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(sorry if this comes across harshly, but apparently something fundamental is not getting across here and I'm trying to make it as clear as possible)

I think it's mostly that people know that herding this thread of cats to spend a precious AP on a speculative research action is a difficult enough prospect that they want to try to maximize the efficacy of said action.
 
... or we could just full on scout and hire enchanters, choir masters etc etc. You know, make a branch college?

actually @BoneyM? Possibly a bit of a open ended question, but how many members would be In A 'healthy' branch college after, let's say, 10 years? Taking into account How specialised it is or is not.

I would not be surprised if the honchland college, as a large but stunted college, is around 50 members.

but maybe the very successful, but speciaised branch in Talabecland is around 20 members strong.

like obviously, if WEB-MAT is only Mathy and Max in 10 years, something is wrong. But 5-10? Members.

This is a 'how long is a piece of string' question. The correct and 'healthy' number of people in the branch is whatever number allows it to pursue its goals.
 
I think it's mostly that people know that herding this thread of cats to spend a precious AP on a speculative research action is a difficult enough prospect that they want to try to maximize the efficacy of said action.

The thing is that its not even speculative, really. Tongs is speculative because we don't even know if its possible, or if it would even be useful if it is.

Windherder? We already have the skill, its right there ready to use. We know its a thing already, we just have to use it.
 
I'm not going to approval vote the Thurible plan for two reasons:
Yeah, exactly what picklepikkl said. Including the part about much preferring my idea. :V

More seriously, we know what happens when we try to Sword Harder and we don't roll great, because IIRC that happened the first time we tried it. And what happened was that we made progress, but slower. "Experimental enchanting," especially if it's actually "experimental enchanting using Windherder + experimental enchanting using an arcane mark we've never enchanted with, at the same time" seems like something that might have worse effects if we tank the roll. Even if it's just "we wasted the CF," that's worse than getting a low roll on Swording Harder got us last time. So trying it with a -10 malus to life and with the Gambler on something else just seems like a bad idea IMO.
 
Panoramia can't participate in Windherding because she's not an enchanter. None of the K8P wizards are, and both Mathilde and her collaborator needs to be able to enchant the Windherded item.

I do love the Shadowhunt Saddle, though. Two RS spells makes for a great proof-of-concept.
Technically, we could do a Windherding Spellcasting exercise, and write a paper on that, right?

Windherder: You've developed an intuitive grasp of how Winds interact, when they'll interfere with each other, and when they'll mix and curdle into Dhar. Makes basic multi-Wind Enchantment and Spellcasting possible, as long as other Wizards provide the other Winds.

The description mentions both Enchanting and Spellcasting. Thread consensus seems to be that Enchanting is the best way to do Windherding, and I can see the appeal of permanency from artifacts, but could somebody clarify for me why we're generating so many ideas for Enchanting, but not interested at all in Spellcasting? I feel like that was brought up when Windherding was newer, but it's been a fair amount of time since then and I couldn't find it through search.
 
Technically, we could do a Windherding Spellcasting exercise, and write a paper on that, right?



The description mentions both Enchanting and Spellcasting. Thread consensus seems to be that Enchanting is the best way to do Windherding, and I can see the appeal of permanency from artifacts, but could somebody clarify for me why we're generating so many ideas for Enchanting, but not interested at all in Spellcasting? I feel like that was brought up when Windherding was newer, but it's been a fair amount of time since then and I couldn't find it through search.
It's harder to imagine from zero
 
The description mentions both Enchanting and Spellcasting. Thread consensus seems to be that Enchanting is the best way to do Windherding, and I can see the appeal of permanency from artifacts, but could somebody clarify for me why we're generating so many ideas for Enchanting, but not interested at all in Spellcasting? I feel like that was brought up when Windherding was newer, but it's been a fair amount of time since then and I couldn't find it through search.
Windherding enchantment costs 1 AP.

Windherding a spell is far more expensive - we need to invent a windherded spell (spell invention is generally multiple AP to start with) and then we need to keep a wizard of the appropriate wind around us at any time we want to cast that spell.

It's more expensive and the use case is just far more limited IMO, so we'd need a very good reason to do it.
 
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"Investigate how the magic in Burning Shadows is influenced by different magical light sources." This would be fine, but honestly all it would take is 'enchant something with X and Y' where X and Y are from separate Winds and one of those Winds is Ulgu. Literally try it and find out. The part where it gets tricky is where someone immediately leaps to gaming out every conceivable combination of battle magics or some shit and then drops it altogether when I have to beat them over the head with 'walk before you run'. And then observers come away from that exchange with the idea that Windherder is this bizarre and mysterious realm where nothing is ever possible and then we start all over again in a couple of weeks.

