The Winds and the Mage

I think that magnetism is more of a Chamon thing, namely in the form of magnetized metals.

So the thing is, magnetized metals are basically a work around when it comes to manipulating Electromagnetic Forces IRL, as we lack the ability to directly poke said forces but we do have the ability to mess around with materials that incidentally interact with them.

Elemental Azyr is the direct manipulation of Lightning, which means it's the direct manipulation of Electromagnetic Forces, so one could hypothetically go Full Magneto as a Celestial Wizard, given enough research, understanding, and experimentation, hypothetically speaking.

For a variety of reasons, I am entirely okay with this not being considered within the scope of the Quest, but it struck me as something that our Elemental Master might be able to support in terms of our education, so the thought line sparked.
 
[X] Long Rifle
[X] Staff
Staff is relatively easy to replace, few will complain of us having it on hand, and it is an excelltent weapon for not dying.
And if we want to pro actively kill someone, rifle is good for that without getting killed ourselves in turn.
 
[X]Staff

I like that it's experimental, I like that it's primarily a defensive weapon, and I like that it's something we can carry in a lot of places where a more obvious weapon might be a problem.
 
@barty

In a very broad and general sense, we can investigate any sort of educational subject and work on any sort of crafting project, especially after we learn to do Enchanting, correct?

I just made the connection that the Elemental Approach to the Celestial Wind is, generally speaking, Lightning, and Lightning means Electromagnetic Spectrum, and that means Magnets-

And that the Long Rifle would make a very nice base for a magical coil/railgun, down the line after we've progressed to the point of doing our own research.

I wouldn't expect anything like this to take anything less than our entire Journeymanship to create something resembling a mildly functioning prototype, if not a greater investment of time leading into our Magistership, but my background thoughts tossed "Elemental Lightning Magister Means Railgun" at me and I thought it appropriate to ask if I should put the idea down now and bury it, or if I should keep half an eye out for suitable learning opportunities.
Weeeeell... First, I would suggest rereading the origin story vote you guys chose. (The Winds and the Mage)
Second, I'd probably rule active electro-magnets as an Azyr thing, and permanent magnets as a Chamon thing.
Third, you'll have options to research this kind of things, probably as prompted by something you've observed, during your Journeymanship.
So yeah, I'd say it's a non-factor for this particular vote, but if you want to go the railgun route, you'll want to learn to use a long canon gun at some point, and you'll be able to hire the Hochland long rifle instructor if you feel like putting in the action point investment even if staff wins (which looks likely at this point in the vote).
Hope I answered your question without spoiling too much :D
 
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Weeeeell... First, I would suggest rereading the origin story vote you guys chose. (The Winds and the Mage)

*rereads*

Huh. I missed that.

Very Interesting, especially with the Railgun context, thank you!

Second, I'd probably rule active electro-magnets as an Azyr thing, and permanent magnets as a Chamon thing.

Woo! A Rail/coilgun system would want to be an activated system anyway because a permanently active set of magnets would be super dangerous anyway, and I wasn't expecting to be able to hand out railguns to anyone else anyway so this really works out!

Third, you'll have options to research this kind of things, probably as prompted by something you've observed, during your Journeymanship.
So yeah, I'd say it's a non-factor for this particular vote

Hooray! That's about the time scale I was expecting, plus maybe doing some foundational learning things during our Apprenticeship that would help support such research, but that's a ways away yet.

Hope I answered your question without spoiling too much :D

This was perfect, thank you!
 
[X] Staff

Gun-Wizard would be neat, but for our first weapon id say one that doesnt need a long reload is better, plus the ability to take it in more places than a gun puts the staff firmly in the lead, at least in my opinion.
 
Can we use a really long barrel firearm as a staff?

Also would a double weapon technically count?

Maybe if you got a dwarf to make your gun, given how durable they make, well, everything.

[X]Long Rifle
bonus vs armored target, very long range, precise, slow reload, elite teacher (+20 to learning roll)
[X] Do not tell her about them

Look, the staff is really neat and all but at the end of the day we are small and have noodle arms piling on the melee maluses forever. The long gun doesn't have that problem, and the teacher for it is almost as good as the wizard. I don't want any drama with our Master either. Steel Faith and Gunpowder people, a staff gives none of those.

Edit: Also seems like the first logical step to take for the rail gun crowd, what with being a fast piece of metal meant to pierce armor at long range and all.
 
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I think you underestimate guns. Being tiny is a substantial limiter on a firearm as well.

IMO the role of the weapon training here is to be good enough to defend against an unexpected enemy that got in close with us, and a staff is a better option for that than a gun(which needed to be loaded, and a certain minimum range unless you're absurdly good) which is better suited when seeking out a fight.
 
Vote closed
Scheduled vote count started by barty on May 20, 2024 at 5:29 PM, finished with 38 posts and 29 votes.
 
Alright, I need a d100 to see how the staff training goes (the modifiers on it are -10 from noodle arms and +30 from the master, I'll add them up myself.)
 
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