It is the least of victories. But it is a step forward on a very valuable road.
Now that Mathilde's finally put some effort into it, is there any chance of getting some kind of Enchantment primer added to the Spellbook threadmark?
Your personal envisioning of Ulgu is not of shadow, but of fog. Neither is more correct than the other; most spells deal with shadow, but elemental Ulgu is more commonly drawn to fog. So, after weeks of study and practice, when you finally perform Shadowcloak, it isn't so much the drawing of shadows to you but the summoning of mist to envelop you, rendering you slightly translucent rather than blending you into the shadows around you. In practice the difference is negligible, but you find it an interesting demonstration of the nature of magic.
This was a really cool bit of info. I like seeing the ways in which Mathilde's magic is personalised to her.
Sadly, Doppelganger proves frustratingly elusive. It is easy enough to wrap your form in Ulgu - you did as much for Shadowcloak, and before that with Aethyric Armour - but to shape said magical energy until it changes your appearance is a leap you're unable to make, no matter how many times you carefully read through the scroll of instruction. You try and try until you become frustrated enough that trying any further would be dangerous, and then, sensibly, you put the scroll aside. You can come back to it later, with a fresh mind and outlook, and hopefully without the risk of miscasting due to being emotionally compromised.
Not particularly surprising that she'd have trouble with Doppelganger (even if that trouble's existence is ultimately determined by the dice, but work with me here). Mathilde's
Ulgu spells before this turn were Shadowsteed, Mindhole, and Take No Heed. Of those, the only one close to having a similar effect is Shadowsteed, but that's a solid shadow construct where all that matters as far as form goes is 'looks roughly like a horse' rather than an insubstantial appearance. With Mindhole and Take No Heed being mind-affecting, maybe she'd have a better chance making it an illusion instead?
"The Witch Hunter that was travelling with her has taken the job. Abelhelm kept that lot on a leash, but I worry that they've got her on one."
This bears investigation. Even if we don't like her all that much, any organisation having the Elector-Countess as a puppet isn't good thing. Hopefully it's just baseless speculation on Wilhelmina's part.
Marksdwarf's Pistol: This pistol is based on the tried and true single-shot design that still reigns supreme in the Empire, but both the firearm itself and the odd self-contained capsules of powder and ball are so finely built that the only restriction on accuracy is the wielder. It is currently missing the handle, for the simple reason that one will be built to match the wielder's hand when it is purchased.
++ Extreme accuracy
- Dwarf-only ammunition
Hand Blunderbuss: The brilliance of this design is not in the firing itself, but in the system of tubes and piping that absorbs the blast of the massive blackpowder charge, making recoil manageable with one hand. It fires anything that can be crammed down the barrel and does so without breaking the wielder's wrist.
+ Reduced recoil
+ Powder-and-shot is easily available
- I'm guessing poor accuracy based on that trumpet design
Dwarven Revolver: Similar to the Repeater Pistols of Nuln, except instead of having eight separate barrels it has only one, and the chamber holding the balls revolves to line up with the one barrel instead.
+ High rate of fire
+ Less need to reload in combat
- Dwarf-only ammunition
Dwarven Pistol: A cutting-edge single-shot Dwarven design, this fires a massive, spiralling bullet with extreme velocity and decent accuracy.
++ Power
+ Accuracy
- Dwarf-only ammunition
Blacksmithing Tools:
[ ] Keep
[ ] Sell (+75 gc}
As long as we don't get too heavy handed with the purchases, we're not going to be at the point of needing to sell everything off to cover Mathilde's expenses for quite a while. We can keep the tools until then, and maybe we'll find a use for them in the meantime.
Shrine to Stromfels:
[ ] Sell the idol for its silver, tear down the altar and use the room for something else. (+150 gc, +1 room, ???)
[ ] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
[ ] Leave the idol on the altar and brick the room up. No sense taking risks.
Melting it and turning it into the centrepiece of a Ranaldite Chapel is both funny and sacrilegious , so I'm sure Ranald would love it. Even more so if Stromfels is really tied to Chaos.
Doomfire Ring:
[ ] Keep it.
[ ] Sell it (+??? gc).
[ ] Return it to the Bright College (???).
Keeping it would be useful, but I'm hoping we're not going to get into any serious combat in the near future. Returning it would get some kind of reputation boost with the Brights. Selling it is likely to catch the interest of the Witch Hunters, so that's right out.
Just seems like these particular pastures are becoming less green by the turn.
Stirland's never had particularly green pastures. We've known from the start that it's basically the most depressing province in the Empire. Abelhelm's reign was a brief vision of hope, but thinking it would last was just begging Stirland's natural terribleness to take him away.
Also, nice pun.
Also, of these options, which of the two options to remove the shrine does Mathilde think are liable to be least offensive to Stromfels? I mean, one involves tearing the altar apart, the other involves melting the idol and inviting in a competing god. I feel like it could go either way.
I'm not sure why you think Mathilde would know or care about what would be offensive to Stromfels, a frankly evil god whose worship is banned. Even Ranald is mostly just frowned upon.