I wonder if they resorted to commissioning a bit of work from Thorek's swarm, similar to how Mathilde has a bit of runework to provide motive force to water in her Serenity Tower.
I can't think of any way in which Max's spells are applicable to the task at hand and the random peasants are, unlike him, all professional human weavers or at least there is no sane reason why they would not be.
Yeah there are challenges, but they have also been rolling poorly I suspect and that translates into the narrative as 'they are not as competent as they might have been on average'.
Max's whole thing is casting Law of Logic several times to temporary make him a master at certain skills. Hand weaving spider web into a square of silk is a lot easier for him than the Weavers Guild making an actual sellable product.
I'm not disputing that the Weavers have been rolling poorly, just that Max not only has a different skill set, but was also trying to make something completely different, and as such we shouldn't be comparing the two.
Ethics +7 - Extensive and Esoteric Imperial / Extensive Dwarven (+2)
Law +7 - Extensive and Esoteric Imperial / Extensive Dwarven (+2)
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir (+1)
Music +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven (+5)
Philosophy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven (+5)
Rhetoric +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven (+5)
Theology +7 - Extensive and Esoteric Imperial / Extensive Dwarven (+2)
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir (+3)
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven (+5)
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven (+5)
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven (New topic, +6)
The Ten Kingdoms of Ulthuan +7 - Extensive Imperial / Extensive and Esoteric Dwarven (+3)
Beastmen +7 - Extensive Imperial / Extensive and Esoteric Dwarven (+1)
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric (+1)
Total: +46, or 2300gc value. The last time we Backfilled (which had slightly different mechanics) we got +47, or 2350gc, so this is comparable.
I am pretty pleased. We got a bunch of useful stuff that would have been inefficient to Barak Varr by itself (the dwarf books for Tilea and Estalia will come in handy eventually), we started our Nehekhara topic, and we got 3 more points in Ulthuan. I would be down for out-of-pocketing the last 3 Imperial points in Ulthuan this coming turn, to fill out the topic and make sure Mathilde has a chance to read up before she leaves. And now, of course, our Linguistics topic is completely maxed out; that last point was going to bug me if we didn't get it at some point.
It is the academic language of Tilea and Estalia, it would be no harder to find someone in those countries who can read it than it would be to find an imperial who can read Khazalid.
For Character sheet, it might be that our Room of Calamity is back in action? I believe it had a countdown for usability on the character sheet in the "Home in Karak Eight Peaks" section, but it's back this turn.
EDIT: Ah, the potential book on Aethyric Vitae used to be noted to be missing "Liminal Realms and Orbs of Sorcery". It's now just missing "Orbs of Sorcery"
Potential Papers is still missing the option of writing the Book on Branarhune, though. It's listed in the turn-planning Potential Papers section, just not on the character sheet.
It's basic transcribed fluency of their common non secret tongue, not a study of the mechanical working and underpinnings of the language and its many secretive variations, so probably not. At least without further effort on our part.
Man, I wonder when the We are going to start *writing* books. They've got centuries of ancestral memories bouncing around, it'd be interesting to see what they offload into the bookmind.
Oh man, I missed the book vote. I had a library vote post ready and everything, and now none of you will get to see me make the case for why we should still buy Ladrielle books (did you know She is the patron Goddess of the kingdom Eltharion rules???). At least I'm not late for the turn vote.
Hopefully I'll have the time to give a belated reaction to the update before the vote opens, but in the meantime I'll react to the most important part of the update:
Your efforts at grappling with the Leyline problem seem to fascinate him the most, and he spends some time scrutinizing one of the bags of rocks, by force of will alone remaining resolutely unbaffled.
I expect most We books would be on things like anti-Greenskin ambush tactics. And they're probably not very applicable to anyone who isn't an eight-legged eight-feet-tall wall-climbing spooder.
They might have some culinary ideas to write down, if anyone's interested in their take on To Serve Man.
We have learned quite a bit about waystones but we have not examined what happened to Karag Dum in light of that knowladge. (OR if we did I don't remember) So lets do that,
What we know;
Dum had a forest and desert around it that was constantly expanding.
Shadowgave was there acting like guardian of Dum.
Shadowgave was a god in the past. First to Dwarves then of desert and forest god.
