Personally I don't think looking for the Daughters is that urgent or important, but I'm still curious about them. It seems there's many people who want to look for them, and if we can look for them while at the sale time investigating potentially useful groups for the WP, I'm okay with that. That way I satisfy my curiosity without loss of AP.Why should we even waste AP looking for daughter candidates? It's throwing good money after bad.
but will there be any actions to lean more about (investigate, mingle, go to the same meeting etc) the different houses before going straight to 'try to recruit'? @BoneyM
I would be happier to at least be able to attempt to get a bit more knowledge about a group before going for the dive.
We're probably going to have to bite the bullet and recruit at least one house without knowing for sure if they are useful, and then hope that they will be able to tell us more about the other houses. We're definitely going to have to do this with other groups - the secretive and insular Hedgewise are not going to tell us their secrets before we recruit them, and the same almost certainly applies to any non Empire group.Mathilde isn't diving, she's been thrown in. If you want to make informed decisions, the only way to accumulate that information is by making a bunch of uninformed ones.
I think you're valuing the Gambler far too highly. A chance of the Father working on a recruitment target is worth so much more.But if we try to recruit a non-Daughter with the Father, it's completely useless. I'm counting on that paradigm shift to happen when we interact during the investigation phase, so we can maximise our recruiting boost. Like that, in the recruiting phase we would enjoy the paradigm shift AND the Gambler, because the paradigm shift presumably continue after the turn it happened.
Concerning the investigation, I would want to do that even if the Daughter thing didn't exist. I simply want to make sure the people we will try recruiting are actually useful for the project. We can also begin the project during the investigation turn, WoG said that adding people after the beginning doesn't have penalities.
Edit: I would propose to delay recruiting anyway, so using the Daughter instead of the Gambler makes more sense in that case.
We shouldn't be wasting any AP on this - the only sane way of doing this is to use the Father when we're recruiting possible Daughters, where we would want to recruit them anyway. The only "cost" is not using the Gambler for a turn.Why should we even waste AP looking for daughter candidates? It's throwing good money after bad.
This. Gambler is just a numerical bonus. The Father gain us the automatic trust of a faction. When the factions that could be influenced by this are:I think you're valuing the Gambler far too highly. A chance of the Father working on a recruitment target is worth so much more.
The only problems I see with this argument is that it both assumes the thread can correctly identify Ranald's daughters (or at least one of them) and that their worshippers will be useful to have on the Waystone Project. Neither of those is guaranteed.There's not really all that many viable candidates for Ranald's Daughters. Say we come up with six; if we check three of them in a single turn that's three 33% chances to activate the Father, in exchange for a single +20 for that turn. If we get them all done over 2 turns, then we've definitely got two activations of the Father in exchange for two +20s. Surely everyone can see that this is worth it?
As a point of order, the action is singular, but the Gambler applies up to two +20s to it.There's not really all that many viable candidates for Ranald's Daughters. Say we come up with six; if we check three of them in a single turn that's three 33% chances to activate the Father, in exchange for a single +20 for that turn. If we get them all done over 2 turns, then we've definitely got two activations of the Father in exchange for two +20s. Surely everyone can see that this is worth it?
In List | Not In List | |
---|---|---|
Has Expertise | ✓ Has waystone expertise, and we can find them | ✗Has waystone expertise, but we can't find them |
No Useful Expertise | ✗We can find them, but what they bring to the table is not waystone related. | ✗We can't find them, and what they bring to the table is not waystone related. |
Exactly. The Gambler is 2 +20 that were sure to get, the Father is +infini but there's much less chances of getting it. I prefer a smaller price with better odds.As a point of order, the action is singular, but the Gambler applies up to two +20s to it.
There's two levels of uncertainty with regard to finding Ranald's Daughters. The first is if they're inside our known candidates list. The second is that if they are inside the list, whether what their organizations bring to the table is worth the AP spent looking for them. The four categories are thus:
In List Not In List Has Expertise ✓ Has waystone expertise, and we can find them ✗Has waystone expertise, but we can't find themNo Useful Expertise ✗We can find them, but what they bring to the table is not waystone related. ✗We can't find them, and what they bring to the table is not waystone related.
