I think that this is where we diverge. Mathilde is as worthy as a Slayer. She's as fighty as a Thane. She's a knight, and she does go out, and she does do honorable battle and stuff, and she is brave and willing to dive into combat head first, as a character trait, beyond any sort of combat min-maxing or quester proclivities. When our Elector Count went down we stood over his body, took up his fancy magic sword, and starting annihilating those skeletons like something out of an action movie.
A mage as a person in a robe who doesn't fight with a sword is a thing in this setting, but it's not what Mathilde is; it hasn't been since we decided that if we were going to go swording we'd be using one longer than we are tall. In addition to everything else she is, Mathilde is a worthy warrior.
This. Mathilde is a person of many parts; that's a huge reason this quest is so good in the first place. While we shouldn't forget that we are first and foremost a mage, we should also remember that we are a swol mage who likes to hit people with giant hunks of metal
We want something runefang-ish, we spend our Karag Lhune favors and call it Branul Lhune, which if I've got the Khazalid right is "the art of cleverness in moonlight", or to someone who knows our deeds, "Shenanigans in Karag Lhune".
I love this idea. On the more mechanical side, 12 is just about the amount of favors I want to spend on this, and I adore the symbolism you've suggested.
Hell, even the name works on a ton of levels. It can translate into Reikspeil as Moonlit Wit, so it can also be a reference to Ranald's strictures, in addition to the meanings you already suggested.
We are not Sigmar. We are not a Barbarian Warrior Hero. We are a mage.
Frankly put, I would feel it a waste if we got such a hugely-expensive magic item! Because it would be chained to little ol' us. Rather than being wielded by some Warrior Hero, who would be going out there and doing Warrior Hero Things. If we got such an item, I would feel ashamed and wincing at the very idea, because Mathilde would be going around with a relic on her hip that would be better fit on a Thane's or an Ironbreaker's or a Slayer's hip.
That's another major thing that is getting to me on a gut level, really.
Super-powerful magic melee weapons should be things that Warrior Lords have, and want to have, rather than mages.
... I think that we have just grown too used to all those WHF quests where you are a Bretonnian Knight or an Elector Count; where having or desiring to have awesome armor and weapons is natural and normal.
Such that players feel conditioned to want those things in a game where we're a short Stirland peasant of a mage. ><
I mean...
Note how people are bringing up things like Warbosses and Dragons and shit. As "You have to be prepared for this. What're you gonna do if you meet this and you aren't prepared, huh? What then? Do you want us to die?" As if that shit's normal. As if to not plan and expect such things is crazy and dangerous. As if it would be crazier to adjust your decisions, actions and playing style to avoid such combat situations.
Most of the best mages are also terrifying in personal combat. If they can swing it, they'll be seated on some horrifying monster. Because otherwise, someone is going to shove a bunch of dudes in your face, and you die.
And sure, you can say we shouldn't measure ourselfs by those standards. To which I say, it's already to late for that. We're at the point where our contributions are comparable to Kragg the Grim. We're basically the personal wizard of Belegar, a contender for the throne of the High King, and since the last update, the de facto leader of a whole dwarven faction. We're playing in the big leagues. We're going to face warbosses, and skaven assassins, and all that nasty stuff if we keep going. The only way to avoid that is to stop right were we are, even take a few steps back. It was only luck that we didn't have to face a rogue idol, after all.
I personnaly think we should aim to be another Elspeth or Balthasar, if not another Sigmar or Ranald (or Nagash). And that means we have to be lethal.
Say Belebro has 50 Dwarf Favour to call on. Durin has 10. Skaroki has 10. Mathilde has 15.
Well, those guys all have their own ideas about what to spend Favour on, including stashing it for a rainy day. But suppose Belebro authorizes three factories, Durin authorizes one, and Skaroki authorizes one.
5 factories pumping out munitions, siege weapons, gyrocopters et al is good.
8 is better.
The only thing we have to compare it to is bringing the specialists in to train the Watch, and that was 'up to a certain level of proficiency.'
No idea, since we've never asked Boney how it works. 'Walking into a Dwarf Hold and doing magical research' sounds like the former to me, but who knows.