Try it and find out. When I say that, it's not me saying 'fuck you'. It's me saying the only practical way to know what will happen when you do this thing is to actually do it. That is the case here. Pick any combination of spells, even at random if you have to, and Try It. In doing so, you will Find Out.

(sorry if this comes across harshly, but apparently something fundamental is not getting across here and I'm trying to make it as clear as possible)
For what it's worth, I apologize If I was particularly dense there. My memory is not what it used to be, and I may well have forgotten some of the old discussions completely. Not helped by the fact that I've got constant deja vu these days.

------------------------------

But now that discussion has actually kicked off, my own contribution to the thread on some potential pairs going through the "relatively simple" spell lists for the thread.

Dazzling Brightness in particular seems like it would make for good panic button combinations.

If I'm reading it right, it seems like you could mix in one of Bewilder to maximize causing confusion, Doppleganger to buy time in a crowd with a little "there is an imposter among us," or Mindhole for a magical neuralyzer.

The description mentions both Enchanting and Spellcasting. Thread consensus seems to be that Enchanting is the best way to do Windherding, and I can see the appeal of permanency from artifacts, but could somebody clarify for me why we're generating so many ideas for Enchanting, but not interested at all in Spellcasting? I feel like that was brought up when Windherding was newer, but it's been a fair amount of time since then and I couldn't find it through search.
I imagine it's just because windherding enchantments is easier to conceive. It's basically just mad-libbing a two simple spells and an object together, where as doing so with a spell needs a fair bit more thought put into intent and use-case.
 
Technically, we could do a Windherding Spellcasting exercise, and write a paper on that, right?



The description mentions both Enchanting and Spellcasting. Thread consensus seems to be that Enchanting is the best way to do Windherding, and I can see the appeal of permanency from artifacts, but could somebody clarify for me why we're generating so many ideas for Enchanting, but not interested at all in Spellcasting? I feel like that was brought up when Windherding was newer, but it's been a fair amount of time since then and I couldn't find it through search.

I'd like to second this- we know enchanting is hard and slow, because it works against the wind's nature to still them in an object. So I think that unless we have an enchanter to work with us that we know we can remain in-sync with for days on end, it's going to be much, much easier to windherd active casting.

Personally, I think the ability to layer multiple protective spells in the same 'slot' is the first major practical goal here. Aqshy's mantle and chamon's guard of steel, for example?
 
Personally, I think the ability to layer multiple protective spells in the same 'slot' is the first major practical goal here. Aqshy's mantle and chamon's guard of steel, for example?
That does seem like a reasonable windherding experiment if it turns out that Boney's been suggesting we can do things with Windherder that we can't yet do.

Doesn't seem particularly practically useful though, because we're very rarely around enough mages to make it work.

But I don't see why we should expect to fail at windherding a basic enchantment when Boney has been so clear that we're perfectly ready to try it.
 
Well, my plan is not gonna win so:

[X] Plan New Foundations

[X] [KAU] In Karag Zilfin, just below Cython's territory

[X] Plan Redshirt with Mushrooms

We can train with sword later but this is our last turn as Loremaster so I think we should at least do something here.
 
Using Ulgu as "Tongs" to finely manipulate other winds: Broke

Using Ulgu alongside other practitioners to create collaborations with other Winds: Woke

Using Ulgu's inherent penchant for trickery and inpersonation to make it pretend to be the other winds, casting other Winds' spells directly: Bespoke

I see no possible way for this plan to fail, why do you ask?
 
I imagine it's just because windherding enchantments is easier to conceive. It's basically just mad-libbing a two simple spells and an object together, where as doing so with a spell needs a fair bit more thought put into intent and use-case.
Every enchanting idea should be a valid spellcasting idea, since enchanting is just a more complicated and difficult way of using an existing spell. You're right that the use case would be more limited, but that's fine for a proof of concept.

Windherding enchantment costs 1 AP.

Windherding a spell is far more expensive - we need to invent a windherded spell (spell invention is generally multiple AP to start with) and then we need to keep a wizard of the appropriate wind around us at any time we want to cast that spell.

