Right. The discussion seems to be sufficiently dead, so I'll just start plinking away at the next update. Funerary Goods won.
So, home renovation, budget war, certain kind of investigation and Baron visitation. Leading plan didn't vote on companion, but overall people seems to want Jaded Investigator - do tell me if that isn't so.
EDIT - by which I mean, I am leaving that particular part of the vote open for now.
[X] Plan: Funerary Goods
this plan appears to lack a companion vote. The masterful thief will likely help us acquire artifacts and resources, the investigator will help with finding magic practitioners (i.e. assist in our main duty to the cult) and avoid attention/stay beneath the radar, and the monstrosity will likely serve as a bodyguard role and help with deterrence, intimidation, and general muscle.
[X] A jaded investigator
[X] Verona Mina Harkon
I would like to point out that one of our big things, war constructs, require high quality materials that may require some extralegal means of acquisition from time to time.
I would like to point out that one of our big things, war constructs, require high quality materials that may require some extralegal means of acquisition from time to time.
This is Sylvania under Otto von Draks, what is this law you speak of?
I do not think it is workable to steal enough stone to make a giant stone statue, that is the kind of thing you either buy... or you kill everyone and take their quarry. Not really a sneak thief kind of thing.
This is Sylvania under Otto von Draks, what is this law you speak of?
I do not think it is workable to steal enough stone to make a giant stone statue, that is the kind of thing you either buy... or you kill everyone and take their quarry. Not really a sneak thief kind of thing.
1. The law of locked boxes, dangerous traps, and people getting mad when you openly steal their shit. Avoid unnecessary headaches. Use a thief, like civilized people.
2. You need more than stone for the high-end stuff. Part of the materials the Mortuary Cult wants for its own magic are, for example, high-quality gemstones.
1. The law of locked boxes, dangerous traps, and people getting mad when you openly steal their shit. Avoid unnecessary headaches. Use a thief, like civilized people.
2. You need more than stone for the high-end stuff. Part of the materials the Mortuary Cult wants for its own magic are, for example, high-quality gemstones.
Maybe, but you are assuming several things there: That some part of the reagents are small enough to steal and readily available enough to the wealthy that stealing them makes sense. The list of things that works for pretty much stops at precious metals and gemstones.
[] Seek out a source of materials for the Mortuary Cult. You need stone, gems and corpses, on a scale that dwarfs the needs of a single modest practitioner like you.
Maybe, but you are assuming several things there: That some part of the reagents are small enough to steal and readily available enough to the wealthy that stealing them makes sense. The list of things that works for pretty much stops at precious metals and gemstones.
As you can see, my good paradoxical wyrm, gemstones are exactly what I was thinking of. Though for personal use rather than the wider cult's. They can have the bulk goods equivalent.
As you can see, my good paradoxical wyrm, gemstones are exactly what I was thinking of. Though for personal use rather than the wider cult's. They can have the bulk goods equivalent.
Fair point. Still I think we will get more use out of the investigator in the long run. There is always going to be stuff we want to know and we can't send ghosts to do all of it, on the other hand there are only so many gems we need to steal, or indeed can find in easy reach. This isn't a rich land by any standard.
It would be kind of crazy if the elf ghost whispering in our ear was secretly a follower of Morathi who became a ghost rather than spend eternity being punished by the elven gods or worse Slaanesh. I'm totally not hoping that taking the bard's advice will slowly lead us to become more decadent and able to influence those around us, such as the lonely investigator for example.
It would be kind of crazy if the elf ghost whispering in our ear was secretly a follower of Morathi who became a ghost rather than spend eternity being punished by the elven gods or worse Slaanesh.
This is not 40k where Slaanesh automatically gains the souls of all elves who die. It's also possible for other gods to steal souls from each other. Pleasure cultists also make pacts with various Slaanesh demons and do not necessarily sell their souls to Slaanesh directly. Lastly, where and how a soul dies matters a lot in Wahammer, in addition to whether the deceased received the proper funerary rights. Ex. Killed by a Khainate? Your soul will likely go to Khaine. Sacrificed to Hashut? Your soul goes to Hashut. Killed at Sea? Mannan or Stromfel. You get the point. If the elf were to die in a place or in a manner where another god's strength is present and stronger than the comparatively weaker Slaaneshi demon then it is entirely possible that another god can interfere, especially if that god is a death god.
