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Personally, what I want to see next turn is work on our Arcane Mark of Shadow. It combos making us killier (our shadow already auto strangles enemies around us, controlling that sounds dope and also useful vs a lot of enemies, and also intimidating as all hell) with learning more about our soul and Arcane marks generally.
 
If we do Arcane Marks I think I'd rather start with Flicker or Mantle of Mist, since both of them can hamper our stealth, and Mantle of Mist makes us vulnerable to gas based attacks.
 
That feels like a fairly large assumption- there hasn't exactly been a vote.

Apart from the Scrolls and Zandri and Vlad's notes that we already have, what 'cool books' do you imagine High Nehekharan will unlock? I'm sure there's other Nehekharan books (well, papyrus scrolls more likely) but acquisition would be tricky.
For myself, I suspect knowing that language will unlock interactions while investigating the waystone network in Nehekhara. Sure, we could probably do some of that without, but it seems like an action, or series of actions, that having the language could massively enhance.
 
That feels like a fairly large assumption- there hasn't exactly been a vote.

Apart from the Scrolls and Zandri and Vlad's notes that we already have, what 'cool books' do you imagine High Nehekharan will unlock? I'm sure there's other Nehekharan books (well, papyrus scrolls more likely) but acquisition would be tricky.
It is a big assumption but most of the times where people where talking about what language to learn ever since the Old One Tongue debate happened have argued for it. High Nehekharan will allow Mathilde to access knowledge from a magic using society that was started from humans. There is some really interesting knowledge of Waystones which is why it's part of the Waystone Projects actions.
 
The language learning, yeah. It feels like it got a lot of support in the pre-apparition discussion, though, so I think it'll be pretty easy to justify fitting into the next plan vote.
Well, maybe not the next plan vote. That one will have space dedicated to making the Orbs of Sorcery; along with possibly finishing the Rider spell if Trio wins; arguing over whether to spend an action on book-writing to get Aethyric Vitae out the same turn the orbs are made; and potentially creating a prototype waystone if the foundations action succeeds in one go (this doesn't seem likely to me, but who knows until it's written) or just regular Waystones job actions if it doesn't.

I don't think High Nehekharan wins there.

For myself, I suspect knowing that language will unlock interactions while investigating the waystone network in Nehekhara. Sure, we could probably do some of that without, but it seems like an action, or series of actions, that having the language could massively enhance.
I was enthusiastic about exploring the Nehekharan network early on, but as the prototype waystone gets closer and closer the question of "Why spend an AP doing this? What are we hoping to learn?" gets louder. I'm not...against doing it. I'm just not as enthused as before when it seemed of practical use rather than the worldbuilding vacation it increasingly looks like.
 
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I was enthusiastic about exploring the Nehekharan network early on, but as the prototype waystone gets closer and closer the question of "Why spend an AP doing this? What are we hoping to learn?" gets louder. I'm not...against doing it. I'm just not as enthused as before when it seemed of practical use rather than the worldbuilding vacation it increasingly looks like.
I feel like there's three possible reasons for investigating Nehekara. One is the kinks possible with River leylines. It's becoming increasingly possible everything will Just Work it will turn out our biggest issues are political, but if we need to use river leylines or hit some other snag then that knowledge could still be useful.

The second prospect is investigating the Nehekaran network with a specific eye to the interconnections between different sub-networks of the Waystone Network. Which might be important if the Badlands sub-network is to be restored.

The third prospect is that, as the project grows, so too may the scope of our ambition.

On the low and middle ends we may be looking to see how things work, but if things reach the high end there's the chance we end up rolling into Nehekara as a "heroic band of roving repairmen."
 
A gulp of inrushing air fills the void where a Rider had been as the tension finally resolves in the desired manner: the distance between your soul and the Rider becoming zero, marked by a sensation somewhere between being punched in an organ you don't have and getting a cramp in a phantom limb, and you manage to keep from staggering as your body tries to compensate for a shift in the balance of your soul.

"Was that you getting it?" Johann asks.

