@BoneyM can Adela speak Khazalid? If not, how much DF to get the dwarves to teach her if she's interested?
She's picking it up.
@BoneyM can Adela speak Khazalid? If not, how much DF to get the dwarves to teach her if she's interested?
Those sound like books they'd not be happy with just any Umgi reading. Morgrims Original Writings and the like...
If they were unhappy about umgi reading those books, they just flat out wouldn't give them to us. Same as the rune magic books.Those sound like books they'd not be happy with just any Umgi reading. Morgrims Original Writings and the like...
Ah, but we're not really an Umgi, remember. We're a Mathilde, and a Loremaster to boot.If they were unhappy about umgi reading those books, they just flat out wouldn't give them to us. Same as the rune magic books.
they... might be restricted, but Adela and Johnna are nearly dwarf friends in their own right, so it should be ok.Ah, but we're not really an Umgi, remember. We're a Mathilde, and a Loremaster to boot.
Is Extensive Dwarven Rune Magic possible like how Extensive Dwarven Engineering is? I'd imagine it'd be writings about rune magic by non-runesmiths like how Extensive Engineering is writing about engineering by non-engineers.Mathilde may be a Mathilde, but she's not a member of the Engineers Guild. No Dwarven Engineering books.
Is Extensive Dwarven Rune Magic possible like how Extensive Dwarven Engineering is? I'd imagine it'd be writings about rune magic by non-runesmiths like how Extensive Engineering is writing about engineering by non-engineers.
Been asked and answered.Is Extensive Dwarven Rune Magic possible like how Extensive Dwarven Engineering is? I'd imagine it'd be writings about rune magic by non-runesmiths like how Extensive Engineering is writing about engineering by non-engineers.
@BoneyM, a quick question about library mechanics if you have the time*: are dwarf books on rune magic available for purchase? My highest-probability guess is "no," my second-highest probability guess is "caps out at Extensive."
*obviously feel free to ignore this until you're done writing, I won't take it personally, etc.
I guess Engineering follows similar guidelines.No. Laymen (laydwarves?) writing such a book would be blasphemy, Runepriests distributing such a book would also be blasphemy.
I'm gonna lobby to get a gyrocarriage this turn. An invisible gyrocarriage would be of substantial use to us by letting us travel anywhere stealthily. Furthermore, if it were to have Shadow Knives-enhanced guns, it'd be great at giving us or allied armies fire support. Finally, it's an opportunity to finally get something out of that useless, trait-stealing Windherder by loading up the gyrocarriage with Enchant Item and a boiler improvement, letting us write a paper on how great and special we are.
A pegasus is 13 CF for a trained one that's useful in combat, can't be magically enhanced, and Mathilde would have to learn to ride it too. A gyrocarriage costs just 3 CF more, is even more useful in combat, can carry more people and cargo, can be magically enhanced, she can pay someone to fly it for her, and people besides her can use it while she herself isn't using it.
I think my main problem is that I'm just kind of sick of SV's default ' tech solves all problems!' rote in quests.
we are not an engineer, We are a Wizard. Mathy has never shown in story interest in combining magic and tech before (thats Johnnas thing.) but now we want to amke a magic-tech copper...
Mathy has always been a 'magic-magic is the solution' girl, from the eye, to AV, the Dragon Altar. etc etc.
It just feels like a weird mental leap for the character.
I remember BoneyM saying they're not very useful to dwarves. Something about not being good underground.
Zero experiments have been performed on the matter. Try it and find out.
How hard can it be? Engineering is like enchanting except there's no magic so it's even easier, right?
Not quite Imperial Gunnery School level, but he got a solid foundation from the Gold College and has done a lot of reading since then.
Being a Brief Catalog of the Runed Weapons of the Kazaz Ankor, compiled by decree of High King Morgrim IronbeardWhile that would apply to the mechanics of how Runes work, it does seem reasonable that there could be books along the lines of encyclopedias of famous Rune items available for public consumption that could provide some insight.
