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This is the kinda masterwork idea I like, and think is super feasible

It's made of components and parts that Luthien has access to and understands. And the bits you don't yet know, are experimental things that are within Luthien's reach. Powerfully invoking Asuryan's name in an attempt to make the lionheads spew boiling oil that burns with his light. And even if that invocation doesn't work? It's still going to be spewing boiling oil.

You make it clear that Luthien would be asking the dwarfs to help pick the right stones, and with a slight edit, you could include you'd try to get their support in setting up the boiling oil spouts.

Edited in the dwarf help for the pumps, thanks for the suggestion.

In such a case, you should throw a Chamon: Blood of Metal and Ghyran: Blood of Stone. (Experimental) on it. And make it clear in the text that Luthien is trying to make a regenerating stone.

OK, then let's see what I can d, might as well give it a shot
 
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Realistic creativity with masterworks will be rewarded because it's pretty much the most mage-y action that Luthien has.

It's just her violently throwing herself at a task to try and prove that she can make a magic item, and potentially spending months to a year just fully dedicating herself to it. It's an excellent way to reach past her limits
 
In such a case, you should throw a Chamon: Blood of Metal and Ghyran: Blood of Stone. (Experimental) on it. And make it clear in the text that Luthien is trying to make a regenerating stone.
Nice, having the wall fix itself while also confounding any Chaos magics and summons will make it a hard target to break by either mundane or supernatural means.

Unfortunately though, it will have no particular resistance to the usage of sorcery not derived from Chaos. A casting of Aqshy to blast a hole in the wall will be as effective on this as with any unenchanted wall unless the regeneration is so fast that it will heal before an enemy army could exploit such a hole, though I doubt this is the case.

Edit: If we wanted to get really crazy we could use an Ulgu enchantment which will cause projectiles to miss, as though the person launching them were aiming at the wrong target. Or maybe Azyr to destroy projectiles mid-flight with lightning
 
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Realistic creativity with masterworks will be rewarded because it's pretty much the most mage-y action that Luthien has.

It's just her violently throwing herself at a task to try and prove that she can make a magic item, and potentially spending months to a year just fully dedicating herself to it. It's an excellent way to reach past her limits

Added in the self-healing to flow from the foundations so as to keep the elements to distinct parts of the wall;.

Edit: If we wanted to get really crazy we could use an Ulgu enchantment which will cause projectiles to miss, as though the person launching them were aiming at the wrong target. Or maybe Azyr to destroy projectiles mid-flight with lightning

I think we are kind of out of architectural elements to put stuff on, the Foundations self heal, the walls shine with light that weakens daemons, the lion heads spew holy fire and the parapets keep the defenders healthy. Maybe if we had some kind of timbered cover on the warriors on the wall but that feels like it's pushing it.
 
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I think we are kind of out of architectural elements to put stuff on, the Foundations self heal, the walls shine with light that weakens daemons, the lion heads spew holy fire and the parapets keep the defenders healthy. Maybe if we had some kind of timbered cover on the warriors on the wall but that feels like it's pushing it.
For the Azyr I was thinking of special towers, most likely 4 so as to match Azyr being the Fourth Lore, dispersed equally apart from one another that would have this task. Almost literal lightning rods, only they direct the lightning outwards.

The Ulgu idea I agree wouldn't really fit anywhere here, though it could potentially be formed via specially arranged secret tunnels both inside and outside the walls, which would allow messengers and scouts to pass by the enemy. On the other hand, these tunnels could, instead of being the means by which the "always miss" effect is created, be given additional magical stealth, so whole freaking armies could march beneath the enemy's feet undetected and emerge from the ground to pin them to the very walls they were trying to besiege.
 
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For the Azyr I was thinking of special towers, most likely 4 so as to match Azyr being the Fourth Lore, dispersed equally apart from one another that would have this task. Almost literal lightning rods, only they direct the lightning outwards.

