most part, I'm pretty satisfied with the topics Mathilde's Library covers here - the only real addition is Mathematics, which I think is probably just a good idea in general. We know Math comes up a decent amount in spellcasting, and it's also relevant to a ton of other projects Mathilde will be working on in the future. It's in her interests to be able to reference how exactly a certain formula goes easily.

Other than that, I'd mostly like to fill out the topics already present with Imperial texts on the subject - a second perspective will be very helpful in a lot of those fields, and it makes the library more useful for people to use if they don't read Khazilid.


Geography
The Old World +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

Araby +4 - Extensive Imperial / Extensive Dwarven
Cathay +6 - Imperial / Extensive and Esoteric Cathayan (T)
Ind +4 - Extensive Imperial / Extensive Dwarven

The Dark Lands +3 - Imperial / Extensive Dwarven
Dragon Isles +1 - Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven

Most of this category will probably get filled out as things come up - I could see us shifting to Lustrian info if a trip there started to seem more likely, for example. But for our current purposes, the main thing I'd like to see is a more broad reference section on Old World geography, some Imperial writings on Cathay to put the translated documents into context, and some references on the primary areas the K8P trading route will be headed.

Flora and Fauna
Arthropods +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Canines +5 - Extensive and Esoteric
Dragons +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Felines + 6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Fungi + 4 - Extensive Imperial / Extensive Dwarven

Rodents and Mustelids +5 - Imperial / Extensive and Antiquarian Skaven
Venoms +7 - Extensive and Esoteric Imperial / Extensive Dwarven

Mathilde's got references on dogs, and she's got references on rats, but she really should fill in the gap in her library and pick up some books on her god's chosen animals. Not many other things for Mathilde to add to here - Flora is more Panoramia's ballywick, and we've already got what we need for the We. I'll make an exception for Fungi, though - given the greenskin connection and the general prevelance of fungi in dwarfholds, it seems like something a Loremaster's library should have references on.

War and Combat
Greatswords +7 - Extensive and Esoteric Imperial / Extensive Brettonian
Logistics +5 - Extensive Imperial / Extensive Dwarven / Skaven
Tactics +5 - Extensive Imperial / Extensive Dwarven / Skaven

It's amusing to imagine Mathilde's only references on logistics and tactics being what she stole from the Skaven, but insofar as this category exists, it should really be filled out with Imperial and Dwarven references, to include some hopefullly less... back-stabby ideas.

Gods and Divinity
Taal, God of Beasts and Brooks +2 -Extensive
Rhya, Goddess of Nature and Nurture +2 - Extensive

Ulric, God of Winter and Wolves +2 - Extensive

Morr, God of Death and Dreams +2 - Extensive
Verena, Goddess of Integrity and Intellect +2 - Extensive
Shallya, Goddess of Mercy and Medicine +2 - Extensive
Myrmidia, Goddess of Strategy and Strength +2 - Extensive

Ranald, God of Trickery and Thieves +2 - Extensive

Ursun, God of Bears and Brawn +2 - Extensive
The Lady of The Lake, Goddess of Bretonnia +2 - Extensive Bretonnian

Valaya, Ancestor Goddess of Home and Healing +2 - Extensive Dwarven
Grungni, Ancestor God of Mining and Masonry +2 - Extensive Dwarven
Grimnir, Ancestor God of Warriors and Wounds +2 - Extensive Dwarven
Morgrim, Ancestor God of Engineers +1 - Dwarven
Smednir, Ancestor God of Ore +1 - Dwarven
Thungni, Ancestor God of Runesmiths +1 - Dwarven
Gazul, Ancestor God of the Underearth +2 - Extensive Dwarven