Also I've been wondering if an Elf ghost possess a human body, would they feel different senses that compared to when they're alive in Elf bodies? It's like waking up in a new unfamiliar form and tried to make it work.
Also I've been wondering if an Elf ghost possess a human body, would they feel different senses that compared to when they're alive in Elf bodies? It's like waking up in a new unfamiliar form and tried to make it work.
I would consider that a kind of torture seeing as how regardless of the setting elves see humans as basically a lower form of sentient life. One of the similarities between 40k and fantasy is that elf biology is basically the same minus wraithbone. If an elf soul was put in a human body it would be like every sense going from being ultra heightened to barely present. Food would taste less good. Drink less sweet. Music less beautiful. The magic sense would be gone entirely. Vision, hearing, sight, dexterity, etc... all greatly reduced. I would imagine an elf in a human body would experience something similar to a Slaanesshi cultist who experiences every moment of the world as grey and flavorless due to never being able to reach heights previously experienced again.
I would consider that a kind of torture seeing as how regardless of the setting elves see humans as basically a lower form of sentient life. One of the similarities between 40k and fantasy is that elf biology is basically the same minus wraithbone. If an elf soul was put in a human body it would be like every sense going from being ultra heightened to barely present. Food would taste less good. Drink less sweet. Music less beautiful. The magic sense would be gone entirely. Vision, hearing, sight, dexterity, etc... all greatly reduced. I would imagine an elf in a human body would experience something similar to a Slaanesshi cultist who experiences every moment of the world as grey and flavorless due to never being able to reach heights previously experienced again.
[X] Plan: Funerary Goods
-[X] You aren't here for your majestic communication skills and saintly patience, but, perhaps, there are some other propositions you should entertain. (This is a write in option.)
--[X] Fix up your dwellings. Your retinue have made it clear that the appearance of the place is demoralizing, and there's a difference between a terrible hole in the ground and a comfortable hole in the ground that clean floors and a lack of (unwanted) dead bodies can do much to bridge.
- [X] Try to learn more about local culture. Presumably, it consists primarily of trying to burn you and your people. And complaining about Von Draks.
-[X] Visit the Baron of Gablitz. Surely he knows what is the cause of the magical disturbance in his lands?
-[X] Seek out a source of materials for the Mortuary Cult. You need stone, gems and corpses, on a scale that dwarfs the needs of a single modest practitioner like you.
-[X] Find whoever is responsible for drawing up the budget - you need money to operate properly. Hopefully, it isn't Ferdinand.
It takes all of your patience to bear with the ongoing tomfoolery. A resource that you started regularly finding in short supply as of the start of this whole misadventure.
"I am sorry, but what's what we got to work with. No materials, no budget, nothing."
At least Alwin's fool servants sorted the corpses. Everything else, though...
"I strongly advise seeking the master of the keep or his chosen steward and request them to provide me with a greater amount of money and skilled labor. As it stands, beautifying the dungeon is just not... the highest... priority..."
You ignore the pale wisp of a ghost inching away from you. It is the time to seek the man responsible for the treasury in this miserable place.
You miss your tomb.
***
Wandering through the keep until you meet someone who could help felt like an incredibly silly way of wasting your time, so after getting some directions from Alwin, you decide to meet the ghoul-woman. You find her near the same barrack you visited yesterday.
"Mikhail is missing. So does Albert." The ghoul woman pre-empts your questions. "The spy and the treasurer. They were supposed to return with the material shipment yesterday. One day delay was possible, but I have instructions to go look for them after that."
Wonderful. Additional responsibilities.
"I am going to set out to look for him. Mikhail is busy in Waldenhoff, a-and." The woman stutters a bit, looking somewhere behind you. "I would deeply appreciate it if you came with us."
" I need the money to set up a workshop." You say, slowly and deliberately.
"I understand but - I am afraid only Albert could help. We don't even know where he stores the coin. Well, maybe Mikhail knows, but he is not saying."
***
It takes less than an hour for the mutated woman to select a small number of the most sane and obedient ghouls out of her starving horde - and then you set out immediately, after hitting the rest with another dose of Lathain's lulling performance. The Banshee seems to be ever-pleased to exercise her skills.
