Doubling down on Branarhune sounds good- then we can just call it done and finally cross something out on our to-do-list.
However, I'd prefer to hold off on anything Iron Orc related this turn, at least personally. Especially as that would be consuming at least 3 AP (Adventure Turns can wind up costing more AP if they run longer than expected), leaving us without much left to invest in our actual job.
Further south than all of Estalia and most of Tilea, and the pass they were overlooking was the one that leads to the Badlands, which is very arid. The Karak is about as far south from the Empire as it is north from Nehekhara.
They'd need to be made entirely out of things very conducive to Ulgu. That rules out metals, but still leaves various types of wood and bone if you don't mind going outside the standard Imperial Grey Wizard aesthetic.
I'm wondering, when we get around to looking into the Karak Norn nexus/Bugmans, would having Thorek with us be a benefit or a detriment?
On the one hand, he's canny, intelligent, and knows more about runes than almost anyone else. On the other, Karak Norn might take offence at him poking his nose into their royal clan's secrets, considering that he's from a separate hold and is currently declaring war on Runesmithing orthodoxy.
I'm wondering, when we get around to looking into the Karak Norn nexus/Bugmans, would having Thorek with us be a benefit or a detriment?
On the one hand, he's canny, intelligent, and knows more about runes than almost anyone else. On the other, Karak Norn might take offence at him poking his nose into their royal clan's secrets, considering that he's from a separate hold and is currently declaring war on Runesmithing orthodoxy.
Question for the loremasters: what are some large libraries in Brettonia we might trade books with? The increase in interest in dwarves along with them not having as easy access to their texts could provide a good opportunity to get a bunch of Brettonian books easier than books from Empire libraries.
Question for the loremasters: what are some large libraries in Brettonia we might trade books with? The increase in interest in dwarves along with them not having as easy access to their texts could provide a good opportunity to get a bunch of Brettonian books easier than books from Empire libraries.
Aquila Academy in Carcassonne
A military school dedicated to Myrmidia that teaches the art and science of war. Sources: Divided Loyalties, WFRP 2e: Shades of Empire
Mousillon
In the city of Mousillon, there are shops selling forbidden books. Source: WFRP 2e: Knights of the Grail
I'm one of those. Thorek, Hatalath and Baba Whateveria are primordial and effectively irreplaceable assets for their respective factions. Putting all of those supremely rare eggs in the same basket is irresponsible. Loosing one of them would be very bad for our relationship with their respective polities, especially Hatalath.
If Hatalath dies under our care, that's giving an argument of truly massive proportion to the isolationist faction. Is he likely to die? No, but the risk is not worth taking.
Concerning all the other members of the WP, loosing any other than the Golds would be a very bad thing. Imagine going to Mira or Paranorh and saying « sorry, we broke your chief demon hunter/most vetted subordinate/ancient lore specialist, can we have another one please? » That would be very damaging to our image, but also the Project as a whole. Even if we can procure a replacement, they would have to be brought up to speed, taking one of our precious AP in the process.
All in all, we shouldn't bring any member of the WP except the Golds anywhere near something as dangerous as Mordheim. And if we still do it, bringing Thorek, Hatalath or the Baba should be out of it by default.
I 100% disagree that we shouldn't adventure with the big shots because they are "too valuable".
First, I mean, we should live a little and have fun no need to be overly cautious with secondary characters in a story. Having a stronger party means that each member of the party is protected by a few other legendary characters so the risk to any individual is lower (including Mathilde). If other characters die the quest continues while if Mathilde dies the quest is over, I'd much rather leverage or connections with powerful individual to make Mathilde safer than worry about what would happen if another character dies.
Second, we have the Seed of Rebirth exactly for those kind of situations, so if Thorek, Baba, Hatalath, etc do end up biting the dust despite one of the most overpowered advenduring party EVER, there is a good chance we'll get to use our Seed, which again, would be fun from a story telling perspective.
Third, adventuring together with those particular big shots would not only be fun to read (and probably write), there are also tangible benefits since members of an adventuring party are likely to build or strenghten bonds. That means that not only Mathilde will get closer to them but that they get closer to one another.
And let's not overstate the risks, such a powerful adventuring party would probaly be the stuff of legend, each of the member probably have quite a bit of survivability even on their own considering they did survive hundreds of years or even millenias on a deathworld AND they'd be with other heavy hitters AND we have the SoR.
