Voted best in category in the Users' Choice awards.
The magic inside flows into you much faster, and while it's not really enough to tip the scales for someone at your level of spellcasting ability, it could make a significant difference to those not yet able to easily draw on large amounts of ambient Winds - which could be a very useful resource for Journeymen. You prepare a significant amount of the Azyr specimens for Hubert to use on the Expedition.
So, correct me if I'm wrong, but this reads to me as Waaaghsoak mushrooms basically being the perfect training tool for Journeymen? Especially if we can get it working for all eight Winds? And if that's correct, it reminds me quite a bit of how, you know, we also set up perfect training tools for Battlemages with the Rooms of Calamity. Is Mathilde's greatest legacy just going to be sharply increasing the number of Wizards who survive to maturity without blowing themselves up? Because honestly, that feels like a goal worth aiming for. Hell, Waaaghsoak mushrooms seem like they'd be even better for apprentices, not just Journeymen. If we publish those papers—or the eventual book—and send some mushrooms on to Altdorf, they'll be changing a whole lot.

(and yes, I know most of the credit would technically go to Panoramia, but considering this was all done at our impetus, using our towers, and with our magical expertise/senses to match Pan's herbology expertise, OOC I feel comfortable attributing it mostly to Mathilde.)
 
(and yes, I know most of the credit would technically go to Panoramia, but considering this was all done at our impetus, using our towers, and with our magical expertise/senses to match Pan's herbology expertise, OOC I feel comfortable attributing it mostly to Mathilde.)
Especially given Panorama didn't bother touching them for years.
 
So, correct me if I'm wrong, but this reads to me as Waaaghsoak mushrooms basically being the perfect training tool for Journeymen? Especially if we can get it working for all eight Winds? And if that's correct, it reminds me quite a bit of how, you know, we also set up perfect training tools for Battlemages with the Rooms of Calamity. Is Mathilde's greatest legacy just going to be sharply increasing the number of Wizards who survive to maturity without blowing themselves up? Because honestly, that feels like a goal worth aiming for. Hell, Waaaghsoak mushrooms seem like they'd be even better for apprentices, not just Journeymen. If we publish those papers—or the eventual book—and send some mushrooms on to Altdorf, they'll be changing a whole lot.

(and yes, I know most of the credit would technically go to Panoramia, but considering this was all done at our impetus, using our towers, and with our magical expertise/senses to match Pan's herbology expertise, OOC I feel comfortable attributing it mostly to Mathilde.)
They struck me more as performance enhancers than training tools. They let you skip one of the steps (drawing in enough of your wind for a spell without drawing too much) to an acceptable journeyman level which eliminates one vector of failure for journeymen, but you've still got to learn to do it properly yourself if you ever want to get past journeyman. Still likely to increase journeyman survival rates a fair bit though.
 
[X] The Dolgan, to get to know the people of the western Steppes who will hopefully be feeding the Expedition.
 
As far as I can tell, the mushrooms are, essentially, supplemental spell components. Take a Mushroom and get a casting bonus that lets you cast more reliably, but only in the sense that magic is more likely to happen when you wiggle your fingers, rather than reducing your miscast chance or anything.

So, functionally, it'd statistically decrease the amount of flubbing the average journeyman does, and maybe make any big holdout spells they know come out a bit better; a thing that helps a journeyman operate, but not a thing that helps a journeyman become better than a journeyman (except for the part where they survive a bit better, statistically speaking).
 
On the subject of mucking with the nature of magic in the far north, I find myself wondering if that wouldn't be made more plausible by restoring the Karag Dum waystone connection. Or replacing it with a waystone node in another northern hold/town.

Since it occurs to me that, well, if you wanted a massive network to suck Chaos out of the world it might help to put some of network's nodes near where the winds originate from. Such a forward siphon point would probably be a massive target, so of course you'd want it to be well armored, and what better way to armor one of the most a gigantic and important waystones in the world than to set it smack in the middle of a dwarf hold? That the winds are so high in the air up north makes using a mountain to suck it up all the more convenient.

It wouldn't surprise me if the removal of Karag Dum and Karak Vlag from the Karaz Ankor's Waystone network is a big part of the reason the Chaos Wastes spread so much further south than they once did.
 
Incidentally, koans are totally on brand for Grey Wizards, and I'm shocked there hasn't been a meme or threadmadness about wizard koans yet. Or did I just miss out on it.
IIRC the Light Wizards have cornered that market and the Greys only dabble.
Ulgu is confusion, Hysh is revelation, so a koan engages both, Ulgu when you first hear it, Hysh when you figure it out.

