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What could Loec help out with in regards to Winds?
Loec is a god more complicated than many might think, knowing only of His clergy among the Shadow-Weavers, and among the Nagarythians, who only loved and study Loec as a god of Trickery, and such is the path that much of His worshipers seek on Ulthuan. But there is more to Him, and one need only ask the colonists of lost Athel Loren of this for they studied Him much as a god of Revelry. There are whispers also of those who claim His music for Hysh, and His joy for Aqshy; but then there are many rumors and the dancing god is far from Chrace.

Mathlann?
Also whether he'd help or curse.
As Cytharai, His worship and His lore are not well loved; and as a land not famed for its mariners the Chracians are not an exception. They say however, those born of Cothique and Lothern whisper sometimes, when they forget themselves, of Mathlann lovers who can summon the storm in their Azyr or call forth mighty beasts from the deeps at His command. But who can say in truth?
 
Hey so again communication time: Hopeful that I'm going to get an update up this week before I go home this weekend for 4th of July.

On a different note, I suppose I should mention that (Some, don't think Khaine will be cool and good) Cytharai (I know I misspelled that) will be an option for your Magical Realm Wizard's tower.
 
Turn 12 (VIII 108-117)
Turn 12 (VIII 108-117)

You meditate within your chambers, sitting at your desk. After more than a century back they finally resemble you once again, finally have the mark of your presence burned into them once more. A mighty bookcase continues the few arcane tomes you have managed to gather, none truly revolutionary but they are knowledge and that makes them worth their weight in gold, though if you desire the truly strange and esoteric within your possession you will need more fitting, more secure accommodations; for some reason the Tower and the authorities alike do not seem to appreciate the thought of Tomes explaining the principles of the true depths of magic where all and sundry may find them and get up to no end of mischief, at best and t worst, daemons, daemons everywhere from every would-be occultist managing to turn the innate magic within your people to the most vile of ends, held within . Battle magic might be dangerous, but it has nothing, nothing on the sheer, absolute power of a proper ritual. By rights that is likely as not to be the true power of the Slaan—all individually mighty, to be sure, but not so mighty that a dedicated wizard cannot face them on the field. If, indeed, they can get to the field without having their head blow up or something, which is the real root of the problem, since that is something they are distressingly fond of doing and to counteract a ritual is not so simple as to dispel a spell. But that is a thought for when you will actually be allowed to make use of Ritual Magic, itself requiring mastery of Qhaysh.

Also within your room, itself the lair of a woodsman almost, a number of trophies you, Indrast and Indiron have gained over the years, including horns, pelts, fangs; and a small bottle of mead. Certainly Chracian, certainly. Aside from the mead of a definitely patriotic vintage, several bottles of Indan drinks, including Chai leaves (You prefer Qulfi but a refined palette should be capable of enjoying all things) and bangala (If only to reminisce and laugh about the story of the Hued Stone).

A length of Starwood, bar of Ithilmar, and Azyr Power Stone also sit inside, not quite as reverent as an Avelornian, Caledorian, or Sapherian would treat them but they are in fine boxes at least, to ensure they are not corrupted by unwanted magic. Ythil's book sits on the desk, as does the Book of Blackfang, and a map leading to Asuryan's temple, and the egg (your minor inquiries so far have produced nothing; it seems if you want to find it, you will have to at least examine the damn thing with your magic, or even just hatch it and see what happens) as well.

"I can't believe you'd let that thing sit on your arm."

The voice speaking is your sister, who has invaded your room, and "that thing" is a Cyndana, or "Corpse Mouth" to the humans and dwarfs who've been liberated from Druchii slavers. A six-legged, lizard-like reptile, roughly two feet in length. The flesh of its head seems almost desiccated and skull like, and its entire body is thin, almost skeletal. Its color are the shades of a dead body, all mottled grays and bone white. Seemingly sharp teeth fill its maw, and admittedly sharp (if not that sharp) claws erupt from its paws. Absentmindedly you toss it a dead mouse to it even as it lazily blinks.

Bred by the Druchii they are the ultimate scavengers, to help ensure their raiders never leave behind corpses and help spread their legend as absolutely ruthless murderers. In spite of an, admittedly gruesome, appearance, and grim reason for which they were created, they are no threat to the living, unless you threaten it and at that point, really, it's your fault. Small numbers have been unleashed on Ulthuan during the Druchii's invasions, and they have acclimated…well enough. Not quite becoming a true invasive species, but their presence is felt; and yet, can you truly slay something simply because the Druchii have perverted it to serve their wicked ends? So the White Tower is trying something clever.

