Tongs is very different. Windherding is using multiple Winds in parallel to achieve effects one alone cannot, which we gained as an option as a result of a trait vote. It is something we know is possible, we just need to invest time and resources into gitting gud at it. The tongs action is something the questers came up with based on necromancy: instead of using Shyish to manipulate Dhar, can we use Ulgu to manipulate another Wind? It is something that is profoundly experimental and not guaranteed to lead to anything, but would be a tremendous theoretical breakthrough if it worked.
It's true that we're not building a modern lending library that common people will be in and out of constantly, but we did explicitly found this library on the promise of it being for all the people of the Karak, so founding it on the west side of the Karak, away from the humans and halflings, feels awkward to me.
[X] Plan Efficiency, EIC, and Divine Vitae
[X] Plan Efficiency, EIC, and Swords
Pretty much every viable plan covers the same points, and are arguing over the single free AP. I'm happy so long as it's not spent on the makework exploration.
I'd've been happy to go for that as a job back before the expedition, as an excuse to work on the MAPP with job actions (and, indeed, approval-voted for Cartographer), but throwing a single AP at it now with no intention of followup seems like a waste. It's not time sensitive, and literally anyone who holds the post after Mathilde leaves can oversee sending explorers in there. If they find something middling-weird, either they handle it the dwarfish way or it becomes the equivalent of those fire drakes in Zhufbar(?). If they find something *very* weird, Belegar's got Mathilde on his rolodex.
I've found the arguments for Kvinn-Wyr compelling, and have switched my location vote to that.
I'm still a little lost as to what is appealing to people about the Lhune Depths option, though? The benefit it has to others seems relatively small, so to me it feels like mostly a "do it so we can feel a sense of completionism" sorta deal rather than anything practical.
I technically never said we could do it unrestrained by the articles eitherAmongst the Skaven we found an organ vat that was by some theorised to be a cloning vat. In theory, we could've used it's no doubt Dhar-powered secrets to make an infinite pile of Panoramia clones.
Which would have had the added benefit of counting as a compromise between those who wanted Mathilde in polyamorous relationship and those who wanted Mathilde in monogamous relationships.
Is it bad that my brain for some reason went to creating a Panoramia Abelheim hybrid clone/abomination to be the one true husbando/waifu and Omegahugger's didn't?
Is it bad that my brain for some reason went to creating a Panoramia Abeheim hybrid clone/abomination to be the one true husbando/waifu and Omegahugger's didn't?
Is it bad that my brain for some reason went to creating a Panoramia Abeheim hybrid clone/abomination to be the one true husbando/waifu and Omegahugger's didn't?
Noting that the dwarven population has largely shifted to the southern Karags is a fair note, I hadn't recalled that. But also, they don't care if it's a longer walk.
Dwarves in the south, concentrated in Rhyn and Mhonar. Humans in Nar. Halflings in the East Valley. Kvinn-Wyr is the location most convenient to where the people live (EDIT: and, for that matter, the most convenient to travelers coming to visit, since the East Gate is way safer a way to come into the Karak than the West Gate). Karagril is convenient to way fewer people, and all of them are dwarves (unless it turns out the We are comfortable climbing stairs into a tower, but I wouldn't super bet on that).
I think you're misestimating what the "usual case" will be. As I've touched on previously, the percentage of the human/halfling population that's literate at all is very low, and the percentage of that literate population that's likely to be interested in scholarly endeavors will be even lower. As such, I think it is not just plausible but likely that most of the non-dwarven users of this library will be travellers from elsewhere in the Old World (highly motivated travellers at that, given how remote K8P is). If we want to make things convenient for our typical users, we should use our authority as Head Librarian to build some nice inns into the ground floor of the Silver Tower, so that the people who are here to make dedicated use of the library can have a comfy space to live that's literally inside the library that they want to use. There'd be nothing stopping long-term inhabitants of K8P from taking rooms there for a few nights when they have a project that will require consulting the library, for that matter. A reference library like this one is not aimed towards a population of casual users. If somebody is using this library, it is very likely that they are somebody who really wants to use this library, and intends to spend a significant amount of time doing so.