Let's be honest - our divinity section is pitiful. We don't even have documents on the vast majority of the various gods the Undumgi follow, to say nothing of not having info on our patron's fellow pantheon. And it's a poor loremaster that doesn't have at least basic texts available on the various Dwarven ancestor gods.
Magical Theory
Aethyr - The Warp +5 - Extensive and Esoteric Imperial
Sevir - The Winds of Magic +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Qhaysh - High Magic +2 - Extensive
Ghyran - Life Magic +2 - Extensive
Shyish - Death Magic +2 - Extensive
Ghur - Beast Magic +2 - Extensive
Chamon - Metal Magic +2 - Extensive
Aqshy - Fire Magic +2 - Extensive
Azyr - Celestial Magic +2 - Extensive
Hysh - Light Magic +2 - Extensive
Ulgu - Shadow Magic +5 - Extensive and Esoteric
Divine Magic +2 - Extensive
Elementalism +2 - Extensive
Enchantment +5 - Extensive and Esoteric
Familiars +2 - Extensive

Nothing much to say here - it's a pretty comprehensive list. As we close in on Lord Magister though, we should probably splurge on the best Ulgu texts we can get our hands on, along with Aethyr and Sevir - and the same goes for Enchantment, given what we'll potentially be doing with that. Elementalism should get a decent chunk of texts too, given the potential relevance to Bok.

Enemies of Man
Beastmen +4 - Extensive Imperial / Extensive Dwarven
Chaos Dwarves +2 - Imperial / Skaven (Only Esoteric)
Daemons +4 - Extensive Imperial & Dwarven
Dark Elves +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Greenskins +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven
Ogre Kingdoms +4 - Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +7 - Extensive and Obscure Imperial / Extensive Bretonnian / Extensive Dwarven
Vampires +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

We're pretty well covered when it comes to info on the most common threats. The only real exception is Beastmen, which is understandable given how much less common they are near K8P, but I'd still like to include them for completion's sake. Druchii are obviously relevant, both because of our future trip and because they're a menace to traders, and thus relevant to K8P's interests as a trading post.
Dark Magic
Druchii Dhar Magic +4 - Extensive Imperial / Extensive Dwarven
Necromancy +2 - Extensive Imperial
Waaagh Magic +4 - Extensive Dwarven & Imperial
Skaven Warp Magic +4 - Extensive Dwarven & Imperial
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven

It remains to be seen how much information on Druchii magic we can actually obtain, but I'd like to get some info on it, to whatever extent the Colleges know of it, prior to our trip. The same goes for the Dwarves, even if it's an even longer shot.

Advanced Magic
Rune Magic +2 - Extensive Imperial
Power Stones +2 - Extensive Imperial
Waystones and Henges +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

If we're really going to try messing around with Waystones, we really can't skimp on this. Other then that, this isn't really a category that can be planned out ahead of time much - Mathilde will aquire books as they become relevant to her projects.

Romance
Romance +9 - Extensive Imperial / Dwarven / Bretonnian / Extensive Druchii / Extensive and Obscure Skaven
Overly Vulgar Romance +3 - Druchii / Extensive Skaven

Mathilde really should try to get some Dwarven and Bretonnian books to help counterbalance the really weird shit that Ranald will keep throwing at her.
 
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So I've been thinking. Beyond the various things that will continue to pop up from time to time as Mathilde keeps shifting her focus to her new assigned tasks, what books should we be looking to get to expand our library further over the next decade or so? (Note that this isn't about BOOKBOON, just the regular personal library Mathilde has been building up with a stipend from Belegar.)

Stuff we already own in plaintext, stuff I'd like to purchase in green, comments in red.

Civilized Realms
The City-States of Tilea +4 - Extensive Imperial / Extensive Dwarven
The Empire of Man +7 - Extensive and Esoteric Imperial / Extensive Dwarven
The Kingdom of Bretonnia +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
The Realm of the Ice Queen +4 - Extensive Imperial / Extensive Dwarven


The Karaz Ankor +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven

The Asrai of Athel Loren +4 - Extensive Imperial / Extensive Dwarven
The Eonir of Laurelorn +7 - Extensive and Esoteric Imperial / Extensive Dwarven
The Ten Kingdoms of Ulthuan +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

I'd like Mathilde to have a more-or-less complete reference library for each of the movers and shakers of the Old World. Ulthuan, in particular, we should strive to get a more complete understanding of prior to our eventual trip.

