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Staff-carving is a subset of enchantment by Word of Boney, so if we want the best staff possible/best odds of not ruining our materials, we want the highest enchanting skill possible.

Weren't we told that staff making is the drudgework of enchanting, requiring more patience than skill? Does a higher skill level than what we have meaningfully change the result of the completed product much?
 
Weren't we told that staff making is the drudgework of enchanting, requiring more patience than skill? Does a higher skill level than what we have meaningfully change the result of the completed product much?
As Pickle said, skill should also have to do with not bungling the resources we use which can be quite rare.

There's also basically two options we have when making a staff.

-Go bog standard and just turn one. Hard to find materials that fit with Ulgu aspecting, but straightforward otherwise and we have money to solve any issues.

-Go for a bitchin mega staff with more perks. Requires the best materials like dragonbone, powerstones, and other rarities.

The second is less drudgework and more "let's make a bitchin artifact staff".
 
Weren't we told that staff making is the drudgework of enchanting, requiring more patience than skill? Does a higher skill level than what we have meaningfully change the result of the completed product much?
That's not quite how I would characterize this quote:
Staff-making is technically enchantment but it requires concentration and patience rather than creativity and experimentation.
The kind of skill it demands is different: the skill of the technician rather than the artist. Most enchanters are artist types, which is why staff-turners are rare and the Grey College has had trouble filling the job opening for its own.

Even if it doesn't result in a better staff, we still want to be good at enchanting so as not to ruin the valuable materials we pay Favour for.
 
Just based on what we know so far it seems very unlikely to be usable in a Mega Magic staff, since we want such a thing to attract and channel the Winds and not repel them. So while I think we should study it so it doesn't linger and we can decide what to do with it besides have it sit, it being a staff component would be surprising to me.
Oh I agree, but on the other hand Mathilde has a dispelling focus, can see the Winds of Magic really well, and has worked more closely with Runelords who refine a skillset revolving about selectively repelling the winds to specific effect than any Wizard since the War of the Beard. I'm not willing to entirely discard the possibility Mathilde might be able to make a staff that contributes to her ability to dispel hostile magic in some way.
 
Weren't we told that staff making is the drudgework of enchanting, requiring more patience than skill? Does a higher skill level than what we have meaningfully change the result of the completed product much?
We aren't just creating any average staff. We want to create a masterpiece. That would certainly require us to have as good an enchanting as possible.

Honestly, I want our staff to be based off of AV in some way. If we could apply the power stone creation process to it, we should be able to top our staff with it. Whether that would be worth it remains to be seen.

Which reminds me:

[X] Plan Present Concerns with Snek
 
Oh I agree, but on the other hand Mathilde has a dispelling focus, can see the Winds of Magic really well, and has worked more closely with Runelords who refine a skillset revolving about selectively repelling the winds to specific effect than any Wizard since the War of the Beard. I'm not willing to entirely discard the possibility Mathilde might be able to make a staff that contributes to her ability to dispel hostile magic in some way.
Maybe, though that sounds like a hostile version of a grounding rod more than anything.
 
[X] [TOWER] Complete
[X] FIEF: Leave the current and future money be.
[X][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)
[X] Plan Present Concerns
 
Oh I agree, but on the other hand Mathilde has a dispelling focus, can see the Winds of Magic really well, and has worked more closely with Runelords who refine a skillset revolving about selectively repelling the winds to specific effect than any Wizard since the War of the Beard. I'm not willing to entirely discard the possibility Mathilde might be able to make a staff that contributes to her ability to dispel hostile magic in some way.
I think we'll still want a souped up normal staff for that. Unlike Runepriests, Mathilde doesn't dispel by repelling magic. She usually pokes the spell with ulgu or pokes the ulgu inside the spell to make the caster screw up.

She essentially trips them.
 
Honestly, I want our staff to be based off of AV in some way. If we could apply the power stone creation process to it, we should be able to top our staff with it. Whether that would be worth it remains to be seen.
What a goddamn flex on Adela that would be.

"Yeah, I thought your power-stone-as-staff idea was neat, but then I thought, why have only one Wind in my staff when I could have raw magic itself?"

(That said, I am so very, very, very in favor of spiting Wisdom's Asp by incorporating AV into it somehow or theming our staff's visual design around it. Turning disaster into strength is kind of Mathilde's thing, so theming her staff around a life-defining miscast seems very apropos.)
 
Given Skryre being Skryre I wouldn't be so sure there won't be any exotic effects thrown at us via mad skaven science.

