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@BoneyM Say, do we have any inkling as to what kind of magic the conspiracy cipher burned into our eyelids was?

I wonder if that needs a LM level clearance, or it is something only a secret subgroup and the Patriarch can know, or if it is something we could have known at our clearance but just never cared enough to find out.

Edit: misread that, thought it was talking about the memory magic that reminded us of the Skaven (do we know what THAT is?) but on a reread, it meant the Lahmian conspiracy magic. Ooops.
 
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Yes but you won't like it.
I accept this challenge that has been placed before me!

Is it possible to miscast hard enough that the miscast miscasts itself and goes back to doing what you wanted?
If I recall correctly there's a one-in-twelve chance on the tabletop that your miscast results in the spell being cast with Irresistable Force, with some minor side-effects like having the spell permanently burned out of your skull.
 
I know we decided on the Dragon Altar, and I don't even necessarily disagree with that ... but should we maybe grab an Anti-Air tower anyway?

You know, if for no other reason then to prevent the first move of an enemy force being to fly directly to our tower and try to destroy it, which I think is pretty well within the realm of possibility.
 
I see people talking about burning stuff out of their brains, and I remember us having a Belt that does it to enemy spellcasters, and I can't help but wonder how a Wizard - any Wizard - can have a part of their brain seared away and not suffer lasting brain damage.
 
I see people talking about burning stuff out of their brains, and I remember us having a Belt that does it to enemy spellcasters, and I can't help but wonder how a Wizard - any Wizard - can have a part of their brain seared away and not suffer lasting brain damage.

The line between literal and metaphorical gets a lot more blurry when magic is involved.
 
I see people talking about burning stuff out of their brains, and I remember us having a Belt that does it to enemy spellcasters, and I can't help but wonder how a Wizard - any Wizard - can have a part of their brain seared away and not suffer lasting brain damage.
It is more that 'lasting brain damage' is not nearly as lethal as most people seem to think.
 
I know we decided on the Dragon Altar, and I don't even necessarily disagree with that ... but should we maybe grab an Anti-Air tower anyway?

You know, if for no other reason then to prevent the first move of an enemy force being to fly directly to our tower and try to destroy it, which I think is pretty well within the realm of possibility.
Huh, I wonder. Is the mountain already anti-air?

We can change where the sky the sun appears to come from, choosing of our own free will where the light, and thus our shadow, appears.

If we can decide where in the sky the sun is ... can we just put the sun below the elevation of the mountain? Would that change things so the Shadow is cast onto the sky instead onto the ground?

Is our Holy Dwarven Super Weapon already the mosy powerful anti-air weapon in the world?
 
That is actually close to a standard effect. Battle Magic miscast table has a result of 'the spell casts with Irresistible Force, but you lose it for the rest of the battle' on a 12.
That depends on which miscast table you're using. Boney is more using effects in line with the one from the RPG I believe.
 
I don't want to look at other romance options. I want to go straight to developing a relationship with Johann or Panoramia.
I strongly disagree with this and I really hope it's not even possible next social turn to double up on them.
I know we decided on the Dragon Altar, and I don't even necessarily disagree with that ... but should we maybe grab an Anti-Air tower anyway?

You know, if for no other reason then to prevent the first move of an enemy force being to fly directly to our tower and try to destroy it, which I think is pretty well within the realm of possibility.
Yeah, from reading the thread this turn, I think most people want to use the tower construction on a "standard" AA option, and the main disagreement I've seen is whether it should be Azyr (and hook into the Blue Tower) or Ulgu (and hook into the Grey Tower and any eventual battery that we put there).

Also good heavens the thread has a case of the sillies this morning.
 
Boney mentioned enchanting Purple sun into a cannon ball as something possible.

What about using pit of shades instead? Would make for an anti dragon weapon if it could trigger "on impact"
 
Boney mentioned enchanting Purple sun into a cannon ball as something possible.