However, I'd prefer to hold off on anything Iron Orc related this turn, at least personally. Especially as that would be consuming at least 3 AP (Adventure Turns can wind up costing more AP if they run longer than expected), leaving us without much left to invest in our actual job.
I agree that I would not want to double up on training and then go on an adventure; next turn we have free overwork, which makes 6 AP to work with, and I'd really, really like to do the codification of Rite of Way with the Gambler applied to make it better. So far we've been investing 3 AP/turn into the Waystone Project, with the remaining 2 (3 on an OW turn) for personal priorities, and I think that's a good balance.
I strongly agree. I'd go so far as to say that investigations of the Dwarf Waystone network might want only Thorek, and possibly either Max or Johann because they're dwarf-friends IIRC, but it's not something to bring untrusted people on at all.
Question for the loremasters: what are some large libraries in Brettonia we might trade books with? The increase in interest in dwarves along with them not having as easy access to their texts could provide a good opportunity to get a bunch of Brettonian books easier than books from Empire libraries.
Aquila Academy in Carcassonne
A military school dedicated to Myrmidia that teaches the art and science of war. Sources: Divided Loyalties, WFRP 2e: Shades of Empire
Mousillon
In the city of Mousillon, there are shops selling forbidden books. Source: WFRP 2e: Knights of the Grail
Carcassonne is the one that's more interested in collaborating with dwarves, so if we want to flesh out our war section, we could try working something out with them? It would make a good thing to try with our KAU action on a Father turn, which I think @mathymancer is craving like oxygen.
Were there any other actions we had planned for a Father turn besides iron orcs/recruiting damsels? I think I remember something about getting a deal with Kalita traders?
Were there any other actions we had planned for a Father turn besides iron orcs/recruiting damsels? I think I remember something about getting a deal with Kalita traders?
Finding Kalita traders in Erengrad to possibly do ore trading with Laurelorn, I believe. I don't recall the details there, but...
I definitely recall the idea of going full stealth mode and scouting out the Nexuses of the Forest of Shadows. Haletha is the goddess of protection from the Forest, so it should have a tangible benefit to go there under the Father's effect, and it may or may not be as good as using The Gambler.
For the sake of completeness, there's also a temple of Verena that doubles as a lighthouse. The Fay Enchantress visits sometimes. Otherwise yeah, Bretonnia's literary institutions don't have a lot of sharespace in the lore.
I agree that I would not want to double up on training and then go on an adventure; next turn we have free overwork, which makes 6 AP to work with, and I'd really, really like to do the codification of Rite of Way with the Gambler applied to make it better. So far we've been investing 3 AP/turn into the Waystone Project, with the remaining 2 (3 on an OW turn) for personal priorities, and I think that's a good balance.
I would agree with a plan to codify the Rite of Way, it would really help the Empire overall and be a nice feather in our cap. Plus as previously mentioned by others it would help us with the idea for the bridge project to set up the trade.
They'd need to be made entirely out of things very conducive to Ulgu. That rules out metals, but still leaves various types of wood and bone if you don't mind going outside the standard Imperial Grey Wizard aesthetic.
includes ithilmar: how the mages of the elves can make armour they can wear and still cast with no negative is something they (and Federick von Tarnus) have kept secret.
- This will probably have a pretty short voting window (though still minimum 24 hours) because I wrote most of the turn vote before I remembered the purchase vote is a thing.
As you turn your attention to planning the coming months, it's with the warm glow inside you provided by having solid progress to show for your efforts thus far. With three proven methods of tributary creation the possibility opens up to actually start delivering tangible results to the Old World, and with the Runic component of the Waystones investigated an argument could be made that you're halfway done with figuring out the Waystones. Probably not a good argument, as all indications are that the remaining portions are going to be where the most difficulty and complexity is going to be found, but an argument nonetheless. You also have the stamp of approval from the Emperor himself, which may come in very useful as both shield and cudgel in the months to come.
Because on the other side of the coin, things seem to be getting complicated. Chaos is, if you can trust the word of a Greater Daemon of Tzeentch - which, just for the record, you absolutely cannot - beginning the inexorable burgeoning that will culminate in a thirteenth Everchosen, and the jostling for position among the Cultists is having geopolitical repercussions throughout the Old World and beyond. Laurelorn's re-emergence into world politics is making more and more waves, as they break bread with Druchii and Dwarves while those opposed to them begin to organize against them and their allies. And, of course, Ulthuan officially weighing in on the matter of Laurelorn and the Waystones has yet to occur, but the looming inevitability of them doing so casts a shadow over the entire matter.
