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Is capturing an apparition the equivalent of getting a mid life tattoo? Does that make the seviroscope our sports car? I'm here for it
The Apparition is getting an exotic animal you don't know much about as a pet. The Seviroscope is either getting into woodworking as a hobby or getting a fidget spinner.
 
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Which Warhammer book would be best to read to learn the details about the Asur's history and what all the different kingdoms are like? Just the High Elf army book?
 
Which Warhammer book would be best to read to learn the details about the Asur's history and what all the different kingdoms are like? Just the High Elf army book?

Yeah, the 8th Edition Army Book for High Elves has half a page on each Kingdom, then about the same on their respective signature units in the army section. IIRC Cothique are the only ones without their own signature unit, but that's probably because they play Manowar instead of WFB.
 
It doesn't make numbers go up, and it's not breaking new ground, but it moves Mathilde's character in a direction the quest has been building up for a while.
To be honest, pickle, I don't think that's the right tack to take for the campaign. Ideas gain momentum with constancy, and constancy when fantasizing about them is its own reward; consider all the Nazgul posting about the Riders.

I think you'll see more success if you get a set of specific things you're hoping to get out of the actions and then start hyping them up. For instance: Shadow Sapience -> Can our shadow see? Can our shadow see around corners? Can our shadow see in the dark? Can our shadow see through gaps that it falls through that are too small for us?

If our shadow can see stuff we can't, can we convince it to tell us about that stuff? If we can learn about the limits of our shadow's perception of the world and its ability to communicate with us, we might have some amazing spying abilities in potentia.

But, if you phrase it as an eat your vegetables option instead of a 'you are literally stapled to an existing weird magical creature' option, it's natural that stapling more weird magical creatures to ourselves might continue to dominate the voting. :V
 
I'm going to bang the drum pretty hard to swing at Arcane Marks as our next self-improvement project after Apparitions. From the preparation for Karag Dum to now, all our major self-improvement projects have been about giving Mathile more power, in various forms: more magical items, more spells, more sword skill. I'm really interested in trying a form of self-improvement that isn't about More Power in some way, but rather about control over the power we've already got.

We keep talking shit to elves about how leaning into our Wind is the strength of the Collegiate approach. I really want to see us try to understand the transformations Ulgu has wrought upon us, and gain some control over them. It doesn't make numbers go up, and it's not breaking new ground, but it moves Mathilde's character in a direction the quest has been building up for a while.

To be fair it... might not do anything about deep understanding, just give us control of the shadow which is a minor boost in diplomacy to people who are freaked out by wandering shadows (so most humans) or find them to be a symptom of magical incompetence (so most elves). That is all the action promises.
 
Do spells that affect one person only affect a single We spider or does it affect an entire We?
Try it and find out? But only with a nice spell!
Probably depends on the targeting. Something like final transmutation probably only tranforms the body ans doesn't jump to all the We. Something that targets the mind might. Though at least Talking Beast from way back when didn't. Maybe because the caster didn't know it had to jump, maybe because it just doesn't.
 
I'm going to bang the drum pretty hard to swing at Arcane Marks as our next self-improvement project after Apparitions. From the preparation for Karag Dum to now, all our major self-improvement projects have been about giving Mathile more power, in various forms: more magical items, more spells, more sword skill. I'm really interested in trying a form of self-improvement that isn't about More Power in some way, but rather about control over the power we've already got.

We keep talking shit to elves about how leaning into our Wind is the strength of the Collegiate approach. I really want to see us try to understand the transformations Ulgu has wrought upon us, and gain some control over them. It doesn't make numbers go up, and it's not breaking new ground, but it moves Mathilde's character in a direction the quest has been building up for a while.
I'm definitely down for this. At the same time - since that's only 1 AP per Arcane Mark - I'm going to push for finally using our Polyglot trait and actually learning some languages.

We've got a huge pile of Imperial books coming in, that's going to cover an incredibly wide array of subjects. But we've got a bunch of subjects already that we've used once ever, or even never. And don't get me wrong, I'm glad to have them, but for the sake of 1 AP I'd be happier doubling down on subjects we make use of more regularly.

After some thought, first on my list is Kislevarin, since we're hoping to get our hands on all of the books from the Fire Spire currently held by Vlag. There's no subjects we make use of as consistently, or are more in need of bonuses to save us from things going wrong, than magic.

In second place is High Nehekharan, to read those enchanting notes, and that scary prophecy. After that it's a tossup between Tilean/Estalia for a new source of mundane books, and Anoqueyan, which we have a limited window to learn from the Eonir on account of it being literally built into Waystones.
 
I've been wanting for us to control our Arcane Marks more. Imagine if down that road we start being able to cast spells without casting, simply our soul does the spell as instinctively as breathing?
 
The more I think about this, the more I'm warming up to trying at some point. If there was one magical tradition that we might expect to be at least somewhat compatible with Ulgu spellcasting, it'd surely be the magical tradition that Teclis recruited the original Grey College wizards from. All of those recruits had to be able to do both.

He didn't though. The Hedgefolk were invited to join the Colleges but institutionally declined.
 
I said that there is value, it's just not worth paying the assorted costs for it, which is different from saying there's nothing of value.

Regarding magical lore, we can't legally use Dark Magic, and that's what they're best at. The stuff that's not Dark Magic, we can probably get from the Eonir or Ulthuan at some point.

They will have stolen magical lore from every faction under the sun. If we want Indic lore on Ulgu battle magic, that's who we'd buy it from. If we want Nipponese magical secrets, the same.

It's riskier buying their own secrets, but there are ways of checking. That Eonir Grey Lord would probably be happy to point out the flaws if we approached in the right way.

