The Dwarves might, just might, be competent enough to have come up with the idea 'what if we plant the trees in conditions that the trees like' in the past four thousand years.
Life and death, order and instinct, terrestrial fire and celestial fire, truth and lies. The pairs are in order of how 'advanced' a being needs to be to comprehend the concepts. I figure WIzards would have dozens of different ways of ordering them instead of just one completely dominant one, some claiming to hold fundamental truths of magical forces and some just being little bits of conceptual poetry.
It really is quite open to interpretation. For instance, I think I personally prefer to contrast Chamon with Azyr.
Chamon is about the heavy metals close to the earth, Azyr is about ephemeral winds and weather of the firmament. Chamon is associated with logic and Azyr with inspiration. Chamon can let you see the precise past of objects and how they came to be, Azyr can tell you futures that may or may not come to pass.
...The problem here is that if you also keep the Ghyran+Shyish and Hysh+Ulgu pairs intact (as many prefer to), that means the remaining pair is Ghur with Aqshy, which feels a bit odd, to say the least. Though you can make a good contrast between instinct and passion, beasts don't contrast very well with actual literal fire.
(I guess Ghur is described as a cold-like wind in 4e, because it's like winter gales which beasts withstand, but it's not at all cold-associated beyond that.)
It's theoretically possible that we manage to make a better environment for Wuthroth than can be found naturally. It's not possible to make such a good environment it actually helps make Wuthroth in less time. At best you could get it from a hypothetical 80 year growth cycle to a hypothetical 75 year growth cycle, and even that's vanishingly unlikely
This is true both for real life and for this quest, but I wish more people understood it - because as Boney demonstrates, it makes for such a much better story then the less nuanced view that seems to be more common.
[staggers in, smoldering from the flamewars on N&P]
Yeah, it'd be pretty nice if people grasped that institutions which take the fingertip limit of what they could, theoretically, at great risk, by calling in all their favors, achieve and set that limit as the benchmark for what they should be accomplishing 100% of the time... well, those institutions cease to exist in fairly short order. Overreach.
This honestly sounds like a project for WEBMAT. Bring in a few jade wizards to work long-term with the dwarves, use the large number of high elevation ridgelines in K8P, and have a nice background project humming along for decades to keep the lights on.
We've got about optimal conditions, and if we can set up a thing where the jade position down here is paid by the dwarves but only a decade or two are expected or of any individual wizard. I bet Belegar is willing to make another long term investment, especially if it'll give him an option to keep on his 'the glory days are here again' roll without burning dwarf lives.
It might even be a reason for an eonir to be around- dwarf traditionalists I bet could be sold on 'brought in an elf to get the trees going' if it's wurtroth.
If Wutroth is something for Mathilde to tackle at all, it's something for the next arc vote, not something to be solved offhandedly by selecting what combination of colours need to be thrown at it.
It's theoretically possible that we manage to make a better environment for Wuthroth than can be found naturally. It's not possible to make such a good environment it actually helps make Wuthroth in less time. At best you could get it from a hypothetical 80 year growth cycle to a hypothetical 75 year growth cycle, and even that's vanishingly unlikely
Right... Making substantial gains after that would probably need selective breeding. Assuming the need for multiple growth cycles of that kind of length or longer, no human institution's going to want to attempt the feat; meanwhile, finding dwarves radical enough to try altering something as precious as Wutroth would be quite the task. Elves have fewer of those cultural hang-ups and live similarly long lives, so they might be better suited to it, but that idea has its own, very obvious problems given the context of this discussion.
Edit: Mind, it does occur to me that there's a huge wild card that we're not considering here: the Big Tree. Who knows how that's going to effect the agronomic capacities of the Karak, magical or otherwise? Have to wait and see what opportunities, if any, arise!
Aren't those completely extinct now? Malekith deliberately destroyed their groves as strategic asset denial during the Sundering, since they were a key material in building new Dragonships.
Aren't those completely extinct now? Malekith deliberately destroyed their groves as strategic asset denial during the Sundering, since they were a key material in building new Dragonships.
...The problem here is that if you also keep the Ghyran+Shyish and Hysh+Ulgu pairs intact (as many prefer to), that means the remaining pair is Ghur with Aqshy, which feels a bit odd, to say the least. Though you can make a good contrast between instinct and passion, beasts don't contrast very well with actual literal fire.
