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As a Journeywoman, Grey Wizard Mathilde Weber is dropped into the deep end of intrigue and double-dealing after a surprise assignment to the necromancer-afflicted province of Stirland. Follow her trials, travails, feats and discoveries as she makes her way in the world and does her best to decide who is worthy of her trust.
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I'll Make a Gish Out of You
I invite the thread to suggest musics best suited for Mathilde's training montage.
I'll Make a Man Gish Out of You - Mulan

Let's get down to business, to defeat the Dead
Did they send me zeroes, when I asked for ones?
You're the saddest bunch I ever met
But you can bet before we're through
Mister, I'll make a gish out of you

Tranquil as a new moon but illumined within
Once you find your center, you are sure to win
You're a spineless, pale, pathetic lot
And you haven't got a clue
Somehow I'll make a gish out of you

I'm never gonna catch my breath
Say goodbye to those who knew me
Boy, was I a fool in school for cutting gym
This guy's got 'em scared to death
Hope he doesn't see right through me
Now I really wish that I knew how to swing

Be a gish
We must be swift as the galloping nightmare
Be a gish
With all the force of a jump dragoon
Be a gish
With all the strength of a raging gryphon
Mysterious as the dark side of the moon

Time is racing toward us till the Purges arrive
Heed my every order and you might survive
You're unsuited for the rage of war
So pack up, go home, you're through
How could I make a gish out of you?

Be a gish
We must be swift as the galloping nightmare
Be a gish
With all the force of a jump dragoon
Be a gish
With all the strength of a raging gryphon
Mysterious as the dark side of the moon

Be a gish
We must be swift as the galloping nightmare
Be a gish
With all the force of a jump dragoon
Be a gish
With all the strength of a raging gryphon
Mysterious as the dark side of the moon
 
High King Thorgrim Grudgebearer
You know that comic that goes around the internet of a person saying "If you press the button, bad thing A will happen but-" and the other person just starts hammering the button and the first person says "DUDE!"

The button is labelled 'if you press this button 1% of the Dwarven race will die but a Grudge will be avenged' and Thorgrim Grudgebearer's claim to fame is how fucking good he is at hammering the living shit out of that button.

I found an animated version of the comic and photoshopped in your dialogue and Thorgrim's head. Enjoy. :D

 
I'm No Thane's Son
Put external speakers on them, use them to ferry rangers while playing 'I'm no Thane's Son' out loud.
We need to get to work with Johann to reverse the ratling gun and slap a pair on each gyrocopter.
I spent all of a few minutes on this. Opening verse is bit awkward in my opinion but meh.
I'm No Thane's Son

Some dwarfs are born made to wave the axe
Ooh, they're Grimnir's one and all
And when the bards play "Hail to the King"
Ooh, they point the cannon at you, Gods
It ain't me, it ain't me, I ain't no Thane's son, son
It ain't me, it ain't me, I ain't no fortunate one, no

Some dwarfs are born gromril pick in hand
Grungi, don't they forge themselves, oh
But when the taxdwarf comes to the hold
Valya, the karak looks like a rummage sale, yes
It ain't me, it ain't me, I ain't no Longbeard's son, no
It ain't me, it ain't me, I ain't no fortunate one, no

Some dwarfs inherit grudge clouded eyes
Ooh, they send you down to war
And when you ask them, "How much should we give?"
Ooh, they only answer "More! More! More!" yoh

It ain't me, it ain't me, I ain't no Grimnir's son, son
It ain't me, it ain't me, I ain't no fortunate one, one

It ain't me, it ain't me, I ain't no fortunate one, no no no
It ain't me, it ain't me, I ain't no fortunate son, no no no
 
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Orkbusters
Here's my chief motivation for voting Court Wizard:

Okrbusters
If there's something strange in you mountain peak
Who you gonna call? (Orkbusters)
If there's something weird
And it don't look good
Who you gonna call? (orkbusters)

I ain't afraid of no ork
I ain't afraid of no rat

If you're seeing WAAAGH running for your head
Who you gonna call? (orkbusters)
A Skryre rat
Sleeping in your hold
Who you gonna call? (orkbusters)

I ain't afraid of no cult
I ain't afraid of undead

Who you gonna call? (orkbusters)
If you're all alone
Pick up the dove
And call orkbusters
 
Everyone, sing the Grounding Rod song!
You know, people keep voting against it, but I have heard zero actual arguments against it.