The trip is thankfully brief - once you get from the forest into mostly maintained roads, you move quickly. As you move, Yuliana explains that the former abbey, one of the so-called "Garden Of Morr" near your Keep was abandoned some centuries ago, and only recently a small group of morrites moved in. It is a small compound building of stone and wood.
Most importantly, the shoddy wooden fortifications around the place are breached. The sounds you hear from the inside are familiar.
"Wild ghouls." the woman notes sourly. "Ferdinand would've handled this easily. Maybe I could, if they weren't agitated. We'll have to fight."
"It won't be much of a fight." a familiar voice breathes into your ear.
***
Yulia's ghouls were hungry, and they weren't picky. Most importantly, they had you on their side.
Emboldened by Lathain's melody and empowered by your spells, facing opposition that did not expect to be attacked from behind - they tear through their wild cousins with wild abandon and cannibalistic hunger, seeking to extinguish the dark desire burning in their souls at any cost. Yulia barely had to swing her axe.
You made your way into the central mausoleum quickly - and that's where you find the survivors.
Mikhail and unknown bloodied mercenary warrior are fighting together, while another mousy man is trying to find a safe space away from the rolling bloody brawl happening in the room. The thing trying to kill them all was an unrecognizable monstrosity, vaguely reminiscent of a ghoul. Except if it was twice taller, thrice wider, and rippling with muscle.
Somehow, your brain finds the time to note the saliva dripping out of its open, roaring maw.
"Albert!"
The suicidally brave ghoul-woman rushed the beast with an axe - not without some success, leaving deep rents in its body. The men use the opportunity to try to stab the beast while it is distracted - and then the three warriors fall into the intuitive rhythm of mortals using numbers and tricks to fight a bigger monster. You, in the meantime, methodically incant the holy words and agitate the amethyst wind into sacred geometries of time and entropy.
The fight does not last long - the beast makes the mistake of ignoring you. The moment you finish your brief incantations, it collapses, feebly struggling, clawing at its chest. Something made this... giant ghoul particularly vulnerable to your magic; it died before the spell aged it as little as a single decade. The people who fought it do not seems to care, however, continuing to hack away at the rapidly withering corpse with enviable enthusiasm.
"Albert?" You elect to approach the man covering away from the battlefield while the rest of the warriors are busy " Your name is Albert, correct?"
"Yes, yes, I am. Thank you, thank you, if you come any later, we..." He stops, lost for words. The idea of becoming ghoul-feed is seemingly too terrible for him to speak outload.
"We are not out of the woods yet." The unfamiliar warrior seems to be finally free from the grasp of battle frenzy, now split between warily watching you and not collapsing from the post-battle exhaustion and shallow wounds he sustained. "A sane ghoul and a witch? You are keeping dangerous company."
"He looks like one of the baron's mercenaries. Local, by the looks of it. Not a witch hunter." The feeble whisper of your other significant retinue member seeps into your attention. You cannot say what makes Helmut Von Drak think so; for you, he simply appears as a weathered old warrior. Perhaps better equipped than most, but that's all.
"Ah, I assure you, Yulia is good company, despite her looks, and I am sure her friends are trustworthy as well. They came to help us, there is no reason for the mistrust." Albert is quick to come to your defense, actually making his way toward the ghoul woman. She does not seem to be unhappy to see him. The Northerner seems to be satisfied with not being introduced or participating in the conversation, seemingly trying to attract as little attention to himself as possible.
The warrior takes a long look at the the people present, then a questioning look at Albert. Finally, he speaks.
"My name is Oswald, and I came here seeking arcane assistance. Baron of Gablitz hired me to investigate whoever decided to cause arcane mischief in these lands; mundane means of tracking them proved completely worthless. After questioning the locals I found out that somebody lives in the abandoned morrite abbey, and... " He raises his hands, gesturing broadly at his surroundings and Albert "Here we are. Found these fellows here just in time to save them."
"There is not a whiff of divinity in this place." While the man talked, you decided to examine the corpses - finding only blood, ghoul saliva, and shyish of the recently dead. "People who lived here were liars and deceivers, using names of the divine for their own benefit."
