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We'd have to keep him constantly busy to justify why we're taking him away from his incredibly highly valued job turning staffs in the College that loves Staffs the most.
I do basically agree with this, which is why I would prefer to wait a couple turns until after the initial group recruiting and foundations is done so we have the AP to put towards him. But pioneering a new enchanting field and teaching windherding to him so he can then go on to teach it to the colleges at large I think would be worth his time. As well as using his talents for the waystone project.
 
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Hugo was employed for, what, a single turn, using collage favour.

Permanently hiring him as an employee of WEBMAT is vastly different from bringing him in as a specialist consultant—especially when we already have two enchanters on the team.

Put yourself in Hugo's shoes. You're currently one of the most skilled enchanters in the eight collages. You regularly give classes to wizards of all eight colours. You have a commissions list a mile long.

A wizard you worked with once a few years ago comes up, and offers you a job at a recently founded branch collage. You've never heard of it before. It's charter is combing arcane and divine magic, and they are currently working with the scary wood elves that have two provinces at each others throat.

Do you take the job?

Look, please explain to me what benefit Hugo will bring to us, and what benefit we can give him. Don't say something vague like "he's a great enchanter" or "we have access to rare research". Give me something specific. For Ranald's sake, we're a great enchanter. So's Egrimm. What can he do that we can't?

If Hugo joins, what tasks will he be doing? How will we compensate him for his time and expertise? Why does he need to be a staff member of WEBMAT instead of just commissioning him via collage favour?

Max and Johann were easy to recruit because they have nothing better to do and they like us. We only got Egrimm because Mira felt he was politically inconvenient and sent him far away. Hugo is not going to be that simple at all.
Ok so my name is Hugo Bann, I work at the colleges making staffs and enchanting items, the vast majority of my work is very samey. A Lady Magister comes up to me I remember her from a previous project. I had to travel all the way to Karak Eight Peaks but It did offer the opportunity to utilise Aqshy differently to how I normally do. She offers me the opportunity to join her branch college and work with her on developing a brand new type of multi wind enchanting. If I accept I get to do something completely new and expand my craft, if successful it'll mean I become famous (among the colleges) as one of the pioneers of this groundbreaking technique, Also probably pretty rich as I'll be one of the few people initially capable of producing these new items. I turn her down because uh... you don't get to be magister by being willing to take minor risks for great rewards?

As for what he would be doing windherding, windherding, windherding. There is plenty there to keep him busy. Like just off the top of my head:

1. Windherd a simple item to get a feel for what it can do. (e.g. Mutable visage/Crown of Fire)
2. Something that has a more complex/direct interaction between the two spells (E.g. Cloud of confusion carrying Consuming Wrath.)
3. Depending on the results of the above maybe a third to clarify limits further.
3. Initial Paper Time!
4. Windherding 2 Aqshy/Hysh Boogaloo
5. Ok but what about a threesome?
6. Getting Max up to snuff enchanting wise
7. Can we go to four?
8. Paper two
9. Ok We can windherd enchanted items but what about staffs? Start simple a staff of one wind which is also an enchanted item of another wind.
10. Further staff experiments based on the results of all the above, (More winds/the enchantment interacting more with cast spells)
11. Another Paper.

That's ~5 years worth of stuff for him to do, more if he isn't working on it permanently/also doing waystone stuff less if some stuff gets knocked off the list due to prior experiments showing it is impossible and or us doing multiple things in a turn.

Also it's not like he can't also continue making staffs/enchanted items in K8P. It'll be less convenient sure but it's not like he'd have to give up his current job entirely. Especially with Mathilde semi regularly traveling back and forth between Laurelorn and K8P.
 
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Hugo was willing to spare a period of time over six months from his busy schedule to come help out with the Tower. That doesn't mean he's willing to give up his station to join WEB-MAT as a full time employee. This is an entirely different ball game to the Red Tower, and we don't know nearly enough about him to really tell how he'd react, much less if we have any actual chance of convincing him. We'd have to keep him constantly busy to justify why we're taking him away from his incredibly highly valued job turning staffs in the College that loves Staffs the most.
You seem to be saying that WEB-MAT means they don't get to do anything outside of WEB-MAT? That's not how I've been reading WEB-MAT membership as working.