"We all have a part to play in the great chain of life, sister. If the deer did not eat the leaves, how would the grass live? If the lions did not eat the deer, how should the trees survive? And if the scavengers do not eat the dead of the lion, how will we keep the world from being overrun with miasma and disease?"

"And Guano may be used in alchemy, but you do not see me going and rubbing my face in—"

"And besides, the Tower has asked me to socialize him so he can be of use helping to remove the bodies of dead beasts from the mountains." Though not particularly more magic than any other animal (so still saturated but not overly mutated) they are capable of digesting monster flesh that the other carrion eaters cannot devour without risk of poison, among any other issues.

"Still…"

"An appreciation for all animals is what separates the true master of Ghur from a mere novitiate. Anyone can love nature, love the beast, when it is the grace of the stag or the prowess of the lion; but a deeper mind can place the whole web in its proper position. I am no mere Beastwalker, coating myself in pelts so I can prance with the deer; I am a master of Ghur, and of the natural order of things, and that includes that which ensures the world does not drown in the dead." You sniff, annoyed, even as you feed it another dead mouse. Not palatable even to you, and why you have your hands covered in thick leather gloves; but it is necessary. "Besides, you are hardly the only one doing something someone doesn't approve of. Elliriad, really?"

"Elliriad, really. The Druchii can't be allowed to recover. Somebody needs to fight them, to stop them, and I don't see anybody else stepping forward."

"And to do that you're even willing to help Thirion?" House Ironglaive has tossed their weight behind the, at least, raid, and left House Firemane looking like it's scrambling to catch up. Behind Avelorn, Chrace has tossed the most weight behind the affair…helped by House Snowmane. With three such storied houses going to fight, much of the military infrastructure and power of the kingdom will be journeying west, even with the worries about a cult of Anath Raema; Elliriad is stubborn.

"Yes. To reclaim our honor, I'd do worse than help somebody your girlfriend doesn't like. And don't even give me that look," she says as you glare, cutting you off, "I saw the two of you holding hands earlier. Doesn't that make the two of you married according to the Avelornian stories you like so much?"

"Oh believe me, we'd need a considerably larger orgy for that if it was by Avelornian tradition." Your face is cold and smooth, betraying nothing, made of pure stone and ithilmar. She quirks an eyebrow, searching for any sign of a joke, but either way you manage to give her none. "Besides, Tethia would insist on Caledorian. If you see us slap each other then give each other swords, then you may start readying yourself for nephews and nieces."

"You're a strange one, mage."

"There've been stranger, sister." Your eyes soften. "Stay alive, all right? These are no mere bumbling Old Worlders, nor brutish Orc, nor mere Gor. They are Elves…and that means they are dangerous."

"I know, Vardanis." In spite of your seated position, and in spite of the Cyndana on your arm, she manages to hug you. "It would help if I had a sword bathed in fire or a spear to split steel…"

"If only I had but the time, sister. If only I had but the time." The time…and the clarity of purpose.

And that's just it, isn't it? If you help Elliriad, you help your family but do harm to Tethia. If you do not help Elliriad you help Tethia but risk your family. Duty or…friendship, friendship or duty. Which to follow, which to aid? Your parents might have abandoned you for a time, but they are trying to make up for it; and your siblings, your siblings did nothing. But by that same token, Tethia once tried to humiliate and mock you, even if it was some ill-considered attempt to demonstrate her own ability and worth as a partner. But she has proven a rock of late over the past century Either way.you are forced to harm, in some sense, someone you care about, if only by inaction. Which do you serve, the dictates of your country which has need of you or the dictates of your conscience, which demands you help your friend—but then that same conscience would like nothing more than to help your family. A pain, that is what this is.

[] Arming the March: The Long March always, always, always needs more weapons, more armor, more everything for its soldiers: not everyone can march to war armed with Wyraza Drengul, after all. It would please all of Chrace to show your wealth and power by sending yet more enchanted weapons out, though you lack the supplies for more advanced construction as yet. (Requires at least 1 AP, Chrace Standing, Favors)

[] Bits and Bobs: There are treasures lurking within the forests of Chrace, oddities and rarities and so on. You doubt anything too special, short of things going very awry, but you could use whatever you find the next time you are called on to create something special. (Requires at least 1 AP, Gain Craft Materials)

[] Avelorn Remembers: Few Asur have anything but disdain for the Haclad; but the searing contempt, the burning vitriol, the sheer, unmatched loathing that pours out like a tide every time one so much as breathes the word beard around the Avelornians is unmatched. The reason is as simple as it is enraging, even for you: after you left the Colonies, the Dwarfs burned every forest they could get their hands on, killed every spirit that did not return to slumber, and sullied the rivers with their industry, all for the sake of naked spite. And the Avelornians, ever attached to the natural world, felt it all. To say there is bad blood is to say "water is wet," "fire burns," and "the sky is blue."

