rip, deleted that post while editting more snakejuice plan info in. You're too damn fast mang.
Elsbeth von Draken has the ashes of a dead god, which is pretty much the ultimate in reified divine magic. If she's published on the subject that probably requires the full four college favours to get.
Wait, when was this, holy shit. That's definitely worth burning favours on.
The djinn of Araby appear to be non-chaos warp spirits, aligned with the elementals, that Arabyan Magicians use to perform nearly all their magic, given the relative weakness of the Winds that far south. They do this either by imprisoning the djinn into objects to be commanded later, or by binding them permenantly into an item, such as their flying carpets, or, in at least one case, using their 'body' parts, like a fire efreet's blood, to make magic items. This is a far more directly relevant to the snake juice than almost anything else.
Do you think that would come under Arabay Daemon books or is that broad enough for its own category entirely? Because that seems perfect, especially considering the Silk Road analogue we're sitting on. Maybe we could get a collab going with a wandering Arabayan Mage? We should at least put the word out with a caravan.
My concern is mostly that a bad initial roll on the juice will be written up as the juice being narratively less useful. I would be less concerned about taking it off for later actions.
Nah, the snakejuice's properties are decided right off the bat to avoid this specific situation. That said, I agree with
@Alratan re: the possibilities. A modded plan would be:
[Q] Plan Swords and Snakes
-[Q] Instil corporate policy: long-term financial good of the Empire.
-[Q] Current Task: Have Johann [Do something job relevant]
-[Q] Current Task: Have Maximilian [Do something job relevant]
-[Q] Teach the We Dwarven semaphore.
-[Q] [Do something job relevant]
Left open to work on whatever goals Belegar might assign. That said, we'll definitely want to teach the We some semaphore to let them coordinate with the Dwarven Rangers and what not. As for those concerned about their intelligence, it's a little late to worry about that after teaching them Riekspiel.
-[Q] Ask an acquaintance to train you in a skill: Gunnar, Greatsword
In a few turns, we're gonna end up getting the greatest weapon possible to forge in this current age. If our skill isn't at least Advanced, Mathilde would die of shame.
-[Q] Travel to the Grey College and attend lessons there. [PLACEHOLDER]
Since we're not gonna use the Gambler on this option, this is just a placeholder for any new opportunities that might pop up. I'm entirely open to arguments as to what should go here.
-[Q] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[Q] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 13 gallons.
-[Q] The Gambler: Snekjuice
Max out that good good snake roll. A solid initial roll would make sure Mathilde can see many of the possibilities available to her. With a +50 on this (Learning, Coin, Tower, Books (?)), there's a very high chance we crit and thus start with a firm foundation for further research.