Part of you wonders what's going on in Swamp Town right about now.
You have five action points (AP) you can apply without engaging in overwork. For every two AP spent across all members of WEB-MAT, including recruiting new members, you can spend one 'free' additional AP with any member of WEB-MAT. WEB-MAT actions are performed by Mathilde alongside that person when possible, such as studying something alongside that person, cowriting a paper together, one teaching the other, both of them learning something new, et cetera.
Current overwork status: [ ] [ ] [ ] Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.
WEB-MAT: Magister Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Learning: specify what and from who. You may pay for a trainer.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Receive dictation: specify which two papers or one book will be written.
WEB-MAT: Magister Johann, Gold Wizard
[ ] JOHANN: Learning: specify what and from who. You may pay for a trainer.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.
WEB-MAT: Lord Magister Egrimm van Horstmann, Light Wizard
[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (specify what)
[ ] EGRIMM: Learning: specify what from who. You may pay for a trainer.
[ ] EGRIMM: Study an artefact: specify which.
[ ] EGRIMM: Write a paper: specify which.
WEB-MAT: Other
[ ] WEB-MAT: Hunt an apparition with a member of WEB-MAT (specify who and which)
[ ] WEB-MAT: Attempt to recruit someone to WEB-MAT (specify who)
[ ] WEB-MAT: Enchant or otherwise modify your Gyrocarriage (specify how)
The Waystone Project, Recruitment
[ ] Attempt to bring an Order into the Waystone Project (specify which)
[ ] Attempt to bring a non-Order magical tradition into the Waystone Project (specify which)
[ ] Attempt to bring a human Cult into the Waystone Project (specify which)
[ ] Attempt to bring a Major House or Ward into the Waystone Project (specify which)
[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (specify which)
The Waystone Project, Research
[ ] Waystone: Capstone
[ ] Waystone: Foundation
[-] Waystone: Build an Elven Waystone Requires Capstone, Runes, Foundation, and Leylines to be fully and successfully completed.
[ ] Waystone: Nexuses Specify which: Marienburg (Almshoven and Fort Solace), Forest of Shadows (Brass Keep, Blood Fane, Tower of Melkhior), Mordheim, Los Cabos, Bugman's Brewery.
[ ] Waystone: Tributaries Specify which type: Scythian, Lornalim.
[ ] Waystone: Mapping Specify two of: Bretonnia, Tilea, Estalia, Araby, Badlands.
[ ] Waystone: Other Networks Specify which: Karaz Ankor, Kislev, Laurelorn, Athel Loren, Nehekhara.
[ ] Tributary: Haléthan (specify province) Roots of Stone requires a Nordland or Ostland Hedgewise caster to be used outside of Nordland, Ostland, or Ostermark.
[ ] Tributary: Dreaming Wood (specify province) Liminal Germination requires the caster to spend a significant amount of time in the local Dreaming Wood. This is safe-ish in Nordland, Reikland, Hochland, and Talabecland, dangerous in Middenland, Ostland, and Ostermark, and impossible in other provinces.
[ ] Tributary: Water Spirit (specify province) Aethyric Impluvium requires the presence of a Water Spirit, the easiest source of which would be cooperation with the Cult of Taal and Rhya, the Elementalists, or Hag Witches.
[ ] Tributary: International (specify country) Share information and expertise on how and where to create the tributaries to supplement existing Waystone networks.
For the above options, remember to also state who you will be researching or performing this with. You can specify as many or as few members of the Project as you please, as well as bringing in people from outside the Project if you pay for their services or convince them in some other way. If the only ones involved are members of WEB-MAT the action can count as a WEB-MAT action. In general the fastest progress will be made by involving only those with the most applicable knowledge, but also keep in mind how each individual might feel about being included or excluded in a particular investigation. For the Tributary actions, the details of how exactly it is pursued will be the subject of a subvote after Mathilde investigates the options and possibilities, but will generally involve getting the okay of local authorities, then finding, recruiting, or striking deals with people with the ability and inclination to spend the next several years creating tributaries.
