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I didn't really want a tangible reward for doing the morbs, I wanted a vague collegiate equivalent to the "you have broken the dwarf favor system" in terms of headpat scale.
"Break the College Favour system" is probably a viable reward to ask for, tbh. Never have to worry about bookkeeping ever again. The stuff that costs money+CF now just costs money, the stuff that costs just CF is paid for from our expense account.
It'd be useful literally almost every time Mathilde goes out into the field. Having a base of operations, a major combat asset with cannons and enchantments and whatnot, and our research facilities + whatever books we thought would be useful at hand is a benefit to almost anything we might want to do that isn't already in a lab.
I don't think this is true. Most of the time when we go into the field we are leveraging our Shadowsteed and infiltration skills to move fast and without drawing notice. A big flying tower, for example, would have been actively counterproductive for the investigation we did with Johann this past turn, since it would have just gotten attacked by both sides at once.

It's pretty much only useful if we intend to be out in the field for a long time with minimal support and we aren't worried about being seen by every asshole in the area.
 
Thinking about it more…

I didn't really want a tangible reward for doing the morbs, I wanted a vague collegiate equivalent to the "you have broken the dwarf favor system" in terms of headpat scale.
"Break the College Favour system" is probably a viable reward to ask for, tbh. Never have to worry about bookkeeping ever again. The stuff that costs money+CF now just costs money, the stuff that costs just CF is paid for from our expense account.

That would be valid.
 
I don't think this is true. Most of the time when we go into the field we are leveraging our Shadowsteed and infiltration skills to move fast and without drawing notice. A big flying tower, for example, would have been actively counterproductive for the investigation we did with Johann this past turn, since it would have just gotten attacked by both sides at once.

It's pretty much only useful if we intend to be out in the field for a long time with minimal support and we aren't worried about being seen by every asshole in the area.
That is assuming that we don't go to the effort of adding a Stealth enchantment to it. After all, no one will think twice about a cloud in the sky.
 
For me, I don't particularly want a reward. We mostly did AV because it was cool and intriguing and it builds Mathilde's reputation and legacy and it makes the world a slightly better place.

But of course, the collages have to give us something, if only to properly motivate other people who do want rewards.

And for that I want the craziest, most off the wall thing possible.

A flying tower is just fricken cool.

Do we need an other lab? Not really. Have we ever needed a mobile lab before? Well, no, but I'm sure we could find reasons to use one.

But what it is, is a really fun idea. It opens up options for new adventures and field operations that, well, technically we could do before, but now we would have a mobile base to operate from. It's peak wizard aesthetic.

I don't want something practical or useful. I want something wild and fun.

A flying tower hits all those high points for me.

All we need now is a cool pun for the name.
 
Golds: Alchemical Thaumaturgy is one I've seen lying around? Also maybe the periodic table for Eike. Maybe Johann or Max has something they wanna bulli out of people

Probably this section from Realms of Sorcery:

Article:
The inexperienced Yellow Magisters, or Gold Magisters as they began to refer to themselves to the Elves' mild amusement, became obsessed with rationality and experimentation. So Teclis and Finreir laid down the guidelines of how to integrate mundane alchemical research with magical manipulation. He told them that the Winds of Magic permeate all things in the mortal world and how an ambient and low-level hum of magic exists in almost everything because of it. He taught them how different strands of magic were attracted to different things and that through careful investigation and experimentation their different Aethyric elements could be extracted. But these elements would not just be small amounts of yellow, green, or light magic, but tiny strands magic that had altered and in turn been altered by the thing they permeated.

Discovering how these elements react with the things they posses, Teclis explained, could allow the Gold Magisters to create magical effects while using only small amounts of the Yellow Wind to activate them. It also meant the Gold Magisters could use tiny parts of the other Winds of Magic that saturated mundane things and elements, not through direct manipulation (which could lead to the creation of Dark Magic), but by using mundane chemical reactions that used Chamon, the Yellow Wind, as their reagent.