The payoff in that top left category is very nice, but it's reasonable for people to want to hedge their bets for a safer outcome.
The probabilities work out to about the same (so long as there's approximately six reasonable candidates, which honestly feels like a lot) even if the thread misses a potential candidate, but I take your point.The only problems I see with this argument is that it both assumes the thread can correctly identify Ranald's daughters (or at least one of them) and that their worshippers will be useful to have on the Waystone Project. Neither of those is guaranteed.
I've been assuming that there's a single roll for recruitment before it gets into narrative favour-trading, but I suppose that could be a false assumption.As a point of order, the action is singular, but the Gambler applies up to two +20s to it.
The odds aren't really that long at all though, is the main takeaway here. If we're checking 3 candidates in a turn, there's actually a very high chance of getting one right.Exactly. The Gambler is 2 +20 that were sure to get, the Father is +infini but there's much less chances of getting it. I prefer a smaller price with better odds.
I've been assuming that there's a single roll for recruitment before it gets into narrative favour-trading, but I suppose that could be a false assumption.
Boney, if it's something you're willing to share: were there any rolls here that the Gambler has helped with, or was this always what Karak Azul's response would be? I ask because back when we Coined the Dragonstone for Karak Eight Peaks in 2483, you vouchsafed to us that there had been rolls, even though we couldn't see them. But obviously this situation is different and maybe you want to make like Ranald and hold your cards close to your chest.
The Gambler being in effect was something I kept in mind while I mapped out Thorek's possible responses to being contacted.
Except the part where their paradigm doesn't get incorporated from the start. Personally I'm perfectly fine with starting the project proper three turns from now.Nothing stop us from investigating and begin the project in one turn, then recruit the interesting people in the next.
Which one are you thinking of? Till now we didn't even get any mentions of isolationist Houses that worship any female gods at all. All the mentioned isolationists were male god worshiping. Hoeth, Vaul and Asuryan to be specific.- isolationist Great Houses that are against the Project to begin with
The odds aren't really that long at all though, is the main takeaway here. If we're checking 3 candidates in a turn, there's actually a very high chance of getting one right.
We absolutely should visit Heidi but there is no benefit to having the father active while doing so. She's a follower of Ranald not his daughters and even if she also worships his daughters she already knows Mathilde is trustworthy.You know who we should visit while having the father active?
Heidi. She knows stuff and so she can straight up tell us. It is likely going to save us time.
We absolutely should visit Heidi but there is no benefit to having the father active while doing so. She's a follower of Ranald not his daughters and even if she also worships his daughters she already knows Mathilde is trustworthy.
She might not know anything. This is one hell of a secret.Yet... she didn't tell us anything. She can feel Ranald. Maybe she needs to feel Ranald's approval?
Why would she just randomly tell us about the daughters? Generally speaking you don't keep something a secret by just telling it to everyone you meet. Assuming she knows I wouldn't expect her to tell us anything about them until after Ranald lets us know about them himself.Yet... she didn't tell us anything. She can feel Ranald. Maybe she needs to feel Ranald's approval?
Why would she just randomly tell us about the daughters? Generally speaking you don't keep something a secret by just telling it to everyone you meet. Assuming she knows I wouldn't expect her to tell us anything about them until after Ranald lets us know about them himself.
FTFYWell it depends on if they are actually findable, if they are not on the list they could be worshiped by a single village of goat herders inCathayStirland.
While this is true, I'm pretty confident it's not going to be the case. They might be obscure like Halétha, but they aren't going to be complete nothingburgers.Well it depends on if they are actually findable, if they are not on the list they could be worshiped by a single village of goat herders in Cathay.
Ok, maybe not that obscure, but you get the idea, if we run through the list of three or so ideas we have and do not find anyone, then that is pretty much it, GG the Father.
Mathilde also mentions them twice: once, only in her thoughts, when talking with Max and Johann about the possible contributors to the project:"What about your lot, Kurtis?" Algard asks.
