Voted best in category in the Users' Choice awards.
Gandalf the white is not a different Gandalf, He is a more powerful Gandalf the Grey, one who is facing the culmination and climax of his task. I really don't see how you can justify Gandalf changing so much as to be representative of two different colleges of wizardry.
 
So, regarding a plan for the next turn. I think that training martial 8s a good idea if we are going to Drakenhoff. Cause vampires don't truly die and there are probably some gribblies which would want is dead there.
Assuming we also get to delegate some action, we might even cram in some windherding. After all, Thorek probably doesn't want is to look at him and his work while he is studying the rune of a waystone, which might mean that he will just do this himself without wasting our AP.
 
Personally, I don't want to even consider using anything more than the Second Secret of Dhar for anything less grave than an undead army marching upon our allies - you know, the exact same scenario in which the Grand Theogonist prevented the Empire from being conquered by vampires.
And before wielding the Second Secret, I'd put a lot of thought on how to get word to Altdorf and bring back a Sigmarite priest who has been allowed to read their copy of the book.

The problem with people knowing that a group used a spell from a forbidden tome in direst need and it turned out ok, is that if that type of dire need swings around again, people are going to look to that group to deal with it.
 
Right now, the plan I'm conceptualising for next turn looks something like this:

[] Plan Swords and Lessons
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] Receive training: Powerstone creation
-[] Receive training: Teaching
-[] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[] EIC: Insert agents into Sulzenland Salzenmund
-[] KAU: Organize an expedition to mine the ruins of Castle Drakenhof for books.
--[] COIN: Gambler
--[] Hire a Celestial Magister (5 College Favor)
-[] SERENITY: Write a book: Windsoak Mushrooms (2/2)

Of course, this may change significantly based on what options we see available next turn, but I like having a starting point like this. Even if I can't perfectly plan out what my plan is going to be, I'll at least have a lot of the brainwork done already.
 
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Right now, the plan I'm conceptualising for next turn looks something like this:

[] Plan Swords and Lessons
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] Receive training: Powerstone creation
-[] Receive training: Teaching
-[] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[] EIC: Insert agents into Sulzenland
-[] KAU: Organize an expedition to mine the ruins of Castle Drakenhof for books.
--[] COIN: Gambler
--[] Hire a Celestial Magister (5 College Favor)
-[] SERENITY: Write a book: Windsoak Mushrooms (2/2)

Of course, this may change significantly based on what options we see available next turn, but I like having a starting point like this. Even if I can't perfectly plan out what my plan is going to be, I'll at least have a lot of the brainwork done already.
In light of the future ORB's wouldn't it be better to not spend CF on other stuff before we make and subsequently receive CF from the ORBS?
 
There's something I'd like to do before it's Morbin' time, some kind of way to observe the creation of primordial winds. Mathilde is going to be spending eight days and eight gallons of AV on the creation of Morbs, it'd be nice to actually see what is going on.

The research going into this device could probably also be of use for a seviroscope as well, some overlap in perception principles.
 
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[] Plan Swords and Lessons
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] Receive training: Powerstone creation
-[] Receive training: Teaching
-[] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[] EIC: Insert agents into Sulzenland
-[] KAU: Organize an expedition to mine the ruins of Castle Drakenhof for books.
--[] COIN: Gambler
--[] Hire a Celestial Magister (5 College Favor)
-[] SERENITY: Write a book: Windsoak Mushrooms (2/2)

The basic structure is solid and I'll probably end up voting for something like this, but I'd like to try to fit in the Thurible before bookmining because it's the best excuse we have to make one, and one of the Eonir Diplo actions as well because we got pretty humbled this turn.

I'd probably at a minimum swap powerstone creation for the Diplo action.

Also I can't help but feel we should try to fit in the windsight/darkness action at some point—we need sharper windsight to observe AV properly, and I have a feeling that action will unlock that particular research tree.
 
