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No, we promised him to do what needs to be done if his watch gets cut suspiciously short. Nothing else.

Not quite true, but I was also misremembering. We told Egrimm we'd keep an eye on the Jade and Bright journeymen, not his own flock.

"Hysh demands a centred mind even when circumstances don't. Don't worry about us, Lady Magister. Personally, my concerns are on Alexandra and Cyrston, and to a lesser extent the Ambers."

"It won't be the first time the Ambers, or the rest of the Knights, have ventured into tainted land. But I agree with you about the other two."

"I'll keep an eye on them when it's not on my three. Being watched from both the light and the shadow should keep them on the right path."

That being the case, I'm now leaning:

[ ] Use Rite of Way to ease the ascent
[ ] Investigate the 'Windfall' with the Light Wizards
[ ] Sir Ruprecht Wulfhart the Younger
[ ] Journeyman Cyrston von Danling

Wulfhart Jr. is the most important person we haven't really talked to yet - well, him and the Taalite, but we have more of an in with Wulfhart.
 
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Shortly after dawn, the Expedition trundling along the Skull Road comes across you sitting atop a stack of barrels in the middle of the empty wasteland as you skim through the books. You project an air of aloof smugness as you ignore the many bewildered questions directed your way, which redouble after someone finds the markings on one of the barrels confirming that they came from a Marienburg trade ship. The Dwarves are familiar enough with their vessels at this point that it only takes them a few moments to swing out the davits and start hoisting the barrels aboard and it doesn't take long before the Expedition is underway once more, and you find a moment away from prying eyes to return the remaining precious stones to Borek, and pass word to him that there's apparently a displaced and hungry Ogre tribe somewhere in the area.

I wonder how many members of the expedition even know that Uzkulak exists to be able to guess where the barrels came from.

"What do you think we'll find at Karag Dum?"

"I don't. Never been, never met anyone who has apart from Borek, so not enough data. Though it does bother me that Borek is becoming more nervous, rather than less, as we get closer. I wonder if he would prefer them to have been destroyed than to have found an unconventional way of surviving."

"The counterfeit Slayers from Karak Vlag does highlight some ugly possibilities. Speaking of, any thoughts on the return of Karak Vlag?"

"Not really," he says with a shrug. "Don't get me wrong, it was the right thing to do and I'm glad we did it, but the Karaz Ankor and I have parted ways. My Ankor is my family now, and they're no better or worse off than before with a Dwarfhold on the other side of Kislev back in existence."

So, if Gotrek doesn't care all that much about missing karaks... Why is he even on this Expedition to Karag Dum when the Grandmasters (who presumably do care) wouldn't do it? Is it as simple as Gotrek is being paid an assload of money, enough to set himself up in a proper workshop even outside Karaz Ankor? It would have to be a lot of money if that is the case; a dwarf of Gotrek's talents could name his price in any Imperial Workshop.

Curious.

You can hear Qrech's voice in your memory: two is war, three is peace. The status quo here is war, and it's one that has long since solidified into a stalemate from which both sides can harvest exotic slaves and test subjects. The introduction of the Daemons would normally bring peace, but the Daemons did not arrive somewhere equidistant between Clan Moulder and Zharr-Naggrund, they would have arrived around Second- or Third-Combe, introducing a second set of two. Clan Moulder was beset on a new front and withdrew its strongest troops and most lethal beasts to respond, and though they undoubtedly would have tried to keep up the appearance of strength against the Chaos Dwarves, they managed to see through the deception and attacked while their old foe was weakened. Perhaps the bulk of their forces is further west, carving deeper into the chain of bases until they reach the Plotter-Daemons, or perhaps this is the extent of their ambition and they are already returning home to count the spoils. Considering the Hobgoblins are down to dragging away the bodies for what little meat there is on their bones, you doubt there's much left to find here - but there's no harm in trying. Piecing together a mental map from what Qrech's stories have revealed about his old home, you skirt your way around the gore and deeper into the base.

Well, looks like the Skaven took a setback. If only it weren't to the benefit of the Chaos Dwarves.

Thankfully, Qrech was practical enough to have said predecessor removed after he had cemented his new position instead of leaving him in as a trophy, and there's only a faint whiff of decay as you reach in to pull out several heavy sacks. Inside you find golden Kislevite Ducats, most bearing the face of Tzar Vladimir Bokha on one side and all the Winter Palace on the reverse, likely either stolen in raids on Kislev or from Kislevite traders bound for Cathay. The quality of the minting is very good as Kislev has always sourced its dies from Dwarfholds rather than making their own, but their purity is very slightly less than Imperial coins. Your rough estimation from their weight says that they're not quite enough to make up for your recent purchases, but at least you won't have to tithe any of it. With your newfound wealth you make your way back out of the warren, and just in time too, because the Bull Centaur has apparently called a break and his Hobgoblins are busy building a cookfire that's soon to fill the tunnels with the smell of burning rat-flesh.

