[X] [MICHAEL] Surgeon's Torc:
[X] [GIFT] A protective emblem:
[X] [GIFT] A protective emblem:
If we are in Super Creation mode on a crit, with 20 inspiration, we have a 40% chance of entering that mode....
Bravo Mayto, that's a wonderful way to also balance out the inspiration system.
We should learn Khazalid just to understand the Dawi. We're neighbours now.
It won't surprise me if some of these dignitaries were either from Middenland (and the Cult of Ulric), or Kraka Drak. If so, it won't surprise me that there will be hooks to helping Middenland in the future by inquiring about the Old World, or visiting Kraka Drak as a guest eventually by successfully making friendships with the Norscan Dawi that have moved into town.
Yes to all three in a sense. It comes with age, humans don't provide the right social environment, and in Ulthuan we have access to the highs and people with the same mindset.Do elves slow down as they age or is it just when they're living with the younger races?
Do we not slow down in Ulthuan?
Do elves slow down as they age or is it just when they're living with the younger races?
Do we not slow down in Ulthuan?
Do elves slow down as they age or is it just when they're living with the younger races?
Luthien's perception of time is starting to slow down in comparison to humans, and her actions are becoming more ponderous and complex from their perspective. Humans are becoming faster, ageing whenever she isn't looking at them.
This is a natural part of Asur lifespans, and it will only get more intense as Luthien ages. It is only when her attention is firmly caught by something, that she'll snap out of this mood.
The next turn will take place over the course of two years. But you will be able to pick as many research or smithing actions as you want, as you're spreading them out over two years.
so technically speaking, we didn't actually waste time... The super complicated armor technically needed 2 turns (4++years) or more normal turns but we did it in 1½? (3years) Because of how focused we became....Not all elves, just some of them (mages and artisans) and it's not slowing down, it is becoming hyper-focused, Teclis and Tyrion's father, would forget the former needed medicine as he fixed up the Armor of Anaerion
so technically speaking, we didn't actually waste time... The super complicated armor technically needed 2 turns (4++years) or more normal turns but we did it in 1½?(3years)
I can live with that.
Wanting to live with the humans, and being a suberb craftswoman is hard.If we are in Super Creation mode on a crit, with 20 inspiration, we have a 40% chance of entering that mode....
Bravo Mayto, that's a wonderful way to also balance out the inspiration system.
Elves slow down as they age, but it's still something manageable. It's something they can snap out of at will or with the right stimulus. It is just more noticeable when they're with other races. What most elves get is stuff like Luthien eating some hearty bread, and reliving kind and happy childhood memories about her youth. Just preferring to take things slowly, but still able to do things quickly when it is important. Luthien's propensity to slide into her memories and think about past events? That's her getting older.Do elves slow down as they age or is it just when they're living with the younger races?
Do we not slow down in Ulthuan?
I already did that. Check the income.@Mayto I hesitate to inflict more math on anyone, but given that turns can now range between 1 and 3 years shouldn't our profits be calculated on a per year rather than per turn basis?
It is when an elf artisan or researcher gets obsessed with something, that they'll get downright dangerously single-minded and focused upon finishing a task. They'll completely devote themselves to what they want to create, and ignore everything tyrion and Teclis's father regularly forgot to make food for them, and Teclis had a silver bell he had to shake really loudly to draw his father's attention when he needed medical attention.
Haldenar is old as dirt, but he doesn't fall into these fugue states. Why is that?
Compare his job. He is constantly going to be negotiating trade contracts, balancing careful political ties and allegiances, and constantly moving around between different tasks that need doing. It's a cutthroat businesses, and any time he might slip into a state like that, he'll probably have a retainer show up at his office to go.
"House Silversea just gave Prince Finubar's wife a tiara with saphires, and she's no longer wearing the ruby one we gave her!"
It's kinda like when you have a demanding job and also a dog or a cat. Tragically, you just cannot spend as much time as you'd like with them, and their time is far more limited than yours so you want whatever you can get while you can get it. But you still need to go to work, you still need to sleep, so that's 2/3 of your time at minimum that you're not making memories with them.Wanting to live with the humans, and being a suberb craftswoman is hard.