Lovely Laurelorn
[ ] Explore one of the Wards of Laurelorn (specify which: Storm, Rain, Frost)
Self-Improvement:
[ ] Receive training: specify who and what. (acquaintances may train you for free, or you can hire someone with money or favours)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt)
[ ] Attempt to gain control of one of your Arcane Marks (specify which)
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
[ ] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
[ ] Write something else: write in.
Once per turn, you can write a paper or write a 'something else' without spending an action thanks to your Tower of Serenity.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
Aethyric Vitae (19 gallons):
[-] Create Orbs of Sorcery solo (requires one of each Power Stone) (insufficient CF) Mathilde will have full control over what happens with the resultant Orbs, including the option of presenting the full collection as a shockingly impressive fait accompli. Any Power Stones Mathilde does not have will be acquired for 5 CF each.
[ ] Create Orbs of Sorcery with College buy-in (no cost) Mathilde will not have to source her own materials, but will have to negotiate in advance what happens with the resultant Orbs.
[ ] Attempt to create a liminal realm (NEW)
Enchantment and Spell Creation:
[ ] Enchant an item: specify what and how (current skill level allows for Fiendishly Complex spells and lower; you may use Windherder to attempt to enchant something with spells from different Winds)
[ ] Attempt to create a spell (see Approved Spells threadmark)
[ ] Attempt to codify Rite of Way so that others can learn it.
[ ] Attempt to capture an Apparition (optional: specify which)
[ ] Turn a staff (specify for whom) (optional: specify from what)
Foreign Relations:
[ ] Involve yourself in current affairs: specify what and how.
Current examples: Eastern Stirland pacification, Marienburg affair, Black Waters project
[ ] [ ] [ ] Travel to Nagarythe at the invitation of Ambassador Daroir, and join their eternal war against Naggarothi invaders for three months.
Personal Relations:
[ ] Spend time assisting or ingratiating yourself with someone else: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Teach Eike (specify what)
[ ] Wolf is fully grown, very smart, and a Very Good Boy. Train him further. (specify what he will be taught)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)
The Eastern Imperial Company Your share of EIC profits: 220 crowns / turn
Current Focus of the EIC: Eastern Stirland
EIC Handler: The Hochlander The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] EIC: Completely hand over management of the EIC intelligence apparatus to the Hochlander.
[ ] EIC: Found an auditors division, to make sure the ledgers are in order.
[ ] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (specify who)
[ ] EIC: Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.
[ ] EIC: Improve and expand the EIC's paramilitary river navy. (optional: specify how)
[ ] EIC: Have the EIC keep tabs on mercenaries so that they can be more easily hired if needed.
[ ] EIC: Gather as much Ithilmar from throughout the Old World as possible to resell to the Eonir for a one-time profit
[ ] EIC: Attempt to establish a trade route with the Eonir (pick one: ore, charcoal)
[ ] EIC: Negotiate and plan a magical route through the Schadensumpf to allow for easier trade with the Eonir without compromising their defences
Kron-Azril-Ungol
Status: Being colonized by a new We, training and recruiting human and Halfling scribes from Karak Eight Peaks, open to braver members of the general public. The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] Begin copying the full corpus of a Partner Library. (specify which) (NEW) Current options: The Mootland Genealogical Library
[ ] Seek the publishing contacts to start acquiring large amounts of books from a nearby realm (specify which: Bretonnia, Kislev, Tilea/Estalia, Araby) Gives wide and easy access within a language, but is subject to local restrictions and is a less efficient use of the Library's acquisition budget than other methods.
[ ] Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (specify which, eg: Great Library of Marienburg, Great Library of Altdorf, Ancient Library of Carroburg, Karaz-a-Karak Archives, Karak Vlag Archives) Difficulty will depend on the size, prestige, and disposition of the library in question, and the relative impressiveness of Kron-Azril-Ungol.
[ ] Seek an agreement with a Cult to have access to their libraries (specify which, eg: Verenans, Myrmidians, Sigmarites) Difficulty will vary heavily depending on the Cult in question, but can allow access to rare tomes and esoteric subjects.
[ ] Set up a no-questions-asked bounty system for books within the Cult of Ranald Results will be unreliable and depending on what is sought may result in blowback, but this may allow you to acquire books that would otherwise be entirely inaccessible.
Traits:
Grey Wizard: She has the ability and education to wield the winds of Ulgu, the grey magic of shadow and illusion.