And that points to a very interesting question: just how exactly are those hypothetical factories are converted from dwarf favor? The materials and machinery cost, and they cost not a only abstract 'dwarf favor', but coin, food and much more. And the fact that we don't pay it doesn't mean that no-one does.
Normally, that's not a problem - a debt by Karaz Ankor to a non-dwarf is guaranteed by the High King as part of his self-self appointed duties, as it would be disgraceful for dwarves to be in debt to a stranger. So, when we spent dwarf favor to build a factory, a great deal of coin, accolades and other incentives was coughed up by the high king, so we got a factory, the master got his just payment and the high king got that nice feeling in his chest and a slightly larger hole in his treasury.
Now, this very neat process may not work as advertised. Karaz-a-Karak will not honour our favour. Now, that's not a problem for us - Belegar surely will, and he is sitting atop a large pile of gold and has acess to two of the best runesmiths currently living.
However, we need to remamber, that favour by itself does not increase the total wealth. Your example with factories does not work this way - all the factories will be bought by Belegar, either because he decided to (the normal path) or because someone whom he owes asked him very nicely (that's favor in work) and you can't magically increase the amount of factories by killing gribblies.
Most of the best mages are also terrifying in personal combat. If they can swing it, they'll be seated on some horrifying monster. Because otherwise, someone is going to shove a bunch of dudes in your face, and you die.
And sure, you can say we shouldn't measure ourselfs by those standards. To which I say, it's already to late for that. We're at the point where our contributions are comparable to Kragg the Grim. We're basically the personal wizard of Belegar, a contender for the throne of the High King, and since the last update, the de facto leader of a whole dwarven faction. We're playing in the big leagues. We're going to face warbosses, and skaven assassins, and all that nasty stuff if we keep going. The only way to avoid that is to stop right were we are, even take a few steps back. It was only luck that we didn't have to face a rogue idol, after all.
I personnaly think we should aim to be another Elspeth or Balthasar, if not another Sigmar or Ranald (or Nagash). And that means we have to be lethal.
like amusingly the best mages tend to have the best weapons. Look at Teclis in the eighth edition High elf book and compare his gear to say Tyrion. Teclis essentially has a budget rune fang in his hands allowing him to wound on a 2+ regardless (Great for those mages that don't have granite shredding abs) and ignore armour.
[X] Claim the site where Ranald mugged Mork and build a shrine to Ranald there.
[X] All this time away has made you miss your friends. Visit Anton and Wilhelmina.
[X] You've been out of touch for a while. Head to Barak Varr and then Altdorf, and catch up with what's been happening in the Empire.
We are not Sigmar. We are not a Barbarian Warrior Hero. We are a mage.
Frankly put, I would feel it a waste if we got such a hugely-expensive magic item! Because it would be chained to little ol' us. Rather than being wielded by some Warrior Hero, who would be going out there and doing Warrior Hero Things. If we got such an item, I would feel ashamed and wincing at the very idea, because Mathilde would be going around with a relic on her hip that would be better fit on a Thane's or an Ironbreaker's or a Slayer's hip.
"First time I saw combat, I had just been made Journeyman. I was exploring my Count's-" you see the confusion on their faces, and translate. "My Thane's castle, to ensure that the previous Thane had left it secure." They nod at that. "What I didn't expect was that there was a zombie- Uzkularit?" You look to Skaroki.
"That's skeleton. Uzkulikar."
"It had been trapped for a long time, so it was slow enough that I was able to dodge it. I had never trained with a weapon, but I used magic to make armour for myself - Mhornzhufklad. And while it was trying to scratch through that, I stabbed it in the face with a dagger." You're pleased to get twin chuckles from your audience. "After that, I learned how to use a sword. Next battle was proper Uzkulari... Wights?" You look to Skaroki again.
"Kalanuzkular."
"And a few years after that, I was fighting a zangunaz called the Singing King, whose skull I've still got back home. And now here I am at Vala-Azril-Ungol, with two Urk Warbosses to my tally. Start slowly, like an avalanche."
