For groups that we don't really need but still would want why don't we try to recruit them and just not put the gambler on them next turn?
completely different opinion.I mean if we do not want them on board we can just not take the deal. I really do not think any of the houses are worth 2AP just in sheer narrative terms, others may of course be of a different opinion.
completely different opinion.
despite what the gospel of SV would tell you, AP is not the only metric.
the characters in this quest have agenda, they are not Bethesda NPCs, they can in fact lie to us, give a false impression, put their best (temporarily) face forward, or have goals detrimental/counter to our interests without actually spelling it out at the negotiation table or not themselves be aware that its going to be a problem for us.
we had the advantage with the collages because mathy has 'in knowledge'.
we don't have that with anyone else, we need info before we bring anyone outside of the collages or dwarfs to the table.
I would point out that we have a 'small' in with the Hedgewise thanks to the grey order having one of their leaders triple-backflip somersaulting-agenting as one of our leaders, so we would be able to meet one or two of them with an introduction.Fair enough I was going to do Damsels and Witches where we do have some knowledge and Timonel for when we can use the Father.
As for making Dhar... well as I said in the reasoning Arcane and Divine magic do not make Dhar on contact, this is not some wild theory, it is what Mathilde saw when she and Kasimir briefly combined spells against the Singing King.
I would point out that we have a 'small' in with the Hedgewise thanks to the grey order having one of their leaders triple-backflip somersaulting-agenting as one of our leaders, so we would be able to meet one or two of them with an introduction.
not really with the ice witches, not at all with the Damsels.
Singing King was a double crit. We should not expect anything—including the blending of divine and arcane magics—as a normal and predictable consequence.
I was more thinking something like the Amethyst cause they got a partial map which might come with knowledge or Celestial cause their ties to Cult of Verena which might give us a in with them which might make it easier to recruit cult of verena(we want them cause they def got some waystone knowledge). I would also rather put a gambler on the ice witches cause they undoubtedly have a fair amount of waystone knowledge and Damsels not sure cause they are a entire separate magical tradition which would boost us in understand the waystone and understanding/ it makes the human more of an actual force in the project and not just hitching a ride on it relying on the dwarves and elves for the project.Sure I have room, the plan above does not even contain the free overwork so instead of Timonel we could go ice witches and Damsels and leave the hedgewise for the Father turn
So I made this post a while back about how I think we could approach the cult of Esmeralda but if that doesn't excite you I think we should go for Quinsberry. See the cult of Quinsberry maintains a library which has "complete records of every halfling bloodline" now with the success of the Eightpeaks expedition and the foundation of KAU they have a problem and an opportunity. The problem is of course having to track the bloodlines of those halflings that moved here. The opportunity is being able to store copies of those records in a dwarfhold.I know it seems crazy but they do have books and unlike say the Verenans they have reasons to like us, we can start slow on the cults and build up, just about the only downside is that it would make it harder to get Sigmar, but we are unlikely to get that anyway on account of hating their god's guts
I was more thinking something like the Amethyst cause they got a partial map which might come with knowledge or Celestial cause their ties to Cult of Verena which might give us a in with them which might make it easier to recruit cult of verena(we want them cause they def got some waystone knowledge). I would also rather put a gambler on the ice witches cause they undoubtedly have a fair amount of waystone knowledge and Damsels not sure cause they are a entire separate magical tradition which would boost us in understand the waystone and understanding/ it makes the human more of an actual force in the project and not just hitching a ride on it relying on the dwarves and elves for the project.
-[] Experiment with using Ulgu Tongs on vitae created divine magic
I don't see why we'd go back to a previous dead end when we have so many other options to explore, personally.
Even with Vitae itself, we still have the Powerstone and Enchanting paths before we have reason to writing in new ones.
While I disagree with jumping right into recruiting, if your sure you want to do it, I would go for the ward of frost.[ ] One more Recruiting Turn V2
-[] MAX: Learning: Enchanting
-[] EGRIMM: Study an artefact: Kurgan Shrine to Mannsleib
-[] JOHANN: Find the monster in the forest of shadows
-[] Coin: Protector
-[] Investigate Alric
-[] Experiment with using Ulgu Tongs on vitae created divine magic
-[] Recruit the Ice Witches
-[] Free overwork: Recruit the Hedgewise of the Forest of Shadows
-[] EIC: Back us up when investigating Alaric
-[] Library: Quinsberry League
-[] Serenity: Windsoak Mushrooms 1/2
Reasoning for changes
- I have been convinced to go for recruiting people we know more stuff about and both witch and hedgewise are (hopefully) under the protector this turn
- Going for Quinsberry due to the reasoning outlined in the post by @Jreengus. They have both a reason to want cooperation and probably useful books
Because this is explicitly not a dead end with divine magic which we can now create on this side of the veil and we could not do earlier.
[ ] One more Recruiting Turn V2
-[] MAX: Learning: Enchanting
-[] EGRIMM: Study an artefact: Kurgan Shrine to Mannsleib
-[] JOHANN: Find the monster in the forest of shadows
-[] Coin: Protector
-[] Investigate Alric
-[] Experiment with using Ulgu Tongs on vitae created divine magic
-[] Recruit the Ice Witches
-[] Free overwork: Recruit the Hedgewise of the Forest of Shadows
-[] EIC: Back us up when investigating Alaric
-[] Library: Quinsberry League
-[] Serenity: Windsoak Mushrooms 1/2
I plan to shut up about AV enchantments if it doesn't work after we try it, if that helps?2. Do we really, really, really have to do the Ulgu Tongs again? We could be completely that sword style we stopped halway through. Or recruit the ward of frost. Or have Mathilde study a Waystone. Or take ritual classes. Literally anything else.
-[] MAX: Learning: Piloting
We have a gyrocarriage might be nice to have someone to fly it. Also wouldn't this also result in Mathilde learning to pilot, this being a full action and not half?
@Boney I'm curious about something. What kinds of supernatural creatures has Mathilde come across in Laurelorn so far? I know she's seen Radiants and possibly some other spites, and aside from Cadaeth I'm not sure she's come across any Forest Spirits. Has she come across any Zoats? Fen Beasts? Other stuff? Or has it been fairly mundane so far?
As for making Dhar... well as I said in the reasoning Arcane and Divine magic do not make Dhar on contact, this is not some wild theory, it is what Mathilde saw when she and Kasimir briefly combined spells against the Singing King.
It also means if that bright wizard ever does anything else we lose fast transportation for more then just us. I really, really think learning how to pilot our own vehicle is important in maintaining mathildes ability to react to near anything.I think we should ask Adela to be our pilot. For one thing, it's absolutely something she'd be interested in, and as an engineer she'd adapt to it very quickly. Two, it would basically mean we have a bright wizard within arms reach most of the time, and even if she's not a part of web-mat, that'll make it easy and convenient to pull her into things should we need her to blow anything up.