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A pegasus action investment could let us get better at riding/flying a pegasus.
Gyrocopters have the advantage of being both cheaper and easier to replace/repair the inevitable damages/losses as well as not making me feel like a heel for leading a sky pony to the slaughter.
That is why I think we should put a bounty on a griffon egg, or getting one with a GD...

As I said before Belegar is giving us unlimited gyrocarriage trips, and I don´t really see the point in enchanting it (I mean, it could be interesting but we have far more interesting things in which spend our AP)...

On the other hand, we would still need to spend AP on the griffon, but, by it´s nature as a flying mount give open some very interesting options don´t already have, for example, it doesn´t need to refuel with charcoal, it is far more silent, it can leave us in one spot then fly away and pick us in another which is extremely useful for infiltrations, since we actually can call it to pick us up is more useful for extractions... and taking into account that griffons are tough enough to shrug off a few shots from bolt throwers and cannons, and powerful enough to gank anything short of a carnosaur, I can see the merits of having such a powerful creature as a mount.
 
Gyrocopter project with Belegar means that our work might take wide spread adoption in the k8p airforce giving them new abilities from essentially the entire breadth of what the winds of magic can do. Worth it. On top of that it exercises our enchanting skills and wind herder skills. Both will be needed when it comes time to play with the waystones.
 
Gyrocopter project with Belegar means that our work might take wide spread adoption in the k8p airforce giving them new abilities from essentially the entire breadth of what the winds of magic can do. Worth it. On top of that it exercises our enchanting skills and wind herder skills. Both will be needed when it comes time to play with the waystones.
Ok then, I can see your point, but since that option is already one of our possible assignments from Belegar I don't think that we need to buy the gyrocarriage...
[ ] PROJECT: Enchanted Engineering
Experiment with applying enchantments to gyrocopters and gyrocarriages.

If he decides to pick this assignment, he will pay for everything that we need, (including the gyrocarriages/gyrocopters) no need for us to spend our own DF or CF on it...
 
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Ok then, I can see your point, but since that option is already one of our possible assignments from Belegar I don't think that we need to buy the gyrocarriage...


If he decides to pick this assignment, he will pay for everything that we need, (including the gyrocarriages/gyrocopters) no need for us to spend our own DF or CF on it...
we want to build a prototype first: belegar won't tell us to 'just go crazy' on his airfleet without proof that it works better.
 
Now that I'm thinking about it, I'm also not getting into the nightmare that would be water. The demigryphs may not be able to range far from the steam-wagons the way people are thinking they will because the only source of potable water is freshwater barrels on the steam-wagons. The water barrels, or the infrastructure for de-chaosifying collected water, is probably incredibly massive. Remember, sailing ships did in fact carry all of their hydration with them from land, usually in the form of ale or wine, because seawater isn't potable and distillation requires too much energy to carry.
If it's simply a matter of heat-distillation of water for the purposes of drinking, I expect that rune-based distillation would be permissible to runepriests (especially in the aftermath of Skaven poisoning Dwarven water supplies thousands of years ago) in a way that rune-powered steam engines aren't permissible.
 
Hello.
I still struggles to catch up with a quest (not even willing to try to actually read all thread :o ), but have a question. Thing about lack of fossil fuels - can someone give a link to sources that state it? Because to make gunpowder, you need coal and saltpeter.
 
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Hello.
I still struggles to catch up with a quest (not even willing to try to actually read all thread :o ), but have a question. Thing about lask of fossil fuels - can someone give a link to sources that state it? Because to make gunpowder, you need coal and saltpeter.
Charcoal primarily, not fossil coal. (Also needs sulfur too.)

Anyway
There's a lot of very good reasons, but one particularly tricky one is that the Warhammer world has almost no fossil fuel deposits.
Canonical cite for the quest.
 
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Charcoal primarily, not fossil coal. (Also needs sulfur too.)
You don't need coal specifically, charcoal works just fine.
Yes, that's true. And you can make saltpeter instead of "mining" it. But it is very unlikely at this technological level, to discover a mix, half of the components for which must be produced artificially.
Anyway, I think I should rephrase my question: Is the lack of fossil fuels canon in the Warhammer Fantasy universe (not that quest)? If so, what sources are stated it?
 
EDIT2: Wow, I forgot they were going to do this thing with 250 people and no magical support. Wow.
It is no surprise that the canon expedition had two survivors.

Ok then, I can see your point, but since that option is already one of our possible assignments from Belegar I don't think that we need to buy the gyrocarriage...


If he decides to pick this assignment, he will pay for everything that we need, (including the gyrocarriages/gyrocopters) no need for us to spend our own DF or CF on it...
Much like with the AV safety sheets, we will get a far better reception if we present a proof of concept rather than just an idea.

Plus… they are two different things. Making a personal super prototype steampunk Airwolf will be putting a whole lot of resources into a single machine. Enchanting the K8P airforce will be about finding the most cost effective enchantments that the Colleges could apply on mass.
 
Anyway, I think I should rephrase my question: Is the lack of fossil fuels canon in the Warhammer Fantasy universe (not that quest)? If so, what sources are stated it?

It's canon that the dwarves fuel things with alcohol, not oil, and it's canon that the planet was a frozen iceball up until the Old Ones massively shifted its orbit to warm it up and then did a ton of terraforming.

I don't think "no fossil fuels" is explicitly said in the lore, but it's a pretty logical extrapolation from said fuels never appearing, and the planet not having plants up until twenty thousand years ago or so.
 
There might be fossil fuels in the tropics, since there was a narrow strip of land there temperate enough for life before the Old Ones arrived, and it seems logical to assume that there were plants and plankton instead of just dragons. But while that's all well and good for Southern Araby, Northern Lustria, Ind and Khuresh, it doesn't really make a difference to the Old World, which is significantly north of the tropics and has to make do with alcohol and peat instead of oil and coal.
 
