Woah so many options. A lot to unpack here.
Memories:
[] Gain Intuitive Knowledge of Jinn: Gelin loved her people and so knew the names of each tribe, clan, and court. She spoke with the elders of her people, fought with the warriors, and celebrated with the sovereigns.
+10 to all Jinn-related challenges.
-Gain Love of the People: You have inherited her love and so will do everything to aid the People. To resist this or to do harm to one of the People requires succeeding in a Diplomacy Challenge of 60.
This will be useful since Jinn seem to be common in the setting. Our teacher will give us challenges so this may speed up our learning. We also just met a bird jinn. The drawback means we have a harder time harming "People" which I'm not sure means humans or jinn. Loving people doesn't seem like a huge drawback though.
[] Gain Intuitive Knowledge of Vampires: For centuries, Gelin has hunted the Children of the Night. Thousands have burned at her hands and thousands more lie in her ossuary, watched by her hounds.
+10 to all Vampire-related challenges.
-Gain Hatred of the Damned: You have inherited her hatred and will do everything to hinder the Damned. To resist this or to aid one of the Damned requires succeeding in a Diplomacy Challenge of 60.
This one seems angled towards tangling with vampires more. We already met one so it's likely there are more to come and this is likely the best option if we want to pursue that plot line. The drawback here pretty much ensures we will never work with them however, if that was ever a consideration (are there good vampires?).
[] Gain Intuitive Knowledge of Sahiruna: Gelin despises sahiruna so strongly that the laws of the Civilized Lands reflect this. When a sahir is found, she sits among the names people cry out before consigning them to the flames.
+10 to all Sahiruna-related Challenges
-Gain Purge the Unclean: You have inherited her hatred and will do everything to hinder the Unclean. To resist this or to aid one of the Unclean requires succeeding in a Diplomacy Challenge of 60.
This is the same as the vampires but tbh I'm not really sure what a sahir is.
[] Intuitive Knowledge of Shyish: Gelin was born of Shyish. It is the very fiber of her being. She understands Shyish in a way no mortal could imagine.
+10 to all Shyish-related challenges
-Gain Attuned to Death: Locked into Shyish. Cannot use other Rhythms directly.
This one is really tempting because Shyish is looking to be our bread and butter moving forward given a) our talent for it and b) our new Shyish teacher. It does lock us out of directly using other Rhythms which I believe means the other Winds of magic, but the 'directly' portion means there's still some leeway if we gain some magic companions as another poster mentioned.
[] Gain Intuitive Knowledge of Spirits: Gelin has carried thousands to the rightful place of rest. No matter if they came willingly or not.
+10 to all Spirit-related challenges.
-Gain Pity the Unquiet: You have inherited her mercy and will do everything to help the Unquiet. To resist this or to do harm to one of the Unquiet requires succeeding in a Diplomacy Challenge of 60.
This one is interesting, I'm not sure if we've run into any spirits yet but with our growing knowledge of death magic this can synergize quite well. However the drawback here is one of the most severe, since we must do "everything to help the Unquiet" which would be really bad if any random spirit we come across happens to have interests that are contrary to ours. I'm not sure if the benefit outweighs the drawback for this option.
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[] Intuitive Knowledge of Shyish: Gelin was born of Shyish. It is the very fiber of her being. She understands Shyish in a way no mortal could imagine.
+10 to all Shyish-related challenges
-Gain Attuned to Death: Locked into Shyish. Cannot use other Rhythms directly.
Overall, I think the +10 in Shyish could save us from miscasts which is huge, or let us hit higher casting thresholds. It'll also benefit whatever gains we get from our jinn teacher and speed up the learning process. As for the drawback, personally I'd rather specialize in one area and be the best at what we do rather than going for shallow mastery in multiple areas of magic.
Song:
[] Gelin's Obscurantism: You sing of a day when Death turned away. Imbue your or others' clothing with the Concepts of Harm and Negation, transforming them into armor for two rounds of combat. (Gain a -5 to your opponent attack rolls.)
[] Call of the Grave: The grave called to them, promising rest and permanent peace. Can be cast as an area effect of five meters. Imbue the area with the Concept of Vitality and Negation with a Physical Quantifier for four rounds of combat or until you release the spell. Your foes become slower and weaker while in the area. (Gain a -5 to your target's action rolls).
[] Face of Death: They bore Death's face and the World fled from them. Imbue yourself or others with the Concept of Terror with a Mental Quantifier. (On a negative combat result, your opponents must make a roll of forty or higher to continue fighting. Gain a +5 to all Intimidation rolls.)
[] Face of Death:
They bore Death's face and the World fled from them. Imbue yourself or others with the Concept of Terror with a Mental Quantifier. (On a negative combat result, your opponents must make a roll of forty or higher to continue fighting. Gain a +5 to all Intimidation rolls.)
I like all of the options here, but this one just seems fun. The armor would also be useful though.
Task:
Task: Investigate Vermin Cult in al-Haikk[] Work under Jan
Task: Assault al-Sakali holdings in al-Haikk[] Work under Adalin
Task: Locate burning stone smugglers[] Work under Murjim
Task: Engineer Anti-Skaven Countermeasures.[] Work under Darya
Task: Locate where Master Assassin Sys is[] Work under Arash
Task: Magical Construct Development
Out of all of these, the Construct task seems most apt given our knowledge of Shyish and scholarly talent. I'm still curious about the vampire plot line but that may be above our pay grade given we're still a baby mage.
[] Work under Arash
Task: Magical Construct Development
Reveal:
Do you reveal anything to your new supervisor:
[] Nothing more than basics.
[] Yes-Write-In What to Reveal
I don't think we'll look unreliable if we revealed what we know here. We were essentially forced by the vampire and cathayan to give information or face death and this was before we got any magic so I don't see how they could blame us for that? Revealing now could also show we're committed to the organization by showing our cards and gain us some trust moving forward. In fact, we might look shady later on if they find out we knew who was responsible for the death and didn't tell them.
Not 100% decided on this one though so I'll hold off to see if there's any more discussion first.
Edit: plan voting since everything I voted for was in there
[X] Plan: Spooky Gifts