Waystones can be turned away from the Vortex and towards a god in order to claim land for said god. We have seen this with Widow and Kislev.
Conclusion;
Dum has turned their Waystone to the God Shadowgave in order to reclaim the lands around them from the Chaos Wastes which is why desert is expanding.
The We might have some insights on the contents of the Skaven under-empire, biosphere and geology, but it seems unlikely that it would be in a form anyone else could use alas, after all they were interested in that stuff strictly in relation to themselves and fidelity of memory was a function of food, so anything extraneous was likely purged.
Man, I wonder when the We are going to start *writing* books. They've got centuries of ancestral memories bouncing around, it'd be interesting to see what they offload into the bookmind.
I remember reading about how the We has a problem with preserving the memories of their fallen, kind of like the hivemind suffering partial amnesia whenever one of them dies. Writing books and journals would likely solve this particular issue.
We have learned quite a bit about waystones but we have not examined what happened to Karag Dum in light of that knowladge. (OR if we did I don't remember) So lets do that,
What we know;
Dum had a forest and desert around it that was constantly expanding.
Shadowgave was there acting like guardian of Dum.
Shadowgave was a god in the past. First to Dwarves then of desert and forest god.
Waystones can be turned away from the Vortex and towards a god in order to claim land for said god. We have seen this with Widow and Kislev.
Conclusion;
Dum has turned their Waystone to the God Shadowgave in order to reclaim the lands around them from the Chaos Wastes which is why desert is expanding.
Maybe, though it would be hard to prove as we do not have an understanding of how the Keepers, the physical gods like Hashut and Cor Dum, work. Certainly it seems odd to see a god in the physical realm at all, so was this a return to form or was this bootstrapping the remains of a god into something else, powerful yes, but not divine? Certainly the implication that one can bind a god to ones' will is philosophically fraught to say the least. The cloeses non-Dum example I can think of is binding Chaos Daemons which are pieces of their respective Gods
Ethics - +2 D
Law - +2 D
Linguistics - +1 D
Music - +5 D
Philosophy - +5 D
Rhetoric - +5 D
Theology - +2 D
Trade - +3 D
The City-States of Tilea - +5 D
The Estalian Kingdoms - +5 D
The Great Cities of Nehekhara - +1 I / +5 D
The Ten Kingdoms of Ulthuan - +3 D
Beastmen - +1 D
Undead - +1 D
You've once more given your bookseller contacts in Barak Varr an opportunity to offload whatever they can dig out of their warehouses and pick up on the cheap from their own contacts onto your library, this time with a focus on social sciences to round out the recent influx from the University of Nuln. With the speed and efficiency you've come to expect from them, books arrive by the cartload covering every imaginable detail of Dwarven attitudes towards music, philosophy, and rhetoric, and by fewer cartloads for those covering what parts of ethics, law, and theology that don't encroach on Guild, Cult, or Clan secrets. They also fill out your shelves on the matter of the nations of the Old World, and either they had some very deep and old warehouses or they went above and beyond, because some of the gaps they filled in your sections on Beastmen and Undead were very old and so obscure you'd never even heard of them. You also get a large amount of newer copies of extremely old books about Nehekhara, and you have to exert a significant amount of willpower to not sink yourself into days of reading after you discover that it includes books written in the immediate aftermath of the Great Ritual, by Dwarves who had known the living that the mercurial Tomb-Kings had replaced. You settle for a satisfying hour spent separating out the relevant books that had previously been filed under Undead.
With an outlay of your personal funds to make it an entirely personal matter, you've also secured a number of books containing the deeper, more esoteric, and more controversial holy secrets of Ulric from Ulrikadrin, where your good name and contacts are enough to bypass the usual restrictions on who they're sold to. These are the sorts of tomes that people study for a lifetime and glean new insights from the entire while, but just from a skim you can see why these sorts of tomes are hard to come by. Within them are doomsday predictions, justifications for a societal caste system based on which Imperial Tribes one can trace their descent from, and conceptions of Ulric built by Norscans that depict him as a fifth Chaos God. There are written arguments on the topic of the Ulricskinder, a shapeshifter either blessed or cursed with the ability to shift between a human form and that of a massive wolf, which were considered to be not only sacred but the literal descendants of Ulric during the Cult's early years, but are now considered and hunted as Chaos-tainted mutants. There is quite a lot of debate about whether the existence of dogs is a gift from Ulric or a blasphemy against Him. There are arguments that the very concept of civilization is an affront to the Ulrican virtue of self-sufficiency. No Cult is free of extremists, heresies, and distortions, but the Cult of Ulric has more than its share of deeply unpleasant streaks that its literature lays bare.