We aren't done being that avalanche yet, and when we get to the point where we need that sword, where we have to fight something beyond our current ability to safely handle, best to already have that sword.
So favor expenditures to me would be best framed in terms of these lines, which then become the name of the item. We want something runefang-ish, we spend our Karag Lhune favors and call it Branul Lhune, which if I've got the Khazalid right is "the art of cleverness in moonlight", or to someone who knows our deeds, "Shenanigans in Karag Lhune". If we want something earthing rod-ish, let's say it'll cost us four favors, maybe we combine the Joined the Expedition and Finished the Expedition values and get something with a unity or journeying motif.
Getting Kragg to put together a personal warding scheme in our tower to make magical research and experimentation safer isn't going to be something we can buy with silver.
Pretty sure that getting Hero-level instruction in pretty much anything isn't happening without favor, either.
And I think we can do a lot more with those things than we can with the difference between a 12-favor and 25-favor weapon.
Someone mentioned spending all our favor on personal bling changing the direction of the quest a little from the advisory role, and I kinda get that. I also get not wanting to die and ending the quest, and having a tactical nuke greatsword seems pretty cool life insurance policy. Someone also mentioned having an elite unit we can send to do the heroic death dealing stuff. Can we use our favors to get a dwarven household guard unit? I mean we are a noble, if our Man At Arms happen to be dwarven rangers... That's just cause we are cool cats. Also, lets name the runic greatsword Life Insurance Policy. xD
Mathilde's whole thing is basically running/sneaking ahead, doing bullshit, and then slipping out or causing escalating havoc until the rest of the guys catch up.
I don't think anyone's pulling that off unless we pick up some Grey Apprentices to train in our style.
This last one is the new part of my vote: I've been convinced that Ranald can keep another few weeks, and networking is important. This'll give us more information when we do the subterranian scouting next update, too.
While I'm not opposed to networking over it, Ranald's temple isn't entirely time-free, because Karag Nar is still in flux as people settle in, so the sooner we install the temple the more likely that it'd be in a good position to service the residents, and to have a regular gambling crowd.
When it comes to weapons, I'm thinking a hand-and-a-half sword enchanted to hit really, really hard, be really, really fast, and provide some extra defence.
The Master Rune of Kragg the Grim apparently lets us strike with the force of a cannonball, which would actually be useful to us - when we assassinate something, it'd be great if we straight up didn't have to worry about armour at all, and it would let us do some pretty significant damage to structures when we need to sabotage something.
Speed is huge in combat, of course, and killing the other guy first is a tried-and-true survival strategy. Plus, of course, more defence is always nice, so Mathilde can finally ascend to her true calling of "utter goddamned cockroach".
And as I understand it (correct me if I'm wrong @BoneyM ), a bastard sword would let us use our current Greatsword skill, while letting us keep a hand free for a staff as necessary.
I'm thinking the key features are probably:
-Hits really fucking hard. Like, antimaterial hard. I've seen what Kragg does when he hammers the gates open and I think Mathilde's sabotage options would be vastly improved if she could shear through support columns with a single blow instead of having to pound at it noisily for several minutes.
-Easier to wield. Take it to bastard sword range and basically all the Greatsword techniques still work, but leave us a hand free for casting implements, and be less cumbersome.
-Extra durable. This is PROBABLY a given with any high Favor runework, but hey, we'd probably do something reckless with it at some point, so having it be able to survive doing crazy shit to it would be nice.
Parrying, speed, etc probably won't matter as much. The first two items would cover everything we want a sword for. Won't even need armor pierce, we got Shadow Knives if thats a major issue.
Alright, I don't know if this has been discussed yet, but I want to put my two cents in about my disappointment on how King Belegar and High-King Thorgrim Grudgebearer handled each other. I think it was a clear demonstration of how for the Elder races of Warhammer Fantasy the most common conceit and the most damaging flaw is pride.