I'm talking about the [Enchantment] option. Now I know this thread flies, but let me try this the fourth time, and maybe this time it sticks:

We should buy a Grounding Rod. It helps with miscasts. We can buy it for 1-3 favor from the Colledge. This is sensible. We should buy a grounding rod.

Now since this keeps getting lost and people keep voting against it without any argument made, I'm going to try and make this post a bit more noticeable. Like so:

Grounding Rod, Grounding Rod,
Grounds whatever a rod can,
Will it stop, everything?
Magic miscasts, nasty sting,
Look out!
Here comes the grounding rod.

Is he strong?
Listen mage,
He's made with magic sage,
Can he ground magic true?
Take a look around you.
Hey, there
There is a safe way.

In the chill of night
At the scene of a fight
Like a steady, dear friend,
He'll be with you till the end.

Grounding Rod, Grounding Rod,
Each would like a Grounding Rod,
Death and Shame
If ignored,
Safety is his reward.

To him, life is a great big bang up
Wherever there's a hang up
You'll find the Grounding Rod.

Everyone, sing the Grounding Rod song!

EDIT: Source.
 
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A genuine, bona fide, Magical, 25 points, Earthing Rod
You know, people keep voting against it, but I have heard zero actual arguments against it.

I'm talking about the [Enchantment] option. Now I know this thread flies, but let me try this the fourth time, and maybe this time it sticks:

We should buy a Grounding Rod. It helps with miscasts. We can buy it for 1-3 favor from the Colledge. This is sensible. We should buy a grounding rod.

Now since this keeps getting lost and people keep voting against it without any argument made, I'm going to try and make this post a bit more noticeable. Like so:

Grounding Rod, Grounding Rod,
Grounds whatever a rod can,
Will it stop, everything?
Magic miscasts, nasty sting,
Look out!
Here comes the grounding rod.

Is he strong?
Listen mage,
He's made with magic sage,
Can he ground magic true?
Take a look around you.
Hey, there
There is a safe way.

In the chill of night
At the scene of a fight
Like a steady, dear friend,
He'll be with you till the end.

Grounding Rod, Grounding Rod,
Each would like a Grounding Rod,
Death and Shame
If ignored,
Safety is his reward.

To him, life is a great big bang up
Wherever there's a hang up
You'll find the Grounding Rod.

Everyone, sing the Grounding Rod song!

EDIT: Source.
Earthing Rod Song




Well, sir, there's nothing on earth
Like a genuine, bona fide
Magical, 25 points, Earthing Rod

What'd I say?
Earthing Rod
What's it called?
Earthing Rod
That's right! Earthing Rod
Earthing Rod
Earthing Rod
Earthing Rod

I hear those things are awfully loud
It dispel as softly as a cloud
Is there a chance the Rod could bend?
Not on your life, my Dawi friend
What about us Stirlandian slobs?
You'll be given cushy jobs
Were you sent here by Daemons?
I swear to Ranald, it's no a con !
The ring came off this dead man
Take this aqshy crown, good woman

I swear it's Mathilde only choice
Throw up your hands and raise your voice
Earthing Rod !
What's it called?
Earthing Rod !
Once again
Earthing Rod !

But Snake juice is still to be studied !
Sorry, Belegar, the voter have decided !
Earthing Rod !
Earthing Rod !!
Earthing Rod !!!
Earthing Rod !!!!
Earthing d'oh!
 
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Accurate Depiction of Johann
Can he use any metal and gold is the best? Just curious if, say, gromil could be used.


Everybody was kung fu fighting...
My new picture of Johann, just with less muscles and more gold:

Who doesn't want to be a punch-wizard? You get to hit people with your fists and sling spells!
I shouldn't do things past 4 AM.