"The Middenland Hedgewise call themselves 'Cunning Folk'. They're Ranaldites and they have a long-running feud with the Ulricans, so it might be difficult to bring them on board. The Nordlanders are Haléthans and as such are largely concentrated east of the Salz to watch over the Forest of Shadows, so they don't really have any bad blood with the Elves."
And once more by name when talking with Egrimm about the knowledge humans have regarding the Waystones:Max looks up from the notes he's been taking. "So by my count, you've got four nations, three tribes, four Cults, and two Orders that could all have pieces of the puzzle, and most of them aren't inclined to share, and some of them might not even still exist."
"At least." You hadn't mentioned the Hedgewise, after all.
This does not in itself ensure that they know anything about Waystones, of course. But that characters in the story think to mention them in this context implies that they consider that at least plausible. And it is likely that whatever secrets they do have won't be found elsewhere, due to their insular nature and the fact that they practice oral traditions rather than write books that we can find in some other group's library."Our ancestors have been living amongst the Waystones since the first one was erected here. I refuse to believe that in six thousand years, the collective minds of a continent have failed to produce any usable data. Nothing mass-produced on that scale is that inscrutable. The problem isn't whether it exists, it's who's keeping it to themselves." You gesture at the room around you. "This Guild is a thousand years old." You gesture at yourself. "The Hedgefolk advised Sigmar when He was building the Empire." You look to Egrimm. "Your Order built a pyramid in Altdorf, and nobody believes it was just for the aesthetic. We are inheritors of magical traditions that predate Teclis' White Tower. That information is out there, and I'll find who has it and drag them to the table, one way or another."
Even if it turns out the Hedgefolk don't have much or any useful information regarding the Waystones, they are likely to have information that could be useful to Mathilde as a practitioner of Ulgu magic. And of all possible groups we may reach out to in order to learn their secrets, the Haléthan Hedgewise are most likely to share their secrets honestly and generously, since they will be divinely informed we can be trusted. After all, Halétha is Ranald's daughter."It is the Hedge," says Provost Kurtis Krammovitch, and you turn to see him sitting just beside Algard. "And the Hedgewise have been visiting it since before the time of Sigmar."
"It is the Shadows that give the Forest of Shadows its name," says Lord Magister Walther Kupfer, "stolen by the Goddess Halétha to empower those who are opposed to it."
The daughters are said to each heavily resemble one of their parents. So we do have somewhere to start - we are looking for female Goddesses which resemble, in some sense, Ranald or Shallya. But also, the Father face of the coin was our reward for our dedication to Ranald, and an unsolvable riddle doesn't sound like much of a reward. If Ranald expected us to never find his daughters he wouldn't have given us a coin face which only works if we find his daughters. This is also true from a meta perspective: if you are given a puzzle in a quest you can trust that the puzzle can be solved, especially if the puzzle was given as a reward. At least if you trust in the QM. And I, for one, have faith in both Boney and Ranald.among the picnicking couple and Their twin flocks of crows and doves are two small girls, one who heavily resembles Her father with a hint of Her mother, and the other Her mother with a hint of Her father.
Note that there are only two female Goddesses in this list. The other is Anath Raema, Goddess of the savage hunt and sister to Khaine. I think it's a pretty safe bet that neither the goddess of the savage hunt nor the red-handed god of murder and cruelty are daughters of Shallya.The Runes that have proven through decades of trial and error performed by College Wizards to be suitable for the flow of Shadow Magic are a varied bunch borrowing heavily from Eltharin and Thieves Cant, but also heavy with Runes affiliated with various Gods - including Ranald, but also including Renbaeth, Loec, Sokth, Qu'aph, Ptra, Halétha, Uxmac, and Anath Raema. The theory is that these aren't so much invocations to those Gods, but symbols that resonate with concepts that those Gods are affiliated with, and don't directly draw their attention
which is a pretty funny bit of probably accidental foreshadowing.The theory is that these aren't so much invocations to those Gods, but symbols that resonate with concepts that those Gods are affiliated with, and don't directly draw their attention. You hope that's true - the one God in your life is more than enough.