Voted best in category in the Users' Choice awards.
Okay so here's an Apparition spell idea, 'Mathilde's Impish Animals of Order and Wild', or MIAOW for short. What is MIAOW, basically Gehenna's Golden Hounds but with four cats instead of two hounds. Why four cats, because four is Ranald's number and cats are his animal. But why four cats? Ulgu is the Wind of thought, so in hopes of altering the Apparitions' behavior the influence of Ranald will be needed.

Ranald orthodoxy says that there are four aspects to His being, Gambler, Night Prowler, Deceiver, and Protector. My desire is for this spell to tie a specific cat to a specific aspect to influence how they behave. That's right, each of the four cats this spell calls forth would be unique. Gambler would be the Serval, Night Prowler would be the Great Cat, Deceiver might not actually be a cat but I'll call it Grimalkin anyway, and Protector would be a Foo Dog or Lion Dog.
We don't know of any cat-like Apparitions, but if any turn up, I'd love to try that.
 
Channel the ulgu in a way that adds petty magic? Boney said at some point he was considering an idea of combining two specific spells - adding petty magic to a mastery seems like the first step. Having the opponents sword try to leave their hands mid combat whenever we land a hit seems legit. Imagine fighting Malekith, having him destroy all of our equipment but managing to snag his shield and teleport away!🤣
If you mean windherding, we tried our first step on that path with Egrimm, though we rolled poorly so we didn't get the full benefit of trying. I believe there's some thread impetus on retrying that soon.

The other problem is that we can't apply magic directly to Branulhune, presumably because the runes absorb magic to recharge.

@BoneyM Is our mastery here automatic? Would it interfere with enchanted weapons of another wind?
You can prevent it, and currently do so with Branulhune.

And any weapon that isn't Branulhune is simply going to be worse without a very major AP investment.
 
Exact anniversaries for this sort of thing are tricky. Unless you know what time it was posted at, it's basically impossible. The date on the first post and my current date match up for example, but they might not match up for people in timezones behind me.
If you hover over the date on the post it'll show it, down to the exact minute. Timezone shouldn't matter because SV/the browser detects your computer's local timezone by default.
 
Channel the ulgu in a way that adds petty magic? Boney said at some point he was considering an idea of combining two specific spells - adding petty magic to a mastery seems like the first step. Having the opponents sword try to leave their hands mid combat whenever we land a hit seems legit. Imagine fighting Malekith, having him destroy all of our equipment but managing to snag his shield and teleport away!🤣

I'm imagining it.

As far as I can tell it - assuming we survive - looks like losing the irreplaceable artifact sword personally tailored to our needs by Kragg the Grim, a staff that boosts our preferred applications of Ulgu, the robes we enchanted with a powerstone and rare magical reagents, and quite possibly the only token we have of Abelhelm that's not the Liber Mortis.

In exchange we would get a highly recognizable artifact that's probably cursed, assuredly attracts lots of people who want to steal it, including Druchii up to and including Malekith and Morathi, and doesn't work with the style we've been developing for years IC and OOC (which we couldn't use anyway at that point because we lost Branalhune).

Can you explain what I'm missing that makes this a good plan?
 
If you hover over the date on the post it'll show it, down to the exact minute. Timezone shouldn't matter because SV/the browser detects your computer's local timezone by default.
Timezone matters if all you have is the date (I didn't know about the exact time thing, thanks for that!) because of the differences in user timezones, not because of a discrepancy between the display and your timezone. For example, if something is posted at 6 am in my timezone, and someone else is five hours behind me, there's a period of five hours where the date the post is made, and the date the user in the -5 timezone is on are not the same, even though they're the same for me.
 
We have a pair of runed dwarf-made revolvers that we can use in combat. We rarely do, because Branulhune is usually better at melee and spellcasting is usually better at range. But we've got them on our belt if we need them. I don't think we need to invest more resources into that than we already have; if we need to upgrade our killiness (which I really don't think we do, once we finish Branarhune), there are better options than trying to get Advanced Pistols.