Like, I get theres a genuine point of whether warding off a potential risk of Hax Bullshit or Poison Cocktail is worth 2 more favor(its why I voted both after all), but we aren't really short up on College Favor at all and aid will be distant if luck runs out.
Boon of Hysh isn't any better equipped to deal with this "exotic hax bullshit" than Ill-bane. One spell handles poison and disease, the other handles poison, disease, and wounds. Neither handle this mysterious theoretical substance that's neither poison nor disease.
 
If we wanted to make a super staff that seems like it's likely to be quite a ways off, at least two tiers of enchanting to raise. Potentially investigating materials to attune them, etc. I'm not sure it's worth holding out for however many years that might take as opposed to just making a fine basic one that does the job now and potentially upgrading in the future if time allows.
 
[X] FIEF: Leave the current and future money be.
[X] [TOWER] Complete

[X] Plan Present Concerns with Snek
-[X] PROJECT: Queekish
-[X] PROJECT: Skaven Politics
-[X] PROJECT: Dragon
-[X] PROJECT: Karag Mhonar
-[X] PROJECT: Aethyric Vitae

[X][LIBRARY] Skaven - Dwarf Esoteric, Anatomy - Imperial Esoteric, Dragons - Dwarf, Imperial, and Bretonnian Extensive

[X][COLLEGE] Item of Ill-bane - 3 College Favor
[X][COLLEGE] Item of Boon of Hysh - 5 College Favor
[X][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)
 
Maybe, though that sounds like a hostile version of a grounding rod more than anything.
Possibly, it's tenuous conjecture at best and ultimately unlikely but we probably want to see if we can use the gem somewhere sooner than later anyways so I don't see a huge opportunity cost to appraising it sooner than later.

I think we'll still want a souped up normal staff for that. Unlike Runepriests, Mathilde doesn't dispel by repelling magic. She usually pokes the spell with ulgu or pokes the ulgu inside the spell to make the caster screw up.

She essentially trips them.
I think the analogy used is generally unraveling when it's not the Orcs making it way too easy for her, and it's entirely possible we'd be better off with a traditional staff. Again, I'm not stuck on this idea, I just think it's a neat possibility with minimal opportunity cost to sick a Gold on it and then see what Mathilde thinks between her Learning and her special 'eyes'.
 
If we wanted to make a super staff that seems like it's likely to be quite a ways off, at least two tiers of enchanting to raise. Potentially investigating materials to attune them, etc. I'm not sure it's worth holding out for however many years that might take as opposed to just making a fine basic one that does the job now and potentially upgrading in the future if time allows.
Mostly because if we have one, where goes the impetus to upgrade it when time usually sits at minimal availability and we don't really have vacations?

And its also generally something I expect to be able to pull off inside of six turns; raising Enchanting to Battle Magic is probably 2 to 4 actions depending on if we fuck up, we no longer need to spend time learning the spell book so we can spend the AP we'd usually be shaking out for that learning Enchanting, and two purchase votes to source Dragon bones and powerstones. If we want to incorporate Vitae into it that'd probably be another 4-6 actions but thankfully we are planning on working on Vitae a lot in the coming turns and near future.
 
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Weren't we told that staff making is the drudgework of enchanting, requiring more patience than skill? Does a higher skill level than what we have meaningfully change the result of the completed product much?
It's drudgery not because it requires especially different techniques or anything, but because a College Turner would be expected to create hundreds of them, preferably mostly identically, and with any variation being rather bothersome, by my reading of the issue.

It shouldn't be much trouble at all for us to create our own staff, morale-wise; it's only when people have to make a nine-to-five day job of it that they get antsy, which is why nobody signs up for it.
 
[X] FIEF: Leave the current and future money be.
[X] [TOWER] Complete

[X] Plan Present Concerns with Snek
-[X] PROJECT: Queekish
-[X] PROJECT: Skaven Politics
-[X] PROJECT: Dragon
-[X] PROJECT: Karag Mhonar
-[X] PROJECT: Aethyric Vitae

[X][LIBRARY] Skaven - Dwarf Esoteric, Anatomy - Imperial Esoteric, Dragons - Dwarf, Imperial, and Bretonnian Extensive

[X][COLLEGE] Item of Ill-bane - 3 College Favor
[X][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)
 
That said, I am legitimately surprised that N thousand extremely eligible bachelors have had such difficulty finding brides. I am honestly wondering if there isn't something weird going on.
I mean it's not like women just appeared out of holes in the ground during colonial settlement or in the mid-west during those periods. For the most part it was like how it is now. The female population mostly consisting of "camp followers" (aka women of the night) and it wasn't until different economical possibilities (and some penal sentencing or just actively putting women on boats) really changed that.