...except a proper Ulgu koan is deliberately incomprehensible, and as such, declared "No Fun" by koan connoisseurs.
What you guys see: A Bulwark of defiance against the endless tides of Chaos
What I see: Two ramps over a twisting grind rail :V
Its a kickflip zone so you can headbutt/axe the evil sun.
It doesn't. It still requires some thought on the part of the Wizard to keep from steering through a field of stakes or whatever.
Hmm, I *think* its possible to reorient your perspective so that the stakes are the level that the spell keys off of, but that'd render the spell the "super draining" version.?
I like the symmetrical version of Karag/k Dum more - it's like an evil sun or a wrecking ball hanging over the mountain, representing an ever-present apocalpytic threat, and they are the bulwark it falls upon, protecting the Below (geographically seen the Karaz Ankor, metaphorically seen the Glittering Realm and the souls of all dwaves) with their defiance and eventually their sacrifice. The symmetrical version screams IMPENDING DOOM and taking it as their coat of arms speaks of the typical dwarven stoicism and stubbornness - "We are doomed? So what? We will show them doomed! Chaos will shatter against our mountain!"
Hmm, I think they were just being literal here:
Mountain right below the Chaos Gate, being the first to endure whatever pours out of it.
The eight pointed star in dwarf writing wouldn't refer to Chaos so much as the Gate wouldn't it?


Fair enough. If that's how it works, then that's how it works. I was thinking otherwise due to this:

Seems to suggest that if Mathilde decided to 'waste' power, spell would cover all tracks.
I think that'd basically be a separate spell. The reason the spell is stable after designing it is that we basically locked down most of the variables in it. You can't just 'rollback' the spell to an earlier design step, its a mental trick.
The wiki swaps between both because it's been called either at some point in time. The Tabletop books call it Karak Dum in all the maps I can find that actually include the keep (8e general book, 7e and 6e Warriors of Chaos), while the Gotrek and Felix novel call the hold Karag Dum (Daemonslayer).

In quest I don't think Boney has ever called it anything other than Karag Dum so I assume that's the one that we're expected to use.
Alternative:
-Karak Dum was when the Fortress against Dum still stands.
-Karag Dum is after it has fallen OR referring to the mountain in which Karak Dum resides.
-Other fallen Karaks are still named Karak because its possible, just ridiculously expensive and difficult to reclaim them.
-Karak Dum has been lost to the Chaos Wastes and thus is factually impossible to reclaim.

In which case I think the dwarves on the expedition would use Karak, other dwarves may use Karag if they believe this is a lost cause.
-- should we also have a New Paper available for the Fog Path spell now too? We wrote a paper for Mathilde's MAP I believe, or did something to share it at least, so. Or is it still not quite fully ready for publishing, because we've only just barely completed it and cast it a few times, and haven't seriously used it much yet?
We need to make the spell comprehensible to others first. Currently its an incomprehensible mess of spell optimization fog and water metaphors, which non-Mathilde Ulgu wizards literally can't make the mental connection between "how does waves and mathematics ignore terrain obstacles when you treat fog like liquid water?".
We'll need to research that some way too. But have no real idea how to do that. Barring, I dunno, sticking some mushrooms in some Ranaldite shrines or gambling parlors or something... (I'd wander about hoping to get lucky with Ancestor Gods but, uh, Goblin-originating Mushrooms, human wizard researching things, and Dwarf theology... erm, touchy subject I think. Maybe if some can grow when exposed to Gazul's anti-light, but.) Or the already afore-theorized "What if we dip some AV onto Ranald's Coin? Would that make Divine Ranald Energy?" idea. But even then, I have no real idea what you'd do with such energy if it even worked out. Or if it's even possible like that.

Honestly, it might turn out to be the case that any theoretical Divine Munchies would have to be holy cooking done by the respective Cults. That seems more appropriate to me, somehow, y'know? It's not something as simple as "Plop mushroom in God-aspected place; get God-aspected mushrooms out!" It's a matter of rite and tradition. Of ritual. It has to be something that slots into the culture of the worshippers or god; like if the mushrooms became a traditional food of sailors sailing out into the world, then you might get Manaanite priests being able to do something with them. Or if mushrooms became associated with thieves or gamblers somehow.

Which means it might be most possible... ... for the likes of Esmeralda and Rhya. Goddesses of food and agriculture-related things. Esmeralda is the only one we can really try though; the only one we have real ability and potential to immediately try out. All we have to do is just give some Mushrooms to the Halflings. Let them start farming some Mushrooms, and cooking with them.

