Voted best in category in the Users' Choice awards.
Sorry for the double post, but I got a tally without borked formatting.
Adhoc vote count started by Imrix on Mar 19, 2018 at 8:08 PM, finished with 10943 posts and 76 votes.

  • [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [x] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] Buy guns
    -[X] Hand Blunderbuss, 50 gc.
    -[X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] 2 Dwarven Revolvers, 250 gc.
    [x] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] Marksdwarf's Pistol, 75 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [x] Return it to the Bright College (???).
    [X] 2 Dwarven Revolvers, 250 gc.
    [X] Keep Blacksmiths Tools

    [X] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)

    [X] Return to the Bright College (???)

    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [x] Keep it.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] 2 Dwarven Revolvers, 250 gc. 1 Hand Blunderbuss, 50 gc
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [x] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] One of each pistol
    [X] Sell (+75 gc}
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [x] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [X] Sell (+75 gc}
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Return to the Bright College (???)
    [X] Dwarven Revolver, 125 gc.
    [X] 2 Dwarven Revolvers, 250 gc.
    [X] [Guns] Approval vote for any combination involving one Dwarven Revolver and one additional gun.
    [X] Tools
    -[X] Sell (+75 gc}
    [X] Leave the idol on the altar and brick the room up. No sense taking risks.
    [X] Ring
    -[X] Keep
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] 2 Dwarven Revolvers, 250 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] 2 Dwarven Revolver, 250 gc
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver
    [X] Keep Blacksmiths Tools
    [X] Leave the idol on the altar and brick the room up. No sense taking risks.
    [x] Return it to the Bright College (???).
    [X] Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] Dwarven Revolver, 125 gc.
    [X] 2 Dwarven Revolvers, 250 gc.
    [x] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Keep the Doomfire Ring.
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Keep the blacksmithing tools.
    [X] Hand Blunderbuss and Dwarven Revolver, 175 gc
    [X] Keep Blacksmiths Tools
    [x] Keep it.
    [X] Leave the idol on the altar and brick the room up. No sense taking risks.
    [X] Dwarven Revolver, 125 gc.
    [X] Tools
    -[X] Keep
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X]Doomfire Ring:
    --[X] Keep it.
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] Dwarven Revolver, 125 gc.
    [X] 2 Dwarven Revolvers, 250 gc.
    [X] Dwarven Pistol: 100 gc and Dwarven Revolver, 125 gc.
    [X] Hand Blunderbuss, 50 gc. and Dwarven Revolver, 125 gc.
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] 2 Dwarven Revolvers, 250 gc.
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Keep it.
    [X] 2 Dwarven Revolvers, 250 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [x] Return it to the Bright College (???).
    [X] revolver and blunderbuss
    [X] Hand Blunderbuss, 50 gc.
    [X] Keep Blacksmiths Tools
    [x] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
    [X] Keep it. (Ring)
    [X] Dwarven Revolver, 125 gc.
    [X] Return to the Bright College (???)
 
Is limestone a particularly bad bedrock to be on for soil fertility? The region I'm from is mainly agriculture and forestry for economy, but is named for the limestone underneath the whole area, so I would have thought the opposite. Particularly because it's a sedimentary rock, so it weathers easier. Then again, I gave up on my one earth science class very quickly in university.

Limestone is not a bad bedrock, but limestone + thin topsoil(as is common on hills) is bad, as its extremely alkaline, and so anything with roots that reach the layer above the bedrock just wilts .

It's one of the reasons the old Roman paved roads are still around, the limestone that's part of the construction material means nothing grows on them.

Theres actually a number of ways to deal with it productively. None that apply to a podunk goat based fief however

8 revolver shots + 3 magic ring shots + magic + sword < all of that plus one other pistol shot?

To the extent of doubling our purchase price when we don't have any income worth the name (all our current income is going to get sucked up into loans and tithes, or earmarked for Sonningweise expansion)
Actually if we're giving back the ring, dual revolvers is worthwhile.
So next turn. Are we going for Magister? Or is it going to be a full research turn?
Main deciding factor for me will be our enchanting options I think.
I'm thinking something like:
[] Plan Magister Walk
-[] [Personal] Learn Bewilder
-[] [Personal] Learn Doppleganger
-[] [Personal] Learn Mutable Visage
-[] [Personal] Learn Eye of the Beholder
-[] [Personal] Enchant Flamberge with Take No Heed
-[] [Personal] Expand EIC into Sonningwiese
-[] [Free] Build Well
-[] [Free] Build Granary
-[] [Social] Anton

This gives us the full set of Relatively Simple spells, an enchanted weapon to show off our enchanting skill, and then we can take the Test the turn after with all the expected requirements for a Magister.

