Voted best in category in the Users' Choice awards.
Voting is open
Added:
[ ] JOHANN: Have Johann spend time getting to know Kadoh, who has expressed an interest in meeting the 'fist metal-Mage'.
Will taking this action involve Mathilde explicitly telling Johann to 'go fist' Kadoh? :p
Johann really should have paid a little more attention to Mathildes' preferred recreational reading genre.
Johann takes a moment longer to consider it. "Any other research branch, I'd have my doubts how well I'd fit into it," he eventually says. "But I've seen how you do research. I think it would be a good fit."
But, yeah, if he's going to be making new friends for us, then Johann (trying to) learn to speak Elf first is worth a shot.
 
[ ] 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.
Is there a reason to put overwork into all the plans? We already have one overwork and I'd prefer to clear that in favor of being able to have the option of pushing later.
 
Question for the thread: Are people imagining that Mathilde will have some Dwarf turn up on her doorstep and announce that she must immediately hand over 2000gc or die?

Consider Mathilde's standing with the Dwarfs. She will not be Grudged for being momentarily out of pocket. Even in the absolute worst case scenario of someone demanding the debt be paid immediately we can just ask Belebro for a loan. We have static income and can generate more wealth very quickly, at the cost of AP, should we need to.

This isn't to say we should waste money. However we aren't required to keep a 2000gc reserve at all times in case the debt comes calling.
 
The best argument for why we shouldn't splurge on living arrangements; it would mean backing down from our game of chicken with Gretel on getting silk sheets first when the We silk gets going.
 
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.

For now, I think furnishing the research areas is less important than living space :

  • We don't really know yet what we want to research in particular, so we can't really know in advance what instruments we'll need.
  • We don't know enough about what our potential allies will need : elves, runesmiths, other colleges, kislev, bretonnia, etc. Much better to rope them in first before starting buying research equipement and get their input on what research equipement is needed.
  • Other factions might be able to share the financial burden (Ex : Major Houses, Gold College, Dwarf Holds, foreign powers, etc.). Just because we are rich, doesn't mean we should shoulder everything alone.
  • I expect it will take quite some time to get into actual Waystones research anyway. And we can still go back to K8P to do some research if needed for now.
For now, I'd much rather have great living spaces (rooms, conference rooms, socialisation areas, etc.). after all, I expect that for now we'll mainly be focusing on recruiting people, debreifing them on what they bring to the project, getting them up to speed, etc.

Let's diplomance for a few turns, get some elven weavers, start selling silk and we'll be able to get truly fantastic research facilities in a few turns with the input of all participants.
 
The best argument for why we shouldn't splurge on living arrangements; it would mean backing down from our game of chicken with Gretel on getting silk sheets first when the We silk gets going.
No-one is arguing against splurging on living arrangements, some are concerned with over splurging. For me I am also concerned that an extra 200 gold will not change anything: the residence will still be very good for a non elf and still be poor for an elf.
 
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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.
I'd say it's the other way around, the living spaces will see immediate use if we use as much a single action in Laurelorn but the research spaces wont be used until we actually start research, right now we're in the recruiting phase so the research areas are likely to just be gathering dust.
 
Oxford comma is not a hard and fast rule outside of American English, it's something that can be applied when it would remove ambiguity.
Oxford comma isn't a hard and fast rule in American English either, because it can create ambiguity...but I think that it's right to use it in this case. Contrast
'(leather), (leaves), and (barks)'
with
'(leather), (leaves and barks)'
...Honestly, it might just be a matter of personal taste, but I'd put the comma there because I would put a pause in there if I was saying this. There's a reason the symbol for a breath mark in music is also a comma. (Well...more of an apostrophe, but still. Comma-shaped.)
 
[ ] Plan Redshirt v1
[ ] JOHANN: Have Johann spend time getting to know Kadoh, who has expressed an interest in meeting the 'fist metal-Mage'.
[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (Karak Azul)
-[ ] COIN: The Gambler
[ ] Furnish the living spaces of the Waystone Project HQ (300gc+)
[ ] Furnish the research spaces of the Waystone Project HQ (2000gc)
[ ] Explore the wonders of the ancient and beautiful city of Tor Lithanel
[ ] Immerse yourself in the culture of the 'Cityborn' Toriour inhabitants of Tor Lithanel
[ ] EIC: Have a blackpowder factory built in Wurtbad.
[ ] SERENITY: Observations of Karag Dum and its unusual guardian
Why only one WEB-MAT action? By not doing 2 in the same turn, we lose the free WEB action. Wouldn't it be better to either do two WEB-MAT actions, or save the JOHANN action for next turn to combine with another WEB action?