[] Plan Swords and Lessons
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] WEB-MAT: Waystones/Windherding/Apparitions
-[] Receive training: Powerstone creation
-[] Receive training: Teaching
-[] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
-[] EIC: Insert agents into Sulzenland
-[] KAU: Organize an expedition to mine the ruins of Castle Drakenhof for books.
--[] COIN: Gambler
--[] Hire a Celestial Magister (5 College Favor)
-[] SERENITY: Write a book: Windsoak Mushrooms (2/2)
The one thing I think we can discuss at this point is what balance of personal Mathilde-projects actions to Waystone-project actions we're aiming for, as well as what personal actions we are interested in. In your proposed plan for example we have at least half of our six actions spent on personal stuff, more if some WEB-MAT actions are used on Windherding or apparitions. I think that even without knowing what Waystone stuff we can do we can more or less decide how much we want to invest into the project out of our total time. Obviously that's subject to change if it turns out some actions are time sensitive or something but as you say it's good to have a base plan.

Personally I think that three out of six actions spent on personal stuff is pretty much the maximum I'll be willing to take. As far as what personal actions we want to take next turn, my personal preference is pretty much what you outlined in your plan, with the following priority order:
  1. Teaching classes. Highest priority personal action and pretty much non-negotiable.
  2. Power stone creation class. I really think we should keep climbing the AV tree because we keep finding really juicy fruit, and this is the most promising branch left. This is not exactly time sensetive, but I would like us to do this before making the Orbs on the off-chance that some new information will inform the creation of the Orbs, and also this is a setup action so I would prefer to not delay it.
  3. Branulhune training. This isn't just about protecting us from vampires or whatever. Mathilde's lousy rolls made her unsatisfied with her results, and she said that maybe the only way to improve at this point is to test the sword style against real opponents. Learning the final aspect before going book mining might give us a chance to train it against whatever lurks in the ruins of Drakenhof, which we might need after we inevitably roll a 4 or something on our training roll.
Now as I said this is pretty much the limit of how many actions I'm willing to spend on non-Waystone things, and this would take up all of our personal actions. If it turns out that there's good personal Waystone actions to take we'll have to drop some of those. In that case we might consider switching a WEB-MAT action or two to a personal project, probably Windherding or apparitions as you suggested. I would prefer windherding, because windherding is a project we've already begun and I'm not a fan of adding another long term project to our endless backlog at this stage, but I won't die on that hill since I know a lot of people really want apparitions.

I also think that if we're going to work on our sword style we should seriously consider putting the gambler on it. Two out of three Branulhune actions had exceptionally poor results, and a +20 bonus could seriously help us salvage the sword style. It's a pretty inefficient use of the coin, as those actions all had a single roll so we would likely be wasting one +20 bonus (although who knows, maybe we'll get two rolls for some reason) but even so I think the importance of getting our sword style right makes this something worth considering.
 
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Gandalf the white is not a different Gandalf, He is a more powerful Gandalf the Grey, one who is facing the culmination and climax of his task. I really don't see how you can justify Gandalf changing so much as to be representative of two different colleges of wizardry.
But in the white incarnation, he doesn't use elemental fire anymore.
When he appears fanghorn forest, he blinds the trio with light, and when he is in theoden's hall, iirc, he speaks of exorcism (i will draw you saruman like poison from a wound)
 
Wikipedia says:

"Mercury(II) fulminate is prepared by dissolving mercury in nitric acid and adding ethanol to the solution."

So I'm guessing that the dwarves may already have it- Mercury and ethanol we've already seen on screen, and nitric acid (HNO3) is apparently used to identify low-carat gold, so I'm guessing the dwarves have it too. Looks like you can get it with some low-tech processing of copper salts:

"In the laboratory, nitric acid can be made by thermal decomposition of copper(II) nitrate, producing nitrogen dioxide and oxygen gases, which are then passed through water to give nitric acid."