(I guess Ghur is described as a cold-like wind in 4e, because it's like winter gales which beasts withstand, but it's not at all cold-associated beyond that.)
You could probably shoehorn in something about how mastery of fire is what differentiates men from beasts, the flame of civilization vs the untamed wilds sort of thing... Except that requires an understanding of Aqshy that the Bright Collage doesn't currently have, not to mention that the symbol for Ulric is a flame, so most imperial citizens wouldn't naturally come to a "fire=civilization" association.
This honestly sounds like a project for WEBMAT. Bring in a few jade wizards to work long-term with the dwarves, use the large number of high elevation ridgelines in K8P, and have a nice background project humming along for decades to keep the lights on.
The issue that I'm seeing with Wuthroth is that it is wood. Really expensive and fancy wood that can make better bows and spears than standard wood but not exactly the kind of extraordinary gamechanger that'd warrant keeping a wizard occupied for decades.
Even an Elector Count had issues having wizards - so having someone grow fancy trees is not a priority. I'd be very surprised if the Jades rate it as anything more than part time for a single wizard.
Waystone Project + K8P is already absorbing a lot of wizardly potential: 3 LMs (including Mathilde), four Magisters, four Journeywizards. Even with Orb Flex it'd probably take a very good argument to assign more wizards to WEB MAT.
Aren't those completely extinct now? Malekith deliberately destroyed their groves as strategic asset denial during the Sundering, since they were a key material in building new Dragonships.
Malekith explictly only burned down Anhara Draconis, which is the only place where Starwood trees grew big enough to make Dragonships (Elven warships are made out of a single tree trunk).
Dragonships were carved from Starwood grown in Anhara Draconis, where trees grew twice as thick and half again as tall as normal Starwood. The resin bled into a distinct shimmering gold which glittered like the scales of dragons. Sadly Anhara Draconis was destroyed, burned to the ground by the Dark Elves during the time of the Sundering. No more ships of this size can be built, and the loss of one is a tragedy the likes of which epic sagas are sung.
But they very much still have smaller Starwood trees, which they make all of their ships from:
The cornerstone of Ulthuan's fleets are the Eagleships: massive, fast and deadly ocean-going craft armied with broadside batteries of deadly Eagle Claws. These huge, sleek, streamlined ships can outrace Bretonnian Corsairs and are even more manouverable.
Like all elf ships, their hulls are carved from a single mighty Starwood tree, grown specially for this purpose by Master Shipwrights of Ulthuan. Those shipwrights lovingly tend groves of Starwood for the lifetimes of many men, carefully selecting the strongest, most flawless of these magical trees for their purposes. Once each tree is uprooted, spells are then used to keep the plant alive and the masts are actually branches grown out of the hulls. Sculptors shape the trunk as it grows, always working with the wood to maintain its strength and integrity.
The sails are works of art in themselves, woven from spider silk and the hair of an elven priestess, each ensorcelled, each a tapestry of enchanting beauty.
Finally, before the ship is launched, the trunks are bled. The sap of the living tree is tapped and allowed to flow out and over the hull. By a process known only to the Master Shipwrights, the resin is hardened until it is a strong as steel and remains watertight. The ship is then blessed by the King and allowed to go to sea.
The issue that I'm seeing with Wuthroth is that it is wood. Really expensive and fancy wood that can make better bows and spears than standard wood but not exactly the kind of extraordinary gamechanger that'd warrant keeping a wizard occupied for decades.
Even an Elector Count had issues having wizards - so having someone grow fancy trees is not a priority. I'd be very surprised if the Jades rate it as anything more than part time for a single wizard.
Waystone Project + K8P is already absorbing a lot of wizardly potential: 3 LMs (including Mathilde), four Magisters, four Journeywizards. Even with Orb Flex it'd probably take a very good argument to assign more wizards to WEB MAT.
The benefit of Wuthroth would be primarily economical. It's not a wonder material, but it's almost as expensive as Gromril for a variety of reasons. Someone who managed to sustainably grow it would be rich beyond their wildest dreams. Don't get me wrong, it's not worth it and would take several hundred years to get good results, but the person who managed it would greatly benefit.