Emphasis added. Seriously. We can very easily just put inns inside the Silver Tower itself for convenience's sake; I'd quite support doing so, in fact. This library will not often be used casually; it will be used by people who want to use it extensively for a long period of time, because they traveled a very long way to be able to do so. If you care about their convenience that much, giving them places to rest and eat that are comfortable and convenient to the library itself will be much more relevant than how close the library is to the general population of K8P. And saying Kvinn-Wyr is "the most convenient to travelers" because it's closer to the East Gate is absolutely ludicrous. Any travelers who come to K8P have traveled literally hundreds if not thousands of miles, much of it though relatively dangerous territory. The idea that they'd go "oh no, another couple miles within the safety of the Karak itself? how INCONVENIENT" is absurd.
Where do you expect this external breach to come from? The only active front right now is from the Underway below Karagril leading to Black Crag, which is the same mountain you are voting to put the library in. If any place is most vulnerable right now, it is there in the north. Kvinn-Wyr is both next to the most secure entrance (the East Gate, covered by the Eye of Gazul) and the farthest from an active front. If we suddenly had the West Gate fall, which was the route that Birdmuncha took, Kvinn-Wyr isn't lost until we reach the third line of defence:
The route that Birdmuncha took, that got him annihilated by the Eye of Gazul? Yes, I'm sure any future invasions will happily queue up to be defeated in exactly the same way. And if through some astonishing feat of stupidity they do, they will be defeated in the exact same way. The West Gate is the one that the Eye of Gazul can cover. If you look at the map here:
You should see that East Horn is in between Karag Nar and the East Gate. Approaching the East Gate from the south is the best way to approach/breach K8P overland without getting god-nuked by the Eye of Gazul, and any viable future overland invasion will either be taking that route or not entering through a Gate at all. I know that for a fact, because if they take another route (say, through the West Gate) it won't be a viable invasion. Just like it very much wasn't for Birdmuncha. Seriously, did you fail to note that the very same vote options you were quoting described a force trying to enter through the West Gate as "foolish" because they could be instantly obliterated at will by the Eye of Gazul? Did you also fail to note that the vote options included an option to abandon Kvinn-Wyr, but not an option to abandon Karagril?
Karak Eight Peaks has a lot of enemies, all of whom behave differently. Karagril is not inherently safer because it is heavily defended.
For the Orcs, Karagril is a bullseye. It's heavily defended, so that's where a propa scrap can be had. They've already occupied and destroyed the Silver Tower before.
The Underway connection beneath it can starting shooting Orcs like a firehose any time Karak Drazh gets overpopulated. It's the most likely location in the entire Karak for a defensive breach.
You're absolutely right that K8P has a lot of enemies who all behave differently! But you're absolutely wrong about the Underway connection between Karak Drazh and K8P being the most likely location for a defensive breach:
"Such is war," King Belegar says. "Are you happy with the defences of the Gauntlet?"
[Gotri] ponders that for a while, with an Engineer's natural distaste for declaring anything sufficient. "It would be more secure with flame cannon," he eventually says. "But I can't imagine a frontal assault succeeding against that weight of lead."
The Hold's chief Engineer, who is specifically in charge of constructing and evaluating our defensive fortifications, literally "can't imagine" a frontal assault through that Underway passage succeeding. Even before the improvements he'd prefer to add. Which he has now had years to add, and hence has probably done so (because dwarves). So no, that is the opposite of the most likely location for a breach. That is quite possibly the least likely location for a breach. And you may have noticed that
And on the topic of K8P having many enemies who behave differently (also from Turn 26):
"Needless to say," he begins, "the past months have been tumultuous. Everything changed in a single day, and thanks to every Dwarf and man and Halfling but especially thanks to Loremaster Mathilde, we did not only survive, but we have won. The Karak is ours." There is a circle of emphatic nods from everyone in attendance, and you bask in the understated but very real approval from your fellow councillors. "First things first: keeping what we've retaken. Thane Dreng?"