The EIC connection, well and granary continues to improve our fief in small ways that raise quality of life, but for building a home I'd prefer to be personally involved to make sure nobody(its unlikely, but it IS warhammer) put in anything we don't know about, and to make sure some people forget all about building in a few hidden rooms and passages.

Why do people want to buy the blacksmithing tools? Does everyone else dislike our current set of options so much they want to replace them with learning entirely new skills?

I think it's more to do with a quester's inability to let go of anything once it has entered the inventory.

We'll probably never use them, but we might, and what kind of deviant doesn't fight the final boss with 99 high potions in their inventory anyway?
This is grossly misrepresenting the reason:
-Primary reason - We don't WANT the gold. We want less cash money. If we sell the forge we'd have more cash money and thus more scrutiny.

-Secondary reason - As already previously mentioned, we're an enchanter. The ability to work metal privately has some uses. Whether we pursue this depends, but if we want to forge our own magic gear(I imagine Mathilde probably has some vested interest in making enchanted armor for her surviving friends), it makes it simpler.

-Secondary reason - OR more practically, with the tools its relatively simple to set up a forge at Sonningweiss. Having a local smith is how you go from a Small Village to a Small Town, because the thing is, many journeymen smiths find it hard to afford a forge of their own to settle in as Master, so as word spreads around the region that there's a smith in residence, trade will pick up as people come from the surrounding regions to get their tools repaired or replaced. Keep in mind the tools are worth 75 gold on resale, and that's several years income for our whole damned fief. You can expect most of our neighbors not to have any quality forge

Edit: What I don't understand is why people want to give the ring to the bright college? A bird in the hand and all that. It gives us an unexpected weapon, something useful when everything goes to hell. Maybe one last attack before something eats our face. Is ??? really that interesting?
The ring is redundant with the revolvers. Practically speaking, the tactical space between Cast Burning Shadows(enemies in significant number, at range), Use Revolver(enemies in small number at range) and Use Flamberge(danger close) is pretty small.

As such, we get better returns from returning the ring for a mystery box. It has been confirmed that whatever we get would be of comparable value, if nothing else the Shadow College gets a favor from the Bright College and potentially authorizes us to get an Ulgu artifact we can actually study.
 
Actually come to think, Doppelganger might present a Resplendant Destiny style workaround for that...
If your idea works, Doppleganger and Forgettable also combine to give an adequate explanation for the Confound Foe spell; you're not casting it from beyond the grave, you're actually just kind of permanently really hard to see or remember and they only blew up the illusion you use to interact with your allies. The spell would actually work to make your true self even harder to remember or detect for a bit, so that anybody who can still notice your real presence forgets that your Doppleganger isn't your real body. Like a stackable version of Take No Heed mixed with Invisibility.
 
[X] Sell (+75 gc}
[X] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
[X] Return it to the Bright College (???)
[X] Marksdwarf's Pistol and Dwarfen Pistol

I favor returning the ring, first because Bright Wizards can get more use out of it than we can, and second because it's just good taste. That was clearly one of their members who last had this ring, and it's only right to give it back. Lastly, I simply cannot resist mystery boxes.
Adhoc vote count started by JamesShazbond on Mar 19, 2018 at 9:49 PM, finished with 10951 posts and 77 votes.
 
-Primary reason - We don't WANT the gold. We want less cash money. If we sell the forge we'd have more cash money and thus more scrutiny.
It would presumably go directly into some other good, like ammo for our new gun, paying off our enormous debt, etc.
-Secondary reason - As already previously mentioned, we're an enchanter. The ability to work metal privately has some uses. Whether we pursue this depends, but if we want to forge our own magic gear(I imagine Mathilde probably has some vested interest in making enchanted armor for her surviving friends), it makes it simpler.
Does the equipment to work metal privately matter without any sort of skill at it? For that matter, why would you want to spend a few years learning to smith when you could just buy - and then enchant - a master's work? Why is being able to smith quietly of value?
-Secondary reason - OR more practically, with the tools its relatively simple to set up a forge at Sonningweiss. Having a local smith is how you go from a Small Village to a Small Town, because the thing is, many journeymen smiths find it hard to afford a forge of their own to settle in as Master, so as word spreads around the region that there's a smith in residence, trade will pick up as people come from the surrounding regions to get their tools repaired or replaced. Keep in mind the tools are worth 75 gold on resale, and that's several years income for our whole damned fief. You can expect most of our neighbors not to have any quality forge
As someone else pointed out, having to ship in iron up the hills to Sonningweise just to install a blacksmith strikes me as an expensive proposition.