You make sure these tomes are kept locked away in secure and reinforced compartments and make sure the library's index has it recorded that only Ulric's priesthood can access them without seeking dispensation. All knowledge being freely available sounds like a nice sentiment and you might not have a personal stake in keeping Ulric's secrets, but these would be the last books on a sensitive topic you're ever able to get your hands on if you start spilling divine secrets to anyone that wanders in the door.
---
From the beginning of the Waystone Project, the inevitability of Ulthuan noticing and doing something about it was always hovering menacingly in the background. That it has finally occurred and been actually beneficial was rather unexpected. Perhaps it shouldn't have been, since Ulthuan would be a beneficiary from an expanded and strengthened Waystone network. Perhaps spending so much time around Dwarves, and at the periphery of Marienburg-related affairs, has led you to expect worse of the Elves of Ulthuan than they deserve. But in any case, Prince Eltharion has given you a very useful piece of the puzzle - the ability to connect a new Waystone directly into the existing network, or at least to instruct the intelligence at the heart of the network to do so for you.
It occurs to you that if Waaagh Grom hadn't so badly ravaged Yvresse and its Waystones, there wouldn't have been an Asur Prince with such a single-minded focus on preventing the same from happening again, and Ulthuan might have sent someone more interested in obstructing or extorting the project. Perhaps this is what is meant when people talk about the self-defeating nature of the forces of destruction - the damage inflicted by Waaagh Grom might ultimately lead to a greater material betterment of the world.
But that's getting a bit ahead of yourself. You should actually get the job done before you start patting yourself on the back for how well you did it.
Now is the time to combine everything that the Wizards of the Empire, the Witches of Kislev, and the Mages of Laurelorn have developed over the past years and finally build a new Waystone, which is something that the Old World hasn't seen for thousands of years. To take the first step in reversing a decline that began with the War of the Ancients and has threatened the continent with an inevitable encroaching doom, and that has been overlooked in favour of more immediate concerns for all that time. To mark a point in history where the influence of Chaos reached its zenith, and then began to wane.
You have five action points (AP) you can apply without engaging in overwork. For every two AP spent across all members of WEB-MAT, including recruiting new members, you can spend one 'free' additional AP with any member of WEB-MAT. WEB-MAT actions are performed by Mathilde alongside that person when possible, such as studying something alongside that person, cowriting a paper together, one teaching the other, both of them learning something new, et cetera.
Current overwork status: [-] [ ] [ ] Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.
WEB-MAT: Magister Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Learning: specify what and from who. You may pay for a trainer.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Receive dictation: specify which two papers or one book will be written.
WEB-MAT: Magister Johann, Gold Wizard
[ ] JOHANN: Learning: specify what and from who. You may pay for a trainer.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.
WEB-MAT: Lord Magister Egrimm van Horstmann, Light Wizard
[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (specify what)
[ ] EGRIMM: Learning: specify what from who. You may pay for a trainer.
[ ] EGRIMM: Study an artefact: specify which.
[ ] EGRIMM: Write a paper: specify which.
WEB-MAT: Other
[ ] WEB-MAT: Hunt an apparition with a member of WEB-MAT (specify who and which)
[ ] WEB-MAT: Attempt to recruit someone to WEB-MAT (specify who)
[ ] WEB-MAT: Enchant or otherwise modify your Gyrocarriage (specify how)
The Waystone Project, Recruitment
[ ] Attempt to bring an Order into the Waystone Project (specify which)
[ ] Attempt to bring a non-Order magical tradition into the Waystone Project (specify which)
[ ] Attempt to bring a human Cult into the Waystone Project (specify which)
[ ] Attempt to bring a Major House or Ward into the Waystone Project (specify which)
[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (specify which)
The Waystone Project, Research
[ ] Waystone: Build a Waystone (NEW) There will be a subvote for which components it will be made of. You can take this multiple times to create multiple Waystone designs in parallel.