Through this method, the Gold Magisters would be able to make potions and compounds whose active magical ingredients were traces of a Wind other than Yellow; hence, they can create potions that have magical effects related to Winds of Lores other than their own. So it was that the most exacting alchemical magic of the Golden Order was born
 
"Break the College Favour system" is probably a viable reward to ask for, tbh. Never have to worry about bookkeeping ever again. The stuff that costs money+CF now just costs money, the stuff that costs just CF is paid for from our expense account.

It should be noted that writing papers is now mechanically worthless which means than any papers we do write can wait for a serenity action. It would make Max a lot less useful, to the point where it would make sense to get rid of him and replace him with someone else. His ability with papers is the only exceptional thing about him we engage with, we do not need a dwarf trained human smith who happens to be a Gold wizard. Any of the mundane smithing we can hire an actual dwarf for and any of the enchanting we can just hire an enchanter for, now at no CF cost.
 
It should be noted that writing papers is now mechanically worthless which means than any papers we do write can wait for a serenity action. It would make Max a lot less useful, to the point where it would make sense to get rid of him and replace him with someone else. His ability with papers is the only exceptional thing about him we engage with, we do not need a dwarf trained human smith who happens to be a Gold wizard. Any of the mundane smithing we can hire an actual dwarf for and any of the enchanting we can just hire an enchanter for, now at no CF cost.
Yeah, but counterpoint, he's literally my best friend.
 
It'd be useful literally almost every time Mathilde goes out into the field. Having a base of operations, a major combat asset with cannons and enchantments and whatnot, and our research facilities + whatever books we thought would be useful at hand is a benefit to almost anything we might want to do that isn't already in a lab.
I mean, looking at our last few adventures, it wouldn't be of much use mining Castle Drakenhof, wouldn't be of much use quietly investigating/stopping Alric and Haupt-Anderssen, obviously not when assassinating the Tzar and the whole Kislev battle before that developed too fast from an investigation for us to take the castle there, concerns about bringing a superweapon into the territory of other countries aside. I doubt it will be very useful during Elfcation and guerilla campaigns there, too.

So, as far as I can see, it would be most useful if we are heading somewhere far away from allied territory into the wilderness and expect something very unsubtle to happen there, which is... not something that happens all that often, and not something I want to increase the rates of occurrence of, personally.
 
I think I'm slowly coming around to the Tower idea, if one of the foundational requirements for the tower is the ability to expand on it. If it's just a one and done, it will eventually languish with all the other shinies over time. If it's built with the possibility of expanding it in the future via the expenditure of more favours or other resources, then it's possibility to me.

Because Wizards towers may be thematically on point, but flying castles are just so much cooler.

But yeah, I can see the usefulness of the flying tower, if just in terms of loot gathering, which we've historically been somewhat constrained by. It would also make a marvelous mobile base for the MAT-WEB, and presumably, once the Waystone Project begins winding down, we can strip the place to the bedrock to fit it out.
 
You're thinking too literally. If you consider an uninhabited mountain, how do you conquer it?
Let me check my notes
[ ] The complete destruction of the mountain that Castle Drakenhof is built upon.
[ ] The exacavation of a pit on the site where the mountain that Castle Drakenhof was built upon used to stand.
Obviously not uninhabited but we stopped short because we just had a grudge against the inhabitants not vampire mountain itself.
 
We've seen the dwarf and human reactions to AV, which boils down to "WANT" from their respective mage class.
That leaves the elves. I am very interested to see how the elves react to AV.
Will they recognize it? Will they be surprised by the quantity of it we can produce?
 
Ghost Striders are Eonir commandos who apparently hunt out Chaos users. I think 'The Other Path' Sarumar is talking about there is Chaos, or maybe evil in general. I think it's not a point about Dhar specifically, but about the corrupting nature of using evil means: even if you don't get taken down by Elf Police or Ulrican Templars, you're still going to lose your metaporhical and/or literal soul so it's probably not worth it.

