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Turn 43 Results - 2491 - Part 4
With a solid theory for where the energies end up used and what can be interpreted as a tacit acknowledgement from the High King that this is information that the Kings should know, even if he isn't able to be the one to tell them, your study of the Karaz Ankor Waystone Network (Eike tries to turn it into an acronym and grimaces at how it's pronounced) moves from examining the interstitial Rune-Mountains to examining the Karak-Waystones themselves - more specifically, the chamber deep within them that actually makes them a Karak-Waystone. This central chamber is at the heart of both the mountain itself and the many halls, passages, and tunnels that the Dwarves have interwoven within them, and are some of the least-walked and least-mentioned ones that could be found within it. No enforced taboo is necessary for this, as that chamber would spell the doom of most beings foolhardy enough to wander into them. Attractive force strong enough to pull Winds through a mountain's worth of stone - a material that is, of course, no slouch when it comes to insulating magical energies - would not be courteous enough to map a trajectory around even a Runelord, and every heartbeat spent within it is a chance for magical energies to carve a merciless path through the soul of a Dwarf or a Wizard, leaving a statue or a tragically literal lunatic in its wake. A being capable of laying eyes on the Runed structure at its center would require a very specific type of soul, one that can be suffused by a Wind without being permanently altered by it, one experienced in withstanding rapid and random changes to their mental state, one foolhardy enough to believe themselves capable of entering a chamber and emerging unharmed while dutiful enough to obey the instructions that will lead them to do so.

Within the cities of the Empire, such beings are generally known as 'teenagers'.

One such soul, his reliability vouched for by his superiors within the Undumgi and a soul unburdened by mutation confirmed by your own observations, walks blithely into a chamber that would doom Thorek to petrification and you to incurable insanity and has absolutely no trouble making a few sketches as energies that could reshape an entire battlefield pass through him. He later describes the experience as feeling 'strange, I guess', seemingly more because some sort of comment seems to be expected of him than because of any genuine flustration on his part. You thank and pay him for his time and add his sketches to what few pertinent observations you'd managed from several layers of hallway away, and Thorek confirms that though he recognizes certain characteristics of the Runes in question, they are not ones that are part of the corpus of modern Runesmithing. That makes sense, as it is a set of Runes that have only been carved... about twenty times? You double check your mental tally. Karaz-a-Karak, Barak Varr, Zhufbar, and Karaks Kadrin and Azul are the five never-fallen Old Holds, then there's the Eight Peaks, as well as Vlag and Dum. Then those that fell long ago and are still fallen, now generally known by newer names: Cragmere, Red Eye Mountain, Black Crag, Hoard Peak, and Mounts Gunbad and Grimfang. You check this tally with Thorek after digging through your memory for the original names of the fallen Holds.

"I make it twenty-five," he says after a moment's thought. "There's also Karaz Bryn and the volcanic Karags: Dron, Haraz, and Orrud. It's said they were tamer before the Time of Woes."

Ah, you think with a grimace. Silver Pinnacle, the Dwarfhold held by the progenitor of the Lahmian bloodline of Vampires, Neferata. And while you're thinking of Nehekhara... "Isn't Karag Orrud a thousand miles south of here, next to Nehekhara?"

"Yes," Thorek says with a sad smile.

That is, you suppose, the sort of feat of power projection that gets an era labelled a Golden Age. You turn your attention back to examining the movement of energies towards the central chamber. With, as Eike observes, the same unthinking wisdom as lightning charting a course through the heavens, the Winds are drawn from the mountain's surface through its stone and unerringly around its voids, no matter how many they are and how intricate or crowded they might be. In this, you consider, the Dwarven nature seems as though it could actually be enhancing the effect, as it would make the voids even less ideal a path for the energies. There's an artful elegance to that - the absorption of these energies are used in part to impart a resistance to magics in the Dwarven people, and that resistance is used to enhance the workings of the network that provides that power.

You spend quite some time lingering on that thought. That sort of elegance sparks the faintest hint of recognition in you, and you're not sure if it's simply an emotional resonance with the awe you feel when considering the enormous projects of the distant past, or if there actually is some sort of signature of interlayered efficiencies you're beginning to catch glimpses of. Could there be a commonality in the most ancient forms of these disparate magical traditions, in the same way that a common root is theorized for the languages of the world? A singular cunning knack of cunning beings that once allowed them to reshape this world and has been aped by those that learned from them? If so, would it be something of an artistic mien that would be truly unique, or would taking advantage of multiple parallel natural or induced efficiencies be a requirement for the greatest of achievements, a core skill once taught to or stolen by the Ancestor Gods, by Caledor Dragontamer, by the Belthani, by however many other ancient beings that have kept this world out of the gullet of Chaos?

Only with great difficulty can you tear yourself away from this line of thought - you can barely even call it a theorizing, as it has more of the aura of a mystic meditation - to return your attention to the task at hand. The mechanism of the Karak-Waystone might only partially be an effect of the Runes at its center, is your next line of thought. They might or might not take advantage of the natural impetus of the individual Winds to draw them in and keep them from meeting. But they could also be making a mirror between their own central chamber and the Great Vortex itself, which could only have been weakened by the severing of the two networks - not completely so, as the observations of the Eonir make it clear that there is still some propagation of useful information, but weakened nonetheless. Furthermore, the Dwarven resistance to magic might also have proven a... would it be a weakness, or a deliberate failsafe? In that without a Dwarven population to make the voids within a Karak unattractive to magical energies, the proper workings of the Karak-Waystone might break down, rendering them inoperable over a timeline of centuries or more?

That seems like it must be true to you. It had been a hovering question, why a fallen Karak no longer functions as a Karak-Waystone when it seems no living Dwarves would know how to deactivate them during a final evacuation or doomed defence. If so, you wonder if this might prove a problem for the Karags of Karak Eight Peaks not populated by Dwarves, or if there might be some mechanism to allow those which are working most properly to share their nature with the others. Even in the Golden Age, some of the eight were much more populated than others.

And if a Dwarfhold fell, you suppose, the lost energy could be replaced by the then-extant links to Ulthuan's Waystone Network for the brief moment before it was retaken. After all, the Empire of Elves and the Empire of Dwarves were the most steadfast of allies, as signified by the close friendship between Snorri Whitebeard, eldest son of Grungni, and Malekith, the youngest son of Aenarion. The system only seems vulnerable with hindsight, in a present where it is so grievously, well, vulnered. What system could survive the twin cataclysms of the War of Vengeance and the Time of Woes? If anything, it's a wonder that it has lasted long enough for a Silver Age to even be possible.

"Can we take it as a given that the High King is able to accurately identify and prioritize opportunities to retake lost Karaks?" you ask Thorek.

There is a long, quiet silence as Thorek gives that careful consideration. "Of all the Karaks that could be retaken, Silverspear is the one most directly under Karaz-a-Karak's influence, and would most directly enrich it," he admits. "During the War of Vengeance, they were not called upon to fight against the Elgi so that their silver could continue to flow into Karaz-a-Karak's coffers. It would be easy to suspect that as a factor for why it was chosen. But it is just as easy to argue that one does not rebuild an Empire from the outskirts in - one starts at the core and works their way out.

"All that said, even if there were shallower lodes to be found elsewhere, the state of the Karaz Ankor is such that the High King is the only one with the wealth and influence to perform such a campaign. King Belegar saw to that when he took every adventurer and outcast of this generation and settled them here."

"Okay. So if we can't retake old Karak-Waystones and we can't make new ones, the only remaining possibility would be to feed energy into the ones we already have." You take a breath and carefully consider the wording of your next question. It is possible you are the only human on the continent who could ask this of a Dwarf and get more than a one-word answer. "Is there any realistic possibility of reaching an accord with Ulthuan and reconnecting the networks so that part of the energy flowing to the Great Vortex could be redirected?"

"I believe it would be technically possible," Thorek concedes. "The two are not wholly separate, and sufficiently large tremors in one network still flow to the other. I have read accounts of strange fluctuations that I now know to be the work of the Khan-Queens of the Gospodars, and I recorded in my own journals ripples during the Great War that I once believed to be the result of the Elgi fighting over the Great Vortex, and now suspect to be the result of the destruction of Almshoven. But we have not retained the knowledge that let us stop any flow of energies during the War of Vengeance. The work of reconnecting it would have to be Elgi work, and it would be in Elgi control which way energies flow. It would be putting our throats to their speartips, and our childrens' throats to the speartips of whoever sits upon the Phoenix Throne in generations to come."

"Then all that remains is supplementing the Karaz Ankor network with chains of new Waystones. Now, I know that conventional Dwarven theory doesn't like relying on surface infrastructure," Thorek gives the grimace and waggle of a beard that's roughly equivalent to nonverbal grumbling, "but that's a line of thought that we're already breaking with in some places - the Undumgi along Death Pass, the Watchtower Clans along Mad Dog Pass, the Slotchokri and Barak Varr's tributaries. That is a lot of already-secure territory that could be feeding power into the Karak-Waystones."

Thorek stares into nothingness for a while, his eyes moving as he carefully maps some sort of mental journey. "Leave it with me," he eventually says, and trumps off in a way that suggests that he doesn't like what he's about to do but anyone that tries to get in his way is going to like the results even less.

You exhale, and barely suppress a jump at someone doing the same next to you. You hadn't quite forgotten that Eike was there, but her presence at your side had become so normal that you hadn't reconsidered it when you'd decided to have such a sensitive discussion with Thorek. But then, you suppose, the idea of reconsideration would be alien to Dwarven thought - if you didn't trust her with your secrets, then she shouldn't be your Apprentice in the first place. Grey Order thought is rather more nuanced on the matter.

---

Clan Redbeard, the Runesmith Clan of Barak Varr, used to being the ones entreatied by beings from around the world who have heard of the legendary artifice of the Dwarves and wish to possess it, are not an easily-compelled group. The fractious mess of interrelated families that make up the Runesmiths Guild of Karak Izor and the Vaults are, if anything, even less so. But it is worth reminding yourself, accustomed to interacting with Kragg the Grim as you are, that Thorek Ironbrow is no average Runelord. While Kragg is certainly respected as the eldest of living Runelords, and the most skilled and knowledgeable of them, Thorek Ironbrow is considered the greatest Runelord. Not for his artifice or his knowledge, as the unspoken truth of the matter is that he is, by Runelord standards, nothing special. What other Runelords look up to and respect is the two things that they could be doing, but very often aren't - spending long, tedious, unprofitable, and often thankless years in the forge churning out large numbers of weapons and armour that are individually unimpressive but collectively win battles, and going out there and risking life and limb to recover lost runic lore. And those two things are what Thorek has spent most of his centuries doing, before Karak Azul was reunited with the rest of the Old World. So when Thorek shows up and starts insisting, things happen. Not particularly quickly, and not without a great deal of grumbling, but they happen.

You see him again months later in Tor Lithanel, and he shoos everyone else out of the communal study and walks over to the massive map of the Old World fixed to one wall, where you have been constructing your best model of the nexuses of the Waystone Networks and the links between them that weave their way over and through the terrain. With care he takes a red pin, the colour of a nexus of the main Waystone Network, and affixes it right next to the blue pin already affixed to Barak Varr.

"Both?" you ask.

He nods. "Originally in the Varenka Hills, just outside of it. It hadn't been connected to the Network yet when the War of Vengeance began, and it's currently in the same vault it's sat in since then. Directly east of," he pauses and squints at a tiny label on the map, "Matorca," he hazards, inadvertently taking a position in an incredibly petty political dispute older than he is, "and directly southwest of Karaz-a-Karak. Also never completed, but left in place, would have been one about here." With a ruler and a pencil, he draws one line straight west from Karaz-a-Karak, and then two lines from Heideck through the narrow gap of Black Fire Pass, one as far west as possible and one as far east as possible. "That's a line of about ten miles it might have originally been on, but it only intercepts the road in two places, and it would have been at one of those."

"I take it it isn't going to be as easy as 'nobody thought to check along the road for massive mysterious magical menhirs' and we just have to walk in there with a wheelbarrow."

He snorts. "Of course not. This probably plays out one of two ways. Either the local Grobi stole it - that'd be the Black Spider tribe of Forest Goblins - and made it into some sort of altar or effigy. Or the local Beastmen, the Shadowgor Warherd, took it to turn into one of their Herdstones."

"In either case, they'd defend it to the death. And, of course, neither would be so polite as to just tell us whether they have it or not, so we'd have to fight both to extinction and scour the woods in the hopes of finding it." And this is the Forest of Gloom, home to the largest spiders on the continent, which Cadaeth spoke of in the same breath as the Drakwald. Except there's no Eonir around to keep it in check, no local Taalite tradition to compete for influence over the woods. "That sounds like a war nobody wants to have."

Thorek gives a bleak chuckle. "Oh, you think that war would be bad?" He takes four more pins and pushes them into the Vaults, then connects them with string to form a crooked diamond. One of them is Karak Izor - directly northwest of Matorca, you note - but the other three are as unmarked on this map as they are on almost every human-made map of the area. Foul Peak, Stronghold of Clan Ektrik, Thrall-Clan of Clan Skryre. Fester Spike, Stronghold of Clan Fester, Thrall-Clan of Clan Pestilens, so would now be either replaced by another Warlord Clan or realigned in the wake of the civil war. And Putrid Stump, Stronghold of Clan Treecherik, Thrall-Clan of Clan Eshin.

And while you're processing horrible thoughts, all this drawing of straight cardinal lines between points on the map makes it very easy to notice that Skavenblight looks awfully directly west of Foul Peak. Would the Skaven have left all that magical infrastructure untouched when they could be twisting it to their own foul purposes and pouring horrific amounts of tainted magical energy into Skavenblight? Of course not.

You manage to put the combined horror of all of that aside long enough to see what Thorek is getting at - if the Barak Varr nexus can be restored and reactivated and the flow between Matorca and Achaes severed - or possibly Achaes deactivated completely - then the Karaz Ankor can have its own little spur of the Waystone Network in the Border Princes. That alone would have potential, especially since that land includes five major rivers just waiting to be dotted with fresh Waystones. But the real potential is that either or both of the Forest of Gloom or the Vaults could, after undoubtedly incredibly brutal wars, be made a part of those spurs and at a stroke solve the energy problems of the Karaz Ankor, and as a side-benefit taming some of the darkest corners of the continent.

All you'd have to do is pull an even bigger set of magical secrets out of Ulthuan, and put the Karaz Ankor on a course to what could very easily be the nastiest war since the Great War Against Chaos.

You don't quite thank Thorek for what he's brought you, but he understands what you're getting at, and claps you on the shoulder with a sigh as he leaves the room. Leaving you to stare at the slightly more filled out and much more disturbing map.



Eike has learned:
Karaz Ankor: Her Apprenticeship to a Thane and Loremaster of Karak Eight Peaks made her a part of Dwarven culture almost by default, and she learned to operate within it early. +1 Diplomacy



- The exploration of the KAWN took a lot more writing than I expected, but with it wrapped up hopefully the rest of the turn will unfold with more alacrity.
- This unlocks two possibilities for future Waystone actions: building Waystones to supplement Barak Varr and K8P as-is, and trying to wrangle how to build a new nexus out of Ulthuan so you can annex all the magical energy in the Border Princes for the Karaz Ankor (which will also unlock the Forest of Gloom Hellwar and the Vaults Hellwar, and at that point the Dwarves would not need Mathilde's permission or involvement to start them).
- As far as I know, canon never specified which Clan holds Putrid Stump. Them having 'tree' in their name is not the only reason I put Clan Treecherik there, but it was a factor.
- Worn for the writing of the latter half of this update was this really quite incredible and touching gift from @vsh - it's minankari, a very old and recently revived art from the country of Georgia, which makes it very appropriate for it to arrive for an update featuring Thorek. This piece was commissioned from Bakmy Enamel.

 
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Turn 43 Results - 2491 - Part 5
With a few measurements of viscosity in hand, it is a straightforward affair to commission an apparatus that will drip Aethyric Vitae at steady intervals. The power stones themselves, recently arrived from Altdorf after cashing in years of accumulated Collegiate goodwill, will supply the attractive and repulsive forces necessary to separate out the Winds once the Vitae is detonated, as long as you properly space them out in a neutral environment. That leaves only the question of how that detonation will be achieved. To do so with an enchantment would add an extra variable that would throw off the proper drawing in and accumulation of the Wind the enchantment consists of on its respective power stone, and while it may be possible to account for that by altering the placement, the nine-body equations necessary to compute the proper placement would be hellish, and trial-and-error could very easily be very expensive.

Exposure to a soul? Well, you plan on being there to supervise the whole time anyway, so it's an idea you spend some time considering. After all, it may be that any size and shape that comes between a power stone and an Orb of Sorcery are equally metastable and the entire process can be left to its own devices without trouble, but it would be the height of foolishness to just assume it is so and leave the process to its own devices. The only sure facts available to you are those two points of reference, and without proof to the contrary you'll assume that the points between are just as troublesome and prone to unravelling as the points before the power stone. But that undermines itself, as the whole point of being there to supervise requires you to be, well, supervising, and quite possibly managing any unruliness, something you wouldn't be able to do if you're busy detonating every individual drop of Vitae. That, and a soul alone is not enough to detonate, it needs to be a soul with a Wind or a strong emotion running through it. A Wind-infused soul has the same problem as detonation via enchantment, while a strong emotion would be extremely challenging to sustain for a time period of days to weeks. This sends you back to the drawing board.

(While you're there, you spend more time than you care to admit frowning at your notes at the inconsistency between the uncapitalized power stone and the very firmly capitalized Orbs of Sorcery, before you're able to dismiss it as a product of the former being a readily-available staple of magical paraphernalia while the latter exists only in very small and irreplaceable numbers in the Old World, and spend a few minutes smiling at the thought that perhaps in the future Orbs will be so commonplace as to go equally uncapitalized as a result of your work here.)

You're considering commissioning a mild Wind-repelling Rune from one of Thorek's many apprentices before you realize you're overcomplicating things. A strong impact can do the job of detonation, and that is something Dwarven artifice is very capable of reliably producing. 'Strong' being quite relative - you don't need anything like the same force as a blacksmith would call for in a drop-hammer, more the sort that you might find ringing a bell on a large pendulum clock. You have some concerns about the angles involved - if the impact is coming in at an arc, then it could strike at an angle that releases the Winds with a propulsive force in one direction over the others. So, more of a pick than a hammer, and as long as it strikes the middle of the drop that should equally scatter the Winds.

The result, after an exchange of coin and a fair amount of Dwarven tinkering, is something like an orrery depicting a very orderly reimagining of the heavens: all the 'planets' the same size and evenly spaced out on the same orbit, with the 'sun' getting dripped on and tapped with a normal rock pick at regular intervals. With your calendar very firmly cleared for the coming weeks and Eike standing by to fetch anything that needs fetching, you carefully place the power stones in their circular wire holders, crank up the mainspring that powers the clockwork mechanisms that manage the dripping and the hammer, unstopper the Vitae hopper, and hold your breath.

The mechanism dry-cycles a few times as Vitae makes its way through the piping, then the first iridescent drip falls, and with a clink the rock pick impacts and detonates it. There is a small cloud of chaotic movement that quickly resolves itself into eight separate streams that weave through each other to follow the pull of the power stones. For a few moments after their birth, the nature of the Winds are still in flux, not yet fully obedient to whatever force it is that imposes the eight Winds onto the world. The Winds seem to vanish into the stones, but you know they're forming a new layer of crystallized magic, one so thin that no widely-accepted unit of measurement yet exists to describe it.

The excitement of that thought lasts about five minutes, leaving thousands more stretching before you. Your willpower begins to be tested as the drip-and-clink chorus begins to wear grooves in your consciousness. You go to war with yourself over the question of whether you'll send Eike to fetch an early lunch for you just to break the monotony, or whether that will leave an impossible stretch of time between it and dinner. Drip, clink, drip, clink, and as the power stones very very very gradually grow in size, so too does your resentment for everything going exactly as you planned it. These are the Winds of Magic! They are born of Chaos! A moment's inattention when wielding them can condemn a Wizard to fates worse than death! Why are they meekly obeying your designs for them?

Several lifetimes later, as the first day draws to a close and you allow the clockwork mechanism to wind down, you leave Eike to watch over the power stones and collapse into bed, the ghost of the drip-clink still echoing in your thoughts.

---

Somewhere before dawn the next morning, Eike wakes you and reports that Winds are seeping back out of the power stones. By her hourglass about six and a half hours have passed, which is a surprisingly manageable grace period - there are many rituals, enchantments, and, of course, the creation of power stones, where the Wizard performing them can't leave their work unattended for more than an hour or two at a time, which test the determination, focus, and sanity of any Wizard that undertakes those tasks.