EDIT: also no idea how to make this not huge sorry.
EDIT: NVM
 
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It's not easy to be Mathilde
I apologize, but i cannot resist. The muse, she's an odd one. @BoneyM !

Faster than a sprinting rider,
More powerful than a siege engine,
able to topple great Karaks in a single stroll.
Look, up in the sky! It's a bird! It's a Gyrocopter!
It's The Dämmerlichtreiter.

Yes it's The Sängerkritisch, a strange visitor from another world
who came to Stirland with powers and abilities far beyond those of mortal men.

Magister Grey, who can change the course of great battles, bend light with a thought
and who, disguised as Mathilde Weber, eccentric researcher for a resurgent Karak Eight Peaks
fights a never ending battle for men, dwarves and the Imperial way.




And some Five for Fighting for when Mathilde gets overworked and overwhelmed. Possible appropriate mood music post Sylvania, as Mat sets out to find herself, wander with Belegar, seeking purpose.


I can't stop, not spy
I'm not that naive
I'm just out to find
The better part of me

I'm more than a mage, I'm more than a shade
I'm more than some pretty face meant to fade
And it's not easy to be me

I wish that I could cry
Fall upon my knees
Find a way to lie
About a home I'll never be.

It may sound absurd, but don't be naive
Even heroes have the right to bleed.
I may be disturbed, but won't you concede
Even heroes have the right to dream
And it's not easy to be me

Up, up and away, away from me
Well, it's all right, you can all sleep sound tonight
I'm not tired or anything.

I can't stop, not spy
I'm not that naive.
Grey's weren't meant to ride
With light upon their deeds.

I'm only a mage in a silly grey robe
Digging for secrets in this hidden tome
Only a mage in a silly grey robe
Looking for special things inside of me
Inside of me, inside of me [2x]

I'm only a mage in a silly grey robe
I'm only a mage looking for a dream
I'm only a mage in a silly grey robe
And it's not easy.
It's not easy to be me.

 
Excerpt from Mathilde's notes on Aethyric Vitae
*decides fuck it lets Math I'm bored*

*Sensible people should absolutely disregard this because its about MAGIC and thus Boeny can decide it does whatever he wants and even aside from that it likely has whims which means it can decide to change on a dime and leave you holding the burning chicken*

So in our investigations of the Vitae we have identified that it is experiencing something that keeps it stable in its fluid state. Introduction of reality weakening effects means it evaporates or transforms into something else. Normally Aethyric energy is outside of normal reality, but flows through the warp rifts at the Polar Gates and is split by their distorted forms into the Winds. These Winds flow south towards the Great Vortex.

There's a relatively easy way to describe the thinning of the Winds as one heads south via a function D, for the Decay of the Winds. But D should vary over time as the winds change and blow in new ways as they do at their own whims. Furthermore D should vary significantly for each Wind at any point along the continent and over time D should in proper consideration likely be denoted as DAqshy, DShyish etc for the decay rate of each individual Wind since they blow at different strengths in the same place and at different times. This function D also has a lot of inner variables which are not worth it to attempt to describe.

Anyway that digression aside, back to the Vitae.

The Vitae does not pass through the Gates, and never undergoes the transformation to become the Winds before it passes through the remains of the Snake into the material world. Mathilde has theorized it might contain pre-Wind structures because of how it acted before transformation and bits of it started to move in different directions but this has not been confirmed.

Because it enters the world the way it does, the Aethyric energy seemingly becomes compressed into this liquid state and is left to dribble out of our Schrodinger's Captive. This state is held in place by some action or force upon the energy, something similar to the act of actively compressing something i.e a pressure like force. Let's call this force R for the presence of Reality and real things.

We can surmise that Vitae has some kind of internal action which responds to this R because it doesn't dis-corporate into nothing under the force of Reality and instead hangs out in this metastable state. We can call this force A. So, A resists R and forces the state of the Vitae to remain where it is. There does not seem to be a critical mass of Vitae at and below 14 gallons, so at and below 14 gallons we can surmise that it doesn't react with itself to increase the value of A and evaporate into something. This seems to describe that at and below 14 gallons the Vitae has a stable constant effect on the strength of Reality, so we can surmise that at and below 14 gallons A is a constant that doesn't increase with more Vitae present. (This might change at higher quantities of Vitae) Thus the first equation is:

(1) R - A = X

Where X is the remaining strength of Reality's realness.