Also, please indent your plan; it's much harder to read find out what people are voting for if all you see in the vote tally is the plan's top line by itself.
 
It begins. Quality arguments so far, not sure exactly where I stand on living quality. Will think on it.

This is the moment you had been bracing yourself for. For all that cooperation and harmony was spoken of, this relationship was going to be a game of bluff and deception, with ancient secrets for chips and closely-guarded techniques for cards. Each side would be determined to glimpse as many cards and take as many chips as they could while giving away as little as possible. You had managed to win a seat at this table for the Empire, and there was one thing you needed to avoid admitting at all costs: that you have no chips and no cards.

You're sure that somewhere, Ranald is grinning.

I'll be honest, this did succeed in reframing this venture in a more exciting light for me. One framing of the Waystone Project that I've been fond of is that it was possibly the least Mathilde option of the Big Four. That this project of diplomacy and pure research was not where Mathilde's heart laid the most, it wasn't the most exciting or the most tied to her own personal loyalties. But she took it anyway because it was The Most Important, and she was the only person in the correct reputational position to get it going at all. Because Mathilde is a good person that keeps an eye on the wider picture, and that wider picture demands that you must be willing to sacrifice a lot more than a more exciting future if it might protect or improve the Waystone network.

And I do still kinda think of it like that, because that's the kind of character I respect, but this reframing of Mathilde playing poker with no cards and no chips in order to pull off the impossible, that's also very fun.
 
Is there a reason to put overwork into all the plans? We already have one overwork and I'd prefer to clear that in favor of being able to have the option of pushing later.
Overworks refresh independently. This is the turn that "free" overwork becomes available, it doesn't slow down our second slot clearing. It's pure free AP.
I'd say it's the other way around, the living spaces will see immediate use if we use as much a single action in Laurelorn but the research spaces wont be used until we actually start research, right now we're in the recruiting phase so the research areas are likely to just be gathering dust.
This is an excellent point.

So, let's assume for the moment that Johann will need to speak Eltharin before he can bro out with the Champion. Here's a plan based around waiting a turn for WEB-MAT efficiency purposes:

[ ] Plan Win Friends And Influence People
-[ ] Overwork (Slot 1)
-[ ] Furnish the living spaces of the Waystone Project HQ (300gc? Depends on what Boney says when answering the slate of questions)
-[ ] Immerse yourself in the culture of the 'Cityborn' Toriour inhabitants of Tor Lithanel
-[ ] Immerse yourself in the culture of the 'Forestborn' Faniour inhabitants of the woods surrounding Tor Lithanel
-[ ] Attempt to bring an Order into the Waystone Project: Jade
--[ ] COIN: The Gambler
-[ ] Attempt to bring an Order into the Waystone Project: Amber
-[ ] Investigate how the Vitae reacts with Divine Magic.
-[ ] EIC: Have a blackpowder factory built in Wurtbad.
-[ ] SERENITY: Write a paper: Observations of Karag Dum and its unusual guardian (FADING)

The idea here is that next turn, with the Jades and Ambers hopefully on board, we can put Max on the College library action, Johann on learning Eltharin, and have a free WEB-MAT action for efficiency. Something like this:

[ ] Hypothetical Followup to WFAIP
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Eltharin from the Colleges
-[ ] EGRIMM or WEB-MAT: [Free action]
-[ ] Furnish the research spaces of the Waystone Project HQ (2000 gc for Laurelorn-quality)
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project
-[ ] [Free personal action for research or whatever]

Is this something people think is reasonable, or is it overly concerned with efficient use of WEB-MAT actions before we have useful things for our WEB-MAT actions to do?
 
@Jyn Ryvia There are twelve plans in your post. It's way too much, three times over. I have no idea what you're trying to advocate we do and I can't bring myself to try and examine all twelve plans to find out.
 
Anyone else think the Deciever might be clutch in our situation? As Mathilde said, we can't let anyone figure out that we're playing the game with an empty deck. So, Deceiver makes it impossible for someone to tell she's lying.

If used at the right time that could be a huge boon to our efforts to create cooperation and understand waystones while lying about how much we know and can contribute .
 
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I'd argue that we should wait one turn to get some Runesmiths on board, and then go all in on facilities with potential Dwarven assistance. We are known among the Colleges for dropping 40 DF on Runed rooms, after all, so putting down magical facilities up to the standards of Elves and Dwarves both would be a credible and tempting bonus for any Colleges we wanted to recruit.