"Ah. As long as we could purchase... Services... from them, it really wasn't my concern." The man you saved - Albert, supposedly - wilts under your unimpressed stare. These imperials are so ready to kill for their gods and yet ready to blasphemy against them so easily?
The mercenary, meanwhile, looks at you with interest.
"Spoken like a priest."
"There are more gods in these lands than barbarian idols of fools and murderers."
"...Is that so." The man hums after you prove unwilling to explain further. "There are some real priests in Waldenhoff and near Drakenhoff, but Sylvania is not where the faithful send their best and brightest."
"Ask him to introduce you to the baron." You do as your retinue encourages you. After explaining your tasks in this land your search for the miscreant spellcasters - and your intent to contact the baron of Gablitz for help. The warrior seems to be amenable to facilitating such a meeting.
"This case needs to be solved quickly before it attracts more attention - I assure you, if you are planning to stay in the region, it is in your best interest to help. Baron made use of spellcasters before and now either Leopold or Otto are likely to use this against him. The purge that'll follow is going to be deeply unpleasant. For everyone."
Something falls - a dull sound of clothed flesh hitting stone - and you see Yulia and her ghouls started to haul corpses while you were talking. She pauses under your stares.
"I need the bodies," she says, gruffly. "Is that going to be a problem?"
"...Not today, no."
This is the moment Albert decides to collapse.
***
The "city" of Gablitz was not a city. It was, at best, a large village. Not that you expected you see the pyramids and marble palaces your master loved to tell you about, but - wooden walls? Barely a building taller than two stories high? The only building even vaguely deserving of the title is the heavily-reinforced manor of the Baron.
Yulia and Mikhail leave your group together with unconscious Albert and her haul of flesh - after promising to deliver the man back to the keep safe and whole. It feels somewhat surreal to trust a ghoul with an unconscious man, but she is neither alone, nor did anything to prove herself particularly untrustworthy.
You, meanwhile, continue onward to Gablitz. You notice the fact that the winds in the region seems to be agitated, which might be a reason for some of the stranger occurrences in the region. Once the sentries on the walls notice the mercenary, you are quickly ushered in to meet the baron. Inside his study, you are left standing before the owner of this land together with the warrior from the abbey.
The man is old. Dusty and feeble-looking, ever ready to simply fall apart. So do the badly concealed magic elixirs inside his table. Something for vigor, perhaps? Or a feeble longevity potion... Still, he tries to stand as you arrive in the room.
You don't pay terribly much attention to the mercenary retelling the story of your involvement in the Abbey's fight, as you are busy listening to Helmut's whispering tale about the baron - old, formerly married, lost his children, lived for almost a century, does his best to stay away from Von Drak family feuds. You do notice, however, when you are directly addressed.
"You. Who are you working for?"
"...Ferdinand von Schugeir. " you answer carefully, electing to omit further minutiae.
"Never heard of him." Baron harrumps. "Doesn't matter, a lot of bloodlines who left this land ages ago are now returning, trying to benefit from the struggle between Leopold and Otto. Oswald, did you learn anything?"
"Not a whole lot. Sadly, they weren't the mages we were looking for, and But I did meet this mysterious stranger here while looking for the troublemakers - she has the same goal."
"Marvellous." The baron collapses into his seat, and retrieves one of the elixirs in his table. He drinks it quickly, grimacing - as expected, some sort of vitality-bolstering elixir.
Finally, he starts talking again. "I cannot contact the hag. She just... vanished completely. Her apprentices, too. Should you learn anything, you can count on my support. "
"We could try to contact the black market in Waldenhoff. Spellcasters are ever greedy for strange things, and if these newcomers are planning to stay active, they surely tried to come in contact." The mercenary warrior offers.
"That's Leopold's lands. Our interference could cause problems." Baron retrieves another bottle, filled with another potion you do not recognize. It must be even less pleasant to consume if his face is any indication. Nonetheless, consume it he does.
...You do wish he did this before or after you came to talk with him. Finally, he speaks again.
"Operate with subtlety, or else we are all going to be done for. Now, you." gazes fall upon you directly for the second time since you were mentioned.