The Dwarves might, just might, be competent enough to have come up with the idea 'what if we plant the trees in conditions that the trees like' in the past four thousand years.
I am fairly sure one of the only reasons there isn't any wutroth groves anymore is that wutroth takes a dwarfen lifetime or more to grow. which is what? a few hundred years atleast?
and dwarfs just can't spend the time needed to tend them as they used to outside their mountains anymore. and have been in a forever war, so even if was safe to be outside, they havn't had the time to dedicate to it that they once could have.
trees take time to grow properly, and if you are naturally averse to magic fucking with the grain and growth patterns of your trees even slightly (magics useful, aye. but it's got no place in a craftdwarfs workshop, excepting of course that of the venerable runesmiths.), time is the only answer. as is right and proper. beardlings these days, so impatient.
I am fairly sure one of the only reasons there isn't any wutroth groves anymore is that wutroth takes a dwarfen lifetime or more to grow. which is what? a few hundred years atleast?
and dwarfs just can't spend the time needed to tend them as they used to outside their mountains anymore. and have been in a forever war, so even if was safe to be outside, they havn't had the time to dedicate to it that they once could have.
trees take time to grow properly, and if you are naturally averse to magic fucking with the grain and growth patterns of your trees even slightly (magics useful, aye. but it's got no place in a craftdwarfs workshop, excepting of course that of the venerable runesmiths.), time is the only answer. as is right and proper. beardlings these days, so impatient.
There are still groves, and they were growing it renewably as recently as the 1520s (yes i know that's a thousand years ago but given that most of it was lost around the -1500s ish that's pretty recent in comparison). Small Wuthroth groves are still found semi regularly, but not enough to make its use practical for anything but kingly artifacts.
The carpenters guild isn't extinct, but there are very few dwarves in it anymore
[X] [COLLEGE] Translations of Extensive/Obscure Asur Medicine and Anatomy texts into Reikspiel, to be donated to the Temple of Shallya (Pay with 6 College Favor)
[X] [DWARF] Open negotiations to allow the Colleges of Magic access to the favor economy of the Runesmith Guild on an institutional level (Pay with AV)
As you sit and ponder the newly-constructed Waystone, you consider the nature of firsts. This Waystone is certainly a first of some kind, but it takes a carefully-constructed array of qualifiers to correctly identify what. Certainly not the first constructed in the Old World, considering the partnership between Elves and Dwarves was forged here. Not even the first since the breakdown of that alliance, as the Belthani, the Nehekharans, the Scythians, and possibly others have left behind additions to the network. Not even the first in the Empire's history, as it is very likely that Belthani remnants lingered in corners of the Reik Basin until the Drive to the Frontiers brought its entirety under Imperial rule; that, and who knows what the Bretonni were getting up to west of the Grey Mountains in the era before the Royarchs and the Lady came to rule those lands. It might be as little as fifteen centuries since the last Waystone was constructed in the Old World.
All that said, it is still quite the accomplishment. This Waystone is the first of many, and it will mark a turning point in the history of whichever land it is planted in. The question of which land that will be hangs heavy in the air, and maps of the rivers of the Old World have come under close scrutiny in recent weeks. In Kislev, this Waystone placed along the Tobol would halt the spread of Troll Country, or along the Kalti Delta to turn a Norscan stronghold into Kislevite territory, or along the uppermost reaches of the Lynsk could cut Praag off from the Chaos Wastes and start to reverse almost two centuries of corruption. In the Empire, Mordheim could be ringed with Waystones to drain away almost five centuries of accumulated corruption, or the Waystone could be placed along the Drak to drive a stake into the heart of Sylvania, or along the Black Run to fortify the barrier between Stirland or Sylvania. Or the newly-established trade crossroad of the Black Water could be ringed with Waystones to begin to counter whatever font of corruption lies deep below the surface.
The decision would be life-changing to those living in or near the affected area, but perhaps more important would be the statement of intent that the decision would be taken for. Rightly or wrongly, the world will be paying attention to who the first major beneficiary of the Waystone Project will be.