The Ulgu idea I agree wouldn't really fit anywhere here, though it could potentially be formed via specially arranged secret tunnels both inside and outside the walls, which would allow messengers and scouts to pass by the enemy. On the other hand, these tunnels could instead be given additional magical stealth, so whole freaking armies could march beneath the enemy's feet undetected and emerge from the ground to pin them to the very walls they were trying to besiege.

Towers for Azyr sounds thematic and feasibile, but we do not know Azyr yet so I think I'll leave it out for now.
 
Fouredged's masterwork suggestions
Fouredged's masterwork suggestions

The Promise of Bronze - Masterwork amulet of healing
This amulet forged of Barrow Bronze is powerfully enchanted to allow the wearer to survive blows that should by all rights end them. The amulet remains inactive for the majority of the time only flaring to life when the wielder receives a blow that would otherwise kill them. Is such a blow occurs the wearer's lifeforce is anchored to their body with chains of Sylish while powerful magics of Ghryan and Hysh flow into them wreathing them in green and white healing powerful enough to reverse virtually any wound.

Midnight - Masterwork conjured steed
Midnight is an enchanted stone of cut and polished onyx. The stone itself is carefully inscribed with countless runes that seemingly vanish against the virtually black surface of the gem. Midnight is named such because it is more than just a magic stone. The stone is enchanted to summon forth a steed for the user. One merely wills the stone to activate and holds their hand out as if stroking the brow of a horse. The mount Midnight is thus conjured, unfolding from the shadows within the gem like mist rolls in at night into the form of a shadowy pegasus. Midnight is not just a shadowsteed. Indeed the magic of the masterwork grants Midnight a mind, though one subservient to the user. The enchantments are as follows. Chamon grants the enchantment of animation. Ulgu grants the enchantment of shadowsteed. Ghur grants the enchantment Wings of the Falcon.

The Blades of the Last Herd
This masterwork is an enchanted set of Calidorian steel Mammoth tusk blades sized for the massive untainted mammoth He Who Flattens Trees. These blades fit perfectly over his tusks, covering the bottom half of the ivory spears with razor Calidorian steel. These turn the mammoth's already deadly tusks into true weapons of war. Worse, the forgemaiden of the Bjornlings did not stop with merely arming the majestic beast with steel. The Blades of the Last Herd are enchanted, though because the power of a mammoth needs little augmentation the enchantments are geared towards turning the juggernaut of flesh and rage into a truly unstoppable force on the battlefield. The blades are covered in brightly glowing runes of Hysh that shine like a beacon, weakening any forces of chaos that stand before them. Worse, as the blades are strapped to their wielder the wind of Ghyr flows back and over the beast, enhancing what is already some of the toughest leather into something beyond what any beast could claim. Worse, the wind of Ghyran is also woven in, so that even if one pierces the hide the wound heals, preventing the beast from falling to any blow incapable of felling it cleanly. Finally, as if to add insult to injury, the last enchantment is of Chammon. The wind of metal can be commanded to surge up and around the beasts head and shoulders as the mammoth charges, hardening flesh to the hardness of steel, presenting a virtually impenetrable wall of unstoppable force.

Khaine's Puzzle - Masterwork spirit killer
Actually causing the true death of a being of the immaterium is really hard. Death of their moral form merely returns them to the immaterium. Even their death in the immaterium tends not to be a true death, merely the absorption of their spirit and power into another being of the immaterium. Actually, factually, killing a being of the immaterium in a way that isn't, in the end, temporary, is extremely an extremely hard puzzle. Khaine's Puzzle is a solution to that problem. Khaine's Puzzle is a fist sized puzzlebox of ithilmar covered in runes of demonbinding. It is used to trap a demon so it cannot simply return to the immaterium long enough to toss the box whole into an alter of Khaine's fire. Any immaterial being bound into that box is caught in a feedback loop. The box drains their power as blood feeding it into the alter of Khaine, burning them more, causing them to lose more power, feeding more power into the alter. This ultimately cannot actually kill the demon, but it does successfully weaken the demon as much as possible. Once the last dregs of the demon's power is drained and sent to Khaine the box plays it's final cruel trick. The box opens, releasing the extremely weakned demon directly into the fires of the alter, causing it's material death but sending it's soul not to it's home section of the immaterium but directly into the hands of Khaine and his eternal host. There the extremely weakned and barely recovered form reforming is inevitably murdered virtually instantly. It's power is not returned to it's fellow demons but is devoured by Khaine's divine host, strengthening them to fight demonkind all the harder.