However the presence of things which weaken R can let A become larger than it and the Vitae violently expands into the Winds or Dhar. Interestingly these are both evaporative-like processes. These things include Dhar heavy environments, the light of Morrslieb and the presence of the Winds and Warpstone. We can bundle these forces into two variables. W for the concentration of the winds, the strength at which they blow in a space. M for the effects of Morrslieb and Warpstone and Dhar. Thus with these we can modify equation (1).

(2) (R - M - W) - A = X

M
is usually 0 or so close to it that it can be ignored outside the presence of Morrslieb, walking around Sylvania or Warpstone. W is more interesting. In a room where there were no Winds but what Mathilde brought with her it didn't evaporate into the Winds until she concentrated it outside her body. The Vitae also did not evaporate while travelling and existing in relatively normal Wind density.

Let's make equation (3):

(3) (R - W) = Y

Where Y is the realness of Reality after being affected by the presence of the Winds.

We can perhaps surmise that the difference between Y and A is larger than the nominal Wind density in any place of the Southern Empire but we need more info in that regard. (We already have an option that basically looks at A)

There's also our indication that lower amounts of really concentrated Winds in close proximity can have transformative effects. This is also not rigorously confirmed. This implies equation (2) is incomplete which makes sense. We don't know all the qualities and forces acting on the Vitae after all.

*falls over*

E: *Gets back up*

Oh! This does mean we can simplify equation 2 into equation 4.

(4) Y - A = X

And equation 4 is more general than the preceding ones.
 
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Player-Created Multi-Action Plans
I figured I would make a multi-action project page for us. Strikethroughs are progress we've made.

Just @ me if I'm missing something, there's a new plan, or something changes. If anything on this seems wrong, or can be refined, especially if we have WOG, @ me then as well.

DISCLAIMER 1: Plans listed here are not guaranteed to work how we expect them to, the Prereqs listed are not necessarily correct, etc. If this happens, don't blame BoneyM. Don't whine to BoneyM about how we 'deserve X cause we did A, B, and C'. This post is NOT WOG. if this page doesn't line up with thread canon, that's on me or the posters who designed the plans. If you can point to WOG contradicting parts of plans, please @ me so I can update.

DISCLAIMER 2: I do not necessarily endorse plans listed here, or even believe some of payoffs could happen. Plans are listed here based on there being vocal proponents of the plan in the thread.

Note: I've swapped from strikethroughs for payoffs to Bolded underlined, because it's easier to read, and we have those now. Strike throughs are kept for things in a todo part, such as pre-reqs/plan, etc.

'Some' thread buy in, by which I mean at least 3 posters talk about doing the plan, or state that they approve it. Please @ me when this happens.

This is supposed to be a comprehensive list of possible plans we COULD use, not a road map of plans we must follow.

Plans like 'get X skill' won't be specifically listed, as they're too generic.

Finally, ones that can be done right now in a single action won't be listed, as those aren't long term. Just vote for them.
A plan is active if it has been advanced, whether intentionally or not, in the past in-game year (usually about 6 posts over 2 turns, not counting interludes), AND not basically completed. A plan is new if it was proposed in that time frame.

Research Projects Explored:
SNEK JUICE
WAYSTONES - Active
WAYSTONES
PREREQ: Time, ability to convince many to get onboard.
PLAN: Get Permission. Choose a place to study at: Lothlorien. Recruit Groups(Eonir, Asur, Asrai, Brettonia, Hag Witches, Jades, Light Order, Hedgefolk, Ice Witches, Runesmiths, Druuchi), Get more permission, Research: Discover and understand waystone network geography of the Old World. Restore conquered nexuses (Brass Keep, etc). Create a working tributary. Create a working waystone. Create a working waystone Nexus. Exploit the Waystone system to do some megaproject.