"We have three immediate threats," he says. "The first is Black Crag, centered upon what is being called the Gauntlet. The greenskins have stopped attempting in earnest to storm the defences, but they still constantly probe it with those that end up on the losing end of internal squabbles. It will need to be guarded and fortified for the foreseeable future. Second, and much harder to defend against, are the Skaven. We don't know how likely they are return, which Clans might make the attempt, or what direction they might come from. All I can do about it is set patrols through the lowest levels of the Karak. Third is the dragon, and now that it's awake I've asked for permission to take precautions against-"
Emphasis mine. K8P originally fell to Skaven, who very much did not make an overland approach from any direction. They broke in through the Underway, as Skaven are wont to do. The greatest threat to K8P is one that is immune to the Eye of Gazul due to their avenue of approach. Putting the library in an above-ground location, the only viable above-ground approaches to which can be covered by the Eye of Gazul, is absolutely the most secure location against the current (and very likely future) most worrisome threat.
The Silver Tower is also notably not-defensible against air attacks, because it is a tower. Having a big solid mountain overhead protects against Wyverns and rampaging Dragons much more effectively.
Again, I'm just eyeballing on the map, so absent Boney responding to this it's just my best estimate rather than official thread canon. But it sure look like the Silver Tower itself can be put in the shade of Karag Nar, (though not so much the base of Karagril itself... but the overland approaches to Karagril can be) which means it can be covered by the Eye of Gazul. In the highly unlikely event that K8P is assaulted by Wyverns and Dragons who want to specifically and exclusively attack our library (rather than, say, a location that would plausibly have actual treasure in it, or is of military relevance), if they fly low enough to actually attack the Silver Tower they could be god-nuked by the Eye of Gazul.
Lastly, on another note entirely: I'll freely acknowledge that this may just be a "me" thing, but taking Head Librarian means that we'll be engaging with the library on-screen a decent amount of time. I'd much rather spend that time somewhere we haven't seen before. We've been in Kvinn-Wyr before. It's another Karag, pretty much. A Golden Age tower the size of the Burj Khalifa? That, we very much haven't seen before. And I'd quite like to.
You should see that East Horn is in between Karag Nar and the East Gate. Approaching the East Gate from the south is the best way to approach/breach K8P overland without getting god-nuked by the Eye of Gazul
Birdmuncha came through the west gate, the gate that the Eye of Gazul doesn't cover. That's why we had to wait until they were largely inside the caldera to activate it. It simply doesn't cover the western approach. (And also a strange route for him to take given the east gate was quite close to where they came from, but orks.)
The East Gate is actually super, super fortified and has the Eye of Gazul backing it up.
The route that Birdmuncha took, that got him annihilated by the Eye of Gazul? Yes, I'm sure any future invasions will happily queue up to be defeated in exactly the same way. And if through some astonishing feat of stupidity they do, they will be defeated in the exact same way. The West Gate is the one that the Eye of Gazul can cover. If you look at the map here:
You should see that East Horn is in between Karag Nar and the East Gate. Approaching the East Gate from the south is the best way to approach/breach K8P overland without getting god-nuked by the Eye of Gazul, and any viable future overland invasion will either be taking that route or not entering through a Gate at all. I know that for a fact, because if they take another route (say, through the West Gate) it won't be a viable invasion. Just like it very much wasn't for Birdmuncha. Seriously, did you fail to note that the very same vote options you were quoting described a force trying to enter through the West Gate as "foolish" because they could be instantly obliterated at will by the Eye of Gazul? Did you also fail to note that the vote options included an option to abandon Kvinn-Wyr, but not an option to abandon Karagril?