Seriously, though, I genuinely can't remember the last time we fired them in anger. I don't think during the Bookmining or the Kul encampment. Maybe we haven't used them since the original Expedition?
The last time they were used was during the book mining expedition actually
Mathilde shot the varghulf as it charged the shield wall, it just wasn't very effective

This one ducks under a shard of ice that shatters the stone of the roof above it and ignores the crossbow bolt and pistol shot that disappear into its thick fur, giving a shriek of hunger and anticipation as it closes in. Less easily ignored is the steel ball shot from Johann's staff that strikes it square on the snout, halting its momentum and stunning it for a second before it shakes off the impact and throws itself forward once more.

They did also get fired during the Kul encampment too actually

Impersonating a Wizard is a capital offense." The Daemonette just has time to look startled before your bullet sends Daemonic ichor splashing across the pillows, and you shake your head as your senses immediately begin to clear - except for your hearing, which will be ringing from the gunshot for a while. Perhaps a bullet was an unwise choice, but in the moment you thought it preferable to getting closer or trying to wield magic in a Daemon's presence.
One opening is all you need, and you get it when one of them slips on Daemonic ichor and clutches at a second as he fights to retain balance. For one crucial moment, the three-on-one becomes a very lopsided duel as Branulhune shatters the sword of the third Kurgan and goes on bite deep into his torso. The second takes a bullet to the chest as he tries to shrug off the grasping of his fellow, and the one who originally slipped goes sprawling as he tries to duck under Branulhune, and your downward thrust pins him to the silken floor before disappearing once more.

That being said you're right that Mathilde's pistols don't have a lot of stopping power, relative to monstrous opponents
But I think they do have utility
The pistols advantages are that they are a reliable, quick, and rapid fire ranged option
Magic takes concentration and can be contested, which makes it less ideal if you need to shoot something right now
And the sword obviously means being up close and personal with what you're chopping

Sometimes you just need to pull out a gun and shoot something, or quickly pump out a lot of shots and can't afford to spend time channeling the Winds

Now if you want something that never sees light of day, that'd be the Marksdwarf pistol
 
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Basically, the revolvers have a very valuable niche of putting down your average humamoid at range faster than magic can. And also can't be counterspelled. Like in Mathilde's Magister exam where she won the first mock combat by just quick drawing her gun and saying bang while her opponent was mid-cast. Though they made her redo it without the gun for purposes of testing, in real combat there are no do-overs.
 
I feel like a lot of people are reading my post as saying "therefore the pistols are useless," when I do say that I'm glad we have them, though we use them rarely. The thing I was arguing against was active AP investment in making us better with them; that is the thing I think is of low utility.
 
If you mean windherding, we tried our first step on that path with Egrimm, though we rolled poorly so we didn't get the full benefit of trying. I believe there's some thread impetus on retrying that soon.

The other problem is that we can't apply magic directly to Branulhune, presumably because the runes absorb magic to recharge.



And any weapon that isn't Branulhune is simply going to be worse without a very major AP investment.
Stop preventing it with Branulhune and add drop spell to mastery- not windherding combining two of our spells - one of Boney's hard to find posts. Is that not adding bless weapon to Branulhune a must? I remember using it with the runefang.
 
I'm imagining it.

As far as I can tell it - assuming we survive - looks like losing the irreplaceable artifact sword personally tailored to our needs by Kragg the Grim, a staff that boosts our preferred applications of Ulgu, the robes we enchanted with a powerstone and rare magical reagents, and quite possibly the only token we have of Abelhelm that's not the Liber Mortis.

In exchange we would get a highly recognizable artifact that's probably cursed, assuredly attracts lots of people who want to steal it, including Druchii up to and including Malekith and Morathi, and doesn't work with the style we've been developing for years IC and OOC (which we couldn't use anyway at that point because we lost Branalhune).

Can you explain what I'm missing that makes this a good plan?
I'm deeply offended, I would never sacrifice hat-kun, Malekith sword only destroys enchanted artefacts, unless he specifically destroys our normal hat to hurt our feelings. Your right, it's too risky hat-kun must be preserved.
Losing the sword and belt would suck, but Malekith's shield is a shield of bullshit no sell magic plus 50. Forged with Vaul's greatest artifacts to protect the "true" phoenix king. Getting the BBEG king Arthur to not have Excalibur's sheath is worth our lives and artifacts a dozen times over. Not to use, give that shit to Tyrion and he can yolo no scope 360 tonnes of gribblies. Kragg would probably laugh with pride at us spending his hard wrought artifice in such a manner. Our gear is good, but his is better than a runefang. Literally THE best shield.
 