Naturally the Seneschals of the Everqueen have a number of games and activities to prepare for the next time you must face the murderers (they have always been evasive about who they see as starting the war) so that you do not need to abandon your allies ever again. These same games do not please Cothique and Eataine, for it makes the already tense happenings that come to pass when Haclad and Asur merchants interact in Araby and Ind even worse, but the prize is rather substantial: a power stone and according to rumor knowledge in how to construct them to Avelornian standards, friends among the oldest kingdom of Ulthuan, and for you in particular, a good word given by an Archmage, which could be helpful in growing your abilities. (Requires at least 1 AP, gain Avelorn and Archmage favors, definitely Avelorn standing and possibly Archmage standing, Power Stone and Power Stone research bonuses, Lose Eataine and Cothique standing and favors, if you would like to get this done you will need to do it soon (pre turn 15) since you are starting to get a bit long in the tooth for it)

[] A Gift for the Prince: As the daughter of Prince Firemane, Tethia could help you present a gift to her father the Prince of Chrace though there are certain standards expected of who he will accept gifts from in turn. Your immediate family is of course supportive of the idea; however the broader House will need to be brought around. It will, however, certainly increase your standings with the higher levels of Chracian society at least. (Requires at least 1 AP, Chrace Favors and Standing, opened)

[] Facing the Lions: Conveniently, there is a lion currently prowling about eating the cattle of farmers and other such troublesome behavior. You hardly intend to race into the affair, that being a good way to die, but you can face one, somewhat stubborn, animal, and see it brought down. (0/4, Gain 1 White Lion Pelt to either wear as is or use in construction, +1 Chrace Standing, no Favors, Procs Beatly Heart)

[] Elliriad's Will: Prince Elliriad of Avelorn, one of the Everprincess' consorts, makes ready an army to ravage Naggaroth and finish what Tethlis the slayer started. He intends many things to become ready. To gain the Heartsword of Avelorn, a magical blade of astounding potency. To tame a mighty griffon. All so he can stand against his own brother, Vengril. Ulthuan is split. There are those who would let the Druchii dwindle on their own time and in their own way, and those who support him to the end. Nagarythe, Chrace, Eataine, Cothique, and of course, Avelorn, support him by and large. Caledor, Ellyrion, Saphery, Tiranoc, and Yvresse, by and large, do not, though then if you take ten elves you will find eleven opinions, of course. You could make him something…if you had the stronger magic you need for it. It will be a battle with the traitors after all. Now your family, your family would take just about anything. (At least 1 AP, gain favors and opinion from Nagarythe, Chrace, Eataine, Cothique, and Avelorn, lose favors and opinion from Caledor, Ellyrion, Saphery, Tiranoc, and Yvresse, Unlocked thanks to your family joining Eliriad)

[] Druchii Hunting: Enough. Such simpering, treacherous, deceitful move as the stalking, and the hiding, and the lurking in the form of beasts, such is fit for the traitorous Blackfangs, not for a true son of Ulthuan, a loyal servant of the Phoenix King and a loyal servant of the Emperor of the Heavens. Ythil was right, has been right, was always right. You shall move to find out whether Antheus truly is Druchii or Asur once and for all, and let that be the end of it, by examining her retinue. Khaine is not a subtle god, after all. A false fire may deceive even the righteous; but you shall know the tell-tale sign. (3/ 5 AP, Proc Heaven Servant, Procc Primeval Fire, Soothe Focus)

[] Spreading and Codifying: You did a pretty damn good job creating Rebuke of the Warp; honestly you could just about just write it down and get plenty of credit, for there is not a mage alive who would not like to strike at corruption and for all it draws on the Emperor of the Heavens it is not so bound to it that it cannot be modified further. You could do some of said refinement yourself, of course, and make your job even easier. (Requires at least 1AP, Gain Standing and favors from Saphery, Loremasters, Archmages, further AP will increase the number of Kingdoms providing Favors and Standing rather than the amount of favors and standing provided for any single group, is high T1 as not battlemagic but still very useful)

