Standard leylines have the same issue.
Mostly because Mathilde could do it herself, otherwise having winds available would be better.If we ever go dark making a Dhar network would probably be really useful.
Standard leylines have the same issue.
Mostly because Mathilde could do it herself, otherwise having winds available would be better.If we ever go dark making a Dhar network would probably be really useful.
What I find interesting is Teclis not mentioning any of this, especially in comparison to Araby who were taught magic by the elves as well as I understand. Part of it was likely practical, see Mathilde's whole thing on battle magic and araby is a lot further south, but I wonder if it was also to a degree ideological.
But now I am speculating as well, because we've no idea if Djini and the like are connected to elementals.
On the one hand this fits Telcis' good guy rep. On the other I had a funny vision of Telcis realising the implications for dwarf relations and panicking. So.....Teclis' teachings were pared down to the bone. He had plans to teach a fuller understanding when he got back from Ulthuan.
Araby weren't taught by Elves, they seized that knowledge by force when they were expelling the Elves from Araby.
Now that's interesting? So major gods can fully manifest in the Materium, or at least some of them. I wonder what type of god the Maw is, if is it more like human gods or Morghur.
You know, that sounds like it could be very useful, but I can't think of any actual use.
Definitely wouldn't take the Maw as indicative of anything regarding other gods considering its origin.So major gods can fully manifest in the Materium, or at least some of them.
The Lesser Magic version of our MAP has an effect that differs based on the Wind its caster uses. Therefore, it's not Earthbound magic, it's just Winds in sufficiently low quantities that they haven't started to assert their "personalities" very strongly.
Some Petty Magics seem to be low enough level that they count as Earthbound magic instead of very basic Wind spells. Otherwise when our Marsh Light was boosted by absorbing Hysh from Cython it should have created Dhar due to mixing Hysh and Ulgu. Since that didn't happen that implies that the amount of Ulgu in the spell was low enough to count as Earthbound magic and not interfere with Cython's Hysh.Earthbound Magic is Winds that have diffused so much that they completely lose their character. Petty and Lesser Magics are done with Winds that are present in sufficiently small quantities that they don't have much character, but we know for a fact that they still have some character because of how MMAPP works. So while I think it's plausible that Elementalists might be able to pull off Petty and Lesser Magics (for example, I'm sure they have light spells equivalent to Glowing Light or Marsh Lights, I don't think it's by any means guaranteed. Additionally, the spellbook threadmark says this:
The Light Magic coils cautiously around the Marsh Light bobbing at the ceiling, the glow of it increasing several-fold as the spell too basic to have a Wind affinity absorbs the radiating energies and becomes transformed by it.
This is planning out a chicken farm before getting a few working eggs, but if we clear the Dhar from Nehekhara, then afterward Nehekhara would still have the general problem of too many Winds and earthbound magic. It wouldn't be an ideal solution to need to make one type of waystone for Nehekhara, then later tear them down and put up a second type.If it can suck all the Dhar out of the headwaters of the Great Mortis River and cleanse it, perhaps.
This is planning out a chicken farm before getting a few working eggs, but if we clear the Dhar from Nehekhara, then afterward Nehekhara would still have the general problem of too many Winds and earthbound magic. It wouldn't be an ideal solution to need to make one type of waystone for Nehekhara, then later tear them down and put up a second type.
I mean, maybe not. It's practically equatorial.but if we clear the Dhar from Nehekhara, then afterward Nehekhara would still have the general problem of too many Winds and earthbound magic.
Nehekhara is a lot closer to the equator so may not have that many Winds. That's apparently why the Magicians of Araby bind jinn, because there aren't enough of the Winds to make that form of magic useful.
I'm given to understand that Hysh at least gets closer to the equator than any other Wind, but fair point. Dhar is Nehekhara's biggest problem by far.I mean, maybe not. It's practically equatorial.
How many Waystones does Araby need to get by? Is the use of Waystones or equivalent in historical Nehekhara because they need to flush the magic away, or because they need to gather the magic up to have enough of it to do anything with?
4e has ingredients for all non-petty spells, but it doesn't list a specific ingredient for each spell. It instead says what ingredients each lore of magic generally uses, then sets the price for a spell's ingredient based on how difficult it is. If a spell has a CN of 14, its ingredient costs 14 shillings. (14 pence for Lore of Witchcraft.)And 4e does include Battle Magic spells iirc but no ingredients for any spells at all.
Well, that shows how little I know about 4e, I guess.4e has ingredients for all non-petty spells, but it doesn't list a specific ingredient for each spell. It instead says what ingredients each lore of magic generally uses, then sets the price for a spell's ingredients based on how difficult it is. If a spell has a CN of 14, its ingredient costs 14 shillings. (14 pence for Lore of Witchcraft.)