"Yes, I got it," you say, and Johann shifts his attention to you. In theory the willpower of a Lady Magister of the Grey Order should significantly outmuscle the drives and instincts of a single specimen of one of the lowest tier of Aethyric fauna, but if it did manage to catch you off-guard, you'd rather deal with the bruising from Johann wrestling you into submission than the embarrassment of going raving through the hallways of your alma mater.
Forgot to mention with my vote, but I found this very touching. It's nice to see us trust Johann enough to let him be there while we play soul surgery. I imagine there a precious few people she would want with her during such a moment. Feels like a lovely callback to his attempts to Gild his eyes. And maybe I'm looking into it too much, but I like how the writing portrays our concern with Johann as just bruising, rather than something along the lines of "Only embarrassing yourselves in front of Johann instead of your entire Alma mater". It's nice to know she feels comfortable failing like that in front of him.

Also can't help but feel this would have been a lovely opportunity had the Romance vote gone another way, but c'est la vie.
[ ] [NUMBER] Band
10 Knights, 3 additional actions, high-level Battle to Cataclysm Magic.
Terrible idea, but I love the idea of just going full tilt into making it Cataclysm Magic, just for the sheer flex of having one of those in our repertoire.
 
I feel like there's three possible reasons for investigating Nehekara. One is the kinks possible with River leylines. It's becoming increasingly possible everything will Just Work it will turn out our biggest issues are political, but if we need to use river leylines or hit some other snag then that knowledge could still be useful.

The second prospect is investigating the Nehekaran network with a specific eye to the interconnections between different sub-networks of the Waystone Network. Which might be important if the Badlands sub-network is to be restored.

The third prospect is that, as the project grows, so too may the scope of our ambition.

On the low and middle ends we may be looking to see how things work, but if things reach the high end there's the chance we end up rolling into Nehekara as a "heroic band of roving repairmen."
My main thought was that the Nehekharan's seemed like they had their own "use the network to power X effect for the good of the nation" thing going on, so studying that might help us figure out how to recreate that in the Empire.
 
[X] [NUMBER] One
[X] [BEHAVIOUR] Charge
[X] [BEHAVIOUR] Duel
[X] [BEHAVIOUR] Directed

As I said before, a big part of my reason to vote this way is due to aesthetics. Multiple Dämmerlichterreiters is just weird. I'd go so far as to say that I might be willing to vote to make another spell with more Riders and a different skin.

As for behavior, I think that a version that can be targeted is better in more situations. I prefer Charge because it is almost as good as Duel in all situations in which the enemy can't escape into a crowd, but it also can be used more broadly and even double as Bodyguard in a pinch, only missing the reactive appearance (which to be fair is useful).

Directed would make this a very different spell from what we first envisioned, but it would still be a useful one and, again, one that fits quite well with the appearance we chose.
 
That feels like a fairly large assumption- there hasn't exactly been a vote.

Apart from the Scrolls and Zandri and Vlad's notes that we already have, what 'cool books' do you imagine High Nehekharan will unlock? I'm sure there's other Nehekharan books (well, papyrus scrolls more likely) but acquisition would be tricky.
Well, I mean, "aside from three things that are each a good argument for learning the language on their own" is kind of a harsh metric. :V
Well, maybe not the next plan vote.
It's a good point. I can hope for it, but I guess it would be that joke with the schedule cubes, either way.

 
[X] [BEHAVIOUR] Charge
[X] [BEHAVIOUR] Duel
[X] [NUMBER] One

I like the idea of making a potential FC direct damage spell that magisters can learn. It'd be nice for the Greys to have.
I took another look at the other Apparitions we can bind and how they would fit in to the behaviors that have been listed for the Rider.

I think I would rather have Handmaidens for Duel or Ambush because they can only be seen with Magesight and ambushing is already kind of their thing. I also think binding Dark Hounds as Great Cats would make a pretty good option for something like Duel.

For Bodyguard, I see the appeal of a big tanky Rider backup or three, but I am interested in the possibility of using the Black Essence for the role. It likes to get in face holes, which if we covered it in Ulgu, seems like it could be useful in blinding and suffocating anyone that attacks us, and then we can just hit the attackers with a sword ourselves. We might also be able to use it's ability to sense Dark Magic and Necromancy as a sort of bloodhound. It seems like the kind of Apparition where there is much less advantage to having more than one.
Honestly, the idea of someone attacking Mathilde only for her to explode into a suffocating black fog is a pretty great one. Potentially problematic if we're surrounded by allies though.
It is hard to say if a sword strike is going to wound, kill or incapacitate, until after the fact.
It isless lethal that Pit, but that's not saying much.
Do note that in any SP duel we participate in, Mathilde will be there with her seed that can raise the freshly dead. As well as probably the heads of the Jade and Light colleges with their healing spells. Being cut in half by a sword is not exactly insurmountable, unlike being turned to gold or expelled from reality.
 