The Windforge - Masterwork Forge
The Windforge is a forge set up specifically to make magical and unusual objects. The masterwork is the forge itself, but the magic is not inherent to the building, but rather to the tools within the building. Rather than attempt to make a single masterwork stacked with many enchantments this building has various tools enchanted with very specific focuses. Though the enchantments have various secondary effects, the primary effect of the forge as a whole is to readily infuse large amounts of the winds into the construction of whatever the forgemaster wants to construct. No single piece of the Windforge could be considered a masterwork, being lesser pieces of solely one wind, but taken as a whole create something more than the sum of the parts. Also unusual is that this forge contains a mundane duplicate for the magical tools, allowing the forgemaster to pick and choose what winds to imbue.

The windforge consists of the following tools

A furnace of pure Aqshy. Instead of coal there sits a bed of broken rubies. The very bricks themselves are baked in the heat of the red wind. This furnace burns with the wind of Aqshy. Any substance heated in it this furnace is imbedded with the wind of Aqshy.

The lightning rod of Azyr. This rod extends up from the Windforge. It serves to allow the forgemaster to call forth the wrath of the sky and corral it into a work. Lighting is grounded through the rod into the work, carrying with it the winds fo Azyr.

The anvil of Chamon. This anvil is metal incarnate. It is heavy with chamon, hardening it beyond reason. It imparts some of that Chamon into any substance that is pounded into it.

The blade of Ghur. This is a horn and bone carving knife. It is best suited for carving leather or bone, but can be used in a variety of ways to imbue it's weight of Ghur into whatever work is required. The blade cuts savagely, projecting the animalistic wind of Ghur into whatever the blade is applied to.

The Ghyran table. This is a worktable carved from a single piece of ancient wood kept alive by the magic imbued into it. This table imbues anything worked or left on it with the power of Ghyran. The life of the still living wood bleeds into anything it touches, carrying the wind of life as it goes.

The Hysh scribe. This is a metal scribe tipped with a razor sharp diamond hard enough to etch virtually any metal, and even if it didn't this scribe uses the wind of Hysh to burn it's marks into any surface. It's best used for scribing the delicate runes of Hysh onto any surface required. As with the other tools the infusion of light used to carve the runes imparts the wind of Hysh, empowering the runes as they are carved.

The Sylish chisel. Sylish is the wind of death, of endings. Normally it is associated with the scythe, the blade that reaps. A sythe has no place in a forge. Instead the wind of death has been infused into a chisel smelted from the broken weapons of fallen soldiers. This chisel embodies their ends and imparts it into whatever piece is struck from it's blank with this chisel, ending it's existence as a work in progress. That passage of ending floods the work with Sylish.

The Ulgu corner. There is one corner of the Windforge that seems empty. It seems forgotten, a dark corner of the room left unused for a lack of light to work with. It is, infact, a deliberate choice of the Windforge to create such a shadowy place. The corner collects the wind of Ulgu. Any workpiece left in it's darkness as if forgotten will absord the very darkness they lie in, becoming filled with the wind of Ulgu.

All of these various pieces are empowered by drawing from the waystone network using a Ogham Stone, allowing the smith to draw on vastly more power than they would otherwise be able. This allows them to create the mightiest of manifestations of the 8 winds within the works they create. The downside of this is that such power comes at a price. The careless smith could see one single mistake curdle the power of the waystone network into more dhar than they can easily handle.

