[] Plan Orbs, Stones and Scopes, Ithilmar, Enchantment and Exploration
-[ ] Create Orbs of Sorcery solo (requires one of each Power Stone)
-[ ] Serenity: Write a book : Aethyric Vitae 1/2
-[ ] Waystone: Build a Waystone: Everyone.
-[ ] Waystone: Other Networks Karaz Ankor: Runelord Thorek
-[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (Auditory Seviroscope) Spend 5 CF for a Magister with Auditory Magesight to help out
-[ ] JOHANN: Explore one of the Wards of Laurelorn (Storms)
-[ ] MAX: Receive dictation: Linguistic Drift in Lizardmen Glyphs, The Polyphenic Theory of Lizardmen Society
-[ ] EIC: Gather as much Ithilmar from throughout the Old World as possible to resell to the Eonir for a one-time profit
-[ ] KAU: Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (Karak Vlag Archives)
-[ ] COIN: Gambler: Build a Waystone
-[ ] Eike Study: Learn Enchantment at the Colleges 1 CF
-[ ] Eike Actions: Karaz Ankor Network with Thorek, Attempt a Windherder enchantment with Egrimm, Explore the Ward of Storms with Johann
I really like this plan, but I have one suggestion and a minor quibble.
The first being to move the KAU action to getting language teachers for our scribes, since they'll have more time in the narrative abstraction to learn them before we set them onto a library that needs them - I'm not sure why your plan goes for the Karak Vlag Archives when our scribes don't yet know Khazalid (and Kislevarin, which would be useful in the event that some Fire Spire texts were left in Vlag).
The second, and far less important: I feel like the name doesn't communicate what sets the plan apart from others. I think literally every single other plan has Orbs and the Build a Waystone action, so putting those in the title doesn't really tell you much, and there's also a large amount of people that want ithilmar, so that also isn't very helpful. And while adding in Scopes is also more specific than "Enchantments", it's still
kind of an enchantment and referred to as such in the action itself so it might be better to imply that's included in enchantment lessons.
So, while I'm not very good at names, I'd suggest something like this:
[] Plan Elves and Dwarves and Enchantments
-[ ] COIN: The Gambler
-[ ] Waystone: Build a Waystone (All) (The Gambler)
-[ ] Waystone: Other Networks (Karaz Ankor) (Thorek)
-[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (Auditory Seviroscope) (Spend 5 CF for a Magister with Auditory Magesight to help out)
-[ ] JOHANN: Explore one of the Wards of Laurelorn (Storms)
-[ ] MAX: Receive dictation: Linguistic Drift in Lizardmen Glyphs, The Polyphenic Theory of Lizardmen Society
-[ ] Create Orbs of Sorcery solo (requires one of each Power Stone)
-[ ] Serenity: Write a book: Aethyric Vitae 1/2
-[ ] EIC: Gather as much Ithilmar from throughout the Old World as possible to resell to the Eonir for a one-time profit
-[ ] KAU: Hire educators to teach a language or group of languages to your scribes (Old World Languages)
-[ ] Eike Actions: Karaz Ankor Network, Auditory Seviroscope, Ward of Storms
-[ ] Eike Study: Enchantment lessons (1 CF)