You return to the orbery and resume the drip-clink to renew its echoes in the back of your mind, and are relieved to see that the boil-off of Winds ceases as new layers resume their accretion on the power stones. You'd worried that the deposition of new layers would be uneven, but a great deal of measurements with the most sensitive set of calipers to be found in the entire Karak confirms that the power stone has grown in size evenly. Perhaps each new layer of Winds forms itself in a perfect sphere, or perhaps any unevenness self-corrects as new layers fill in gaps left by those previous, but in either case that's one less concern. Between that and the daunting prospect of another day watching very nearly nothing happen, you surrender to the inevitable and have Eike bring in your notes and writing materials so you can get started with your book on the Vitae while you watch the orbery with one eye.

You search through your notes for a turn of phrase you remember liking - there it is, 'primordial Winds' - then spend some time frowning at its potential ambiguity and forming a turn of phrase that will clarify. "'As the energies of the Aethyr enter into our world'," you say aloud as you write, partially to drown out the drip-clink, "'they become the Winds'- are transformed into? reborn as? molded into? Hmm, no, 'by means and for reasons we are yet to understand, they become the Winds we are so familiar with. In the moment of that transformation, their form and nature are mutable-' no, it's not a transformation into Winds and then into Vitae, it's straight into Vitae. 'If, however, these energies are exposed to'... no, if moved into? Under certain conditions? No, this isn't a dry statement of fact, this is a Look At What I Did To This Chicken sort of paper. 'I have discovered that under proper conditions, the Aethyric energies can be made to transition instead into a hitherto unknown material-liquid phase. I have named'- dubbed? no, that implies a lack of authority, 'named this substance Aethyric Vitae...'"

Substantially more tolerable and productive days pass without the power stones doing anything unexpected, but a sort of cabin fever begins to set in as the second week draws to a close; though you've often spent longer periods secluded while engrossed in one project or another, that you did so by choice and could have freely left if you wanted to made a substantial difference. As the diameter of the power stones - if they can still properly be called them at this point - approaches those of the Orbs, you set your writing aside and refocus your attention on them, hoping there's some tangible sign that they've reached a new form. At this point it seems like there's not going to be any catastrophic failures - unless one is triggered by exceeding the size of an Orb, you suppose - but equally a failure state would be if you reach the size of an Orb but they go back to boiling off Winds after six hours, and never stop until they're back down to the size of a power stone.

But within minutes of the point you estimated, a visible change occurs - the stones keep pulling in new Winds, but they stop being absorbed by it and instead form a cloud floating around it. You shut off the drips and chase off the clouds with an effort of will, pushing them into the corners to be absorbed into the drains that keep the room neutral, and then move the stones - or the Orbs, you hope - closer to the central point and repeat the experiment, smiling at the identical clouds that form. Perhaps the dimensions of an Orb of Sorcery is an upper limit for a single discrete instance of the material-solid phase of magical energy, or perhaps some other, more exotic process is required to exceed them. You don't even have a guess as to what would dictate that size - a power stone consists of a single 'strand' of solidified magic, but what does the size of an Orb correlate to? Perhaps the Elves of Ulthuan know, perhaps they don't. But that doesn't matter right now - what matters is whether or not these hopefully-Orbs start boiling off magic in six and a half hours or not.

They don't. You smile and begin working on what is to be a strong contender for the smuggest chapter of your book.



Aethyric Vitae (1/2)



---

According to the most accepted theory, an Arcane Mark is the result of a transmutation of part of your soul into a Wind. The same theory holds that 'mutation' as most people refer to it is the same effect except with Dhar, which is given as an explanation for why the effects are so often deleterious and prone to leading to further mutation. Therefore an Arcane Mark is related but entirely distinct, both metaphysically and legally, as it is benign, non-compounding, and a further step removed from the energies of Chaos. The effect of the Arcane Mark is to influence the nature of the one marked, or to change small details about the nature of reality in the vicinity, in various ways related to the Wind's idiom. Fire burns low in your presence not because of a direct magical effect, but because the natural state of fire in your presence is to burn low.

In the Colleges, Arcane Marks are seen as inevitable and even desirable. The stated reason for this is that it is a sign that a Wizard is willing to push the limits of their ability to handle their Wind, and that justification is not without merit. The culture and structure of the Colleges are made to encourage and reward pushing your limits in the face of danger. Every Magister is someone that was given the choice between a comfortable and safe life as a Perpetual Apprentice and the dangers and unknowns of Journeying, and chose to Journey. After all, the Orders were founded by those that answered the call to arms of Magnus and Teclis during the Great War Against Chaos, and they are required to be ready to answer again when required. It's a very neat explanation. But another reason why Marks are valued is that once part of your soul consists of a Wind, you can never wield any other without being driven swiftly mad by the formation of Dhar in your soul. The Orders have their roots in secretive orders and mystery cults, and a Wizard that is still able to leave their Order and join another is one that is difficult to trust with your secrets.

For those reasons, Arcane Marks are not seen as something to hide - they are as much a, well, mark of rank as a Wizard's robes and staff. Even the more inconvenient behavioural quirks are worked around rather than suppressed, with College norms and culture and sometimes even architecture built to accommodate them. For these reasons the Collegiate literature on the subject might have tips for managing them, but almost never speak of suppressing them, even though it once must have been the norm to do so. It gets quite heated, with some books putting forward the argument that if the quirks of Wizards are so untolerated that they must be suppressed, then the continued existence of those Wizards would be next to be decided intolerable, so the ground can never be surrendered in the first place.

This attitude represents both an obstacle and a wasted opportunity, you feel. An obstacle because the wrong Arcane Mark can render the very simple spell Doppelganger useless, as the effects of many Arcane Marks would require a full-blown Illusion to conceal. And a wasted opportunity because the effects of Arcane Marks can be impressive, intimidating, and possibly even weaponizable in some circumstances. Your unruly shadow is normally no more than offputting, but if you were able to exert conscious control over it you could not only get it to behave while you're trying to pass yourself off as someone else, but also make it rather more intimidating when that's an impression you want to impart. It might also be able to get better control over your Mastery of Dread Aspect, which causes your shadow to take on a more tangible aspect and to use that to do violence to nearby enemies, and possibly nearby friends. You considered ramping your way up to testing that, but on further thought anything that you might be willing to risk destroying with your shadow would have the testing results tempted by you having consciously recognized it as it being okay for your shadow to destroy. You can't properly test whether your shadow would destroy something or someone you care about without risking something or someone you care about.

So there's no better way to start than to just start trying to flex parts of your soul until you find a part that changes what your shadow is doing. Flexing a part of the soul might sound like nonsense to most humans, but to be a Wizard requires an ability to perform fine manipulations with the soul. Put like that, and it might sound very straightforward. But though it is understood that magic is performed by the soul, any actual details of that, or any other theorized role the soul might play in day-to-day life, are rather elusive. The thing about observing or experimenting on the human soul is that most of the time the body is in the way, and if that isn't the case then it's usually trying to make a one-way trip and interfering with that is rather frowned upon. Technically the Amethyst Order has ways of getting around that that aren't even particularly sacrilegious, but the Amethyst Order lives in the shadow cast by Necromancy and do their best not to invite further comparisons. Other Orders might be willing to flirt with low-to-moderate blasphemy if nobody's looking and the results seem like they would be interesting, but the Amethyst Order either sets loftier standards or keeps the results to themselves. So you're basically starting from scratch here.

[Attempting soul contortionism: Learning, 66+29=95.]

The first major stumbling block is that instead of going about its business, your shadow responds to your attention by looking at you in what is somehow a quizzical manner. You can't really tell if what you're doing is causing it to act different when it's not doing anything in particular. What stops this from being a stumbling block is that it causes you to think deeper about how it undeniably reacts to what at least part of you is consciously thinking, and after a day of going about your other business and making a mental note in the back of your mind about what your shadow is doing without giving it your full attention, you begin to form a hypothesis about exactly how it turns your thoughts into its action. You'd previously considered that your shadow might be manifesting your curiosity, except it seems stubbornly uninterested in your experiments, which is when your curiosity should be most engaged. What it seems to actually be manifesting is your unrealized curiosity, a sliver of attention that turns itself to wherever the rest of your attention isn't and likely won't be. It will always ignore the biggest mystery in the room because the rest of your attention is going to be on that mystery - what it occupies itself with is that which you've judged to be slightly curious but unworthy of further investigation. It is drawn to the question that will not be asked. Fitting for a manifestation of immersion in the Grey Wind, that which gathers around questions but is dissipated by answers.

Doublethink, then. All you have to do is look at something and hold foremost in your mind a sense of curiosity and a resolution to not investigate something further and, in theory, your shadow should turn its attention to that thing, which will look near enough to your shadow doing what a shadow normally does. Simple enough in theory for someone versed in Grey Order mindfulness techniques.

Your shadow seems to disagree, as after you carefully prepare your concentration and begin to mold your conscious attention into the desired shape, your shadow reacts by turning to face you and staying that way until you stop. After glaring back at it, you try running through other mindfulness manipulations and confirm that the shadow is only reacting to the one directed specifically at it, which makes sense. It's hard to trick something from the inside of your own soul. That does, however, give you one useful tool: the ability to freeze your shadow in place by getting it to stare at you. You practice positioning yourself in a room so that your shadow is in a dimmer corner and then drawing its attention to you until you can do so easily and spend a few days practicing that, before turning your attention to a more involved crack at the problem.

[Consciousness manipulation: Learning, 19+29+10(Room of Serenity)=58.]

Over a few days, you construct a mental technique for quickly and consciously reorganizing your priorities to exclude something, then turn your attention to other matters while periodically practising it. The idea is to do so until it becomes so habitual that it becomes just something you do, rather than something that is mentally linked to your shadow, and then once it no longer has shadow associations you can do so on demand to keep your shadow in check without having to consciously think about it. The tricky part is that the way to check if it's working is to see what your shadow is doing. It's not just deliberately not thinking about something, it's doing so while checking on the thing you're not thinking about. If you didn't have another part of your soul that has no connections to your shadow handy, the problem might have defeated you entirely, and you might have had to discard the attempt before you start having actual effects on your normal mental state from yanking the chain on your own consciousness so frequently.

Under Wolf's bored but obedient scrutiny, you go through the motions of your day while only thinking about your shadow with the part of your mind that resides within Wolf. What most of you resolutely ignores but part of you notices is that there's a part of your routine where your shadow stops moving according to its whims and just seems to 'drift' in the direction of its natural position: when you've just fumbled one of the attempts and are recentering yourself to prepare to try again. It seems that when your conscious mind is completely clear - a completeness you're only capable of because the part of it that is actually telling it to clear itself and checking whether it has done so is not actually within that body - the shadow's animus disappears and the shadow itself drifts back into its normal, natural position.

With a put-upon sigh from Wolf, you work with him on practising slipping into that mindset during your day-to-day, and then on trying to do things while maintaining it. What you quickly discover is that certain tasks that require no actual attention whatsoever can be done while maintaining this mindset and therefore your more natural shadow. Walking, brushing your hair, nodding along to someone talking to you without actually listening, paging through a book without actually reading it, and going through your sword drills all prove compatible with maintaining the stillness of your shadow. But you can't actually do anything that requires attention, focus, or decision-making without your shadow returning to its normal habits.

Between the two useful techniques, you haven't achieved anywhere near conscious control of your shadow, but you can keep it in check for situations where its independent nature would reveal your identity. It's not as good a result as you hoped, but for an experiment on something with a body count, it definitely could have had worse results.



Unnatural Shadow: Your shadow has a mind of its own, moving around to inspect its surroundings and coil around things and people it takes a liking to. This is, needless to say, very unnerving. Can be mostly quelled to seem normal to casual observers if focused on.



- Happy April Fools!

- The joke is that this is just a normal and quest-canonical update about two things that could be seen as having potentially disastrous consequences, but actually turned out fine. I don't actually like most April Fools stuff, especially as part of something episodic where the April Fools content came at the expense of just continuing the thing.
 
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Turn 43 Results - 2491 - Part 6
The scribes of your library are already a rather eclectic lot, with most of them being native speakers of Reikspiel or Tilean and able to get by in Estalian and Khazalid. Finding teachers to round that out with Bretonnian and Estalian is as simple as reaching out to the minority of Undumgi who speak them natively, as well as to their friends and relatives. Khazalid is even easier, as Karak Eight Peaks has probably the highest population of Dwarves that also speak an Umgi tongue to be found in the entire world. To call Kislevarin a problem would be an overstatement - it just doesn't have an immediately obvious solution. That makes it an ideal task to throw Eike at.

[Eike finding language teachers: Stewardship, 11+15=26.]

It's not that she does badly, exactly. Reaching out to the contacts she already made in Erengrad was the best starting point, and would do the job of making a subset of your scribes fluent in standard Kislevarin. You have to tell her as much twice, the second time adding extra stress to the 'standard', before she realizes her error and scrambles off to learn more about the other dialects of the language to be found deeper within the country. The linguistic drift is a product of the political and cultural fracturing Kislev has suffered in the time since the Great War, and few foreigners without firsthand experience with the multiple regions of Kislev are aware of it.

[Rolling for lesson learned...]

She corrects the matter without further prompting from you with a tutor each for Tzavarin and Sudevarin, and an awareness that there exists northern and eastern dialects. Odds are that all of the written materials in Kislevarin your scribes ever encounter will be in standard Kislevarin - in fact, you doubt you'd be able to collect one book from every dialect even if you tried - but it's a problem that the scribes need to know how to recognize and solve. And possibly more valuable than that, it's a healthy lesson that as valuable a resource as books are, they do tend to lag behind the latest trends when dealing with subjects as varying and mutable as human culture.

Eike diplomacy increased.

---

To most people in the Empire, 'Ithilmar' is known for the substance that makes up some of the rarest and most precious relics on the continent. Tales speak of chainmail harder than steel and lighter than silk, of blades as fast as a rapier that stay straight and sharp long after a greatsword would be bent and blunted. A scant handful of examples can be found in the hands of some of the oldest families and greatest warriors, some gifted from the Elves of Marienburg to the very few in the Old World that have gained their respect, some taken from Norscan Reavers who have dared to target the ships or even the shores of the Phoenix King, some salvaged from some forgotten battlefield long ago when the ancestors of the Empire first arrived in the Reik basin.

As successful as the EIC has been, trying to gather any appreciable number of such relics would bankrupt it.

But known only as a curiosity are the fragments of arms and armour scattered throughout the Old World. Inside the Empire they're often unearthed by the ploughs of farmers, who generally believe them to be fragments of the claws and scales of the Dragon that Taal defeated. These fragments accumulate in museums and colleges and temples and in innumerable private cabinets of curiosities, too clearly precious to discard, too common and shapeless to display, and too stubborn to be worked by any human or even Dwarven smith. The robes of a Grey Wizard will get you in the door and its weight in gold would convince just about anybody to part with such minor and pointless artefacts, but only at first. As soon as word gets out that someone out there cares enough for the scattered shrapnel of the War of the Ancients to buy it, it won't take long for people to start to guess why, and start moving to take advantage of the opportunity on their own. You'll be in a race against the ripples of your own deeds as they spread through the Empire at the speed of gossip, and the best way to win that sort of race is to have other people run part of it for you.

You, Eike, and the Hochlander spend a week making plans, mapping out the various institutions and individuals that habitually accrete the oddities of the world and spreading instructions through the EIC to seek out and acquire fragments from every corner of the Empire that they reach, leaving the likely hotspots to the three of you. Talabheim is the greatest of these as it is veritably riddled with 'Draconic' relics, explained by the locals as the crater being formed by Taal slamming the defeated Dragon into the earth and more prosaically as it once being the city of Athel Maraya. The Hochlander is the natural choice for starting there, and then move north along the chain of Elven outposts that survive as Waystone Nexuses in Hochland and western Ostland. That leaves three other major sources: Altdorf, once the city of Kor Vanaeth and currently the city that keeps building new museums to replace the ones that keep getting razed by angry Nehekharans. Nuln, once Kazad Kro and currently a city riddled with colleges, universities, and foundries, all of which would be filled with people likely to find interest in fragments of Elf-metal. And Kislev City, once the city of Athel Numiel and in modern times no slouch when it comes to museums and colleges.

The question of who will go east and who will go west is one you spend a while ruminating on. Altdorf and Nuln are places that Eike should have no trouble moving within, and where everyone would know better than to cause trouble for a Grey Wizard. But they're also filled with ambitious and knowledgeable people who would know exactly where the lines are drawn, and sending word by horse or bird that might outrun a mere Apprentice and beat them to an opportunity when it would be problematic for a Grey to make too much of a fuss about it is something that many of them might try. Kislev City might be more inherently difficult as terrain for Eike to move through, but the actual task there would seem to be easier, as there'd be less folk familiar enough with developments in Nordland to quickly spot the opportunity. Plus the experience will be more novel for her, and might help reinforce what she learned from the Kislevarin business.

But then you remember you know someone who grew up in a trading family in Kislev City, and all the possible downsides of sending Eike east evaporate, so you send Eike to Kislev City with Zlata.

---

For how complicated planning it was, actually doing it is quite straightforward. Between your titles, your reputation, and the gold you're carrying, there's no curators, chancellors, rectors, or guildmasters in Altdorf who aren't willing to at least hear you out, and most are willing to part with some of the least interesting parts of their respective collections in exchange for gold and your word that it's being put to a use that is to the Empire's benefit. Some try to stall with avarice or curiosity stirring within them, and you bid them a quick farewell and move on. By the time you board your Gyrocarriage and set a course Nulnwards, at least one other person would already be seeking to acquire whatever sources of Ithilmar you've left untapped; by this time tomorrow there'll be at least a dozen.

You smile at the lights of Altdorf receding behind you. The amount of resources and influence you'd have to call on to round up every scrap of Ithilmar in Altdorf is mindboggling, but once someone figures things out and word spreads, the city will be picked clean by the disparate efforts of everyone with an ounce of ambition. Rather like the stories of Mordheim in the aftermath of its destruction, though hopefully with less violence.

You might have been willing to work through the night, but unless you were willing to start dropping dire hints at direr threats, you're not going to be able to drag the intelligentsia of Nuln into meetings on the wrong side of midnight. So when the dawn light finds you on the streets, it also finds a few others on the same mission, spurred by missives sent by bird or horse relay. A few of your stops find that you've been beaten to the punch and a few others try to draw you into a bidding war, but you still manage to glean perhaps half a hogshead of ancient shrapnel to add to your growing collection.

[Rolling...]

A week later you reconvene with your coconspirators in Carroburg as they bring their respective bounties down the Talabec, joined by the lesser collections rounded up by the branch offices of the EIC. The Hochlander has secured as much Ithilmar as can be reasonably expected from a city that considers it to be trophies of one of their patron God's greatest victory, and then scoured his native province for all that could be had as a chaser. Eike, with the weight of the Ice Witches and Zlata's family behind her, has managed a similar feat in Kislev City, and apparently with such ease that the only lesson to be learned from the endeavour was how much she enjoyed dashing about the city's streets atop half a ton of compact and ill-tempered Kislevite warhorse. And the EIC has trickled in its own contributions from dozens of locations, making the sum total enough to almost fill one surprisingly light crate.

Eike has learned:
Equestrianism (2/3)


---

Aboard a wagon significant for carrying a tax payment from the Duke of Carroburg to the Graf of Middenland is a crate of silverish metal offcuts, its place in an already heavily-guarded convoy paid for by the extremely acute eye of a Lady Magister of the notorious Grey Order scouring the Altdorf-Middenheim road ahead of it for the slightest hint of trouble - though it is a very well-travelled and heavily-patrolled road, no route bordering the Drakwald can ever be called too secured.

Your careful eye finds nothing, not even something of modest danger that wouldn't threaten this caravan but could still be ridden down by yourself to show willing. Even so, the guards of the convoy are quite happy to be bored, and upon your eventual arrival in Middenheim they thank you for your contribution towards them having a boring time. From there the fragments are loaded in to a series of nondescript sacks that are loaded onto horses to join the next regular spice shipment into Tor Lithanel. There's no visible change in the escort it receives, but the leaves overhead are shaking a lot more than the wind could manage, and you do get an ephemeral sensation of something immense moving unseen from the direction of the Dreaming Wood.

Even in Tor Lithanel, protocol and precedent gives way to sufficiently valuable matters of practicality. That day you find yourself meeting with Queen Marrisith, Councillor Galrith of House Miriel, and Lord Turuquar of the Grey Lords. The Queen has quite a job on her hands prying the other two away from a box of fragments of millennia-old arms and armour, but eventually they confirm that all of the fragments are Ithilmar and are of very direct use to them, as though the smelting of entirely new Ithilmar objects requires the fires of Vaul's Anvil and the expertise of its attendants from the Order of Vaul, repairs to already-existing objects is within the capabilities of the greatest of Laurelorn's artisans.