[] The Guard Calls: A message has arrived in the manor, intended for you, from Eataine—or more specifically, from the temple. It seems that the Phoenix Guard was somewhat impressed by the blade you forged for Methelian, and so they have requested you forge some halberds (and armor, if you felt like it) for the guard. Nothing too fancy however, for none of them are intended for the Anointed, the truly blessed of Asuryan, so apparently not that impressed. There is also a small chance they may want to discuss what you saw in the temple, for all you have not really revealed it as yet. (0/2 AP required, Proc Heaven Servant, gain Eataine, Cult of Asuryan Favors, Standing)

[] The Noble's Request: The Noble of Tiranoc, Ultha, has apparently discovered an appreciably old, if not truly ancient, enchant suit of armor and would request aid from a mage not seeking to swindle her of her meager fortunes to restore it to function, in the hopes that it might allow her to claim the title of Princess. Though she is not truly rich, she is respectable and esteemable in Tiranoc, and her word supporting you as an honorable man, would not go awry. (0/5 AP, Gain Tiranoc Standing, Favors)

[] A Request For Aid: The Norscans have been attacking the coast not massively more than usual, but somewhat; an extra attack every other week. Where? Well just about everywhere. So you will let Asuryan guide you where you need to go. (1AP, tutorial campaign to work out kinks ideally, Proc Primeval Fire, gain standing and favors with random Kingdom, possibility to Network)

[] Tethia's Journey: Tethia has requested your help hunting down the Druchii Hekarti has pointed her at. She will go, eventually, without you, though is not quite sure when, but if you said you were ready, she would be more than confident enough to right then and there. (1AP required but more can be invested, will launch Druchii battle, Procc Primeval Fire, They say conflict is a path to growth)

Research & Development


[] The Art of the Armor: All Loremasters prepare armor for themselves. It is uniquely balanced between all eight Winds of magic; not properly enchanted per se, any more than you might call a leaf enchanted because it is full of Ghyran. Only just…prepared, made ready to be what it is and fit for one who would bear the full power of the Winds within themselves. And of course there is the matter of making it fit for the wearer. You could learn it yourself…or you could simply ask the Loremasters for their assistance in such training. It is necessary, and prudent, if you would truly surpass the Sorcesses of Ghrond, of Morathi; that or the true secrets of Qhaysh. (1/5, -20 Loremaster favors, create generic suit of heavy armor which still allows you to cast spells, further progress along the path of the Loremaster though you still are not "stuck" as it were, unlock option to forge a proper suit, Proc Primeval Fire)


[] The Mastery of Four: One may not simply mingle four Winds. It requires the truest clarity, the greatest focus, comprehension and understanding to perform successfully. It also, however, allows one to turn their magic even more precisely to absolute skill and ability. Advancing along this path will allow you to surpass the Sorcesses of Ghrond, for you will throw yourself into it. (1/5, Unlocked thanks to gaining standing and favors, does not lock you onto the path of the Archmage, is however a step on it, -20 Archmage Favors, Proc Primeval Fire)


[] The Runestone: The Shadowlanders keep a tight grip on their Runestones but even they cannot fault you for examining what was taken from the Druchii. Strange, arcane stones bearing symbols of power in Eltharin, they are most notably used by Nagarythian mages, Shadow Weavers, to help them dispel the magic of the enemy and that is something you are not uninterested in. (0/3, Procs Primeval Fire, may overflow)

[] Elemental Puissance: The material manifestation of magical energy, Elemental Magic is simple and straightforward and powerful for it. How difficult can it be to understand, truly? You understood Lightning before you understood the Heavens, after all. (Pick one Wind, begin project to learn Elemental form of that Wind, 0/4, may only begin one such project a time)

[] The Metaphor, the Mystic: The Winds Mystical are that which holds the metaphor of the Winds. It is regarded as a more sophisticated and truer expression of magic by many in Ulthuan, though not to a foolish extent. You are well acquainted with it, many of the spells the White Tower teaches regarding Ghur rely on it and it is near to Cardinal in some ways.