1. This is the first item. Rune Magic could help for obvious reasons, but I think Chemistry might as well, since the actual practice of chemistry has a lot to do with handling and storing volatile materials. Which would help?[ ] Using what you've learned of how it reacts to Runes, create new means of storing and moving the Vitae in complete safety. (NEW)
2. I'm not sure what joining the war would entail. If it's just Mathilde acting on her own, then maybe The Empire or Geography for scouting and Necromancy to counter enemy magic. If it's Mathilde leading armies, then Tactics and Logistics would be better. How is Mathilde going to contribute and for scouting, would The Empire or Geography be better?[ ] Join the war between Stirland and the vampires in northern Sylvania.
3. Is Trade the relevant subject here or something else? The Empire maybe?[ ] Personally search for the Talabeclander buyers of peat from the vampires. (NEW)
4. Throwing the reputation of a grey wizard and the order of grey wizards sounds like Ulgu, but since it's a browbeating campaign The Empire may instead be the relevant books. Which one is it?[ ] Throw your reputation, and that of the Grey College, behind Roswita as she tries to browbeat the Talabeclanders into submission. (NEW)
5. I have no idea if a die roll is even involved here and what subject would be relevant if there were.[ ] Record all the entries of the Grand Urbaz vaults and select a good-quality example of each minting to save from the smelters.
Would Gotri allow us(/our underlings) access to small, proof-of-concept sized steam engines to perform experiments on? I'm not trying to backdoor our way into a technical uplift, I'm just thinking that skipping straight to an entire gyrocopter seems a bit wasteful right out the bat, and I would think they'd appreciate having a bit of a prototyping stage (even if it's not enough of one. Not a single grey hair on any of them and they're already looking at a second design, shoddy work).
Fake edit; I get that gyrocopters are made holistically, just something as simple as 'steam engine turns this wheel' level simple here.
Cool. Some non-rare books on both those subjects will be neat to have.While that would apply to the mechanics of how Runes work, it does seem reasonable that there could be books along the lines of encyclopedias of famous Rune items available for public consumption that could provide some insight.
@BoneyM, there's some actions we may want to do next turn or some time in the future but I'm unsure what books would apply. I'd like to ask your help here.
1. This is the first item. Rune Magic could help for obvious reasons, but I think Chemistry might as well, since the actual practice of chemistry has a lot to do with handling and storing volatile materials. Which would help?
2. I'm not sure what joining the war would entail. If it's just Mathilde acting on her own, then maybe The Empire or Geography for scouting and Necromancy to counter enemy magic. If it's Mathilde leading armies, then Tactics and Logistics would be better. How is Mathilde going to contribute and for scouting, would The Empire or Geography be better?
3. Is Trade the relevant subject here or something else? The Empire maybe?
4. Throwing the reputation of the grey wizard and the order of grey wizards sounds like Ulgu, but since it's a browbeating campaign The Empire may instead be the relevant books. Which one is it?
5. I have no idea if a die roll is even involved here and what subject would be relevant if there were.
Without meaning to be a pest and apologetic in the event that I am anyway: it's getting on towards bedtime here. Will my faith be rewarded if I wait up?
Why would we take Dwarf Engineering to Antiquarian? The only things we have to Antiquarian is Linguistics, Dragons and Waystones.Dwarf Antiquarian Engineering would be a great purchase to make this turn, it fills a hole in our library budget that I've been banging my head against the wall trying to deal with.
because it's engineering and this is SV.Why would we take Dwarf Engineering to Antiquarian? The only things we have to Antiquarian is Linguistics, Dragons and Waystones.
We could take Antiquarian on any kind of enemy, geography, religion, trade, romance... why Engineering?
Looking for books we can spend our 2 free Dwarf Favour on that might be useful in the coming turn. Most of the things we intend to do in the short term are very umgi-magical, and so not available from the Karaz Ankor. Rare books on Engineering were a potential avenue for expanding our library that would be useful to the Golds and Adela; no such luck, alas.Why would we take Dwarf Engineering to Antiquarian? The only things we have to Antiquarian is Linguistics, Dragons and Waystones.
