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Hey daemon, bother that person.

Hey daemons, join this party.

Hey daemons, you see that location over there? It's free real estate.
Could we build a Deamon taunt? That might be exceptionally useful. Like force or incentive a demon to attack a particular place or at particular time. Could make ambushing and killing daemons much easier and has less horrifying moral compunction.

Also, how do I give a kitty!? That's not a button on my interface!
 
Could we build a Deamon taunt? That might be exceptionally useful. Like force or incentive a demon to attack a particular place or at particular time. Could make ambushing and killing daemons much easier and has less horrifying moral compunction.
I think that's just called deliberately miscasting and almost certainly breaches Article 7 unless you have a way to guarantee that a non-Chaotic demon comes out every time.
 
Could we build a Deamon taunt? That might be exceptionally useful. Like force or incentive a demon to attack a particular place or at particular time. Could make ambushing and killing daemons much easier and has less horrifying moral compunction.

Also, how do I give a kitty!? That's not a button on my interface!

You can only gib kitty if you put money in the money hole.
 
Yeah, Miscasts are real bad juju.

That's why we've rigged ourselves up with a frankly obnoxious level of miscast mitigation. Grounding Rods I believe largely push the worst miscast results off the table I think though it burns the Grounding Rod to do so?
 
You know that literally doesn't work if they don't try to cast a spell on us first, right? They can just keep stabbing us until the rustling stops. The number of enemies required for that combo to stop working is two.
The number of enemies required for Battle Magic to kill us is one. And unlike with melee, having allies to fight by our side can't cover for us if we explode, while they could buy us time to recover against a melee threat.
 
How exactly did that go off? Did all landowners and their farmers get forcefully resettled, no matter how minor? Where non-landowning non-farmers (like craftsmen and such) literally run out of their little towns? Are humans still not allowed to settle in the Moot?
All of that only sounds possible with a large army and at least a few massacres.

Boney can make up something if he wants, I guess, but I'll point out that Mathilde has done very little mixing with halflings, even those that came to K8P, and has approximately zero halfing books of any type (including romance!) in her library. Certainly none on Moot history or property laws.
 
Yeah, and any background perspective she'd have had is that of a Stirlander peasant, with a leavening of input from Stirland Elector Count grumbling.

One little detail in the rather neat elevation-changing smoke-and-mirrors trick,
"Normally I'd stick by that, but I honed this particular chain-cast rooftop-hopping across Marienburg back in the sixties. Only have to fall in the river a couple of times before you learn not to."
The sixties is also the decade we were his Apprentice, having made Journeywoman in 2470.
So Regimand Quest was definitely not dropping all his AP into his Apprentice, they were meddling in Marienburg and doing practical studies of comparative anatomy.
(While now they keep voting to unretire instead of letting the quest end gracefully. Possibly because of the successes of their former Apprentice.) :)

Reggie likes his rooftop skullduggery, and probably owns a watering hole or two in the city.
Mathilde messes with Marienburg by proxy. Maneuvering Barak Varr first to build the canal, via the EIC's Chairwoman.
Then, nudging the Barak Varr navy onto the field with one hand, and accidentally skillfully pre-empting their best counterplay (Deathfang) with the other.
 
@BoneyM A couple of things

The Shadow Dagger is a dagger with its handle and crossguard or it is more like a Protoss dark templar blade (coming out of the wrist)?

If we learn how to fight with knives/Daggers can we create a fighting style using Branhulde in one hand and a dagger/knife (like our shadow dagger) on the other (Abyss Watcher style)? Or you dislike the One-Handed Zweihänder style?
Mathilde is strong but she's not one-hand greatsword strong.
 
The number of enemies required for Battle Magic to kill us is one. And unlike with melee, having allies to fight by our side can't cover for us if we explode, while they could buy us time to recover against a melee threat.
I'm sick of getting into this with people, because it inevitably makes me feel sad. I can't argue with opinions people hold axiomatically, but I keep trying, because my last brain cell has been operating on half power ever since the incident.