(Pick one Wind, begin project to learn Mystical form of that Wind, 0/4, may only learn one such Wind at a time, currently working on no Winds)


[] Mastering the Beast Within: You already know Wyssan's Wildform; but there are other, more, spells of war, spells of battle, locked within the Wind of Ghur. It is dangerous, but you may learn them, work to study them, and then unleash them when the time is right, like a bolt released from a thrower. (Will begin project to learn Battle Magic Spell from Lore of Beasts, will enter Learning Turn to decide precisely which spell, Procs Beastly Heart. Only one may be worked on at a time. May overflow


Possible Spells:


-Flock of Doom, 0/4 AP

-Pann's Impenetrable Pelt, 0/6 AP

-The Amber Spear, 0/8 AP

-Curse of Anraheir, 0/8 AP

-Savage Beast of Horros, 0/8 AP

-Transformation of Kadon, 0/12 AP)


[] Beastwalker Business: The Beastwalkers do not really like the wielders of Ghur within the White Tower. They regard you as too civilized, too touched by the trappings of society, too attached to the ephemeral matters of mortal civilization. Because soap is bad, apparently. The fact remains, however, that not only did you manage to stop the mutated beasts pouring out of the Annuliis when they either did not care or could not do so, you are the only one who has really advanced notes on them if they should return. Perhaps you could speak to them of such matters? If nothing else the Loremasters are always happy to gain new lore for the tower. (0/5, Gain ??? Loremaster Favors, Gain ??? Loremaster Standing, Who knows where interacting with the other magical traditions of Ulthuan might lead, procs Beastly Heart, may overflow)

[] Cardinal Heavens: You now understand the fullness of the heavens; now is only the time to master that understanding, and truly master yet more spells.. (2/3, Procs Heaven Servant, gain missing portion of Cardinal Spell List in Azyr)

[] A Remedy: Rebuke of the Warp is a strong thing, a relatively simple spell for anyone capable of wielding Hysh and Ghur for a task otherwise difficult if not impossible. But by that same token it hardly turns you into the next everqueen: aye, you can heal discolored fur and extra horns, but the truly deep damage, the major kind, extra "true" limbs or a second head or something mad like that, are beyond you. For now. But with sufficient advancement as a mage, is it truly beyond you? (0/5 AP, reduced by the massive Overflow from last turn, Procs Beastly Heart, Procs Primeval Fire, Soothes Focus, currently locked, requires advancement along either Archmage or Loremaster Path, Produces T2 Battlemagic Spell, Overflow will make it easier)

[] The Scroll of Challenge: Ythil has given you a scroll protected by potent magics that promises much, gained by your great ability. To understand it will be difficult, but the potential rewards are not to be denied, nor ignored. (1/5 AP, gain Archmage favors and Standing, overflow unknown)

[] A Worthy Staff: Your walking stick keeps exploding because you keep sticking magic into it. It is starting get annoying, dangerous, and worst of all, expensive (it is, after all, fine work you do.) So why not build your own staff, out of something a bit more substantial than mere oak? If nothing else you could soak it in magic so it is a bit more used to it. (Requires at least 1 AP, enter crafting turn)

[] Writing It Down: You managed to get to the heart of what had been done to the beasts of the Annuliis, but your results were sloppy and unfocused, as perhaps is to be expected of one who had not even mastered wielding two magics at the same time yet. Now that you have, at least, that you could go back and reexamine them and write what you see; the farmers of Chrace have what they need, after all, but the Archmages may be interested. If nothing else it will be further data for the effects of Warpstone on flesh. (Requires at least 1AP, Will Proc Beastly Heart, Will Proc Primeval Fire, Will gain Archmage Opinion and Favors)

[] An Order: You have an order you would like to make for a reagent. (Cost: 0 AP, TX X 5 Snowmane Favors, 1-3 Turns depending on reagent rarity, may not order T-5s, Ithilmar however is available as are Power Stones (Both T2))

[] Creating A Spell: You really wanted to wait until you had mastered your magic further but it seems that if you keep waiting you will never do this. Two Winds can make a fine enough spell anyway. Creating a spell, a good spell--hell, even a merely acceptable one--is an excellent way to make friends with both the Loremasters and the Archmages. For the Chief Archivist has powerful friends, and it looks good for him to expand the archives. (Cost: 1 AP to Begin, Gain Favors from both Archmages and Loremasters, Will begin Spell Creation Tutorial)