"I, Johann von Gablitz, baron of these lands declare my willingness to acknowledge Ferdinand Von Shueger's claim to the Old Keep - as long as you help us to stop magical mischief in these lands. And I promise you; you do not want armies of witch hunters to crawl all over every single inch of this land."
***
It was getting late, so you decided to spend a night in the Gablitz. After a brief and uncomfortable meal together with the ailing baron - some sort of local show of hospitality? - you left his home to take a look at the settlement.
The place is so small - and yet within the walls separating the city from the dangerous wilds, some manner of civilization weakly hobbles on. What makes these people live in these dangerous lands? While you wander, trying to understand these damned people, the mercenary warrior from the abbey finds you.
"Looking for something in particular?" The man seemingly tries to appear friendly. He smiles awkwardly; It looks strange on his weathered, old face, as a mask retrieved from the dustiest chest of the deepest dungeon.
"I am new to these lands." You admit. There is no point in even attempting to conceal such things.
"Oh? And what do you think about our humble slice of the Empire? "
"People are poor and dirty. Your houses are ugly." You pause, getting a vague feeling that, perhaps, you might want to say something nice to this person who has yet to terribly offend you. "Your food is not terrible."
Unexpectedly, the man chuckles. "Now, that I didn't expect. Most newcomers complain about bland flavors and lack of variety."
"I lived with people who care little about such things." Or for food at all, for that matters. "So. What exactly do you need from me?"
"Ah. This can't be just me trying to be friendly?"
"I made a request, you fulfilled it. Now, instead of running away as quickly as possible, you come closer. You haven't tried to shoot me, screamed obscenities at me, or blamed me for things I haven't done - so it means you need something."
That does stop his smile. You wonder if things are about to get ugly.
"We should coordinate our efforts, and I definitely could use a spellcaster friend. For now, though - If you, perhaps allow me to ask -what displeases you so? I haven't seen even as much as a hint of good mood on your features ever since that damnable abbey."
"I don't want to be here." You answer easily and quickly. "This land is foreign to me."
"We all get homesick, sometimes. I should tell you about Middleland someday... Regardless, just wandering the cold streets of Gablitz alone is not the way to deal with sadness, yes? Come, there are better places to be." Against your better judgment, you follow the man. Although, with your retinue, in a place like this - what do you have to fear, really?
Turns out, "Better places to be" is some sort of a tavern, and "better things to do" to do is "imbue mind-dulling liquids." There are a lot of people here; some local youths are having their marriage soon, and a whole lot of people decided to celebrate the occasion. You expect to stick out like a sore thumb - but aside from initial wary glances, nobody gives you trouble, seemingly deciding that if you came with the old warrior, you can't be trouble.
...Then some annoying children - after spontaneously deciding that bothering you is some sort of a trial of courage - manage to extract the fact that you "serve the gods, no, absolutely not a Morrite" with their incessant pestering. Suddenly you are surrounded by people - moments later you are providing people with stilted, fumbling well-wishes and curt warnings about inevitable fate of their souls.
Eventually, after dutifully informing husband-and-wife-to-be of the factual truth that the fate of unfaithful liars in the afterlife is terrible and that they should not make careless promises to each other, you are politely left alone with your cups.
For the rest of the day you are surrounded by people who are trying to be happy in spite of their sorry lot in life, and the sight of these silly peasants trying to enjoy life in this miserable, gloomy land does provide you with some hope that you yet might find some things to be happy about in your future.
***
You are allowed to spend the night in Baron's manor as a guest. In the morning, you are awakened by a servant and informed that Oswald shall remain in Gablitz for several days before setting out to Waldenhoff, and is ready to assist any efforts to seek out the cause of recent magical problems. You are free to make request for further assistance, as long as it pertains the investigation.
Then, without further incident, you set out back to the keep. The trip was uneventful. Yulia is the first to meet you, gruffly informing you that Albert is fine but exhausted and in need of rest. So you do elect to wait before meeting him, spending the time to tell the ghoul woman about your time in Gablitz.
When you finally decide to meet the man you saved, you do attempt to knock politely first - and that remains without a response. After some waiting and some more knocking, you elect to let yourself in.