Sciences and Arts
Agriculture +4 - Extensive Imperial / Extensive Dwarven
Anatomy +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven
Architecture +4 - Extensive Imperial / Extensive Dwarven
Chemistry +4 - Extensive Imperial / Extensive Dwarven
Engineering +7 - Extensive Imperial / Extensive and Esoteric Skaven (T)
Geography +4 - Extensive Imperial / Extensive Dwarven
Linguistics +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Antiquarian Dwarven
Mathematics +4 - Extensive Imperial / Extensive Dwarven
Trade +7 - Extensive and Esoteric Imperial / Extensive Dwarven

For the most part, I'm pretty satisfied with the topics Mathilde's Library covers here - the only real addition is Mathematics, which I think are probably just a good idea in general. We know Math comes up a decent amount in spellcasting, and it's also relevant to a ton of other projects Mathilde will be working on in the future. It's in her interests to be able to reference how exactly a certain formula goes easily.

Other than that, I'd mostly like to fill out the topics already present with Imperial texts on the subject - a second perspective will be very helpful in a lot of those fields, and it makes the library more useful for people to use if they don't read Khazilid.


Geography
The Old World +4 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

Araby +4 - Extensive Imperial / Extensive Dwarven
Cathay +6 - Imperial / Extensive and Esoteric Cathayan (T)
Ind +4 - Extensive Imperial / Extensive Dwarven

The Dark Lands +3 - Imperial / Extensive Dwarven
Dragon Isles +1 - Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven

Most of this category will probably get filled out as things come up - I could see us shifting to Lustrian info if a trip there started to seem more likely, for example. But for our current purposes, the main thing I'd like to see is a more broad reference section on Old World geography, some Imperial writings on Cathay to put the translated documents into context, and some references on the primary areas the K8P trading route will be headed.

Flora and Fauna
Arthropods +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Canines +5 - Extensive and Esoteric
Dragons +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Felines + 6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Fungi + 4 - Extensive Imperial / Extensive Dwarven
Rodents and Mustelids +5 - Imperial / Extensive and Antiquarian Skaven
Venoms +7 - Extensive and Esoteric Imperial / Extensive Dwarven

Mathilde's got references on dogs, and she's got references on rats, but she really should fill in the gap in her library and pick up some books on her god's chosen animals. Not many other things for Mathilde to add to here - Flora is more Panoramia's ballywick, and we've already got what we need for the We. I'll make an exception for Fungi, though - given the greenskin connection and the general prevelance of fungi in dwarfholds, it seems like something a Loremaster's library should have references on.

War and Combat
Greatswords +7 - Extensive and Esoteric Imperial / Extensive Brettonian
Logistics +5 - Extensive Imperial / Extensive Dwarven / Skaven
Tactics +5 - Extensive Imperial / Extensive Dwarven / Skaven

It's amusing to imagine Mathilde's only references on logistics and tactics being what she stole from the Skaven, but insofar as this category exists, it should really be filled out with Imperial and Dwarven references, to include some hopefullly less... back-stabby ideas.

Gods and Divinity
Taal, God of Beasts and Brooks +2 -Extensive
Rhya, Goddess of Nature and Nurture +2 - Extensive

Ulric, God of Winter and Wolves +2 - Extensive

Morr, God of Death and Dreams +2 - Extensive
Verena, Goddess of Integrity and Intellect +2 - Extensive
Shallya, Goddess of Mercy and Medicine +2 - Extensive
Myrmidia, Goddess of Strategy and Strength +2 - Extensive

Ranald, God of Trickery and Thieves +2 - Extensive

Ursun, God of Bears and Brawn +2 - Extensive
The Lady of The Lake, Goddess of Bretonnia +2 - Extensive Bretonnian

Valaya, Ancestor Goddess of Home and Healing +2 - Extensive Dwarven
Grungni, Ancestor God of Mining and Masonry +2 - Extensive Dwarven
Grimnir, Ancestor God of Warriors and Wounds +2 - Extensive Dwarven
Morgrim, Ancestor God of Engineers +1 - Dwarven
Smednir, Ancestor God of Ore +1 - Dwarven
Thungni, Ancestor God of Runesmiths +1 - Dwarven
Gazul, Ancestor God of the Underearth +2 - Extensive Dwarven