I guess I'll just stick to advocating for Apparitionology, a barely sanctioned branch of Imperial magic that involves gluing warp predators to your soul and pointing them at people like Yugioh monsters, because at least the potential consequences are clearly defined enough in both nature and magnitude that there can be an actual discussion about their costs and benefits.
 
Another random thought from the update, which reflects setting consistency.
While we've just learned our neat Ulgu Battlemagic-
most basic Battle Magic of the Grey College: Melkoth's very own Mystifying Miasma. The secret behind it is that it doesn't actually affect the mind of those caught in it, which could be resisted by the strong-willed - it alters reality in such a way that to those inside it time runs just a little bit slower, indirectly slowing reaction speeds and disorienting even the most highly-trained of combatants. Many elite warriors train to be able to fight when in altered states, but you've never heard of any that have trained to fight effectively when the passage of time becomes a variable.
I noted previously that our Golds could usefully pick up Armour of Lead: A group of enemies' armor becomes heavy as lead, giving penalties to combat and movement
Armour of Lead, which is (in RoS at least) like a lesser Mystifying Miasma, penalising speed and (melee and ranged) combat ability (by -1/-10%) on a group.
Could be useful, in the inevitable chase scene if nothing else.
Your weapons and armour suddenly weighing as if they're made of lead is also likely going to throw off your reactions, timing, and possibly balance. Possibly the more severely, the more precisely you've honed your skills- a skilled fighter relying on perfect reactions and timing more than brute force and unblockable blows.

Basically, with Chamon, you can hit a 'large template'/group with this debuff/effect at Moderately Complicated, while in Ulgu it's Battlemagic.
Achieving a similar, somewhat lesser, but far simpler-to-induce effect to MMM altering the flow of time.

Another illustration of how some effects which are easy for some winds (entry-level fireballs for Aqshy) require much more skill to coax other winds into compliance (Shadow Knives).
 
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if MMM confuses time for awhile, I could see Withering and The Enfeebling Foe to be Time based too.

They aren't permanent though, they just distort heavily during the cast.

This is probably what any Time Confusion would be when applied to travel. Maybe something like Coil in Worm, where we do two actions (one scouting, one other) and if we find nothing scouting we collapse that line and if we do find something we collapse the other action. Possibly using Wolf as the "other self".
A Schrodinger's Timeline, that only exists when we observe it to have happened for sure.

time travel seems like a particularly fraught line of investigation and I'd rather be attempting to wind-herd other winds in a live spell than mess with time shenanigans. At least until we know Withering and Enfeebling Foe. Time is spoo000ooky.
: : :

Ulgu is good at illusion, misdirection, and confusion. I would assume that if we "bind" an apparition we would actually be severely muddling it's senses so that we can "misdirect" it's depredations towards our enemies.

We will need to do research, but there are some qualities that should be considered in an apparition that would make it a better candidate.
First- Does it use a "portal" of some sort to enter Real Space, or does it muscle it's way into Real Space only when the bonds of reality are strained?
Second- Is it predictable? Is it's behavior reliable, consistent, or otherwise simple to plan around?
Third- On which wind(s) does it prey? How does it feed?
Fourth- Is it Daemonic in some way? Or is it going to properly be in a "grey area" haha

Dark Hounds seem like a good bet.

1- Dark Hounds use Fire the way the Asp uses Mirrors. As alchemists, I'm sure Gold Wizards have no difficulty producing a small amount of fire for the summons. We will use enchanted casting aids, I'm sure.
2- Dark Hounds are apparently relatively common in the Burning District surrounding the Bright College. We can study them. I assume they're fairly straightforward.
3- It feeds on Aqshy, hunting those that channel that wind. Feeds with it's mouth I'm assuming, as a hound would normally. Unknown if it eats the wind directly or if it eats flesh that is suffused with Aqshy. Study can be done.
4- Dark Hounds are already used by the Gold College and thus are 100% in the non-daemon "grey area"

Wolf has a Leadership perk from leading the wolf-rats around everywhere. If we can give him an armor enchanted to make him look like a Dark Hound, he might be able to command other Hounds. If they're straight-up-tameable that'd be helpful.

