Voting is open for the next 21 hours, 8 minutes
The white dwarf story about Galrauch says that his sorcery shifted the entire hold into the Realm of Chaos, which would fit the "disappeared mysteriously" criteria.

Man, Galrauch, the strength of a dragon older then any active dragon alive and the magical powers of a Lord of Change powerful enough to send a city into the Realm of Chaos. What a guy. Looking forward to meeting the chap during the GWAC.

Mmm - Total War games underplay the importance of morale, mostly because an army whose soldiers break realistically doesn't fit with the design philosophy of precise unit control that they go for. Devereaux has a blog post on the subject here that elaborates on the contrast.*
A pretty interesting read. I suppose that under the analysis used by the writer, most elite mercenary groups are ones that would be high on cohesion, but low on morale. Not sure how well that would apply to our own forces though. Someone like Thevan from her description for example, sounds like she'd be filled to the brim with morale.

Though I do think some of the points he made transfer rather poorly to a game set in a fantasy setting however. For example his point about how the impracticality of sending low quality units to confront high quality units in order to act as a tarpit goes out the window when you're discussing say, undead. Similarly, the difficulties that a general would have in surveying his army during battle during antiquity might not apply to a general on a flying mount like a pegasus or other, a not all that rare occurance in Warhammer.

However, while I did find it an interesting read, I'm not too sure how good of a point it makes for us to get the Ox Stands. To quote the article:
Actual responsiveness to evolving conditions didn't come from the general at all, but was an emergent property of junior officers empowered to make independent decisions combined with armies that had sufficient training and discipline to act on those decisions in the moment.

A general, particularly a general that acts in a role of heavy infantry that gets stuck in like Fanriel, doesn't seem like they really have much of an opportunity to intervene when a distant unit is having their morale waver during battle, and must rely on their junior officers to handle such a situation. Therefore, if we go by the more realistic battle depiction described by the article it's not actually terribly likely we'll be able to use a spell like The Ox Stands to support wavering troops but rather have to rely on a junior officer directly commanding that unit. Rather Fanriel's main contribution to the army's morale would typically be to the forces fighting directly beside her. Those forces who are fighting beside her are typically the very high morale, high cohesion swordmasters, but also benefit from rally rolls done with Fanriel's already considerable Martial 30/35.

Rather the Ox Stands sound like the sort of spell we'd benefit most from having junior officers in command of low morale units know it.
 
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The Dragon Emperor's kids were born after the Old Ones came, so that would put them in the range of moon dragons in terms of age. However they are much more magically inclined than a moon dragon and also half alien. This makes power scaling them to other dragons a bit tricky.
 
Shouldn't both of you be voting to buy as many spells as possible then? After all, trading knowledge has the advantage that you can sell as much as you like and still not lose any of it, and the more spells we buy now, the more we'll have to offer future partners - even if we don't learn all the spells ourselves, since we're getting written instructions we can still make copies. Sure, it'll constrain our next downtime and our short-term growth speed some, but it seems like a solid long-term investment.

I mean, each spell is still costing us an action. The cost/benefit analysis is which of these spells specifically are worth that price. If we would be getting them later anyway, this is any number of them...for those where that's not the case, you have to look at them in that light. Getting a spell that we never use is not worth an action, after all.

But I am in fact voting for four spells, the highest existing number being voted for.
 
However, while I did find it an interesting read, I'm not too sure how good of a point it makes for us to get the Ox Stands. To quote the article:

Actual responsiveness to evolving conditions didn't come from the general at all, but was an emergent property of junior officers empowered to make independent decisions combined with armies that had sufficient training and discipline to act on those decisions in the moment.