The man's room is sparse. Carefully folded parchment and writing implements neighbor half-eaten foods and suspicious foul-smelling draughts. The person of the hour himself... Sleeps at the table, half-mumbling something, his hands weakly twitching. His sleep does not seem to be very pleasant, and shyish clouds his mind.
"Wake up the man, Nefertari. He'll thank you for it."
It doesn't take much - a barest touch and he jumps in place, almost overturning his table. It takes a couple of seconds for him to stop looking around like a frightened deer - somewhat surprisingly, he seems to be pleased to see you.
"Ah. I am sorry, very-very sorry - do you need something?" the man starts hastily sorting the papers back in order even as he speaks. "Thank you again for the rescue, lady... I am sorry, I haven't caught your name?... "
"We have not been introduced." You'll probably going to be forced to interact with the man on a regular basis. "Nefertari, of... nowhere in particular."
"That's... An uncommon name." The man blinks. According to Yulia, he spent day and night unconscious, and yet his eyes still look like the last time he slept was when The Imperishable walked the land. "But it is nothing to worry about! What can I do for one of my saviors?"
"Provide me with the money so I can do my job, for starters." You finally allow yourself faint hope that you are finally done with doing other's people work. "My workshop stands bare of even the most basic comforts and implements. I also need a source of high-quality materials. Durable kinds of rocks, preferably in huge uncut slabs, gems, and corpses of remarkable individuals."
"That's... Quite the request. I am afraid to say that Ferdinand's access to money is quite limited as of now... Still!" he adds hurriedly "I can make some basic arrangements. But if you want regular shipments, I am going to need some help."
...Why can't people just do their own jobs?
***
"As much as could be hoped for, in these blighted lands."
"You cannot even feel it, Lathain."
"It is the aesthetic that counts."
You do not know where the drapes and carpets come from, but you do not care terribly much. This brief trip does provide you with greater comfort, even though your tasks are unfinished. The cold drafts were dealt with, the bare walls and floors covered, the corpses properly sorted and preserved for future usage - or disposal - and the furniture in the room is no longer so crude. Underground tomb-palace this is not, but you are actually starting to believe yourself when you call that thing you sleep on a "bed" and thing you lie your head on a "pillow."
"I'd lie if I said that carpets and drapes do much to improve my mood. Lady Nefertari, is there anything that could be done to provide me with a body of some sort? " Your other servant, however, does not seems to be particularly happy.
It takes a couple of moments to carefully consider the request. The nobleman, in spite of his well-retained mental faculties seems to be slow to adjust to his new state and is majorly weakened when away from his remains. Perhaps, if you had access to a still-warm corpse of his close relative you could fashion a pseudo-resurrection, of sorts... Or you could imbue him into a very high-quality stone simulacra of his former vessel.
You sigh, finding some measure of humor in the situation. Not so long ago, you saved a man from the afterlife. Now, he is already asking for more - even a threat of dissolution and eternal punishment could stop one from seeking to better their circumstances, it seems.
Perhaps, there is something to be learned from this.
---
Vote options and information section.
You have 5 AP. Due to the nature of the ongoing hunt for the mystery spellcasters, the turns are significantly shorter than usual.
The following choice is not a part of the plan-vote and shall be counted separately.
[] Take up a pseudonym? Your appearance could pass for a local, but your name surely does not. A pseudonym should help you stick out a little less. (Free, if taken)
-[] Specify. Vaguely ominous names like Heinrich Kemmler or Vlad Von Carstein are traditional, but not mandatory.
-[]Verona Mina Harkon
-[]Natalia Drachen
-[]Mirabelle Pont Vitae
[] Do not.
The following options are a part of the plan vote.
Social activities:
[] Try to learn more about one of your retinue. Things besides their readiness to complain about this and that.
-[] Who?
[] Socialize with other significant servants of Ferdinand.
---[] You could specifically seek out someone whom you already met, or leave it up to chance. Surely there are more people than this?
[] Establish regular contact with the Mortuary Cult. Or attempt to, at least. As of right now, you might need to work with the northerner on this one. Damnation.
-[] Orrr perhaps Albert could provide some help to his savior?
[] You aren't here for your majestic communication skills and saintly patience, but, perhaps, there are some other propositions you should entertain. (This is a write-in option.)
-[]Specify.