Spiteful Agreement - Masterwork flamethrower
Spiteful Agreement is a steel device embedded with ruby that shoots fire from a pearl of Aqshy embedded at the tip. What makes this masterwork so unique is that it uses two separate forms of magical fire unified into a single flame. It cannot be said that Asuryan and Khaine are willing to cooperate save for one single goal. Both exalt the destruction of chaos. The Spiteful Agreement takes this single point of agreement and gets the magic of Asuryan and Khaine to work together. This weapon blends the Flames of Hate and Asuryan's Fire into a single weapon. It burns with a white hot hatred of all demonkind. It's fires burn the forces of chaos with extra intensity, and as they fuel themselves directly off the magic of whatever they burn. Demons, as creatures of pure magic, are doubly vulnerable. A single touch of this flame is a threat to even the most powerful of demonkind, refusing to be extinguished until the demon has burned away to nothing.

Pandora's Box - Masterwork demon prison
This masterwork takes the form of an ithilmar box 1.5' x 1.5' x 1.5'. The perfect cube shape is designed to amplify the hysh and ulgu enchantments. The Hysh runes exist to clense and any demonic aura from the boxes contents while the ulgu enchantment is specifically to hide the box from any with demonic or even dhar corruption. Inside the box is a set of 101 ithilmar cubes. Each of these cubes inscribed with runes of demonbinding and power draining.

Pandora's box is a prison for 101 demons. Unable to bring about truedeath, this proved to be a stopgap to deny chaos some of it's champions. It offers no great power beyond that, but perhaps that is enough. Pandora's box offers just a tiny sliver of hope.

They can be beaten. They can be bound.

The Deadwood Grove - Masterwork Tree Grove
The Deadwood Grove is an enchanted grove of woodland. It is enchanted with one goal and one goal alone, to revive the existence of extinct trees and allow the harvesting of their wood. It was created by finding a patch of fertile ground in a secluded valley in the Norsican mountains. There quartz pyramids capped with ghryan infused pearls formed a large circle designed to channel magic inward. The enchantments are two of Ghryan, one of Hysh, and one of Aqshy. The enchantment of Hysh is to ensure that the trees recieve light year round to encourage growth. The enchantment of Aqshy ensures the grove remains warm despite any winter cold, allowing the trees to grow year round.

But it is the dual Ghryan enchantments that perform the true work of this grove. The first enchantment is one of accelerated growth. This enchantment speeds the growth of trees so they can be brought to harvest in a reasonable time rather than waiting dozens or hundreds of years for trees to reach maturity. The second is what gives the grove it's name. The Deadwood grove is enchanted with magic to revive any wood planted in it's soil. So long as a fragment of wood can be sourced all it takes is planting that shard of wood into the soil of the deadwood grove and the magic will take over, returning it to life and keeping it alive long enough for roots to grow and leaves to sprout.

This grove offers a promise of revival for the lost trees of the world. Wutroth, starwood... to claw back a small fragment of what has been lost to time and the ravages of Chaos.

The Valley of Summer - Masterwork farmland
The Valley of Summer is an enchanted piece of land created to bring a tiny bit of the magic of Averlorn to Norsica. In a secluded valley hidden this masterwork is crafted from the land itself. The primary component is the azyr drenched peaks of the mountains themselves. The stone was not mined out, but rather formed in place into runed and quartz tipped pyramids dotten with pearls of ghyran. This was crafted to support enchantments of Ghyran, Hysh, Aqshy, and Azyr.

The Azyr enchantment ensures no storms hit this valley, only gentle rains. The Hysh ensures that even in the darkest winter this valley recieves light and long days. The Aqshy is bent to ensure the valley remains unseasonably warm. Finally the Ghyran casts into the soil magical fertility, ensure bounty harvests year round.

Various elemental hammers
Forgeheart - The hammer of Aqshy - This hammer constantly burns with inner fire, the ithilmar that makes it glows a constant cherry red. Each blow of this hammer sends heat flowing from the heart of the hammer into the metal being worked, drawing the burning winds of Aqshy along with it, ready to be formed into the most potent and enduring weaves of fire a smith could make.

