The Winds and the Mage

We can and should pivot for the next three months, and I don't think that will be too bad- we can wait a bit with weapon training. But you do realize that if it was a real opponents, this would not have ended with a sprain right? Getting fairly competent with the staff is needed
 
Oh! An idea of how to apply Elementalism to our Staff Training!

Beyond "Make Staff A Taser", if we wanted to focus on the parrying aspects of it then Magnetism could eventually help enhance that!

Beyond being a force that pushes against or pulls towards iron things like Weapons and Armor, Magnetism can in fact affect things that are traditionally thought of as "Non-Magnetic" with enough given force, to the point that we have video of tiny floating frogs!

Another mark is Magnetism's Favorite!
 
Oh! An idea of how to apply Elementalism to our Staff Training!

Beyond "Make Staff A Taser", if we wanted to focus on the parrying aspects of it then Magnetism could eventually help enhance that!

Beyond being a force that pushes against or pulls towards iron things like Weapons and Armor, Magnetism can in fact affect things that are traditionally thought of as "Non-Magnetic" with enough given force, to the point that we have video of tiny floating frogs!

Another mark is Magnetism's Favorite!
I'm not sure you want to channel enough Azyr to have magnetic effects into your staff while fighting with it (mostly because that means changing which hand has it and how you grasp it a lot), but I'll keep the option in mind.
 
I'm not sure you want to channel enough Azyr to have magnetic effects into your staff while fighting with it (mostly because that means changing which hand has it and how you grasp it a lot), but I'll keep the option in mind.

I'm more thinking in terms of making an Enchanted Staff whose heads have activatable Magnetic Effects (Push and Pull), so things (especially things in motion, like weapon swings, charging armored enemies, and arrows in flight) can be affected in the course of "Normal Staff Activities" so to speak.

Though that would likely interfere with any staff's function as a magical safety device in retrospect....
 
SOOOO I just learned that the reason I was planning a sea voyage (there's no shorter practical route between the Empire and Tilea) was wrong, which means I'm rewriting part of what I'd written... Dangit.
 
Ah, you guys misunderstand. I'm actually happy about this, for reasons that will become evident when the chapter's out, but it means some rewrite.
 
Turn 1-5
"For a Ward of the Colleges, you have a lot of luggage," Master Petru comments grouchily. You wince at the cost she'll have to pay to move your possessions, but you can't say you regret it. You probably won't have time to study the contraption you were found in anytime soon, but when you can, you will probably be happy that it is with you in Tobaro. You heard there were a lot of dwarves there, you might be able to get help from them. A crew of people you find bizarrely scrawny for dockhands is now loading the three wooden boxes on a trio of slender barges.

"Sorry, Master," you apologize sweetly. These people are taking pretty good care of your boxes. She must have paid them well. "I'm hoping to get to work on it someday, maybe as my first research project as a Journeywoman."

"You're not nearly as much of a nuisance as Ethel, Cass," she smiles. "They're late again."

"Are they alright leaving Altdorf just to teach me to fight? I'm very bad at it..." You complain with a sour look at your arms. To ensure you wouldn't move your thumb around too much, the Jade Journeyman you consulted advised you to keep it immobilized with rigid bandages.

She chuckled. "Oh, they would come back with to Tobaro anyway. They initially planned on surprising me by dropping on me during a sensitive conversation or another, but they gave up on that when I decided to take you on."

"So you didn't come from Tobaro to take an apprentice?" You ask.

"No, no. I wanted to see these people," she says, pointing to... The crew of the barges?

"May I ask..." You start enquiring, but your master shakes her head.

"Not in Altdorf. It's a touchy subject." She explains curtly.