Thanks to you and everyone else who explained things. I think I get the gist of the conversation a lot more now.

One thing I think dropped out of the conversation on necromancy is that all the focus was on what it does to the user. But you know, most of the complaints about necromancy are about what the undead are doing to other people, and potentially to the souls of the people being used as undead puppets. Like, it's all very well to say "this the price the user must pay" but that then results in them being the price everyone else pays!

Possibly you could make it work if people could do the necromancy thing with a partner or group of partners who can keep a watch on the necromancer's sanity and either by force or persuasion make the necromancer detox when they're really about to go off the deep end. I suppose it's interesting and ominous that we never seem to hear about a necromancer working like that. Perhaps they all kill the friends and family who could have helped them stay sane. Or perhaps if a necromancer did manage that sort of thing, we would simply not hear about them because they wouldn't try to do big, splashy, evil stuff.

Is there a necromancer out there who lives quietly with her husband and trusts him implicitly to tell her when it's time to put down the dhar for a month or a year until she's "feeling better"?
 
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Breaking the college favour system isn't very appealing for narrative reasons.

I greatly enjoy the random shiny brained scattershot Mathilde, where she bounces between completely disparate research topics, all for seemingly random reasons. If the system is broken, that disincentives the thread from focusing on research, which is something that I wouldn't be in favour of.
 
Is there a necromancer out there who lives quietly with her husband and trusts him implicitly to tell her when it's time to put down the dhar for a month or a year until she's "feeling better"?

The damage from Dhar doesn't really go away, there is no feeling better, there is just pausing at whatever level of insanity you are and even that is hard because Dhar-induced insanity tends to give delusions of grandeur.

There is a specific Chaos sword than can just make the corruption go away (one assumes Slaanesh made it broken as a joke :V ), but that is it.
 
Thanks to you and everyone else who explained things. I think I get the gist of the conversation a lot more now.

One thing I think dropped out of the conversation on necromancy is that all the focus was on what it does to the user. But you know, most of the complaints about necromancy are about what the undead are doing to other people, and potentially to the souls of the people being used as undead puppets. Like, it's all very well to say "this the price the user must pay" but that then results in them being the price everyone else pays!

Possibly you could make it work if people could do the necromancy thing with a partner or group of partners who can keep a watch on the necromancer's sanity and either by force or persuasion make the necromancer detox when they're really about to go off the deep end. I suppose it's interesting and ominous that we never seem to hear about a necromancer working like that. Perhaps they all kill the friends and family who could have helped them stay sane. Or perhaps if a necromancer did manage that sort of thing, we would simply not hear about them because they wouldn't try to do big, splashy, evil stuff.

Is there a necromancer out there who lives quietly with her husband and trusts him implicitly to tell her when it's time to put down the dhar for a month or a year until she's "feeling better"?
I think those kinds of people just take the much more straightforward and safer path of not doing necromancy. It's hardly the only branch of magic, after all. Many other branches of magic also offer much greater utility as well.
 
...I think a Shadow Dragon would be a fittingly grand and useful reward.

Or we could have the Colleges approach the Eonir as one and barter for tutoring on Windherding Qyash (High Magic).
 
I mean, looking at our last few adventures, it wouldn't be of much use mining Castle Drakenhof, wouldn't be of much use quietly investigating/stopping Alric and Haupt-Anderssen, obviously not when assassinating the Tzar and the whole Kislev battle before that developed too fast from an investigation for us to take the castle there, concerns about bringing a superweapon into the territory of other countries aside. I doubt it will be very useful during Elfcation and guerilla campaigns there, too.

So, as far as I can see, it would be most useful if we are heading somewhere far away from allied territory into the wilderness and expect something very unsubtle to happen there, which is... not something that happens all that often, and not something I want to increase the rates of occurrence of, personally.
The Tower being unsubtle can easily be corrected simply by adding some kind of stealth enchantment to it. Which turns it into a highly defensible, mobile stealth base that would be great for a potential guerilla campaign.
 
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