After a generation the issue will mostly solve itself but that'll still leave a lot of single lonely older men with no families to support them. Not sure what the Dwarven opinion on pensions is though.
 
[X] Plan Present Concerns with Snek

I've said before that I don't want at all to have to share our snake or anything, but the cost of doing it ourselves, timewise, is nagging at me. If this wins, I'd like one of our first priorities to be figuring out how to make more of it, rather than just finding new ways to increase the value of a highly limited supply, though. Figuring out how to make more supplies of it means that we can share it more freely.
 
[X] [TOWER] Complete

[X] FIEF: Have the Steward forward taxes to you via the EIC (50 crowns/turn)

[X][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)

[X] Plan Present Concerns

[X][COLLEGE] Item of Ill-bane - 3 College Favor
 
[X] [TOWER] Complete
[X] FIEF: Have the Steward forward taxes to you via the EIC (50 crowns/turn)
[X][PURCHASE] Firkin of top-quality dwarf ale for LM Olenus (5gc)
[X][COLLEGE] Item of Boon of Hysh - 5 College Favor
Because damn chemical/biological weapons.
 
That said, I am legitimately surprised that N thousand extremely eligible bachelors have had such difficulty finding brides. I am honestly wondering if there isn't something weird going on.
Women migrating to us need to 1) Want/need to leave their homes, 2) Hear about Karak Eight Peaks' demographic opportunities, and then 3) Decide that months of travel through the badlands that they've been hearing all their lives are dangerous and orc-infested is better than just going to the nearest city.

We will probably get a lot more immigrants come the next major war, when farms are burning and refugees are willing to take desperate chances in order to find a new place to start life anew. But while we haven't got our rumor mill properly up and running yet, at the moment it doesn't seem like the world economic situation is forcing a ton of people past step 1. Hopefully Belegar's continuing PR stunts and the continuing stable trade will work on 2 and 3, but if there's not enough 1s that hardly matters.

Even worse, there are N thousand other extremely eligible bachelors in the Ulrikadrin (though admittedly their demographics are likely less slanted since based on their background it's likely that a lot of them brought families south), and any women who hear about men, money, and opportunity down south have decent odds of deciding to stop at the first batch instead of pushing on another two weeks of travel when they've already been on the road for months.
 
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Yes, but unless it gives where it came from, that doesn't solve Kragg's dilemma.

Tale of Metal would solve his problem, but also potentially lead to a Dwarf-Human trade embargo if it's existence gets out.

He can tell it doesn't quite work the same as the Runes he's used to, but Johann could tell him everything about the magic in it without solving the issue, because the only thing that would is telling him either who made it or if it's mechanisms match up with the 'work runes'.

It would give where it came from. Chaos Dwarf Runework is going to carry the taint of chaos. Breach the Unknown detects magical properties which includes said chaos taint.
 
If we wanted to make a super staff that seems like it's likely to be quite a ways off, at least two tiers of enchanting to raise. Potentially investigating materials to attune them, etc. I'm not sure it's worth holding out for however many years that might take as opposed to just making a fine basic one that does the job now and potentially upgrading in the future if time allows.
It's no further off than completing our spellbook. A super staff is essentially us using our enchanting prowess to improve our casting prowess. It's thematic as hell and the easiest way to improve our magical ability.

More practically, almost every other project requires us to use or improve enchanting in some way. AV requires power stones, cartographer/defense requires pure enchanting prowess etc. We're heading in that direction anyway. Going with a goal is far better than us meandering.
 
Yeah, it only makes sense to really start exploiting our talent with enchanting and enshrining it with our existing skill set. There's making a staff, making new aethyric armor, power stones in general being useful (and by providing power might make battle magic safer), AV probably benefits from knowing how to make Power Stones, we want great enchanting skills for the Silent Cartographer*, lending our help to improving the defenses would benefit from enchantment, etc. We've built Mathilde into someone incredibly capable on a personal level and have parlayed that into a lot of favors, a great position, top of the line equipment and a solid support base- it's time to start compounding those advantages elsewhere through infrastructure and permanent effects.

*Why wouldn't we make it a reference given we're a ninja making a super map.
 
[X][COLLEGE] Item of Boon of Hysh - 5 College Favor

Because you never know when a heal that doesn't paralyse us can save our ass
 
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