Is this something people think is reasonable, or is it overly concerned with efficient use of WEB-MAT actions before we have useful things for our WEB-MAT actions to do?
Not going to comment on whether we should try to get WEB-MAT value this turn, but if we do and want something for Egrimm to do, AV seems like it'd be up his alley. Between Teclisean research options like poking it with a powerstone or the spicier option of testing its divine interactions with the Moon shrine (because we'd presumably handle Coin tests personally), I think he could be a major help in finishing our AV research chains this side of the heat death of the universe.

Anyone else think the Deciever might be clutch in our situation? At Mathilde said, we can't let anyone figure out that we're playing the game with an empty deck. So, Deceiver makes it impossible for someone to tell she's lying. If used at the truth time that could be a huge boon to our efforts to create cooperation and understand waystones while lying about how much we know and can contribute .
Unless we manage to find a whole pile of cards lying on the ground soon, I'm 100% down for using the Deceiver in tandem with Major House recruitment attempts.
 
Awesome update! Caught a few typos; I had to handle other things and then return a couple times, so it's possible some of these could have already been fixed.
You've decided to take it as a hopeful sign, as the Elves could just as easily directed you towards the nearby village of Vorbegwerk
*could just as easily have directed
He speaks Eltanin in a thick accent - or perhaps more accurately, he speaks a different dialect to it than the one you were taught.
*Eltharin
*speaks a different dialect of it
a set of topics of great interest to Prince Galenstra and may reinforce his new outlook in favour of outsiders.
*and which may
Eventually the mire gives way to swamp proper which gives way the aptly-named Misty Hills
*which gives way to the aptly-named Misty Hills
Even that it takes you a while to look up
*Even then
Standing by it is a slender but towering figure, wearing a breastplate of what must be Ithilmar and a crown to match
*ithilmar
That you fought and bled for two very old families and lay rest to very old shames.
Tense agreement; *laid rest
and it would likewise be my honour to do the same for the line of Aenerion
*Aenarion
The Ward of Frost: The lands of eastern Laurelorn, which were until recently contained most of the lands encroached on by Nordland.
*which until recently contained
You almost say yes, before you remember he's comparing you to Elves, not to Dwarves, so he probably means your physique instead of your height.
It's adorable she thinks she's tall compared to Dwarves.
nearby shops for things like food and furniture and, you note with a suddenly dry mouth, books.
BIG MOOD. I am so horny for these elf books I cannot even.
I see what you did there. :V

There were a few more things I wanted to grab for reactions, but alas. Just take it as a given that I thought this whole update was awesome, and I do LOVE twisty fantasy politics so I am definitely all in for this House intrigue stuff.

I'll probs check out people's draft plans later, but right now I'm eager to go ham on getting the project set up. Especially in terms of recruiting at least a couple of Orders; we could really benefit from having some chips and cards here. All bluffs get called eventually, unless the game ends first - and the game ending is what we're trying to avoid.
 
[] Plan: SuperSonicSound
[ ] Attempt to bring an Order into the Waystone Project (Light Order) 1AP
[ ] Attempt to bring an Order into the Waystone Project (Jade Order) 1AP
[ ] Attempt to bring an Order into the Waystone Project (Gold Order) Free AP

[ ] Furnish the living spaces of the Waystone Project HQ (specify how much: 100gc for adequate, 200gc for comfortable, 300gc+ for nice (no cap on how much can be spent, because Elves)) [500 GC] 1AP
[ ] Immerse yourself in the culture of the 'Cityborn' Toriour inhabitants of Tor Lithanel

[ ] Investigate how the Vitae reacts with Divine Magic. 1AP
-[ ] The Gambler: AV

[ ] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Marienburg) Free AP

after reading through the thread more, I think it's sensible to remove the purchase of research facilities as we're not going to engage in any research for a short while, therefore we should try and make use of our xenophile and polyglot trait and immerse ourselves in their culture and start looking into how we can fit in.
 
Overworks refresh independently. This is the turn that "free" overwork becomes available, it doesn't slow down our second slot clearing. It's pure free AP.

This is an excellent point.