Valaya might be another possibility, if the Dwarfs are willing to have any goddamn thing to do with freaking mushrooms that were taken from Grobi. Can you make Mushroom beer or ale? Can you turn Mushrooms into an alcoholic drink somehow?
The problem is you need an environment thats passively soaked in that energy such that it dominates the ambient energy. That means a Holy Site, not just a temple.
Where is Asarnil joining the caravan?
Everyone is joining at Praag. Mathilde had the option to join later if she wanted because Gyrocopters mean that she could skip ahead and save a month of travel.
 
They struck me more as performance enhancers than training tools. They let you skip one of the steps (drawing in enough of your wind for a spell without drawing too much) to an acceptable journeyman level which eliminates one vector of failure for journeymen, but you've still got to learn to do it properly yourself if you ever want to get past journeyman. Still likely to increase journeyman survival rates a fair bit though.
That's basically what training tools are? Like, literally training wheels keep balance on a bike so you don't have to and can just learn to move and steer. Then you take the wheels off and learn balance, but it's easier because you already know everything else. So it's basically splitting a learning process into several steps and allowing you to be functional at each one, instead of forcing you to learn it all at once.

Also, as an aside, I can just imagine the sort of cultural misunderstandings that are going to develop with these. Celestial Wizards being obsessed with tea, Greys having a thing for pies, stuff like that. It's pretty minor and take time to manifest, but would be funny regardless.
 
Edit: @Redshirt Army I think that the thickness/solidity of an element in the sigil might denote/communicate things, so maybe the karak should be thicker than the star, or the star should "fade out" or become a bit incoherent compared to the background at the extremities[1]? That (I think) would communicate 'bad'/'unsolid' from a Dwarven perspective.

Hmm. How about something like this, where the star is both thinner, and it thins out even more towards the middle?

 
Hmm. How about something like this, where the star is both thinner, and it thins out even more towards the middle?

Mmm... I think the star should be smaller, really. As it is now, it's kind of the focus of the design, which sends entirely the wrong message. Maybe shrink it and increase the size of the Karaks slightly?
 
This version of the spell is still too energy-intensive to be anything but Battle Magic, but the sustained energy requirements are reduced based on the terrain it encounters. If you're trying to drive over quicksand or something equally ill-advised you'd still be limited to a few hours at dawn and dusk, but for any more sensible terrain you should be able to manage it through the daylight hours and still be fresh enough that a good night's sleep will have you ready to begin again the next day. There's only one remaining component of the spell that requires work - its name.

In some ways this spell ended up being beyond my expectations. I was thinking of it as an emergency button when you absolutely, positively have to get over rough terrain. As it ended up, though, Mathilde can use it to vastly increase speed over most types of terrain on a daily basis. It probably won't be too necessary on the steppe, but if the Road of Skulls isn't in the condition we'd like (for example) this could dramatically increase travel speed. It's a way to get the maximum possible range out of the steam wagons and cavalry every single day. Gotta go fast!

Check this out.

Steam-Wagon: 3-6 MPH, 12-16 hours/day. Estimated 50-100 miles/day.
Demigryphs: 10 MPH for 8 hours/day. 80 miles/day.
Winter Wolves: 5 MPH for 16 hours/day. 80 miles/day.

The spell means that the steam wagons should have no trouble keeping pace with the Winter Wolves at 5 MPH. Even if both the wagons and wolves have to keep to the demigryphs limit of 8 hours a day, that's a guaranteed 50 miles a day period. 500 miles in 10 days. 1000 miles in 20 days. That is some serious time. Nothing but a steppe nomad army could normally keep a pace like that.

Indeed, we might end up with a dilemma between Scouting and Maximum Speed for at least portions of the journey.
 
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People keep talking about "The Kickflip Zone", and while I'm thrilled at how Kickflip terminology has now migrated outside of this thread, my favorite term for Dum is still "The Forbidden Halfpipe".

Also, in terms of adding to our list of titles, we do know that Mathilde has probably the best magesight of any mortal wizard in the Old World. That's notable enough to warrant a title.
 
People keep talking about "The Kickflip Zone", and while I'm thrilled at how Kickflip terminology has now migrated outside of this thread, my favorite term for Dum is still "The Forbidden Halfpipe".

Also, in terms of adding to our list of titles, we do know that Mathilde has probably the best magesight of any mortal wizard in the Old World. That's notable enough to warrant a title.
Not quite. There have been better and some of them are still alive.
 