[ ] Waystone: Attempt to secure a supply of Titan-metal Specify source: Ogres, Cathay.
[ ] Waystone: Experiment with alternatives to the Waystone Rune
[ ] Waystone: Nexuses Specify which: Marienburg (Almshoven and Fort Solace), Forest of Shadows (Brass Keep, Blood Fane, Tower of Melkhior), Mordheim, Los Cabos, Bugman's Brewery.
[ ] Waystone: Tributaries Specify which type: Scythian, Lornalim.
[ ] Waystone: Mapping Specify two of: Bretonnia, Tilea, Estalia, Araby, Badlands.
[ ] Waystone: Other Networks Specify which: Karaz Ankor, Kislev, Laurelorn, Athel Loren, Nehekhara.
[ ] Tributary: Haléthan (specify province) Roots of Stone requires a Nordland or Ostland Hedgewise caster to be used outside of Nordland, Ostland, or Ostermark.
[ ] Tributary: Dreaming Wood (specify province) Liminal Germination requires the caster to spend a significant amount of time in the local Dreaming Wood. This is safe-ish in Nordland, Reikland, Hochland, and Talabecland, dangerous in Middenland, Ostland, and Ostermark, and impossible in other provinces.
[ ] Tributary: Water Spirit (specify province) Aethyric Impluvium requires the presence of a Water Spirit, the easiest source of which would be cooperation with the Cult of Taal and Rhya, the Elementalists, or Hag Witches.
[ ] Tributary: International (specify country) Share information and expertise on how and where to create the tributaries to supplement existing Waystone networks.
For the above options, remember to also state who you will be researching or performing this with. You can specify as many or as few members of the Project as you please, as well as bringing in people from outside the Project if you pay for their services or convince them in some other way. If the only ones involved are members of WEB-MAT the action can count as a WEB-MAT action. In general the fastest progress will be made by involving only those with the most applicable knowledge, but also keep in mind how each individual might feel about being included or excluded in a particular investigation. For the Tributary actions, the details of how exactly it is pursued will be the subject of a subvote after Mathilde investigates the options and possibilities, but will generally involve getting the okay of local authorities, then finding, recruiting, or striking deals with people with the ability and inclination to spend the next several years creating tributaries.
Lovely Laurelorn
[ ] Explore one of the Wards of Laurelorn (specify which: Storm, Rain, Frost)
Self-Improvement:
[ ] Receive training: specify who and what. (acquaintances may train you for free, or you can hire someone with money or favours)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt)
[ ] Attempt to gain control of one of your Arcane Marks (specify which)
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
[ ] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
[ ] Write something else: write in.
Once per turn, you can write a paper or write a 'something else' without spending an action thanks to your Tower of Serenity.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
Aethyric Vitae (19 gallons):
[ ] Create Orbs of Sorcery solo (requires one of each Power Stone) Mathilde will have full control over what happens with the resultant Orbs, including the option of presenting the full collection as a shockingly impressive fait accompli. Any Power Stones Mathilde does not have will be acquired for 5 CF each.
[ ] Create Orbs of Sorcery with College buy-in (no cost) Mathilde will not have to source her own materials, but will have to negotiate in advance what happens with the resultant Orbs.
[ ] Create a liminal realm (specify size, location, and purpose, 6m³ per gallon) (NEW)
Enchantment and Spell Creation:
[ ] Codify the spell Knightbringer (NEW)
[ ] Enchant an item: specify what and how (current skill level allows for Fiendishly Complex spells and lower; you may use Windherder to attempt to enchant something with spells from different Winds)
[ ] Attempt to create a spell (see Approved Spells threadmark)
[ ] Attempt to capture an Apparition (specify which)
[ ] Turn a staff (specify for whom) (optional: specify from what)
Foreign Relations:
[ ] Enter into negotiations with the Druchii delegation to Laurelorn The Druchii have proffered magical knowledge and advance information on Karond Kar corsair movements in exchange for information on and samples of interesting creatures and phenomena of the Old World, but all kinds of other deals could be negotiated.
[ ] Involve yourself in current affairs: specify what and how.
Current examples: Eastern Stirland pacification, Marienburg affair, Cult of Ulric schism
[ ] [ ] [ ] Travel to Nagarythe at the invitation of Ambassador Daroir, and join their eternal war against Naggarothi invaders for three months.