Iron Purpose - The hammer of Azyr - This hammer tingles with inner power when held, and when swung allows the smith to imprint upon the metal forged a fate woven in Azyr, a heavenly mandated purpose. The smith knows exactly what they are forging and is given flashes of what the ultimate fate of the object they are creating will be.

Rustbreaker - The hammer of Chamon - Metal is in many ways the heart of smithing. You cannot make something better than the materials being used. Rustbreaker is a hammer designed to bend this rule. It is a hammer woven with Chamon such that every strike crushes impurities out of the metal it bends. The structure of the steel is woven in to a cohesive whole through weaves of the wind of metal. The hammer of metal does not allow you to ignore the quality material you use, but it does allow you to make that material more than it once was.

Bonebender - The hammer of Ghur - This hammer pulses with a beating heart of ghur. It feels somehow alive despite being a tool of metal capped bone. It hums with the will to live, to struggle, to survive. It imparts that will with every strike. On steel and other mundane metals this does little but make it easier to weave ghur into the enchantments. It is when applied to leather, bone, or ivory that the enchantment of this hammer comes to life. Animal material that this hammer strikes surge with life for the briefest of moments, causing bone and leather to come briefly alive and surge with growth. This allows such materials to be smithed as if metal but without the need for heat.

Stoneroot - The hammer of Ghyran - This hammer is the stone and wood twin to Bonebender, but while the life inside bonebender is feral and savage the life inside Stoneroot is the soothing endurance of stone and plant. The hammer causes such materials to bend rather than break, allowing not only improved ability to weave enchantments of Ghyran, but also the forging of stone and wood as if it was metal.

Sunstrike - The hammer of Hysh - who's blows strikes on metal flash with sunlight, and who's face is embossed with runes of hysh such that every strike layers rune after rune onto the surface of whatever is being forged. Whatever is crafted by this hammer seems to glow with an inner light that repels chaos in all of it's forms, their form an expression of mathematical perfection.

The Last Word - The hammer of Sylish - The wind of death, it is unusual for the element of endings to be wielded in an act of creation, and yet The Last Word is a hammer that seeks to do just this. Rather than attempt to bend the wind of death to ends it rejects as the foul dhar of necromancy attempts, The Last Word invokes the truth that all acts of creation are also ends. The substance stops being one thing and becomes another. The last strike of any project with the Last Word rings with a finality that reminds the smith that eventually the work ends. The hammer is laid down. The product of their craft is to pass out of their hands and onto another. The moment of completion is struck directly into the metal by the Last Word's final strike, causing the wind of Sylish to cling to the steel. Weapons forged with The Last Word are things of ending, tools to bring about transitions or weapons that bring sudden death.

Forgefog - The hammer of Ulgu - The forge is frequently thought of as a place of fire and light, of burning heat and blazing furnace, but for the smith there is another element that stands out, more subtle and easy to forget. Forgefog is a hammer woven with Ulgu in the form of smoke, forgesmoke to be specific. It is a coy, clinging smoke that a smith rapidly learns to forget even exists, their nose becoming numb to it. Though it waters the eyes and burns the nose there is a strange sort of fog that overcomes the mind of a smith at work that makes this grasping unavoidable reality fade to the background. Forgefog invokes this fog, producing weapons that are forgettable, ignored. The ulgu inherent to forge smoke is beaten into the very soul of the metal.

Voidtemper - The hammer of void - This hammer is not for enchanting. It is a solid block of obsidian that tears at the various winds as it swings. It's strike sends any magic scattering to the air. It is not a hammer of creating, but rather of beating material into magical inertness. No matter what material, no matter how tightly the winds cling to it, enough strikes with Voidtemper will eventually render it inert. While this may seem opposed to the goal of creation, sometimes a work must be rendered into a blank canvas before anything can be formed. Steel with chamon, wood without ghryan, bone without ghyr... Voidtemper is a tool designed to do just that.

