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But since we know sooner is better, and we're at least average and going up to extremely impressive in all areas they're likely to test (barring maybe Diplomacy), we should do that instead of picking the option that is borderline unimpressive.

Wouldn't have much objection for less time, but I want the teaching basics and a smaller plan just won't beat the popular items
 
[X] Plan: Knock Off Socks
improper vote format.

Some random musings on familiars
-a familar that can't ride along on a shadowsteed greatly decreases mobility.
-The created familiar is a wild card, but is probably still the best option for pure combat. It'll look REALLY freaky though. Like Frankensteinian *ROLLS* giant weasel with three legs level of weird. As a grey wizard, Mathilde can hide this better than most though, and in combat being a horrifying monster is an advantage.
-The best natural combat familiar presented by the book is a predatory bird. Also great for scouting in open ground. not so great for fighting in enclosed spaces though.
-bats are competently unimpeded by pall of darkness.
-a cat is great at being stealthy, but we already do that.
-a monkey familiar has hands, hands are always nice.
-a collar of dopplganger; the best worst idea.
I agree that whatever we pick should be something that doesn't slow us down.

A predatory bird sounds like a good choice between mobility (can ride with us due to being light or fly), combat (talons to the face!) and utility (aerial scout).

Artificial familiars have the inconvenient problems of being very obviously unnatural and creepy while also being very random in result. Since we can't undo our result in familiar it's quite possible we'd end up with something that is actually something of a liability.

Edit: We might actually want to seriously consider getting a pegasus, they're actually fairly common for a mythical beast and often trained as mounts for wizards.

Although of course I feel the terrible urge to point out that a griffon is like getting a cat and a bird at the same time and will actually increase our mobility due to being a giant flying riding beast.
 
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I think it's best to think about what we want to do after graduating and tailor what we want to learn according to our needs.
Like for example going with the Dwarves to retake Eight Peaks? I think it would be wise to study about
The Enemies of Man and The Allies of Man
Going adventuring elsewhere? Then The Empire and its Provinces and Human Nations of the Old World are probably good idea.
Want to stay in our fief and handle things for a while? Law and Enchantment are probably okay.
I'm rather iffy if we study Enchantment while adventuring, I think it was stated in the story post that enchantment facility is hard and expensive to build, especially if you want to go in a dangerous places.
One thing that I think we should take are these:
[ ] Spells of Grey Magic
[ ] Psychology
[ ] Practical Diplomacy
[ ] The Nature of Ulgu
[ ] The Nature of Magic
Since whatever we're doing, we're going to need those skills anyway.
 
Yeah, honestly, I'm still in favor with helping out with Eight Peaks, if only because it's a good way to recoup Dwarfen favor so we can delegate them building our manor.
 
Edit: We might actually want to seriously consider getting a pegasus, they're actually fairly common for a mythical beast and often trained as mounts for wizards.

Y'know, if Matty got her mitts on a pegasus, making it a familiar and/or some intensive study could help her learn the Steed of Shadows spell. Or perhaps come up with an inferior version, something not at the level of Battle Magic, something slower, like a flight-capable version of Shadowsteed.
 
Yeah, honestly, I'm still in favor with helping out with Eight Peaks, if only because it's a good way to recoup Dwarfen favor so we can delegate them building our manor.
If we're going to have the dwarves build us a living space, I'd really rather go hunting through all of Stirland (and adjacent environs?) for someplace utterly soaked in the essence of ulgu, kill or bargain our way into having the ability to live there, and then have them build us a personal wizard-hold on the site. Our lands are out of the way and while they're ours, they also don't have anything important that makes it worth living there. Use our constructions there to benefit the peasantry and remain content as an absentee landlord (appreciated by the locals, no doubt, as much for our absence as our largess), while we live in a location that's optimal for reclusive research and development of advanced uses for the Grey Wind.

As a bonus, I don't think that our peasants would be particularly enthused by having us, say, wrap our manor in magical mists that make anyone who comes nearby forget where they are and what they're doing, or making the whole thing invisible/concealed, or otherwise blatantly magic-ing up our house via large scale enchantments that really show off our talents. But if we do that at a site optimized for magical research and built by the dwarves for secrecy in the first place, it'll be entirely appropriate and with no one to complain.

