- Location
- Germany
[X] Plan: Fog Path to Success (Damsels and Thorek)
I'm not certain of that. He talks about tearing the guild asunder, but that's not necessarily "getting them to take slayer oaths".
If there are any rune-masters left I'm pretty sure they'd have other ideas for punishment than "get all the runelords who naysayed them to commit ritual suicide" - but someone would need to be able to understand the politics of the situation to clear things up sufficiently that the runelords didn't commit ritual suicide anyway.
But if there's anything to exonerate the Rune lords it will be found here as well and I'd rather Thorek be involved in that than a journeyman from any other rune smithing sub clan.
Will add in the 'with an aim to have indefatigable always on'[X] PLAN: Chaos makes Taal feel peeved!
I am happy to wake up and see this, though I would be happier if it specified that the goal for enchanting the robe was that it be always-on.
EDIT: To be clear, I think it is a very bad idea in "Plan: Fog Path to Success (Damsels and Rune smiths)" to drop doing a Duckling recruitment action to help Hubert get a familiar. More knights would be good, the fieldwardens would also be good, but to ignore it entirely seems really questionable.
I also don't like the EIC action, much less for reasons of "I am worried about the EIC's navy being a problem down the line" than for reasons of "Integrating the Gong Farmers seems like a good idea."
What would you perceive as the risk of doing so? Sure the Karaz-ankor loses a number of rune lords, on the other hand it also has a drastic change in rune smithing culture and Thorek will be the one shaping it. We need runesmiths in Karak Dum, runesmiths from any other polity if Karak dum still stands will not have a remotely warm welcome and frankly chances are if Karak dum still stands not recruiting Thorek or the Azul runesmiths at best just strings things along for a bit until Thorek has a chance to meet with the evacuees and then shit kicks off any way.
If everyone is dead we are going to need Runesmiths to get past any traps and inside sealed vaults. Hell we might need them to check if the tombs are intact.
The way I see it, there are two main classes of scenarios.
In scenario 1, we don't have a need for a runesmith, as the survivors can open the vaults, disarm the traps, etc, and a Karak Azul one we take along would be problematic.
- The dwarves of Karak Dum survive
- They're all dead.
In scenario 2, the hold is probably desirable real estate and occupied by an assortment of nasties. The expedition isn't big enough to retake the hold from any real force, so we don't need a runesmith to open any sealed vaults, as the only person able to reach those Vaults and potentially open them is Mathilde, runesmiths not being known for their supernatural abilities as infiltrators. In this scenario the best option is to learn Arcane Khazlid and hope that gives us enough insight to notice and disarm any traps and open any vaults, as knowledge of necromancy and Waaagh magic has made her better able to dispel them.
In neither scenario is a runesmith actually that useful. There's an edge case where they might be useful, of an abandoned, empty hold, but in that case we simply introduce the risk of them recovering something that exonerates the Karak Dum dwarves, which I think is a net loss to the Karaz Ank, as I don't think anything they find could be worth that.
Having conservative runelords go slayer is a massive disaster, as each runelord represents another set of irreplacable knowledge that no one else knows, further diminishing the total runic lore of the dwarves. At the moment at least they can make items with those runes, even if they've not found a worthy successor to teach them to. Once they go Slayer it's gone forever.
Its not a punishment, its an outlet for shame they cannot address.If we get to the Karak and the Rune-Masters still exist, I think we'll want someone with us who can work out a punishment fitting for a runelord to prevent the whole "bunch of the oldest runelords are useless slayers now" situation.
Having Thorek there would mean that we have a political mind that's suited to working out such details.
I like the bit about specifying the use of Powerstones (@BeepSmile take note; we might also want to specify that we'll use the scales if that'll help), but I don't think inserting agents into Marienburg is going to be very effective, for the simple reason that the EIC doesn't have a presence in that part of the world. Also, there's the issue that, from their perspective, it's so obvious that they'd be targeted for espionage by forces within the Empire that they are doubtlessly on high alert for spies; between that and the fact that we don't already have a local presence we can leverage, I can't see us getting much of value that the Empire isn't already getting with their own spies.
If you go to the Informational threadmark section and look at the Approved Spells post, you can read the original proposal by DiceOfStupidity. Basically, it's a strategic mobility spell to nullify terrain issues and help our expedition cross treacherous ground instead of getting bogged down or needing to detour around.I haven't kept up with the thread discussion - this one just moves too fast for me. Can someone give me the cliffs notes version of what Fog Path is and why we want it? I get the impression it's battle magic, and I'm honestly not sure why the thread wanted MMM in the first place. Our mountain'o'death would indicate we really don't need to risk miscast to produce ludicrous destruction.
While I'd like to learn more, it sadly is a hard sell to many of the thread.Am I the only one thinking we should learn more battle mage spells before we go to chaos wastes?
The issue is that the only one that has its miscast chance reduced and effect boosted by the Staff of Mistery is MMM, and we've already learned that. We are currently trying to create another spell (which might be Battle Magic and might be doable at the FC level, depending on what happens during creating it) to boost our strategic mobility, but any other Battle Magic spells off the canonical list would be more dangerous to learn and cast.Am I the only one thinking we should learn more battle mage spells before we go to chaos wastes?
This kind of result is why people micromange. The use case of enabling a breakout when we are hard pressed and surrounded enough that we can't afford to cast a difficult spell like SM is questionable now.It's certainly effective, but as you blow your nose and consider the soot it leaves in your handkerchief, you think you might have been better served if you had specified something more self-contained.
This kind of result is why people micromange. The use case of enabling a breakout when we are hard pressed and surrounded enough that we can't afford to cast a difficult spell like SM is questionable now.
I admit I was blinded by my own assumptions: it never occurred to be that it wouldn't be a ring.
I like the bit about specifying the use of Powerstones (@BeepSmile take note; we might also want to specify that we'll use the scales if that'll help), but I don't think inserting agents into Marienburg is going to be very effective, for the simple reason that the EIC doesn't have a presence in that part of the world. Also, there's the issue that, from their perspective, it's so obvious that they'd be targeted for espionage by forces within the Empire that they are doubtlessly on high alert for spies; between that and the fact that we don't already have a local presence we can leverage, I can't see us getting much of value that the Empire isn't already getting with their own spies.
If you go to the Informational threadmark section and look at the Approved Spells post, you can read the original proposal by DiceOfStupidity. Basically, it's a strategic mobility spell to nullify terrain issues and help our expedition cross treacherous ground instead of getting bogged down or needing to detour around.
Because of the Staff of Mistery that we crafted a few turns ago, we cast mist/fog/miasma/smoke-based spells as one category lower in difficulty and with enhanced effect. This includes Battle Magic; we cast BM spells with the miscast risk of FC spells (i.e. none under normal circumstances), if they are using some kind of vapor as the medium of the spell.
The idea of it being a ring never even occured to me. It's dragon breath - I assumed it was going to be either something that could itself breathe out the fire (like a blunderbuss) or something that made us breathe out fire (like a mask or choker)This kind of result is why people micromange. The use case of enabling a breakout when we are hard pressed and surrounded enough that we can't afford to cast a difficult spell like SM is questionable now.
I admit I was blinded by my own assumptions: it never occurred to be that it wouldn't be a ring.