Useful to Sonningweise, probably! But expensive, and it's an on-going expense.
The ring is redundant with the revolvers. Practically speaking, the tactical space between Cast Burning Shadows(enemies in significant number, at range), Use Revolver(enemies in small number at range) and Use Flamberge(danger close) is pretty small.

As such, we get better returns from returning the ring for a mystery box. It has been confirmed that whatever we get would be of comparable value, if nothing else the Shadow College gets a favor from the Bright College and potentially authorizes us to get an Ulgu artifact we can actually study.
Or we get a favor to hire a Bright Wizard at some future point, or the Grey College gives us some random artifact. You're banking on the completely random item we'd get being better than what we have.

Personally, I like fireball ring. It has a lot going for it for misdirection and stealth. It's a lot easier to keep a ring on us at all times than pistol and shot, for example.
 
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Yeah, I'll come back from the lurking deep to demand a magic ring not be traded for maybe-never-relevant favors.

Also - fire/lightsource, shadows... seems like this trinket could afford entire branches of research that would otherwise be harder or outright unfeasible.

[X] Keep it.
 
[X] Keep it.

There's a lot of reasons to give it to the Bright College, but I can think of more than a few situations where a fireball up our sleeve ends up saving our lives.
 
Realms of sorcery says: "No apprentice younger than late-twenties early-thirties has ever been released to become a Journeyman in the recorded history of the Colleges."

@BoneyM, is Mathilde a prodigy or did you change that aspect of the setting? If it is first, then it would probably be quite a feather in our Master's hat if we become Magister before turning thirty.
 
One of these days we should do Internalised Lessons and pick Piety. Ranald's been with us every step of the way, has given us a bunch of cool swag, and has even saved our life. He's a cool god, Mathilde's been diligent in her worship of him, and more Piety in Warhammer is always a good thing.
 
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Why would we need to smith ourselves to enchant swords?

Buy a sword.
Does the equipment to work metal privately matter without any sort of skill at it? For that matter, why would you want to spend a few years learning to smith when you could just buy - and then enchant - a master's work? Why is being able to smith quietly of value?

Blacksmith tools can be used for much more than simply forging a sword. There are multiple reasons to keep the tools, the most basic one being we have well over a 1000 gold and our expenses consist of 2 gold a year. There's no pressing need to sell assets for cash.

The next being they can be used for our enchanting work.

Tongs: Can be used to hold dangerous items
Anvil: A stable platform for hitting things
Hammer: Can be used to hit things
Chisel: To carve some runes onto item
Clamp: To hold an item
Forge: To heat items

The tongs are obviously useful especially since we're dealing with a number of unstable items, the chisel is likely going to quite useful since we can stick some runes onto soft materials, other items may or may not be useful but regardless since we're not hurting for money, might be useful is better than having some more gold which definitely won't be useful.



8 revolver shots + 3 magic ring shots + magic + sword < all of that plus one other pistol shot?

To the extent of doubling our purchase price when we don't have any income worth the name (all our current income is going to get sucked up into loans and tithes, or earmarked for Sonningweise expansion)
The fact that the money would come out of the expansion reserves is part of the reason why getting more guns is so attractive. Besides money exists to be spent and we don't have anything better to spend it on.

Additionally our current income just from our fief with our personal wealth reserves is enough to keep us going for over 200 years. Even if the trade company tanks for some reason I expect we'll somehow manage to find another source of income before then.

Edit: What I don't understand is why people want to give the ring to the bright college? A bird in the hand and all that. It gives us an unexpected weapon, something useful when everything goes to hell. Maybe one last attack before something eats our face. Is ??? really that interesting?
The mystery box and reputation bonus is tempting. Admittedly fireballs are also tempting.

I don't think there's a wrong answer here, we've been told that the mystery box reward should be about as good as the fireball ring so it's simply a matter of personal preference.
 
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Is this view widespread? Has the quest become unenjoyable? It's not the first time it's been said, and if the bottom has fallen out then there's little point spending the time I do on it.