If I'm right, then if Hugo chose to join WEB-MAT he'd still have time to do some regular stuff, just as Max continues to work on his blacksmithing - he'd have less time for the stuff that he finds slightly boring, because he'd be spending that time on stuff that's more of a change of pace.

It's certainly possible he'd turn us down, but I find it highly plausible that he'd be intrigued enough to try.

Of course that all depends on us actually being willing to do windherding stuff so that we're achieving something new and unique with enchanting. If windherding isn't happening then having Hugo would be a terrible waste.

But I will always vote in a manner that expects us to actually use Windherder, rather than continue to ignore it, because it's both an amazing ability and relevant to waystones (which herd all eight winds).
 
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Relevant quest bits on Hugo (emphasis mine)
The Brights tend to be a practical lot, and those that lean towards enchantment usually lack the worst eccentricities of their kind, so you feel comfortable putting the word out and seeing who responds. The result is Hugo Bann, who according to College rumour had an extremely promising career take an unexpected turn from an unfortunate miscast, though said rumours never agree on what exact form that miscast took, and he has never cast battle magic in anger since. Instead he delved into the art of turning, creating staffs not just to improve the channelling of Aqshy, but also allowing for much easier casting of various manifestations of flames. He's a giant of a man, towering at least a foot taller than the tip of your hat, and after a bluff greeting he throws himself into the task, fire-etching runes into support beams and building an enchantment piece by laborious piece. An interesting challenge, he says; apparently most high-level Bright Magic is concerned with making as much of the energy manifest as heat instead of light as possible, and taking things the other way is a great way to stretch a mind that easily grows tired of the usual orders for staves.
Here we get the info that he gets bored of the standard fare he normally does.

In contrast, the lessons on Enchantment itself are completely free of digression, both because of the potential danger and because of the teacher, Magister Hugo Bann of the Bright College, the giant of a man who you previously met during his work on the Red Tower. He has proven himself to have a better grasp of safely binding magic into items than Lord Wizards twice his age, and in fact some of those very Lord Wizards are alongside you in the classroom, trying to improve their enchantment skills to encompass everything short of Battle Magic. Every one of the lessons takes place in a building owned by the Gold College with thick stone walls and a flimsy wooden roof which is usually home to the more ambitious adventures in chemistry, and though none of the mishaps that take place during the lessons are quite serious enough to blow the roof off, they do come close enough to show the wisdom of the setting.

Magister Bann's lesson plan is very straightforward: you can pick up the theory of materials and ritual and thaumaturgic equations elsewhere, but nowhere else will you find someone who can teach you to find the exact limit of how much magic you can handle without taking a step over it. Magic does not like the process of enchantment, and given the ghost of a chance will wriggle free from a novice enchanter's grasp and do something rather drastic to show its displeasure. It takes total control to force it to take a static and permanent form, and while Magister Bann does not teach you how to achieve that control - it's unlikely he would have useful insight on the matter for anyone but his fellow Brights anyway - he does teach you how to recognize when you are approaching your limit, and when it's time to redouble your focus and when it's time to ground the magic and start again from scratch. It's certainly an atypical lesson plan, but the lessening rate of magical mishaps in the classroom over the weeks speaks for itself.
And here we get him teaching Mathilde. Critically he's got a good focus on safety in enchanting and has experience recognising when magic is going to go out of control. This is very much a skill I'd like in our windherding partner given the dangers involved.
 
The limitation fort me is that we need to spend an AP every other turn per WEBMAT member. So adding another person is the same level of drain as our entire library, or entire EIC. I'd strongly prefer the increased personal flexibility at least until we are ready to start making things.

The tradeoff I see for it is AV and branarlhune, since both of those are personal actions that we cannot add a WEBMAT person to.
 
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I don't think getting Hugo for enhancing things and working with Windherder is worth it when we can already do the same with Egrimm. Sure he's worse than Hugo, but he doesn't require us to spend 1 AP to recruit him nor then spend 1 AP more each turn in WEB-MAT to keep all of our members doing something. I also find the idea of recruiting Hugo to do windherding a bit weird, considering we haven't even tested it IC.
 
For the sake of clarity, @Boney - is my plan of investigating what Alric was doing in Talabecland obliquely by investigating Talabecland instead of Alric at all workable?