[] Preliminary Results: A secret, Golden Age temple to Asuryan? Recording what you can of that will make you many friends with both the Loremasters, the Archmages…and the Priesthood of Asuryan. Though the Priests in Eataine do have an aesthetic focus on His Fire, they recognize each of His aspects, and are likely to be interested in, if nothing else, a story describing His nature they do not otherwise have, as well as, potentially, another source of objects or entities blessed by Him. Of His magic. All will be happy with you, and that is a rare thing indeed. This will also include writing down what little you have discerned of the Anoqeyån that coats the walls and doors, the floors and ceilings, of that place. (Cost: at least 1 AP, more AP will result in a better end product, gain favors and Standing from Loremaster, Archmages, and Cult of Asuryan, this will reveal it properly to everybody rather than the current rumors that are floating around, Procs Heaven Servant)


[] The Inner Chambers: The deeper parts of the Temple no doubt hold secrets of their own. More magic, deeper magic, secrets long since forgotten. The things of ancient days, the things that lie unknown. What is it? (-LOCKED, 1 / 8 AP Invested, must further advance magic through Loremaster or Archmage training, will proc Heaven Servant)


[] The Oddity: Something has happened to your windsight, but what? Only practice and effort can show you; but even that may not be enough. (4/5 AP, Grow to understand what has happened to your Windsight to at least some extent, Procs Heaven Servant)


[] The Egg: You have discovered an odd egg in the temple. Its physical shell is prismatic, as it is in your Windsight; but etched into the magic of it is yet more of the odd Anoqeyån, in particular a looping sentence, simple, indeed almost childlike, but potent:


Bajneth Alu Kuryin.


Roughly?


Oathlord denies __.


But then, you always did enjoy spending time among the birds more than you did studying linguistics. Your Anoqeyån is not subpar, but it is not that impressive, either. In any case, you may as well study it. And you have no idea what the devil Kuryin could be.


Well, there's only one way to find out.


(1 / 8 AP, Procs Heaven Servant, Proc Beastly Heart)


[] The Towers of the Winds: You worship and belove Asuryan, but Hoeth has proven Himself a worthy patron as well, insofar as you are a mage. It would behoove you, therefore, to make pilgrimage to the towers of the Winds: fortresses, yes, but also great repositories of lore of the Winds of Magic as separate things that serve a greater whole, as well as fine ritual sites, reinforced to banish the Daemons. They are sacred to Hoeth, and bear a spark of His presence as well. (1AP Required, Proc Heaven Servant on account of Cadai, Proc Beastly Heart since there are towers dedicated to both Ghur and Azyr, make pilgrimage to a sacred place of Hoeth)


[] A Fit Tower: You merit a place to call your own, where you can study the Winds of Magic to your heart's content, without either interruption or the worry that you are about to blast yourself and half the town into the Aethyr because someone bursts in at the most delicate moment. Magic being what it is, it would only be sensible to also mildly consecrate it to a god, though as a home you would not call it a real temple. Also, you are not wealthy enough to pay for everything, nor do you have the magic to consecrate the thing yourself, and so you will require backings and favors; at the least you will have to speak to your parents and the rest of house Snowmane (0/10 AP, Proc Beastly Heart, Proc Heaven Servant, one invested AP requires the investment of 10 Favors as well)


[] Study the Power Stone: Even the most simpering human wizard, running to their Dhar Daddy for aid rather than standing on their own two feet, could tell you about Power Stones: Magic folded in on itself until it becomes solid, a physical entity that can be touched and held and worked with and so on like a gem, a jewel. Good for crafting, nice and simple, a good way to hold power together. Having purchased one, you could study it: they might be basic, but you doubt they are useless. (0/3 AP, proc Primeval Fire for it will help you in your war against both Ghrond and the Druchii, Proc Heaven Servant since it is Azyr, can still be studied even if you use it in construction)


[] Study Ithilmar: Sky-Silver, it holds enchantments and magic like no other metal. You do not have a large supply of it, on account of not being in Caledor; further you are no true metallurgist, having instead chosen to study the Bestial and Heavenly magic. You are, however, Vardanis of Chrace, and so you do not surrender. (0/5 AP, Procs Heaven Servant)


[] Knowledge of Blackfang 2: You feel there are more secrets within the Book of Blackfang, ones just waiting to be learned… (0/12 AP, Procs Heaven Servant, Procs Primeval Fire, Proc Beastly Heart)


[] Study Starwood: The sacred wood is both light and hard, but more importantly all that is evil is banished by it. But why? Study it, and learn.