On geography: The Eye of Gazul is on top of Karag Nar, the mountain where Mathilde lives, and which covers the East Gate. Remember, Karag Nar is the Sunrise Mountain in the East of the Karak which was the second mountain secured in the original Expedition, where you can find a threadmark called "Victory at the East Gates." The Karak was reconquered starting from the East. It is that Eastern approach that the Eye of Gazul was meant to secure, and when the Eye of Gazul was first being planned, Kvinn-Wyr actually came up as the ideal location for maximum coverage in that direction, but at the time it was still held by trolls.
On Waaagh Birdmuncha's path: They came in from the West, rolled exceptionally poorly in d6s (for them), and decided to charge in overland across the Caldera toward the fortified Citadel in the middle, which is how they got into range of the Eye, which is sufficient to cover most of the interior of the Karak, but only the Eastern exterior. The alternative strategy that they could've gone for was to enter, and then instead of moving across open firing lines toward the Citadel, to take the adjacent mountains one by one and spread underground. That is how they stay out of sight of the Eye, and that is the scenario envisioned by the second line of defense in that quote, when the Karags are breached.
If the east path is what the eye of gazul best covers, then between that and all the artillery and how it's best positioned to be relieved by the rest of the inhabited world's edge mountains Wyr does seem to be the more secure location.
And bugger thorgrimm if he somehow refuses to help a second time in the event that actually gets tested, lmao.
Is this (Inert magic as the source of elementalism and runecraft) like those bits of neat bits dwarf cosmology you created, or something you pulled from a book? I'd be interested in which one. I don't recall anything concrete about elementalists or runecraft aside from 'Haha Teclis/elves dumb our stuff works'.
I suspect Thorgrim is having a bit of an internal crisis, as his driving force has (in quest) been that the dawi are doomed since he first took the throne. And now, suddenly, they aren't. That isn't going to be an easy thing to come to peace with, but he'll fight to the death to defend it.
Is this (Inert magic as the source of elementalism and runecraft) like those bits of neat bits dwarf cosmology you created, or something you pulled from a book? I'd be interested in which one. I don't recall anything concrete about elementalists or runecraft aside from 'Haha Teclis/elves dumb our stuff works'.
Elementalists are from 1st edition- Boney imported them because he wanted to, but nothing about 1st edition should be assumed to be true- 'here be Dwarf necromancer-priests-of-Gazul' after all.
(Course, it's also basically the only source that even mentions the Ancestor Gods outside of the big three, so people usually take that part at least...
"We're looking at an almost exact east-west shadow on Sonnstill, which in the east covers the entire Eastern Path and the easternmost twenty percent of Death Pass, and in the west encompasses the entire Caldera and Eastern Valley. On Mondstille, the caldera and the Eastern Path are entirely spared, but about eighty percent of Death Pass falls under its shadow throughout the day."
Lady Magister Grey considers the projection. "Is that peak taken?"
"Kvinn-Wyr is overrun by trolls. We've been leaving them as an obstacle to the enemy."
"Shame. A neighbouring tower on this 'Kvinn-Wyr' would give year-round coverage of the Eastern Gate and its approaches."
"A possibility for the future, along with a similar set-up on Karags Yar and Zilfin. King Belegar would quite like daily area denial on the Eastern Gate, but he believes the two-month period it would scour the entire Eastern Path would be a boon on its own."
Obviously, given our sick rolls and Algard, land that it can hit at any time is land it can hit at, well, any time. So we've got most of Death Pass, the East Gate, and the entire Eastern Path. In the West, we can only hit the West Gate itself:
In other news, it's been about twelve hours since the vote opened, so let's take a look:
Adhoc vote count started by picklepikkl on May 15, 2021 at 10:38 PM, finished with 492 posts and 69 votes.
[X] Plan Redshirt with Mushrooms
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Efficiency, EIC, and Swords
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Efficiency, EIC, and Divine Vitae
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Investigate how the Vitae reacts with Divine Magic.