And both the High-King and King Belegar demonstrated it in their terse conversation. The first was when High-King assumed that King Belegar's hold on the territory was tenuous, and that the might of Karaz-a-Karak was needed to secure the reclamation of Karak-Eight-Peaks. From a certain perspective, this is perfectly natural. Karaz-a-Karak is the strongest and largest hold in the Karak Anzor. Of course they would want to secure any territory that is reclaimed from Greenskins. From King Belegar's perspective, it was insulting because it insinuated that King Belegar couldn't hold onto his newly conquered Karak. That he would fail just like his ancestors had. Furthermore, that Karaz-a-Karak would support an already secured Hold, but wouldn't send the troops necessary to successfully conduct a reclamation, which smarts at King Belegar's own successes and a sense that reclamation is not only possible but should be strived for.
King Belegar's response, though, was just as bad as the High-King's question. Claiming that his Karak, which has been reclaimed for less than a week at this point, could hold out against all comers for the same duration that Karaz-a-Karak could. Karaz-a-Karak which has been withstanding Greenskin and Skaven assault for at least three millennia. That just makes King Belegar seem rash and overconfident in his own, and his Karak's, ability to hold their ground. It was spoken with the pride of a King who has reclaimed a significant portion of his Karak in a week of war, and I can only be glad that it didn't backfire on him.
While I'm glad that King Belegar's response didn't have more of a consequence than not partaking in the striking of grudges, and he was able to secure a desperately needed air force, it did take a lot of wind out of my sails regarding supporting Mathilde as King Belegar's foreign spymaster. Neither the High-King or King Belegar wanted to create tension between each other, but now that they have, they won't back down because they are far too stubborn for their own good. And quite honestly, I don't want to deal with that, and I don't want Mathilde to deal with it.
was already told that the expedition has forty thousand Dwarves and over thirty-five thousand humans combat effective... Granted, some will be leaving, but the way it was said, that was quite insulting. Now, if Belegar were acting as "almost a Slayer" it might well be more appropriate, but he was presenting himself as a King.
Now, Belegar took the insult and ran with it, but he was, indeed provoked.
I'd note that Belegar set up to provoke. He knew what message and impression he was sending when Kragg didn't come home to Karaz-A-Karak. He very carefully said nothing about it, letting Thorgrim dig himself a hole with his assumptions.
Belegar was pissed off from the start about how much support his expedition got from their High King. He's been stewing over it for the months that a Human was riding up and down the dwarfholds begging for aid on his behalf. For the months he marched to reclaim a dwarfhold with as many humans as dwarfs. For the humans' nontraditional methods more in a week than the traditional ways have done in centuries.
For his decision to choose life before death.
And every step of the way he's thinking about what he could have done if only the Grudgebearer wasn't so focused on what they had lost that they can't restore it.
Belegar had spent three months thinking about it and he made his decision to throw down a challenge in front of his liege.
Meanwhile, what Thorgrimm sees is a young dwarf who doesn't know what kind of hell he's walking into. Thorgrimm had seen holds retaken briefly for a time, only to fall and earn many more Grudges than were cleared when they were first retaken.
Thing is, I don't think this can be restored, not in the lifespans of Belegar and Thorgrim. Neither of them will back down on what they have openly stated, dwarves being dwarves. Their children could in theory choose to not take sides on this matter and then make some form of mutual reconciliation which on paper would be more of a re-affirming of ties while completely skirting around the why said ties need be re-affirmed.
But either of them giving way themselves isn't going to happen. Of course, a point could be made to not piss off the conservatives who're not Thorgrim... But that require Belegar to give a shit, and he just insulted the High King in his own Karak.
Would make a note that the falling out was in private and that 'officialy' Belegar is a loyal vassal King of Thorgrim who accomplished worthy feats, who was then awarded access to the air force and engineers to accomplish more.
The blowup happened in private for a reason. It gives them room to backpedal without loss of pride in public.
The subtext was clear, but without being actually SAID in public it didn't happen. Yet.
I'd keep in mind that the whole thing is basically a Waagh siphon, rather than severing them from the Waagh, we used one part of the Waagh to suck the Waagh off the other part temporarily. As soon as theres no Waagh on one side or the other, the natural conditions will resume shortly.
Useful enough in battle, but not for diplomacy.