A general, particularly a general that acts in a role of heavy infantry that gets stuck in like Fanriel, doesn't seem like they really have much of an opportunity to intervene when a distant unit is having their morale waver during battle, and must rely on their junior officers to handle such a situation. Therefore, if we go by the more realistic battle depiction described by the article it's not actually terribly likely we'll be able to use a spell like The Ox Stands to support wavering troops but rather have to rely on a junior officer directly commanding that unit. Rather Fanriel's main contribution to the army's morale would typically be to the forces fighting directly beside her. Those forces who are fighting beside her are typically the very high morale, high cohesion swordmasters, but also benefit from rally rolls done with Fanriel's already considerable Martial 30/35.

Rather the Ox Stands sound like the sort of spell we'd benefit most from having junior officers in command of low morale units know it.
That point specifically is about an army's tactical flexibility, not about unit psychology. If I might draw attention to the lines immediately above the ones you quoted:

...the general was heavily constrained, having only a number of key 'decision points' where he could intervene and in those points in turn having only a limited 'McDonald's Menu' of orders he could give... For most armies, this essentially limited the general to hitting "go" and hoping for the best, perhaps leading his own small unit more directly or making a show of himself in a way intended to inspire bravery in the rest of the army. (emphasis mine)
This is exactly the kind of use case I'm proposing, augmenting a personal intervention by the commander with magical resilience; indeed, Caesar's actions at the Battle of the Sabis, which I quoted in my original case for The Ox Stands, are a textbook example of this kind of intervention.

I would argue, in fact, that Fanriel's ability to intervene personally in this way is significantly better than a comparable pre-modern commander's as a result of her magical abilities. She can survey the battlefield using Lens on the Sky and, in future, her familiar, to identify trouble spots, giving her that information more quickly than a typical pre-modern commander would have had it. If she wants to go with her Swordmasters (perhaps acting as an infantry reserve), their being on foot isn't ideal but they can likely move more swiftly than any comparable heavy infantry unit IRL. If she wants to go on her own, on the other hand, she has Smoke and Mirrors and Shadowsteed to disengage and move across the battlefield far more quickly (and across far more rough terrain) than anyone bound to the speed of a regular, flesh-and-blood horse. Smoke and Mirrors even lets her get right to the front of the beleaguered unit without needing to push through their ranks! This is something that she'd be good at and that, again, she has already done with the Ulrican men-at-arms at Jaarpen. It's a capability that's worth enhancing!

(Not that it wouldn't be nice to give all of the officers under Fanriel's command The Ox Stands as well, of course, but that's probably not terribly viable unless we want to recruit the Lightfang's officers exclusively from individuals of magical talent and won't be possible with other mercenary groups under her command, assuming we keep pushing her towards the role of 'mercenary coalition leader'!)
 
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She hasn't actually gone missing - she's just been accompanying the Monkey King on a long road trip serving as an allegory for enlightenment!
Aaah, true. But the Monkey King might be a bit busy hanging out with his best buddy Li Dao, and so instead he plucked out a piece of his hair and brought it to life in form of a human being a Cathayan Kung Fu Monk.

His name would be... Jet Li.
 
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That point specifically is about an army's tactical flexibility, not about unit psychology. If I might draw attention to the lines immediately above the ones you quoted:


This is exactly the kind of use case I'm proposing, augmenting a personal intervention by the commander with magical resilience; indeed, Caesar's actions at the Battle of the Sabis, which I quoted in my original case for The Ox Stands, are a textbook example of this kind of intervention.

I would argue, in fact, that Fanriel's ability to intervene personally in this way is significantly better than a comparable pre-modern commander's as a result of her magical abilities. She can survey the battlefield using Lens on the Sky and, in future, her familiar, to identify trouble spots, giving her that information more quickly than a typical pre-modern commander would have had it. If she wants to go with her Swordmasters (perhaps acting as an infantry reserve), their being on foot isn't ideal but they can likely move more swiftly than any comparable heavy infantry unit IRL. If she wants to go on her own, on the other hand, she has Smoke and Mirrors and Shadowsteed to disengage and move across the battlefield far more quickly (and across far more rough terrain) than anyone bound to the speed of a regular, flesh-and-blood horse. Smoke and Mirrors even lets her get right to the front of the beleaguered unit without needing to push through their ranks! This is something that she'd be good at and that, again, she has already done with the Ulrican men-at-arms at Jaarpen. It's a capability that's worth enhancing!