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Slacking with Shrooms
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT: Adela
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Redshirt v3
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT: Adela
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Shrooming Shadow
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
-[X] Gain enough control of your unruly shadow to still it temporarily.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X]Plan: Jyn, AV and Spells and Little girl
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Talabecland Branch of the Cult of Kurnous)
-[X] Experiment with integrating the Vitae into enchantments.
--[X] The Gambler
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
-[X] Seek any pre-Time of Woes information on the Lhune Depths that may have survived the Karak's fall
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
-[X] The Gambler: specify an action this will apply to.
[X] Plan Efficiency, EIC, and Tilean
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Hire a trainer to come to Eight Peaks and teach you: Tilean
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan New Foundations
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT (Who: Adela) (NEW)
-[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Gain enough control of your unruly shadow to still it temporarily.
-[X] Gain enough control of your attraction to smoke and gases to have it collect away from your face.
-[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
-[X] The Gambler: Paper
[X] Plan Papers, papers, and fiddly tongy things
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
-[X] EIC: Insert agents into the Kurnos cult in Talecbland.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
-[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
-[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] The Gambler: Investigate the possibility of using one Wind to directly manipulate another.
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
[X] Plan Papers, papers, and EIC stuff
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
-[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
-[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
-[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
-[X] EIC: Insert agents into the Kurnos cult in Talecbland.
-[X] The Gambler: Insert agents into the Kurnos cult in Talecbland.
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
[X]Plan: Jyn, AV, Spells and last job
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Talabecland Branch of the Cult of Kurnous)
-[X] Experiment with integrating the Vitae into enchantments.
-[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
--[X] The Gambler
-[X] Seek any pre-Time of Woes information on the Lhune Depths that may have survived the Karak's fall
-[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
-[X] The Gambler: specify an action this will apply to.
[X] Plan Redshirt v3 with Mushrooms
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
-[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
--[X] COIN: Gambler
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
[X] Plan Papers, papers, and Eike bonding time
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
-[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
-[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
-[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
-[X] Investigate the possibility of using one Wind to directly manipulate another.
-[X] The Gambler: Investigate the possibility of using one Wind to directly manipulate another.
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
[X] Plan Papers, papers, and our non-suspicious friend
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
-[X] EIC: Insert agents into the Kurnos cult in Talecbland.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
-[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
-[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
-[X] The Gambler: Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
[X]Plan: Jyn, AV, Tongs and Spells
-[X] MAX: Recruit him into the research branch of WEB-MAT
-[X] JOHANN: Recruit him into the research branch of WEB-MAT
-[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Talabecland Branch of the Cult of Kurnous)
-[X] Experiment with integrating the Vitae into enchantments.
-[X] Investigate the possibility of using one Wind to directly manipulate another.
--[X] The Gambler
-[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
-[X] Seek any pre-Time of Woes information on the Lhune Depths that may have survived the Karak's fall
-[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
-[X] The Gambler: specify an action this will apply to.
[X] Plan Papers, papers, and WEBs everywhere
-[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
-[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
-[X] DUCK: Attempt to recruit Adela into the research branch of WEB-MAT (NEW)
-[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
-[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
-[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
-[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
-[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
-[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
-[X] The Gambler: Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
-[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
One thing worth noting is that Plan Redshirt with Mushrooms should have three more votes than it does; three people (@MiracleGrow, @ReImagined, and @Mopman43) are voting for an identical plan with a similar name, Plan Redshirt v3 with Mushrooms. I would advise consolidation on Redshirt with Mushrooms to avoid confusion.
Also, the fact that a bunch of people voted for me by name instead of voting for plans directly is kind of stressing me out because it means that I have a magnified amount of personal power, so I think right now I'll just sit tight with my slate of approval votes instead of picking favorites. It is intensely flattering to be so trusted by those people, don't get me wrong, but I had originally intended to take this vote easy since it turns out I am fine with most of the options. Unfortunately, Uncle Ben is not just for rice.