---
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: Introduce Egrimm to Cython with hopes of some sort of information exchange (NEW)
[ ] 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 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: Negotiate with Ulthuan for details of how to create a Nexus (NEW)
[ ] 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.
The Waystone Project, Development
[ ] Waystone: Tributary Design (select one or multiple: Ranaldian, Druidic, Ice Witch, Runesmith, Teclisean)
[-] Waystone: Tributary Prototype (no untested designs available)
[ ] Waystone: Leyline Prototype (select transmission medium: Air, Material, Road)
[ ] Waystone: Negotiate with Ulthuan to re-erect Barak Varr's Nexus (NEW)
[ ] Waystone: Seek the lost Black Fire Pass Nexus (NEW)
The Waystone Project, Deployment
[ ] Waystone: Deploy in Kislev (specify which: Praag Region, Troll Country, Kalti Delta)
[ ] Waystone: Deploy in the Empire (specify which: Sylvania, Stirland, Mordheim)
[ ] Waystone: Deploy in the Karaz Ankor (Black Water)
[ ] Waystone: Other (specify where) The current Waystone model has specific strengths and weaknesses, but these can be disregarded to start deploying them somewhere less suitable.
[ ] 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 the Waystone foundation enchantment for enchanting technique insights (NEW)
[ ] 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 (12 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)
Enchantment and Spell Creation:
[ ] Codify the spell Knightbringer
[ ] 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: 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 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: Eltharin (Ulthuan's Tar-Eltharin and Laurelorn's Yen-Eltharin dialects), Academic Languages (Classical and Old Reikspiel)
[ ] 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: Her Apprenticeship to a Thane and Loremaster of Karak Eight Peaks made her a part of Dwarven culture almost by default, and she learned to operate within it early. +1 Diplomacy
Nobility: Her upbringing gave her a deep understanding of the realities of nobility. +1 Diplomacy
Politicking (1/3)
Martial:
Equestrianism (2/3)
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:
Infiltration: She has a very good grasp of how to be seen but not noticed. +1 Intrigue
Advanced Infiltration (2/3)
Stewardship:
Accounting: As heir apparent of the EIC, she has been taught the arcane art of double-entry bookkeeping. +1 Stewardship
Advanced Accounting (1/3)
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
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 (FADING)
The Polyphenic Theory of Lizardmen Society (FADING)
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 (1/2)
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 24-hour moratorium. Voting will be in plan format.
- The current Waystone model is best suited to countering deeply unpleasant places upriver of a nexus, and the options given have been chosen with that in mind. However, if you really want to you could start deploying them just about anywhere.
- You can deploy in multiple places per turn, but if you do, specify which one will be the 'first' in your plan.
- Mathilde's part in Waystone deployment will be sorting out the politics and logistics of making it happen, and then handing it off to others to handle the years of rote work involved.
I know it wouldn't make any practical sense to do it, but part of me wants to tackle the Wutroth issue just so we can continue Mathilde's trend of just appearing in loads of completely unrelated dwarf history books.
Hmm. There's a lot of important places to put a Waystone. Cleaning up Mordheim is a hell of a statement and securing Sylvania is an excellent capstone for Mathilde's lifework. But... saving and securing Praag isn't just a statement. It's taking the fight directly to Chaos. Shore up the greatest wound still suffered from Asavar Kul, as a symbol of teamwork between all the races.
Putting it in the Empire would be nice, but putting it in Kisliv strikes me as the boldest and most impactful move to make.
I think deploying it in Kislev makes the most sense--it's hard to argue against the fact that Kislev needs it the most, and that everyone benefits from Kislev being a bulwark against Chaos in the north. The question is if we can just hook it up to Kislev's own piece of the network and have everything work out just fine.
It would also be a major statement of intent with the project--that this really does aim to help everyone, as the first members of the project were the Empire and Laurelorn. Putting our first waystone in Kislev shows that we intend to spread them widely. Praag burned buying time for the rest of the Old World; it would be poetic for the rest of the Old World to help restore Praag in a way that couldn't be done before.
EDIT: It also would make it plausible to get financial backing from Kislev to really ramp up production and add legitimacy to the project and our stated goals. Putting the first one near Praag, with the project featuring Kislev as members, makes it a show of patriotism and aspiration.