Voted best in category in the Users' Choice awards.
The Nagarythe trip also has the advantage that if we do it with the Protector around the same time Yvresse starts rolling out our Waystones, we can hopefully get more-than-minimal reciprocity from Ulthuan.
As ulthuan isn't currently on fire (I think) this probably will not work. There has to be something we saved them from and Chaos™ is too broad to work with "here's a backup solution for your waystones."
 
As ulthuan isn't currently on fire (I think) this probably will not work. There has to be something we saved them from and Chaos™ is too broad to work with "here's a backup solution for your waystones."
Nobody is expecting all of ulthuan to think Mathilde saved them, but the population of some villages or towns who were about to be raided by a ship she helps stop? Every thing helps.
 
If Mathilde fights some Druchii corsairs or some shade clans, then the Protector will automatically ping everyone saved by that.

Which would probably just be a handful of small settlements, to be honest.

But if we do that lots of times, and then those people talk to other people (who didn't get pinged by the Protector), then the legend of Mathilde would spread, and anyone important who wants to know who Mathilde is would discover those rumors as they do a background check on her.

We're probably not going to hit all ten kingdoms with the Protector, but we can still build up a moderate legacy for ourselves over there.
 
Nobody is expecting all of ulthuan to think Mathilde saved them, but the population of some villages or towns who were about to be raided by a ship she helps stop? Every thing helps.
The Kingdom that was once Nagarythe is a blasted wasteland. Today it is known as the Shadowlands. It has no permanent civilian settlements. It is mostly inhabited by nomadic bands of Shadow Warriors engaging in eternal war with the Shade clans that Malekith dumps on Nagarythe. I also don't think the internship would take Mathilde towards whatever equivalent the Shadow Warriors have of civilians.

There really isn't much of anything that Ulthuan values in the Shadowlands, other than it being the ruins of Nagarythe. Well, other than the Sword of Khaine, but uh. Anyways, it's mostly just ablative armor.
 
[X] Yes
-[X] Find a way to subtly honor Ranald and Halétha in the final copy of the Accords.

I really don't like how unspecific this option looks, but since it wasn't shot down and there has been discussion about actual ways to accomplish this, it will have to do.
 
I'm inclined to think that The Gambler might be better for the Elfcation. Years ago someone asked if there's a chance that we could end up running into Alith Anar in Nagarythe if Ranald nudges the dice enough, and Boney said yes. It might not be likely, but that chance exists.

Two other points in favor of the Gambler: I don't think we've actually seen it at work on a long-term strategic basis, ever; and Nagarythe is a half-drowned ghost-land full of suffering and misery - we could use some extra luck when testing our wits against the Shade clans.
 
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The Kingdom that was once Nagarythe is a blasted wasteland. Today it is known as the Shadowlands. It has no permanent civilian settlements. It is mostly inhabited by nomadic bands of Shadow Warriors engaging in eternal war with the Shade clans that Malekith dumps on Nagarythe. I also don't think the internship would take Mathilde towards whatever equivalent the Shadow Warriors have of civilians.

There really isn't much of anything that Ulthuan values in the Shadowlands, other than it being the ruins of Nagarythe. Well, other than the Sword of Khaine, but uh. Anyways, it's mostly just ablative armor.
To be clear, I'm not expecting gratitude from Ulthuan-as-a-whole for her Protector exploits in Nagarythe. I do, however, think it's pretty likely we can swing good opinion from the Nagarythians, and good opinion from the Nagarythians is valuable to us because, if it can reach high enough in their leadership, it means that we have another ally in the closed sessions when they're debating how much information to give us.

Now the question becomes, do we think we can be impressive enough to actually pull some Shadow Warrior asses out of various fires and engender some goodwill? Yeah, I do, because we've recently developed a sword style that is literally designed to fuck over people who are expert fighters, and we have a trait that gives us a solid bonus to counterspelling Dhar-users. We've kind of accidentally optimized ourselves for fighting Dark Elves, when you think about it.
 
I'm inclined to think that The Gambler might be better for the Elfcation. Years ago someone asked if there's a chance that we could end up running into Alith Anar in Nagarythe if Ranald nudges the dice enough, and Boney said yes. It might not be likely, but that chance exists.

Two other points in favor of the Gambler: I don't think we've actually seen it at work on a long-term strategic basis, ever; and Nagarythe is a half-drowned ghost-land full of suffering and misery - we could use some extra luck when testing our wits against the Shade clans.