Vaul's Lesson - Masterwork Ithilmar smithing hammer
Crafted by the smith Luthien during her exile in Nosica, this smith hammer was built to aid her in the making of masterwork enchanted equipment to aid her quest to learn ever more and master her craft. In crafting it she took to heart the lessons imparted in the depths of Vaul's temple where she learned the smithing of Ithilmar, that magic spells are no replacement for true mastery of her craft, and that if she obtains that mastery spells will no longer be a replacement for skill, but a tool to reach ever further than what is possible with skill alone. The hammer, Vaul's Lesson, is the manifestation of that truth. While many smiths would make a hammer enchanted to strike harder, to grant endurance, to strengthen the metal forged, Vaul's Lesson does none of these things. It is, in fact, not enchanted, at least not in the traditional sense. The incredible ability of ithilmar to hold and channel the winds is left deliberately untouched.

The hammer holds no winds. The Ithilmar is actually subtly formed to reject any winds that may cling to it. It is deliberately free of even the slight magic that normally exists even in mundane objects.

There is no possible conflict between the hammer and the spells being woven into the crafting itself. The hammer is not a crutch to make the smith stronger or more enduring. It is a conduit through which the smith manifests their craft into the world. It is the brush bereft of paint. It is the page with words unwritten. It is Vaul's Lesson manifest.

That it is through skill, and skill alone, that a smith's soul is manifest through the act of creation.

Purelight Lamp - Masterwork Whale oil Lamp
This lamp is made of steel inlaid with silver with glass panes around the flame itself and is hung from the end of a long pole carved out of the core of an oak tree. The silver inlay depicts images Isha and Asuryan . This lamp burns with a bright clean flame that invigorates all who feel it, radiating Isha's mercy and Asuryan's judgement in equal measure.

In truth this lamp is enchanted and causes a number of effects weaving the winds of Ghyran, Aqshy, and Hysh. The first effect is that of Aqshy. The lamp burns with an unnatural warmth that feels like it radiates out from within as much as it does from the flame itself. In truth the flame weaves a spell of warming those around it, warming them to endure any cold. Second the lamp is woven with Ghyran to heal wounds and speed recovery. This effect is subtle as it is pervasive. While greater magics can cause injuries to practically vanish this magic item merely speeds recovery for those who spend time under it's light. Though this effect is subtle, it is important, for the last magic woven into this artifact is one of Hysh.

This flame repels corruption. The effect isn't powerful enough to be anything more than an annoyance to a demon of any sort, but that isn't it's intent. Instead the flame of this lamp burn away corruption slowly. Those under it's light are slowly cleansed by the pure flame. Those strongly corrupted can even sicken as the corruption is burned out faster than the Ghyran can heal them. This is the true purpose of this lamp, not lied about but neither openly spoken of.

For this lamp was granted to the leader of the Bjornlings to hang in his longhouse. He was promised that it's light would warm and invigorate his allies and weaken any foes who sneak among his men. This was all true, but the greater purpose was to ensure that he, the King of the Bjornlings, remained under it's purifying light with regularity so that his line would better resist the corruption that comes with merely surviving Norsica.

Fa Que In Patic Ular - Masterwork bow of Khainite Assassination
This masterwork bow is carved of the darkest ebony wood imported from the rare black trees that grow in Ind. It's surfaces are carved with faint reliefs of thousands of enemies dying, bleeding out their life and blood, pierced with arrows. The reliefs are so shallow and the wood so dark that they cannot be seen save for careful examination. They can be felt though, and no matter how the bow is gripped by the wielder cannot help but feel the death by arrows that rests under his or her palms. The string is made of human hair from humans murdered in cold blood in the name of Khaine. The hair is woven into a string that has been dyed black with blood.