The thing is that this goes into another of the differences between a fantasy setting like Warhammer and real life warfare, the difference in individual fighting abilities. Ceasar, for all of his skills and his fame, probably could not contribute with his fighting abilities as much as ten regular troops. In contrast I'd dare say that between Prowess 30, DoY and her magical artifacts Fanriel could make a contribution of a number larger then that. Consequently I don't really see us adopting a tactic of keeping Fanriel herself, let alone the Swordmasters as well, as a reserve unit that deploys where morale seems to waver as that means not using our own fighting ability at the time in order to stay at the reserves until we see a trouble spot. Consequently I see our main contributions to army morale being to units that we are directly stationed next to during the fighting rather then something like what you showed Ceasar did of him riding to a unit whose morale he saw was wavering.

I'll put an approval vote for it since you seem to be pretty convinced at the spell's utility, but I'm admittedly still pretty doubtful of it:
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue
-[X] Clear Sky

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] The Ox Stands
-[X] Beast Tongue
-[X] Earthwall

Speaking of which, we're tied again
Adhoc vote count started by Imperious on Oct 2, 2024 at 3:30 PM, finished with 310 posts and 34 votes.

  • [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Beast Tongue
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Earthwall
    -[X] Beast Tongue
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] The Ox Stands (Advance)
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Cowering Beasts
    -[X] Beast Tongue
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Mountainwind Curse
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Clear Sky
    -[X] Mountainwind Curse
    [X] Plan Battlefield control
    -[X] Earthwall (Advance)
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] The Ox Stands (Advance)
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Mountainwind Curse
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Earthwall
    -[X] Beast Tongue
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Cowering Beasts
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Stoke the Flames
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Stoke the Flames
    -[X] Beast Tongue
    [X] Void vote
    -[X] Cowering Beasts (Advance)
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Clear Sky
 
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Forces of Asur Noble Houses
Anyway, while I wait for the vote, here have another worldbuilding loredump. Last time I talked about how the militia is organized, so this time I'm going to talk about the forces available to the noble houses of Ulthuan.

By ancient law dating back to Aenarion the Defender, every noble house is obligated to maintain a force under arms that their lieges can call upon to perform military service to him. This was originally the basis of Ulthuan's military power: the Phoenix King calls the High Princes to war, who each have their own retinue and vassal Princes, who also have their retinues and vassal Lords, who each in turn have their own retinues. Thus, the warhosts of Ulthuan were like pyramids of retinues.

However, as I have discussed previously, this system fell by the wayside during the Long Peace of Bel-Shanaar, as many Asur thought that Ulthuan would never be seriously threatened again and most nobles turned their fighting retinues to town/city watches, estate guards and road/fieldwardens. Thus, when the Sundering began, these forces were not prepared for field warfare and in any case had their hands full suppressing cultist activity and Druchii infiltrators/sympathizers, leading to the founding of the Royal Army by Caledor I that eventually evolved into the militia system.

Hence, in modern times lower Asur nobility principally fulfill their military obligations through personal service, organizing the population of their fief into militia and by paying taxes, rather than recruiting and maintaining large professional standing forces. The law still exists and can technically be invoked, but this is only done during times of desperation or because you want to fuck with your vassal. Caledor I was particularly caustic in his criticism of the "retinue of retinues" army model, noting the difficulties of stitching together hundreds if not thousands of small retinues into a cohesive army. While these retinue units are still expected to fight in defence of the settlements that they police, they are not equipped or organized for field battle.