I was under the impression that the Gambler doesn't work on long, multi-week adventure turns? Something about how it doesn't scale well with the moment to moment pacing required in those turns?
 
I was under the impression that the Gambler doesn't work on long, multi-week adventure turns? Something about how it doesn't scale well with the moment to moment pacing required in those turns?
Not quite:
[ ] Set it to the Gambler for the coming battle.
The Gambler doesn't work so well for second-to-second events, but it could have an influence on the strategic level. If this is chosen, you will not have Ranald's Coin for the coming turn.
So the Gambler is very unlikely to help us on combat rolls, but can affect other stuff. We threw it on the bookmining adventure, for example; we have no idea what it affected, because it affected none of the visible rolls, but presumably it did something.

But DP also makes a good point on how its efficacy is decreased on actions where we're going to be making a lot of rolls, because only two can be affected and we can't pick where Ranald decides to tilt the odds more specifically than that. I see the argument for Gambling the Elfternship, I just prefer Protector.
 
So the Gambler is very unlikely to help us on combat rolls, but can affect other stuff. We threw it on the bookmining adventure, for example; we have no idea what it affected, because it affected none of the visible rolls, but presumably it did something.
Might be the reason the vampire wasn't there.

It would've been much more trouble if it was there commanding it's troops.
 
[X] Yes
-[X] Find a way to subtly honor Ranald and Halétha in the final copy of the Accords.

Getting it into the illumination of the signed document with some plausible deniability sounded good to me.
 
I just prefer Protector.
I wonder about how Ranald being our hype guy/cheerleader will manifest on the elves who consider gods as being part of themselves.

More to point is Lorec actually Ranald? Because Elves should feel like breaking in to a song and dance about Mathilde saving them if it is so Which makes Elfcation sounds remakable like musical episode.

I am somehow okay with that.
 
I'm inclined to think that The Gambler might be better for the Elfcation. Years ago someone asked if there's a chance that we could end up running into Alith Anar in Nagarythe if Ranald nudges the dice enough, and Boney said yes. It might not be likely, but that chance exists.

Two other points in favor of the Gambler: I don't think we've actually seen it at work on a long-term strategic basis, ever; and Nagarythe is a half-drowned ghost-land full of suffering and misery - we could use some extra luck when testing our wits against the Shade clans.
I think the Gambler is completely outclassed by every other face of the coin* here: the specialized faces of the coin are extremely powerful when used in the right circumstances, and engaging in sneaky heroics is the right circumstance for all of them. The Protector will make the Shadow Warriors believe that we are killing Druchii because this is the right thing to do, the Night Prowler might allow us to waltz into enemy encampments, the Deceiver could be great for interrogations and infiltrations.

*Well, except for The Father. unless...
Now the question becomes, do we think we can be impressive enough to actually pull some Shadow Warrior asses out of various fires and engender some goodwill? Yeah, I do, because we've recently developed a sword style that is literally designed to fuck over people who are expert fighters, and we have a trait that gives us a solid bonus to counterspelling Dhar-users. We've kind of accidentally optimized ourselves for fighting Dark Elves, when you think about it.
Don't forget our anti-Dhar belt. Also, I dare hope that the Rune of Rancour will finally make itself useful: practically all of Mathilde's opponents so far were either mooks undeserving of serious notice or bosses that could take the reflected damage in a stride, but the great thing about Elgi is that while they can hit pretty hard they are not known for their toughness.
 
I'm wondering if we should try to re-enchant our robes or something before we go on the Elfcation. It's been mentioned a few times that the enchantment on it isn't the greatest, and I wouldn't want us running around in substandard armour.

Hopefully we'll get lucky and get We-Silk this turn.

Although I imagine the Bursur would have some pointed looks for us if we turned up at the college wearing silk robes.
 
Don't forget our anti-Dhar belt. Also, I dare hope that the Rune of Rancour will finally make itself useful: practically all of Mathilde's opponents so far were either mooks undeserving of serious notice or bosses that could take the reflected damage in a stride, but the great thing about Elgi is that while they can hit pretty hard they are not known for their toughness.
The Rune of Rancour absolutely saved our bacon against Alkharad, to such a degree that that it would have justified the entirety of the favour spent on it on the spot.
 