We need to make the spell comprehensible to others first. Currently its an incomprehensible mess of spell optimization fog and water metaphors, which non-Mathilde Ulgu wizards literally can't make the mental connection between "how does waves and mathematics ignore terrain obstacles when you treat fog like liquid water?".
Mathilde's MAP only needed a Write Paper action. On the other hand, the Lighting Mechanism needed a Duck action to study it and then gave 2 Paper actions afterwards. And MMAP was a Relatively Simple spell, whereas this is Battle Magic... Yeah, probably gonna need an AP before it shows up as a Paper topic. I was just hoping that maybe all the research and development done to create the spell in the first place would suffice to stand in place for that though; we'd already effectively been spending all the researching and documenting on it. But if not, then oh well. Seeing if we could codify a new Battle Magic spell would be worth it. We probably might not be able to, but we can at least try.
 
*koannoisseurs
Hmm. How about something like this, where the star is both thinner, and it thins out even more towards the middle?
The thinning effect towards the middle is really subtle and hard to notice even if you know it's there. I think I concur with the people who say that the comparative size of the visual elements should be changed, if anything gets changed.
Not quite. There have been better and some of them are still alive.
No, ChronOblivion is correct.
The titles she can claim are 'probably the best Magesight amongst mortal Wizards of the Old World' and 'most well-liked living human by non-traditional Dwarves'
 
Not quite. There have been better and some of them are still alive.

Was actually pulling straight from Word of God there.

Mathilde is very good at a number of things, and that is recognized in-universe. But at the same time, she's not the shrewdest, wisest, killiest, savviest, puissantest, or most learned. She's aspiring to be, and one day she might reach those heights, and if she does it will be all the grander because it was earned. The titles she can claim are 'probably the best Magesight amongst mortal Wizards of the Old World' and 'most well-liked living human by non-traditional Dwarves', and those took time and effort and giving up other avenues of empowerment to attain, and are all the sweeter for it. Speaking of...

EDIT: Weber'd
 
Hmm. How about something like this, where the star is both thinner, and it thins out even more towards the middle?

The new design actually puts a bit more emphasis and weight behind the Dum symbol comparitivly, with the slightly lengthened reach and all that.

Also if you're going to integrate that fold in at the ends then maybe they should be "Brought in" like they are on all the other Dwarf emblems. (Not saying that'd even be any better or worse on artistic merits, but it is more traditional which makes it better by Dwarf merits.) And there's a missing corner near the knot, and I noticed your version has both the Karak and Dum symbols smaller... This is starting to sound bossy and overly critical so I'll make the edits myself.


Steel Gray Version as well:

Edit: And if we really wanted to lean in on the Dreary Angle BoneyM mentioned, we could with a Monochromatic matching blue:
 
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Mathilde's MAP only needed a Write Paper action. On the other hand, the Lighting Mechanism needed a Duck action to study it and then gave 2 Paper actions afterwards. And MMAP was a Relatively Simple spell, whereas this is Battle Magic... Yeah, probably gonna need an AP before it shows up as a Paper topic. I was just hoping that maybe all the research and development done to create the spell in the first place would suffice to stand in place for that though; we'd already effectively been spending all the researching and documenting on it. But if not, then oh well. Seeing if we could codify a new Battle Magic spell would be worth it. We probably might not be able to, but we can at least try.
Lighting Mechanism took three actions because the first was understanding it, the second action was writing a paper to express our understanding of it, and the third was about expressing the insight into Warp Lightning we obtained along the way, it was just a coincidental bonus. MAP only took one action because we intuitively understood our creation, all that was needed was to put that understanding into words. I suspect the same will be true of Rite of Way. We did come across a bonus paper in the form of our comprehensive notes on terrain obstacles but no research actions will be necessary.
The new design actually puts a bit more emphasis and weight behind the Dum symbol comparitivly, with the slightly lengthened reach and all that.

Also if you're going to integrate that fold in at the ends then maybe they should be "Brought in" like they are on all the other Dwarf emblems. (Not saying that'd even be any better or worse on artistic merits, but it is more traditional which makes it better by Dwarf merits.) And there's a missing corner near the knot, and I noticed your version has both the Karak and Dum symbols smaller... This is starting to sound bossy and overly critical so I'll make the edits myself.


Steel Gray Version as well:
The first of the two images is giving me an error placeholder.
 
[X] Spell name - Rite of Way
[X] Greet and get to know the Wizards joining the Expedition as they arrive at Praag.
[X] Gretel, who's apparently spending her newly-earned wealth to make herself at home.
[X] Adela, to see how her gradual nepotistic takeover of the Karag Nar Gunnery School is going.
[X] Spend some time exploring the Karak now that everyone has spread out into their hopefully permanent Clan Halls.
 
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