However, there is a reason I specified "lower nobility" in the above paragraph, because while the minor noble houses were generally happy to do away with the burden of maintaining standing forces and rely upon commonborn levies, princely houses still found themselves in need of standing forces to act as garrisons, further their colonial interests, and all of the other instances where having a bunch of soldiers loyal to you alone without having to call up your vassals or muster the militia can be convenient. Not to mention there's a lot of prestige in showing up to battle with a couple of companies or regiments of elite troops you trained and equipped, flying your banners and fighting in the traditional style of your house. Thus, these forces are staggeringly varied, representing the culture and history of their house, and many of them have risen to incredible fame. Of course, some minor houses also maintain household troops, while some princely ones do not, but generally most princely houses maintain at least a regiment of their own troops, and ruling princes often maintain what amount to entire armies: Lothern Sea Guard began as the household troops of the High Prince of Eataine before being absorbed into the Royal Navy, while the Silverin Guard and the Spire Guard of Tor Yvresse are part of the retinue of the High Prince of Yvresse.

Most princely houses and each kingdom also maintain sizable fleets, both mercantile and warships. As with household troops, there's a ton of prestige to showing up to the muster with more ships than your rivals, and the noble houses are invariably extremely proud of the prowess of their fleets. As there is no "naval militia" these private fleets also function as the main reserve force that can be called up during wartime to reinforce the Royal Navy.

Lastly, there's the knights of the Prince's household. These are distinct but not wholly separate from their vassal nobility that they can call upon: they are their vassal nobles, and during general muster are typically grouped together as they usually all fight as Silver Helms. But the distinction there is much the same as the one between household troops and the militia: mustering one's vassals requires the Prince to formally call upon their aid, whereas household forces are sworn to fight wherever and whenever their Prince wishes for them to. They are also conveniently located right in the Prince's capital, rather than scattered everywhere ruling their own fiefs. This makes them ideal for overseas military adventures, posturing with your neighbours or unruly vassals, dealing with smaller problems that don't require a full muster or must be dealt with swiftly, and so on.

Household knights are landless nobility that have completed their voluntary service in the Silver Helms; heirs that have yet to inherit or second- and thirdborn children, or extended family like cousins, aunts, uncles and so on. Most often these are part of the Prince's own house, or members of their vassal houses: sending your heir to fight under your liege is a great way to build relations with them. This is also a common path in life for impoverished nobles that cannot afford a horse and the other trappings of a Silver Helm: the Prince provides them at their own expense, and in exchange once the noble has completed their tour of duty they join the household knights of the Prince. There is of course the risk that they die during those fifty years, but giving a fellow noble the chance to serve Ulthuan as a noble ought to is seen as a deeply honourable thing to do and a show of great magnanimity, not to mention accruing a debt of favour with the noble's house, as they couldn't afford to furnish their own scion.

Sometimes, houses which lack land entirely can enter into such an arrangement wholesale: the Prince houses and equips the house, and in exchange they all become part of their household knights. This practice traces its roots to the reign of Caradryel: many noble houses from the colonies had been uprooted in their entirety by the Edict of Evacuation, their lands abandoned to the dwarfs with no real prospects of recovering them. There wasn't enough land to go around but there was a great need for fighting men with Malekith's new invasion, so Caradryel encouraged these dispossessed houses to make such arrangements with Princes who had an excess of wealth and a shortage of manpower. Of course, many such houses were eventually granted lands to replace houses that went extinct, but elves are prideful people, and some houses have resolved that they will not accept handouts: they will remain landless until they can return to their own lands. It doesn't matter that those lands might be in the middle of Altdorf, if they can't have their ancestral lands they would rather hold no lands. This is why Finubar refounding Sith Rionnasc was such a big deal: he found the displaced inheritors of the original house that ruled the colony, and gave it back to them. Not only was this an enormous prestige boost, the leadership of Sith Rionnasc would quite literally die for Finubar.
 
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Anyway going back to the current, tied, vote, I want to quote this part of a previous update.