The arrows are of similar quality. The shafts are also ebony, carved not with images of death but rather left blank. Unlike the bow the shafts are a canvas left unpainted, ready to have a name carved into them alongside runes of Sylish marking this arrow not just for death, but the death of a specific individual marked out by Khaine for harvest. The fletching is of raven feathers harvested from the feathers preened from ravens as they cleaned themselves of blood after feasting on the flesh of those killed in the name of Khaine. The tips are not metal, but rather carved from the stinger of a manticore. The poison still lingers on the chitin spike, and only serves to speed the severing of the soul of whoever is unfortunate enough to be the target of a weapon of this degree of malice.

Taken as a whole, this bow and arrows has a name, given in the elven tongue though the humans know not what it means. It is a weapon of assassination, serving no purpose more than to aim at the hearts of souls marked by Khaine and send them to him as swiftly as possible.

It's name...

Fa Que In Patic Ular
 
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I agree, though considering we will most likely make this Masterwork defensive structure after the war, we could certainly spend the time to learn Azyr first.

I think if we grab an Ogham stone this turn we can make the thing next turn. If I am right about that D10 being 'how many years we have' that means we should have three more years before Chaos comes, giving us time to make one city sized masterwork.

Edit: What about the Ulgu tunnels?

The problem with tunnels is... you are still carving through the same walls that already have runes of Asuryan on them which means you have Hysh and Ulgu doing different things in the context of the same stone. I do not think we can do that, not without some other focus like an Orb of Sorcery (the walls seems too big for a normal powerstone to work on something that runs the length of it)
 
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I think if we grab an Oghan stone this turn we can make the thing next turn. If I am right about that D10 being 'how many years we have' that means we should have three more years before Chaos comes, giving us time to make one city sized masterwork.
I don't know if that's the best idea. Remember, every enchantment past 1 gives an extra 6 months to the build time. Your Masterwork idea has more than 3. Add in a fugue and that will bump it up to 4 years, which risks leaving it in late-stage construction when the enemy arrives.

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The problem with tunnels is... you are still carving through the same walls that already have runes of Asuryan on them which means you have Hysh and Ulgu doing different things in the context of the same stone. I do not think we can do that, not without some other focus like an Orb of Sorcery (the walls seems too big for a normal powerstone to work on something that runs the length of it)
Oh, I don't mean through the walls. I mean under them, so they wouldn't be in contact.
 
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I don't know if that's the best idea. Remember, every enchantment past 1 gives an extra 6 months to the build time. Your Masterwork idea has more than 3. Add in a fugue and that will bump it up to 4 years, which risks leaving it in late-stage construction when the enemy arrives.

On a side note, I must know what you think of the secret Ulgu tunnel idea.
  1. I could always take out the self healing, that is nice to have, but not I think as vital as the anti-Chaos parts
  2. Edited in thoughts on the tunnel above
 
Oh, I don't mean through the walls. I mean under them, so they wouldn't be in contact.

That would work, but I think it might be it's own connected masterwork. I mean you would not have to make them at the same time as the walls so why make your own life harder trying to connect them? If you are going to use them to run messages include something like Energy of Beasts to make sure the runners never get tired
 
I could always take out the self healing, that is nice to have, but not I think as vital as the anti-Chaos parts
I would be fine with it so long as A) We are able to build it in time and B) we make sure to update and improve the defenses after it's all over. I don't like leaving rush jobs as a permanent testament to our labor
Edited in thoughts on the tunnel above
Sorry didn't see that. Internet crapping out rn
 
I would be fine with it so long as A) We are able to build it in time and B) we make sure to update and improve the defenses after it's all over. I don't like leaving rush jobs as a permanent testament to our labor

Sure I would be fine with an upgrade, though it would likely include putting the self healing in buttressing stones or something, we cannot exactly tear up the foundations to do Ghyan magic on them and expect the rest of the magic to stay in place.
 