Personal Relations:
[ ] Spend time assisting or ingratiating yourself with someone else: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Teach Eike (specify what)
[ ] Wolf is fully grown, very smart, and a Very Good Boy. Train him further. (specify what he will be taught)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)
The Eastern Imperial Company Your share of EIC profits: 250 crowns / turn
Current Focus of the EIC: Preparing for the Zhanyka Canal
EIC Handler: The Hochlander The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] EIC: Completely hand over management of the EIC intelligence apparatus to the Hochlander.
[ ] EIC: Found an auditors division, to make sure the ledgers are in order.
[ ] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (specify who)
[ ] EIC: Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.
[ ] EIC: Improve and expand the EIC's paramilitary river navy. (optional: specify how)
[ ] EIC: Have the EIC keep tabs on mercenaries so that they can be more easily hired if needed.
[ ] EIC: Gather as much Ithilmar from throughout the Old World as possible to resell to the Eonir for a one-time profit
[ ] EIC: Attempt to establish a trade route with the Eonir (pick one: ore)
[ ] EIC: Assist in the creation of the magical route through the Schadensumpf, both personally and with the EIC's influence and resources (NEW) Estimated completion without Mathilde's assistance: late 2493.
Kron-Azril-Ungol
Status: Being colonized by a new We, training and recruiting human and Halfling scribes from Karak Eight Peaks, open to braver members of the general public. The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] Begin copying the full corpus of a Partner Library. (specify which) Current options: Aquila Academy of Nuln, Imperial School of Engineers, Imperial Gunnery School, Minor Colleges of Nuln, The Mootland Genealogical Library
[ ] Hire educators to teach a language or group of languages to your scribes (specify which) Some package options: Old World Languages (Khazalid, Estalian, Bretonnian, Kislevarin), Eltharin (Ulthuan's Tar-Eltharin and Laurelorn's Yen-Eltharin dialects), Academic Languages (Classical and Old Reikspiel)(NEW)
[ ] Seek the publishing contacts to start acquiring large amounts of books from a nearby realm (specify which: Bretonnia, Kislev, Tilea/Estalia, Araby) Gives wide and easy access within a language, but is subject to local restrictions and is a less efficient use of the Library's acquisition budget than other methods.
[ ] Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (specify which, eg: Great Library of Marienburg, Great Library of Altdorf, Ancient Library of Carroburg, Karaz-a-Karak Archives, Karak Vlag Archives) Difficulty will depend on the size, prestige, and disposition of the library in question, and the relative impressiveness of Kron-Azril-Ungol.
[ ] Seek an agreement with a Cult to have access to their libraries (specify which, eg: Verenans, Myrmidians, Sigmarites) Difficulty will vary heavily depending on the Cult in question, but can allow access to rare tomes and esoteric subjects.
[ ] Set up a no-questions-asked bounty system for books within the Cult of Ranald Results will be unreliable and depending on what is sought may result in blowback, but this may allow you to acquire books that would otherwise be entirely inaccessible.
Traits:
Grey Wizard: She has the ability and education to wield the winds of Ulgu, the grey magic of shadow and illusion.
Apprentice: She has reached the level of training where she is able to begin learning the simplest of spells. Her Master is Lady Magister Mathilde Weber.
In Awe of Mathilde: Every story Eike grew up hearing about Mathilde has convinced her to make the most of the opportunity to learn from her directly. This will be replaced by one of Mathilde's traits at some point during her Apprenticeship.
Seen, Not Heard: Eike learned at a very young age that there are few benefits and many drawbacks to drawing attention to herself, an instinct that serves her very well in some ways but holds her back in others. +3 Intrigue, +1 Piety, -2 Diplomacy
Keep The Wagons Rolling: Eike believes implicitly that logistical efficiency is absolutely essential for the continued survival of the Empire and its allies. +2 Learning, +3 Stewardship
Mark of Ulgu: She bears the Mark of Ulgu upon her right arm, signifying the claim that the Wind has laid on her soul. +1 Magic.
