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The Dammerlichtreiter's Saddle is something I'd vote for, as well as the thrurible- neither is needed for us but the Hochlander would be a lot more useful to us with one, and giving the other to Roswita kills a few birds with one stone.

I'm interested in the non-enchanting versions of windherder more though- casting something like Take No Heed on someone running Wings of Heaven for a really nice scouting effect, or Guard of Steel on someone in Substance of Shadows for an untouchable living AoE damage effect on the dark.

Basically I think that enchanting windherder is a next step after we've demonstrated that the spells can be made to play together as spells, since it is much harder and takes much longer.

Maybe area effect spells? That one Gretel had mastered plus universal confusion would probably break a Waaagh field pretty well.
 
Was re-reading the quest. A story in two pictures:



:V
 
Certainly the main difficulty with Windherding enchantments is that, well, we don't have any other enchanters.
Yeah. Mathilde should at least know of some other College Enchanters, from having taken that more advanced Enchanting course about finding your limits, but then as ever the difficulty would be in convincing them to drop their pet projects to work on ours- i.e. stumping up the College Favour to recruit a Magister or Lord.

Maybe we can luck out in applicants for WEB-MAT. When we get around to actual recruitment.
 
Maybe we can luck out in applicants for WEB-MAT. When we get around to actual recruitment.
At the moment I think our best bet would be getting Max or Johann to learn enchantment, but I also have no idea if that's something either would be adept at or want to do?

I suppose Max's general goal is at least Enchantment-adjacent?
 
At the moment I think our best bet would be getting Max or Johann to learn enchantment, but I also have no idea if that's something either would be adept at or want to do?

I suppose Max's general goal is at least Enchantment-adjacent?
Yeah. Max initially gained respect for us when we told him we had skill in Enchantment, in parallel to his 'permanent transmutation through crafting' quest, so I'd not be surprised if that puts him in the 'interested and tried to learn but had no talent for it' category? For Johann I'm not even sure if it fits within his limited sphere of magic.
 
It is my belief, based on old Boney posts, that we do not need a named character to cooperate with for Windherding, we can just hire someone for the standard CF cost and then do Windherding.
[ ] Enchant a wand of Shadow Daggers that explode into flame after hitting (5 CF for Bright College enchanter)
"Someone we can recruit to WEBMAT" is not a limiting factor. AP and CF are.

Also, I still like Fayhem's idea for our first Windherding item, which is similar to Jyn's but uses Shadowcloak instead of Shadowsteed: a pure stealth item rather than a wilderness-travel item.
If we want to make something for him with Windherder as a baby-enchantment milk run, how about, I dunno, a combo of Shadowcloak and The Wilds Undisturbed on an item. Boosts his stealth with Shadowcloak and since The Wilds Undisturbed is described as "you and several touched creatures can move freely through wilderness and leave no trail" it either lets him or him and a few buddies do that, thereby at least freeing him from having to pay attention to and spend time on covering his trail and moving through wilderness terrain, and potentially letting him extend that to a few allies. Very applicable to his skillset, relatively unchallenging to make since it's a Relatively Simple and a Moderately Complicated spell, and much easier to explain why it seemed like a good idea to make that if the worst happens and it wound up in someone else's hands.
But they'd both make fine first projects, I think either would be great for the Hochlander.
 
If he wanted a staff, he is perfectly capable of getting one.
Maybe if we were particularily close, or learned he was looking for a staff and wanted a favour of him, then maybe, but as a random gift it seems odd.
We'd definitely have to get to know him first.
Everything.

10000+ pages is damned intimidating.
Do you have any concrete questions?

Because the cliff notes boil down to this:
We reconquered Karak Eight Peaks. First two Karags and the Citadel, then the whole rest of it in a couple of days.
We became Loremaster (Learning Advisor) to King Belegar Ironhammer.
We discovered and befriended a spider hivemind that poops out silk. They are now allies of Karak Eight Peaks and live in a dedicated cave while eating Orcs.
Most of the Wizards that joined the expedition plus three more young Journeymen all joined a social club we created.
The two Gold Wizards became our direct employees.
The Jade Wizard Panoramia is our girlfriend.
Karag Nar was ceded to a bunch of mercenaries with fixed employment for K8P. It is essentially a Human vassal Hold under King Belegar.
At the top of said mountain we have a massive penthouse and nine towers of varying size.
W created a superweapon with which we managed to kill half a million Orcs in one shot.
We captured a Skaven and got him to help us make a Skaven disctionary.
We have a cordial relationship with an Emperor Ice Dragon that lives at the top of Karag Zilfin.
The EIC has expanded quite a lot, with presence in multiple Empire Provinces and even outside the Empire. It is currently participating in Dwarven plans to create a canal that would break Marienburg's trade monopoly. Marienburg is pissed.
We returned Karak Vlag from the Warp.
We had a weird trip till Karag Dum and back.
We decided we don't want to be Belegar's Loremaster anymore and instead are starting a multinational and multi-racial research project into Waystones.
Any more questions?
 
How long do items enchanted by wizards work? A lifetime? Two? I mean, i know it depends on how talented the craftsman was, but i assume they have very finite lifespan. Just makes me question how long Staff of Volans is supposed towork for.
 
