Personal Actions: you have four actions you can apply without engaging in overwork.
Current overwork status: [-] [ ] [ ]
Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.
Current Task: Anti-Dragon (NEW)
[ ] Commission a suitable magical artefact from the Colleges of Magic, and train some dubious Dwarven volunteers in its use (specify what; does not cost favour).
[ ] Build a new tower with anti-dragon capabilities (specify Dwarven Rune or College spell it would be based on; does not cost favour).
[ ] Other (write-in; material and favour costs will be paid by Belegar)
Current Task: Queekish
[ ] Use King Belegar's pull to bring in some linguistics experts from the Empire's universities, though after proper vetting and swearing them to silence.
[ ] Despite him considering it treasonous, push Qrech to share the Moulder dialect of Queekish.
[ ] Despite him considering it blasphemous, push Qrech to share High Queekish.
Qrech Gambits (can be taken for free alongside pushing him for additional dialects or 'ask an acquaintance to train you' action targeting Qrech):
[ ] Convince Qrech that you seek an arrangement with Clan Moulder, and that you will release him as an ambassador for that arrangement once you are satisfied he'll cooperate.
[ ] Convince Qrech that the Under-Empire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.
[ ] Convince Qrech you're ambitious and loyal only to yourself, and you're willing to repay his cooperation in ways that will benefit the Under-Empire.
[ ] Other (write in)
Self-Improvement:
[ ] Ask an acquaintance to train you in a skill: specify who and what.
[ ] Attempt to learn a spell from scrolls (specify which, will be harder than studying it at the Grey College)
[ ] Hire a trainer to come to Eight Peaks and teach you: specify what. (costs favours for Dwarf trainers, money for human ones)
[ ] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt)
[ ] Gain enough control of your unruly shadow to still it temporarily.
[ ] Gain enough control of your attraction to smoke and gases to have it collect away from your face.
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
[ ] Have one of Prince Gotri's pilots teach you to fly a gyrocopter.
Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
Once per turn, you can write a paper without spending an action thanks to your Tower of Serenity.
[ ] Dictate papers: select which two, must be taken with Max's 'receive dictation'.
[ ] Investigate the possibility of using one Wind to directly manipulate another.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
[ ] Try to establish a relationship with the Cult of Verena, with the intent of offering them access to your rarer tomes in exchange for copies of some of their own.
[ ] Record all the entries of the Grand Urbaz vaults and select a good-quality example of each minting to save from the smelters.
Aethyric Vitae (21 gallons):
[ ] Attempt to interest a prominent and knowledgeable Runesmiths in the interaction between Runes and Vitae. (will start at the top and work your way down)
[ ] Attempt to interest a young Runesmith with ambition and flexibility in the interaction between Runes and Vitae. (will give a selection of candidates)
[ ] Call in favours to get a specific Runesmith to examine the interaction between Runes and Vitae with you.
[ ] Using what you've learned of how it reacts to Runes, create new means of storing and moving the Vitae in complete safety. (NEW)
[ ] Experiment with integrating the Vitae into enchantments. (NEW)
[ ] Investigate how the Vitae reacts with Divine Magic.
[ ] Investigate how the Vitae reacts to a power stone.
[ ] Investigate how the Vitae reacts to being subjected to power stone creation methods.
[ ] Using the secrets you already know of the Vitae, attempt to weaponize it.
Enchantment and Spell Creation:
[ ] Enchant an item with a Moderately Complicated or easier spell (specify what and which)
[ ] Attempt to deepen your skill with Enchantment (will be more difficult than studying it at the Grey College)
[ ] Attempt to create a spell (see Approved Spells threadmark)
Karag Nar Penthouse: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
[ ] PENTHOUSE: Have additional rooms excavated underneath your Penthouse: -125gc for 5 rooms.
[ ] PENTHOUSE: Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
[ ] PENTHOUSE: Add security measures to your Penthouse to prevent forcible entry.
[ ] PENTHOUSE: Have firing platforms built around the Penthouse so that it can be defended from flyers or climbers without granting access to it.
Setting up rooms for specific purposes will have to wait until new rooms are constructed or excavated. Only one construction or excavation can take place at a time, but you can do one of each.
Building downwards will increase by 1 each time; second set of excavated rooms will be 3 rooms, third will be 4, and so on.
Building upwards can be added upon; towers can be added on to or additional towers can be built. The distinction between the two is entirely cosmetic.
Foreign Relations:
[ ] Join the war between Stirland and the vampires in northern Sylvania.
[ ] Personally search for the Talabeclander buyers of peat from the vampires. (NEW)
[ ] Throw your reputation, and that of the Grey College, behind Roswita as she tries to browbeat the Talabeclanders into submission. (NEW)
Personal Relations:
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Wolf is fully grown, very smart, and a Very Good Boy. Train him further. (specify what he will be taught)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)