The Queen gets right down to business, and the offer she gives you tests your unflappable facade. You'd bought the famously light Ithilmar for its weight in gold, and you're being offered its volume in gold. According to your mental abacus, this equates to a lot of money. You string together enough thoughts to vaguely consider haggling, but though Queen Marrisith is young for an Elven Queen, that still means centuries of life experience to your mere few decades, so you simply accept. That's still a staggering fivefold return on your initial investment.

Which is a problem in itself, you discover as the negotiations move on to a hitherto unknown phase. Dwarves might habitually sit on seemingly bottomless vaults of precious metals, but Elven wealth tends to be more ephemeral. While Tor Lithanel is a wealthy city, the wealth in solid coinage is out there going from purse to purse, rather than waiting around for its Queen to make use of it. And while steps have been made to adapt Laurelorn's economy for coexisting with that of the Empire, none of those steps had been preparing the city for tens of thousands of crowns to be gathered up by the crown and vanished into the pocket of a foreign mage. Even if the objections of those currently holding the coins can be mollified, that much coinage disappearing from circulation overnight would be bound to cause some sort of turmoil.

The Queen presents several possibilities to you. The first is payment in precious stones, which would likely translate into a favourable exchange rate because they've been cut by Elven artisans, but would take time for even the EIC to convert into hard currency without crashing prices. The second would be for Laurelorn to take a loan from a selection of noble families, merchant houses, and the Cult of Ulric, which the Queen foresees no trouble in paying back with a few years of a trade surplus of Elven-made luxuries flowing into the Empire, and a sizeable chest of wolf-stamped Middenland crowns to be handed over to you. The third is for the EIC to be granted full access to the markets of Tor Lithanel and allowed to buy up as many trade goods as it thinks it can shift until it exhausts the equivalent value of the Ithilmar, supercharging the EIC's expansion into the northern Empire and ensuring a massive spike in profits for the EIC in general and you in particular, but meaning you won't directly receive a lump sum that you can turn around and spend immediately. Finally, there's a straightforward barter - if you have something in mind for that money that Laurelorn could produce, you could cut out the middle-Elf entirely and just have the Queen make it happen.



[ ] [ITHILMAR] Precious Stones
[ ] [ITHILMAR] Middenland Crowns
[ ] [ITHILMAR] Trade Goods
[ ] [ITHILMAR] Barter (specify what)

---

While you were dealing with the transportation of Ithilmar, you'd left Eike with the Hochlander to learn from him some of the lessons from the day-to-day of intrigue and surreptition. While you would consider yourself quite skilled in those matters, when you do set out on them - which is not all that often in recent years - it is with the full knowledge that invisibility or teleportation is never more than an effort of will away. The Hochlander not only plays that game more often, but he also plays it for keeps. That sort of insight might not remain useful for a future Magister Eike, but it could keep her alive long enough to reach that rank.

[Rolling...]

The Hochlander delivers exactly as promised, taking Eike along on one of those little tasks that never reach your ears but fill the Hochlander's days when he's not on your direct orders and keeps the flow of the EIC's commerce going smooth. In this case it's making a permanent solution to a gang of river pirates by finding out who in their area is willing to buy random trade goods by the crateload with all marks of provenance burned or scratched off. People desperate or greedy enough to turn to violence aren't uncommon in the Empire, but people willing and able to turn heavy, suspicious cargo into portable and clean-smelling pecunia are a good deal rarer and harder to replace.

The Hochlander not only proves to be a very good teacher, but also a very observant one. His report to you after the fact points out the expected level of skill with matters of economic trickery, but also as possessing more skill in moving unseen than even the most dedicated of students could learn inside the walls of the Grey College. If anything, her ability to go unnoticed is leaps and bounds ahead of those of the trade heiress she once was. Perhaps she was getting up to more than learning under Wilhelmina's watch, perhaps these skills are a product of rocky times before that era, or perhaps she is simply naturally talented. Whatever the case might be, her already having a deep reserve of sneakiness means you don't need to be too concerned about rounding out that corner of her skillset while accompanying you on the more diplomacy and research focused adventures you've been on in recent years.



Eike skill revealed:
Infiltration: She has a very good grasp of how to be seen but not noticed. +1 Intrigue

Eike has learned:
Advanced Infiltration (2/3)
Advanced Accounting (1/3)

Eike Intrigue increased.

Eike stat revealed:
Intrigue: 12+3+1=16


---

"No provenance whatsoever?" Panoramia asks as she examines the object you'd mentally labelled the Ghyran Nut.

"The previous owner was deliberately unhelpful in that regard." You usually phrase it that way so that it sounds like a joke and the listener would lead themselves to believe you'd crossed blades with Naggarothi Corsairs, but you'd previously told her about your time in Uzkulak.

"Technically it's not a nut," she says absently as she tries to adjust the lenses on one of your magnifiers.

"What is it then?" you ask obligingly, after she doesn't elaborate unprompted.

"Hmm? Oh, Jade Order joke. There's a lot of different systems for categorizing all the different ways plants have of reproducing into groups like 'fruit' and 'nut' and 'berry', and practically nothing is always in the same category under every system. There's a version of the same joke where some of them could be considered juvenile fish, but it only works in Classical-based academia. I think this one actually is a true nut, though - some sort of beech, unless it's one of the lookalikes. Easiest way to find out would be to taste it, but that would probably disrupt whatever magic is inside of it. Or trigger it, if it's something similar to a potion."

"What sort of potion has that much power?"

"Well, the reason we use liquid potion is you can have the mix of ingredients do most of the work and then use magic to tweak or empower it. If you're doing it all within something like this, then it's a lot easier to preserve if you don't have good glassware, but you have to keep the exterior intact. That means that you just have the nature of the fruit or nut or whatever as a starting point and unless what you want is pretty close to what it already does, magic has to do most of the work, so you need a lot more magic to have the same effect. Which usually meant there was a hard limit on how powerful one of them could be, but this seems to have exceeded that theoretical limit."

"Oh? Does that mean it could allow for an entire new way of potion-making?"

"Mm, no, if that's the case then this method was already theorized, but we don't pursue it because of the drawbacks. You just tie in the storage of the magic to the conceptual nature of how a seed 'contains' a tree. But that would mean that the magic would take time to 'sprout' instead of it all being available at once, which defeats the purpose. What you usually want out of potions is something that works as soon as you drink it, if you've got the patience to wait then you can do it with rituals or a series of spells instead. But someone more able to use large amounts of magic than they can create airtight containers might have gone down this path instead."

"So, another point for an Asrai origin, then?"

"Mmhmm. A topic you're already quite familiar with," she says, eyes sparkling as she looks up and gives you a cheeky smile. You know she's only saying that because she's listened to you complaining about having to explain the difference between the divergent Elven populations of Eonir and Asrai, so you're able to keep from explaining it all over again and just raise a performatively exasperated eyebrow at her, which her smile widens at. "Of course, it could be a more conventional enchantment - the size is a lot smaller than what we'd like to work with, but Elves have the time and the inclination to manage something this fiddly. The most obvious reason for why they'd do it with a seed is because the enchantment is about the seed. This could be a way to achieve something similar to what the Eonir have with that forest, an enchantment to make the desired alterations to a plant as it sprouts."

"Why would something like that have been in a position to be stolen by Druchii, though?"

She frowns. "Good point. There's no reason for that sort of thing to ever leave the nursery or the grove or whatever equivalent the Asrai would have."

"So what would happen if it's a seed and you ate it, or if it was a potion and you planted it?"

"Eating the seed would just give you a lot of Ghyran over a moderate period as you digested it, which... actually, now that you mention it, that would be a very straightforward way to store magical energy, like a sort of a slow-release power stone that lasts for the duration of a battle. It might actually be explicitly dual-purpose - cultivate a breed of plant that grows seeds that naturally contain a lot of Ghyran and can be made to contain more, and you can either plant them in places where you foresee a need for them in the medium to long term, or you can eat them and use them directly. It'd be like if you could plant a potion and the tree that grows would sprout more potions. That would be a very handy piece of natural infrastructure."

"And if that's not the case and you planted it?" you prompt, as she seems about to get drawn down that pathway.

"If it has some other effect when eaten and you planted it instead... I think what would happen is that at some point during the seed's development, it would change in a way that made it no longer able to contain those energies and they would just be released. The plant would probably be able to harness some of those energies - all species we know of that grow in Athel Loren are able to harness magical energy to help them grow to some extent - but it wouldn't be that dramatic since it's just using the raw magical energy. Then you'd just have a plant of whatever type it was originally."

"So in either case we get a type of Athel Loren plant, which would have seeds that are either natural power stones or potion gourds?" She nods. "In either case, that seems more valuable than having a single potion-equivalent of unknown effect that we can't reverse-engineer."

"And it would mean not having to lock horns with the established potion-makers, who would probably see it as an attempt to intrude on what they see as their rightful territory. Almost all of them are aligned with the traditionalists, and there's some sort of ancient bad blood between them and the Asrai."

"Do you know why?"

She shakes her head. "If anyone remembers why, then it'll be one of those deeper secrets of the Druidic faithful, not to be shared with the likes of me." Her tone is much less bitter than it once was when discussing this sort of thing.

"It seems to me that the most, hah, fruitful course of action would be to plant it and see what we get. It would mean losing whatever effect is tied up in this seed, but it would give us more seeds to experiment with."

"Agreed. It might not lead us to being able to replicate whatever this is, but it is much more likely to give us something usable. And if nothing else, we'll have nuts to roast."

---

A suitable position in the middle of the nascent grassland west of the Citadel is selected, a number of mysterious and undoubtedly eldritch things are done to the soil there, and the seed is planted. Your attention turns elsewhere for several weeks while the seed sees to the matter of germination unaided, as hurrying things along with magic without understanding the magic already present is unlikely to go well. The question of species, you're told, could narrow itself down almost immediately. The Old World and Arnheim chestnuts, apparently, are both fast-growing, while the beech and Cathayan chestnut are more moderate in their paces, and the stately oak grows slower than any of them.

That one morning finds you looking down at a dot of green in a field of otherwise mostly yellow shrubs points to another variable making itself known. You go about your morning business and then take Eike down to investigate.

"Hmm," you say in feigned thought as Eike busies herself with taking measurements and samples. "Conclusions, Eike?"

"It's grown faster than even the fastest projections for natural growth, so it has to be tapping into the energy that was contained within the seed."

"Tapping into, or being affected by?"

She frowns and traces some figures in the dirt with a finger. "Even if it's one of the fastest-growing possibilities, this would be weeks of growth. That's beyond passive exposure to ambient Ghyran. So either the seed contained a growth enchantment that's been triggered, or this is a species that's able to take advantage of ambient Ghyran to grow faster."

"How should we tell between the two?"

She only hesitates for a moment. "We should wait for Magister Panoramia, who will know the best method of doing so."

You smile. "How could we tell between the two?"

"Well, I could ask you, Master. Your Magesight has overcome more than a few inches of soil in the past."

She's got you there. Soil is at best a middling insulator of magic, and you'd reached as good a conclusion as you're able to before Eike had gotten her tools out. "How could you tell between the two, if I wasn't here?"

Her first two answers bought her enough time to think the matter through. "I think that it wouldn't hurt the plant to uncover the seed for long enough to examine it directly. It should be possible to distinguish between an enchantment actively intervening in the growth of the tree, and it just leaking out magical energy that's being absorbed and put to use by the tree. Otherwise, we could wait to see when the growth of the tree normalizes. Ghyran leaking out and being absorbed would taper off at some point, while the enchantment would stop abruptly once the enchantment is disrupted by the changes the seed is undergoing." She frowns as she considers that further. "Unless it's possible to create an enchantment that is able to transfer itself from a seed to a tree as it grows. That seems like it might be possible for Ghyran, if you understand it and trees well enough to create an enchantment in a seed that small in the first place. Which I think would be distinguishable with Magesight."

"That's a good examination. As far as I can see, it seems like it's actually a combination - the enchantment is both having a direct effect and releasing a steady trickle of magic that the sapling is making use of." Plants that actively make use of magical energy weren't unknown in the forests of the Empire, but like magical animals, they tended to be predatory even if their non-magical counterparts weren't. Hopefully that reflects the lack of magical stewardship to be found in most of the Empire's forests, rather than a hard-and-fast rule. "Here comes your first solution," you say as Panoramia emerges from the Citadel's gates behind you. You didn't look to check, and Eike noticed you not looking, and it takes some effort to keep from smiling at the look she gives you. Visual Windsight means you can be actively looking in a specific direction for a specific thing and spot it from a fair way further off than what Eike's Intuitive Windsight allows for. "It looks like she has Apprentice Sofia with her as well. Have you spent any time with her?"

"Some," Eike replies. "She's pleasant company, but she asks a lot more questions than she answers."

When Panoramia and Sofia reach you, they immediately begin a close examination of the sapling, with Panoramia rattling off information that only context tells you is plant-related as Sofia takes notes with well-practiced ease, and then they compare these measurements to a sheet of notes they'd brought with them. "Obviously the growth rate doesn't match any natural tree, but the closest match would be a two to three month old Old World chestnut," Panoramia says. "Once it expends the energies in the seed, its growth rate will normalize and that might allow me to confirm that, but I think it's likely that whatever grows in Athel Loren would have diverged from the trees we know. That means the only way to be sure what sort of plant this is is to wait and see what grows on it and run the tests on one of those that I would have run on the original."

"Is there any danger?"

"I wouldn't want children playing under it, but the worst kind of unruliness that a lone tree can get up to is the sort that a moderately alert woodsman would be able to deal with. The resources of an entire Karak would have no trouble felling it if it became necessary."

"Is the growth speed unusual?"

"For something that has an enchantment working on it, it's unusually slow. It would take me maybe ten minutes to have grown this from a seed. If this is all the enchantment is doing, it seems like a pretty wasteful use of an enchanter's time."

You frown in thought, compelled to defend the honour of the unknown enchanter. "There might be value in not needing a magic-user to be physically present when the tree is growing, if this tree growing somewhere the Asrai don't control is advantageous to them in some way."

She considers that, then shakes her head. "Even then, there'd be more efficient ways of achieving the same affect. Either this was made by a really bad enchanter..." She pauses. "Well, that would actually make some sense. Sort of a training exercise for miniaturizing enchantments that still results in a somewhat useful product? Well, if not that, then there has to be more to it - it has to be doing something to the tree other than just speeding up its growth."

---

The next day the tree is twice as tall, and the day after it grows by the same amount again. You run the numbers and start to get concerned, but thankfully the vertical growth slows as it starts growing outwards instead, additional trunks of the same tree growing out of the base. The refrain between you and Panoramia of 'at some point, it has to stop growing' sounds less and less sure every time it is said, as locals of all species start to turn curious but unconcerned eyes towards the giant tree growing in the centre of the Karak and casting its shade over more and more acres. At some point the enchantment dissipates, but it leaves behind what you believe to be proof of Panoramia's suspicion that it wasn't just helping it grow, as the tree draws in ambient Ghyran from the air and pumps it down to its roots. The amount of magic involved is less than even the meanest Waystone tributary you've seen, but it's a great deal for a single plant to hold. Not only does it fuel its unnaturally swift growth, it also seeps out into the land beneath its shadow, and the hardy shrubbery that had once covered the soil gives way to lush grasses and wildflowers.

The confounding thing is that even as it grows tall enough for its upper leaves to be visible from most of the Eastern Valley, there's no hint of flowers or nuts anywhere in its sprawling canopy. Either this tree is sterile, leaving the confounding riddle of where the nut would have come from, or the tree has yet to reach maturity, despite growing large enough to challenge the height of some of the least of the lesser mountains in the foothills of the Eight Peaks.

Until the tree reaches whatever height it believes to be sufficient for it to start putting resources towards reproducing, there's nothing here to study. So instead you put your time towards teaching Panoramia the subtle art of acting mysterious and smug when someone asks questions you don't actually have the answers for, and before long all of Karak Eight Peaks believes that she somehow deliberately created a giant tree as a centerpiece of the inner Karak - possibly as an aid to her future plans of turning the central caldera into grazelands, possibly just to show off.



Thus concludes the work Mathilde performed these past months, but not every waking moment was filled with work. With whom did she spend her free time? The five with the most votes will be chosen, not counting those locked in.

[+] Social interaction initiated by someone else (locked in)

Laurelorn
[ ] Swordplay
Test your novel swordfighting style against the swordsmen of Tor Lithanel.
[ ] Niedzwenka
Ask Baba Niedzwenka how she feels about the new Tzar, and about the political landscape of Kislev in general.
[ ] Sarvoi
Try to figure out if the Elves use the same Apparition-based spells that the Colleges do, and find out what the Elven perspective on that sort of thing is.
[ ] The Festival Lord
The Eonir are holding a festival of games dedicated to Asuryan, the winner of which will ascend to (or remain on) the ruling Triumvirate of Laurelorn. Mathilde isn't at all allowed to participate, but she could watch.

Karak Eight Peaks
[ ] Okri
You've met Loremaster Okri of Karak Eight Peaks once before. Pay him a visit and see how his great ambitions for heavily-armed Ironbreakers delivered by Gyrocarriage are going.
[ ] Initiate
For the first time, a child born in Karag Nar has shown a capability of using magic. It is the duty of a Wizard to ascertain their suitability to join one of the Orders of Magic.

Foreign Relations
[ ] Middenland
See how the Ulricans are going with their new Eonir coreligionists.
[ ] Wissenland
Though the Elector Count is his usual self, some of their actions recently have hinted at the hand of someone a great deal defter. Investigate who took the job of his Spymaster after you turned it down.
[ ] Druchii Diplomats
Check in on these unexpected visitors to Tor Lithanel.
[ ] Reading on Nehekhara
You recently acquired a great many Dwarven books on Nehekhara, including ones written in the direct aftermath of the Great Ritual by Dwarves who had known the Nehekharans when they still lived. It's unlikely your official duties will ever require you to delve too deeply into the topic, so the only way to indulge your curiosity is to dedicate some of your leisure time to the task.

Friends Abroad
[ ] Dooming and Quickening
There will be rites and celebrations for Prince Mandred entering adulthood. Be present for them, and perform others that are pleasing to his true patron.
[ ] Witch Hunter
There's apparently some sort of Witch Hunter snooping around Gretel's lands. She'd absolutely be capable of dealing with it, but you'd be able to do so faster and would have more fun doing it.

Following Up
[ ] Amber College
Check in on the salamanders.
[ ] Skull River Ambush
Look into the investigation of the mining of the Skull River, and any consequences of it.
[ ] Kalashiniviks
Investigate the fate of the Kalashiniviks, who were made a scapegoat for the death of the Tzar.
[ ] Entrance Examination
Dragomas is forming a panel of eight Wizards from the eight Orders to determine the most suitable fit for a certain child of nobility. Be the Grey Order's representative on that panel.
[ ] Orb Reveal
If you don't feel like waiting until you finish writing the book on how, you can make your grand reveal of the Orbs of Sorcery you created to the Colleges now.



- There will be a thirty hour moratorium for people trying to figure out what one does with a Money stat of Yes.
- Suggestions for additional social actions are welcome, especially ones that I've previously said that I'll add and then forgotten to add.
- The Festival takes place halfway through the year, so it could be watched as part of next turn's social actions - though the winner might already have been spoiled by then, depending on whether Mathilde deals with the Triumvirate next turn.
 
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Turn 43 Social - 2491 - Part 1 - The Doom of the Emperor's Son
[*] [ITHILMAR] Books

[*] Entrance Examination
[*] Dooming and Quickening
[*] Initiate
[*] Witch Hunter
[*] The Festival Lord

Tally

It would be difficult to find an organism on this world more useless than the juvenile human. A goat or a sheep will be grazing within a few months of birth, and wolves will be hunting them within six. But after a decade of fruitless maintenance, something awakens behind their eyes and they start to meaningfully take in information about the world around them. They transition from merely imitating without understanding and begin to actually learn how and why certain actions reliably lead to a desired result. They become an actual person.

Mandred... seems not to have reached that point yet.

Oh, he's charming enough in the way that children sometimes are, and he makes an approximation of the proper greetings with only the minor sort of errors that some find endearing. He's shed the clumsiness of youth earlier than most. He's confident in the saddle of his pony and he's a terror to wooden dummies when he has a miniature version of the halberd favoured by the Royal Altdorf Gryphites in his hands. But his aptitude for learning would be barely sufficient in someone that hadn't been taught by the most adept tutors money can buy, and his sheer indifference to the subtler elements of how nations interact makes you wince. He might have thrived as Prince of Altdorf in the time of Magnus, but modern times call for more from a ruler than likability and combat ability.