I feel like a lot of people are reading my post as saying "therefore the pistols are useless," when I do say that I'm glad we have them, though we use them rarely. The thing I was arguing against was active AP investment in making us better with them; that is the thing I think is of low utility.
The kul encampment showed they are already part of our melee style, I just want to work on what we are already doing, but actually practice it instead of soly honing greatswording. We got the sword of Strength, not the speed option. Getting better with sword is good, but unless we hone adding in the suspiciously melee guns Boney gave us, we are underutilizing the rune of unknown, switching from fighting a greatsword wielder to a melee pistol wielder mid swing sounds like the kind of edge the rune of unknown was made for.
 
Stop preventing it with Branulhune and add drop spell to mastery- not windherding combining two of our spells - one of Boney's hard to find posts. Is that not adding bless weapon to Branulhune a must? I remember using it with the runefang.
There is no 'stop preventing it with Branulhune' because that was Boney saying we prevent it. We did use it with the runefang, but it didn't actually give us a boost, probably for the same reason-- the runes take in the magic to recharge, thereby disrupting any attempted magical effect.

A similar question on mixing magic+Branulhune:
Make Sword Invisible

Literally that. Limiting it to the sword should make it substantially easier to cast, especially with Mathilde's mastery of Blessed Weapon. Would probably really mess with enemies, maybe even to the point of giving us a free shot at the opening of every fight, which would be hilarious given that Branulhune means we only need one hit to win most fights. On top of all that, super thematic and hilariously synergistic with the "blinking blade" sword style that's been proposed.

A sword, yes. An intensely-Runed megasword like Branulhune, not so much.
 
Okay, that's fair.

If the point isn't "use Malekith's shield", it's "stop Malekith from having his shield", I can see why that's a valid strategic consideration. It sucks personally, but "How much more damage is Malekith personally capable of doing when much more able to defend himself from Ulthuan?" weighed against "How much can we do with our equipment?" is definitely something where you can reasonably come to the conclusion it's worth it.
 
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Okay so here's an Apparition spell idea, 'Mathilde's Impish Animals of Order and Wild', or MIAOW for short. What is MIAOW, basically Gehenna's Golden Hounds but with four cats instead of two hounds. Why four cats, because four is Ranald's number and cats are his animal. But why four cats? Ulgu is the Wind of thought, so in hopes of altering the Apparitions' behavior the influence of Ranald will be needed.

Ranald orthodoxy says that there are four aspects to His being, Gambler, Night Prowler, Deceiver, and Protector. My desire is for this spell to tie a specific cat to a specific aspect to influence how they behave. That's right, each of the four cats this spell calls forth would be unique. Gambler would be the Serval, Night Prowler would be the Great Cat, Deceiver might not actually be a cat but I'll call it Grimalkin anyway, and Protector would be a Foo Dog or Lion Dog.
Your missing the obvious, miaow is a 5 letter acronym and we know 5 of Ranald's faces.
Also I'm not sure about order for the O, I think we can find a better one.
Also also, I think there was mention of the apparitions changing under the influence of the pokemaster to a different appearance, nurgles flies turning into crows for the ambers.
 
There is no 'stop preventing it with Branulhune' because that was Boney saying we prevent it. We did use it with the runefang, but it didn't actually give us a boost, probably for the same reason-- the runes take in the magic to recharge, thereby disrupting any attempted magical effect.

A similar question on mixing magic+Branulhune:
Desperate hope - that maybe only applies to weapons with all 3 runes and we can do it with our guns(melee)? Also I get the feeling it would work with a runefang due to the runefangs OP rune quality and what we saw of it when fighting the skelies. Drop enchanted bullets?
 
Okay, that's fair.

If the point isn't "use Malekith's shield", it's "stop Malekith from having his shield", I can see why that's a valid strategic consideration. It sucks personally, but "How much more damage is Malekith personally capable of doing when much more able to defend himself from Ulthuan?" weighed against "How much can we do with our equipment?" is definitely something where you can reasonably come to the conclusion it's worth it.
That's my plan for fighting him if we ever need to, burn everything to try and do a smallish permanent affect. More realistically, we will likely never match him, so hoping even good ol'swordy will work seems optimistic. Robbing him and running though? Just after bragging about our deeds in a slightly screwed manner using the deceiver and making it eerily similar to his deeds for the dwarfs, before abandoning all thoughts of pride or arrogance and yeeting his shield as far away as possible? I think we have a snowballs chance in hell of doing it, and hell snowballs are our friendly neighborhood Widow's specialty.
 