TIME: A lot
COST: ?
PAYOFF: Understanding of Waystones. Ability to build Waystones, Fixing the Old Worlds Dhar Problem (Sylvania (in progress), Kislev (in progress), Laurelorn (in progress), etc), International agreement.

SNEK JUICE

PREREQ: Snek box
PLAN(s): In no particular order: Take powerstone class. Investigate turning into powerstone equivalent. Talk to Kragg, or another dwarf about snek juice + runes, especially recharge. Study Snek Juice with runes. Study snek juice ourselves. Weaponize it. Use it on the coin, Build 8 Orbs of Sorcery. Create a Liminal Realm, Write book
TIME: 1 Action to create the 8 orbs of sorcery. 1 action to investigate Liminal Realm. 2 Actions to write the book on Aetheric Vitae.
COST: Studying costs Snek Juice. 40 CF for buying all 8 powerstones.
PAYOFF: Recharging of Ancestor Runes, Access to Dwarf Favor, Ranald has 2 daughters (one ID'd as Haletha), Orbs of Sorcery + college favor. Liminal Realm creation. Fame from book.

ULGU ASCENSCION
PLAN: Get more Arcane Marks. Train the Arcane Marks. Mess around and find out?
TIME: Currently we have 4 arcane marks. So 4 or 8 turns I'd say.
PAYOFF: Immortality? Transforming oneself into the embodiment of Ulgu.

SPIDER SILK
PREREQ: Education of spiders
PLAN: Get silk weaving capabilities. Teach Spiders to Trade. Then industrialize. Then trade with others.
TIME: Apparently infinite (jk?). Not our job no more.
COST: Lots of goats, though Orcs count also
PAYOFF: Crazy effects on global trade, access to spider silk for armor and wizard robes AND SHEETS, EIC makes bank, better bedsheets.

THEURGY
PREREQ: Worship of Ranald; Avatar?; Weird altar to Mannslieb
PLAN: Get a holy artifact. Study the coin. Figure out another way?
TIME: ?
COST: ?
PAYOFF: ??? In the search, we found that Ranald has daughters. One of the Daughters is Haletha.
NOTES: Stop looking at Ranald. We sacrificed a clue. Dead until we get a new divine artifact, or a willing priest, or divine energy + AV does something. We can explore the coin and the connection between us and Ranald, but no idea if it will help.

MAGIC TATTOOS
PREREQ: Learn Qhaysh for Qhaysh ones. Learn about tattooing and modifying the body. Learn about rituals.
PLAN(s): Figure out how to tattoo yourself, Figure out how to tattoo yourself with magic, then do it.
TIME: ?
COST: ?
PAYOFF: Magic bonuses of some sort?

LEARNING QUEEKISH AND RELATED THINGS
PREREQ: Captive Skaven, Stuff to Translate
PLAN(s): Continue to learn written Queekish by having Qrech translate stuff (Magic vocab is still needed). Eventually learn Spoken Queekish. Solve the scent problem, which got worse because of the smoke. Probably use Coin: Deceiver and Qrech's hatred of Mors to do this. Write up findings. Translate remaining documents. Write Dwarf Dictionary. Write Reikspiel dictionary. Learn Magic, Moulder Dialect, and Holy Dialect.
TIME: ?
COST: 0
PAYOFF: Can infiltrate Skaven settlements without sticking out badly. Can translate Queekish Documents, including Chaos Dwarf Book. Huge college payoff for translation of Queekish. Empire and Dwarves gain strategic advantage vs Skaven.
EVEN MORE AETHYRIC ARMOUR UPGRADE
PREREQ: Magic 8, maybe spider silk, better enchantment?, Battlemagic enchantment?, AV relevance?
PLAN: Get materials, then attempt to make the armor. Maybe use spider silk, AV, or windherder.
TIME: 1 turn minimum
COST: gold/favor for materials, maybe the Heldrake scales, classes on enchantment (one more available, I think), a powerstone
PAYOFF: Add extra bonuses (like fire protection or invisibility)? Upgrade our armor to always on, and including our mastery. Also upgrade protection again.
SYNERGY: With Spider Silk, it could look cooler. With Elventure, we might get Elven Armor, and look like this:

STAFF GET
PREREQ: Enchanting, Advanced Enchanting, Staff Turning Class, More Advanced Enchanting (optional), Even More Advanced Enchanting (optional), AV Enchanting (optional), Rune Class (optional)
PLAN: Get materials, then attempt to make staff.
TIME: 1 turn minimum
COST: 2/5/10 college favors for wood/metal/exotic ulgu material

PAYOFF: +1 magic, Reduced difficulty of mist/fog/miasma spells.