Note that it's specifically sorcery (the use of dark magic) that Druichii men have forbidden from learning and Ghrond's sorceresses have a monopoly on. There could well be long established traditions of sub-battle magic Wind magic used by the rest of the population. It's just below the materiality of the tabletop game.

Dark magic is dangerous and apparently hard to use properly, as is battle magic. For most Druichii it would make a lot more sense to focus on the Wind magic they're naturally talented in. Of the various Winds, Ulgu would be a very useful one for them to learn.

I'm given to understand that many did join up, but not all of them.

Shades of Empire contrasts them with the druids, about two thirds of whom joined up, and says the Hedgefolk rather regret missing the opportunity to get in at the ground floor.

The point is also made that Hedgefolk make great conscripts for all the colleges, as they're less likely to be corrupted than other 'wild' magic users, and so are more likely to sniffers at transitioning to learning a Wind lore.

Individual Hedgefolk were probably recruited by Teclis, to avoid persecution, but they'd probably have ended up being assigned across all the College, not concentrated in one College like the druids were. After all, they didn't use a Wind, Hedgecraft isn't Ulgu, and didn't join as an institution that could stay together, but as scattered individuals.
 
We're a wizard, and we've got a library, so I'm thinking of ways to make it a magical library now that a surplus of CF can exist and we can spend it on stuff. Here's the ideas I've come up with.

Petty/Arcane
--Magic alarms and locks. Simple security upgrade for our most dangerous and valuable books.
--MMAPP. A three-dimensional map of our three-dimensional library would make it easier for visitors to navigate. Won't be as good as MMAP due to the monocolour, but we have other things to do.
--Weapon enchantment. Except instead of weapons, books. Magical weapons can get damaged and destroyed, but they're immune to ordinary wear and tear. An item, bookshelf, or location that imbues books with that property would be valuable for preserving our oldest and most fragile books.

Ulgu
--Eye of the Beholder. "Worthless items appear rusted, rotten, broken, or the like, depending on their nature, while valuable items appear to be finely made, ornate, and crafted with great ingenuity." Theoretically you could use the former application to bamboozle thieves, but the real goodness is with the latter application. It would make our library prettier! This isn't a joke, a prettier library is good for prestige and attracting guests, and it's more pleasant for a Divided Loyalties reader to imagine a beautiful library as well. (To be clear, the idea's for the library itself, not the books.)
--Illusion. Similar to the above, we can use this to make our library smell nice. Make it smell like a bakery, or absolute moral truth.
--Teleportation. Our library's big, and going from place to place can take a while. Taking that teleport tower idea from before but drastically reducing the distance travelled would make getting around the place a breeze.
--Pit of Shades. For the lavatories.

Chamon
--Law of Logic. A room that makes you quite a lot smarter while you're in it. Overuse is unhealthy, unusable by dwarves and wizards besides golds, and worthless for picking up skill, but used in moderation, it'd help our patrons solve mysteries and conundrums relating to the texts they study.

Aqshy
--Fire resistance/immunity. We must defend against Asuryani despoliation.

Azyr
--Forewarning of danger. Make sure the Librarian-We's spider sense tingles when a thief has entered the building.

Ghur
--The Ox Stands. Some kind of item near the entrance of our library that imbues you with its effects if you touch it. This way, people with arachnophobia who don't want to be scared of the spiders can enjoy the library no problem. It's gotta be a case-by-case magic item as otherwise it'd mess with wizards and dwarves.
--Transformation of Kadon. We considered hiring Cython as a librarian for a reason. Hire a human or halfling to be the reserve dragon militia.

Ghyran
--Healing. Fixes papercuts.
--Earth Gate. Even easier teleportation than Ulgu. The departure and arrival points need to be earth, but not the intervening space between, so there should be no problem.
--Flesh of Clay. This post here says that our bookcases are short, built for halflings and dwarves, which means humans will be kneeling a lot. This would cause havoc on the knees of anyone with bone or muscle problems, like people with arthritis or anyone over the age of 30. Giving people a toughness bonus may be a big plus for them even despite the slowed movement. It'd have to be case-by-case to make sure dwarves and non-Jade wizards don't get hit.

Hysh
--Healing. Like Ghyran, but better.
--Cleansing Glow. Keeps our library stainless.
--Illuminate the Edifice. Libraries typically make use of sunlight and candles to illuminate the place, but since our library's in a mountain, we only use fire. We've got safeguards against damage, especially with the Hoeth books, but perfection is impossible and there's other problems too. Uneven and inadequately intense light (dwarven/halfling night vision can put up with it but humans not so much), smoke, maintenance costs and labour requirements, sound in the case of fireplaces, fireplaces take up room space while candles take up table space, and so on. The base spell can affect our entire library, so it's perfectly suited for this job.
--Inspiration. Like Law of Logic, but better.
--The Power of Truth. This spell has infinite duration, so we can cast it on the Librarian-We and it'd become way more charming to people for all eternity.
--Eyes of Truth. Locate thieves.
--Birona's Timewarp. Slap it on a room so everyone within reads twice as fast.
 
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By my understanding barely any hedgefolk joined with teclis because they resented the comparison to the actual bumpkin wizards they felt was implied, the vast bulk of the grey college was unorganized magical con artists and probably the greatest "organized" factions would've been basically magical Carnies in groups I'd guess probably maxed out at like a half dozen.

Turning what they started with into the heavily self policing secret police we know today would've been an absolutely herculean undertaking.
 
@Boney does Illuminate the Edifice make actual daylight? Like, could we burn vampires with it? Grow plants?
 
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I don't think Illuminate the Edifice would work on our library, sadly. It requires the structure to have a man made roof, and the library is inside a mountain, so the 'roof' is natural rock.
 
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