Given the way mercury fulminate apparently degrades over time though, I can see dwarves avoiding using it in weapons.
Sure, once you know what you're trying to make you can make it on a small scale with easily available resources at their tech level. It was only discovered in RL in 1800 though, well after the 1600's tech and culture the Empire mimics and Mallus has not had a scientific revolution.

It only took a couple of decades before cap and ball systems were on the market. Unless fulminates are very newly discovered you'd expect cap and ball to be an option in Warhammer. OTOH, Matty has a revolver, Adela has a grenade launcher and the Stirland repeater is a thing - maybe in DL they have been recently discovered and percussion caps are brand new.
 
But in the white incarnation, he doesn't use elemental fire anymore.
When he appears fanghorn forest, he blinds the trio with light, and when he is in theoden's hall, iirc, he speaks of exorcism (i will draw you saruman like poison from a wound)
Yes because of the different situations: He hardly wanted to burn Aragorn or Theoden. Similarly, he didn't have any opportunities to set off fireworks for an 111th birthday.

Moreover at Weathertop, Gandalf used both light and fire to fend off the Nazgul: elements that are specifically noted to be effective against the Nazgul.
Thus we don't see that Gandalf's nature has fundamentally changed: he continues to use the most appropriate tools for the job at hand. When the situation changes as the War of the Ring develops, the appropriate tools change so Gandalf uses them as required.
 
Gandalf is a ancient spirit, created by... the creator. He's older than all civilizations. He also has access to a wide range of powerful magics, beyond most mortals.

Thus I conclude Gandalf is Kroak
 
Gandalf is a ancient spirit, created by... the creator. He's older than all civilizations. He also has access to a wide range of powerful magics, beyond most mortals.

Thus I conclude Gandalf is Kroak
May I also enter into evidence: "died destroying a powerful demonic force and decided not to let that stop him."
 
I vaguely recall reading Boneypost stating that in theory 8 wizards with Windherding and good teamwork can pull off Quash. Could someone *cough* @picklepikkl *cough* double check for me please?

It would theoretically require eight compatible people channelling exactly equal amounts of Winds. Anything short of that will result in Dhar at best and eight simultaneous miscasts at worst.

Emphasis on the 'theoretically' and 'eight simultaneous miscasts'.

OTOH, Matty has a revolver, Adela has a grenade launcher and the Stirland repeater is a thing - maybe in DL they have been recently discovered and percussion caps are brand new.

The Stirland repeater is based on the IRL Kalthoff repeater of the early 1600s, which was still a flintlock, just with a novel and finnicky way of introducing powder and ball to the barrel. Adela's grenade launcher is operated by steam and Aqshy, and is based on the hand mortars of the late 1600s. And the Dwarven revolver is Dwarven, who get around the industrial technology requirements by having experts with a century of experience hand-artisan everything.
 
The Stirland repeater is based on the IRL Kalthoff repeater of the early 1600s, which was still a flintlock, just with a novel and finnicky way of introducing powder and ball to the barrel. Adela's grenade launcher is operated by steam and Aqshy, and is based on the hand mortars of the late 1600s. And the Dwarven revolver is Dwarven, who get around the industrial technology requirements by having experts with a century of experience hand-artisan everything.

How are the grenades fused? Dawi could make a mechanical impact triggered igniter that fits in a grenade but that would be so expensive.
 
After thinking about it some and re-reading our promotion update, I think that people who gave up on Theurgy after the Faith vote should rejoice, cause we actually have an in with as close to Ulgu non-Ulgu magic we can reasonably study: Hedgewise and Cult of Haletha. Their Lores are probably the closest to ours, and they trust us. If we can get to developing a new lore (which would probably take a lot of AP and crits and not fucking up our socials) that wouldn't drive us insane, this is it. Mind you, given that some other magisters of the Grey college seem to be Hedgewise and Haletha priests, they might have already done so.
 