What makes it unsunmon so quickly with Ambush anyway? Why is an Ambush version that strikes more than once not a castable spell?

Asking for an IC justification when the OOC reason is plainly obvious like this damages suspension of disbelief, because everyone knows what the actual reason is and that means that whatever IC reason I come up with will ring hollow, even if the metaphysics of it are solid.

As we're understandably not getting a diegetic explanation, we're free to come up with our own!

My proposal is:
Every version of the spell relies on a particular flavour of 'self-trickery' to convince the Rider to act in a specific manner. The Rider is quite stupid, and by default wants to go 'from where it is' to 'where the target is' in a straight line, building up enough momentum for a crashing charge.

The only way to get across the concept of 'teleport ambush' sufficiently for it to agree is to put in enough contempt for the target that the Rider is convinced that its first blow will, with absolute certainty, be enough to kill the target even without the build-up of its natural 'charge' strategy.

So it does that. Then—with its task done and the target 'dead'—it disappears again satisfied with a job well done.
 
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So it does that. Then—with its task done and the target 'dead'—it disappears again satisfied with a job well done.
Funnily enough, given that 1.) its strikes can pretty much explode training dummies and 2.) nothing about getting better as a wizard makes you inherently harder to vaporize than a random peasant, this is a very reasonable assumption.

A flash stepping Red Rider would be a very irresponsible thing to unleash on the world, but I want one now.
 
Funnily enough, given that 1.) its strikes can pretty much explode training dummies and 2.) nothing about getting better as a wizard makes you inherently harder to vaporize than a random peasant, this is a very reasonable assumption.

A flash stepping Red Rider would be a very irresponsible thing to unleash on the world, but I want one now.
On an entirely unrelated note, seeing as Apparitions don't fully exist in the world and, in fact, have no conventional biology to begin with, do you think a organizational staff or military unit composed either partially or wholly of them could be described as filled with nothing personnel?
 
A flash stepping Red Rider would be a very irresponsible thing to unleash on the world, but I want one now.
Yeah, it's an easy assumption that the one-and-done nature of 'Ambush' makes it very inferior to 'Duel'. I think in practice, with the Rider's strength, one instant attack from absolutely nowhere is going to be sufficient to put all but the biggest tankiest targets down. The teleport adds both speed (intervening distance is irrelevant) and eliminates the possibility of friendly-fire if there are allies between you and what you want killed. It makes the spell into a very interesting 'Fireball' variant rather than the tanky fighter the others have.

Duel is good if you want to point the rider at something big and tough enough to survive a hit but, as seen with Johann, it's not guaranteed to win those fights given more longevity either.

That said, neither Duel nor Ambush are what I want out of the spell - Mathilde's fine on her own for both of those (though they would be exceptionally useful for more traditional mages, especially at Fiendish Complexity). Bodyguard is what I wanted when we went out fishing for an apparition, and it's what I'm voting for now.
 
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It seems unlikely that a research apparition will pick up enough support, but I'll do my bit.

[X] [BEHAVIOUR] Charge
[X] [BEHAVIOUR] Duel
[X] [BEHAVIOUR] Directed

[X] [NUMBER] One
 
[x] [NUMBER] One

I want the order's entry into apparitions to be as easy and smooth as possible. I don't want apparition binding to be something people think fundamentally must be for only the strongest Battle Wizards. I want as many people optimizing bindings as possible.

I'm hoping for a paradigm shift in the medium to long term, where apparition binding can be used to fill the gaps in the capabilities of beings stuck with one wind.
 
Well, maybe not the next plan vote. That one will have space dedicated to making the Orbs of Sorcery; along with possibly finishing the Rider spell if Trio wins; arguing over whether to spend an action on book-writing to get Aethyric Vitae out the same turn the orbs are made; and potentially creating a prototype waystone if the foundations action succeeds in one go (this doesn't seem likely to me, but who knows until it's written) or just regular Waystones job actions if it doesn't.

I don't think High Nehekharan wins there.
Plus the schedule discussed previously calls for this coming turn to be a Father turn. Which includes recruiting Bretonnia and a couple of other actions relating to known or speculated Daughters.

Waystone prototype, Orbs, AV Book and Fey Enchantress 'x gonna give it to ya'ing through a wall is a very impressive turn, but not one with much free time.
 
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