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[X] Plan: Assassin Battlemagic Edition v2 + Proper Security Measures
[X] Plan: Battlemage with Armour

[X] Plan: Assassin Battlemagic Edition v2 with EIC Coin and Mists
-[X][MAX] Have him train in preparation for the Karag Dum Expedition
-[X][JOHANN] Have him train in preparation for the Karag Dum Expedition
-[X][DUCK] Attempt to recruit Esbern and Seija and their compatriots of the Knights of Taal's Fury.
-[X][EIC] Sell some of the Grand Urbaz Bank coins to collectors and museums on King Belegar's behalf.
-[X] Hire a trainer to come to Eight Peaks and teach you: Melkoth's Mystifying Miasma by Lord Magister Melkoth
--[X] COIN: The Gambler.
-[X] Attempt to create a spell: Fog Path also with help from Melkoth
-[X] Ask an acquaintance to train you in a skill: Regimand, Assassination
-[X] Gain enough control of your attraction to smoke and gases to have it collect away from your face.
-[X] PENTHOUSE: Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
-[X][SERENITY] Azyr Lighting mechanism

The coin is surprisingly popular so I've created a plan that includes it, but as an EIC action so we're losing valuable preparation time.

Additionally I've put in the mantle of mists action which hopefully Melkoth can also help with given his skill with his Miasma. Reasoning below for why we want to take the action..

There's a lot of narrative incentive to take the action, for a start in the Expedition Mathilde knows she'll likely face conflict. If she stays with the Steam-wagons that means dealing with the gunpowder smoke of repeated weapon firing and if she's moving ahead then she faces the risk of dust storms and worse threats that she would be vulnerable to due to her Mantle of Mists.

Additionally with our new Staff of Mistery Mathilde will be learning some new very dangerous foggy spells, most notably Melkoth's Mystifying Miasma and it makes sense to look into her uncontrolled Fog Mark before attempting a battlemagic level fog spell.

So to talk about the practical benefits of controlling the Mantle of Mists. First of all there's a chance of fighting against daemons of Nurgle, poison breathing chimeras and other such assorted horrors that can be found in the Chaos wastes. Certainly we have the candle but that's really more of an after battle aid. Using both hands to hold it close while being flooded by Hysh for 5 minutes doesn't seem like the sort of thing that's conducive to letting Mathilde keep fighting.

The same Arcane Mark skill will also be useful after the Expedition if we ever fight similar toxin spewing critters or machines. For example fighting Skaven gas weapons so it's going to have uses after the Expedition too by preventing us from worrying about such threats.
"The active end has the Rune of Hysh on it. Tap it - any person, or any living creature for that matter, can activate it - and it will begin to emit light from the top, not unlike a candle. Hold it in both hands close to your body and it will go to work. It takes about five minutes, no matter the severity of the malady."

The next problem is dust storms. A quite likely threat we may face in the Chaos Wastes.

A mask would of course be a great help against a dust storm. However, Mathilde also has to deal with the problem that the dust is going to be actively attracted to her, a problem no ordinary human would have to deal with and likely to reduce the effectiveness of a mask. Also the while a mask would be helpful against the larger particles in the air it would be much less so against the smaller particles in the dust, and in the Chaos Wastes who knows what crap the dust could contain. And of course having the warpstone infused dust all get set on fire due to Mathilde's belt certainly isn't going to be doing her mask any favours so it's hard to say how long the mask would last since it won't be any more fireproof then the material is naturally.

If you want Mathilde to do any scouting either just ahead of the Expedition as a forward scout or as actual scouting actions then taking the Mantle of Mist Arcane Mark action is an imperative choice. It can even be taken in the same turn we hire Melketh to see if he has any insight into Mathilde's foggy nature.
Herself. Most of her things are fire-retardant but it does mean no lava diving without a change of clothes.

Then there's the other hazards control of the mark can aid with such as the black powder smoke from firing guns or cannons. There's also the danger of a damaged steam-wagon creating smoke from the burning of fuel or supplies. There's also the other less likely threats that can turn up in the Wastes due to their shifting nature such as toxic mists, burning forests, snow storms and stranger things.
Kinslayer said:
Borek Forkbeard hooked his arms under Snorri's shoulders and dragged him back from the wreckage of the steam wagon. Smoke was billowing from the portholes in its squat, armour-plated chassis and rolling like cooling magma from the open rear hatch. Two dwarfs lay dead on the barren, oily rock beside it. Aside from a coating of ash, there wasn't an obvious mark on them. The smoke had killed them.

Finally there's the potential, if unlikely benefits we may see from controlling the Arcane Mark. It may result in positive Fog related skills, reduce apparition binding problems or give insight into Mathilde's soul or windsight.
 
Im keen on the arcane mark training but would like to do it next turn alongside pall of darkness and the robe we should also take a scouting action and continue working on the fog path spell.
 
Im keen on the arcane mark training but would like to do it next turn alongside pall of darkness and the robe we should also take a scouting action and continue working on the fog path spell.

The risk of choking ourself to death by pulling in carbon monoxide laden smoke is something I hadn't considered.

Particularly as IC we probably have no idea about carbon monoxide or the danger it presents.

Going to sleep in a steam wagon after scouting all night and then never waking up would be a pretty pathetic way to go.
 
[X] Plan: Assassin Battlemagic Edition v2 + Proper Security Measures
 
I'm not sure if i'm the only one who thinks this but shouldn't it be important that we learn Kurgan or Hobgoblin languages since opening a dialogue means less time to worry about fighting enemy armies, right?

Well diplomacy or scouting.
Either way it'd be a good tool to have.
 
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