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Well we have teaching her more petty magic in this turn plan. It's just hard and dangerous. Odds are she will be able to cast all petty spells many lesser spells and one or two simple spells by the time we let her loose in the world.
The most important spell for a journeywomen shadowmancer is the shadow steed. Having faster overland movement than basically anyone else is huge. In terms of utility it's more valuable than many bigger and more complex spells.
 
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Branarhune: You have invented an entirely new set of sword techniques that take advantage of the Rune of the Unknown, making most conventional defensive techniques useless against you. When wielding Branulhune: +1 Martial, martial skill of human-size opponents is not applied while they are defending, unless they know of Branarhune and either know of or are able to come up with countermeasures to it.
This is cool and strong, but I am a bit bothered by how much this seems like the mechanics for Guard Bypass rather than the entire style. Neither the I-Cant-Believe-Its-Not-Dualwielding nor the ability to swing a Greatsword with minimal commitment due to dematerialisation seem like they would only be useful on attack or be this mitigateable. There is the +1 to the overall stat, but that is carrying a ton of narrative weight if it represents all of that.
I also feel like that last sentence needs an additional 'and realise this is what they are fighting' given a full 100% of current practitioners love sneak attacks and have disguise magic:V
 
Heaven and Earth? From Heaven to the Earth.

Azyr for the sky/air, and Gold for the ground/earth. Azyr grabs the Winds from the sky; and then it is grounded into the pyramid or the earth via the gold which is a metal that comes from the ground.

As a note trees (later getting simplified to crosses) as a bridge between the Heavens and Earth (in both a literal physical and metaphorical sense) is one of the oldest and most widespread bits of symbolism out there. Wonder if Jades might have something for that too.
 
The most important spell for a journeywomen shadowmancer is the shadow steed. Having faster overland movement than basically anyone else is huge.
Considering her apparent idol worship of Mathilde, she would love learning that spell. Watch as she starts galloping around proclaiming her position as the Dämmerlichtreiter's apprentice to the world.
 
This is cool and strong, but I am a bit bothered by how much this seems like the mechanics for Guard Bypass rather than the entire style. Neither the I-Cant-Believe-Its-Not-Dualwielding nor the ability to swing a Greatsword with minimal commitment due to dematerialisation seem like they would only be useful on attack or be this mitigateable. There is the +1 to the overall stat, but that is carrying a ton of narrative weight if it represents all of that.
I also feel like that last sentence needs an additional 'and realise this is what they are fighting' given a full 100% of current practitioners love sneak attacks and have disguise magic:V
And we can hit them with magic in the middle of combat to make them forget who we are and everything they know about us.
 
Yeah though, Branarhune is really obnoxiously good, it's effectively "You can Sneak Attack someone in the face", which is the kind of thing Rogues only dream of doing.
Nevertheless, Hammer.
I love this guy already. Volcano Diving Ho!



Yyesssss yeresssssss. Imagine me doing a touchdown dance in the name of best Golden Laserarmed RatDog Dad. No seriously imagine beong Johann, where the majority of the Gold College views you as a charity case and then having an Elven Archmage personally reach out for your expertise. Mwah



Okay here is touchdown dance v2. Yes go Askel! At the risk of being a little too HFY, I have noticed some tendencies towards fatalism regarding human capabilities vs the those of elven and dwarfen so it's always nice to see that no humans can do cool shit on their own merits and aren't only reduced to scrubbing after the leavings of the Elder races.

Also wow mobile actually makes doing multi quote much easier!
We are gonna end up with five wholly different ways to make waystomes networks by the end of this.

I wonder if our old vampire drowning swamp-god buddy in stirland could help with the river layline.
 
Yea. We should try to codify our shadow dagger mastery into its own spell. Or at least teach Eike it.
That does sound cool but Eike is not at the point of learning something based off a Fiendishly Complex spell and likely will not be until she passes her Magister's Exam if them so I do not think we are in any rush to do so.
So uh...at what point do we start teaching Eike spells, actually? Because she still only knows two bits of Petty Magic and her Mark of Ulgu lets her cast up to Lesser Magic reliably and even reach up to the first tier of Shadow Magic--which has got to give her a huge leg up over all her peers, got to say.
Well we have teaching her more petty magic in this turn plan. It's just hard and dangerous. Odds are she will be able to cast all petty spells many lesser spells and one or two simple spells by the time we let her loose in the world.
Once she's gotten the Petty spells known, personally I'd like to spend time on other forms of training for a bit (such as Intrigue) and then dive into the Lesser Magics. And then when she gets close to being ready to go Journeying is when she would start learning Relatively Simple Shadow Magics; when we started as a fresh Journeywoman, we only knew two.
Hmm. An idea I just got; @Boney could we learn the Lesser Magic spell MMAPP and teach it to Eike, all in one action? (Assuming we succeed on the roll to learn it in the first place that is.)
 
We are gonna end up with five wholly different ways to make waystomes networks by the end of this.

I wonder if our old vampire drowning swamp-god buddy in stirland could help with the river layline.

Well we are trying to establish tributaries involving with the river spirit method. I somehow think the incredibly new and thus politically vulnerable Manhorak/Manhavok (I forget. Are they the same dude?) cult would looovvvee taking on infrastructure responsibilities that are very useful and thus provide them with additional tools should someone try stomping them out.
 