MATHILDE'S INSUBSTANTIAL SWORD TECHNIQUE

PREREQS: Branulhune, Shadow Dagger Mastery
PLAN: Develop sword style using the Rune of the Unknown's ability to 'blink' (momentum dump, guard bypass, quick-draw, hand switching, (improve action optional)). Then develop a new spell which is a sword variant of our Shadow Dagger Mastery that allows for a 'blinking' magic sword that can cut thru armor (has WOG approval here). Share this spell and sword style with the college.
TIME: 3ish? 1-2 Serentity turns for the paper(s) on the spell and sword style, 1 turn for teaching at the College.
COST: 0
PAYOFF: Cool sword style that's better at fighting. A new spell. College Favor. Mathilde's name on the college's signature sword style. College has a new method of fighting. Shadow Wizards really want swords with the Rune of the Unknown, so help out Dwarves more.

FINISH NON-BATTLE MAGIC SPELLS
PREREQ: Magic 5 to cast, magic 7 for reliability.
PLAN: Pay College favor to roll on every spell that's left.
TIME: 1 expected action.
COST: 2 college favor per instruction, plus extra to guarantee classes are open.
PAYOFF: The spells. We already got the completion bonus of extra magic, per WOG.

MAKE YOUR OWN MAGIC (ON PURPOSE THIS TIME)
PREREQ: Relevant Trait/Mastery, WOG approval
PLAN: Spend time working on it. See relevant info threadmark here.
TIME: Probably AP. This will be modified
COST: Probably nothing.
PAYOFF: The spell itself. College favor once shared.

SKILL
PREREQ: NONE
PLAN: Take class at college. Hire trainer. Teach yourself. Life experience (not dependable)
TIME: 2ish turns if we get a tutor (Seems like it can be 1 turn at the college)
COST: 1 favor/100gp per turn/Other trainer cost
PAYOFF: +1 in relevant stat, narrative benefit

ADVANCED SKILL
PREREQ: Basic Skill
PLAN: Take class at college. Hire trainer. Teach yourself. Life experience (not dependable)
TIME: 2ish turns if we get a tutor (We need 3 pts of 'Experience' for lack of a better term. I think we can get 2 per turn on a good roll, but am not sure. A citation would be nice.). Enchanting took 1 turn though, so maybe less?
COST: 1 favor/100gp per turn/Other trainer cost
PAYOFF: additional +1/+2 (depends) in relevant stat, narrative benefit, potential trait if core to Mathilde (rare)
YAGIGAKURE NO SATO: The Village Hidden Among Goats.
PREREQ: EIC
PLAN(s): Have the Hochlander setup a EIC headquarters there. Then build a place to teach people to spy (maybe dedicated to Ranald?)
TIME: ?
COST: Many EIC AP, probably.
PAYOFF: Ninja Village

STEAL FROM HASHUT
PREREQ: Theurgy
PLAN: Find out about Hashut Holy items, and where they are. Find a way to hide from a god. Find a way to transfer an object from one god to Ranald more safely. Get to where the holy item is, steal it, and make it to safety, then steal the power of the item for Ranald. Basically stealing power from Hashut using the aspect of Ranald the Night Prowler.
TIME: A lot.
COST: ?
PAYOFF: Loot from converted holy item. More power for Ranald. Hashut is lessened.
SYNERGIES: We've already Gambled power from Gork and Mork. This one is stealing using the Night Prowler aspect. Could we go for all four? Saving Skaven from the Horned Rat for the protector, and perhaps something else for the Deceiver?