What about using pit of shades instead? Would make for an anti dragon weapon if it could trigger "on impact"
The problem with the Hysh Dragon is that getting that impact is easier said than done.
The problem with Battle Magic payloads on your artillery is that if you miss you got battle magic hitting the wrong things
 
The problem with the Hysh Dragon is that getting that impact is easier said than done.
The problem with Battle Magic payloads on your artillery is that if you miss you got battle magic hitting the wrong things
But for anything that's not a Hysh dragon...
Or enemies so large you can't miss... like ... what if we tried to reclaim thunder mountain?
 
Marksdwarf pistol - Shadow Knives' accuracy would be great for this, but it's a single shot, whereas vanilla Shadow Knives is multi-shot. A pistol-shaped wand may be better. Still, if we're gonna magic up the marksdwarf pistol, 5 favours on Shadow Knives is a good choice.
Instead of spending Favor on a gun to make it hold a spell that's a peer to, or comparable to, Shadow Knives we should just cast Shadow Knives instead. It just seems... yeah. Wasteful.

I've long thought that being able to enchant a gun for stealth or subtlety would be a better use -- I've wondered about putting Cloak Activity on a gun, for example, so that Mathilde can just draw a gun while disguising the fact that she'd doing so, and without even needing to cast Cloak Activity herself. And the other idea was to...
Could do some kind of shadow magic to make the guns silent and drop the muzzle flash.
Yeah, that. I've wondered about enchanting the gun have it not make noise or to eliminate muzzle flash.

Fortunately, all those things can be done with Ulgu spells!
Yes. :)

More accurately, the potential embargo and Marianburg moving against the canals. I'd like to put the Hochlander on watching for Marianburg playing silly buggers with deniable assets in the empire, but I think it would be a good chance to see where Wilhelma is at, create a bonding moment between the old friends. To make policy for the EIC in light of these changes as a collective decision.

And to make sure we aren't missing anything from our analysis of the situation that they could tell us.
Now that you mention it... I think there's something potentially very important to be doing in the EIC. Namely: internal security. Defensiveness.

Because, what is an obvious target for Marienburg to infiltrate, bribe, subvert, sabotage, blackmail, or otherwise mess around with? The Imperial organization that is obviously and hugely involved with the entire canal project. From trading to negotiating with a Dwarf King, the leaders of the EIC have done it all.

So. I think that making sure that Marienburg can't screw with us, has just entered on the to-do list. I think we should take some kind of "security" or "anti-infiltration" action in the EIC. Protect it against hostile intent or action.

That sounds like taking either or both (probably both, but which first?) the "introduce ciphers to increase internal communication security" and the "auditors division" actions. Possibly the "start hiring handlers" action afterwards, too.

[ ] Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security. (NEW)
[ ] Found an auditors division, to make sure the ledgers are in order.
[ ] Start hiring handlers who can then start hiring informers and begin to collect non-public information.
[ ] Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry.

Oh, and probably the "start building a paramilitary river navy" action too. Because inserting spies isn't the only thing Marienburg can do. Funding pirates or bandits is also a possibility. Also, this is just a useful action on its own, increases the security of trade.

Dammit. So many things that need to get done. Some of them needing to get done yesterday.

And to think that the EIC's role and importance and value will probably only increase to us, what with how it'll either be useful in helping the Empire weather a trade war, or be useful to the Empire by giving it lots of wealth. So there'll be even more things we'll be able to do to help the Empire and/or the Karaz Ankor. But we have to play catch up with things like security, too.
 
The only advantage they have is quick draws and +3 initiative is not worth 15 favour.
I actually disagree here - both in that I don't think we know that'd cost 15 favour, and that we have so much Dwarf/Runesmith favour we're unlikely to ever run out. No comment on the rest of the post.

What's the thread's interest in learning Ritual Magic?
Very interested! It's how you do the Big Magics!