Diplomacy:
Colleges of Magic (1/3)
Empire of Man: Under the tutelage of her grandmother, she has achieved a solid understanding of the provinces of the Empire. +1 Diplomacy
Eonir of Laurelorn: A period of immersion in Tor Lithanel during her teenage years gave her a solid understanding of the Eonir. +1 Diplomacy
Karaz Ankor (1/3)
Nobility: Her upbringing gave her a deep understanding of the realities of nobility. +1 Diplomacy
Politicking (1/3)
Martial:
Fitness: Beneath her robes lies the muscle of a warrior rather than the soft flesh of a typical wizard. +2 Martial
Greatsword: Eike has developed a basic understanding of the Tilean spadone style, with a few Imperial flourishes. +1 Martial
Greatsword, Advanced (1/3)
Naval Tactics: She has a fascination with the many historical sea battles in the Sea of Claws. +1 Martial
Naval Tactics - The Empire (1/3)
Pistols: She was taught to wield her grandmother's weapon of choice from a young age. +1 Martial
Intrigue:
???
Stewardship:
Accounting: As heir apparent of the EIC, she has been taught the arcane art of double-entry bookkeeping. +1 Stewardship
Trade: She has a basic understanding of the endless flow of goods and gold that keeps civilization running. +1 Stewardship
Piety:
Old World Pantheon (Northern) (1/3)
Old World Pantheon (Southern): Having grown up in the softer corners of the Empire, she is familiar with the more civilized of the Empire's Gods.
Shallya (1/3)
Languages:
Reikspiel
Lingua Praestantia
Tar-Eltharin (Eonir accent)
Magic: Natural Alchemist: Eike has both an intuitive grasp and a solid grounding in the theory of the way the Aethyric Winds interact with mundane matter, and vice versa. Skills that rely on this, such as Alchemy, Enchanting, Potions, and Turning, are one step easier to learn and advance (eg: Basic Alchemy requires 2/2 instead of 3/3 to learn).
Enchantment (1/2)
Materials: Eike is able to quickly and precisely evaluate how conductive a material is to various forms of magical energy, and how to compensate for or take advantage of that conductivity. +1 Learning, Advanced will give +1 Magic
Specify which of the above actions Eike will be present for and (hopefully) learning from, as well as what she will be directed to study when she's not doing so. Her study may involve lessons you pay for, or tutoring from your employees and allies. These do not cost AP.
[ ] Eike Actions:
[ ] Eike Study:
Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to. A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used. Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so. Rule of thumb: if you have to explain why this might apply, it probably doesn't.
[ ] The Father Ranald's daughters, and Their followers, will recognize you as being worthy of trust and faith.
Ranald's Coin (note from Ranald: don't)
Vampire skulls
Branulhune - investigate the odd flash when it is desummoned underwater
The Vampire Prophecies of W'Soran
Vlad von Carstein's study notes of the Carstein Ring Ghyran Nut
Kurgan Shrine to Mannslieb
Kurgan enchanted weapons
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.
Linguistic Drift in Lizardmen Glyphs (FRESH)
The Polyphenic Theory of Lizardmen Society (FRESH)
Seviroscope (large, based on glass and alchemical inks) (TIMELESS)
Preliminary paper on Aethyric Vitae (TIMELESS)
Coins of Nehekhara's Fifth Dynasty (TIMELESS)
You can literally write the book on a topic for the same amount of effort as two papers; this can be split over multiple turns. You don't need to have all the pieces to do so, but it would be more efficient and impressive if you did.
Aethyric Vitae (missing: creating Orbs of Sorcery)
Branarhune
The Currency of Strygos
The Currency of Tylos
Coins of Nehekhara's Fourth Dynasty
Coins of Nehekhara's Sixth Dynasty
- There will be a 48-hour moratorium for anyone who is inclined to celebrate the new year to do so, recover from doing so, and formulate a plan. Voting will be in plan format.
- Speaking of which, best wishes for the coming year to all readers.
He takes a copy of the ritual for Liminal Germination immediately after it's described to him - it seems that nearly all of Ulthuan is covered by something equivalent to it, though not always forest-themed, and it would be directly applicable in some places and hopefully easily adapted in others.
I think this might make looking into new tributary types "safer". I think there's a chance that studying the Lornalim could be useful to some of our members, but now that we're also selling secrets to Ulthuan I think there's a decent argument to be made that as long as the Lornalim are useful to our project members or to Ulthuan then it's to the project's benefit to study them.