I'll have you know that providing magic chamber pots and meals to an Archmage and occasionally poking them with a silver rod to get them to pay attention is a very important job.I realized - had Luthien accepted the Bond with the White Tower of Hoeth, one of her potential jobs for that 100 years of service might have been to serve as a Personal Assistant to an old Archmage or Loremaster who does need someone who understands what Craftsman Funge is to actually poke him once in a while to do something as simple as eat, never mind attend important meetings on his schedule (and making sure he's properly briefed/updated before attending such meetings).
If Luthien had kept all of her eyes open in such a job, there would have been alot about magic, crafting and White Tower politics that she would have learnt about in such a position just by being attentive. And if she was a good networker who knows how to properly leverage her power as a gatekeeper for more influential people to build contacts, the networking possibilities would have been immense.
I'll have you know that providing magic chamber pots and meals to an Archmage and occasionally poking them with a silver rod to get them to pay attention is a very important job.
That norscan entrepreneur sure found out, with his rent a bathroomI'll have you know that providing magic chamber pots and meals to an Archmage and occasionally poking them with a silver rod to get them to pay attention is a very important job.
In Bretonnia it's the Crown of Bretonnia, passed down from Gilles le Breton. I would also argue that the ultimate symbol of kingship for the dwarfs is the Dragon Crown of Karaz more than the Axe of Grimnir, as it's quite literally inscribed with the Master Rune of Kingship.The main reason I'm iffy on scepter is that it'd need to be an outright mace or warhammer to work, which is fine but then we're just making the weapon vs a scepter.
Plus scepters aren't as big an authority sign in warhammer fantasy. In Ulthuan it was a crown/sword (asuryan for the helmet and khaine for the sword.)
For the dwarves it is the Axe of Grimnir and was Ghal Maraz, but that was passed to the Empire, where it remains THE symbol of Authority...when it isn't fractured at least.
In bretonnia iirc it is a sword ala not!excalibur.
In kislev it *might* be the ice crown but i can't find anythign saying one way or another.
And in the rest of the world we don't know enough but there really aren't any scepters in the mix either way.
Might just be better to just make a weapon for Ulfar that has enough enchantments to act as THE symbol of Kingship.
Thank you, and that actually reinforces my point that if we're looking for a common symbol of kingship, then it's arguably a crown vs a scepter that would make a good gift. Especially one that could be fitted to war helmets for when the Bjornling Kings need to go to war.In Bretonnia it's the Crown of Bretonnia, passed down from Gilles le Breton. I would also argue that the ultimate symbol of kingship for the dwarfs is the Dragon Crown of Karaz more than the Axe of Grimnir, as it's quite literally inscribed with the Master Rune of Kingship.
Expel Dhar: Luthien will, if she has come into contact with or absorbed Dhar, use it to power a brute spell that expels the Dark Magic in her system by projectile vomiting a black acid that releases noxious gas.
This doesn't undo the damage done by the Dark Magic before it entered her body.
Apprentice-Level Lore of Aqshy: Gestures are made, a word of power is spoken, and fire leaps from your hands towards your foes. You can unleash wild blasts of flame upon your enemies, although they are uncontrolled.
Simple Burning Blade: Swords forged with this enchantment woven into them burn with magical fire the moment they are drawn from their scabbard. Without magic, one can not command the flames to dim, and the blade will burn until its enchantment is spent.
Controlled Core Temperature: Drawing upon Aqshy, Luthien either draws heat out of her body, or pulls ambient heat into herself to maintain a comfortable body temperature. Azyr wards off biting cold winds. This simple spell allows Luthien to not be bothered by extremes of temperature, and even be comfortable, so long as she is wearing adequate clothing for her environment.
Apprentice-Level Lore of Chamon: Control of Chamon lets you manipulate metal with almost contemptible ease. With merely a touch, metal heats until it melts or cools down until it is as cold as ice and shatters like glass.
Featherweight Metal: Enchantments woven through steel as thin as paper makes it as light as a feather, but as strong as if it was as thick as normal armour.
Molten metal sculpting: With hands shielded from the heat with powerful Magic, you can sculpt molten metal into simple but ornate shapes. Using simple smooth rock tools, metal is bent into shapes that would take regular artisans days of work slowly hammering and smoothing into place.