That would work, but I think it might be it's own connected masterwork. I mean you would not have to make them at the same time as the walls so why make your own life harder trying to connect them? If you are going to use them to run messages include something like Energy of Beasts to make sure the runners never get tired
I would honestly leave out the fire. Fire is good and all, but the purpose of walls is to stand tall and repel the enemy. We have other methods to actually kill. Self repair means that it is going to be extremely hard to break the walls with anything other than the largest of siege equipment. The opposing forces can't just chip away at the stone with smaller attacks. They need to hit hard enough to knock a hole clean through, and even then they need to exploit that hole right then and there, otherwise it will recover.

We can make the defenders enchanted flamethrower emplacements later if we have time. It would likely be better that way anyway as the emplacements can have their own set of runes, so we can slap anti-demon runes on them specific to killing demons.
 
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I would honestly leave out the fire. Fire is good and all, but the purpose of walls is to stand tall and repel the enemy. We have other methods to actually kill. Self repair means that it is going to be extremely hard to break the walls with anything other than the largest of siege equipment. The opposing forces can't just chip away at the stone with smaller attacks. They need to hit hard enough to knock a hole clean through, and even then they need to exploit that hole right then and there, otherwise it will recover.

We can make the defenders enchanted flamethrower emplacements later if we have time. It would likely be better that way anyway as the emplacements can have their own set of runes, so we can slap anti-demon runes on them specific to killing demons.

I do not think we can make enchanted flame-throwers, that is a lot of moving part and a lot of engineering. Unless we find a radical enough dawi to try to make man portable pumps they have to be built into the wall.
 
Sure I would be fine with an upgrade, though it would likely include putting the self healing in buttressing stones or something, we cannot exactly tear up the foundations to do Ghyan magic on them and expect the rest of the magic to stay in place.
I would be fine with a complete top-to-bottom remodeling for maximum effectiveness if need be. Walls are meant to last for literal ages, so we'll want the best effects possible from the get-go for the best results over time.
I would honestly leave out the fire. Fire is good and all, but the purpose of walls is to stand tall and repel the enemy. We have other methods to actually kill. Self repair means that it is going to be extremely hard to break the walls with anything other than the largest of siege equipment. The opposing forces can't just chip away at the stone with smaller attacks. They need to hit hard enough to knock a hole clean through, and even then they need to exploit that hole right then and there, otherwise it will recover.
You know what, this is a good point. We have Aqshy mages that can serve a similar role in the short term, and this arrangement would make it much easier to upgrade in the future.
 
Here is an idea

Spiteful Agreement - Masterwork flamethrower

Spiteful Agreement is a steel device embedded with ruby that shoots fire from a pearl of Aqshy embedded at the tip. What makes this masterwork so unique is that it uses two separate forms of magical fire unified into a single flame. It cannot be said that Asuryan and Khaine are willing to cooperate save for one single goal. Both exalt the destruction of chaos. The Spiteful Agreement takes this single point of agreement and gets the magic of Asuryan and Khaine to work together. This weapon blends the Flames of Hate and Asuryan's Fire into a single weapon. It burns with a white hot hatred of all demonkind. It's fires burn the forces of chaos with extra intensity, and as they fuel themselves directly off the magic of whatever they burn demons, as creatures of pure magic, are doubly vulnerable. A single touch of this flame is a threat to even the most powerful of demonkind, refusing to be extinguished until the demon has burned away to nothing.
 
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Various elemental hammers
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I would actually try to build one hammer out of your ideas, because that's way easier to carry around and doesn't require Eight Masterwork actions. With Ithilmar plus 3 gems/Powerstones, it should be possible to try to nail at least five of your ideas in a single masterwork action. We do have the means to toggle between enchants.
 
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I would actually try to build one hammer out of your ideas, because that's way easier to carry around and doesn't require Eight Masterwork actions. With Ithilmar plus 3 gems/Powerstones, it should be possible to try to nail at least five of your ideas in a single masterwork action. We do have the means to toggle between enchants.
Yeah, it would be good if there was a non-masterwork item option as a regular action, to make single enchantment things. Then it could make sense to build so many hammers.

Personally I still favor vauls lesson
 
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