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If the We can no longer communicate because they are not "wild" enough to be affected by the Ghur, then could we make an alternative translation enchantment? I feel that translation between languages and concepts is a sort of Ulgu thing, and with the combo of Polygot and Xeno-Affinity that feels like something we could do, but I'm not sure it's actually possible.
Enchantments are typically applications of existing spells. No spell directly interfaces with language in Ulgu that I know of. I assume we would need to invent the spell first. Our particular specialties could be beneficial here, but it would require several turns and AP I assume. And that is just for inventing the spell.
 
They can already communicate in writing if they need to, so it's not a matter that urgently needs a solution ready to go.

Goddamn mundane solutions being more efficient than impractically applied magic. What's the point of being a Wizard if you can't make unnecessary, over complicated solutions to problems that barely exist?

/s

But yeah, that makes sense. I just got worried that our spiderbros might lose the ability to communicate. Good to know it's not an issue.
 
Goddamn mundane solutions being more efficient than impractically applied magic. What's the point of being a Wizard if you can't make unnecessary, over complicated solutions to problems that barely exist?
Well I mean... we're a Wizard so if we say the giant spiders that can write are magical is anyone really gonna disagree? I mean giant spiders, okay that's pretty normal, but intelligent giant spiders? Obviously some Wizardy or Witchcraft is involved... :V
 
I am looking forward to big lore. There is some interesting stuff in swamps. Swamps help prevent flooding and act as barriers. There is a lot of also valuable materials in swamps. Bog iron is iron ore found in swamps that is rust resistant. Really valuable in ship building and other things you need nails to be rust resistant. Dyes, medicines , rare plants are also found in swamps. Swamp milkweed was used as a diuretic or purge the human body of parasites. It makes you pee and evacuate your bowls a lot in small quantities as a tea. Also helpful for coughs and other lung diseases. Now a swamp with a lot of magic and dhar is going to have some weird stuff (valuable).

Also kind of looking forward to bog people, and kind of worried about it. Human bodies left in swamps become mummified and look weirder than normal mummies. Sometimes they will have been dead for years or decades and still look almost alive. The gods there would really be anti necromancy since necromancers would drain swamps and raise undead bodies.

Finding out what role Kasmir is playing in this new organized religion will be interesting. I love his arc for going from crazy zealot to wise holy man who is practical. Well at least from what we have seen.
 
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I suppose the next update is Kasmir and the follow-up to Borek? And there is that new development we got in the Character Sheet, so it probably gets a mention. Not a scene though, because this Social is already packed.

On another note, I'm back home and I have about 6-7 armies' worth of miniatures to assemble and paint, so I'll be preoccupied for most of a year I guess. I painted another Dryad after a long break due to lack of motivation. This one's much better than the others, but I still have a long way to go:
I wanted to create the image of a Dryad popping out of a tree to tackle someone, which is why I went for the green to brown transition from bottom to top. It's not hard to guess what gave me inspiration (It's Drycha's attack from this quest).
 
Since we were discussing Pan's mom recently, I just finished a re-read and noticed that when we were recruiting for the Waystone project, we had the opportunity to enlist her Dad instead of Elrisse:

[ ] Perpetual Apprentice Culloch
One of the most respected Perpetuals of the Jade Order, only partly due to his rather intimidating Lady Magister wife. He is the secular expert on the history of the Cult of the Mother.

At least, given that description, it seems VERY likely to be her dad. I don't see where this came up in discussion during the vote, either.


Let me also thank Boney for a tremendously enjoyable quest. Re-reading our initial discussions with the Winter Wolves at the start of the 8 Peaks expedition was very different now that we know about why they broke with the Al-Ulric, and I have to congratulate you on that foreshadowing. Similarly, I remember having no idea what was going on at Karag Dum, but re-reading that section after the talk with Slayer Borek made so many things jump out that I didn't notice the first time.
 