"He's a throwback," Heidi says to you after you find the right wording to delicately raise your concerns. "The Holswigs had always been responsible stewards but middling warriors, and their blood has been dominant since the time of Wilhelm. But the Schliesteins had a more martial reputation, which has been brought to the fore from the influence of his Stirlander mother." Even though you were listening for it, you can't tell whether there were scare quotes around 'Stirlander'. "I think that's going to be a lot more useful than it should be in a sensible world - people are a lot more willing to listen to and obey someone that goes into battle and delegates the administration than the other way around. And he's a good boy. He'll listen to his mother and godmother, and to other advisors worthy of trust."

You consider that. "So if we keep the wrong people from getting too much influence over him, it would be safe to draw him deeper in?"

"That's my assessment. And besides, he'll be going into one of the Colleges, and the secular ones won't pry into his religious business, and the ones that aren't actually secular won't dare to push it on the son of the Emperor. If anything this might make it easier to teach him what he needs to be taught, since it will hopefully dissuade the Grand Theogonist from trying to surround him with his 'moral instructors'. And if they do get a sniff of anything, it would make it very easy to twist their accusations to seem like they're coming from anti-Wizard animus."

As such, you and Heidi beat Mandred's official entry into adulthood to the punch with a few days set aside for 'magical tutelage' - something that could be read as perfectly reasonable for the future ruler of at least Altdorf and possibly the entire Empire. While some of that is spent explaining the basics to him and testing his impression of the various Winds, most of that time is dedicated to introducing him to Ranald and vice versa.

Over several leisurely days Heidi tells tales of a Ranald different from any you've ever heard, but that rings no less true than any of them; of the blood brother of Ulric and consort of Shallya, and His adventures in a simpler time when all the Gods lived in the hall of Father Taal and Mother Rhya, the latter of whom Ulric was brother to. She tells of Ranald guarding the Dwarf that forged Ghal Maraz against an attack from the minions of the Plague God, and then of Ranald helping Ulric steal it back from the Sky-Giant that had ended up with it after Sigmar went east. She tells of Ranald helping Ulric steal the Fauschlag, the lonely mountain that would become Middenheim, from Taal so that Ulric might have His own people, and then of helping Him guard against the 'Child of Destruction' known as Lupos, who sought to steal wolves from Him. She tells of Ranald stealing Morr's sword to give to Verena so that She might wield it against the Coming of Chaos, and to have taught Her how to apologize when returning it so charmingly that Myrmidia was the eventual result.

She then tells of Ranald and Ulric growing distant as Ranald tricks Ulric into doing what needed to be done with a series of bets and illusions. First, of Ulric being given a tankard that had concealed within it a portal to the Sea of Claws, and being bet that He could not drink it in one go, which lowered the water so that Mother Rhya's children could walk to the Old World. Second, of being bet that He could not lift a cat, which Ulric could not see was really the eldest and largest of the Dragon Ogres, which allowed Ranald to hide a terrible Daemon-Sword beneath the sleeping giant so that none could wield it. And third, of being bet He could not win a wrestling match against an old woman, who Ulric could not see was actually Dread Morr, His father's most trusted advisor, which forced King Death to release a fraction of his hold on mortal life, allowing Shallya to steal away some of His inevitability and allowing for the possibility of death to be forestalled by medicines and blessings.

Mandred takes very well to a take on Ranald who wields cleverness as a weapon, instead of hiding behind it as a shield. Between tales she mentions to you that these are the legends of Ranald told by his worshippers in the villages and hamlets of the northern provinces, rather than the towns and cities of the southern provinces. Now that you know what works for this particular audience, you step in and begin telling your own tales, such as those of the Ranaldian Saints of the Grey Order, and then a tale of your own: that of the Clever Wizard who stole power from Gork and Mork so that it could be used to steal a Princess from the clutches of the Vampires. It doesn't take much embellishment to make it work, and his eyes go wide as he realizes that the 'Princess' is his very own mother. While the previous tales definitely kept him entertained, this one seems to worm its way deep into his mind, and he's quiet for the rest of the day as he digests the idea that there might not be a clear delineation between history and mythology, or as he puts it, 'what actually happened' and 'just stories'.

The actual ceremonies of a child's Quickening, the ones that supposedly introduce him to the Gods, vary from province to province and God to God, but you being who you are and Heidi being who she is, all that's necessary is for you to glance Ranaldwards every so often to make sure he's still paying at least a sliver of attention to the lad. But one element of the Quickening is universal: the burning of a toy or item of childhood clothing to symbolize the youth leaving his childhood behind. Under the circumstances, there's only one suitable sacrifice: the little wooden horse you enchanted for him, and which he revealed his affinity for magic by reshaping. The boy puts on a brave face as he places the worn and well-loved figure in the fire.

You ruffle the boy's hair, and try not to think about how different it is to when your own little horse burned. And if no miracle occurs to mark the occasion, that doesn't change the fact that you know for absolute certain that Ranald's attention is going to shape the future of this child.

---

The formal Quickening of the heir of the Emperor isn't as widely-celebrated as his birth had been, but it's still a good excuse to put down your work for a few hours and drink a few toasts to his health. The tunic that he wore as formal dress for a child under ten is ceremonially burned, and the boy is taken around the churches of Altdorf to be formally introduced to each of the Gods. That none formally respond isn't too surprising, as they generally don't, and it's generally accepted that they have more important things to do than say hello to any but the most fated of children. It doesn't seem to occur to anyone that it might be because the boy has already been claimed.

Finally he is brought to the Sepulchre of Prophecy at the Garden of Morr in Friedhofkreuzung, where many of his ancestors have been laid to rest. In exchange for a sacrifice to Morr to forestall the child's death until its appointed time, the God of Death supposedly gives a glimpse of what form that Doom will take. You still remember your own Dooming - 'when abandoned and alone, Morr will befriend thee'. You also remember the cat you adopted soon after arriving at the Grey College and named Morr. Your general belief is that if He stays out of your business, you'll stay out of His, and so far it seems to be working out.

The boy goes in alone, where the High Priest of Morr will be personally performing the rite for Mandred. You're not sure whether that's because his own ability to interpret the signs is greater, or because he'd have the good sense not to say anything too distressing about the fate of a future Elector Count. You're glad to see he doesn't look too distressed as he stumbles back out.

"'Thy generosity bringeth tuppence and a sword in return'," he says, face scrunched up in concentration and confusion. "What does it mean?"

You exchange looks with Heidi. Maybe you're just a suspicious person in general, but it seems to be implying that Mandred will do right by someone, who will repay him inadequately and then outright betray him. But you're not going to tell a child that. "Doomings can be tricky. I fulfilled mine thirty years ago."

"You know," Heidi says, "Mathilde's generosity bringethed her a sword once."

He turns to you, and his eyes go wide as he sees you summon Branulhune from nowhere. "Was that from the Dwarves?"

You smile and waggle it. "It was, and I didn't get tuppence, so you're going to be ahead of me on that."

He gives you the look of a child who suspects he's being made fun of, but the sword draws his attention back. "Can I hold it?"

You frown at the blade in exaggerated thought. "Better not. If you swing it wrong you might knock down a building."

"I'll be careful!"

"You know the rule," Heidi says, "no live steel-"

"Gromril," you correct.

"-or live gromril outside of lessons and drills, except in self-defence."

---

As Heidi takes the boy home and the city drinks to his good health and future prospects, the Colleges are to decide the shape those prospects will take. The normal procedure for a newly-discovered prospective Wizard is for the Wizard that found them to explain the Winds and the Orders to them, and for that individual to decide which College they will enter, should that College decide them suitable. That this gives the escorting Wizard an opportunity to put a thumb on the scales for their own Order is considered only fair, and if any Order doesn't like it they should put more effort into searching out new Wizards. But when the person in question is the son of the Emperor, the equation very much changes. The potential rewards, and the potential for disaster, are too great to leave the matter to whoever gets there first. So the Supreme Patriarch has called for a representative from each Order to join a panel to decide the matter.

The Obsidian Hall is mostly used for the octennial duels to decide the Supreme Patriarch, but it is also sometimes used as a meeting place for potentially fraught meetings between the Orders. It is technically neutral ground so it's less of a display of power than if the Supreme Patriarch demanded everyone congregate at the grounds of their College, but it is still the centrepiece of the enchantment that floods Altdorf with the Wind of the current Supreme Patriarch, so it still allows the rightful leader of the Colleges to exert control if necessary. In the middle of the glossy black building is a battered and plain round table ringed with eight seats.

As a close friend of the Empress, you are the obvious choice for the Grey Order to send to such a gathering. Heading the panel is Dragomas, representing the interests of both the Emperor and the Amber Order, and you're mildly surprised to scan the other faces and find only one that you recognize, and considerably more so that it's Johann's former Master, Gehenna. Dragomas calls the meeting to order with his customary abruptness.

"The Emperor's son and heir, Mandred Holswig-Schliestein, is to be a Wizard. The Emperor wants to make sure he goes into the right College. Right for the boy, not just for you or for me. This is going to shape who he is and how he sees the world." He runs his eyes over the seven others present, his expression fierce. "This could be the biggest opportunity for us since Magnus, or the biggest disaster since the Night of a Thousand Arcane Duels. You've all met with the boy over the past week and gotten his measure. Make your cases with him in mind, or you'll win the battle for your College and lose the war for us all." He nods to his left, making it clear that arguments will be made by the order of the Wheel of Magic, which is probably the only way to do it that wouldn't immediately start an argument.

Master Abjurer Betlinde Arzt is the Light Order's greatest expert at resolving a Daemonic possession while retaining as much of the life and sanity of the host as possible. Her greatest victories are the ones the general public never gets to hear about, which has led her to accumulate debts that can never be fully repaid from all sorts of unexpected corners of high society.

"The Light Order's good name is bankable throughout the Empire and beyond," she says. "We are trained to fight the war that is the Emperor's most important burden: to face and defeat the dark forces that would subjugate this world. To be a Wizard might be a handicap for the reputation of an Elector Count, but to be a Light Wizard would forestall all the usual and expected criticisms."

"Is he suited to be a Light Wizard?" Dragomas asks pointedly.

"I believe he has the discipline to learn to become suited," is the most she can say. The Light Order is infamous for how many of its initiates never progress beyond Apprentices and spend their lives in their Choirs, and though that is partially because they scour the Old World for anyone with a sliver of talent, there's no denying that the Wind of enlightenment and purity is the most difficult to grasp and manipulate. Dragomas gives her a look, and then allows the speakership to pass on.

Lady Magister Gehenna, former Battle Wizard, teacher of Johann, and the one who taught you what the Gold Order knows of apparitions, is an odd choice for the usually canny Golds to have sent. But being almost as blunt as Dragomas could give her a real advantage on a panel headed by Dragomas.

"Everyone knows us," she says. "Those that don't like us respect us, and rulers definitely respect the taxes and materiel we help their cities generate. When it comes to faith, steel, and gunpowder, we're experts in two of the three. I doubt any of you can do better. As for the kid, I've only ever encountered one more suited for the manipulation of elemental Chamon than he is. An Elector Count that can harden his own armour and empower his own blade is one that will go down in history."

Professor Dieter Vogt is the Head of Agronomy at the Royal Academy of Talabecland, which gives him the opportunity to leave an impression on much of Talabecland's future nobility.

"The child is not just to be the Prince of Altdorf," he says, "but the Grand Prince of Reikland, and it is the Jade Order that controls the flows of magic that makes Reikland as fertile and peaceful as it is." They do as of you handing over Athel Yenlui to them only a few years ago, you think but don't comment. "We will be working hand-in-hand with the future ruler of Reikland whatever his background, of course, but if he had the training to personally understand and oversee the matter, Reikland could be transformed into the breadbasket of the Empire, and all would know that it was the Colleges of Magic that made it possible."

"He didn't strike me as a nurturer," interjects the Bright College's representative.

"Not all are," the Professor replies, unruffled. "But much of what we do first requires getting the cooperation of what needs nurturing. I believe him well suited for that aspect of Ghyran."

Haruspex Stern Glanzend's most oft-used title is rather erroneous. Where haruspicy is the art of using the entrails of the slain to predict the future, Stern divines the future to cause the entrails of the enemies of the Empire to be spilled. He is always sought after by the Empire's Generals, not least of which because if the omens are unclear, he goes out onto the battlefield and summons comets and lightning to simplify matters.

"There are few noble families that do not respect our insight," he says, "and all would immediately understand the advantages that a ruler that wields Azyr would have. And what the boy lacks in suitability for mystical Azyr, he more than makes up for in being suited to the more direct applications of elemental Azyr."

"As Journeyman Hubert Denzel was?" you find yourself asking aloud.

He purses his lips, and the anger that flashes on his face does not seem directed at you. "I have assurances that there would be more willingness to bend for the heir to the Empire."

Dame Mathilde Weber, as seen through the eyes of the others present, is the Empire's foremost diplomat to both the Dwarves and the Elves, having won the favour of the former through her participation in the reconquest of Karak Eight Peaks and the Karak Vlag Expedition, and the attention of the latter through her studies of the Waystone Network. She also has a personal link to the subject at hand, as her Journey in Stirland gave her the opportunity to forge a friendship with the woman who is now the Empress.

"The nobles generally know us as the blade in the dark," you say, "but the rest of the world knows us as the Grey Guardians, they that know what must be known, and tell what must be told. The symbol of our Order is the Sword of Judgement, and I believe Mandred can be taught to wield it with skill and artfulness. A ruler that can be both the knife in the dark and the sword at dawn could be just what the Empire will need in the years to come."

Whatever your private feelings on the matter, it is your duty here and now to make the best argument you can why the boy should become part of your Order. You don't, however, mention how he's been unconsciously shaping an Ulgu enchantment for years now. The exact details of how close you are with the Empress aren't something you're that interested in disclosing, considering the circumstances of how you met and why you're godmother to her child.

Prior Albwin Marsner has made it his duty to patrol the Grey Mountains and assist in putting down the dizzying number of threats that manage to emerge from it on a regular basis. He earned his rank of Lord Magister in the Siege of Krinal, assisting the forces of Bretonnia in shattering the fortress of the Lichemaster of the Grey Mountains. How he earned his rank of Prior Provincial of La Maisontaal Abbey, ostensibly a Taalite fortress-monastery, is a mystery.

"The only ones that are ever happy to see us are the ones most desperately in need of our help," he says. "So when I say that the people of Reikland should be glad to have a ruler of our Order, you must understand how deeply I mean that. Drachenfels is stirring, the Lichemaster has recovered his mind and is rebuilding his strength, riders have been spotted visiting Blood Keep, and there has been more visible activity from the rats of the Vaults in recent years than we usually see in centuries. Reikland needs a ruler who understands the threats it faces, as so few care to do.

"The child does not yet understand death - thankfully few children do - but he has the strength of will to be taught of it without losing himself in it, and the edge to do with that understanding what must be done."

Lord Magister Thyrus Gormann is a rare throwback to the founder of his order, possessing considerable skill in both enchanting and Battle Magic. Rumour has it that he's the most likely candidate for being the next Magister Patriarch of the Bright Order, and that the only reason that he has not already challenged No-Relation Reicthard for the title is that Reicthard is a better match for the relatively peaceful era the Empire currently finds itself in.

"I'll say what everyone else has been dancing around," he says. "The boy is a warrior. I've trained full-grown men with less affinity for war than what he already posssesses. And nobody can deny that when the Army of Reikland and the Army of the Empire march to war, it is most often the Bright Wizards that march with them. Any noble whose respect is worth having has seen enough battlefields to have seen at least one that our fires have danced across. The advantages are obvious and the disadvantages are less than any other. You all know this."

Finally, Dragomas speaks for his own Order. "If he was a peasant, or had been rejected by his family, he would be a good fit for us. But who he must be for Reikland would be too different to who he must be for Ghur." There's nodding and a general relaxation from the rest of the table at that, since if he'd been willing to fight for it he'd have a clear and unfair advantage in getting Mandred into his own Order.

The meeting takes a break, and those gathered break into pairs and threes to start debating and discussing. General consensus seems to be that the Brights, Jades, and Golds have made the best argument. Prior Albwin of the Amethysts seems to be deep in conversation with Lord Magister Gormann of the Brights, likely aligning their interests so that a Bright Mandred would be pointed towards the problems that the Amethysts have raised. Gehenna and Haruspex Stern seem to be getting along very well - unusual for a Gold and Celestial, but less so for two Battle Wizards with an affinity for the Elemental. And though he's staying out of it, Dragomas' interests and those of his Order seem to align most closely with Professor Vogt of the Jades, on top of the long-standing close relationship between the two.

While you think you made a fairly decent argument, the only person it seemed to really resonate with was Master Abjurer Betlinde, who is of that rare but gratifying kind of Light Wizard that sees the Greys as fighting the uglier side of the same war as them. If you accept her support, you're fairly sure you could also get that of the Jades by promising that a Grey Mandred would, of course, be backing the further investigation and development of a prize that is, after all, a significant feather in the cap of the Grey Order. From there, with three eights of the panel behind you, you could probably swing Gehenna into joining them, since you suspect she sees something of Johann in young Mandred. As a nontraditional Grey yourself, and as someone that has been working closely and well with Johann for quite some time, you can confidently promise that the Grey Order will not treat a nontraditional Grey Mandred any worse for it - and you'd certainly have the power and influence to be able to enforce that promise, even if you don't take him on as your own Apprentice.

Alternately, you could play kingmaker between the Brights, Jades, and Golds, either solely on the merits of their argument or while extracting some sort of promise or favour from them. Generally it would be entirely reasonable to use this to extract a promise regarding Mandred's education. It would also be possible, though arguably in slightly bad taste, to barter for something unrelated to the matter at hand. Considering how much influence a College would stand to gain from having an Elector Count among their ranks, there would be many prices they'd be willing to pay to make that happen.



Which College of Magic will Mathilde support Mandred joining?

[ ] Grey
[ ] Bright, on merits
[ ] Bright, for (specify what)
[ ] Jade, on merits
[ ] Jade, for (specify what)
[ ] Gold, on merits
[ ] Gold, for (specify what)



- There will be an eighteen hour moratorium
- If Mandred does join the Grey Order, the question of who would be his Master will be decided at a later date.
- Mandred's Doom was rolled here.
- Mandred's base stats were rolled offsite, which was noticed and reacted to from
this post.
- Don't take Mathilde internal monologue about Mandred too much at face value, it's more a reflection of her own childhood baggage and her high standards than her actual feelings towards the lad.
- I'm away from my PC at the moment, and sorting out the books on a laptop would be an enormous pain, so the payday for the Ithilmar deal will be resolved in a future update.
 
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Turn 43 Social - 2491 - Part 2
[*] Brights, for investigation into incorporating the Indic paradigm of Aqshy

Tally

There is an endless realm of might-have-beens for a Mandred of different dispositions, but in this one there's one choice that rises above the others for a charming and boisterous boy with no head for academia - the Bright Order and the study of Pyromantic Thaumaturgy. His personality doesn't quite resonate with Aqshy, but the Brights are quite unique in thinking that being too aligned with their Wind is actually a detriment to becoming a good Wizard. Being able to solve all your problems with fire and being inclined to thinking that fire is a good solution to any problem can be a bad combination. There's a reason they're so into symbology based on chains and locks.

You wait for Lord Magister Thyrus Gormann to wrap up his murmured conversation with Prior Albwin, then take him aside to make your conditions known, because while being a walking artillery piece might be a useful skill for just about anyone, the books you acquired from the Elementalists revealed another take on Aqshy that would be particularly suited for a future ruler.

"Have you heard of the Indic paradigm of Aqshy?" you ask him.

He frowns in confusion, then gives you a questioning look. "I have," he says, his tone cautious.

"That simplifies matters. The library at Karak Eight Peaks recently acquired some translated Indic texts on Aqshy. The dominant paradigm of the Bright Order is very well suited for the demands of the Empire, but I feel that a Bright Wizard that is also to be the leader of a province would benefit from a curriculum that incorporates the properties of leadership and inspiration that the Indic paradigm emphasizes, if the knowledge of such could reasonably be acquired."

"I see." He takes a moment to consider that, and then smiles. "Is this a condition of the Grey Order's support?"

That's a bit blunter than you'd prefer. "Making a commitment to at least investigate the possibility would secure the Grey Order's support."

"Then who am I to deny the wise counsel of the Grey Guardians?" He sounds amused. "I will see to it that Mandred's education will incorporate suitable elements from Indic practice."

That's more of a commitment than you'd expected. "Then the Grey Order will be happy to see Mandred's education entrusted to the Bright Order."