[] Tethia's Help: The only reason Tethia is not quite an Archmage is…well it's not quite pure politics, but it's close. That does still mean though, she can pull strings to get you help or help you herself… (Costs 10 Chrace Favor for 1d2 Points of progress in research, may only be used for research, may have minor narrative effects)



Social


Independent of Plan and requiring no AP, lest Vardanis should lose his mind​


[] Methelian might be of help assisting you in further developing your sword style; you don't need it, per se, but it would not hurt, either.


[] Your parents, because they are your parents and do you really need a reason?


[] Your siblings, because they are your siblings and again, do you really need a reason?


[] The Beastwalkers are apparently having a gathering soon, and for all there is some tension between the White Tower and the Old Magics, they do not really hate you; at worse they are condescending elders convinced that the youth and all things new are worthless. And you are a wielder of Ghur. Therefore you have the permission to go.

I will fix any mistakes in the morning but right now I'm exhausted. Moratorium for 24 hours, might be an extra long voting period just because I'm going to be home for the next little while, at least vegging out and maybe even doing something interesting.
 
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[] Tethia's Help: The only reason Tethia is not quite an Archmage is…well it's not quite pure politics, but it's close. That does still mean though, she can pull strings to get you help or help you herself… (Costs 10 Chrace Favor for 1d2 Points of progress in research, may only be used for research, may have minor narrative effects)
Does this require AP to get?
 
Does this require AP to get?
I'm gonna say no and also please be reasonable about it. To be honest I'm likely to eyeball a lot of where it is and is not appropriate aside from the hard limit on research, in that if nothing else particularly in the early stages of most things she can at least get you into contact with an expert even if she doesn't know herself.

And yes, other social options that you take may also (will not definitely, but may) get you similar options.
 
I'm gonna say no and also please be reasonable about it. To be honest I'm likely to eyeball a lot of where it is and is not appropriate aside from the hard limit on research, in that if nothing else particularly in the early stages of most things she can at least get you into contact with an expert even if she doesn't know herself.

And yes, other social options that you take may also (will not definitely, but may) get you similar options.
Okay then!

[] Plan: By Asuryan!
-[] Druchii Hunting [2 AP]
-[] The Oddity [0 AP]
--[] Tethia's Help [-10 Chrace Favor, 1d2 progress]
-[] Preliminary Results [3 AP]

Completing one leftover bit with Tethia's help, and Preliminary Results will get us further Standing and enough Favor to allow us to progress on the Archmage and Loremaster paths. And finishing off the Druchii Hunting, because dealing with an AR cult, even if they're not Druchii, might also help give Vardanis some more hard cred with the non-academic/arcane world.
 
Don't know if we want to go with Elliriad or not. I do want to go out campaigning at some point.
[] Study Starwood: The sacred wood is both light and hard, but more importantly all that is evil is banished by it. But why? Study it, and learn.
This is missing the action requirement.

If we can get Tethia's help on multiple things in one turn, I'm inclined to spend 20 Favours to complete Cardinal Heavens and the Oddity, then spend 2 actions on Druchii Hunting, 1 on Preliminary Results and 2 on Mastery of Four.
 
If we can get Tethia's help on multiple things in one turn, I'm inclined to spend 20 Favours to complete Cardinal Heavens and the Oddity, then spend 2 actions on Druchii Hunting, 1 on Preliminary Results and 2 on Mastery of Four.

Mastery of Four is probably not available until we get more Archmage Favors. I don't think we can do it on spec based on one action of Preliminary Results. I think spending three there would be good.
 
So I feel strongly that we need to build our equipment and improve ourselves in practical ways; so we can go on our quest with Tethia soon, but first we should wrap up our loose threads.

So my previous plan was this. [Note: Based on new information from this turn; this plan is heavily in review, but it is what I'm working off of.]

[] Plan Wrapping Up Loose Threads
-[] Druchii Hunting 3/5 - 2 AP + 1 AP (Primeval Fire) + 25% chance for 1 AP (Heaven Servant)
-[] The Oddity 4/5 - 1 AP + 25% chance for 1 AP (Heaven Servant)
-[] Cardinal Heavens 2/3 - 1 AP + 25% chance for 1 AP (Heaven Servant)
-[] Preliminary Results - 1 AP

I feel strongly against putting more than 1 AP into Preliminary Result. While more AP would give us better results for that action, we are starved for AP and I don't see that changing anytime soon. We need to use every AP as wisely as possible, and putting more AP than necessary into an action, that doesn't even procc one of our traits and therefore provide bonus AP, is such a waste. So best to just get it done with 1 AP. We can get Archmage/Loremaster Favour from many other things.