So, let's assume for the moment that Johann will need to speak Eltharin before he can bro out with the Champion. Here's a plan based around waiting a turn for WEB-MAT efficiency purposes:

[ ] Plan Win Friends And Influence People
-[ ] Overwork (Slot 1)
-[ ] Furnish the living spaces of the Waystone Project HQ (300gc? Depends on what Boney says when answering the slate of questions)
-[ ] Immerse yourself in the culture of the 'Cityborn' Toriour inhabitants of Tor Lithanel
-[ ] Immerse yourself in the culture of the 'Forestborn' Faniour inhabitants of the woods surrounding Tor Lithanel
-[ ] Attempt to bring an Order into the Waystone Project: Jade
--[ ] COIN: The Gambler
-[ ] Attempt to bring an Order into the Waystone Project: Amber
-[ ] Investigate how the Vitae reacts with Divine Magic.
-[ ] EIC: Have a blackpowder factory built in Wurtbad.
-[ ] SERENITY: Write a paper: Observations of Karag Dum and its unusual guardian (FADING)

The idea here is that next turn, with the Jades and Ambers hopefully on board, we can put Max on the College library action, Johann on learning Eltharin, and have a free WEB-MAT action for efficiency. Something like this:

[ ] Hypothetical Followup to WFAIP
-[ ] MAX: Go through every library of the Colleges you can access for any scrap of information about Waystones.
-[ ] JOHANN: Learn a skill: Eltharin from the Colleges
-[ ] EGRIMM or WEB-MAT: [Free action]
-[ ] Furnish the research spaces of the Waystone Project HQ (2000 gc for Laurelorn-quality)
-[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project
-[ ] [Free personal action for research or whatever]

Is this something people think is reasonable, or is it overly concerned with efficient use of WEB-MAT actions before we have useful things for our WEB-MAT actions to do?
I feel like the colleges are likely to be influenced by the research areas we have prepared, Jyn's plans were only recruiting the dwarves whose decision to join is likely to be purely based on whether it is the right thing to do by their accounting. For the colleges I expect a lot more human (pun not intended) influence on the decision making process. While I doubt it will be the only thing that makes the decision I do think having top of line housing and research facilities would help sway the colleges*. At the very least I think it would attract a higher caliber of magister to actually sign on if we have the fancy digs set up. So I actually think if we are recruiting the colleges this turn it would be worth setting up the research areas even if they will only be dusted off to show prospective recruits around right now.

*Ambers excluded.
 
I'm curious what happened to the rest of House Elwyn—three people does not a major house make. There must be people out there who were part of the larger institution of Elwyn who are suddenly no longer part of a major faction due to the deaths of three people.
They could have been whittled down over the millennia. Also, t's possible that any remaining members aren't eligible to inherit by whatever rules the Eonir use, but might still be living lives of luxury (they lost the house and the vote, but might have kept wealth).
 
On the other hand, I feel like people and organisations will be more likely to throw their lot in if they can see that a) something's already established, and b) the research facilities offered are of the best possible standard. The worth of having it there to show off can't be discounted, particularly for the more cagey orders.
 
Oh thats a lot of actions to think around... @BoneyM do we have a personal income from the WEB-MAT funds or the like, or is the EIC (and technically the fief but thats currently going back into the fief) our only active income stream atm?
Otherwise, for now, one fun thing i noticed when diffchecking:

A silver bar, the last unspent piece of your haul from the gambling hustle at the start of the campaign within Karak Eight Peaks.
A worthy trophy, that haul provided Many Books and i guess probably other things but the books are the important part :V
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Diffchecker will compare text to find the difference between two text files. Just paste your files and click Find Difference!
 
So while I've defiantly seen people throw out way more plans, I'll try to cut them down to the stand outs

[ ] 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)

This plan
- Gets Max to scrape together what we know
-Gets Johann up to speed on languages
-ticks away at the backlog and lets us test what Egrimms learning skill is
-Keeps up on the long term projects(AV, Sword) that we have started, because I'm getting sick of 'finding room' instead of 'making room' for them. long term projects get stuck because people don't keep at them, and then get mad that they are taking Irl years.

[ ] 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)

Same plan, but swapping Enchanmnet AV for Divine Magic

[ ] 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)

Swap sword for Culture

[ ] Plan: Jyn+Sword+silk sheets
-[ ] 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 living spaces of the Waystone Project HQ (600gc as rolled by Redshirt Army for Ranalds blessing)
-[ ] 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+Silk sheets
-[ ] 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 living spaces of the Waystone Project HQ (600gc as rolled by Redshirt Army for Ranalds blessing)
-[ ] 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+Lab+Silksheets
-[ ] 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 living spaces of the Waystone Project HQ (600gc as rolled by Redshirt Army for Ranalds blessing)
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Furnish the research spaces of the Waystone Project HQ (2000gc for Laurelorn-grade) (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+silk sheets
-[ ] 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 living spaces of the Waystone Project HQ (600gc as rolled by Redshirt Army for Ranalds blessing)
-[ ] 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)

the same plans but swapping furnishing the lab with the living rooms. (and one plan for both.)
 
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