With the Bright Order pulling ahead, Gehenna and Professer Vogt take turns trying to talk Master Abjurer Betlinde around, but neither of their arguments seem to have found any purchase in her. Both factions bow out gracefully once it becomes clear that there's no further gains to be made, as at the end of the day nobody's really against Mandred going to an Order that seems a good match for him.

"We have consensus," Dragomas announces after everyone returns to the table. "As the Counselor of Matters Magical, I will recommend that the Emperor's son should join the Bright Order. Remember to keep the matter quiet for now - there'll be a Grand Conclave later in the year where the Cults will be informed, and the public announcement will come soon after that."

With that the meeting breaks up, and everyone returns to their respective duties. Though you're happy with the result, it still leaves you feeling a bit off-balance. You've seen history being made a number of times now, and it happening in quiet little meetings always seems somehow wrong to you.

---

Gretel's Princessipality, being ruled by someone quite openly consorting with the Wind of Death, is already a place that every Witch and Vampire Hunter that passes through the Border Princes runs a cautious eye over. Most are assuaged by the papers proclaiming her a Journeywoman in good standing of the Amethyst Order, which seems rather insufficient to you, and a surprisingly small contingent go so far as to send word to said Order to have that status confirmed. But a recent visitor seems to have something more on her mind, as the open suspicion she's been showing is at odds with the papers she barely glanced at. When she headed back to Barak Varr and sent word not to Altdorf to confirm Gretel's identity, but to somewhere in Tilea, it became clear to both Gretel and her backers in Barak Varr that something more was going on.

Gretel has several options for dealing with the matter, not least of which would be simply waiting for the Hunter to make a move and then trusting in her own skills and that of the Besiegers - all far beyond what anyone might reasonably expect to encounter in the Border Princes - to carry the day. The Colleges do try to seek an arrangement of mutual benefit and support with the Hunters, but no Wizard is ever required to give their life to maintain that. An overzealous Hunter being righteously slain would not even be seen as entirely negative, as some elements of the various Hunter groups benefit from periodic reminders of exactly who they should and should not be hunting. But a much more direct and peaceful way to put an end to whatever is happening is to drop a much larger roadblock in the way of the overzealous Hunter, such as a Lady Magister of the Grey Order who is also a minor noble.

But being a Lady Magister of the Grey Order means you needed to do your due diligence, so before you stuck your oar in, you had a quiet word with the woman herself. "Are you sure there isn't anything that would have given them legitimate reason to dig deeper," you had asked her. "Keep in mind, this is me asking. I'm not going to overreact to the small stuff, and I'm your best hope if there's any big stuff."

She'd shaken her head. "There are Morrite fundamentalists that consider us to be heretics, but the Fellowship are usually the ones on the receiving end of those accusations, not making them. There might be individuals in the Fellowship that could go after me for what they perceive as a flouting of the lesser tenets of the Cult, but if they're calling back to Tilea that can't be it."

"You're sure you haven't edged up to the line anywhere? You never were shy about your taste for the finer things."

She'd nodded, not taken aback in the slightest. "I get what you're saying, and yes, I'll take the silk sheets when they finally figure out how to make them. But I'm not stupid enough to go rushing off into damnation for Beastman velvet or whatever. I plan to still be enjoying what I enjoy in twenty years."

Everything about what she said had rung true to you, so you'd taken up the cause. It's not so much that you have that much faith in the strength of her character as you do in her intelligence - if she did want to get away with something heinous, doing so while sandwiched between and in regular dealings with Barak Varr and Ulrikadrin would not be the smartest way to go about things, nor would be inviting a Lady Magister of the Grey Order to pay personal attention to the matter.

So now you find yourself in Barak Varr, looking into the movements of this Hunter and conferring with the local representatives of the Order of Guardians and Order of the Stone Wall to learn more about her. Normally it would be nigh impossible to get information on one Hunter from a group of others, who look out for each other as a matter of course, but between your reputation and the fact that she seems like she's out to step on some Dwarven toes, they're willing to share at least the publicly available information. The Hunter in question is Alonza Trovatella of the Fellowship of the Shroud, which would theoretically make her a Vampire Hunter, but it seems she also sidelines as a Witch Hunter in the Border Princes. It's not unknown for a Vampire Hunter to stamp out a minor threat that isn't their specialty should they stumble across it, but the numbers she has seemingly discovered is more than random chance should have led her to.

Your first suspicion is that either she or the person she takes her orders from in the Fellowship has some sort of prejudice against magic users in general and is using accusations of witchcraft to cover up a predilection for lynchings, but apparently the majority of those she's found have been taken to Altdorf in chains. Going to that trouble so often would be remarkable for a Tilean Witch Hunter, and it's outright perplexing for a Tilean Vampire Hunter. You send a request for information to Altdorf by piggybacking on the daily pigeon post, usually used to carry news of price variations and ship arrivals, and receive a reply back the next day carried by someone's familiar - some sort of bird of prey that didn't stick around long enough for you to identify it. Alonza's prisoners have been reaching Altdorf, and a few have been Hedge Wizards and Magickers that were recruited into the Colleges, and one was even a fledgling Black Magister that was executed. But most were wandering Journeymen or Perpetuals, and while some had legitimately misstepped and taking them back to Altdorf was justifiable, others had very flimsy justifications given for their imprisonment and transportation. Nothing was thought of it at the time because a Hunter that takes Wizards in alive is considered something to be celebrated in the Colleges, and the pattern only emerges when you cross-reference the experiences of all eight Colleges. But now that you've drawn official attention to the matter, the Colleges are distinctly unamused with this Vampire Hunter that seems to have taken it on herself to play silly buggers with Wizards in the Border Princes.

And it is just the Border Princes. Although Alonza Trovatella ranges throughout the southern realms, she only plays these games in the Border Princes.

Sharing what you've learned with Barak Varr's chancellery gets you their full cooperation in the matter - at least, once you've talked them down from their initial impulse to clap her in chains and send her back to Monte Negro with a very stern demand for an explanation - and you begin to weave a trap.

---

For all that the Border Princes are always shifting, it is very rare that anything actually changes. Petty fiefdoms sprout up everywhere like mushrooms after rain and are just as easily eaten or trampled, and then the cycle starts anew. Those that claim a piece of the area rarely leave a mark, and even more rarely investigate the marks left by those before them. When ruins can be found on every hill and in every valley, why investigate what would almost always turn out to be the ruined dream of some petty nobody from a century ago?

This is how secrets stay buried in a land that sees the comings and goings of so many people seeking their fortune.

But not all of them are sufficiently blind. To those with the senses to see it, the marks left by the past that refuses to stay dead glow like fire and gleam like gold. For the good of all, these people must not be allowed to make a home near to that which must lay undisturbed. Alonza Trovatella does what she can to ensure that those whose only crime is to be too aware do not suffer more than they have to, but she will do what must be done.

As soon as confirmation of her orders arrives, she musters up the most able and disciplined of the available mercenaries and secures a ride up the Howling River. As long as she had a sufficient show of force to keep this 'Gretel Maurer' from doing anything foolish, there shouldn't be any problems with uprooting her. Based on her publication history she must have been something like the apprentice to a physician before she came upon her magic - possibly an animal doctor of some sort, considering how she's been developing the land she currently controls - and she theorized that that spoke to a deep conflict with her Wind and her College. Though the Morrites that considered medicine to be a sin against Morr were in the minority, the tension that arises from that indicates to her that it would be hard to reconcile a life dedicated to prolonging with wielding the energy of endings.

That explains her long Journey, and her decision to try to create something permanent in the Border Princes. Such a conflict would prevent her from making much of herself in the order of Death Wizards, but what skills she does have would be enough to carve out something for herself here, where even a scrap of magical ability would give her a significant advantage. She almost regrets the necessity of needing to drag the Wizard back to the Land of the Hammer and destroying the new life she's building for herself, but she could always just come back and start from scratch somewhere less objectionable. It is a much better fate than what would await her, and countless others, should she stumble upon the neighbour she has unwittingly chosen.

And if something went wrong, she would wing it. Vampire Hunters who lived long enough to make a career of it tended to be very good at winging it.

---

It all went off without a hitch. A Vampire Hunter would normally be a tricky target to set a trap for, but Alonza Trovatella was used to trusting the Dwarves of Barak Varr. They would never act against the interests of a Vampire Hunter on legitimate business, and it seems this one had grown used to thinking of whatever she was doing as legitimate business. So she set off from Barak Varr on a river monitor with her posse, not realizing that everyone around her was working for you.

She made her challenge at the gates of Vitrolle and was let in, sharp eyes scanning what looked like a village that would only be considered above average in size in the Border Princes. She didn't seem to realize that one of the larger buildings was a bunkhouse and one of the barns was a stable, possibly because that was the sort of trickery she had no reason to have honed her skills against in the past. Vitrolle was built to not look like the garrison it secretly was, and most of the men under Gretel's command were out patrolling the area and watching over the cattle.

Letting Alonza into her hall with all of her mercenaries was a carefully-calculated display of weakness - making that sort of allowance, instead of insisting that some or all of her group remain outside, would normally be an acknowledgement that if they were to resort to violence, they could do whatever they wanted to do whether they started right next to Gretel or from outside the palisade. The Besiegers on guard here are deliberately dressed down, their normal heavy armour and pavises nowhere to be seen. That is why Alonza does not realize that the people guarding this settlement are some of the most formidable ranged troops that money can buy on this continent - or that the mercenaries that she has 'hired' are also Besiegers.

Except, of course, the one that is you. You'd used Doppelganger to replace one of the mercenaries as the rest disembarked from the river monitor.

"Journeywoman Gretel Maurer," Alonza intones in only lightly-accented Reikspiel, "I have heard conflicting reports of you wielding magics outside of the restrictions laid down by Teclis of Ulthuan. You are required to submit yourself for trial."

"The title is 'Doyenne', Hunter," Gretel replies. Her apparent lack of weapons is the only reason why her height doesn't let her dominate the room, but you know that she could have a scythe of pure Shyish in her hands within seconds.

"Neither of our peoples recognize the titles of these lands, and they do not free you of the laws of your Order and of the civilized realms. This does not need to be violent, but I am prepared to make it such if you force me."

Gretel runs her eyes over the mercenaries lined up behind the Vampire Hunter, stopping as they reach you. You don't currently look like you, but you are glowing softly with Ulgu due to the Doppelganger spell making you look like one of the mercenaries. There are ways to prevent that, but you'd deliberately failed to utilize them so that Gretel would be able to spot you. "You'd be surprised how recognized my titles are. It would be a good idea to drop this, Hunter. I'm no Hedge Witch to be burned on a whim."

Alonza is unmoved. "If you surrender yourself into my custody, I swear by the Lord of Death that I will deliver you safe and intact to Altdorf to be judged by your own. Otherwise, I cannot guarantee your safety." Interesting. She's not willing to drop this, but she's hesitant to resort to violence in the face of Gretel's clear confidence. She believes herself to be acting with righteousness, but really doesn't want to escalate to outright violence.

You listen with half an ear as the two continue to trade barbs and threats as you examine the facts. You can't see any reason why the Fellowship of the Shroud would want Gretel interfered with in this way. If they suspected her of Necromancy or of being in the service of a Vampire, they'd either kill her or seek to bring her back to Monte Negro for scrutiny. Was Alonza Trovatella not really from the Fellowship? No, you had confirmed her identity from too many incorruptible quarters for that to be the case. A double agent, then, in service to some other power? That doesn't fit, her communications had definitely been going to and coming from Monte Negro, and there's only one thing of note in Monte Negro - the castle that is the Fellowship of the Shroud's headquarters in the southern realms. Well, technically two things if you include the original priory of the Priory of the Spear. Official history has them being a precursor of the Fellowship, but the reality of the Fellowship's founding was not quite as neat as official history might portray, with some refusing to abandon their original patron of Myrmidia in favour of Morr...

And, you recall, refusing to abandon their original mission: to thwart the Vampire Prophecies as told by W'soran and recorded in the Scrolls of Zandri. Primarily by hunting Vampires of Nehekharan descent, but one of the reasons that the Priory needed a rebranding was that they were rather infamously indiscriminate in slaying anyone that they felt might have a sliver of Nehekhara's magical lore that could ever be twisted to further the designs of Nagash.

Why would the Priory be going to so much trouble to uproot Wizards in the Border Princes, rather than slaying them? What could they do if left to their own devices that would worry an organization terrified of the distribution of Nehekharan lore? There must be something out here that a Wizard might find that most others wouldn't, something relating to Nehekhara. Probably something left over from when the borders of Nehekhara were pushed north through the Border Princes and into the Reik basin. This being Nehekhara, land of the Tomb Kings, one might feel safe in presuming that the remnant would be some manner of tomb.

"Right," you say, interrupting Alonza and Gretel as you step forward from the mercenaries, Doppelganger dissipating in a cloud of Ulgu, "I think I've allowed this to go on for long enough."

Alonza turns, hands going for weapons and then freezing as she takes you in. You may not cut a very intimidating figure, but the robes of a Grey Wizard, bearing the trimming of a Lord Magister, with a Witch Hunter's hat on your head and a gromril sword in your hand all combine to send a very clear message even to those who don't know exactly who that combination adds up to. Her eyes flick to the mercenaries, probably wondering if she can still win the day if she orders them to attack and they obey, but to her credit she doesn't try it. If she's never heard of you, she's likely guessing you're a Lord Magister Vigilant, and messing with one of those is a very different prospect to messing with a Journeywoman. But just to completely remove temptation, you nod to the leader of the mercenaries and they obediently file out of the room. Alonza very carefully returns to a neutral stance. "Lady Magister. I am Vampire Hunter Alonza Trovatella of the Fellowship-

"No," you interrupt. "Not right now, you aren't."

She studies you carefully for a long moment. "I am Beguine Alonza Trovatella of the Priory of the Spear."

"You are. And you don't like Wizards living in the wrong parts of the Border Princes. That would have been a great way to open a conversation, had the Priory sent an envoy to Altdorf instead of you to here."

"There are very legitimate concerns-"

"There are," you interrupt again. "A lot of them. Barak Varr has concerns about securing the western end of Mad Dog Pass. Karaz-a-Karak has concerns about the restoration of the Watchtower-Clans. Karak Eight Peaks has concerns about the continued security of the southeastern Border Princes, as their only connection to civilization runs through it. The Winter Wolves of Ulrikadrin have concerns about the security of their northern border. The Amethyst Order has concerns with their point of contact to the people busy hunting vampires in the area. The Orders collectively have a concern with the games you're playing with Wizards in the area. And I have concerns regarding a Vampire Hunter harassing my former ward." You give her a moment to digest the sheer amount of toes she's managed to step on here, and to her credit, very little of it shows on her face. That reinforces your belief that she's acting under orders here - if this was a personal side-project, then that was a life-ruining amount of trouble that would be about to come down on her head. "Gretel, can we have the room?"

"Sure thing," she says cheerfully, and sees herself out.

"So," you say, "is this going to turn into something that your boss, my boss, and our bosses' bosses are going to be hearing about in the morning? Or are you going to admit what you're actually doing so that we can back away from the brink?" Her eyes flick over you several times as she considers that. Part of her is still trying to decide if she can murder her way out of this. Fortunately - for her - she's not acting on it. There are ways for Vampire Hunters to see through the Ulgu trickery that many Vampires are versed in, but they take preparations that she wouldn't have taken for a potential fight with an Amethyst Journeywoman, so she has no way to know whether the Wizard she's looking at is actually in front of her. And definitely no way to know that if she does take a swing at you, a Rider in Red is going to take her head off. "You can tell me what's hiding nearby or I can be back next week with a score of student archaeologists to find out myself. We'll take whatever's in there back to Altdorf and if it hasn't got pointy teeth we'll put it in a museum."

That gets through to her, probably because that's definitely something Altdorf would actually do. She takes a deep breath and speaks. "We have fragmented records of someone identified only as the 'Vulture Lord' who attempted to conquer the Old World. There are some that theorize that this could be a Nehekharan perspective of the Great Necromancer's invasion of the Old World during the time of Sigmar. The records mention a lieutenant of his, the 'Death Scarab', who is buried in this area. Considering the damage done to the world by the known Vampire progenitors, we see it as our duty to prevent anyone from discovering and inadvertently resurrecting another."

Your first instinct is to continue to criticize the policy of the Priory, but you quash it and give it careful thought. Chances are very slim that that's actually a lieutenant of Nagash, but considering the trouble the currently extant ones have caused and are still causing, it's still probably for the best that it's kept in the ground. And even if it is just a normal Tomb King in there, better in the ground than getting dug up and sent off to an Altdorf museum to get the city sacked by them again. You also swallow a comment that this sort of thing would be easier if the Priory had just reached out to Gretel - everyone involved in getting her set up here have been very careful to keep from revealing that she's anything but just another small fish that has found a tiny pond to rule, so of course the Priory would treat her accordingly. If anything it speaks well of them that they'll spend weeks each time transporting a troubling Wizard to Altdorf.

"Very well," you say at last. "The final decision will be above my pay grade, but considering the circumstances I feel pretty confident in saying that the College would be willing to work with the Priory on keeping this potential horror undisturbed. Vashanesh, Melkhior, and Walach planted their accursed bloodlines on our soil, we have no desire to add another to the list." With a thought, Branulhune vanishes. "Gretel's people will keep everyone else from leaving the roads until an agreement is reached about what to do with the site, and will raise the alarm if anyone shows an interest in it." You reach out your now-empty hand for her to shake.

Alonza frowns. "Just like that?"

"Just like that," you reply with a smile. "When you work in the dark, sometimes you have to deal with bumping into someone else doing the same thing. Defaulting to sticking knives in them just ends up with everyone full of knives."

She cautiously reaches out to shake your hand, and you smile at the odd texture of a half-dozen different rings on her fingers, made of the most common substances that Vampires disagree with. It's almost a shame that this is so easily reparable. If the Priory was to be a permanent enemy, dropping a few quotes from your own copy of the Vampire Prophecies would have them tearing themselves apart with paranoia.

---

"There's a Nehekharan tomb in the area," you say to Gretel later. "The Priory are worried that there's even worse than normal sleeping in it, and while it's apparently well-hidden - it'd have to be to still be unlooted after all this time - they believe College-trained Magesight would be able to spot it. So whenever a Wizard tries to settle themselves near it, and presumably near anything else around the Border Princes they're worried about, they drag them off to Altdorf and by the time things are settled someone else would have taken over here. Our people will talk to their people and your Order will be in touch when a more cooperative plan is worked out. Until then, make sure travelers stick to the roads."

Gretel nods. "You've encountered this person before?"

"The Vampire Hunter? I'd never heard of her before all this."

"Her organization, then?"

"Never come across them." You think for a moment. "Well, I think they might have had someone at a conference I went to."

"How did you know who she was and what she wanted, then?"

"I thought about it and figured it out."

"When?"

"When you and her were talking."

"You were, what, invisible in the hall the first time she-"

"No, just now." Gretel's look is searching, and you can feel your smile growing smugger as she fails to spot any sign of a lie. If there's one thing that your experiences with Dwarves and Elves have taught you, it's the power of accumulated experience, and how easy it is for those who lack it to underestimate it.
 
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Turn 43 Social - 2491 - Part 3
The event you've been thinking of as the Festival of Asuryan is known to the Eonir simply as The Festival, for lack of any other within their society to compete for the label, which may need rethinking now that they've opened themselves up to the Empire and its quite literally innumerable festivals. The centrepiece of the event is the trial by combat to decide the Queen's Champion, one third of the executive Triumvirate that rules Laurelorn, and that's why it's something that a lot of nervous eyes are on - if Kadoh is replaced, it will most likely be by a challenger from the deeply isolationist House Malforric, which currently dominates the Temple of Asuryan in Laurelorn and therefore dictates the exact format of the fights that will decide the victor. Kadoh's role requires him to spend a significant amount of time seeing to the political and ceremonial duties of the Queen's Champion, whereas those being groomed to challenge him have been able to spend every waking moment preparing themselves for this one event.

But while that does take centre stage, the Festival is also made up of other games dedicated to the other Gods to show off their favoured proficiencies. And since all of that draws in just about all of the Forestborn, filling the trees for a league around the walls of Tor Lithanel with hammocks and platforms, every public space not overtaken by the Festival is filled with markets for goods to be sold to and bought from the immense numbers of visiting Forestborn, some from the more relatively distant corners of Laurelorn Forest that rarely make the trip to the city. Even the Forestborn that normally spurn the Cityborn use the event to maintain relations with their counterparts from the other Wards of Laurelorn Forest.

This gives you as many cultural reasons to dedicate some of your limited spare time to it as you have political ones, and as the city gears up for the Festival, you feel confident that it will be time well spent.