None. There is no ritual we know of that we want to do.
I haven't been able to find a list of rituals online, and I'll note that we don't know any in the quest because we haven't made any attempt to learn about rituals and what might be available. But I would be extremely surprised if they were somehow less impressive than regular spells despite the long casting time and potentially expensive reagents - if nothing else, Boney wouldn't let them be.
 
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With the Low Queekish dictionary complete it looks like we're getting close to receiving a new project. As a reminder I believe this is the last list of projects we got to choose from:
[ ] PROJECT: Aethyric Vitae
You're reasonably confident that the magical energies Aethyric Vitae can be made to release could fuel powerful runecraft.
[ ] PROJECT: Queekish
Being able to translate Queekish would be a boon for not just the Dwarves, but for all enemies of the Skaven. And you've already made solid progress along this path.
[ ] PROJECT: Skaven Politics
Clan Eshin aren't moving against Clan Mors. Clan Skryre seem happy to skirmish against Clan Mors instead of applying the full might of their technosorcery. Something's not right.
[ ] PROJECT: Dragon
Dragons like mountains and treasure. Dwarves like mountains and treasure. There's a long and ugly history there. Maybe you can provide a solution that doesn't cost thousands of lives.
[ ] PROJECT: Karag Mhonar
It's like a bad horror story, except nothing happens to the Rangers that venture in.
[ ] PROJECT: Moulder Mysteries
With the bones picked clean by Clan Mors and Gretel and the Naggarothi delivered into the hands of his Nagarythe cousins, you're unlikely to ever know what it was Moulder were up to.
[ ] PROJECT: Undumgi
The Undumgi are now in Francesco's hands. Should he fumble the responsibility, there may be an opportunity to involve yourself once more.
[ ] PROJECT: Cartographer
Your maps have made significant differences to several battles now. You could map the entirety of Karak Eight Peaks, and enchant a map room so that it would forever display your findings, and could be updated as needed.
[ ] PROJECT: Kvinn-Wyr
Kvinn-Wyr is a strategic boon, but it still needs to be retaken at some point. Perhaps a magical approach is the way to do so.
[ ] PROJECT: We
The Priestess does seem to be making progress. No sense interrupting her now.
[ ] PROJECT: Defence
Though Clan Mors is unlikely to attack, Skaven are never entirely predictable and they might not remain your neighbours on all fronts. Magic might be able to amplify the underground defences, both your own and that of other Colleges.
[ ] PROJECT: Offence
With the Sylvanian campaign starting to wind down, you might be able to peel some loose for the next stage of the reconquest. Offer to travel to the Empire and see who you can round up.
[ ] PROJECT: Nagarythe
Dwarves don't really believe in things like 'vacations', but you're pretty sure they'll happily make an exception for a vacation dedicated to tormenting the Druchii.

Of course we might just be auto-assigned a project which I think is quite likely. With how Belegar feels about K8P's magic being taken it certainly seems like that's our most likely future project. As such we should prioritize getting resources to help with this. The other likely auto-assign project would be dealing with the Dragon, however we already have anti-dragon weapons.

Additionally I can see investigating the Marienburg situation and creating magesight spectacles also being projects to be added to the list should there not be a project assigned.
 
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I actually disagree here - both in that I don't think we know that'd cost 15 favour, and that we have so much Dwarf/Runesmith favour we're unlikely to ever run out. No comment on the rest of the post.


Very interested! It's how you do the Big Magics!


I haven't been able to find a list of rituals online, and I'll note that we don't know any in the quest because we haven't made any attempt to learn about rituals and what might be available. But I would be extremely surprised if they were somehow less impressive than regular spells despite the long casting time and potentially expensive reagents - if nothing else, Boney wouldn't let them be.
Hmm... I wonder if there might a ritual to draw winds out of objects, or if it's possible to design one? Something that creates a sort of 'wind vacuum', for lack of a better term? Because while we know that regular magic can't fix the Chamon issue with Johann's eyes, it strikes me that it might be possible to design a ritual which can.
 
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