It's more expensive and the use case is just far more limited IMO, so we'd need a very good reason to do it.
I don't think that's how it works, and if it is, then it feels unintuitive because of how enchanting works normally. Enchanting is taking an existing magical effect and stuffing it into an object, which makes it more complicated and difficult than casting the spell regularly because the magic doesn't want to stay in the object. Why would we need to invent a spell to combine the effects outside an object, and not need to invent a spell to combine them inside an object? The simplest explanation is that Windherding doesn't create new spells, it's a method of combining existing ones.
 
I don't think that's how it works, and if it is, then it feels unintuitive because of how enchanting works normally. Enchanting is taking an existing magical effect and stuffing it into an object, which makes it more complicated and difficult than casting the spell regularly because the magic doesn't want to stay in the object. Why would we need to invent a spell to combine the effects outside an object, and not need to invent a spell to combine them inside an object? The simplest explanation is that Windherding doesn't create new spells, it's a method of combining existing ones.
That would allow us to put two different wind-based spells in effect on a single person. But it wouldn't allow us to achieve new effects - achieving new effects with spells is done by inventing spells.

We might be able to get hold of some Elven spells soon though, which will include pre-existing multi-wind effects.
 
it me said:
If we want to make something for him with Windherder as a baby-enchantment milk run, how about, I dunno, a combo of Shadowcloak and The Wilds Undisturbed on an item. Boosts his stealth with Shadowcloak and since The Wilds Undisturbed is described as "you and several touched creatures can move freely through wilderness and leave no trail" it either lets him or him and a few buddies do that, thereby at least freeing him from having to pay attention to and spend time on covering his trail and moving through wilderness terrain, and potentially letting him extend that to a few allies. Very applicable to his skillset, [and] relatively unchallenging to make since it's a Relatively Simple and a Moderately Complicated spell
Incidentally, re: this idea I was thinking about it again and I feel as though the best form factor for this would be to enchant a cloak with it.

Reasons:
1: Cloaks are cool.
2: Putting Shadowcloak on an actual cloak feels almost pun-adjacent, and we're Mathilde.
3 (the real reason): It seems like having a few allies hold onto his cloak while he activates/uses it would be the best way to (hopefully) make sure the "you and several touched creatures" aspect of The Wilds Undisturbed translates into the enchanted item. Hell, if we really knocked it out of the park on the enchantment maybe we could get Shadowcloak to cover several allies too through the combo. Stretch goal identified!
4 (the really real reason): Also, I'm pretty sure somebody was writing a Hochlander negaverse quest where he had Romantic Tension with a witch hunter ally, and this would mean he could plausibly be written as totally needing to have her be under the cloak up next to him for operational reasons, so they're both going to just BE PROFESSIONALS, and it will be FINE. :V
 
Adhoc vote count started by Derpmind on May 17, 2021 at 4:38 PM, finished with 716 posts and 116 votes.