I just ran into proof- page 72 of 6th edition Lizardmen starts with this sentence:(I'm honestly not sure if the Southlands includes Araby and Nehekhara, or if it's specifically the land south of those two)
Far to the south of the Old World, beyond the mysterious realm of Araby and the Land of the Dead, lies the continent known as the Southlands.
Yup.Some Petty Magics seem to be low enough level that they count as Earthbound magic instead of very basic Wind spells. Otherwise when our Marsh Light was boosted by absorbing Hysh from Cython it should have created Dhar due to mixing Hysh and Ulgu. Since that didn't happen that implies that the amount of Ulgu in the spell was low enough to count as Earthbound magic and not interfere with Cython's Hysh.
IIRC this is how ingredients were treated in 2E as well, they gave a bonus to the casting roll but were in no way necessary to actually cast the spell.At any rate, Boney has said ingredients here are something of a crutch.
On the one hand, I want to visit Mordheim eventually, and it probably connected to not just the Gross Selon nexus but also Eicheschatten's. Possibly, if some people's speculations are right, to Karak Kadrin as well.I have been working on some potential plans for next turn. As part of that I have been considering what actions we could do with Egrimm. While I am planning to make a version of a plan that includes Windherding, I have been exploring other options. One of those options that has been particularly interesting is the Mordheim Nexus action. I know Mordheim is not a safe location, but it was purged 13 years ago, and I think it might be safe enough if we went with Johann and Egrimm. It also seems like it could be an interesting mini adventure.
I wanted to check if it sounds interesting to the rest of the thread, and get some estimates on the potential risks and what we could do to mitigate them. I am also wondering if anyone has an estimate on what parts of the Waystone Network Mordheim used to be fed by, and any other things we might find or learn while there.
My estimate is that with Mathilde, Johann, and Egrimm we would have a small team that could scout and evade most threats, and we would have plenty of firepower to confront anything that we couldn't avoid. We also have the Gyrocopter and Shadowsteed, so we have good ways to get in and out quickly. I would appreciate help from Warhammer Loremasters on estimating the threats we would be facing, and if my expectations are correct.
I don't think the Gambler would likely make a huge difference; Boney has said before that the Gambler isn't a good fit for "tactical"-scale things and that Ranald has an easier time putting his thumb on the scale in a useful way with more long-term actions.On the other hand, it doesn't matter if it's been 13 years. Boney has said Mathilde wouldn't consider it safe if it'd been purged yesterday. I'd really rather leave it to a turn with The Gambler on it.
We put the Gambler on bookmining, if you recall, and it didn't affect any of the visible rolls in any of our combats; it undoubtedly influenced background events somewhat, but we don't know if Ranald made our trip safer or made it more lucrative or made our allies more available or what. It's not a great instrument for this sort of thing, is my point -- affecting two rolls is a much bigger deal when you're only making a few rolls than when you're making dozens. So as far as I'm concerned, the presence or absence of the Gambler is moot.The Gambler doesn't work so well for second-to-second events, but it could have an influence on the strategic level.
If it turns out the nexus, or part of the infrastructure connected to it, is at all salvageable, that would be a big deal!Tributaries move energy to Waystones. Waystone move energy to Nexuses. Nexuses move energy to Ulthuan. The ones that Mathilde are ones where there's something going on with them that suggests there's more to learn from those ones specifically.
Marienburg (Almshoven and Fort Solace) - Ulthuan recently erected one to replace the other, which was destroyed during the Great War Against Chaos.
Forest of Shadows (Brass Keep, Blood Fane, Tower of Melkhior) - the ancient sites of the Forest of Shadows Hedgewise, all of which are now being used by enemies of the Empire.
Reikland (Axe Bite Pass and Grey Lady Pass) - Hatalath mentioned 'Athel Yenlui' as being in Reikland, which suggests a path from east to west that doesn't rely on Marienburg, but if energy was running through them Mathilde would know about it from now because they'd be connected to Altdorf.
Mordheim - Mordheim was recently purged by Ostermark, so there may be an opportunity to search for the Waystone there was a monolith for at the Ostermark nexus.
Los Cabos - The point where energy leaves the continent to travel to Ulthuan, and seems to be a single point of failure for the entire continent. It would be good to know how watched over and defended it is by both the locals and Ulthuan.
Bugman's Brewery - another alternate east-to-west route and one that may be currently functioning, and Mathilde suspects the legendary quality of Bugman's might be thanks to being able to draw on the Waystones in some way.
It also might turn out that there's something being done to keep Mordheim Like That beyond background Dhar, which would also be useful to know.If it turns out the nexus, or part of the infrastructure connected to it, is at all salvageable, that would be a big deal!