---

Elven worship is dominated by something called the 'Pantheonic Mandala', the hierarchy of Gods based on their importance to that subdivision of their society. There are layers of meaning to the exact pattern that you're only beginning to grasp the basics of, but the surface-level understanding is that there is one God at the heart of the pantheon that represents the foremost deity, seven in the inner ring that represent the most venerated Gods, and fourteen in the outer ring for the Gods not quite as respected or necessary, but still powerful enough to be considered a major God. There was a time when this division was simply that of the Cadai, the Gods of Heaven that represented the ideals that Elves must strive for, and the Cytharai, the Gods of the Underworld that represented the realities that the Elves must grapple with, but Mathlann's ascension to the inner ring despite being the fickle and uncaring God of Storm and Sea represented the Elves breaking with that supposedly fundamental truth.

(Whether that means that there was a God demoted from the Cadai, or whether the Pantheonic Mandala once changed size as needed, is a very significant question you've yet to receive a straight answer to.)

Now the Mandalas are molded to fit the culture and circumstances of the divided Elven societies. The Asur, for instance, have Asuryan at the heart of theirs, but the Druchii place Khaine in pride of place, while the Asrai place Kurnous and Isha in joint supremacy. But the Eonir, with their tamed forest and hard borders, have put Isha alone at the heart of their Mandala, and Kurnous and His wilds that the Eonir need not grapple with are demoted all the way to the outer ring. Ereth Khial, the Pale Queen who offers safe escort to Elven souls lost on their way to their proper destination and in danger of predation - not to where they actually wanted to go, but to an afterlife spent in Ereth Khial's service, but safe escort nonetheless - is placed in the outer ring by the Asur and Asrai who can count on the leylines of Ulthuan and the forest-soul of Athel Loren respectively to guide their souls to where they must go. But the Druchii, who presumably have nothing equivalent in Naggaroth to guide them and often die far from it besides, have Her on the inner ring. The Eonir, who have a strong taboo against leaving Laurelorn and its oversoul dominated by the Grey Lords, have removed Ereth Khial from the mandala entirely in favour of Ulric, relegating Her to a minor god.

(But, interestingly, not Nethu, Keeper of the Last Door and son of Ereth Khial. What little you know of His role suggests that it begins and ends with guarding His mother's domain, but that the Eonir demoted Ereth Khial instead of Nethu suggests that there's more to Him. Are there more powers and domains within the deeper secrets of His cult, or are those that claim that Nethu's father is Asuryan correct, and it is His father's influence that has kept His place within the Eonir mandala secure?)

The relevance to the matter at hand is that the Eonir can be argued - usually by them - to have stayed truer to the old ways of the Elves, those shaped by Aenarion and Caledor Dragontamer and Bel Shanaar, and that the War of the Ancients and the Sundering enforced changes on the Asur that the Eonir have not suffered. But one way they have not is that as it was founded at the instruction of the Everqueen and by one of her granddaughters, Isha's influence dominated from the start and it didn't take long after their official splitting from Ulthuan for that to be formalized in Her being placed at the heart of their mandala, replacing Asuryan. The main holdout of the time before usurpation is that the role of Queen's Champion is chosen and blessed by Asuryan, which serves as a reminder to the Eonir that the blood of the first Phoenix King runs in the veins of their Queen, just as the blood of the first Everqueen does.

This means that even in the best of times there is a tension at the heart of the Festival, and these are not the best of times. The current division among the nobles of Tor Lithanel has thus far remained a largely secular one, but that is largely thanks to the current champion Kadoh being firmly loyal to the Queen and making it difficult to argue that Asuryan has a problem with the current course of events. If he is supplanted by an isolationist, then the entire influence of the Temple of Asuryan in Tor Lithanel will be aligned against the Queen, and it would become easy and advantageous for many to add a religious tinge to the conflict. Especially since the Queen cannot claim the same dominance over the Temple of Isha, where the isolationist Houses Sumier and Yavanna compete for influence with the Queen and her loyalists in House Filuan.

(You spent an uncomfortable fifteen minutes sketching out where the lines would be drawn if things became explicitly religious, and as it currently stands, the isolationists dominate the Temples of Asuryan, Kurnous, Vaul, Drakira, Eldrazor, and Ellinill, while the loyalists control the Temples of Mathlann, Ladrielle, Lileath, Atharti, Morai-Heg, and, of course, Ulric. The Temples of Isha, Hoeth, and Hekarti would be split down the middle. It's a situation that has a lot of potential for a lot of ugliness.)

The game opens with a series of mostly-rote speeches by a number of prominent figures, many of whom touch on the recent conflicts in only the most ephemeral of ways that would be easy to completely overlook if one was not attuned to how gently points are made in Eltharin, but your attention is jolted back to the event when an actual Phoenix swoops in to alight on an enormous brazier, nestling into it and setting the oil within it aflame. As it chirps and settles into place, its aura washes over the crowd, warming the air and spreading through its audience a feeling of... something, presumably. Its fiery aura circles around you, repelled by the Ulgu of your soul, and those standing nearest to you in the crowd give you a dirty look. You ignore them as you scrutinize the bird; Phoenixes of all sorts are an extremely rare sight outside of Ulthuan, and normally a sighting of them would have the Colleges rifling through their vaults for an appropriate Scroll of Binding. That would probably be something of a faux pas in this scenario, however. You wonder if this one lives somewhere in the depths of the Laurelorn forest, or if it made the trip all the way from Ulthuan to, aha, 'carry the torch' for Asuryan.

With the brazier lit, the High Priests of the city's Temples intone an incantation in a tongue even older than Eltharin, inviting the Gods to give their blessing, and you can feel something change in the air as their prayer is heeded. It isn't quite the attention of the Gods, but it is a conduit such that the attention of Them, and if need be Their direct intervention, could be here at Their slightest whim. An expression of interest and a warning against interlopers - a deific equivalent of a gang or a beast marking its territory, one more cavalier than you about making such base parallels might say. The length of the Festival varies based on how many events are being sponsored by the various power blocs within Laurelorn, and with political tensions high this one is scheduled to last for a full week.

You're not normally one for sports - you leave that sort of thing to Wolf - but every 'game' in this Festival is a demonstration of skills directly applicable to warfare, which is intriguing even before one considers that every demonstration is performed by a lithe and usually underdressed Elf in peak physical fitness. There are, of course, archery and races, but there are also combinations of the two, in which competitors must run a race and then achieve a set number of bullseyes, in which some competitors give the race their all and then fire quiver after quiver at the target in hopes of racking up bullseyes by sheer weight of fire, and others pace themselves so that their hands are steady enough at the end to achieve the required accuracy with every single arrow they fire. Others race in a loop around a central array of targets and at the end of each quarter of the circuit, they must hit the target facing that point of the compass for the leg they just ran to 'count' - without slowing their pace. Other races are held along carefully-selected stretches of forest, where touching the ground at any point is disqualifying.

The winner of each event is awarded a laurel wreath - one might say a Laurel wreath - and a sinecure in the Temple that sponsored the event, as well as being much more likely to receive enchanted weapons and armour the next time Tor Lithanel is threatened.

It's a very entertaining week, but throughout it all there is a palpable sense of anticipation for the climactic showdown, when Kadoh must defend his position against the chosen champion of the Isolationist bloc. The Temple of Asuryan is responsible for choosing the exact format of this event, and they've chosen to cleave very closely to the most traditional format: one where the two must demonstrate which is most able to emulate the deeds of the most favoured champion of Asuryan, who was, at least according to the Eonir, Aenarion the Defender. He was also the great-great-great grandfather of Queen Marrisith, a point that is subtly but repeatedly emphasized at various points throughout the ceremonies. According to legend he wielded a mere hunting spear the first time he took the battlefield, and from there would take up a weapon of a slain enemy and use it until his God-given strength shattered it. His later dalliance with the Sword of Khaine is not the part of his tale that this Temple of Asuryan lingers on. As such, the competitors will enter the arena carrying a spear, but the arena is ringed with every kind of melee weapon imaginable. All are made of a heavy but fragile wood that will shatter painfully on a direct hit, their edges blunt but daubed with a dye that will not only make every cut clearly visible, but will also make the bruises they leave burn even worse.

In theory, the marks will make it able to identify which blows would have been killing blows, but theory also holds that one properly favoured by Asuryan would be able to shrug those off in actual combat. Therefore, combat continues until one combatant is so bruised and battered by weapons being shattered on them that they are unwilling or unable to continue, and the marks are purely there for spectacle.

Kadoh's challenger goes by the name of Oriouloc, which you frown at as you try to mentally translate it until you realize that whatever it originally was, it's been melded into a tribute to his former patron of House Elwyn. That, you suppose, answers the question of whether or not his candidacy is political. He's lither than Kadoh, which still means that he'd be considered muscular by human standards and is absurdly so by Elven ones.

Kadoh and Oriouloc stare at each other across the arena, their hunting spears driven into the sand in front of them, waiting for the moment their shadows disappear.

[Round 1, Kadoh vs Oriouloc: 28 vs 11.]

Kadoh is first to move, but only by a fraction of a second, and the spears cross in midair as both duellists begin to move, Oriouloc towards the weapons at the edge of the arena and Kadoh towards Oriouloc. Both are able to avoid the incoming spears without changing their trajectory, but where Oriouloc's dodge looks fluid and practiced, Kadoh's makes it look like that was the direction he always intended to move.

[Round 2, Kadoh vs Oriouloc: 96 vs 26.]

Oriouloc reaches the edge of the arena and manages to get his hands on his chosen weapon - an intricate-looking halberd of some sort that causes a chorus of mutters to rise from the crowd - but the second he took his eyes off the approaching Kadoh to reach for the weapon, he'd accelerated forward and Oriouloc turns back to catch a fist to the face, sending him sprawling across the sand. He manages to retain his grip on the halberd for a moment, which means that Kadoh's next punch goes to Oriouloc's arm, causing a crack to ring out, mirrored by a second, much milder one as Kadoh takes the halberd and breaks it in half.

The rest of the engagement is an exercise in flawless brutality, as Kadoh times his attacks just enough that Oriouloc would have time to yield between blows, but never enough time to fully recover his footing. To his credit, Oriouloc holds out for long enough for it to stop being sad and start being impressive, but he does eventually surrender to inevitability and signal his surrender, and with it, what was likely to have been the last chance for the isolationist bloc to turn back the clock.

You eavesdrop on the dispersing crowds to get a feel on how the Eonir feel about all of this, and the general sentiment seems to be that everyone was ready for some sort of divine intervention to happen but aren't entirely surprised by its lack, and there's a number of jokes to the effect of Kadoh's family putting the Gods out of a job for lack of any need of divine aid. What you don't hear is the opinion of anyone politically opposed to Kadoh, and you take that to mean that they're feeling rather unemboldened by such an overwhelming defeat.

All in all, it is something of an anticlimax, but it's a very welcome one.

---

While going about your duties, the logistical miracles of the Colleges' postal system delivers to you a request from the Elector Countess of Stirland to attend to her at your convenience. That it doesn't say earliest convenience indicates that it really means when it's convenient for you. So you make a mental note to drop in next time you're flying between Laurelorn and Karak Eight Peaks.

Easier said than done, as it turns out. According to Eagle Castle she's in Drakenhof, and according to Drakenhof she's in Eagle Castle. Both ends of this contradiction are a little too willing to pass on mail or messages, and while there is concern from those people when you point out that you were at the other earlier that day and she definitely isn't there, so you definitely didn't just miss her, it's not the concern of someone whose superior is missing, it's the concern of someone whose deception has run into someone with capabilities it didn't account for. It's also a very mild type of concern, which would not be the case if there was something genuinely nefarious going on and a Lord Magister of the Grey Order had just caught them in a lie.

For that reason, instead of going to the time and effort of disassembling whatever trickery is afoot, you simply glare at the person in front of you - well, not so much 'glare' as no longer masking the expression of annoyance that all this has given you - and wait until they either make the problem go away or escalate the matter to whoever it is that gives them orders. In your experience, if it's a sufficiently important person doing the glaring, there's very few problems that this process can't punch through. Sure enough, it only takes a few escalations before you're pointed towards Thalheim, a minor farming town upriver of Wurtbad.

You have the Gyrocarriage drop you off in the hills nearby and travel in on Shadowsteed, and within a heavily-guarded manor that you have an unexpectedly tricky time infiltrating, you find the Elector Countess attending to a desk loaded with correspondence and reports. You also find her very heavily pregnant, so instead of simply fading back into visibility behind her and waiting for her to notice you, you leave the room and knock on the door. You're no expert on the vulnerabilities that pregnancy inflicts on a woman, and you've no interest in discovering for yourself if a sufficient fright can inflict any of them.

"Yes?" she says, and when you enter the room she puts away the blunderbuss she'd levelled at the door. "Ah, Dame Weber. I hope it wasn't too much trouble to pay me a visit."

"Not especially so," you reply. "What can I do for you?"

She gives you a level look, anticipating a question you won't give her the satisfaction of asking, and you look determinedly back. Yes, she's pregnant, and she's keeping it a secret, but she's not even the first Van Hal to let you in on this secret. Last time, she was the secret you were let in on. Eventually, she huffs and moves past it. "I felt it was right to warn you that there will not be another Van Hal on the throne of Stirland." You consider that and nod, not needing further elaboration, but she evidently feels the need to give it anyway. "Father's ambition was to finally bury the Vanhel legacy for good, to free the rest of the family from the grip it has always had on us. I've come to believe that replacing Vanhaldenschlosse with Eagle Castle doesn't achieve that. What needs to be done is that Sylvania needs to be brought down to the point where it can be kept suppressed by any competent administrator, and then allow the position to pass to someone with a blank enough slate that their victories will earn them glory, rather than just paying the interest on thirteen centuries of inherited shame."

"Understood," you say simply, more because she seems to be expecting an answer than because you had needed time to digest what she was saying.

"Have you," she begins asking, then stops. "I felt you deserved to know," she says finally. "You have been involved in this chapter of the long, sad story of Sylvania since it opened, and even after you were dismissed from it, your influence in it has been felt. I don't doubt that the chapter after mine will still feel your involvement."

You don't actually know how to respond to that. It makes you kind of glad that you have a way to completely derail the course of the conversation. "Well, in the interest of inheritance disclosures, there's a decent chance that you'll end up Emperor if Luitpold passes in the near future."

She stares at you, blinking as she recalculates. "Has something happened to the heir?"

"The same something as Wilhelmina's. He'll probably be going into the Bright Order. If Luitpold lasts long enough for Mandred to rack up some accolades he might still be able to make it work, but if the election happens while he's still an Apprentice, odds will be very against him."

"Okay, but why in the world would..." she falls silent, then sighs. "Because I'm an unmarried and apparently childless woman with an inoffensive pet cause. The ambitious think they might be able to marry me into their dynasty, the unambitious think that the power of the Emperor stamping down on Sylvania is preferable to the usual political or religious pet causes of nobility, and everyone thinks that if they put me on the throne, they or their heir will get another chance to properly exercise that power before too long, whereas anyone else as Emperor would have the inheritance locked down for their preferred heir. I'm a perfect compromise candidate if none of the others can get a clear lead."

"And on a non-cynical level, bringing Sylvania to heel is an impressive achievement. Even those that aren't cleared to know about the Alkharad situation, do know from the Emperor's decree that you must have stumbled across something that really needed killing."

"That... might actually change the situation," she says, drumming her fingers on the table and frowning. "Burying the family legacy is one thing, but being crowned Empress Van Hal for finally subjugating Sylvania would be a complete triumph over it." She hesitates, her eyes darting over to you as she considers whether to continue. "And a not inconsiderable personal vindication, as well," she admits.

"It might hurt your chances if a dynastic marriage isn't possible-"

"It's possible," she says. You stay silent for a moment, leaving space for elaboration that Roswita unabashedly leaves unfilled.

"Then you have a very powerful card to play," you continue. "The other most likely candidates are Talabecland and Ostermark, but you're more likely to be able to secure the Sigmarite votes, who would be looking for a candidate outside of the historical Wolf and Ottilian provinces. If you actually make moves towards it, you could line yourself up to be the nigh automatic choice, if timing renders the Holswig-Schliestein heir unsuitable."

She gives you a long look, that you mistake for thinking until she speaks. "What do you get out of telling me this?"

"Get?" You frown as you consider that. "Not having to spend time getting to know some other person if they become Emperor, I suppose. But really, what it comes down to is that I had information that you would be better off knowing than not knowing, and it cost me nothing to give it to you, so I gave it to you." Because it's what your father would have wanted me to do, you don't say, but she hears it nevertheless.

She looks at you for a long time, and you look back. There is a possible version of this conversation where you actually speak up here, and you have a very long and awkward conversation about what her father actually did mean to you, and what he might have meant to you if things had not gone so terribly wrong at Drakenhof, and, let's be honest here, if he also had a hitherto unsuggested predilection for insecure young Wizards who had only just begun to come into their own. But not only would that be an agonizingly awkward conversation to have, it would also be one that would expose the person you used to be. You quite like being the highly-skilled Wizard with the ear of many of the continent's movers and shakers, the shadowy figure only glimpsed out of the corner of one's eye as she watches events unfold with a knowing smile. You know that whatever it is that Roswita is imagining, it stars a slightly younger version of that take on yourself, rather than the fumbling, coltish young woman that Abelhelm was much more of a mentor to than anything else.

Part of you still flinches at the memory of Roswita so summarily banishing you from what had become your home, and that part of you quite likes that part of Roswita is still intimidated by what she imagines you to be and to have been. You don't want to give Roswita the ability to treat the younger version of yourself with the same contempt that part of you does.

So you remain silent, and let Roswita imagine whatever it is she imagines.

"Thank you," she finally says to you, and you just smile and nod.



- The dice for the duel at the Festival were rolled here. RIP to Oriouloc but apparently Kadoh's built different.
- Magical initiate and the Itilmar for books deal still to come.
 
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Turn 43 Social - 2491 - Part 4
Fifteen years ago, Lutz Schaefer was a Sergeant of the Hornau Crossbow Regiment in his late twenties with a single child. After Stirland's crossbow regiments were disbanded as the new Elector Countess attempted to modernize her military, he and his squad joined the Karak Eight Peaks Expedition in the hopes of earning enough money to buy some land or purchase a commission in order to secure an income for his nascent family. The Expedition proved successful beyond most expectations, and instead of returning home with gold, he brought his wife and child down and established himself as an officer of the Undumgi. Today, Lutz Schaefer is a Lieutenant and a father of five.

The only part you know of this initially is his rank, because he's currently dressed in his ceremonial best as he very insistently batters at your door at a time in the morning that is only seconds after the point where it would have been rude to be battering at your door.

With your unplaited hair tied up in a hasty bun and hidden away under your hat, and your nightwear securely tucked away under your robes, you have the man brief you as you make your way down the stairs towards his residence. "Some of the children like to fossick in the lower levels," Lutz says to you, slightly out of breath. "Usually they only find a few bits and pieces, and the Dwarves humour them and give them fair value. But the lad has been finding a lot more than anyone else, enough that the Dwarves had started to take notice, and yesterday he dug his way through to what the Dwarves said is a..." He frowns and thinks. "'Dramatic upthrust of sheared selvage that was overlooked during the founding excavation', they said. But they also said that to their eyes, there was nothing to indicate it was there at all. He beelined straight towards it in a little tunnel he dug over weeks, saying the whole time he was sure there was something there, and he was right."

You carefully don't frown as you consider that. "He could have a Minor Talent for detecting metals - there are dowsers out there able to do that or something similar that make a very tidy living from it. But it could also be a subconscious expression of magical ability. If it is, that's a dangerous sort of thing to be doing without any instruction."

"That's what we thought," he confirms. "But he'd be able to learn to do it safely, right?"

"It's possible," you say cautiously as you try to decipher his tone. It takes you a moment not because it's especially cryptic, but because you're not used to the idea of a father being excited to learn that his son might one day be a Wizard. You adjust the planned arc of this conversation. "If he goes to the Colleges, his level of ability would be measured and he'll be given the level of training appropriate for his capabilities, as long as he's willing to learn. From what you've told me, it sounds like he could have a strong affinity for the Wind of Metal, that we call Chamon. If that is the case, he could one day become a Gold Wizard, like Johann and Maximillian."

"That's great news," he says with complete sincerity, and you very deliberately prevent yourself from lingering on how rare that reaction is, and how much more welcome it might have been for some than what they actually got. When you were one Apprentice among many, you'd heard many of the stories of your fellows awakening to their magical ability, and the reactions of their families. Some had stories that rivalled your own for traumatic experiences, but the most common version was of a family reacting with muted despair, as if being told that their child was crippled or dying. The only positive receptions you've heard of previously was among magical families like Panoramia's, or among those who had grown up in orphanages or on the streets.