And also orcs aren't insane. Any more than elves, or dwarfs are insane with their racial quirks. The Waagh field just encourages certain activities.
If we get a 25 gank sword, we must never let it out of our hands, and at some-point someone important is not gonna allow us into their home with our gank sword, emperor, elector count etc. And you fools are gonna leave the sword with someone or somewhere. And its gonna get swanked. And then mathilda feels dumb. If we spend 25 on the sword, we bring that sword everywhere, no exceptions. Doesn't matter who they are, if they are the emperor, our boss, whoever. We never let the sword out of our grip.
Or we could invest our favour into dwarvish diplomacy training. It looks like we might need it...
...also after 20 favours invested into learning dwarf related stuff, the dwarves would propably believe were a dawi baby abandoned and raised by humans and afflicted with an unfortunate case of gigantism
Before investing favors into diplomacy training I think we might want to just get regular College lessons in diplomacy. Its one of the Grey College's areas of focus. They got classes in how to get people to talk.
I'd just like to note that clearly, Dwarven institutions can be trusted (they did preserve and collect all this history), just not Imperial ones. Also, the Van Hals keeping the book is also an institution, just a family one, not an Imperial one.
Van Hals keeping the book is apparently a Master And Apprentice format though...
...and I'd note that SOMEBODY tipped the Amethyst Patriarch off to come down and search the area for unknown, potent artifacts. I'd not be too surprised if someone in the family sold a tip, but because they didn't know where exactly it was, or how it was hidden, they couldn't get any closer.
IDK if this is a good idea, but some kind of item to enhance Ulgu enchantment could be very useful. Mathilde probably needs several actions worth of Enchanting progress to really use something like that to its potential, but if there's one thing we could play forward from the Dwarves it's a tool that lets us improve our ability to make better tools. Usually that'd just be training, but some kind of Ulgu forge thingy would be a more material version of that... and probably more expensive.
BoneyM already clarified this one:
-If you want great tools to enchant things with, spend College Favors. The Grey College can provide us with tools which are loaded with Ulgu throughout the production process, and use Ulgu-affinity processes for every task. This lets us enchant things with Ulgu reinforcing every step.
-If you want great tools to RESEARCH with you want dwarf tools, which are the magical equivalent of sterile lab equipment, and will only produce the exact kind of interaction you were trying to do.
That said at our level of Dwarf Reputation we can probably just buy it with gold unless we want Kragg to make us a magic anvil or something.
Uhh, don't get me wrong Karag Nar penthouse sounds awesome, but won't it be difficult to research delicious forbidden/delicate lore from such a public/open location?
There are such things as curtains, and spies which are both invisible and capable of flying to a mountain peak are rare enough that if someone is going to that effort they'd probably find SOME way to get in regardless, short of a completely unknown tower.
This WOULD be a problem if we were summoning demons or raising the dead of course. But the colorful smoke, sparks and spoopy shit would be Just Wizard Things.
Naw, Smoke and Mirrors is a BM which creates a field in which FC spells can trigger teleports. Its like, you use the Battle Magic to build a road, and then the FC spells to drive cars on it.
Ulgu comes from three main sources:
-Shadows cast by light. Sunlight is superior in its steadiness, lack of contaminating elements, and sheer potency. Magical light or firelight is 'noisy', the former worse than the latter. The most powerful time would be the transitions of dawn and dusk. As the temple is buried within the Hold proper the only source of light is firelight.
--As an important note a number of our enchanting techniques use focused light to do etching and smelting without Aqshy being infused into materials.
-Mists, fog, smoke, etc. We've been explicitly informed that smoke plumes from fire are charged with a lot of Aqshy and so once again, are better with natural mists and fog. A room in the middle of a mountain is going to have relatively little smoke that's not made by fire.
-Minds. This is where the Temple might excel at, at least during the times of day its busy with gamblers and stuff. Mathilde hadn't done a lot with this particular source beyond stalking intelligent critters in the dark though.
Also I'd REALLY greatly prefer if we had our magical mishaps where we could toss the exploding magic out into open air instead of in an enclosed space if we fail to ground it fast enough.