Triple-posting, why?! I usually ignore it if it's hours apart, but if posts are separated by mere minutes, I'd advise using the "Edit" button to merge posts.
Directed at different people and conversations, seems like someone following the last conversation would have to scroll through a couple unrelated conversations to get to what their interested in? Or give up assuming it's unrelated or a glitch? Will take into consideration in future thx! 😊 🙏
 
Desperate hope - that maybe only applies to weapons with all 3 runes and we can do it with our guns(melee)? Also I get the feeling it would work with a runefang due to the runefangs OP rune quality and what we saw of it when fighting the skelies. Drop enchanted bullets?
Here's how our loadout works, from the Collection of Important Information:
To streamline the existing de facto system of metaphysical limitations, I've codified a hard limit of how many enchantments Mathilde can carry upon her person.

Melee Weapon: Branulhune
Ranged Weapon: Runed Revolvers
Staff/Banner: Staff of Mistery
Protective: Robes of Aethyric Armour
Healing: Seed of Regrowth
Talisman: Belt of the Unshackled Mountain
Social: Ranald's Coin
Activated 1: Candle of Cleansing Radiance
Activated 2: Grounding Rod
Activated 3: Dragonflask

- The Weapon slots can each be filled with a matched pair of weapons, such as dual pistols or a sword and dagger. They must be intended to be used together.
- Any item that directly makes Mathilde more able to take a hit must be in Protective; something that protects her less directly can be in Protective or Talisman.
- No healing effects outside of the Healing slot.
- Activated refers to items that do not have a constant effect. These can include single-shot ranged weapons as these would be effectively identical to wands or rings enchanted with similar effects. These cannot automatically detect when they should be used. They need to be manually activated in some way.

Enchanted bullets are theoretically viable depending on the spell/effect, but we'd need to replace one of our activated slots, and it wouldn't stack with the runed revolvers. With our current kit, we'd put it in the Marksdwarf pistol. And that's a lot of resources in terms of CF or AP to use on a limited-use consumable.
 
And I mean... I addressed this whole "Don't feel like being trained with war in mind" already
Stay a Journeyman and use your talents however you want without direct oversight from your College, go grow crops, or act as a wilderness guide, or take up Engineering if you've got the background for it, or indeed smithing
The only price you accept is 10% of your earnings instead of 5%
I find that I might be confused or mistaken about something.
@Boney Do Journeymen have more freedom to pursue their own interests and avoid being recruited for things they don't want to be than Magisters?
As do all citizens.
Conscription into militia in times of war is common.
I would be really surprised if the Elementalist charter literally protects them from conscription. It's just that the bar to conscript them is comparable to that of a lawyer or a rich innkeeper or a full member of the dyer's guild.
A Magister on the other hand would be more akin to anything from a member of a secular knight order to a reserve member of the special forces to an armed government employee.
I also can't help but compare the situation of the Elementalists to the plight of the Hedgefolk
This is a good point. Imagine if a future corrupt Emperor gets bribed to legalize Hedgewise under a charter that is similar to that of the Elementalists. I'm sure many a College Magister would resent that. Would that mean that people choosing to become Hedgewise instead of joining one of the eight Colleges would be selfish leeches on society?
Especially if that includes a track that they used to be the preeminent and respected wizards of the empire
I'm still not quite sure what that means. Magic users were illegal before Magnus as well. Was Nuln known for nobles that gave sanctuary to certain types of spellcasters in exchange for non-military service?
Mathilde has no idea where to even begin on creating a spell that transforms the caster into a Dwarf.

If such a spell could possibly exist, it would not be an Ulgu spell.

Ulgu does not have a developed framework for transforming back into a human in the same way Ghur does. Creating such a spell would require getting it perfectly right the first time, or otherwise the caster will be forever trapped in whatever malformed chimera a botched spell would result in.

Mathilde's soul is part Ulgu. Unless she carves out the part of her that makes her a Wizard, transforming into a Dwarf would result in rapid petrification. Carving out the part that makes her a Wizard would leave her incapable of casting any transformation spell.