We spent 2000 gold pieces, so I'm guessing this amounts to somewhere north of 1500 gold pieces. Enough to keep further experimentation well funded anyway.

The Expedition has reached the eastern end of Zorn Uzkul, and faces what might be the most laborious part: the switchbacking ascent to the Great Steppes. This is the leg of the Expedition where the speed of the steam-wagons will reduce to a crawl and the convoy might be most vulnerable to attack, and the quality of the road is likely to be extremely variable. At the top of the ascent is the land of the Iron Wolves, the Kurgan tribe who are said to serve a Dragon Ogre and who spend much of their time watching and raiding the Skull Road. By the end of the week you should hopefully be at the edge of Dolgan territory, ready to begin your final sprint northwards to Karag Dum.

Definitely a high probability of attack here.

Spend time getting to know:
[ ] Thane Borek Forkbeard
[ ] Head Engineer Gotrek Gurnisson
[ ] Head Ranger Snorri Farstrider
[ ] Preceptor Joerg von Zavstra
[ ] Sir Ruprecht Wulfhart the Younger
[ ] Asarnil the Dragonlord
[ ] Deathfang
[ ] Ice Crone Ljiljana
[ ] Magister Egrimm van Horstmann
[ ] Citharus, Barbitus, and Timpania
[ ] Magister Michel Solmann
[ ] Journeyman Cyrston von Danling
[ ] Journeywoman Alexandra Kohler

Ruprecht and Joerg maybe?

Become involved with:
[ ] Ranging far ahead of the convoy
- With the Knights of Taal's Fury
[ ] Scouting near the convoy
- With the Winter Wolves

One of these could be a substitute for simply socializing.

Other:
[ ] Use Rite of Way to ease the ascent
- Will only be necessary during the roughest patches
[ ] Scout the lands of the Iron Wolves
[ ] Attempt to make contact with the Iron Wolves
[ ] Investigate the 'Windfall' with the Light Wizards
- Where the Winds blowing from the north descend to ground level, which is only know to happen in mountainous terrain: here, the Mountains of Mourne, the Goromadny Mountains, and nothern Norsca.

We're now getting into serious "there's useful things Mathilde could be doing other than talking to people" territory. All of there are tempting.

Rite of Way reduces our periods of vulnerability
Scouting or contacting the Iron Wolves could let us anticipate or even avoid a fight if they're willing to take silver instead of steel.
Taking a close up look at the Winds is another opportunity to stretch W I N D S I G H T.


[ ] Sir Ruprecht Wulfhart the Younger
[ ] Use Rite of Way to ease the ascent
[ ] Attempt to make contact with the Iron Wolves
[ ] Investigate the 'Windfall' with the Light Wizards

Tentative vote.
 
I like that I don't know what is waiting at the end of the expedition.

We've heard from multiple Dwarves what they expect, from traditionalists to the radicals, and they've presented compelling cases on both sides. Gotrek's comment that the traditionalists need the Karak to have failed to justify their lack of support, to Gotri's belief that Borek's quest is doomed by the simple logistics of the Karak's location.

Add that the recovery of Karack Vlag has simultaneously shown us the worst case scenario, in the Tempter' Slayers, and the best possible outcome, in survivors *within a displaced mountain in the Chaos Realm* and my expectations are primed for a wide chaotic breadth of outcomes.

It rules. It rules so hard.
 
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So, if Gotrek doesn't care all that much about missing karaks... Why is he even on this Expedition to Karag Dum when the Grandmasters (who presumably do care) wouldn't do it? Is it as simple as Gotrek is being paid an assload of money, enough to set himself up in a proper workshop even outside Karaz Ankor? It would have to be a lot of money if that is the case; a dwarf of Gotrek's talents could name his price in any Imperial Workshop.

Curious.
If I were to hazard a guess, I'd put it at a mix of proving his worth as an engineer with the landships and some economic incentives.
 
[ ] Investigate the 'Windfall' with the Light Wizards
- Where the Winds blowing from the north descend to ground level, which is only know to happen in mountainous terrain: here, the Mountains of Mourne, the Goromadny Mountains, and nothern Norsca.

Well, I can hardly not vote for this, now can I?
 
Dragon Ogre or Shaggoth i wonder? That's a lot of territory for a mere Dragon Ogre.

Either way, keep in mind we have a dragon, so...decent chance of enmity regardless.
 
Leaning towards these:

[X] Preceptor Joerg von Zavstra
[X] Sir Ruprecht Wulfhart the Younger
Finish up leaders.

[X] Use Rite of Way to ease the ascent
We didn't spend all that time not to use the spell.
[X] Investigate the 'Windfall' with the Light Wizards
Unique opportunity.
 