KILL HORNED RAT
PREREQ: Theurgy?
PLAN: Figure out how to do this, or if it is even possible.
TIME: ?
COST: ?
PAYOFF: ???
BOOK BOON
PREREQ: Royal Boon, Transcendent
PLAN: Get a massive library. Stock it with books (in progress). Advertise.
TIME: A while as it gets built. Time for books to trade with partner libraries.
COST: Royal Boon, Transcendent, Gold for even more books
PAYOFF: The World's Greatest Library

BECOME MAGISTER LORD
PREREQ: Become Magister, Great Deed(Optional)
PLAN: Finish learning non-battle magic (Kinda done). Then either wait for us to be considered (<5 turns is my guess, but that's been my guess for a while) or use the Great Deed.
TIME: Maybe not that long, but faster if we use a Great Deed.
COST: Maybe a Great Deed. Might have additional responsibilities.

PAYOFF: The title. Extra pay from the dwarves, as we go up a rank on their payscale. No tithe. Additional respect. Sweet access to extraplanar weirdness!

K8P MAGIC COLLEGE

PREREQ: Should have higher College Rep for this to work?, Great Deed
PLAN: Get Permission from Belegar (easy, if everything else is ready). Get Permission from College (Probably needs a Great Deed). Recruit other Magisters. Get local Wizards promoted, and convince them to stay.
TIME: The recruitment is probably the big factor. Also, the buildings. We have to do this ourselves, per WOG.
COST: A Great Deed. Many College Favors for magister recruitment and buildings. Also, probably dwarf favors.
PAYOFF: K8P has (more) wizards! Extra pay from the dwarves, as we go up a rank on their payscale as THE grandmaster, if not a grandmaster (It makes more sense in Khazalid apparently).(We hit grandmaster anyway!). An organization to run.

KNIGHTS OF RANALD
PREREQ: Become a knight, educate spiders, Great Deed
PLAN: Convert halflings to Ranald. Teach spiders and halflings to ride together. Teach them to be knights. Get permission to begin order (Great Deed).
TIME: The recruitment + training would be a number of years.
COST: A Great Deed. Many halfling favors. Many We favors.
PAYOFF: Knights of Ranald.

ELF EDUCATIONAL ADVENTURE
PREREQ: Invitation, time off work, complete spell book, get staff?, learn sword skill?, buff diplomacy?
PLAN(s): Go to Ulthuan, assist shadow warriors, kill many Druchii, learn from elves, get more invitations, earn elf Favour
TIME: 99 days (if I recall correctly), so about 3ish actions.
COST: The Invitation, and expenses to travel to Ulthuan.
PAYOFF: Learn a lot about magic and stealth. Find better teachers for magic and stealth. In with non-shadow warrior elves. Get Good.
SECOND WIND VIA TONGS (USING DHAR)
PREREQ: Snek juice, Liber Mortis Read, Belt, Windherder
PLAN(s): See if it's possible to manipulate second wind thru Ulgu Tongs without creating Dhar. It's not possible without dhar.
TIME: ?
COST: Violating the articles.
PAYOFF: Access to second wind, probably at a lower ability than our Ulgu, which would use dhar. Eventual Madness.

SCREWING AROUND WITH DHAR/WARPSTONE/NECROMANCY
PREREQ: Liber Mortis Read
PLAN: Screw around with dhar. It's no big deal. Nothing bad can happen. We promise.
TIME: Anytime you want.
COST: Violating the articles, maybe getting caught, exile from the empire and maybe K8P. So nothing major.
PAYOFF: Power! Unlimited Power!
SYNERGY: With Abelhelm waifu plan

ABELHELM WAIFU
PREREQ: Screwing around with necromancy
PLAN: Confess our love. Marry him. Live happily ever after. After we resurrect his corpse.
TIME: Probably, and hopefully, quite a while.
COST: No cost is too great for true love!
PAYOFF: Abelhelm is best waifu!
RETAKE KARAK EIGHT PEAKS

RETAKE SYLVANIA

Last update 01/09/24
 
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