But given that are family is going into battle and we have the ability to arm them... I feel strongly that we should consider Elliriad's Will. Especially because (from a metagaming perspective) according to canon this battle ends badly. There is a genuine chance that if we don't take that option are family members way not return. Their also the possibility that our gear could affect the battle, but I'm skeptical on that front. I'm not saying we should do it, but I'm seriously considering pending more info.

On that note @Voikirium regarding Elliriad's Will. To clarify this is us crafting items for our family? Do we need to provide materials or would that be the family's doing? And if they are providing materials what tier would they be providing? Also is there any way to mitigate opinion/favour lose by not taking credit for what we are creating (and therefore not gaining opinion/favour as well)? I know that might be a longshot, but I thought I might as well ask.
 
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Mastery of Four is probably not available until we get more Archmage Favors. I don't think we can do it on spec based on one action of Preliminary Results. I think spending three there would be good.
We need 20 Favours for the next level of Mastery, and we currently have 10 in the bank. I doubt Preliminary Results will give us anything less than 10 favours, so as long as it's done before the Mastery training it should be fine?
 
[] Plan Preparing for the Hunt
-[] Mastering the Beast Within 3 AP + Beastly Heart
-[] Druchii Hunting: 2 AP

Something something Carthage Delende Est
you have to specify which spell you want to learn.
May I suggest the Amber Spear? that one take 8 AP, and with Beastly heart that means 2 times investing 3AP will give us the spell.
And add, as social actions, the one below? feels like good synergy, meeting the beastwalkers while learning Ghur spells

[] The Beastwalkers are apparently having a gathering soon, and for all there is some tension between the White Tower and the Old Magics, they do not really hate you; at worse they are condescending elders convinced that the youth and all things new are worthless. And you are a wielder of Ghur. Therefore you have the permission to go.
 
But given that are family is going into battle and we have the ability to arm them... I feel strongly that we should consider Elliriad's Will. Especially because (from a metagaming perspective) according to canon this battle ends badly. There is a genuine chance that if we don't take that option are family members way not return. Their also the possibility that our gear could affect the battle, but I'm skeptical on that front. I'm not saying we should do it, but I'm seriously considering pending more info.

Well, we know that the battle was going hot before they woke some kind of ancient evil (a dragon, iirc), which is what caused the disaster. Us forging run of the mill stuff for our family ain't gonna help them turn the tides there, if I understand it correctly, and we don't have the materials to forge T4 stuff that our family can use.
 
Well, we know that the battle was going hot before they woke some kind of ancient evil (a dragon, iirc), which is what caused the disaster. Us forging run of the mill stuff for our family ain't gonna help them turn the tides there, if I understand it correctly, and we don't have the materials to forge T4 stuff that our family can use.
Again I'm less concerned about turning the tide and more helping our family members survive.

In that post you quoted I asked a bunch of questions of Voik to clarify things. Depending on his answer will depend on if I see it worthwhile or not. If the action requires us to source our own materials than I say we shouldn't do it. But based off the fact we are completing this commission within the family my thoughts were that it would make sense for the family to source the materials and Vardanis to just provide the labour, expertise, & time needed to make them.

Also I felt if we are keeping it in the family why can we just not gain/lose opinion/favour for this action; after all the actions is unattractive at face value because it loses us opinion/favour with just as many kingdoms as we gain it with; so why don't we just quietly create some magical equipment for our family and not announce it to all and sundry; perhaps even deflect where it comes from.

I strongly suspect that this may be a dead end inquiry, but I will feel very disappointed in myself if members of our family die and I haven't checked this possibility.
 
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On that note @Voikirium regarding Elliriad's Will. To clarify this is us crafting items for our family? Do we need to provide materials or would that be the family's doing? And if they are providing materials what tier would they be providing? Also is there any way to mitigate opinion/favour lose by not taking credit for what we are creating (and therefore not gaining opinion/favour as well)? I know that might be a longshot, but I thought I might as well ask.
You will provide materials, and no there is not because that will not satiate the opinions of those critiquing you.

Answer other questions later.
 
It costs 4 AP to study a wind, and 4 AP to complete Mastery of Four.
There's no point.

Sure there is. If we're going to master more winds anyway (and we are), and each reduces the cost of Mastery of 4 by, say, 1 point, then we save 1 AP for each Wind we study before we do the Mastery of Four action.

I dunno if it works that way, but if it did, this would save AP in the long run.
 
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