Apprentice: She has reached the level of training where she is able to begin learning the simplest of spells. Her Master is Lady Magister Mathilde Weber.
???
???
???
Mark of Ulgu: She bears the Mark of Ulgu upon her right arm, signifying the claim that the Wind has laid on her soul. +1 Magic.
Diplomacy:
Colleges of Magic (1/3)
Empire of Man: Under the tutelage of her grandmother, she has achieved a solid understanding of the provinces of the Empire. +1 Diplomacy
Eonir of Laurelorn: A period of immersion in Tor Lithanel during her teenage years gave her a solid understanding of the Eonir. +1 Diplomacy
???
Politicking (1/3)
Martial:
Fitness (2/3)
???
???
???
Pistols: She was taught to wield her grandmother's weapon of choice from a young age. +1 Martial
Intrigue:
???
Stewardship:
Accounting: As heir apparent of the EIC, she has been taught the arcane art of double-entry bookkeeping. +1 Stewardship
Trade: She has a basic understanding of the endless flow of goods and gold that keeps civilization running. +1 Stewardship
Piety:
Old World Pantheon (Northern) (1/3)
Old World Pantheon (Southern): Having grown up in the softer corners of the Empire, she is familiar with the more civilized of the Empire's Gods.
Shallya (1/3)
Learning:
Economics (Old World) (2/3)
Languages:
Reikspiel
Lingua Praestantia
Tar-Eltharin (Eonir accent)
Magic:
Waaaghbane (2/5)
Spells known:
Glowing Light
Marsh Lights
Specify which of the above actions Eike will be present for and (hopefully) learning from, as well as what she will be directed to study when she's not doing so. Her study may involve lessons you pay for, or tutoring from your employees and allies. These do not cost AP.
[ ] Eike Actions:
[ ] Eike Study:
Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to. A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used. Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so. Rule of thumb: if you have to explain why this might apply, it probably doesn't.
[ ] The Father Ranald's daughters, and Their followers, will recognize you as being worthy of trust and faith.
Ranald's Coin (note from Ranald: don't)
Vampire skulls
Branulhune - investigate the odd flash when it is desummoned underwater
Books and rubbings from an Asur explorer of Lustria and the Southlands
The Vampire Prophecies of W'Soran
Vlad von Carstein's study notes of the Carstein Ring Ghyran Nut
Kurgan Shrine to Mannslieb
Kurgan enchanted weapons
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.
Observations on the Windfall north of the Dark Lands (FADED)
The Black Orc Warboss' worship of Only Gork, and what you saw of the Rogue Idol ritual (FADED)
Preliminary paper on Aethyric Vitae (TIMELESS)
Coins of Nehekhara's Fifth Dynasty (TIMELESS)
You can literally write the book on a topic for the same amount of effort as two papers; this can be split over multiple turns. You don't need to have all the pieces to do so, but it would be more efficient and impressive if you did.
Aethyric Vitae (missing: creating Orbs of Sorcery, creating liminal realm)
The Currency of Strygos
The Currency of Tylos
Coins of Nehekhara's Fourth Dynasty
Coins of Nehekhara's Sixth Dynasty
- There will be a twenty-four hour moratorium for people to remember their plans and remind me of what I've inevitably forgotten to add.
- Shoutout to @picklepikkl and his Brief History of The Waystone Project, which was a very useful resource for refreshing my own memories and may help others do so too. As might some of the other player-created informational posts.
- Shoutout to @pucflek for commissioning this particularly beautiful rendition of Mathilde and Belegar overlooking the western gate of Karak Eight Peaks. It and the rest of the fan-art created or commissioned for the quest live in the Fanart informational threadmark.
Question for the loremasters: what are some large libraries in Brettonia we might trade books with? The increase in interest in dwarves along with them not having as easy access to their texts could provide a good opportunity to get a bunch of Brettonian books easier than books from Empire libraries.
[ ] Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (specify which, eg: Great Library of Marienburg, Great Library of Altdorf, Ancient Library of Carroburg, Karaz-a-Karak Archives, Karak Vlag Archives) Difficulty will depend on the size, prestige, and disposition of the library in question, and the relative impressiveness of Kron-Azril-Ungol.
Okay, that's a rather ominous name for a turn. If my knowledge of differential calculus serves me right, after an inflection point, the entire curve changes. In more common parlance, it's a turning point.