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It improves our magic skill. This includes stuff like:

• Being better at enchanting
• Being better at casting in adverse situations, like "being tired" or "being in the chaos wastes"
• More safely learning magic, such as the elves shadow magic
It might also be enough to bring our Magic Armor to the next step of armor-quality.
Or was that already on 8?
 
Why are most people against it? And why does the leading plan still only do one Job action?
Several unrelated objections:
- The Chaos Wastes are the result of the Realm of Chaos seeping into the planet. Throwing highly corruptible, magic slinging wizards into that is a recipe for unfortunate miscasts.
- The Battle Wizards are busy. There's that business in Sylvania that hasn't quite ended yet, wait for that to finish up first.
- It's too early to recruit, there's 3-7 turns before the expedition leaves. Hiring somebody 2-3 years in advance is good until they suddenly get other obligations in that timeframe. When we recruited for the Expedition to K8P and for the Sylvanian campaign, it was more or less immediately before.
 
Pretty good one at that. Sans traits, the only universal ways(spellbook, staff, arcane mark) take you exactly to 10.
I think the danger in the thread is heavily overblown for wizards. The chaos wastes have a lot more magic flowing about but it's not as a general rule laced with Dhar until you go much further in than we'd be going for an expedition to Karak Dum. Karak Dum is not so far north that summoning daemons would be made trivial and it's especially not so far in that the terrain is like a daemon worlds terrain.
I suspect wizards actually deal with it better because they can actually detect if they're walking in a miasma of Dhar. Though since the Winds blow stronger, any miscasts also tend to be much worse.
think the AV enchanting is a bit dubious really. All we've seen AV be able to do is break open for a bunch of magical oomph. If we want more power for enchantments we can go to Ulgu saturated areas or use Power Stones.

I'm not saying we shouldn't do it, but we shouldn't expect anything more useful than screwing up our enchantment because we released a bunch of random magic into it.

AV has more uses than explosive decomposition. This conclusion seems flawed in the same way as declaring petroleum useless in fabric creation because all it can provide is light and heat when you set it on fire.

Keep in mind that otherwise nonmagical materials can be used to imbue additional qualities into enchantment given sufficient skills and thematic resonance. Spidersilk orin dragonhide in armor robes are some examples.

For the AV, its the blood of an unaligned neither dead nor alive daemon thats neither in the materium nor the immaterium. Should be resonant with a variety of functions relating to conducting magic, reflection, boundaries, etc.
I think we should seriously consider buying several Ulgu Powerstones to use in emergencies when we don't want to risk drawing on the ambient Winds.

Given that I think we've been told that appropriately prepared powerstones can recharge themselves as part of magic items, we may want to look into commissioning a rechargeable battery made of power stones if that's possible. Possibly also paying a runesmith/lord to build a container that isolates it from outside influence as well.
We have such a project. Panoramia's Waaghsoak mushrooms.
My understanding is that staves are also used to ground magical energies that get out of control. Or possibly they just reduce the chance of it going out of control in the first place? I'm unsure.
Staves channel magic, so they can also be used for grounding in that grounding is also channeling magic. Grounding rods are better at it because they don't need to survive trying.
[] Plan Classy Navy
The EIC does not need a navy.
In a time of potential Marienburg sponsored river piracy it very well might. Its already been clarified ages ago that its basically the river equivalent of caravan escorts.
Pops head into thread. Uh, can I ask why all the plans are only spending one action on our job? Especially since they all have overwork actions?
We're preparing to do an extremely dangerous job. We're not being audited on a turn by turn basis, this is no different from a runesmith loremaster taking the year of prep time for the expedition preparing a set of heavy defensive equipment for the trip.

Particularly when we intend to spend the entire last turn of prep scouting the route thoroughly in person to ensure that the information is as fresh as possible. Thats four months of scouting and one of aid
 
[x] Plan Keep It Classy
[X] Plan Fulfilling Obligations v2

I personally don't like either of these, but I like them more than the other options. I don't think we need to do three college classes this turn and only doing one direct job action doesn't feel right, but I also don't want to drop the Coin. I rather drop a class and do it next turn if we must.
 
You can use one to get a bunch more oomph behind a spell, but it's expended by doing so.
@BoneyM So if powerstones aren't useful for Staves what is with Adela's liquid Apshy staff? I'd think it would provide some benefit given she keeps using it (although it might be dangerous).

You're only vaguely familiar with the general principles, but one of the intermittent steps to creating a power stone was gaseous. Not nearly as good as the finished product, but every now and then someone with more ambition than sense gives it their damnedest, realizes they're not quite there yet, and makes the best with what they've got. This girl has entrapped the gaseous Aqshy inside a wand. What better for channelling Aqshy than Aqshy? Hideously dangerous, but when you were at her stage, you had developed a habit of avoiding anything reflective out of necessity.
 
So, some rough multi-turn planning, assuming a three turn deadline:

This Turn
Prep: Enchantment, Runes, Anti-Chaos
Direct: Qretch/LM Grey Interview

Next Turn
Prep: Turn Staff, Armor
Direct: Kislev Talks, Scouting 1

Turn Three
Direct: Scouting 2, Scouting 3, Scouting 4, Hire Asarnil

Thoughts?
Yet again a focus on self-improvement at the expense of long term research. The insistence that we need both Enchantment+1 and Runes before we can even consider engaging in Enchantment for a petty spell that clearly doesn't need it is excessive.

Turn 3 is particularly outlandish due to the insistence that we will need to spend 3 AP on scouting and Hire and individual you cannot count on hiring. Chances are Asarnil has no interest in venturing into the Chaos Wastes. Even if he showed a little interest it is likely that someone else will have already hired him for something else. I would much prefer people looked at Asarnil as an unexpected boon on the more broad action of hiring mercenaries rather than something we can actually just do whenever we really want to.
 