Mathilde's Marauding Ash Pack. MMAP.

wow I can't wait for a student in the future to say "uuUUHGHH How many MAP's even are there!!!"
and a sassy response of "I duno. How many maps do you think there are :V"
 
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Your weapons and armour suddenly weighing as if they're made of lead is also likely going to throw off your timing, movement and possibly balance. Possibly more severely, depending on how precisely you've honed your skills- a skilled fighter relying on perfect speed and timing more than brute force and unblockable blows.
It also rather greatly depends on what sort of armor they were even wearing. Properly articulated plate armour is designed to distribute the weight evenly around your body, so adjusting for it, while disorienting and would result in greater fatigue, wouldn't be such an obstacle. Whereas a suit of mail or scale has most of the weight on the shoulders and mitigated by a belt. As for weapons, again, design and size matters more for balance than the actual mass. If every part of the sword gets heavier, it still has most of that weight around the grip. An axe would ironically become more effective, as the greater mass results in increased momentum in the swing, and axe fighting already trains to not waste energy.
 
@BoneyM

Are there any ulgu BM spells that have unique effects or rather magical frameworks that cant be derived from existing spells that Mathilde knows? To contextualise my question with Melkoths we have learned a spell mechanism to screw with time that we didnt have before are there other oddities in the Ulgu BM spells that we could learn for spell creation or enchanting purposes?

It strikes me if Ulgu can do extra dimensional spaces via enchantment thats from pit of shades.

Ulgu can make a decent meat locker using ice and time stasis to slow decay. Just thinking about the potential what the remaining spells can do.
If you've just got the finished spell, there's not much you can take from that and apply it elsewhere. You need to have similar insight that the original spell creator had to take the same principles in a different direction.
 
I think that's just called deliberately miscasting and almost certainly breaches Article 7 unless you have a way to guarantee that a non-Chaotic demon comes out every time.
No I mean an existing demon in the field. Not a summon, a taunt.

There's plenty of subtle uses of illusion that we're not extorting at all either. For example, in melee combat, a simple overlay illusion of Mathilde that is doing a different action, or simply the same action with different timing could completely screw over the enemy she's fighting.

Illusions of predators particularly feared by an enemy could cause a lot of confusion or distraction too. Small illusions can be really strong bid used correctly.
 
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Are there any non-Engineer and non-Slayer radicals of renown?

How exactly did that go off? Did all landowners and their farmers get forcefully resettled, no matter how minor? Where non-landowning non-farmers (like craftsmen and such) literally run out of their little towns? Are humans still not allowed to settle in the Moot?
All of that only sounds possible with a large army and at least a few massacres.
Closest that comes to mind for radicals is the Fooger trade family of Marienburg, one of the ruling families.

They spent a few generations soft-pressuring the humans rather than going full nasty, but it was still undeniably an unpleasant process. That said, there's not much land that doesn't have blood on it if you go back far enough.
 
Closest that comes to mind for radicals is the Fooger trade family of Marienburg, one of the ruling families.

They spent a few generations soft-pressuring the humans rather than going full nasty, but it was still undeniably an unpleasant process. That said, there's not much land that doesn't have blood on it if you go back far enough.
Does the Empire have a family of strigany bankers called the Roytschilths by chance?
 
Does the Empire have a family of strigany bankers called the Roytschilths by chance?
Mapping WHF marginalized ethnic groups to real-world marginalized ethnic groups is a super uncomfortable line of inquiry and I for one would strongly prefer that we Just Not. There was a similar discussion a few days ago about the political situation of the Moot and parallels to fraught real-world history and Boney was like "yes, the similarities are there, and now that we have observed that, let us proceed to remove it as a topic of discussion."
 
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