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No wonder Qrech killed his previous boss. What kind of dumbass Skaven has 13-13-13 as their "secret" code. The only thing worse would have been 1-2-3. Really, Qrech was just doing a service for Clan Moulder by removing that idiot.
 
Rite of way and windfall, and i kinda want to take one scouting action,maybe paired with talking to the leader of the knights we scout with?
 
It has been brought up in that past that the grey college shadow realm is parallel with the normal world, such that entering from K8P doesn't get you closer to the colleges.
We have also talked about how railroads would be great but would be a target for sabotage.
Has anyone raised putting the railroad in the shadow realm itself, or would the nature of the place not lend itself to that?
 
Has anyone raised putting the railroad in the shadow realm itself, or would the nature of the place not lend itself to that?
We'd have to extend it from merely being a border with no width to at least train height to make that work.
Which likely would need extensive infrastructure along the way.
Which is as prone to sabotage as railways and has less people able to create it.

TLDR: not an option.
 
No wonder Qrech killed his previous boss. What kind of dumbass Skaven has 13-13-13 as their "secret" code. The only thing worse would have been 1-2-3. Really, Qrech was just doing a service for Clan Moulder by removing that idiot.
It kind of makes me wonder how that happened. Like, did he wait until the former boss went into that vault and then slammed the door shut behind him? It's something straight out of a cartoon, though I guess hijinks isn't actually such a bad description of a lot of Skaven actions.
 
Has anyone raised putting the railroad in the shadow realm itself, or would the nature of the place not lend itself to that?

The natural state of the 'shadow realm' is thin enough to crush air. It needs to be manually altered for something to occupy in and remain intact, as Teclis did for the Grey College.

What about reading the books? I'm curious to know what's actually in them.

Mathilde might be tempted, but she has responsibilities that she'd be failing if she disappeared into her quarters to read her newest books.
 
It has been brought up in that past that the grey college shadow realm is parallel with the normal world, such that entering from K8P doesn't get you closer to the colleges.
We have also talked about how railroads would be great but would be a target for sabotage.
Has anyone raised putting the railroad in the shadow realm itself, or would the nature of the place not lend itself to that?

Shadow Realm is razor-thin in most places. Grey College is located in a bubble made by Teclis. For railroads to work someone would have to provide an immense amount of wizard-hours to make "tunnels".
 
I wonder if this might be an opportunity to learn from Deathfang about the war with the Dragon Ogres, with us approaching the territory of one. We've even got something to contribute to the conversation with our Thunder Mountain experience.
 
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It has been brought up in that past that the grey college shadow realm is parallel with the normal world, such that entering from K8P doesn't get you closer to the colleges.
We have also talked about how railroads would be great but would be a target for sabotage.
Has anyone raised putting the railroad in the shadow realm itself, or would the nature of the place not lend itself to that?

I feel that you should probably put carving out a 3-dimensional bolthole in the shadowrealm as something that "requires great effort", seeing as how we only know of it being done once, for the Grey College itself. Teclis probably helped.

Doing that for thousands of kilometers of railroads seems, ah, unlikely.
 
Shortly after dawn, the Expedition trundling along the Skull Road comes across you sitting atop a stack of barrels in the middle of the empty wasteland as you skim through the books.
Just building the Grey mystique. Disappear one day and then show up sitting in the road with loot. Took you guys long enough!

13-13-13 gets you in
Why am I not surprised? Also, more loot! The in depth knowledge we've gotten about the Skaven has been great since it has revealed so much about how they act.
 
So... Clan Moulder is having a rough time lately. The Skaven civil war, losing their K8P holdings and now this seems like an important setback.

I kind of wonder if the skaven being defeated in the combes isn't VERY bad for Karak Vlag and Kislev, seing how they were kind of a buffer between them and the CD. Hell, that might just be what the Plotter is aiming for...
 
I rather hope the Windfall wins. Even if it didn't promise to be a rather extraordinary sight and yet another tick towards improved Windsight, the Lights are heading there as well. I'm just a little sus about what they could want there.
 
Shortly after dawn, the Expedition trundling along the Skull Road comes across you sitting atop a stack of barrels in the middle of the empty wasteland as you skim through the books. You project an air of aloof smugness as you ignore the many bewildered questions directed your way, which redouble after someone finds the markings on one of the barrels confirming that they came from a Marienburg trade ship.
Oh. This. This is a delight. As soon as i finished this paragraph, I reread it. Just because of the disconnect between "we know how Mathilde got this food, and it is perfectly sensible" and the perspective of other characters: "Wait. What? How?... What!?

Normally, the audience knowing something characters don't know is a cause of tension, but here it is inverted into a delightful... smug.

Is that it? Is the opposite of tension not a neutral relaxation, but an active smug?
 
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