Apprentice-Level Lore of Ghur: Raw emotion is tapped, and inner strength is melded with raw Magic to form enchantments of Ghur. Steel is imbued with the unbridled ferocity and energy of the beasts of nature.
Energy of the Hawk: A bird swoops down with claws extended. It will have one chance to slay its target. If it wails, its chicks will go hungry. You have learned to imbue weapons with the power of a hawk. The tip of a blade infused with this enchantment will home in on an enemy's vital spots for the first blow of combat and strike with overwhelming force.
Energy of Beasts: The raw power of the Lore of Beasts is bound within a weapon, letting its wielder strike without tiring themselves out.
Apprentice-Level Lore of Hysh: From your body flows beams of cleansing light that drive away darkness, soothe madness, and heal wounds. The glory of Hysh is anathema to that which denies the natural order of things.
Runes of Hysh: Anoqeyån words are inscribed upon the metal, invoking concepts of purity and order. An item with Runes of Hysh inscribed upon it will repel latent Dark Magic, and slightly re-assert reality around them. Touching a weapon infused with these runes hurts the flesh of those tainted by dark magic.
Effective against mutants and other beings corrupted by Dhar.
Capable of harming Daemons.
Daemonbane: Inscribed upon the length of the blade are mathematical equations written in Anoqeyån, the High Elf language of magic. Exposure to the raw immutable order of Hysh, weakens the integrity of daemons, and is capable of wounding them.
Very effective against Daemons and their creations.
Apprentice-Level Lore of Ulgu: Shadows and secrecy are wielded by the user, creating spellwork that toys with perception. Luthien can use tendrils of her own shadow to manipulate or move objects. This needs to be a conscious effort.
Cloak of Invisibility: A cloak of invisibility is woven around the target, hiding them from non-magical sight. Does not hide the wearer from the other senses.
Hide Aura: Luthien weaves a thin veil of Ulgu around herself that dampens the light of her soul. While this spell is maintained, Luthien can not be detected by any but the most potent Mage Sight
Sanctum of the Mind: Departing the physical world, the mind retreats into a fortress within itself, where the caster is unable to feel all sensation upon their body. Torture and interrogation does not work on one channeling this spell.
Invisible Cloth: Thread of the finest material must be woven by hand to create a cloak that looks like a shadow. When fully worn around one's person, the wearer looks like the nearest shadow.
Does not work on beings with eyesight superior to the average human. This includes animals.
Expansive scabbard: A weapon up to three times its length can be sheathed in a scabbard created with this enchantment.
Runes of Ulgu: The runes carved on this blade hide its power from prying eyes. The spells woven within the metal are not perceptible unless the blade is swung in anger.
Distort: The blade is woven with a potent enchantment that, to an onlooker, shifts its position every time they blink, while hiding its actual position. Does not work when the blade is dirty.
Apprentice-Level Lore of Aqshy: Gestures are made, a word of power is spoken, and fire leaps from your hands towards your foes. You can unleash wild blasts of flame upon your enemies, although they are uncontrolled.
Apprentice-Level Lore of Chamon: Control of Chamon lets you manipulate metal with almost contemptible ease. With merely a touch, metal heats until it melts or cools down until it is as cold as ice and shatters like glass.
Apprentice-Level Lore of Ghur: Raw emotion is tapped, and inner strength is melded with raw Magic to form enchantments of Ghur. Steel is imbued with the unbridled ferocity and energy of the beasts of nature.
Amber Spear: You hurl a great spear of pure Ghur bypassing any protection originating from leather, fur, hide, or cloth. Skilled casters have been known to use the spear as a melee weapon in dire emergencies. The mightiest beasts can be brought down by this spell.
Control beast: You learn to control the mind of a sub-sapient animal and bring it under your control. It will follow your commands, so long they are within the animal's capability. You need to remain within line of sight to accomplish this.
Apprentice-Level Lore of Hysh: From your body flows beams of cleansing light that drive away darkness, soothe madness, and heal wounds. The glory of Hysh is anathema to that which denies the natural order of things.
Blast of Light: Bright light erupts from Luthien's hand in a wave of cleansing light that burns away at daemons and the undead.
