- Location
- United States of America, Michigan
[X] Veekie
i thought to turn it into a mana/fuel bomb that you can choose which wind it turns into a light bomb to destroy all undead and purifies the land itself ( good for tainted land), a fire bomb if you want a firestorm, metal to turn the enemy into gold that you can then use to pay your army, life wind to turn a barren area super fertile. well you get the point i hope
[ ] Yes. Don't be unrealistic. The paper communicates the concept and construction of Mathilde's Mystical Matrix without inducing unconsciousness or migraines. That's a win. Take the win.
[ ] No. Mathilde's Mystical Matrix is worthy of a paper of sublime profundity, that communicates the earthshaking possibilities of the spell with elegance.
[ ] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury.
[ ] Trade Delegation: Convince Wilhelmina and Markus to partner your network with the EIC based on the value of market information.
[ ] Expand the ranks of the Watch, so that they're able to start covering even the poorer parts of their covered area.
[ ] Expand the Watch into a new county or barony (choose which)
[ ] Improve the training of the Watch, hiring trainers and dedicating paid time each week to sharpening skills.
[ ] Attempt to hire administrators and clerks from Altdorf and Nuln.
[ ] Integrate the Roadwarden network of covered areas into the Watch.
[ ] Investigate the possibility of adding a River Warden branch of the Watch.
[ ] Formalize and organize the payments people make for the Gong Farmers to perform their service, as well as having the Watch start enforcing existing laws against dumping human waste in the street or the Stir.
[ ] Currently, solid waste is sent by cart and wagon out to the fields for a pittance. It could instead be used to create market gardens along the banks of the Stir (hopefully downwind) and increase revenue and provide jobs for the desperate by growing a variety of cash crops.
[ ] Tanneries have a seemingly limitless demand for urine, which explains a lot about the smell. A bit of fragrant research would allow you to identify how much demand there is and how much of a profit you can wring from this.
[ ] In Wissenland, there are a number of techniques in use to derive saltpeter from urine. It would take a great deal more effort than selling to tanneries, but saltpeter could be exported to Nuln for fantastic profit, or used to start gunpowder production in Stirland.
Genießt den Krieg - join the divisions entering Sylvania:
[ ] If you're feeling nosy, Vanhaldenschlosse is apparently free of anything that would object to you poking around in what was once the proud ancestral home of the Van Hals.
[ ] Something apparently quite similar to the Purge of the Haunted Hills is going on in Ostermark's southern regions; you could inspect goings-on up there yourself.
[ ] The Dwarves have crossed into the Empire, pursuing the greenskins into the woods. Perhaps you could tag along. (NEW)
[ ] Attach yourself to the army so you can join the hunt for the Singing King (specify which regiment to join, or general staff to avoid the thick of the fighting). (NEW-ish)
That Bloody Paper: (If further revision was chosen)
[ ] Send it off to our Master and ask that he passes it on to someone with the skills to distil it into greater elegance; though it will mean that they will get co-author status, and may fight you on the name. (does not take an action)
[ ] Throw yourself back into reclusion and goddamn stay there until the job is bloody well done. (takes two actions)
[ ] Spend some more time in the Golden Eagle Inn. It's such a lovely place, there's plenty of room. (costs personal funds)
[ ] The watchtowers on the walls was an uninspired choice for watching the Ulgu in the world, perhaps you can think of something different. (???)
Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills and internalize the lessons you've learned (choose which trait; can be taken multiple times; will be more effective if you've used the trait a lot lately).
[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who; can choose which, or you can let them decide).
[ ] Really Good Swords: You have achieved proficiency with the Greatsword. Future progress is possible, though it will take more effort to see results.
[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
[ ] Gun Shopping: You're currently using a pistol that was a spare for the pistoliers. Visit Nuln to upgrade. (Choose: dueling pistols for accuracy and range, repeater pistols for weight of fire, dragons for hand shotguns. Choose: whether you will acquire and use two pistols at once or keep one hand free.)
[ ] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
[ ] Diggy Diggy Hole, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
[ ] Enchantment: You've finally got the equipment, now you've just got to unpack it all and set up your laboratory.
[ ] Filled with Potential: You've got a room cleared out and ready to be put to use. Decide what you're going to put there and get started on equipping it. (write in the purpose of the room)
Research:
[ ] Undead Research: You know the basics, now. Perhaps a great deal of effort will allow you to advance further.
[ ] Snooping: Van Hal gave you a key to his Study. It's been a while since he's been in Wurtbad; he probably forgot he did so, and won't remember until he returns. And he didn't specifically say not to poke around and see what you could find.
[ ] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
[ ] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
[ ] Qhaysh Skunkworks: It would take careful study to unlock the secrets of the liquid. It would take considerably less time to find out if it can be made to burn, or explode, or do something militarily useful.
[ ] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
Influence:
[ ] Information Network: Work alongside to Julia to administer the network. Choose another Organizational Action for the Network.
[ ] Stirland Watch: Work alongside Jack to administer the Watch. Choose another Organizational Action for the Watch.
[ ] Financial Jargon: Everything with the EIC flew right over your head last time. Try again. Succeeding here will mean that you can take a more active hand in the company, adding it to the organizational actions; failing or not attempting means Mathilde will remain a silent partner.
[ ] Thieves Guild: It's currently little more than a church group, albeit of a very unconventional god. If it could be expanded under your aegis, it could be a powerful tool.
[ ] Biderhof: This village based on woodcutting and agriculture, has adopted you as one of it's own. Maybe you should adopt it as your own, in a literal sense.
[ ] Non-Thief Guilds: Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
Relations:
[ ] Getting To Know You: Spend time with one of your fellow councillors, your liege, or any of the other important figures you've come to know, offering your help in their tasks and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: Trust, but verify. Spend some of your time seeing what a certain person spends their time doing (choose one).
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] Yes. Don't be unrealistic. The paper communicates the concept and construction of Mathilde's Mystical Matrix without inducing unconsciousness or migraines. That's a win. Take the win.
[ ] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury.
[ ] In Wissenland, there are a number of techniques in use to derive saltpeter from urine. It would take a great deal more effort than selling to tanneries, but saltpeter could be exported to Nuln for fantastic profit, or used to start gunpowder production in Stirland.
[ ] The watchtowers on the walls was an uninspired choice for watching the Ulgu in the world, perhaps you can think of something different. (???)
[ ] Diggy Diggy Hole, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-personal gold)
Unfortunately there's not a lot of promising options for the Intelligence network that involve actually making your coin back. The EIC is operating at cost, so partnering with them is a bad idea. Getting our operations classified under the Watch or Army is likewise not really solving any problems for us, but at least the Intelligence Attache corps that is costing us so much money is probably a tiny drop in the bucket for Stirland's army of 40,000. All the other Intel options cost more money.You seem like a reasonable person and I wish to subscribe to yournewsletteralternative plan.
Also, we don't have any particular talents at finding people, so far as I know. That means attaching ourself to a regiment searching for the Singing King is just as doomed at making a difference as our going to the front lines that one time was. Too much land to cover for one wizard to make a difference.
I don't see why we should keep pouring actions into this paper when it's not teaching us anything new at all. There is a lot of ulgu to study and we're wasting our time on rehashing stuff we already know? Why would we bother? If we want to spend even more actions writing up academic papers, then study magic until we've learned something else exciting and new and write a second paper about that. Sticking with this one when it's already done is obsessive dithering that achieves nothing worthwhile.[ ] Yes. Don't be unrealistic. The paper communicates the concept and construction of Mathilde's Mystical Matrix without inducing unconsciousness or migraines. That's a win. Take the win.
[ ] No. Mathilde's Mystical Matrix is worthy of a paper of sublime profundity, that communicates the earthshaking possibilities of the spell with elegance.
I'm all in favor of learning more about magic, but that should really be done by choosing an action which involves doing more magic instead of an action that amounts to meditating on the nature of the Grey Wind. We have a lot of those! Learn a new shadow spell. Nail down how enchantment works. Poke our Qhaysh Juice. Hell, write-in an action to actually learn something new about our spell matrix by trying to extend it to new spell categories or have multiple distinct alarm spells so that we can tell which one went off or similar instead of endlessly mentally rehashing what we already know about it.[ ] The watchtowers on the walls was an uninspired choice for watching the Ulgu in the world, perhaps you can think of something different. (???)
I like most of your ideas, but Qhaysh Skunkworks is just a terrible action overall and we should never take it. The army of Stirland does not have so much trouble killing things that they need new, extremely-limited-quantity exotic explosives. We saw with the Blasphemy of Blood events that they're quite capable of simply applying dedicated thoroughness and a dash of dragonfire to murdering anything that really, really needs killing. The Skunkworks will cost our extremely limited supplies of snake juice, create a weapon that Stirland doesn't even need, and cost an action to do it- it's like losing in three different ways!-[X] Qhaysh Skunkworks: It would take careful study to unlock the secrets of the liquid. It would take considerably less time to find out if it can be made to burn, or explode, or do something militarily useful.
We have yet to do a general staff action and the (previous) description of it does imply that we'd be able to deploy ourselves to any needed hotspots, so if we get reports that someplace needs a wizard we should still be able to ride out and check things out. That seems like a better move to me overall.It might be better to attach to the general staff instead of a regiment. My thought was that we'd do better uaing our wizard sight as part of a searching regiment than being in a behind-thee-lines tent, and since this evil king guy has stronger servants, we'd be more useful fighting at the front than last time. Then again, we have the shadow horse to cover ground by ourselves, and we might have more positive influence on how the search goes if we're prt of the general staff. I might switch, if a few other people also think it would be best?