Let's be honest - our divinity section is pitiful. We don't even have documents on the vast majority of the various gods the Undumgi follow, to say nothing of not having info on our patron's fellow pantheon. And it's a poor loremaster that doesn't have at least basic texts available on the various Dwarven ancestor gods.
Magical Theory
Aethyr - The Warp +2 - Extensive
Sevir - The Winds of Magic +6 - Extensive and Antiquarian Imperial / Extensive Dwarven
Qhaysh - High Magic +2 - Extensive
Ghyran - Life Magic +2 - Extensive
Shyish - Death Magic +2 - Extensive
Ghur - Beast Magic +2 - Extensive
Chamon - Metal Magic +2 - Extensive
Aqshy - Fire Magic +2 - Extensive
Azyr - Celestial Magic +2 - Extensive
Hysh - Light Magic +2 - Extensive
Ulgu - Shadow Magic +5 - Extensive and Esoteric
Divine Magic +2 - Extensive
Elementalism +2 - Extensive
Enchantment +5 - Extensive and Esoteric
Familiars +2 - Extensive

Nothing much to say here - it's a pretty comprehensive list. As we close in on Lord Magister though, we should probably splurge on the best Ulgu texts we can get our hands on - and the same goes for Enchantment, given what we'll potentially be doing with that. Elementalism should get a decent chunk of texts too, given the potential relevance to Bok.

Enemies of Man
Beastmen +4 - Extensive Imperial / Extensive Dwarven
Chaos Dwarves +2 - Imperial / Skaven (Only Esoteric)
Daemons +4 - Extensive Imperial & Dwarven
Dark Elves +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven
Greenskins +9 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven
Ogre Kingdoms +4 - Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +7 - Extensive and Obscure Imperial / Extensive Bretonnian / Extensive Dwarven
Vampires +6 - Extensive Imperial / Extensive Bretonnian / Extensive Dwarven

We're pretty well covered when it comes to info on the most common threats. The only real exception is Beastmen, which is understandable given how much less common they are near K8P, but I'd still like to include them for completion's sake. Druchii are obviously relevant, both because of our future trip and because they're a menace to traders, and thus relevant to K8P's interests as a trading post.
Dark Magic
Druchii Dhar Magic +4 - Extensive Imperial / Extensive Dwarven
Necromancy +2 - Extensive Imperial
Waaagh Magic +4 - Extensive Dwarven & Imperial
Skaven Warp Magic +4 - Extensive Dwarven & Imperial
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven

It remains to be seen how much information on Druchii magic we can actually obtain, but I'd like to get some info on it, to whatever extent the Colleges know of it, prior to our trip. The same goes for the Dwarves, even if it's an even longer shot.

Advanced Magic
Rune Magic +2 - Extensive Imperial
Power Stones +2 - Extensive Imperial
Waystones and Henges +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

If we're really going to try messing around with Waystones, we really can't skimp on this. Other then that, this isn't really a category that can be planned out ahead of time much - Mathilde will aquire books as they become relevant to her projects.

Romance
Romance +9 - Extensive Imperial / Dwarven / Bretonnian / Extensive Druchii / Extensive and Obscure Skaven
Overly Vulgar Romance +3 - Druchii / Extensive Skaven

Mathilde really should try to get some Dwarven and Bretonnian books to help counterbalance the really weird shit that Ranald will keep throwing at her.
This is a very small thing, but I doubt that Kislev would be referred to as The Realm of the Ice Queen. That referred specifically to Kislev under Tzarina Katarina, while the current Kislev has a male Tzar (her grandfather).
 
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Thank you very much, Redshirt, I've bookmarked that so that if I ever need to fill out a proposed library buy because there isn't something obvious to spend our stipend on, I have a reference guide.

I'm off to bed, so in the event that there is an update and the moratorium ends before I'm up, here is the post I made recently with a possible outline for our next turn. Details can be filled in by the night shift as they see fit, but I think that the basic plan of Dictate Khazalid/Serenity half the Imperial/three flexible personal actions is sound.

(My personal preference for Mathilde's flex actions, barring surprise new options, would be Investigate We communication/AV research/Practical diplo class, but do as thou wilt.)
 
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