Since we were discussing Pan's mom recently, I just finished a re-read and noticed that when we were recruiting for the Waystone project, we had the opportunity to enlist her Dad instead of Elrisse:


At least, given that description, it seems VERY likely to be her dad. I don't see where this came up in discussion during the vote, either.

I was one of those that argued in favour of recruiting him, partly because it was obvious he was Pan's dad, but also because I felt that having a scholar well versed in the lore of the druids, but not actually bound by any oaths or vows due to being a relative outsider, would be very helpful, but Tochter won because most people wanted a dedicated ritualist on board, which at the time was a gap in the portfolio of talent we had accumulated.

And in fairness, Tochter's knowledge of rituals has paid off in the form of interpreting the carvings into potentially creating a functional tributary stone.
 
Even if we don't need it for the We, a translation spell for non-beasts would be very useful. Just, in general. If we did it right, it might even decipher Queekish.

Oh wait.

But seriously, after we codify RoW, and hopefully some free time, I'm all for working on a translation spell.
 
I'm all for working on a translation spell.
I am pondering a posibility of creating a language of anti-memes. Anti-memes are things you forget as soon as you learn so creating a language that only those who know how to get around it in order to create a secret language.

Then again we don't even know thives cant and that is Ranalds language.
 
They can already communicate in writing if they need to, so it's not a matter that urgently needs a solution ready to go.

I'm just imagining different spiders carrying different signs with messages on them that scuttle through the library and arrange themselves based on what they're trying to say.

"Oh, the librarian is spelling out a message."

"Please" "No" "Talking" "In" "The" "Library"

..."Please" and "No" would be a very common pairing wouldn't it.
 
I'm just imagining different spiders carrying different signs with messages on them that scuttle through the library and arrange themselves based on what they're trying to say.

"Oh, the librarian is spelling out a message."

"Please" "No" "Talking" "In" "The" "Library"

..."Please" and "No" would be a very common pairing wouldn't it.
I played an online RPG last year where another of the characters was nonverbal. He communicated via a notepad he carried around, but things he found himself saying frequently were on notecards he preserved (essentially laminated) and carried around, to save on writing.

So far so reasonable, right? Well, the player did a genius thing, by making which things appeared on the preserved notecards a great vector of characterization. Sure, there were rote phrases like "Why?" and "Hello, I am [name] and I communicate through writing, [spiel about interaction goes here]," and "How much time do you have?", but also "[best friend's name], what can I do for you?" and "I'm not good at this" and "I can hear you just fine." Without needing to make a big deal out of it, just by paying attention to what notecards were preserved vs. what things the character was writing fresh other characters could discern a lot about him, his life, and his relationships.

I love it when you can use a little to say a lot.
 
It depends if we can successfully codify rite of way than do the trade with Laurelorn for say a magical teacher to instruct the collages the turn afterward. I know counting the chickens before they can hatch but I am hopeful with Randals backing .
And that's going to get us 60 College Favor?
 
I thought part of the point of saving up for the full set was that AV splits evenly into the 8 winds, so with the right set up we can do 8 powerstones -> 8 morbs for same AV, as long as each powerstones is a different wind
 
I thought part of the point of saving up for the full set was that AV splits evenly into the 8 winds, so with the right set up we can do 8 powerstones -> 8 morbs for same AV, as long as each powerstones is a different wind
Yes?

I'm not really sure what the question is. We have 21 CF, we need 35 to get enough Powerstones to do all 8 at once. We'd need 75 CF to do two sets at once.
 
I thought it took a full gallon's worth of one Wind to turn a power stone into an Orb. So wouldn't it cost 8 AV gallons for 8 Orbs?

I thought part of the point of saving up for the full set was that AV splits evenly into the 8 winds, so with the right set up we can do 8 powerstones -> 8 morbs for same AV, as long as each powerstones is a different wind

Orbmorb, noted Orb (and Morb) expert, is correct. If we try to make only a single powerstone from AV, we'd be wasting 7/8th of the energy.
 
Before turning stones to Morbs I'd like for Mathilda to find a way to dim the Primordial Wind-light of the Morb transformation for her viewing pleasure.
 
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