I mostly follow quests on my phone at lunchtime, when it's not really easy for me to post, but I made myself a note to stop lurking and vote when I got home tonight. Thanks for all the work you've put into this quest @BoneyM, it's great and I hope you'll keep it up for as long as you're enjoying it yourself.


Blacksmithing Tools:
[X] Keep

They might come in handy if we ever hire a blacksmith as part of our estate staff, and we may or may not be getting inspired by dwarves in the near future. Plus they're already pretty old, they shouldn't lose any value if they get a little older before we sell them.


Doomfire Ring:
[X] Return to the Bright College (???)

The ring is shiny, and it's also likely to be useful in the immediate future. But we can't study it, we're just now buying guns that fill almost the exact same role, and the mystery box is something that we've been promised is of equal value.

Also, a reputation as a conscientious wizard who brings relics back to the Colleges is a great cover for the wizard who's secretly hoarding the Liber Mortis.


Pistol:
[X] Dwarven Revolver, 125 gc, and Dwarven Pistol: 100 gc.

The Marksdwarf's Pistol is nice, but we're aiming to be a great wizard and for a wizard super-long-range time should be magic time.

I like that the Hand Blunderbuss can use any ammo, but it's optimal range is right about the point where we should be thinking about putting away our gun and pulling out our greatsword to be ready to meet whatever's charging us. The few times we would want to make an exception, when we want to take Gustav's advice and shoot the giant monster instead of taking a swing at it, are exactly the times when the Dwarven Pistol would do the job much better.

The Dwarven Revolver looks like the best general purpose gun: it has multiple shots and uses musket balls instead of dwarf-made special bullets. It also has the best synergy with the shadow horse when we want to fight like Empire pistoliers.

The Dwarven Pistol is one-shot and needs special dwarf-made giant bullets, but buying a few giant bullets and keeping this gun for giant monster emergencies seems like a decent idea in Warhammer world.


Shrine to Stromfels:
[X] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)

You can't do anything worthwhile in Warhammer without pissing off at least one eldritch abomination. We may as well start in the minor leagues and get some early practice.

Of course, I'm only being brave because the QM controls this world and says that Stromfels isn't going to mess with us:
Stirland is about as safe as you can be from a malevolent ocean deity without being up a mountain.
If this quest was bound by WHRPG rules I'd be afraid of Stromfels retaliating by going after the EIC, because he's also the god of pirates, and river pirates are a problem for the Empire because Warhammer is an awful place so of course the Stir is infested with river pirates. I'd like to see how Ranald vs. Stromfels shakes out, but only because we aren't kicking the hornets' pirates' nest and then leaving town to let Wilhelmina deal with the fallout. That poor woman's been through enough.
 
Why would we need to smith ourselves to enchant swords?
And a lot of similar quotes.

Okay, now we don't need tools, but we don't need money either. We have plenty. So, no preference on that front. But imagine that we for whatever reason need smithing equipment a few years down the line: it's not likely but it can happen. And Boney rolls for it and what do you know? There's Blacksmith Chic raging all accross Empire.
 
Realms of sorcery says: "No apprentice younger than late-twenties early-thirties has ever been released to become a Journeyman in the recorded history of the Colleges."

@BoneyM, is Mathilde a prodigy or did you change that aspect of the setting? If it is first, then it would probably be quite a feather in our Master's hat if we become Magister before turning thirty.
He's said before that this is an alteration to the setting; since it resulted in people discovered at a young age having absurdly long apprenticeships.
The Sidereals say hi, even though they know you'll never remember it :/

Actually come to think, Doppelganger might present a Resplendant Destiny style workaround for that...
Forgettable isn't nearly the sidereal curse. From the wording, it seems like it it only goes after memories of appearances. That said, if we do end up on the path of immortality via Ulgu, I could see it expanding further.

And wouldn't doppelganger just create a second hard to remember person?
 
It's also important to note that even if we want to sell the stuff it's better to wait and do it later when people aren't staring so closely at our finances.

Like, this is incredibly unlikely but not necessarily impossible, but for all we know our mentor is going to send us a letter saying "seriously, get rid of all of your cash soon, people are starting to get displeased and starting to think you aren't putting it to use enough" in which case it would be really nice to have saved it to sell after our money issues were resolved.
 
This gives us the full set of Relatively Simple spells, an enchanted weapon to show off our enchanting skill, and then we can take the Test the turn after with all the expected requirements for a Magister.
There are no such requirements. We have to get a Deed under our belt (we're overqualified), present a Masterpiece (the Matrix should count, if not, the Box would) and pass a combat trial (which I am reasonably sure we will). Knowing all relatively simple spells is a usual way for apprentice to show they haven't been slacking in their magical studies, we can show a genuine (stolen) innovation instead.