We're a Wizard. If you want exceptional killingness, learn a deadly spell. Or better yet: don't get into a situation where you're in a fight with a Greater Daemon or a Dragon or whatever the hell would require such.
We are a spymistress, a diplomat, and a Magister, not a melee-based Lord combat master. We do not need a weapon as good as a Runefang "just in case" (in case we get into a fight with a Lord or Monster; and we can't cast our spells; and we can't retreat; that's a lot of "in case of..." variables in there), this is nuts.
The belt? That's something that is always flipping useful and relevant to Mathilde.
It will always save her from corruption. It is invaluable, and always relevant, to somebody like Mathilde, to somebody who has a role and job (i.e. Wizard) like Mathilde.
She will get use from it, even just from daily life. Every time she is researching magic and spells and phenomena, it will be there. Every time she investigates strange things, it will be there to bail her out if its a Dhar trap.
It is invaluable and fulfills a function that cannot be achieved in another way.
Killy-ness, however? That can be achieved in various ways! One of which is available, natively, to Mathilde: i.e. learning deadly spells.
Use Favor for learning or instruction or construction or for lending you an army or something. Do not use it just to get an epic panoply because you want the shinies.
In fact, it might be better to just not use the Favors yet for anything, and just sit on them. Sit on them until something comes up.
Like, say, we figure out that we need something for our research plans for Snakejuice or the Book or our Wizard Tower; and so we can commission it from the Dwarfs.
Please do not spend "10-20" (a massive number of favor that only doesn't feel massive because we just got a windfall of favors; keep in mind that 9 College Favor was enough to get a flipping Resurrection item, and that 15 was enough to get a "corruption can screw off (plus 2 other abilities!)" item.) just because people have frequently talked about spending all that favor on something; and so because it has gone around the discussion mill a lot, people have decided that it must be done because it is being talked about.
No, just...
Save those favors. Use them only for something we need. Something that will be useful to us, or that would give us something we cannot accomplish another way, or the like. Not something as simple as "killy-ness."
Hell, it makes more sense to spend that Favor on defense instead of offense. Spend it on getting them to create armor that a Wizard can wear and still cast spells. Because that, at least, would be something that Mathilde can't do on her own. (Because Wizards can't wear armor, I think I saw somewhere? If they can, ignore than, and just get a good enchanted armor.)
I'd argue that this is one of those endless arguments like the book, where the potential to do so will be a neverending debate until we have either no more favors, or a weapon that we're never going to consider replacing.
Hence, the 15 point Greatsword proposal:
-Above 10 points its no longer a 'stock' item. Its something unique, special and made by a Named character(Kragg probably). Its narratively significant to the players in its own right and will not be replaced. It permanently ends the primary weapon debate.
-As a greatsword, it takes the least investment to get our skill in it to a trait level. I believe we're only one advance away from that.
-Its not TOO excessive given our current stock of Favors and ability to get more.
-And judging by the Belt, it'd mainly be used to support Thing We Were Going To Do Anyway, than encourage new things.
The way I see it, a 10 point weapon is basically something that follows regular tabletop weapon rules, as it's something that (with difficulty and effort) can be made by "merely" talented runesmiths.
By spending over 10 points, we get the personal attention of a living legend like Kragg, with his innate ability to say "screw the rules" - and as we saw with the belt, that can lead to some amazing things.
So as I see it, if we're spending 10 favors anyway, spending the extra 2 or 3 or 5 to get something truly unique and irreplaceable is well worth it... but it very rapidly reaches diminishing returns, since, well, many of your points are valid. We may well go weeks at a time without drawing our sword.
It's a question of opportunity cost - the difference between a 10 and 12 favor weapon is much larger than the difference between a 15 and 17 favor weapon.
Pretty much my reasoning as well.
Going higher than 15 favor isn't going to be very useful short of being a dedicated Melee Lord...but I want to see a 15 favor weapon precisely because I want to see Kragg's personal riff on it, like with our belt.
The mechanical effects are secondary...and on a personal level?
We have the Belt for the Drakenhof campaign memorial.