This is cool and strong, but I am a bit bothered by how much this seems like the mechanics for Guard Bypass rather than the entire style. Neither the I-Cant-Believe-Its-Not-Dualwielding nor the ability to swing a Greatsword with minimal commitment due to dematerialisation seem like they would only be useful on attack or be this mitigateable. There is the +1 to the overall stat, but that is carrying a ton of narrative weight if it represents all of that.

The mechanics don't reflect every single facet of every capability Mathilde has, nor are they intended to. Look to the narrative to carry the narrative weight, it's what it's there for.

Hmm. An idea I just got; @Boney could we learn the Lesser Magic spell MMAPP and teach it to Eike, all in one action? (Assuming we succeed on the roll to learn it in the first place that is.)

No.
 
Okay, so lode is middle English for guide, way or road. Azyr has connotations with stars and (metaphysical) navigation, and lodestones might be formed by lightning bolts. Sky Titans sound pretty Azyr-ish. Would also make sense with "cloudier", as in the stars can't be seen and used for navigation. So far I have no other theory on what Johann could have meant. Then we also have the business with
More ordered?

Magnets work by having an orderly alignment of particles. Melting them demagnetizes them by destroying the orderly arrangement. A similar principle is likely at play here.
 
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Well we are trying to establish tributaries involving with the river spirit method. I somehow think the incredibly new and thus politically vulnerable Manhorak/Manhavok (I forget. Are they the same dude?) cult would looovvvee taking on infrastructure responsibilities that are very useful and thus provide them with additional tools should someone try stomping them out.
The best part of prototyping waystones in Stirland is that if anyone asks about your priorities, you can just point firmly at Sylvania. :V
 
Yes, it looks like it. With that we could attack fricking Aborash without his thousands of years of experience mattering, neutralise any magical protection he has and hit him with the force of a canon ball. That's ridiculous.
It seems very likely to me that either combatant would immediately figure out a counter/work around and adjust. We'd at best get 1 hit. And neither opponent is likely to fall to that single hit.
 
It seems very likely to me that either combatant would immediately figure out a counter/work around and adjust. We'd at best get 1 hit. And neither opponent is likely to fall to that single hit.

I mean it is one hit from a canon, it is not likely that would kill a progenitor, but it is not entirely out of the realm of possibility. Mechanically I think our style is such that if we roll 95+ and someone like Aborash rolls low... well let's just say they have a very unsporting time on their hands. Of course he would still crush us on the followup if the stars do not align. Mathilde is a good swordswoman with a gimmick that makes her a threat to the great.
 
Well we are trying to establish tributaries involving with the river spirit method. I somehow think the incredibly new and thus politically vulnerable Manhorak/Manhavok (I forget. Are they the same dude?) cult would looovvvee taking on infrastructure responsibilities that are very useful and thus provide them with additional tools should someone try stomping them out.
We gave a ton of money to the Council of Manhorak back on turn 39 so it's only been two years. If they are still standing themselves up in the area influencing them to also push into the rivers would help now more than later when they are more entrenched. And we have a lot of pull in Stirland/Eastern Stirland when it comes to "I want to funnel all the extra magic that would otherwise become evil to this demigod who is already an active combatant on our side of this fight". Let him take half for all I care.
 
I mean it is one hit from a canon, it is not likely that would kill a progenitor, but it is not entirely out of the realm of possibility. Mechanically I think our style is such that if we roll 95+ and someone like Aborash rolls low... well let's just say they have a very unsporting time on their hands. Of course he would still crush us on the followup if the stars do not align. Mathilde is a good swordswoman with a gimmick that makes her a threat to the great.
Oh sure, if we roll extremely well and they roll extremely poorly we'd certainly get an immediate and significant advantage out of that, I'm just saying its unlikely to guarantee victory or allow for a 1 shot one kill in a reliable fashion against such skilled opponents. We're probably devastating against chaff though.
 
We gave a ton of money to the Council of Manhorak back on turn 39 so it's only been two years. If they are still standing themselves up in the area influencing them to also push into the rivers would help now more than later when they are more entrenched. And we have a lot of pull in Stirland/Eastern Stirland when it comes to "I want to funnel all the extra magic that would otherwise become evil to this demigod who is already an active combatant on our side of this fight". Let him take half for all I care.
Turn 39 was 1 year ago (two turns per year)
 
I will say that, at 25 skill and a cool trick or two, I'm overall done with increasing our material (at least as a main activity) for the rest of the quest barring a major change in priorities.

We have so much else to do.
 
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"This was one of the first Runes I ever recovered," Thorek says, tapping on a stone cube bearing a Rune on its top that looks uncomfortable like the Star of Chaos, only with the arrows pointing inwards. "It's very simple in itself. The tricky part is that it just attracts and absorbs energies, it doesn't do anything with them. Before the Time of Woes we used to use this to seal away malign energies to be buried in exhausted mineshafts." He turns the cube over, revealing another Rune on the bottom, this one of a line that loops three times. "This one's only slightly trickier and most of it's the chiselwork, any Apprentice worth the title should be able to manage it by their third decade. It discharges the energies back out again."
So, did he mean third decade of apprenticing, or third decade total age? Because if the latter, this is something the Rhunkit could actually manage enmasse, despite my earlier doubts.

I apologize to whoever i responded to when they brought them up, it turns waystones really are simple enough for Rhunkit to be able to work on it.

I will say that, at 25 skill and a cook trick or two, I'm overall done with increasing our material (at least as a main activity) for the rest of the quest barring a major change in priorities.

We have so much else to do.
Smh, i want battlemagic tho.
 
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