I would be happy to live in the Buried Palace for a really long time, but at some point we're going to be experimenting with knowledge inspired by what we learned from the Liber Mortis and doing that in a populated area is inappropriate. Which, note, applies to our fief just as it does to Wurtbad.
 
I would be happy to live in the Buried Palace for a really long time, but at some point we're going to be experimenting with knowledge inspired by what we learned from the Liber Mortis and doing that in a populated area is inappropriate. Which, note, applies to our fief just as it does to Wurtbad.
To be fair, there's a chance whatever area we practice Liber Mortis in won't stay populated.
 
[X]Four Months
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment
Base minimum. Not the actual minimum, but along with the intrigue, should stand us well. I would like to get some nature of magic, but since our Master is paying for the lessons, we might as well be humble.
 
Inserted tally
Adhoc vote count started by racnor on Mar 22, 2018 at 2:49 AM, finished with 128 posts and 7 votes.
 
Okay, so the issue is pretty clearly not just me then.
What do you mean? The vote is supposed to look that way. Since it isn't a vote by plan, each vote by line gets it's own line in the tally. It's not a bug, it's a feature. The GM will then go down the list, pick the months first, then again go down the list, until he has filled the number of months earmarked with subjects to study.
 
What do you mean? The vote is supposed to look that way. Since it isn't a vote by plan, each vote by line gets it's own line in the tally. It's not a bug, it's a feature. The GM will then go down the list, pick the months first, then again go down the list, until he has filled the number of months earmarked with subjects to study.

Yeah, but the tally's showing a lot less people voting than there should be.
 
What do you mean? The vote is supposed to look that way. Since it isn't a vote by plan, each vote by line gets it's own line in the tally. It's not a bug, it's a feature. The GM will then go down the list, pick the months first, then again go down the list, until he has filled the number of months earmarked with subjects to study.
No, I mean that it appears to include only 6 voters
 
[X]Four Months
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment

So just caught up and have to say love this unique take on the standard CK2 quest and how it has evolved.

Bravo @BoneyM for this amazing fic.
 
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[X]Four Months
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment

Revoting because we dont want to disapoint our master.


Edit: Yeah, tally is acting crazy. Only a few votes are bein counted.
Adhoc vote count started by TimEd on Mar 22, 2018 at 3:27 AM, finished with 140 posts and 7 votes.

Adhoc vote count started by TimEd on Mar 22, 2018 at 3:28 AM, finished with 138 posts and 7 votes.

Adhoc vote count started by TimEd on Mar 22, 2018 at 3:29 AM, finished with 138 posts and 7 votes.

Adhoc vote count started by TimEd on Mar 22, 2018 at 3:30 AM, finished with 138 posts and 7 votes.
 
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[X] Four Months
Don't want to leave our secrets unattended for longer than that.

[x] Spells of Grey Magic
Will upgrade our magic.

[x] Psychology
[x] Imperial Law
[x] Practical Diplomacy
All very useful.

[x] The Nature of Ulgu
Can upgrade our magic, can synergise with Fog of War.

[x] The Enemies of Man
I want to learn about Skaven IC already.

[x] Religion and the Empire
We're on a fairly good terms with Ranald, let's add some formal education.

[x] Human Nations of the Old World
So we can look for employment options.

[x] Power Stones and their Creation
The process of creation power stones includes condensing Ulgu magic wind to liquid form. Liquid magic, where could we hear of that?

[x] On the Education of Apprentices
I'd like to take an apprentice, for one. We're very much alone now, I want to have some sidekick for human interaction.

[x] Searching for and Identifying Animal Familiars
I want a cat familiar!
 
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I was thinking more that there'd be some sort of synergistic bonus to having a familiar that's also the favored animal of Ranald. A flying critter would certainly beat it out in utility, especially a flying mount, but think of all the times Matty's been helped out by cats during the course of the quest. Thematic's not the right word, but if Mathilde does get a familiar, I think a cat would be fitting.
Ranald also favors magpies and crows
 
We can come back and take lessons later on down the line. Plus reputation is very important, especially for wizards. Also, time itself is a factor. 10 months is almost a year, and nearly two turns. Really, I feel like 6 months is the longest we should take.

Edit: And even that is eye-brow raising.

Fair, upon GM clarifications I've cut back to four.
 
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