A nice runic sword would be a nice symbol of Eight Peaks I think.
Ok, went back and double-checked whether or not guns can take runes. Realms of Sorcery definitely makes no restriction on what weapons you can put weapon runes on, but Dwarfs 8ed has this:
It may simply be a case that the units with access to rune weapons in WHFB don't take ranged weapons and so there's no reason to say runes can be applied to ranged weapons, but could also be that they just straight can't. I'd say there's ambiguity there. Given the lack of restrictions in Realms of Sorcery plus the existence of war machine runes, I think it's ok to assume that runes can be put on handguns unless BoneyM says otherwise.
IIRC the explanation for quest purposes is that while it isn't impossible, guns are newfangled things and runesmiths are universally ultra-traditionalists.
Getting it to happen would require somehow crosstraining a gunsmith into a runesmith I think.
Magic items affect the Winds around them, right? So like... Well. They're magic items. At what point does it start making stealth magics more tricky to pull off? Or just when you're not specifically trying to be stealthy, but are just wandering around. Right now, we actually only have 1 blatant and active magic item; the belt. The Coin is under our clothes, and is a Divine item. The seed is passive, and only activatable. The Fire Torc thing we haven't used yet.
Though, that's mostly just nervousness and high speculation talking.
We asked BoneyM about it before basically the key is:
-One item per 'slot'. Items in same slot are too close to each other.
-Activated items only interfere when they're active. For instance the Torc and the Seed only need to be active in a narrow set of circumstances.
-Runic items don't interact with the Winds in a way that risks contamination, if the Winds are water, the Rune is rock. It'd never mix with or contaminate the waters.
-Runic interference only happens when a rune is fucking with itself, weapon runes are very unlikely to interact with armor runes.
Getting Kragg to put together a personal warding scheme in our tower to make magical research and experimentation safer isn't going to be something we can buy with silver.
Pretty sure that getting Hero-level instruction in pretty much anything isn't happening without favor, either.
And I think we can do a lot more with those things than we can with the difference between a 12-favor and 25-favor weapon.
I don't think Kragg is going to be able to do anything to make our magical research safer. The rune of Valaya is the only thing that would help and we already have that on our belt. The issue is that Dwarves don't do magic like we do and their runic magic doesn't have to deal with the kind of issues chanelling the winds does. So the corollary is that they don't need to have the same kind of counter measures to deal with mishaps.
We want something runefang-ish, we spend our Karag Lhune favors and call it Branul Lhune, which if I've got the Khazalid right is "the art of cleverness in moonlight", or to someone who knows our deeds, "Shenanigans in Karag Lhune".
I love this idea. On the more mechanical side, 12 is just about the amount of favors I want to spend on this, and I adore the symbolism you've suggested.
Hell, even the name works on a ton of levels. It can translate into Reikspeil as Moonlit Wit, so it can also be a reference to Ranald's strictures, in addition to the meanings you already suggested.
I wanna object to that, but on the other hand you just suggested getting a Moonlight Greatsword and that would be so cool... ><
More generally though, I really like this sort of approach -- this, this sounds cool and appropriate. Just... everything about this idea, this method of doing things, is really cool. Also, 12 points feels a lot more reasonable than 20 or 15. The fact that it gets bound to and connected to a coherent story is just even better. I want that 12-point thing more than a 15-point, because of that, now.
Now if only we could get a Mithril Vest like out of the Hobbit, too, while being a wizard. ><
-Extra durable. This is PROBABLY a given with any high Favor runework, but hey, we'd probably do something reckless with it at some point, so having it be able to survive doing crazy shit to it would be nice.
Knowing what Kragg thinks about Mathilde, he'd probably consider it a reasonable precaution to make sure it's durable enough to be retrieved from the stomach of a bloodthirster.
Getting Kragg to put together a personal warding scheme in our tower to make magical research and experimentation safer isn't going to be something we can buy with silver.
Pretty sure that getting Hero-level instruction in pretty much anything isn't happening without favor, either.
And I think we can do a lot more with those things than we can with the difference between a 12-favor and 25-favor weapon.