We could take Antiquarian on any kind of enemy, geography, religion, trade, romance... why Engineering?
Please stop this. Redshirt's post where he made the case for engineering books had everything to do with character goals.
In a vaguely related sense - how much would repairs for a gyrocopter that suffered mysterious magic-related engine failure cost? After all, it's one thing to buy a finished product, and another thing to buy an Engineer or two to spend a pile of time repeatedly repairing a finished product, so repairs might not be included.
There was that time he gave Adela a couple of prototype steam-based weapons (IIRC a flamethrower and grenade launcher derivative). That's not quite the same thing, but I bet if we managed to rope him into the experimentation/tinkering (not guaranteed if it's not on company time like the weapons were) he'd be willing to let us/Adela play around with any prototypes as part of the testing.Would Gotri allow us(/our underlings) access to small, proof-of-concept sized steam engines to perform experiments on?
In a vaguely related sense - how much would repairs for a gyrocopter that suffered mysterious magic-related engine failure cost? After all, it's one thing to buy a finished product, and another thing to buy an Engineer or two to spend a pile of time repeatedly repairing a finished product, so repairs might not be included.
I strongly suspect the narrative consequence of doing this is "there is insufficient supply to meet demand." I assume every College already has magically-neutral rooms for training; the original question was phrased in terms of upgrading the existing ones, after all:If we build Rooms of Calamity for the Colleges they should be shared facilities rather than one for each College.
1. Unity: Many College facilities only work for a single wind but that's not the case for the Rooms of Calamity since they're magically neutral. We should take this opportunity to make a facility that's devoted to all the Colleges together to promote unity rather than encourage separation.
2. Efficiency: It's entirely possible that some Colleges will need the facilities more than others. For example the Bright College might have a high demand for Rooms of Calamity to train their battle-mages while the Grey College potentially has less need. By having the facilities be owned by all the Colleges they can be assigned as needed rather than risk having them be underused.
3. Price: It's simply cheaper to build the minimum amount of facilities required rather than build one for every individual College.
4. Expansion: By having the Rooms of Calamity be a shared facility it should be easier to expand the facilities if later there is a need for more Rooms of Calamity. If we instead had a Room made for each individual College it would make it harder to expand since we would then have to make new shared facilities, expand all eight equally or expand only for one College.
@BoneyM any idea how much Runesmith Favour replacing the Colleges' mediocre null-magic rooms etc. with superior runed versions would cost?
Remember, it's not just battle wizards who would want to use these rooms, but anyone learning a spell. Miscasts are an ever-present danger and screw up a lot of promising young Apprentices.40 for one per College, 35 if you exclude the Ambers. It could work out to one large room or several smaller rooms based on the preference of the College.
1. Making everyone leave their own colleges and travel to this central location isn't going to promote unity, it'll just annoy people.If we build Rooms of Calamity for the Colleges they should be shared facilities rather than one for each College.
1. Unity: Many College facilities only work for a single wind but that's not the case for the Rooms of Calamity since they're magically neutral. We should take this opportunity to make a facility that's devoted to all the Colleges together to promote unity rather than encourage separation.
2. Efficiency: It's entirely possible that some Colleges will need the facilities more than others. For example the Bright College might have a high demand for Rooms of Calamity to train their battle-mages while the Grey College potentially has less need. By having the facilities be owned by all the Colleges they can be assigned as needed rather than risk having them be underused.
3. Price: It's simply cheaper to build the minimum amount of facilities required rather than build one for every individual College.
4. Expansion: By having the Rooms of Calamity be a shared facility it should be easier to expand the facilities if later there is a need for more Rooms of Calamity. If we instead had a Room made for each individual College it would make it harder to expand since we would then have to make new shared facilities, expand all eight equally or expand only for one College.