  • [X] Plan Efficiency, EIC, and Swords
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Redshirt with Mushrooms
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] [KAU] In Kvinn-Wyr, with an entrance from the Eastern Valley
    [X] [KAU] In the Silver Tower, an ancient structure on the southwestern face of Karagril
    [X] Plan Efficiency, EIC, and Divine Vitae
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Investigate how the Vitae reacts with Divine Magic.
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Shrooming Shadow
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
    -[X] Gain enough control of your unruly shadow to still it temporarily.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Efficiency, EIC, and a Thurible
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Enchant an item with a Fiendishly Complex or easier spell (The Dammerlichtreiter Thurible, 3 College Favor for Ward Against Abomination enchantment)
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Slacking with Shrooms
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT: Adela
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Redshirt v3
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT: Adela
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X]Plan: Jyn, AV and Spells and Little girl
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Talabecland Branch of the Cult of Kurnous)
    -[X] Experiment with integrating the Vitae into enchantments.
    --[X] The Gambler
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
    -[X] Seek any pre-Time of Woes information on the Lhune Depths that may have survived the Karak's fall
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    -[X] The Gambler: specify an action this will apply to.
    [X] [KAU] In Karag Zilfin, just below Cython's territory
    [X] Plan Efficiency, EIC, and Tilean
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Cult of Karnos, Talabecland)
    -[X] Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Hire a trainer to come to Eight Peaks and teach you: Tilean
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT
    --[X] COIN: Gambler
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold
    [X] Plan Papers, papers, and our non-suspicious friend
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
    -[X] EIC: Insert agents into the Kurnos cult in Talecbland.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
    -[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
    -[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
    -[X] The Gambler: Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    [X] Plan New Foundations
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Attempt to recruit someone into the research branch of WEB-MAT (Who: Adela) (NEW)
    -[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Gain enough control of your unruly shadow to still it temporarily.
    -[X] Gain enough control of your attraction to smoke and gases to have it collect away from your face.
    -[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
    -[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    -[X] The Gambler: Paper
    [X] Plan Papers, papers, and fiddly tongy things
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
    -[X] EIC: Insert agents into the Kurnos cult in Talecbland.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
    -[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
    -[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] The Gambler: Investigate the possibility of using one Wind to directly manipulate another.
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    [X] Plan Papers, papers, and EIC stuff
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
    -[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
    -[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
    -[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
    -[X] EIC: Insert agents into the Kurnos cult in Talecbland.
    -[X] The Gambler: Insert agents into the Kurnos cult in Talecbland.
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    [X] [KAU] The Lhune Depths, below Karag Lhune
    [X] Plan Papers, papers, and Eike bonding time
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting. (NEW-ish)
    -[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
    -[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
    -[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
    -[X] Investigate the possibility of using one Wind to directly manipulate another.
    -[X] The Gambler: Investigate the possibility of using one Wind to directly manipulate another.
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    [X]Plan: Jyn, AV, Spells and last job
    -[X] MAX: Recruit him into the research branch of WEB-MAT
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT
    -[x] DUCK: Continue to work with Panoramia with implementing the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (Talabecland Branch of the Cult of Kurnous)
    -[X] Experiment with integrating the Vitae into enchantments.
    -[X] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
    --[X] The Gambler
    -[X] Seek any pre-Time of Woes information on the Lhune Depths that may have survived the Karak's fall
    -[X] Organize and coordinate investigations by Miners and Prospectors and collate the information they gather into a unified map
    -[X] SERENITY: Write a paper: Daemonic Concealment of Karak Vlag
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    -[X] The Gambler: specify an action this will apply to.
    [X] [KAU] In Karag Nar, easily accessible from the entrance
    [X] Plan Papers, papers, and WEBs everywhere
    -[X] MAX: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] JOHANN: Recruit him into the research branch of WEB-MAT (NEW)
    -[X] DUCK: Attempt to recruit Adela into the research branch of WEB-MAT (NEW)
    -[X] EIC: Suggest Eike spend a few weeks in Karak Eight Peaks, so she can grow familiar with Dwarves and their ways.
    -[X] Write a paper: Daemonic Concealment of Karak Vlag (FRESH)
    -[X] Write a paper: Observations on the Windfall north of the Dark Lands (FRESH)
    -[X] Write a paper Observations on the Chaos Wastes in the western Great Steppes (FRESH)
    -[X] Write a paper: Observations of Karag Dum and its unusual guardian (FRESH)
    -[X] Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
    -[X] The Gambler: Attempt to recruit Egrimm van Horstmann into WEB-MAT (NEW)
    -[X] PENTHOUSE: Build a basic tower of single-Wind environments for each of the 'missing' Winds: Light, Amber, Amethyst, and Gold: 300gc for four towers.
    [X] [KAU] In the Hall of Reckonings, far below the Citadel
    [X] [KAU] In Karag Nar, just below your Penthouse
    [X] Enchant an item with a Fiendishly Complex or easier spell (specify what and which)
    -[X] Work with Panoramia to try to place enchatments from multiple Winds into one item, both Relatively Simple spells.
    --[X] Combine Shadowsteed(Grey) and Track's Tale Told(Jade), possibly on a saddle, to create an item for those who hunt, giving them a magic horse that ignores difficult terrain while helping them track.
    ---[X] Name it a "Shadowhunt Saddle", if it works.
    --[X] Combine Take No Heed(Grey) and Earth Blood(Jade), to allow the Grey spell to cover for the Jade's weakness of staying put and channeling while healing.
    ---[X] Name it "House of Fog", if it works.
    ---[X] Name it "Ephemerial Sanctuary", if it works.


It's a very close vote so far at 3 votes between first and second place.
 
[x] Plan Efficiency, EIC, and Swords
[x] [KAU] In Kvinn-Wyr, with an entrance from the Eastern Valley
 
So I don't know if it has been discussed but I am excited about the idea of enchanting an item that enchants other items.
Is such a thing possible?
I don't see any reason why it wouldn't work theoretically, but there may be practical limitations.
A device that can print out petty magic enchanted items while being operated by a non-wizard would be amazing. Let alone lesser magics.
Besides printing money, the real interesting thing would be the social effects. Making minor bits of magic widespread could go a long way to fighting anti-magic bias.
When any minor noble, merchant, or even burgher can get a magic reading light, it makes magic less of a strange foreign thing and more just another fact of life.
 
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