-Conjure Greater Aqshy Elemental (Middle-End Battle Magic): DC 500-100(Conjure Lesser Wind Elemental)=400

Conjure Greater Aqshy Elemental: [55+30(Fanriel Learning)+10(Coffee)+5(Paper)+15(Aqshy/Elemental Inspiration)=115/100]

Conjure Greater Aqshy Elemental: [23+30(Fanriel Learning)+10(Coffee)+5(Paper)+15(Aqshy/Elemental Inspiration)=83/100]

Knowing certain spells can help reduce the DC for learning other, similar, spells by a lot. Knowing Conjure Lesser Wind Elemental shaved off a hundred points from the DC of CGAE, which is considerable.

So even knowing certain crummy spells can be useful in some cases if it helps us learn another spell that's sufficiently similar to it. So for example Cowering Beasts should help us learn intimidation spells, such as Aspect of the Dreadknight, but would probably be the most helpful in learning the T4 Ghur intimidation spell Kinos the Beast Cowers. The Ox Stands probably helps with learning morale buff spells, but particularly helps in learning the T4 Ghur morale buff spell Buccos the Ox Stands etc,etc

So even if a certain T2 spell doesn't interest you at all or even if just T2 spells in general don't interest you at all because say, you care only about battle magic level spells, there's something to be said about the benefit of learning a T2 spell even just for the money and actions it might save us on learning a T4 Battle Magic spell that's similar enough to it for us to get a bonus when learning it like we did with CGAE.

So if you're still in the stage of deciding what to vote for, it might also be worth it to check out the tier 4 battle magic spells list and see if there's something there you might want that's similar to one of the T2 spells currently on offer, because chances are then that knowing that similar T2 spell could then also help us learn the more advanced but similar T4 spell.
 
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Can't hurt, approval voting too:
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue
-[X] Clear Sky

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] The Ox Stands
-[X] Beast Tongue
-[X] Earthwall


I mean if nothing else every spell we have is one more paper we can write back to the White Tower and a chance someone else might be interested in it. Spells are by far the easiest things for us to sell.
 
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue
-[X] Clear Sky
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] The Ox Stands
-[X] Beast Tongue
-[X] Earthwall
 
I'm dubious it'll help much with buff spells compared to spells we already have. Other than Boccos, of course, which it would definitely help with. I do agree more generally, though.

I am certain that Cowering Beasts Will Help with learnning Kinos The Beast Cowers if we try to learn it at some point. The spells are just so similar. Even their names are almost the same and its not like we know some other intimidation spell.
 
I am certain that Cowering Beasts Will Help with learnning Kinos The Beast Cowers if we try to learn it at some point. The spells are just so similar. Even their names are almost the same and its not like we know some other intimidation spell.

I agree. I was specifically talking about The Ox Stands not being likely to help with general buffs beyond the spells we already have. Morale buffs yes, other buffs no. I agree with your general point just not that specific example.
 
The Swift Spears

Nareshna Swiftspear was daughter of Toriel Swiftspear, Head of Minor Noble House of Swiftspear, one of Noble House of Sith Rionnasc, whose members give their due to the city by serving amongst City Guard.

Technically, she was except from the levy, due to being a Noble, but even them had their duty to Ulthuan. When she acheved "age of conscription", she left the city with other young Asur equal of her age. Both commonborn, who will be conscripted to levy, and patriotic nobles like her, who took their armors & horses with themselves, ready to join Silver Helms.

When she returned to Sith Rionnasc 200 years later, she arrived wearing armor of Handmaiden of Everqueen, with signature spear on her back.

After satisfying her father's curiosity about her life as part of Silver Helms, and later service as "Chosen of The Everqueen".

She explained that she wanted to use experience that she has gained in Avelorn, to seek out and slay servants of Chaos & Destruction, both near Sith Rionnasc and in farther regions of the Old World. Understanding that she can't do this alone, she then asked her father to let her take part of House Swiftspear's forces.

After getting his approval, Nareshna choose those that she wanted to serve as her soldiers.