Dwarves are big believers in lineage. Even if Mathilde manages to surpass all of the above, and even if the Dwarves react with acceptance instead of confused anger, she would be the equivalent of Clanless, giving her no status in Dwarf society beyond what she already has.

Runesmithing is a Clan, Guild, and Cult simultaneously. To join the Guild and Cult, you must be born into the Clan. There are no exceptions.


The only feasible way for Mathilde to be able to physically transform into a Dwarf is to convince me to make this quest an Animorphs crossover.
I would never vote for the Quest to take a step down that path, but wouldn't the most straightforward way (inasmuch that word dares apply) to create a "Become Dwarf" spell be making it a ritual instead of anything that involves single Wind magic?
the quest would end, as we'd be spending centuries on nothing but Runesmithing as a dwarven apprentice.
It hasn't happened yet, but Boney has mentioned timeskips as if they were in the realm of possibilities.
I don't think we know what the Ambers know, just that we think they know something. We thought that about Jades too, and while it was truth to a point, it wasn't necessarily as much as we would've liked, so i am leery of the assumed knowledge Ambers have being that complete.

Its entirely possible i missed the mention of it somewhere, happens often enough but i genuinely can't recall that being the case (Well obviously, i can't remember what i don't remember).
In one of our first Waystone turns we sent Max to go through all the libraries of the eight Colleges. He talked to an Amber who claimed that they could tell us the location of most Waystones if we need that information, but that they doubt us needing that information.
Summoning an Incarnate Elemantal through human sacrifice is actually something all the Colleges do (it's just that the only ones detailed so far in canon are Death, Fire, Beasts, and Gold)

Which is skeevy as hell, but apparently something they do.
I once speculated that some of the Incarnate Elementals might just not be as useful for warfare as the canon ones, simply due to the elemental's own mindset. Death kills (your enemies hopefully), Fire burns (your enemies hopefully) and Beast eats (your enemies hopefully). The Light one glows and pursues certain enemies more than others, the Life one might just transform the battlefield into a jungle, the Celestial one flies up and away into the future and the Grey one is plain confusing. That said, I didn't even know/remember that Gold was canon. I thought only three were.
This was before our time, but I've heard some strange mutterings of an entity called Omegahugger...
I miss him :(
 
I find that I might be confused or mistaken about something.
@Boney Do Journeymen have more freedom to pursue their own interests and avoid being recruited for things they don't want to be than Magisters?

Journeymen aren't told where they should go or what they should do, because that would defeat the entire purpose of Journeying - they're thrown out into the world and left to sink or swim on their own merits and initiative. Magisters still get a lot of leeway in what they do, but if what they're doing isn't to the benefit of the Empire or the Order, then they'll get periodic nudges towards something that would be, and will be considered available if there's something in their region that needs a Wizard to respond to it.

I would never vote for the Quest to take a step down that path, but wouldn't the most straightforward way (inasmuch that word dares apply) to create a "Become Dwarf" spell be making it a ritual instead of anything that involves single Wind magic?

Did that post really seem like it was inviting further brainstorming on the subject?
 
I'm still not quite sure what that means. Magic users were illegal before Magnus as well. Was Nuln known for nobles that gave sanctuary to certain types of spellcasters in exchange for non-military service?
Basically, the writeup of Elementalists and Elementalism, according to the wiki, is that they were the most powerful and respected wizards before the Articles and Colleges came into being. The exact substance has probably changed but it seems reasonable to start any guess following from a assumption of "the gist of it is carried on into a form where it can be rectified with Boney's canon."

Even if their profession wasn't legal, it seems reasonable to translate that into the Elementalists of old being less likely to be hunted down. At the extreme end, that could translate to the general populace treating them with some amount of respect, (Which would fit with notes of Elementalists who have power go to their heat occasionally being worshipped by heretical nature cults out in the boonies) and perhaps even sometimes outright have a blind eye turned to them by the law. (which, if it were commonplace, could also fit with them bribing Dieter IV.)

Of course, the sanity check here is that in most extreme version of the latter case --- where the Elementalists routinely get the witch hunters to look the other way pre-Magnus and can bribe an Emperor for legality once the Articles and legalization of the Colleges cause the old situation to fall apart around them --- we are basically talking about the Elementalists as a wizard mafia. Put that way, I'm honestly not sure whether that's a point against the theory or a point in it's favor.
 
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