I personally feel that we can get quite a bit of iinstruction without favors at all. Belegar would almost certainly be willing to help us round out our education in economics, Ulthar can teach us ranging, etc. And although hero-level instruction is super valuable, I'd prefer to spend our later favor income on that, because I'd like for Mathilde to commemorate this victory with something more solid, like a weapon and a tower.
When it comes to item commission sizes, I think I'd like to go poetic on them. If you recall, in-character we didn't spend "15 favors" on the belt, we spent "the Drakenhof campaign's favors". They came out to about 15, and we got a belt with a picture of the mountain on it. It's not named yet, but I imagine that when we do name it the obvious choice is something like Remembrance of Drakenhof.
Likewise, we just got a breakdown of categories:
So favor expenditures to me would be best framed in terms of these lines, which then become the name of the item. We want something runefang-ish, we spend our Karag Lhune favors and call it Branul Lhune, which if I've got the Khazalid right is "the art of cleverness in moonlight", or to someone who knows our deeds, "Shenanigans in Karag Lhune". If we want something earthing rod-ish, let's say it'll cost us four favors, maybe we combine the Joined the Expedition and Finished the Expedition values and get something with a unity or journeying motif.
We can of course pile together massive numbers of favors in whatever combinations we please, but that seems empty of flavor and meaning. If we commission a cool item I want it to be something that we take advantage of all the excellent flavor materials which this quest has provided to come up with something that easily lends itself to writing up as something we can love.
That sounds pretty fun. Let's break it down a bit. Not that we need to, but where would we be as players if we don't needlessly over-complicate stuff?
So Karag Lhune's big +12 Rep boost involved: 1/3rd burning Doom Divers and the pistol assassination, 1/3rd feeding goblins into a troll meatgrinder, and 1/3rd being a smarty-pants about tunnel sense and the MAP.
Hard to pin that down to any one thing, but I suppose the best way to say it is we saved a lot of people from ambush: the army from Doom Divers, Clan Angrund from the trolls, and Ulthar's boys from the Chiselwards ambush. I dunno how we'd even apply that as a dwarf thing. A defensive banner? Getting expertise from the Rangers, Angrund and rank-and-file warriors in gratitude?
Karag Nar's +5 Rep boost involved killing a big shaman and smashing the Idol. We already have a Spelleater thing or I'd say use it for that; maybe just earmark this to the Karag Nar wizard tower.
East Gate was +4 for killin' Greenskins. Citadel was +8 for killing Shamans and depowering the Waaagh. If we were going to use Rep for a weapon, I'd say use these, or maybe using rep for magic-learning stuff.
Und-Uzgar is +2 for taking the watchpost by ourselves, and then +4 for the Expedition start and finish. 6 points left over for general 'funds'?
Yeah, 12 points with the Lhune shenanigans as the unifying story I would be 100% in favor of.
Hah, I actually wonder if the lore here will be the other runelord trying to one up Kragg? He's a lot more likely to hold his nose and make it a blade.
Also I'd REALLY greatly prefer if we had our magical mishaps where we could toss the exploding magic out into open air instead of in an enclosed space if we fail to ground it fast enough.
If we're not fast enough to ground the magic, we're not gonna somehow be rewarded with bonus time to do something else with it instead. It'd just explode.
IIRC the explanation for quest purposes is that while it isn't impossible, guns are newfangled things and runesmiths are universally ultra-traditionalists.
Getting it to happen would require somehow crosstraining a gunsmith into a runesmith I think.
That sounds like a weak explanation, particularly given that a bunch of the war machines that can be runed and are being runed are as new or newer than handguns. What's more, it doesn't explain at all why they don't rune another ranged weapon of the dwarfs, one which is definitely very old and traditional - crossbows.
In my opinion, what makes the most sense to me is that they can and do rune ranged weapons, it's just that there are no ranged units of high enough level to warrant rune weapons in the army book.
Yeah, 12 points with the Lhune shenanigans as the unifying story I would be 100% in favor of.
Hah, I actually wonder if the lore here will be the other runelord trying to one up Kragg? He's a lot more likely to hold his nose and make it a blade.