@BoneyM
Is having Johann or Max experiment with enchanting gyrocopters with Stoke the Forge a viable action?

@BoneyM Proposed project: Enchanted Engineering. Investigate using wizardly enchantments to improve engineering apparatus such as gyrocopters that Runelords are unwilling to work on.
I'll add it to the list, but it's unlikely to get much traction until the KaK fuddy-duddies are gone.

Iirc we need to buy our own if we want to mess with it.
 
Guys, the Chaos Wastes are not a place you take apprentices and journeymen, sure, but remember that plenty of wizards fought the Everchosen during the latest Great Storm of Chaos and came back.
 
In a time of potential Marienburg sponsored river piracy it very well might. Its already been clarified ages ago that its basically the river equivalent of caravan escorts.
…There is a rather serious gap in this logic.

Marienburg wants to prevent construction of the canals. If the canals are completed then Marienburg has already lost. Until the canals are completed there will be no trade ships travelling along them and thus no reason for floating caravan escorts to be doing anything.

Piracy is not the current problem. Sabotage is. And that will be far more effectively countered by spies than gun boats.

In four-five years when the EIC starts actually shipping (as opposed to carting) things through the Boarder Princes it will need a navy. Until then we have better uses for that action slot.
 
Yet again a focus on self-improvement at the expense of long term research. The insistence that we need both Enchantment+1 and Runes before we can even consider engaging in Enchantment for a petty spell that clearly doesn't need it is excessive.
If we were just trying to make a standard Better Aethyric Armour set of robes, I'd agree with you. But we're trying to incorporate our mastery into the enchantment, which is a significantly dicier proposition.
That would be the easiest way to create that enchantment. Having it both constant and including the Mastery would be much trickier, probably beyond your current skill level. The exact details of how a given enchantment ends up working are usually dependent on dicerolls, both difficulty rolls and pick-a-possibility-from-a-list rolls, and trying to control every aspect of it is harder than just going along with whatever ends up easiest in the moment.
A set of robes that gives us the protection of plate armor and makes us immune to physical fatigue while we wear them is incredibly useful and well worth the investment in prep time and material components.
 
The task has another 3-7 turns to completion and most of the actions favour being done nearer the completion date.

The scouting actions are best done closer to when the expedition leaves for fresh information.
The recruiting wizards action is best done when the battle wizards are done in Sylvania and when we've confirmed that they won't be useless due to Dhar or something.
Asarnil and the Ice Witches are busy with Ogres.

This mostly just leaves running around talking to random people, but the Dwarves can do that just as well or better than Mathilde can (her diplomacy is good but not amazing and she's only a single person).
 
…There is a rather serious gap in this logic.

Marienburg wants to prevent construction of the canals. If the canals are completed then Marienburg has already lost. Until the canals are completed there will be no trade ships travelling along them and thus no reason for floating caravan escorts to be doing anything.

Piracy is not the current problem. Sabotage is. And that will be far more effectively countered by spies than gun boats.

In four-five years when the EIC starts actually shipping (as opposed to carting) things through the Boarder Princes it will need a navy. Until then we have better uses for that action slot.

Barak Varr already does water-bound trade, or else they wouldn't have a navy. A valid tactic for Marienburg would be to hire marauders to disrupt Barak Varr's trade, forcing them to keep their ships at home on defense.
 
If we were just trying to make a standard Better Aethyric Armour set of robes, I'd agree with you. But we're trying to incorporate our mastery into the enchantment, which is a significantly dicier proposition.

A set of robes that gives us the protection of plate armor and makes us immune to physical fatigue while we wear them is incredibly useful and well worth the investment in prep time and material components.
And they're going to clean themselves and us too! Very important, that.

You could probably make a tortured argument about how the cleaning means that you'll leave less traces of your passage, but that's not really the important part.
 
Pops head into thread. Uh, can I ask why all the plans are only spending one action on our job? Especially since they all have overwork actions?
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Made a v2 Version that drops the Coin study. I am not willing to throw the dice on this. I don't want to find out what dwarves do should they find out we are half-assing an attempted run on Karak Dum [x] Plan Fulfilling Obligations -[x] Contains one Overwork action -[x] MAX: Study an artefact...

this post of mine has all current plans that fulfill our obligations one way or another.
I personally don't like either of these, but I like them more than the other options. I don't think we need to do three college classes this turn and only doing one direct job action doesn't feel right, but I also don't want to drop the Coin. I rather drop a class and do it next turn if we must.
Plan Fulfilling Obligations
drops one of the college classes instead of the Coin. That might be up your alley.
 
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And they're going to clean themselves and us too! Very important, that.

You could probably make a tortured argument about how the cleaning means that you'll leave less traces of your passage, but that's not really the important part.
Mantle of Mist: Visible vapours are drawn to you. Fog and mist makes it easier to hide; smoke and gases are rather less convenient. +1 Intrigue, potential trouble with any gas-based weapons.

Why bother learning how to control our arcane mark when the robes can do it for us! :V
 
And they're going to clean themselves and us too! Very important, that.

You could probably make a tortured argument about how the cleaning means that you'll leave less traces of your passage, but that's not really the important part.
It's not clear to me that we want to grab a bells&whistles enchantment to fold in with Windherder -- I'm worried about trying to do too much stuff in our robes at once and losing the Mastery -- but if we do decide to go for it, Cleansing Glow does seem like the best candidate.
 
All jokes aside, our robes being self-cleaning is incredibly valuable if we're going to be wearing them for prolonged stretches of time.

Like, for instance, if we spend months on-end doing scouting in the chaos wastes.
 
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