You are incredibly bored. Going upstream on the Soll (the river that joins the Reik at Altdorf) was a ponderously, torturously slow affair, mostly because going up any river is as slow as the reflexes of a Gold, and the Soll is so wide no one has managed to build a bridge over it between Nuln and Altdorf, and the currents your barge is fighting make sure no one's forgetting it. So you decide to occupy yourself by doing something Celestials normally leave to Greys, but you have always liked: seek gossip by opening your ears in the immediate vicinity of closed cabin doors. And your Master never followed up on that talk about the crew she half-promised you, so it's only fair if you find out for yourself.

Listening at the door: 43+9+10(Gossip Expert)+10(unguarded):72 (breakpoints: 50, 100)
"-be at the River of Echoes in three days, great-great-aunt," someone says. You think you recognize the voice of the crew's leader, a woman in her fifties... and apparently a family member of your Master's?

"I had someone verify it had reopened, don't worry." You master told the woman. "It received confirmation from a particularly chatty kestrel today, but it was never going to stay closed for long. Now, if you'll excuse me, I'd better check on Ethel and Casandora before they burn down your ship."

You shuffle away before she gets to the door, a satisfied smile on your face. Soon, you'll know what the story with your Master and the boat people is!

-Or not. Maybe someone -probably Magister Grey- noticed you listening at the door, maybe your Master was just being incautious this one time, but you never manage to get another occasion to listen in on her, and the crew speaks a very weird language between themselves... You can hear Reikspiel words sprinkled in, and even the sentence structure feels familiar, but it's an influence on another language. Not Tilean, though, nor another Classical-descended language. Huh. Weird. Maybe you'll ask your Master once you change boats after the River of Echo.



The River of Echoes is one of those marvels of nature that the University of Altdorf (and that of Nuln, which you passed by a week ago) still can't quite explain (mostly because the advocates for each explanation are too busy mocking everyone else to address the weaknesses of their own arguments). It is technically a river, but unlike any other, it runs inside and under a mountain chain, creating a network of navigable caves that links its Tilean source near the town of Campogrotta to Nuln through what is in essence the main course of the Soll. You can see its entrance now, a mouth lit up by oil lamps religiously kept lit up by the Tilean and the smattering of dwarven citizens of the cavern town of Alimento. Apparently, access to the River of Echoes is forbidden to Imperial citizens, which ends up being less of a headache than you'd expect since there is a clause in the treaty between the Empire, Miragliano, and Remas that explicitly excludes members of the Colleges from that restriction... And apparently, the crew does not qualify as Imperial citizens, somehow. Mysterious and mysteriouser.

The first few caves are... well, caves, separated by shallower, almost claustrophobic corridors, some of which are obviously enlarged by dwarven picks. However, a day into it, the ambient light gains your attention. Instead of the darkness barely dispelled by oil lamps you expected, a sickly green light seems to have permeated the water and the walls. When you try to examine it closer, you feel a scratchy, itching sensation swelling in the back of your eyes.

"Oh no," an androgynous voice says just behind you, "not on my watch. Sleep."

Reaction to Dhar exposure: 72

You wake up with a start on a bed you haven't seen before, feeling incredibly groggy. You stand up, note that you are currently in a stone room, a little bigger than your old shared cell in the College, and a wooden partition beside the door indicates there's more to the place than this. Finally, you notice the window and take in the view.

First, you see the sea -that is, the sound between wherever you are and what you presume to be the coast- but, very quickly, you notice the cliff and the city you're facing. First, you see the towers built on top and feel some suspicion, but the houses carved on the side of the coastal cliff confirm it: this is Tobaro. The gigantic mouth of the cave that forms the Porto, Tobaro's natural harbor, only confirms it.

You prepare to leave your room and explore the place you found yourself in when the doorknob turns and the door opens, revealing your Master, who looks a little apologetic, Magister Grey, and two other Magisters in robes of...

(top 2 wins)
[] Green
[] White
[] Red
[] Gold
[] Nope, they're barely dressed at all.