Okay, maybe you weren't fully successful in keeping yourself from lingering on it.

"What was that?" you say to Lutz, who had just asked you something.

"Is a Wizarding education expensive?" he asks again. "We have some savings, but I don't know if that's, well, Wizard levels of money, you see..."

"I can say with confidence that it will be within your ability to pay," you respond, "and there are other options if you don't have the money on hand."

He seems more reassured by that than perhaps he should be. It's a complicated topic, the fees that students of the Colleges are charged and can sometimes accumulate over the length of their education. The Colleges would theoretically be able to sustain themselves from funding from the Emperor, tithes from their members and the various income streams specific to each College, but they charge Apprentices varying but always significant amounts for their education anyway. The amount is carefully calculated to be burdensome but not crippling for the student's family. If the family pays it, the theory goes, then they are made materially invested in the student's success and are less likely to get cold feet about it years later, when an Apprentice has been ensconced within the College for years and finally emerges with strange new quirks and physical properties. If the family does not pay, then it drives a wedge between the Apprentice and their family early on, bringing the matter to a head immediately instead of allowing an influence opposed to a magical education to linger in that Apprentice's life for years or decades. In either case, when the Apprentice becomes a Journeyman, they are more encouraged than they would otherwise be to pursue the more profitable paths available to them, and in doing so they not only repay the debt to the College or their family, but also have a larger income for the College to take its tithe from. The College may not directly prohibit someone with the potential to become a Magister from spending the rest of their life making a very safe living keeping a forge burning for a blacksmith or something, but it will give a nudge or two to try to prevent it.

You're not sure if you're entirely convinced by this logic. You suspect it may have come about in a time when the Colleges were less established and more in need of funding, and that it continues on at least partly because the Wizards making this decision had to deal with student debt in their youth, so they feel affronted at the idea that future students will not have to. Undoubtedly there are those that would argue it builds character.

Your musings on the topic last until you arrive at the family's dwelling, where you are introduced to a wife and an array of successively smaller children. Your attention goes straight to the boy whose feat had brought you here today, who very clearly doesn't know what he should be doing with himself, and he's fiddling with what you take to be a chunk of silver-bearing ore taken out of the deposit he discovered. You only need a glance to spot the ambient Chamon within the ore stirring at his touch. It takes a longer look to determine that the stirrings only partially correlate with the boy's movements, so it can't just be a natural physical affinity for the Yellow Wind - there must be an unseen variable exerting force upon the Winds, and the most likely candidate is the boy's will.

Right now, it's harmless. He can move it around, but without instruction it would take years for that to develop into enough grasp over it to twist it into the form of a spell. No, the actual danger is that his receptivity to Chamon will not necessarily remain restricted to Chamon. All it would take is some sort of meaningful event to give him even a small level of affinity for one of the other Winds - a nasty burn or beast attack, or the death of a loved one awakening his awareness of mortality, or something else along those lines - and he'll be inadvertently juggling two Winds within his soul, Winds that will have additional speed and turbulence for being within the soul of a nascent Wizard, propelled to and fro by the emotional turmoil of youth. That would put him on a gradual but inexorable path towards Dhar poisoning.

You explain as much to the parents, and while they're certainly concerned to hear it, they seem accepting of the reality of the matter - perhaps not unexpectedly, considering his most likely trajectory had been to follow his father into professional soldiering. You'd expected to face resistance when you explained that it would be best to get him into the mono-Wind environment of the Gold College as soon as possible, and that a delay might be fine but might also be disastrous, but they agree with it immediately. You're not sure whether you were especially convincing, or whether they just want to leap on what they see as a great opportunity for their son as quickly as possible. So you give them the rest of the day to say their farewells and prepare the boy to uproot his life.

---

That evening, you, the child, and Max board your Gyrocarriage to set off to Altdorf. Johann might have gotten along with the child more easily, but his example of Alchemical Thaumaturgy is perhaps a bit intense to be a child's first example of their future.

After some hesitance and awkwardness - not least of which because of the necessity of having to speak quite loudly to be heard over the sound of the engine - the two settle into a discussion about the theorized origins of mountains, from the passé 'the Gods did it' to the outré 'enough stone in one place causes gravity to reverse'. The two spend quite some time mocking the fringe belief in simple physical forces shaping the world over millions of years. The child perks up as the conversation touches on the relation between stone and Chamon, when he says something that causes you to turn your full attention to the conversation.

"The opposite of water?" you ask, prompting him to elaborate on his theory.

He blinks up at you. "Water likes to flow around on the surface, but if it can't do that it'll start sinking into what it's on. The looser it is, the easier it sinks in and moves around, and that's where you get well water. But it'll still sink into stone, just slower. The energy is the other way around - it'll sink into stone if it can, and if it can't then it'll sink slower into soil if the soil doesn't already have another energy in it, and only if there's nothing else for it to do does it flow around on the surface. The opposite of water." He smiles proudly at his theory, and looks closely at you for a reaction as you consider it.

The child is clearly only familiar with Chamon out of the Winds, which for his current circumstances is for the best. Once he's taught a more rounded understanding of them, 'water' could be easily replaced with Ghyran, which flows either like water or with water - the exact cause and effect there is debated. And from there you have an alternative theory of Wind cardinality, one where Chamon and Ghyran are cardinally opposed. The mainstream theory puts Chamon across from Shyish and Ghyran from Aqshy, putting the permanence of metal against the finality of death and the growth of life across from the consumption of fire, but while this depiction can be found in many places in the Colleges, it is far from unassailable, and other theories tend to find a ready audience. An alternate cardinality theory around the way the Winds interact with and flow through the physical world would be an intriguing beginning to a Wizard's career - it's very unlikely to one day rival the Elemental-Mystical-Cardinal triune that currently dominated Collegiate magical theory, but it could very well join the ranks of the numerous other models that have all kinds of niche uses in specific areas.

"That's a very interesting way of thinking about it," you say to the child. "You should keep it in mind, and develop it as you learn how the other Winds work."

From the expression on his face you feel confident that he'll do everything within his power to do so, and you smile. Despite the lack of an extended family, the child shows no evidence of the precocious maturity of an older child of a large family that has had to serve as an additional parent to his juniors. That speaks well of the support structures within the Undumgi - or, you hedge, at least the formerly Stirlandian portion of it. You'd say he has a better chance than most of taking well to the sudden change of environment into the alien structure of the Gold College.

You make a mental note to try to remember his name so you can follow his career with interest.

---

When you delivered a substantial bounty of Ithilmar, a metal with only one known source in the entire world, you were offered several methods of payment that would have made you fabulously wealthy. Each and every one of them has been spurned in favour of feeding the endless appetite of your beloved and growing library. The Queen has formalized your previous means of securing a trickle of Elvish wisdom and employed vast swathes of Tor Lithanel's comfortably bored underclass in churning out a copy of almost the entirety of the Library of Mournings. While you're kept quite busy organizing the incoming flood of Eltharin instruction into some semblance of proper organization, you're not so busy that you can't spot what is missing, and it turns out to be substantially less than you expected. While most books on strategy are notable for their absence, tomes talking about combat at smaller scale are numerous. Books on magical concepts are present but generally low-level, which you're mostly sure is a reflection of Laurelorn's power dynamics rather than a deliberate choice - the greatest understanding of magic belongs to the Grey Lords, and the penultimate tier to the local Temples of Hoeth and Hekarti and the Houses that dominate them.

It all amounts to a bounty of knowledge you could spend a lifetime perusing, and that you intend to spend a lifetime at least leafing through. You suspect that in your future, there will be very little you put your mind to that won't be assisted by some measure of Elvish insight.

While your library's security, having been constructed by Dwarven architects and residing within a Dwarven Karak, was judged as good enough for most purposes, there was one part of the Library of Mournings that requires a greater dedication to security, including a failsafe to destroy the contents should the vault that will contain them be forcibly breached. The scrolls in question are the largest you've ever seen, and covered with carefully-copied diagrams and notes in a language that seems entirely alien, even after you catch a glimpse of both Eltharin and Khazalid in its patterns. You get the impression that mere ink and vellum should be entirely incapable of containing the message within, and that it condescends to be contained in a merely mortal medium as an act of generous benevolence. It is beyond the peoples of the current era to even measure how many steps they are removed from the original lessons of the Old Ones, those that joined forces with the Dragons to shape this world and held back the onslaught of Chaos for long enough for life as you know it today to grow strong enough to take up the fight themselves.

In a letter to the Grey College, you briefly summarize the bounty of knowledge that you have acquired, and leave to them the titanic task of figuring out who in the Empire deserves to know about the secrets that have become available to anyone willing to make the journey to the edge of the continent.



Library Purchases:
[ ] [LIBRARY] Colleges of Magic
Name four magical, non-divine topics to acquire all available Empire books on.
[ ] [LIBRARY] Barak Varr booksellers
Name three public topics to acquire all available Empire and Dwarven books on.
[ ] [LIBRARY] Library of Mournings
Name two non-magical topics to hire Cityborn scribes to copy all available Laurelorn books on.

[ ] [LIBRARY] Back-fill.
Instead of seeking books on specific topics, give a very broad direction and have your bookselling contacts grab everything on it that you don't already have, with special attention to existing but incomplete topics. Possible categories: Dwarven religion, human religion, geography, war and combat, social science, natural science, applied science.

Dwarf Favour Purchases
Aethyric Vitae can be spent instead of favour at an exchange rate of 3 favour per gallon; for Rune-related purchases, this will also guarantee the cooperation of Runelords who may otherwise be disinterested. To use this, simply add 'paid by Vitae' or similar to an item you are voting for.
[ ] [DWARF] No purchase.
[ ] [DWARF] Write-in.

College Favour Purchases
[ ] [COLLEGE] No purchase.
[ ] [COLLEGE] Write-in.

Other Purchases
[ ] [PURCHASE] No purchase.
[ ] [PURCHASE] Write-in.



- There will be a fourteen hour moratorium.
- Despite the magical children that keep happening around Mathilde, the typical age for magical abilities to awaken in someone is 15 to 20. This kid rolled a 2 on a d100. Mathilde just keeps getting surrounded by outliers.
- The initiate's natural affinity for magic was rolled here.
- The library as it currently stands can be found under the Organizations threadmark. I have not constructed a list of what was acquired because doing so would have meant this would have taken even longer to be written. If someone is willing to perform the hard work and/or apply the technological know-how to derive said list, I'll be posting the current library and the library as it stood before the most recent additions shortly after this post. The list of new additions can be found in posts further down this page, with many thanks to @Abby Normal and @picklepikkl .
- Some of the Eonir-sourced books are listed as Eonir where they have developed significant unique insights of their own, and Asur where they have merely retained the knowledge they brought with them from Ulthuan. Undoubtedly there will be topics that should be present that I've overlooked, and if you think you've identified one, let me know.
 
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Turn 44 - 2491.5 - Milestone
[*] [LIBRARY] Colleges of Magic: Liminal Pathways, Nehekharan Pantheon, The Mortuary Cult, Nehekharan Incantations
[*] [COLLEGE] An Ulgu powerstone (5 CF)
[*] [DWARF] No purchase.
[*] [PURCHASE] No purchase.

Vote tally

As you sit and ponder the newly-constructed Waystone, you consider the nature of firsts. This Waystone is certainly a first of some kind, but it takes a carefully-constructed array of qualifiers to correctly identify what. Certainly not the first constructed in the Old World, considering the partnership between Elves and Dwarves was forged here. Not even the first since the breakdown of that alliance, as the Belthani, the Nehekharans, the Scythians, and possibly others have left behind additions to the network. Not even the first in the Empire's history, as it is very likely that Belthani remnants lingered in corners of the Reik Basin until the Drive to the Frontiers brought its entirety under Imperial rule; that, and who knows what the Bretonni were getting up to west of the Grey Mountains in the era before the Royarchs and the Lady came to rule those lands. It might be as little as fifteen centuries since the last Waystone was constructed in the Old World.

All that said, it is still quite the accomplishment. This Waystone is the first of many, and it will mark a turning point in the history of whichever land it is planted in. The question of which land that will be hangs heavy in the air, and maps of the rivers of the Old World have come under close scrutiny in recent weeks. In Kislev, this Waystone placed along the Tobol would halt the spread of Troll Country, or along the Kalti Delta to turn a Norscan stronghold into Kislevite territory, or along the uppermost reaches of the Lynsk could cut Praag off from the Chaos Wastes and start to reverse almost two centuries of corruption. In the Empire, Mordheim could be ringed with Waystones to drain away almost five centuries of accumulated corruption, or the Waystone could be placed along the Drak to drive a stake into the heart of Sylvania, or along the Black Run to fortify the barrier between Stirland or Sylvania. Or the newly-established trade crossroad of the Black Water could be ringed with Waystones to begin to counter whatever font of corruption lies deep below the surface.

The decision would be life-changing to those living in or near the affected area, but perhaps more important would be the statement of intent that the decision would be taken for. Rightly or wrongly, the world will be paying attention to who the first major beneficiary of the Waystone Project will be.


---


You have five action points (AP) you can apply without engaging in overwork. For every two AP spent across all members of WEB-MAT, including recruiting new members, you can spend one 'free' additional AP with any member of WEB-MAT. WEB-MAT actions are performed by Mathilde alongside that person when possible, such as studying something alongside that person, cowriting a paper together, one teaching the other, both of them learning something new, et cetera.
Current overwork status: [ ] [ ] [ ]
Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.


WEB-MAT: Magister Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Learning: specify what and from who. You may pay for a trainer.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Receive dictation: specify which two papers or one book will be written.

WEB-MAT: Magister Johann, Gold Wizard
[ ] JOHANN: Learning: specify what and from who. You may pay for a trainer.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.

WEB-MAT: Lord Magister Egrimm van Horstmann, Light Wizard
[ ] EGRIMM: Introduce Egrimm to Cython with hopes of some sort of information exchange (NEW)
[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (specify what)
[ ] EGRIMM: Learning: specify what from who. You may pay for a trainer.
[ ] EGRIMM: Study an artefact: specify which.
[ ] EGRIMM: Write a paper: specify which.

WEB-MAT: Other
[ ] WEB-MAT: Hunt an apparition with a member of WEB-MAT (specify who and which)
[ ] WEB-MAT: Attempt to recruit someone to WEB-MAT (specify who)
[ ] WEB-MAT: Enchant or otherwise modify your Gyrocarriage (specify how)


The Waystone Project, Recruitment

[ ] Attempt to bring an Order into the Waystone Project (specify which)
[ ] Attempt to bring a non-Order magical tradition into the Waystone Project (specify which)
[ ] Attempt to bring a human Cult into the Waystone Project (specify which)
[ ] Attempt to bring a Major House or Ward into the Waystone Project (specify which)
[ ] Attempt to bring a Karak's Runesmiths into the Waystone Project (specify which)


The Waystone Project, Research

[ ] Waystone: Build a Waystone
There will be a subvote for which components it will be made of. You can take this multiple times to create multiple Waystone designs in parallel.
[ ] Waystone: Attempt to secure a supply of Titan-metal
Specify source: Ogres, Cathay.
[ ] Waystone: Experiment with alternatives to the Waystone Rune
[ ] Waystone: Negotiate with Ulthuan for details of how to create a Nexus (NEW)

[ ] Waystone: Nexuses
Specify which: Marienburg (Almshoven and Fort Solace), Forest of Shadows (Brass Keep, Blood Fane, Tower of Melkhior), Mordheim, Los Cabos, Bugman's Brewery.
[ ] Waystone: Tributaries
Specify which type: Scythian, Lornalim.
[ ] Waystone: Mapping
Specify two of: Bretonnia, Tilea, Estalia, Araby, Badlands.
[ ] Waystone: Other Networks
Specify which: Karaz Ankor, Kislev, Laurelorn, Athel Loren, Nehekhara.


The Waystone Project, Development

[ ] Waystone: Tributary Design (select one or multiple: Ranaldian, Druidic, Ice Witch, Runesmith, Teclisean)
[-] Waystone: Tributary Prototype (no untested designs available)
[ ] Waystone: Leyline Prototype (select transmission medium: Air, Material, Road)
[ ] Waystone: Negotiate with Ulthuan to re-erect Barak Varr's Nexus (NEW)
[ ] Waystone: Seek the lost Black Fire Pass Nexus (NEW)


The Waystone Project, Deployment

[ ] Waystone: Deploy in Kislev (specify which: Praag Region, Troll Country, Kalti Delta)
[ ] Waystone: Deploy in the Empire (specify which: Sylvania, Stirland, Mordheim)
[ ] Waystone: Deploy in the Karaz Ankor (Black Water)
[ ] Waystone: Other (specify where)
The current Waystone model has specific strengths and weaknesses, but these can be disregarded to start deploying them somewhere less suitable.

[ ] Tributary: Haléthan (specify province)
Roots of Stone requires a Nordland or Ostland Hedgewise caster to be used outside of Nordland, Ostland, or Ostermark.
[ ] Tributary: Dreaming Wood (specify province)
Liminal Germination requires the caster to spend a significant amount of time in the local Dreaming Wood. This is safe-ish in Nordland, Reikland, Hochland, and Talabecland, dangerous in Middenland, Ostland, and Ostermark, and impossible in other provinces.
[ ] Tributary: Water Spirit (specify province)
Aethyric Impluvium requires the presence of a Water Spirit, the easiest source of which would be cooperation with the Cult of Taal and Rhya, the Elementalists, or Hag Witches.
[ ] Tributary: International (specify country)
Share information and expertise on how and where to create the tributaries to supplement existing Waystone networks.


For the above options, remember to also state who you will be researching or performing this with. You can specify as many or as few members of the Project as you please, as well as bringing in people from outside the Project if you pay for their services or convince them in some other way. If the only ones involved are members of WEB-MAT the action can count as a WEB-MAT action. In general the fastest progress will be made by involving only those with the most applicable knowledge, but also keep in mind how each individual might feel about being included or excluded in a particular investigation. For the Tributary actions, the details of how exactly it is pursued will be the subject of a subvote after Mathilde investigates the options and possibilities, but will generally involve getting the okay of local authorities, then finding, recruiting, or striking deals with people with the ability and inclination to spend the next several years creating tributaries.



Lovely Laurelorn
[ ] Explore one of the Wards of Laurelorn (specify which: Storm, Rain, Frost)

Self-Improvement:
[ ] Receive training: specify who and what. (acquaintances may train you for free, or you can hire someone with money or favours)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt)
[ ] Attempt to gain control of one of your Arcane Marks (specify which)
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
[ ] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.

Research and Publishing:
[ ] Study the Waystone foundation enchantment for enchanting technique insights (NEW)
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
[ ] Write something else: write in.
Once per turn, you can write a paper or write a 'something else' without spending an action thanks to your Tower of Serenity.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.

Aethyric Vitae (12 gallons):
[-] Create Orbs of Sorcery solo (requires one of each Power Stone)
Mathilde will have full control over what happens with the resultant Orbs, including the option of presenting the full collection as a shockingly impressive fait accompli. Any Power Stones Mathilde does not have will be acquired for 5 CF each.
[ ] Create Orbs of Sorcery with College buy-in (no cost)
Mathilde will not have to source her own materials, but will have to negotiate in advance what happens with the resultant Orbs.
[ ] Create a liminal realm (specify size, location, and purpose, 6m³ per gallon)

Enchantment and Spell Creation:
[ ] Codify the spell Knightbringer
[ ] Enchant an item: specify what and how (current skill level allows for Fiendishly Complex spells and lower; you may use Windherder to attempt to enchant something with spells from different Winds)
[ ] Attempt to create a spell (see Approved Spells threadmark)
[ ] Attempt to capture an Apparition (specify which)
[ ] Turn a staff (specify for whom) (optional: specify from what)

Foreign Relations:
[ ] Enter into negotiations with the Druchii delegation to Laurelorn
The Druchii have proffered magical knowledge and advance information on Karond Kar corsair movements in exchange for information on and samples of interesting creatures and phenomena of the Old World, but all kinds of other deals could be negotiated.
[ ] Involve yourself in current affairs: specify what and how.
Current examples: Eastern Stirland pacification, Marienburg affair, Cult of Ulric schism
[ ] [ ] [ ] Travel to Nagarythe at the invitation of Ambassador Daroir, and join their eternal war against Naggarothi invaders for three months.