Remember this from 4 years ago in-game:
If you roll well for the duel you could pass now. You've got a number of practical triumphs under your belt and Weber's Box would stand as a Masterpiece.

We are ready for the test.
 
[X] Melt down the idol, cast it into a new one to Ranald, call in your priest friends to re-sanctify the room. (bonus to rolls and reduced cost to creating a second shrine to Ranald, either in your Estate or elsewhere, +1 room, ???)
[X] Return it to the Bright College (???)
 
I'm thinking something like:
[] Plan Magister Walk
-[] [Personal] Learn Bewilder
-[] [Personal] Learn Doppleganger
-[] [Personal] Learn Mutable Visage
-[] [Personal] Learn Eye of the Beholder
-[] [Personal] Enchant Flamberge with Take No Heed
-[] [Personal] Expand EIC into Sonningwiese
-[] [Free] Build Well
-[] [Free] Build Granary
-[] [Social] Anton

This gives us the full set of Relatively Simple spells
This has a 12% chance of giving us the full set of Relatively Simple spells, because we need to pass four separate Learning rolls. I wouldn't count on that.

Just take the Magister trials already, Regimand thought we should test even before Drakenhof.
 
This has a 12% chance of giving us the full set of Relatively Simple spells, because we need to pass four separate Learning rolls. I wouldn't count on that.

Just take the Magister trials already, Regimand thought we should test even before Drakenhof.
Magic 5 is significantly more important than learning all the simple spells in my view, and that's an easier goal. We could have decent odds of achieving it without delaying the exam with something like...
[ ] Learn Doppleganger
[ ] Learn Eye of the Beholder
[ ] Learn Invisibility
-[ ] Blssing
[ ] Magister Test (requires 3 actions)

Though, personally I really want the blessing on the Magister Test and to Internalize Intrigue and Internalize Learning this turn, and making those objectives mesh with Magic 5 when we go for the test requires delaying the exam another turn or good luck+one action of overwork. Might be able to talk me into taking the exam while still at Magic 4, though. Something like...

[ ] Internalize Learning
[ ] Internalize Intrigue
[ ] Magister Test (requires 3 actions)
-[ ] Blessing
[ ] Rogue undefined action, useful for learning a new spell, expanding trade networks, or dwarven gunpowder
 
Forgettable isn't nearly the sidereal curse. From the wording, it seems like it it only goes after memories of appearances. That said, if we do end up on the path of immortality via Ulgu, I could see it expanding further.

And wouldn't doppelganger just create a second hard to remember person?
Not quite. A Sidereal's Arcane Fate means that essentially, nobody remembers who the Sidereals are. If they turn up and do a thing, then a few days later people will have muddled their memories of who did that thing to the point that the Sidereal could turn up again dressed exactly the same, and not be recognised. Written records fade into illegibility.

The Sidereal workaround is what I wonder about - if Doppelganger could work like Resplendant Destinies, it's possible one could put on a disguise like a set of clothes, and make that alternate persona memorable even if nobody knows the person underneath. It depends how it works. If I were GMing it, I'd probably say it works, but only so long as it really is an alternate persona - if a Grey Wizard tries to end-run around the Mark by living as their disguise, they become the mask enough that the new identity is affected by the Mark.

It's all academic anyway, since we don't actually have this mark.
 
Also: @BoneyM how does this enchanting turn affect us? Will this work like a(n advanced) trait with 3 steps with step 1 now completed? Or is this something else entirely? I couldn't quite find out in the char sheet or in the post.

New enchanting options will be available in the coming turn.

Secondly: Is the Dramatis Personae informational post still being updated, or is it something you have decided to stop for now? (because I believe Markus's informational is incomplete at the moment)

It is being updated but I often forget bits and pieces. Added a line to the Markus section.

Do we think there's a chance the Halflings would be able to figure our how to get crops to grow here, or even have different crops to try?

Cause I do remember that Halflings are geniuses at Agriculture and, unlike Dwarves, they'll probably be willing to take a look for cash and not cost favors.

If you had Halfling Favours accumulated instead of Dwarf Favours, it'd be an option to try to bring them in. As it is, those of them willing to come work in the most rural of rural Stirland is pretty close to zero.

@BoneyM have we submitted our paper? What kind of response did it get?