Bolt of Light: Drawing magical runes in the air and invoking the power of Hysh, Luthien concentrates a pinpoint beam of Hysh the size of a thumb to burn through an enemy and scatter inside them, causing grievous bodily harm.
Shield of Light: Luthien draws runes of Anoqeyån in the air that surround her with a sphere of light which repels dark magic. The runes need to be rewritten after every impact.
Healing of Hysh: Flesh knits and wounds are cleaned as healing energies flow from Luthien's hands. This will heal nearly anything short of a crippling wound or a congenital disease.
Apprentice-Level Lore of Ulgu: Shadows and secrecy are wielded by the user, creating spellwork that toys with perception. Luthien can use tendrils of her own shadow to manipulate or move objects. This needs to be a conscious effort.
Choking Shadow: Luthien animates a man's shadow to come alive and choke them. The shadow is as strong as the target, but will disperse a second after the casting ends, or if dispersed.
Poisonous fog: Luthien conjures a cloud of living fog that seeks to constrict and drag her foes down to the ground. The shadows are acidic to the touch, and cause bloody coughing if breathed in.
Shadow daggers: A dagger of congealed darkness shoots out of a shadow the caster is focused on. The daggers fly as fast as thrown daggers, and will seek out weak spots.
Shadow spike: A crude spell, but undeniably potent. A shadow solidifies and shoots out as a spike, capable of punching through flesh and bone. The spike is covered with little jagged edges, like serrated knives.
Shadow-Blanket: Luthien grabs her own shadow and pulls it over herself like a blanket, causing her to become as flat as the ground she is standing on. If the shadow is partially removed, those parts of Luthien become visible.
Mind warp: A word of power is spoken and the caster blasts the enemy's mind with lies, deceit, and misdirection. The target is slowly convinced that the danger is past and they can lower their weapons, or that new non-existent enemies are facing them.
Hand of Vaul: When you are focused, your hands become immune to the heat of the forge, and you can work molten metal as if it were clay.
Vaul's Love: When working your forge out of a genuine love of your craft, and with an earnest heartfelt desire to create. The forge you operate will burn with the warmth of dragonfire.
While working the flames of Vaul's Love, an almost unlimited pool of Aqshy and Chamon exists for you to draw upon.
Everlasting: Neither time nor entropy shall wear down the creations of one who has Vaul's blessing. All items created will be as perfect as when their creator smiled and verbally confirmed the completion of the crafting process. Only magic of equal potency to Luthien, at the time of creation, or of truly foul origin, can damage an Everlasting Masterwork.
Khainite Sorcery: With a semblance of peace in her heart, and her magic restored, Luthien has become able to consciously wield Khainite sorcery in combat. This school of divine magic used the power of Khaine to twist the Winds of Magic into powerful spells.
Khainite Forging: Masterwork weapons that burn with the power of Khaine are weapons of last resort, and perhaps only then. In your dreams, you have seen how to weave the blood and souls of the dead into steel to create blades that burn with Khaine's eternal rage.
Khainite Carving of Fire: A weapon imbued with these carvings will errupt in blasts of blue fuelled by the victim's own life forces.
Flames of Hate: Fuelled by anger, a caster can draw upon Khaine's power and learns to throw flames that upon striking a souled being, burn until the soul is spent, or the flame is dispelled.
Corrupted lightning: Azyr is drawn from the heavens and corrupted, turning into bolts of ravenous black lightning that is possessed of a malign intelligence. It hungrily devours flesh and bone, leaving nothing but clean skeletons and empty suits of armour.
Madness of beasts: Call upon the Wind of Ghur and corrupt it to control the minds of beasts and drive them against their riders.
Brass Fist of Khaine: Ripping Dhar from the Realm of Chaos, Luthien's hand goes through a gruesome transformation. The skin on Luthien's hand burns away while fat melts off the bones. The burning fat and skin become a solid gauntlet of brass that hits with awesome force. After the battle, the brass fist sheds, revealing a worn hand.
Shadowstep: Luthien steps from the physical world into edges of the realm of the Bloody Handed God before emerging again in the physical world.
Luthien can teleport up to ten metres, so long she can see where she is going, or has already set foot in it. She must have been standing still for five seconds before she can do this.
I really do hope we get a look at 'the armour incident' , or one of 'slowing down' moments from an outside POV next turn.