Your studies:
[] Ask Ferdinand to teach you vampiric magics.
[] Try to iterate on one of your spells.
-[] Specify which.
[] Derive new spells from the spells or concepts you are familiar with.
-[] Specify which.
[] Test Faint Embers on the ghouls. You have an idea...
[] Try to learn more about local divinities. Sigmar is a god of hammers, right?
[] Bind a spirit to a vessel.
-[] Specify spirit, specify vessel.
[] So many ideas, so little time. Perhaps you should study something else? (This is a write-in option.)
-[]Specify what.
Your job:
You are expected to deal with strange happenings in Gablitz and to craft some war statuary.
[] Discreetly visit the local graveyard. The dead know a great many things.
[] Or, perhaps, interrogate some other corpses in your possession? You have quite a few available thanks to your choices and Yulia's efforts.
[] Seek what Albert needs to arrange regular material shipments to you.
[] Set out to Waldenhoff to seek out alleged "black market." Oswald, mercenary from Gablitz is ready to accompany you. Mikhail is also there, allegedly.
[] Study the flow of winds in the region. Creating a full wind map of the region in less than a month is probably impossible, but now that you had seen disturbed winds over Gablitz, make you think that, perhaps, you have other means of finding the perpetrators.
[] Attempt to craft war statuary. It is not much, but Albert provided you with a small shipment of medium-quality materials for your projects... You are reasonably sure these remains of some sort of shattered statue. Still, it is enough; you'll manage.
[]...Turn Gablitz into ashes and mortals into ghosts...?
[] You have an idea. (This is a write-in option)
-[] Specify the idea.
Feel free to request links to the Orokos history for this game.
Congratulations - You made acquittance with a neighbor baron, a strangely friendly warrior eager to cooperate with you, and a obtained a budget. You know that local mages are vanishing, and neighbor "Morrite" abbey got attacked by a pack of ghouls, led by an unusually big one.
As result of improving your living conditions and having a good time spooking peasants, your Diplomacy score is increased by 1. Continue increasing it, and you'll receive one (1) permanent bonus AP for social actions only. Other statistics likewise grant bonuses when improved; not necessarily always bonus AP.
Improvements in your workshop and living space provide a small bonus to crafting projects. Imbuing people into items counts as crafting.
Ferdinand has no further requests and made no efforts to contact you again. Yet.
I now offer the name choice once again given that I forgot to make it explicitly free during the past vote, and it was attached to the plan segments regardless, making it kind of a very awkward. It shall not make appearances past this update, altho you could always write-in it.
There is non-zero chance I forgot something, or SV ate some of edits resulting in deprecated segments and other ??? sort of stuff sneaking into the latest draft, so feel free to poke me.
@Prospalz does Johann von Gablitz seem beyond the grasp of Faint Embers Rebirth to help or would it be worth attempting it? I know it does not cure old age, but it can help with some of the symptoms so maybe can get some goodwill out of him that way.
@Prospalz does Johann von Gablitz seem beyond the grasp of Faint Embers Rebirth to help or would it be worth attempting it? I know it does not cure old age, but it can help with some of the symptoms so maybe can get some goodwill out of him that way.
@Prospalz does Johann von Gablitz seem beyond the grasp of Faint Embers Rebirth to help or would it be worth attempting it? I know it does not cure old age, but it can help with some of the symptoms so maybe can get some goodwill out of him that way.
You suspect it'll very very helpful, presuming there are no unintentional interactions with some of the stuff he is imbibing. Most likely there won't be, but you do not 100% know with full certainty.
You suspect it'll very very helpful, presuming there are unintentional interactions with some of the stuff he is imbibing. Most likely there won't be, but you do not know.
Eh, risks must be taken in the name of Science Sorcery (TM).
More seriously could we study the things he is taking to be more sure? I'd be willing to throw 2 AP at this to make sure we do not melt the local noble.
Ask him. If you want to take a look at his stuff, you gotta ask. Or use some sort of subterfuge.
You might also want to consider how exactly you want to approach him with this. Through someone else, directly, as a priest, as a mage, as a help sent from a fellow noble, as a good samaritan, etcetera. Maybe you want to tie him to a chair and watch him panik as you cast unknown spells at him.