[ ] Plan: Jyn+Sword
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.(Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
[ ] Plan: Jyn+Sword+AV divine instend of AV enchantments
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Investigate how the Vitae reacts with Divine Magic.
-[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.(Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
[ ] Plan: Jyn+Spell
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Attempt to finish off the Grey College spellbook by learning
Shadow of Death, Cloak Activity, and the MAPP. (Overwork).(Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
[ ] Plan: Jyn+Ranald's will
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Furnish the living spaces of the Waystone Project HQ (600gc as rolled by
@Redshirt Army for Ranalds blessing) (Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
[ ] Plan: Jyn+Sightseeing
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Immerse yourself in the culture of the 'Cityborn' Toriour inhabitants of Tor Lithanel (Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
[ ] Plan: Jyn+Shadow
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Tar-Eltharin, Colleges
-[ ] EGRIMM: Study an artefact: Kurgan enchanted weapons
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Attempt to gain control of one of your Arcane Marks (Overwork)
-[ ] Write a paper: Observations of Karag Dum and its unusual guardian (FADING)
-[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
-[ ] The Gambler: Attempt to bring a Karak's Runesmiths into the Waystone Project (Azul)
so those are my plans so far: largely its just changing the overwork option. also, I think I'm going to be happy to leave the Furnish the living spaces option for next turn, we need somewhere, and I think it should be nice, but I don't think yet is going to be a big deal.