Your efforts at grappling with the Leyline problem seem to fascinate him the most, and he spends some time scrutinizing one of the bags of rocks, by force of will alone remaining resolutely unbaffled. He listens to your theorizing on the Titan-metal used in the original capstones, and confirms that the Kingdom of Caledor would have the ability, though not necessarily the inclination, to make more of the stuff. Though he doesn't outright say it would be expensive, it's implied enough that you're happy you considered the alternatives.
So Hedgewise domination aside, is this effort going to go to waste? Now that we know the keyphrases I'm not sure why we would ever prototype Waystones with river leylines. Maybe it'll be good for emergancy repairs? If there's an area near a river where the Waystone network is damaged and there's a lot of magic to drain, maybe it'll be faster to use a river than to make a line of Waystones or something? I dunno.
All in all, a refreshingly practical and straightforward experience with a representative of a place usually known for not being those things. If Eltharion and those like him remain the go-between for the Old World and Ulthuan, you foresee a very prosperous partnership in your collective futures.
He confirms not just the existence of Albion, but tells you something of its nature, or at least what Elven legend tells of its nature. It is, he says, one of the few intact remnants of what was once the northern half of the continent of the Old World, where the Old Ones made their stand against the forces of Chaos pouring in from the newly-formed Chaos Wastes. The Sea of Claws, the Sea of Chaos, and the jagged mountains of Norsca were all carved out by weaponry and magical puissance unimaginable in modern times, or so he claims, destroying the massive verdant paradise that stretched for hundreds of miles across the top of an unimaginably large plateau. It is said that the Old Ones left the world before that war ended with the creation of the Great Vortex, but the Vortex was built atop a nascent Waystone Network consisting of the standing stones the Old Ones left behind, and when the Elves sought to expand it out into the rest of the world, they found that Albion had already joined itself to Ulthuan.
Oh boy do I have some things to say about this. In brief: I trust that this is more or less accurate for a number of reasons, this tells us that Cd was in Norsca and not in Karak Norn as I first thought (which was also on our Cd suspect list* so still good job everyone), this may or may not have some implications regarding the Order of the Winter Throne, and I think this revelation raises some questions about Athel Loren. A longer post to follow, possibly in the middle of the vote where it will dissapear under a deluge of votes and never be seen again.
*In case you're wondering, the full list was:
Somewhere in Norsca (Kraka Drak?)
Somewhere in/around Athel Loren
Somewhere in Albion (Forge of the Old Ones?)
Somewhere in the Middle Mountains (Brass Keep?)
The Undumgi have sent a representative draped in silks, and you frown at him, knowing that his outfit is made of failed experiments stitched together with strands of Cathayan silk rather than the genuine article. At least, you console yourself, Francesco must be confident that he's closing in on a solution to have spent the time, effort, and money to drum up interest in We-silk.
None of the questions touch on matters of Kislev's rivers, and when Wilhelmina takes you into a quiet corner for you to confirm that Kislev's upcoming canal to bypass the Mazhorod ford is only going to be the first stage of a much more significant project, her cackle unnerves everyone brave enough to hover nearby. Then she launches herself like a projectile in the general direction of the representative from Ostermark, because if Kislev's going to be in play soon, then the Karak Kadrin canal becomes a lot more significant and the mere detente with the League of Ostermark will be insufficient.
So Hedgewise domination aside, is this effort going to go to waste? Now that we know the keyphrases I'm not sure why we would ever prototype Waystones with river leylines. Maybe it'll be good for emergancy repairs? If there's an area near a river where the Waystone network is damaged and there's a lot of magic to drain, maybe it'll be faster to use a river than to make a line of Waystones or something? I dunno.
One use of river leyline Waystones would be to immediately start radiating them out from every population center in Sylvania, instead of having to work your way in from eastern Stirland or southern Ostermark. There's also a lot of northern Kislev that's a very far way away from a functioning Waystone but close to a river.
There are written arguments on the topic of the Ulricskinder, a shapeshifter either blessed or cursed with the ability to shift between a human form and that of a massive wolf, which were considered to be not only sacred, but the literal descendants of Ulric, during the Cult's early years but are now considered and hunted as Chaos-tainted mutants.