This is one of the balls I was juggling that got dropped after resuming 'normal' turns after the Sieges of the Drakenhofs. I'll add feedback in regarding it in the coming turn.

@BoneyM I suggest you remove the "mountain vietnam" tag from the thread because that joke was funny once in thread and then got dumb, it certainly doesn't belong in the tags when we haven't gone there yet, and you might also remove "please stop saying derp" as that seems to have entirely stopped and the tone of the quest changed to the point where I think it's very unlikely to restart.

I don't really pay attention to the tags, new ones just seem to pop up from time to time. I'll go on a cull.

@BoneyM A few questions for you
-would enchanting equipment made by the dwarfs be more effective or helpful than human-made equipment like what we have now? Similarly, to the best of Mathilde's knowledge would spending the 8 reputation points to be gifted enchanting tools by a runesmith be helpful, or would the differences be too great?

Completely incompatible.

-does Zhufbar sell something akin to the Hochland Long Rifle, or would that fall under commissioning something?

It does, but you are completely untrained in long arms. The options presented this time are for pistols only.


No, it's still a powder-and-shot weapon.

-How tightly controlled are texts on enchanting? Is it something the Colleges keep under lock and key, or is any scarcity strictly a matter of a small reader base making proliferation naturally limited?

Those that spend their lives mastering enchanting tend to keep it to themselves or pass it down to their apprentices, and the few that have decided to distribute their knowledge widely tend to be from the Gold and Celestial and Jade colleges, rather than the Grey. Once you're significantly more advanced you might be able to get ideas from them.

-Does Mathilde have a reasoned estimate of how much help having a dedicated tower would be for something like learning spells or enchanting something?

No. It's just a thing that Wizards do.

-Is Mathilde aware of any other licensed wizards in Stirland or otherwise nearby? Grey wizards are naturally secretive and brown ones somewhat antisocial, but what of the sort that more commonly hang out a proverbial shingle?

Averland has small branch campuses of the Jade and Amber Orders, and Ostermark hosts a branch of the Golds. If there's other wizards in Stirland, they're not advertising the fact.

(I did have plans for Jovi to set up shop as he did in canon, but those exploded when he did)

-If we conduct a "add more books to the library" option, is that just adding a single step towards filling out a library category, or could we choose to splurge on a topic and buy as much trashy romance novels hard-hitting scholastic journalism and math textbooks as we like?

Spending an action on it will always give you a single step, more than that would depend on the dice.

@BoneyM, can we buy/comission a greatsword from dwarves too? They are, after all, superior to humans in that department too.

If you asked for pretty much any other weapon, the answer would be yes. But swords are a manling weapon. You'd have to spend favours as well as gold to get anyone above an apprentice to sully their workshop.

Realms of sorcery says: "No apprentice younger than late-twenties early-thirties has ever been released to become a Journeyman in the recorded history of the Colleges."

@BoneyM, is Mathilde a prodigy or did you change that aspect of the setting? If it is first, then it would probably be quite a feather in our Master's hat if we become Magister before turning thirty.

I tweaked it. Most wizards sprout magic in their late teens, some as late as their early twenties. Mathilde started at ten. Judging by the length of her apprenticeship rather than the actual age it ended at, she's above average but not a record-breaker. The alternative was a twenty-year apprenticeship which is just silly.


Re: Magic level: level 3 would be typical for the end of a Journeyman career. 4 is expected of an established Magister. 5 would be nice to have, but hardly a strict necessity.
 
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Magic 5 is significantly more important than learning all the simple spells in my view, and that's an easier goal. We could have decent odds of achieving it without delaying the exam with something like...
[ ] Learn Doppleganger
[ ] Learn Eye of the Beholder
[ ] Learn Invisibility
-[ ] Blssing
[ ] Magister Test (requires 3 actions)

Though, personally I really want the blessing on the Magister Test and to Internalize Intrigue and Internalize Learning this turn, and making those objectives mesh with Magic 5 when we go for the test requires delaying the exam another turn or good luck+one action of overwork. Might be able to talk me into taking the exam while still at Magic 4, though. Something like...

[ ] Internalize Learning
[ ] Internalize Intrigue
[ ] Magister Test (requires 3 actions)
-[ ] Blessing
[ ] Rogue undefined action, useful for learning a new spell, expanding trade networks, or dwarven gunpowder

The reason to take the test the turn after is to have a second chance to learn spells to raise Magic if we roll poorly.
 
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