I have to say perhaps the thing i'm most excited about (from a worldwide betterment of the world perspective) in this quest is the one thing that we are only tangentially involved in... the canals.

The thing that truly broke the old dwarven empire was the destruction and then desecration of the underway. The method through which the isolated strongholds of the dwarves could concentrate their resources and armies. After it fell any journey through it would be fraught with danger and be longer and far less acomodating even in the still standing sections. So throngs start travelling overland, robbing the dwarves of nearly all their natural advantages.

But the canals change all that. Not only does it allow the easy transport of goods, but also it allows the supremacy of dwarven (riverine) shipbuilding to make it perhaps the safest way since the underway itself. No more will the gathering of throngs to help banner kings take months - years. Instead once the canals are finished, within weeks to months (unless your K8P or Azul) reinforcements will arrive even from the most far flung holds that are connected to the canals. Probably even faster (given water transport) than the underway.

And once the dwarves have had time to build up thecanals to their liking (in a century or two) I imagine the canals might be near as impregnable as the underway of old as the entire length I could imagine may being enclosed or have titanic walls raised around it. While work continues on widening the canal or double leaning it.

The return of two old holds (three in terms of rune power) has given the dwarves breathing room. The canals may be enough to revitalise the dwarven empire.
 
How long do items enchanted by wizards work? A lifetime? Two? I mean, i know it depends on how talented the craftsman was, but i assume they have very finite lifespan. Just makes me question how long Staff of Volans is supposed towork for.
I can't help but feel like maintenance may be a thing WRT enchantments, but am unsure how that world interplay with the limits of crafting masterworks. Given how much magic relates to the thoughts of living beings, perhaps part of it is related to the strength of the story of the enchantment.

So the great staff crafted by the first Magister Patriarch of the colleges would have a story nearly as strong as the existence of the colleges themselves wrapped around and somewhat revitalizing its magic, while a knickknack of lesser renown, even one made by Volans himself, would be distinctly lesser in lifespan.
 
I can't help but feel like maintenance may be a thing WRT enchantments, but am unsure how that world interplay with the limits of crafting masterworks. Given how much magic relates to the thoughts of living beings, perhaps part of it is related to the strength of the story of the enchantment.

So the great staff crafted by the first Magister Patriarch of the colleges would have a story nearly as strong as the existence of the colleges themselves wrapped around and somewhat revitalizing its magic, while a knickknack of lesser renown, even one made by Volans himself, would be distinctly lesser in lifespan.
Volans didn't really craft much that I'm aware of, most of the big artifacts in the Colleges, including the staff, were made by the first Bright Patriarch, Von Tarnus.

(Depending on source his first name was Frederick or Fredrick or Friedrich)
 
Right so it is something new but I am still annoyed that best the thread can think to do with it is make a questionable value gift to somebody we met twice.

If we are going to do it it should be awesome. Like enchanting something with Shadowsteed and Wings of Heaven so we get a flying horse to get around in style. Now that worthy for an AP.
We have to walk before we can run.
 
Radiant Weapon... Magic Dart? = Radiant rock-sling?

that's about as simple as it can be, low-level Light magic + Petty magic
I don't think we should try windherding using petty magic. Petty magic is low-level enough that it's effectively a mono-wind; that is, every wind can do petty magic effects. So a windherded enchantment using a simple wind spell combined with a petty magic spell would be something that could be created using only one wind by itself.
 
At the moment I think our best bet would be getting Max or Johann to learn enchantment, but I also have no idea if that's something either would be adept at or want to do?

I suppose Max's general goal is at least Enchantment-adjacent?
Yeah. Max initially gained respect for us when we told him we had skill in Enchantment, in parallel to his 'permanent transmutation through crafting' quest, so I'd not be surprised if that puts him in the 'interested and tried to learn but had no talent for it' category? For Johann I'm not even sure if it fits within his limited sphere of magic.
Max would probably be good at enchantment, given how patient and methodical he is.

I remember BoneyM saying Johann could be excellent at enchantment due to the way his magic works, but only for a limited selection of spells since a lot of the Gold spell list is inaccessible to him. Someone else would have to hunt down the quote though.

Personally I'd like to see if Panoramia wants to learn enchantment. Less as a path to great magical artifacts, and more as a personal activity she and Mathilde can enjoy doing together.
 
Right so it is something new but I am still annoyed that best the thread can think to do with it is make a questionable value gift to somebody we met twice.

If we are going to do it it should be awesome. Like enchanting something with Shadowsteed and Wings of Heaven so we get a flying horse to get around in style. Now that worthy for an AP.
We've come up with more ambitious ideas in the past, but ultimately it needs a broad base of support to get the AP spent and a lot of people are worried about wasting an AP completely on a failed attempt at something too hard.

On your specific suggestion, I'm pretty sure Boney has said Mathilde doesn't trust enchantments for flying because they're too easily dispelled leaving you plummeting to the ground, so that particular combo isn't on the cards.
 
*Searches who Morghur is*
*Blinks*
*Blinks again*

Karag Dum became DawiZharr?! How the bloody hell did we escape the Chaos bastards?!
That's the really weird part...

They aren't Dawi Zharr. At least, not the same kind as those of the land of the skull. Also they'really somehow desertfying the chaos wastes around them without affecting the forest around them. It's quite strange.
 
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