I'm fully cognizant that it will have drawbacks compared to a direct investigation - for one obvious thing, it won't tell us anything about what Alric did after he left Talabecland - but is this a case of "this is a reasonable approach with pros and cons", or is this a case of "if you want to know what Alric did, vote to investigate Alric"?

It seems reasonable to me both in and out of character, but I figure it's worth making sure that you as the QM feel the same.

Investigating Talabecland can indirectly uncover information about what Alric's up to, but write-ins are a thing. If you really want to investigate Alric obliquely, you can just go [ ] investigate Alric obliquely, instead of trying to figure out the best fit for that out of the available options like you're wrestling a recalcitrant text parser that refuses to Get Ye Flask. But if outright told to investigate Alric, that doesn't mean the Hochlander is going to kick down Alric's door and try to give him a swirly.

Do we know whether there is only one immortal Monkey King or whether that's just a title?

Monkey King is an established literary character and also perfect and amazing. They'd have to be bonkers to make it just a title, especially after they went all in and made the Dragon Emperor literal.
 
[X] Plan: Slow and Steady Research with Double Recruitment

This one seems to have a strong lead already, but I'll put my vote behind it anyway. I'm really looking forward to progress on Vitae research. I understand that it's a project that really cannot be rushed even if we wanted to, but chipping away at it still feels good. Like integrating all of Branulhune's ability into Mathilda's combat style, and while I haven't been nearly as invested it's probably a similar feeling for people when it comes to learning new spells. Though, while I'm on the topic, I am interested in trying to have Mathilde get control over her Marks. I do understand that it's not really a concern in comparison to other things though, as her Marks are on the easy side as far as those go.
 
[x] Plan: Slow and Steady Research with Double Recruitment
- [x] MAX: Use kitting out his workshop as a pretext to get to know House Miriel and the local Cult of Vaul
- [x] EGRIMM: Attempt to bring the Light Order into the Waystone Project
- [x] JOHANN: Train with and study the freshly-attached golden arm
- [x] Furnish the research spaces of the Waystone Project HQ (specify how much: 2000gc for Laurelorn-grade)
- [x] Attempt to bring an organisation into the Waystone Project (The Jade Order)
-- [x] The Gambler: Attempt to bring the Jade Order into the Waystone Project
- [x] Investigate how the Vitae reacts with Divine Magic
- [x] EIC: Insert agents into Talabecland administration to start gathering their secrets
- [x] Seek official recognition of Kron-Azril-Ungol as an affiliated library of the Colleges of Magic
- [x] Write a paper: Observations on the Chaos Wastes in the western Great Steppes
 
Monkey King is an established literary character and also perfect and amazing. They'd have to be bonkers to make it just a title, especially after they went all in and made the Dragon Emperor literal.
The impression I got from the interview is that he was the same Monkey King all along. He's just stuck in his initial characterisation from the myths, the one where he's a significant nuisance and annoyance all the way up until he gets captured.

By the way, I'm looking up the lore behind the myths of the Monkey King and it's so over the top and amazingly ridiculous. He swings around a staff that weighs 8000 Kg, and defeated the " Army of Heaven's 100,000 celestial warriors, all 28 constellations, Nezha, and all of the Four Heavenly Kings." while drunk. I suppose it makes sense how he's able to stand up to the Dragons of Cathay.

Also, what I find intriguing is that they put him the border with Ind and state that the Mountains are just as much Ind as Cathay, which seems to me that they're hinting at the Hanuman/Sun Wukong connection.
 
The impression I got from the interview is that he was the same Monkey King all along. He's just stuck in his initial characterisation from the myths, the one where he's a significant nuisance and annoyance all the way up until he gets captured.

By the way, I'm looking up the lore behind the myths of the Monkey King and it's so over the top and amazingly ridiculous. He swings around a staff that weighs 8000 Kg, and defeated the " Army of Heaven's 100,000 celestial warriors, all 28 constellations, Nezha, and all of the Four Heavenly Kings." while drunk. I suppose it makes sense how he's able to stand up to the Dragons of Cathay.

Also, what I find intriguing is that they put him the border with Ind and state that the Mountains are just as much Ind as Cathay, which seems to me that they're hinting at the Hanuman/Sun Wukong connection.

Maybe also a reference to the plot of Journey to the West, where Sun Wukong goes on a mission to India so he can help bring Buddhism back to China.
 
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