After thinking about it some and re-reading our promotion update, I think that people who gave up on Theurgy after the Faith vote should rejoice, cause we actually have an in with as close to Ulgu non-Ulgu magic we can reasonably study: Hedgewise and Cult of Haletha. Their Lores are probably the closest to ours, and they trust us. If we can get to developing a new lore (which would probably take a lot of AP and crits and not fucking up our socials) that wouldn't drive us insane, this is it. Mind you, given that some other magisters of the Grey college seem to be Hedgewise and Haletha priests, they might have already done so.

It does not matter if they are near or far, no human can cast from two lores without going mad as your soul is pulled in two directions at once. While I have no doubt that there are other Grey Wizards who are culturally Hedgewise we can be sure they do not cast from the Lore of Haletha or the witch lore of the Blessed few. If they did they would be insane.
 
It does not matter if they are near or far, no human can cast from two lores without going mad as your soul is pulled in two directions at once. While I have no doubt that there are other Grey Wizards who are culturally Hedgewise we can be sure they do not cast from the Lore of Haletha or the witch lore of the Blessed few. If they did they would be insane.
Isn't theurgy literally a mixed lore? I am talking about that: developing some kind of mixed lore, since the lore of the Hedge and the lore of Ulgu are probably about as close as you can get. Mayhaps our mastery of Ulgu and trust of the Hedgewise would allow us to start developing something mixed.
 
Isn't theurgy literally a mixed lore? I am talking about that: developing some kind of mixed lore, since the lore of the Hedge and the lore of Ulgu are probably about as close as you can get. Mayhaps our mastery of Ulgu and trust of the Hedgewise would allow us to start developing something mixed.

Theurgy was conceived in that experiment is the manipulation of divine power, though the use of Ulgu, the point being not to let the magic of Ranald touch our soul. Ranald first told Mathilde not to study him in the warp and then she decided to sacrifice her understanding of his power and indeed the power of the divine in general. The whole project is extra-mage-dead and any attempts to raise it from its grave are about as likely to make it past a vote as rasing Van Hall with necromancy,
 
Theurgy was conceived in that experiment is the manipulation of divine power, though the use of Ulgu, the point being not to let the magic of Ranald touch our soul. Ranald first told Mathilde not to study him in the warp and then she decided to sacrifice her understanding of his power and indeed the power of the divine in general. The whole project is extra-mage-dead and any attempts to raise it from its grave are about as likely to make it past a vote as rasing Van Hall with necromancy,
Yeah, but I don't think that the Hedge is necessarily divine power. And not all Hedgewise turn into Dhar obsessed monsters. So maybe we can use our Ulgu to affect the Hedge without generating Dhar and perform mixed techniques?
 
Yeah, but I don't think that the Hedge is necessarily divine power. And not all Hedgewise turn into Dhar obsessed monsters. So maybe we can use our Ulgu to affect the Hedge without generating Dhar and perform mixed techniques?
I mean, the Golds also cast from a non divine lore and seem mostly stable, yet if we were to mess with their magic, we would get a solid taste of the Dhar. Or not, thanks Kragg, but the point stands, we would generate it.
 
Yeah, but I don't think that the Hedge is necessarily divine power. And not all Hedgewise turn into Dhar obsessed monsters. So maybe we can use our Ulgu to affect the Hedge without generating Dhar and perform mixed techniques?

Hedge magic is a witch lore, when I asked the GM if we could borrow any techniques from the Hags for apparition binding he said the threads would curdle to Dhar. It's a dead end.
 
I suspect the Hedgewise use divine magic that is similar enough to cast ulgu spells.
Similar to the ulgu tongs idea, except with divine energy.
But you have to be a divine caster before being a wizard.
Divine + ulgu should not generate dhar, and the end result s should be indistinguishable without Avatar... Which is how krammovich gets away with it.
The question is how that works with Arcane marks
 
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