We've kind of accidentally optimized ourselves for fighting Dark Elves, when you think about it.
They're certainly up there, alongside all other human-sized dark magic users which dabble in martial might, but I think the 'perfectly spherical' high-risk target for Mathilde to take on is probably a necromancer-vampire.

Alkharad may have been a close fight for us, but only because we started the fight with a poor roll, and we didn't even have Necromantic Insight or the Branarhune trait back when we fought him, which would have made it waaaay less close of a thing against him.

I think the Gambler is completely outclassed by every other face of the coin* here: the specialized faces of the coin are extremely powerful when used in the right circumstances, and engaging in sneaky heroics is the right circumstance for all of them. The Protector will make the Shadow Warriors believe that we are killing Druchii because this is the right thing to do, the Night Prowler might allow us to waltz into enemy encampments, the Deceiver could be great for interrogations and infiltrations.
I disagree. For something of this scale, and on the strategic level, two +20s could really make all the difference. They could make it easier to meet more open-minded allies, or really give an edge if things get too close for comfort.

That said, I don't think it's superior to the Protector, only about as matched.
 
The Rune of Rancour absolutely saved our bacon against Alkharad, to such a degree that that it would have justified the entirety of the favour spent on it on the spot.
That was the Spellburner Rune. The Rune of Rancour is "I am tougher and also any hit scored on me goes double hard on you," which was kind of irrelevant against Alkharad because unlike Mathilde he doesn't really need his internal organs. mathymancer is entirely correct; it has never really done much "on screen" because we just haven't really been meleed by enemies to whom the Rune's payback matters.
 
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The Rune of Rancour absolutely saved our bacon against Alkharad, to such a degree that that it would have justified the entirety of the favour spent on it on the spot.
Nope, the Spellburner rune saved us.
Spellburner Rune: The first rune is a variation on the Spelleater Rune. When a hostile spell is targeted against you, it will not only counter it but also burn - literally burn - the knowledge of it from the mind of the caster. It will be dormant for twelve hours after each use.
The Rune of Rancour Alkharad walked off.
"It's interesting," he says, as he pulls his hand free from your torso, examining the blood and viscera clinging to it curiously, not noticing or not caring about the mirror of your wound that has appeared in his stomach, carving through organs he needs much less than you do yours. "Alive, you'd be useful. Dead, you'd be obedient. But if I can suspend you right in the middle..."

He leans close, filling your fading vision with his hideous visage. Your Magesight remains clear, and you can see Dhar leaping to his will, and a tendril of hideous magic extends from his bloodied hand and reaches towards you to try to enslave your soul right on the cusp of death...

And is met with the full force of Dwarven indignance.
 
They're certainly up there, alongside all other human-sized dark magic users which dabble in martial might, but I think the 'perfectly spherical' high-risk target for Mathilde to take on is probably a necromancer-vampire.

The perfect enemy for Mathilde is probably a V1.0 human necromancer that have the grace to bleed and die when you stab them (like Sigmar intended).
 
The Kingdom that was once Nagarythe is a blasted wasteland. Today it is known as the Shadowlands. It has no permanent civilian settlements.
That's incorrect.

Only on the inland borders of Nagarythe are there permanent settlements of any size, and it is from these that the realm's few archer and spear regiments are recruited.
-Uniforms and Heraldry of the High Elves (8th edition)
 
I'm wondering if we should try to re-enchant our robes or something before we go on the Elfcation. It's been mentioned a few times that the enchantment on it isn't the greatest, and I wouldn't want us running around in substandard armour.

Hopefully we'll get lucky and get We-Silk this turn.

Although I imagine the Bursur would have some pointed looks for us if we turned up at the college wearing silk robes.
I don't think we need to prepare any further for Elfcation. Mathilde has a pocket knight and an absurdly powerful swordstyle and an insight into the sort of magic the enemy will use. There's all sort of stuff we can do to make her even more preapred, like enchanting new robes or polishing off a few almost-completed intrigue skills, but there will always be more stuff to do. Mathilde is very powerful and very sneaky. She got this.

That said, this gives me an idea for a self-study action for Eike that'll foster her newfound talents: find the materials best suited to making robes enchanted with Mathilde's Aethyric Armour mastery. We should give her this task close to her graduation. And hey, if she does well she can get a reward for her Journey! No, not our old robes - a set of unenchanted robes made from those materials. She inherited our mastery, she should enchant her own robes.
 
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