Create and vote for a plan for the next turn. You have 6 actions, 1 of which is locked. Actions with an X need you to have healed up, so you can't take more than 2. You may use your master's help for options with an H by adding "-[]Master's help" under it in your plan, which will give you +40 to a roll related to that action. Actions with a [M] require your master's help. Please refer to the informational posts for more context especially "about Tobaro" for the district explorations.

[X] You have questions for your Master and her colleagues. Ask them. (locked)

[] Explore Tobaro
-[] Harbour & Porto District XH
-[] Scogliera District M
-[] Trafuro District XM
-[] Altezza District M

[]Learning a language (2 actions) H
-[] Estalian
-[] Bretonnian
-[] Khazalid
-[] Gospodariniy (Kislevite)
-[] Eltharin (3 actions)

[]Learning a Lesser Spell H
-[] Magic Lock
-[] Move X
-[] Blessed Weapon X
-[] Magic Alarm

[]Attempt to learn to channel Azyr X[M]

[] Practice how to use your spells in combat (martial) XH
[] Find someone to teach you how to use a weapon (distant weapons only) X
[] Practice Staff Handling with Magister Grey X
[]Studying Tilean history (diplomacy) H
[]Studying the complex web that is Tilea's flow of goods (stewardship) H

[] Learn to Ride X


Vote will start in about 1h 10 minutes.
 
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Since we're pretty limited in what we can do, we may as well get a little magic practice in.

[] Plan: Productive Bedrest
-[]Learning a Lesser Spell H (x4)
--[] Magic Lock
--[] Move X
--[] Blessed Weapon X
--[] Magic Alarm
-[]Studying the complex web that is Tilea's flow of goods (stewardship) H
--[] Master's Help
 
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[] Nope, they're barely dressed at all.

Can i vote twice for this?

The idea of a Grey and Celestial Wizard stuck in a tower with two Amber Wizards for a long time seems like the perfect set up for an hilarious story to me.
 
[] Nope, they're barely dressed at all.

Can i vote twice for this?

The idea of a Grey and Celestial Wizard stuck in a tower with two Amber Wizards for a long time seems like the perfect set up for an hilarious story to me.
The idea is to have half the Colleeges represented and particpants in the Tobaro branch College, so no.
 
Changed the plan option's presentation to make it clearer. (Seradi pointed out that the difference between M and [M] wasn't as obvious as I thought, so replaced M by H in the options.)
 
For magisters I feel like amber and jade can be a nice combo. For actions we should go for "[]Attempt to learn to channel Azyr X[M]" the sooner we rise out magic the better me thinks.

I believe for other actions either Tilean history or flow of goods combined with practicing a new language and some exploration can be a nice balanced plan.

barty, as learning azyr requires teacher's help will we still have that +40 alongside whatever malus we may have due to injury ?
 
For magisters I feel like amber and jade can be a nice combo. For actions we should go for "[]Attempt to learn to channel Azyr X[M]" the sooner we rise out magic the better me thinks.

I believe for other actions either Tilean history or flow of goods combined with practicing a new language and some exploration can be a nice balanced plan.

barty, as learning azyr requires teacher's help will we still have that +40 alongside whatever malus we may have due to injury ?
You'll be healed by now, so you get the full benefit of your master's presence (though the bonus will be lesser because it's one of more instinctive parts of learning Wind magic)


Did "barely-dressed" is "Amber Magister" option?
yes
 
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[X] Red
[X] Nope, they're barely dressed at all.

[X] Plan: Productive Bedrest
-[X]Learning a Lesser Spell H (x4)
--[X] Magic Lock
--[X] Move X
--[X] Blessed Weapon X
--[X] Magic Alarm
-[X]Studying the complex web that is Tilea's flow of goods (stewardship) H
--[X] Master's Help
 
[X]Plan apprenticeship:
-[x]Attempt to learn to channel Azyr X[M]
-[x] Blessed Weapon X
-[x] Magic Alarm
-[x]Studying Tilean history (diplomacy)
-[x]Studying the complex web that is Tilea's flow of goods (stewardship)
 
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