Roster:
- Nareshna, Retired Handmaiden of Everqueen
-- Mount: Great Eagle, that Nareshna had befriended during her service as Everqueen's Handmaiden
- 10 Household Knights of House Swiftspear
-- Mount: Ulthuani Horses
- 20 Sith Rionnasc's Sea Guard (or whatever "equivalent" Sith Rionnasc has to Lothern Sea Guard)
- 40 Asur Spearmen
- 30 Asur Archers
- 5 Veteran Rangers
 
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I agree. I was specifically talking about The Ox Stands not being likely to help with general buffs beyond the spells we already have. Morale buffs yes, other buffs no. I agree with your general point just not that specific example.
That's what I said?
The Ox Stands probably helps with learning morale buff spells, but particularly helps in learning the T4 Ghur morale buff spell Buccos the Ox Stands etc,etc
For example I'd expect The Ox Stands to help us learn Hearts of Fire (T3 Aqshy Morale Buff spell) the way I'd expect Cowering Beasts to help us learn Aspect of the Dread Knight (T4 Shyish intimidation spell). I just imagine the DC reduction we'll get for those spells will be a bit lower then what we'd get for Buccos the Ox Stands and Kinos the Beast Cowers, respectively.
 
It's never a question of whether they will help, but whether they are worth the price of one action each.

I would rather spend the (extra) action on learning the higher tier spell if it comes down to it. Much more flexible.
 
I'm thinking of what we can do for the human wizards in exchange. We've agreed to teach the alchemist some elven chemistry and he's calling in favours from the elementalist to teach us spells. The consensus seems to be that 2-4 spells is what's practical to learn during this campaign and hence what we'll get from that trade. However he knows more spells that could be useful to us (or serve as foundations to create more powerful spells that are useful) not to mention Fanriel's appreciation of breadth as a Loremaster. So we will want to make further trades.

The earthbound magic of Fielck should be compatible with the likewise earthbound lesser elemental bindings we got from the Silver Prophet. @Blackout did we agree to any restrictions on spreading those onwards? Are there any general principals of magical hygiene and dhar avoidance that we can teach them?
 
That's what I said?

For example I'd expect The Ox Stands to help us learn Hearts of Fire (T3 Aqshy Morale Buff spell) the way I'd expect Cowering Beasts to help us learn Aspect of the Dread Knight (T4 Shyish intimidation spell). I just imagine the DC reduction we'll get for those spells will be a bit lower then what we'd get for Buccos the Ox Stands and Kinos the Beast Cowers, respectively.

My bad, missed a word there, apparently.
 
It's never a question of whether they will help, but whether they are worth the price of one action each.

I would rather spend the (extra) action on learning the higher tier spell if it comes down to it. Much more flexible.

OTOH an action saved in learning a higher tier spell also means saving the money spent on buying supplies for that action of spell learning. Learning spells without a teacher is actually pretty expensive in monetary terms as well, not just AP.

And if the tier 2 spell is something we'd want in and out of itself then we've actually saved roughly two AP and over a hundred gold per spell compared to trying to learn it by ourself.
 
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The earthbound magic of Fielck should be compatible with the likewise earthbound lesser elemental bindings we got from the Silver Prophet.
In theory, yes. The problem is that the elemental summoning spell is fundamentally tied to the existence of the eight Winds of Magic, which the Elementalists do not believe in.

@Blackout did we agree to any restrictions on spreading those onwards?
No.

Are there any general principals of magical hygiene and dhar avoidance that we can teach them?
Sure, so long as you've got couple months of spare time and students willing to acknowledge the existence of Dhar, willing to acknowledge that its bad, and willing to acknowledge that they have something to learn from you about it.
 
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In theory, yes. The problem is that the elemental summoning spell is fundamentally tied to the existence of the eight Winds of Magic, which the Elementalists do not believe in.

Anything on our Arcane spell list in general that might interest them? Dispel, Disrupt and Transfer Curse seem like they might not necessarily be tied to the concept of winds.
 
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