Losing 1/5th of your army six months before you even reach the enemy capital is pretty brutal, but it is true that nothing we do will have much of an effect on the war effort compared to Anton bringing in 20 new cannons.I like most of your ideas, but Qhaysh Skunkworks is just a terrible action overall and we should never take it. The army of Stirland does not have so much trouble killing things that they need new, extremely-limited-quantity exotic explosives. We saw with the Blasphemy of Blood events that they're quite capable of simply applying dedicated thoroughness and a dash of dragonfire to murdering anything that really, really needs killing. The Skunkworks will cost our extremely limited supplies of snake juice, create a weapon that Stirland doesn't even need, and cost an action to do it- it's like losing in three different ways!
I don't see why we should keep pouring actions into this paper when it's not teaching us anything new at all. There is a lot of ulgu to study and we're wasting our time on rehashing stuff we already know? Why would we bother? If we want to spend even more actions writing up academic papers, then study magic until we've learned something else exciting and new and write a second paper about that. Sticking with this one when it's already done is obsessive dithering that achieves nothing worthwhile.
I'm all in favor of learning more about magic, but that should really be done by doing more magic instead of an action that amounts to meditating on the nature of the Grey Wind. We have a lot of those! Learn a new shadow spell. Nail down how enchantment works. Poke our Qhaysh Juice. Hell, write-in an action to actually learn something new about our spell matrix by trying to extend it to new spell categories or have multiple distinct alarm spells so that we can tell which one went off or similar instead of endlessly mentally rehashing what we already know about it.
This action appears to be, basically, "make a single learning roll and if you crit you get a trait", just like the last one. Which is nice and all, but we can go crit-fishing on all kinds of actions that don't have an expected result of absolutely nothing in a non-crit scenario.
I like most of your ideas, but Qhaysh Skunkworks is just a terrible action overall and we should never take it. The army of Stirland does not have so much trouble killing things that they need new, extremely-limited-quantity exotic explosives. We saw with the Blasphemy of Blood events that they're quite capable of simply applying dedicated thoroughness and a dash of dragonfire to murdering anything that really, really needs killing. The Skunkworks will cost our extremely limited supplies of snake juice, create a weapon that Stirland doesn't even need, and cost an action to do it- it's like losing in three different ways!
According to Boney when I asked, this is purely to events happening at general staff HQ, explicitly not stuff the Regiments finds in the field. Like, if the Countess went for a decapitation strike, we'd be there, but not when the 4th finds the Singing King or whatever.We have yet to do a general staff action and the description of it does imply that we'd be able to deploy ourselves to any needed hotspots,
Huh. Well, that's less than great, but at the same time... attaching ourselves to any given regiment means that we could just happen to pick the wrong regiment and completely miss the battle because someone else found the King and fought him, in which case we've basically wasted our time with exactly the same sort of action that the previous attachment to a regiment was. Any ideas for how to get around that problem?According to Boney when I asked, this is purely to events happening at general staff HQ, explicitly not stuff the Regiments find in the field. Like, if the Countess went for a decapitation strike, we'd be there, but not when the 4th fins the Singing King or whatever.
Just avoid the whole issue. Find some other way to help the Purge that doesn't involve hoping we just happen to be with the right group of guys with spears who find the Vampire Lord. We aren't a battle wizard, and Boney has cautioned us against expecting we'd make any real difference anyway. Paraphrasing Boney, Any involvement with the Purge is for us to learn.Huh. Well, that's less than great, but at the same time... attaching ourselves to any given regiment means that we could just happen to pick the wrong regiment and completely miss the battle because someone else found the King and fought him, in which case we've basically wasted our time with exactly the same sort of action that the previous attachment to a regiment was. Any ideas for how to get around that problem?
Special Branch it is, then. @veekie's going to come out, again, with his thing about how it'll cause the information network to be infiltrated, but I'll preemptively argue against that position. Take the phrase 'financial trickery' from the option text. This is not about integrating the information network into the Watch's command structure or bureaucracy, it's about pulling a fast one so that the Watch pays the InfoNet's expenses. We'll likely see problems in the form of Jack being upset that his budget's been reduced or Abelhelm and Wilhelmina being upset that the Watch's budget is growing faster than they expected. We're not likely to see problems with infiltration of the information network, or at least not more likely that we already would have been, because that still requires that someone infiltrates the information network -- it's not handing the Watch an itemised list of informants and their addresses, it's "Give me X gold."
Functionally the same. In any case, you've only asserted that nebulous risks will increase with no justification. I don't know how that's supposed to be convincing.