Personal Relations:
[ ] Spend time assisting or ingratiating yourself with someone else: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Teach Eike (specify what)
[ ] Wolf is fully grown, very smart, and a Very Good Boy. Train him further. (specify what he will be taught)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)


The Eastern Imperial Company
Your share of EIC profits: 250 crowns / turn
Current Focus of the EIC: Preparing for the Zhanyka Canal
EIC Handler: The Hochlander

The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] EIC: Completely hand over management of the EIC intelligence apparatus to the Hochlander.
[ ] EIC: Found an auditors division, to make sure the ledgers are in order.
[ ] EIC: Insert agents into a particular province, cult, company, or institution to start gathering their secrets. (specify who)
[ ] EIC: Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.
[ ] EIC: Improve and expand the EIC's paramilitary river navy. (optional: specify how)
[ ] EIC: Have the EIC keep tabs on mercenaries so that they can be more easily hired if needed.
[ ] EIC: Attempt to establish a trade route with the Eonir (pick one: ore)
[ ] EIC: Assist in the creation of the magical route through the Schadensumpf, both personally and with the EIC's influence and resources
Estimated completion without Mathilde's assistance: late 2493.

Kron-Azril-Ungol
Status: Being colonized by a new We, training and recruiting human and Halfling scribes from Karak Eight Peaks, open to braver members of the general public.
The first AP spent in this category is free. Any additional choices cost 1 AP.
[ ] Begin copying the full corpus of a Partner Library. (specify which)
Current options: Aquila Academy of Nuln, Imperial School of Engineers, Imperial Gunnery School, Minor Colleges of Nuln, The Mootland Genealogical Library
[ ] Hire educators to teach a language or group of languages to your scribes (specify which)
Some package options: Eltharin (Ulthuan's Tar-Eltharin and Laurelorn's Yen-Eltharin dialects), Academic Languages (Classical and Old Reikspiel)
[ ] Seek the publishing contacts to start acquiring large amounts of books from a nearby realm (specify which: Bretonnia, Kislev, Tilea/Estalia, Araby)
Gives wide and easy access within a language, but is subject to local restrictions and is a less efficient use of the Library's acquisition budget than other methods.
[ ] Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (specify which, eg: Great Library of Marienburg, Great Library of Altdorf, Ancient Library of Carroburg, Karaz-a-Karak Archives, Karak Vlag Archives)
Difficulty will depend on the size, prestige, and disposition of the library in question, and the relative impressiveness of Kron-Azril-Ungol.
[ ] Seek an agreement with a Cult to have access to their libraries (specify which, eg: Verenans, Myrmidians, Sigmarites)
Difficulty will vary heavily depending on the Cult in question, but can allow access to rare tomes and esoteric subjects.
[ ] Set up a no-questions-asked bounty system for books within the Cult of Ranald
Results will be unreliable and depending on what is sought may result in blowback, but this may allow you to acquire books that would otherwise be entirely inaccessible.


Apprentice Eike Hochschild
Diplomacy: 8+1+1+1+1-2=10
Martial: 8+2+1+1+1=13
Stewardship: 6+3+1+1=11
Intrigue: 12+3+1=16
Piety: ?
Learning: 13+2=15
Magic: 1+1=2


Traits:
Grey Wizard: She has the ability and education to wield the winds of Ulgu, the grey magic of shadow and illusion.
Apprentice: She has reached the level of training where she is able to begin learning the simplest of spells. Her Master is Lady Magister Mathilde Weber.
In Awe of Mathilde: Every story Eike grew up hearing about Mathilde has convinced her to make the most of the opportunity to learn from her directly. This will be replaced by one of Mathilde's traits at some point during her Apprenticeship.
Seen, Not Heard: Eike learned at a very young age that there are few benefits and many drawbacks to drawing attention to herself, an instinct that serves her very well in some ways but holds her back in others. +3 Intrigue, +1 Piety, -2 Diplomacy
Keep The Wagons Rolling: Eike believes implicitly that logistical efficiency is absolutely essential for the continued survival of the Empire and its allies. +2 Learning, +3 Stewardship
Mark of Ulgu: She bears the Mark of Ulgu upon her right arm, signifying the claim that the Wind has laid on her soul. +1 Magic.


Diplomacy:
Colleges of Magic (1/3)
Empire of Man: Under the tutelage of her grandmother, she has achieved a solid understanding of the provinces of the Empire. +1 Diplomacy
Eonir of Laurelorn: A period of immersion in Tor Lithanel during her teenage years gave her a solid understanding of the Eonir. +1 Diplomacy
Karaz Ankor: Her Apprenticeship to a Thane and Loremaster of Karak Eight Peaks made her a part of Dwarven culture almost by default, and she learned to operate within it early. +1 Diplomacy
Nobility: Her upbringing gave her a deep understanding of the realities of nobility. +1 Diplomacy
Politicking (1/3)

Martial:
Equestrianism (2/3)
Fitness: Beneath her robes lies the muscle of a warrior rather than the soft flesh of a typical wizard. +2 Martial
Greatsword: Eike has developed a basic understanding of the Tilean spadone style, with a few Imperial flourishes. +1 Martial
Greatsword, Advanced (1/3)
Naval Tactics: She has a fascination with the many historical sea battles in the Sea of Claws. +1 Martial
Naval Tactics - The Empire (1/3)
Pistols: She was taught to wield her grandmother's weapon of choice from a young age. +1 Martial

Intrigue:
Infiltration: She has a very good grasp of how to be seen but not noticed. +1 Intrigue
Advanced Infiltration (2/3)

Stewardship:
Accounting: As heir apparent of the EIC, she has been taught the arcane art of double-entry bookkeeping. +1 Stewardship
Advanced Accounting (1/3)
Trade: She has a basic understanding of the endless flow of goods and gold that keeps civilization running. +1 Stewardship

Piety:
Old World Pantheon (Northern) (1/3)
Old World Pantheon (Southern): Having grown up in the softer corners of the Empire, she is familiar with the more civilized of the Empire's Gods.
Shallya (1/3)

Learning:
Economics (Old World) (2/3)
Linguistics (1/3)

Languages:
Reikspiel
Lingua Praestantia
Tar-Eltharin (Eonir accent)


Magic:
Natural Alchemist: Eike has both an intuitive grasp and a solid grounding in the theory of the way the Aethyric Winds interact with mundane matter, and vice versa. Skills that rely on this, such as Alchemy, Enchanting, Potions, and Turning, are one step easier to learn and advance (eg: Basic Alchemy requires 2/2 instead of 3/3 to learn).

Enchantment (1/2)
Materials: Eike is able to quickly and precisely evaluate how conductive a material is to various forms of magical energy, and how to compensate for or take advantage of that conductivity. +1 Learning, Advanced will give +1 Magic

Waaaghbane (2/5)
Windherder (1/4)

Spells known:
Drop, Glowing Light, Magic Dart, Marsh Lights, Sleep
Aethyric Armour (Mastery - Indefatigable)
Specify which of the above actions Eike will be present for and (hopefully) learning from, as well as what she will be directed to study when she's not doing so. Her study may involve lessons you pay for, or tutoring from your employees and allies. These do not cost AP.
[ ] Eike Actions:
[ ] Eike Study:


Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to.
A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler
As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used.
Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector
When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so. Rule of thumb: if you have to explain why this might apply, it probably doesn't.
[ ] The Father
Ranald's daughters, and Their followers, will recognize you as being worthy of trust and faith.


Ranald's Coin (note from Ranald: don't)
Vampire skulls
Branulhune - investigate the odd flash when it is desummoned underwater

The Vampire Prophecies of W'Soran
Vlad von Carstein's study notes of the Carstein Ring
Kurgan Shrine to Mannslieb
Kurgan enchanted weapons
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.


Linguistic Drift in Lizardmen Glyphs (FADING)
The Polyphenic Theory of Lizardmen Society (FADING)

Seviroscope (large, based on glass and alchemical inks) (TIMELESS)
Preliminary paper on Aethyric Vitae (TIMELESS)
Coins of Nehekhara's Fifth Dynasty (TIMELESS)


You can literally write the book on a topic for the same amount of effort as two papers; this can be split over multiple turns. You don't need to have all the pieces to do so, but it would be more efficient and impressive if you did.
Aethyric Vitae (1/2)
Branarhune
The Currency of Strygos
The Currency of Tylos
Coins of Nehekhara's Fourth Dynasty
Coins of Nehekhara's Sixth Dynasty


- There will be a 24-hour moratorium. Voting will be in plan format.
- The current Waystone model is best suited to countering deeply unpleasant places upriver of a nexus, and the options given have been chosen with that in mind. However, if you really want to you could start deploying them just about anywhere.
- You can deploy in multiple places per turn, but if you do, specify which one will be the 'first' in your plan.
- Mathilde's part in Waystone deployment will be sorting out the politics and logistics of making it happen, and then handing it off to others to handle the years of rote work involved.
 
Last edited:
Turn 44 Results - 2491.5 - Part 1
[*] Plan You Must Deploy Additional Waystones v2
-[*] Overwork: Yes
-[*] COIN: The Gambler
-[*] SERENITY: Aethyric Vitae 2/2
-[*] Waystone: Deploy in Kislev (Praag Region) (Niedzwenka, Zlata) (do this first)
-[*] Waystone: Deploy in the Empire (Sylvania) (Elrisse, Tochter)
-[*] Waystone: Deploy in the Karaz Ankor (Black Water) (Thorek)
-[*] Tributary: Dreaming Wood (Nordland/Laurelorn) (Hatalath, Sarvoi, Cadaeth, Tochter, Elrisse, Aksel)
-[*] JOHANN: Waystone: Seek the lost Black Fire Pass Nexus (The Gambler)
-[*] MAX: Write two papers: Linguistic Drift in Lizardmen Glyphs; The Polyphenic Theory of Lizardmen Society
-[*] EGRIMM: Auditory Seviroscope ("Wind chimes") (Spend 2 CF for a Journeyman with Auditory Magesight to assist)
-[*] KAU: Seek an exchange arrangement with another Library or a Karak's archives to be able to make copies of their corpus (Karak Vlag)
-[*] EIC: Assist in the creation of the magical route through the Schadensumpf, both personally and with the EIC's influence and resources
-[*] Eike Actions: Auditory seviroscope, EIC magical route
-[*] Eike Study: Learn spells, enchanting lessons from the Grey College (1 CF)

Vote tally

As used as you are to simply dropping by people whenever you want a word with them, that tends to be more frowned upon at the echelons of power you're currently dealing with, especially with foreign rulers. And considering your history of dropping by Kislevite rulers, Boris might take it as some sort of veiled message. So you suppress your normal impulses and send word through the proper channels, and word comes back through the proper channels. Boris' response to your announcement that Praag is going to be the first beneficiary of the Waystone Project's greatest success spends only one line on gratitude, but the length of the rest of the letter is, if anything, even more fulsome than if he'd spent several paragraphs on it. That Boris is taking the time to personally brief you on the political situation of Praag instead of leaving it to an underling or simply letting you figure it out for yourself speaks to how seriously he is taking this.

Praag's status as one of the three major cities of Kislev makes it a major piece on the political board, and for that reason it's something of a surprise that it's not only under the control of an Ungol leader, but that it has been in an unbroken chain dating back to before the arrival of the Gospodars and the birth of Kislev. When the Gospodars arrived, they took the Ungol capital of Norvard and renamed it to Erengrad, and rebuilt the sometimes-Ungol town of Dorogo, sometimes-Ostermark town of Pelzburg into Kislev City. But while they established an iron grip on their new frontier with the Empire - well, technically the Ottilian Empire, as this was in the early stages of the Time of Three Emperors - they were unable or unwilling to do the same to Praag. Initially it would likely have been largely about not wanting to disrupt the flow of silver out of the mines Praag controls, and later it may have been out of a caution towards further aggravating what had unofficially become the Ungol capital, and with it all of the Ungol settlements and nomadic groups that had been displaced to the colder, harsher, less fertile lands of the north. Even after two secession attempts over the centuries, Praag remains ruled by an Ungol Z'ra rather than a Gospodar Boyar.

Of course, the dynamic changed after Praag's near-destruction in the Great War Against Chaos, and though Tzar Alexis did make some attempts to rebuild it, Tzarina Kattarin was too busy tormenting the southern cities to care much about the ruins of the northern one. Towards the end of her reign it seems to have rebuilt enough to be desirable again, and the Kalishinivik family seems to have been established in Praag as part of some attempt to suborn it, but that was foiled first by the dethroning of the Tzarina and later by the family's purging after the Battle of the Shirokij. Praag seems to have benefited from what might charitably be called the hands-off ruling style of Tzar Vladimir, and with Tzar Boris' powerbase having been established as a good relationship with the Ungols rather than dominance over them, it seems primed to do even better. Praag's state is dire at a glance, but when looked at from far enough back, you can see it clawing its way slowly but surely out of the devastation left by the Great War. The current Z'ra, Rudolf III, is new to the throne and looking to establish himself, and Boris believes that securing his cooperation should be simple as long as your Waystone can perform as promised.

You, Niedzwenka, and Zlata arrive in Praag aboard a captured longship that Zlata managed to borrow from Erengrad and Niedzwenka has piloted in defiance of current and wind, its threatening silhouette rather disrupted by it being full of a massive stone obelisk rather than Norse raiders. Someone under the Tzar has been talking to someone under the Z'ra to get everyone on the same page, and you're expected and awaited by a representative of the Z'ra. What you don't expect is someone wearing the robes of a Magister of the Gold Order, who looks deeply intimidated and is making no attempt to conceal it. "Lady Magister Mathilde Weber?" he asks as you step up onto the wharf, and at your affirmative he hands over a set of papers containing his Wizarding credentials. His papers are in order, but a supplement to them answers one question and raises several more - Magister Conrad Becher is banished from the Empire. Banishment as a punishment is most common for Wizards who haven't done anything wrong themselves, but whose former Apprentices have done something very wrong indeed. Banishment from Altdorf is the most common and banishment from Reikland isn't unknown, but banishment from the Empire is much rarer, as it's a rather narrow slice of offences bad enough to get one banished entirely from the Empire without crossing a line into earning execution or Pacification.

"I primarily serve Praag's silver industry," he says, in response to some of your unspoken questions and while carefully sidestepping some of the others, "though I also serve as an advisor regarding combatting the endemic Za beasts, as well as matters regarding the Fire Spire and the Deep City. It was decided that I would be the point of contact regarding this matter."

"Oh?" you say neutrally.

He very visibly weighs up who he's most intimidated by in this moment, and decides that it's you. "I described to them the services that Grey Wizards are known for performing for the Empire, and that may have been a factor in the Z'ra leaving this matter in my hands, rather than addressing it personally" he admits, "but it is also true that the Z'ra does not speak Reikspiel and knows little of matters of magic."

You stare the man down for a moment, then nod. "That will have to do," you say. In truth having a cowed Magister as your point of contact will probably be a great deal easier than dealing directly with a foreign ruler, but there's no need to let him relax just yet, at least not until you write back to the Colleges and find out what mischief this Magister got up to. "This is Ice Maiden Zlata and Baba Niedzwenka, serving as representatives of their traditions."

"A privilege," he says, bowing lower than the circumstances call for.

"What is the Z'ra's position regarding the deployment of Waystones in their lands?"

"Though I have endeavoured to impress up on the Z'ra that your reputation is beyond doubt, time and harsh experience has taught Praag wariness regarding promised solutions to the taint that bedevils it. You have the same terms available to any that claim to bring miracles - you may attempt whatever you wish to attempt in the worst corners of Praag, and any talk of bankrolling that solution begins only with proven results."

You smile in anticipation. "That sounds very acceptable to me."

A few days later, you receive word from Altdorf in response to your request for information on Magister Conrad Becher's current standing. It seems he got himself involved in a counterfeiting ring that itself was later suborned by some sort of heretical organization, and then became an informer for the proper authorities and was instrumental in bringing that organization down. Though it did all work out in the end, the adulteration of specie is a very serious crime and using the Wind of Metal to make it impossible to identify is not the sort of purpose that the Colleges have in mind for their graduates.

Reading between the lines, the impression you get of Conrad Becher is someone who either has a stunted but not completely disabled sense of morality, willing to perform moderate misdeeds but with a line he will not cross, or someone who completely lacks morality but who does possess common sense. Not ideal, perhaps, but you can work with this. Your cause is righteous and you have the backing of the majority of the continent behind you, so the same impulses that led him to report his former employees will make sure that if push comes to shove, he'll side with you over the Z'ra. The 'or else' is already hanging very loudly in the air without you having to do something as gauche as actually say it.

---

With Conrad's nervous guidance, you're able to identify multiple different approaches that could be taken in Praag. While eventually the plan would be to have Waystones everywhere you can think of and everywhere that anyone else can think of too, the first Waystone is going to attract significantly more attention than the twentieth, and establishing the right sort of reputation with it could make your future endeavours a great deal easier.

The first, and also the least offensive and most politically resonant, is to place the first Waystone underneath the Karlsbridge - named after Z'ra Karl the XII, beloved by the locals of Praag and everywhere else remembered only as a failed secessionist - to service Old Town. On one side will be the ruins of the Fire Spire, a monument to Praag's past fruitful cooperation with foreign magical traditions, and the Magnus Gardens, the only wholesome place to be found within Praag's cursed walls and named for Magnus the Pious. Its connection point to the greater network will be a Waystone within the gardens, the centrepiece of the Celestial Observatory, now bereft of those attuned to Azyr but still faithfully reporting the position of the planets, with the Waystone representing Söll. Future Waystones will be established in Old Town, which is the least tainted but most densely-populated quarter of Praag. Least tainted in Praag is still fairly tainted by any sane estimation, and taming the oddities that disquiet the densest (albeit least-threatened) portion of the local population will be a crowd-pleaser and will ideally generate a quiet acceptance for future, more ambitious deployments.

The second is going right for the throat of the taint within Praag, by placing the first Waystone underneath the Bridge of Death - so named because it's the bridge that many crossed to sign up for Praag's defence at the Citadel and few of them ever returned. Situated at the heart of Old Town and in the shadow of the Citadel of Praag, a Waystone placed here will be safe from retaliation by any thinking servants of Chaos that might be found within Praag, allowing for further Waystones to be deployed one by one upstream in New Town. New Town is where the streets bleed pus, the walls rearrange themselves at night, and the bodies of those slain in Praag's sacking somehow still linger to disgorge disease and insects and worse. This will undoubtedly do the most good for Praag in the long run and will be looked well upon by the kind of person who has a Wizard in their employ to explain that to them, but in the immediate term most citizens of Praag will only know of riled-up denizens of Chaos and the inevitable death toll that taking and holding parts of New Town to establish Waystones within them will reap.

The third route is to overlook Praag entirely to get the ball rolling on pushing back the Chaos Wastes, by placing the first Waystone underneath Praag's River Gate with an eye to establishing Waystones in the headwaters of the Lynsk. When the Chaos Wastes crept south during the Great War and only partially receded, the new foreshore of Chaos encompassed previously-productive grazelands, forests, and mines, as well as forward outposts to guard against incursions and waypoints for trade with Karak Vlag and Cathay. Reclaiming those will not just make Chaos' position slightly less advantageous should there be another Great War, but will also benefit the economy of Kislev as those industries can be restored and cattle, lumber, ore, and trade can flow south once more. But all that might fall on deaf ears for people whose lives and livelihoods are contained within the walls of Praag.

A fourth possibility does present itself, which wouldn't please any of the major groups as much as the other options but would earn a potentially very useful ally in taming Praag and its surrounds: the northern end of the West Side, where an empty piece of land that was once the city commons and graveyard. It was where the refugees of the Great War made camp, and their slaughter when the walls were breached has left such a mark on the area that no seed planted in the soil will sprout, and every body planted in it will rise again, earning it its new name of the Bleakness. The Cult of Dazh is very prominent in Kislev, and their Temple of Dazh's Blinding Luminescence directly overlooks the Bleakness, so they intervened with the establishment of a crematorium to process the city's dead. The grim practicality of the Kislevites and the fact that it's the holy flames of Dazh being used to cremate the dead mean that this practice is not quite as upsetting to the locals as it would be in a city of the Empire, but it would still please the locals in general and the Cult of Dazh in particular if this necessity was banished. That said, it would mean that the Waystone's riverine capabilities would not be on display for its first introduction to the world.

Flanked by a Hag Witch from Erengrad and an Ice Witch from Kislev City, and with your point of contact more focused on what the attention of a Grey Wizard would usually mean for the likes of him, there's nobody present who is both willing and able to opine strongly on the subject. The decision is entirely yours.



[ ] Karlsbridge and Old Town
This will please the citizens of Praag.
[ ] Bridge of Death and New Town
This will please the Z'ra.
[ ] River Gate and Northeastern Kislev
This will please the Tzar.
[ ] The Temple of Dazh and the Bleakness
This will please the Cult of Dazh.
[ ] Other (write in)



- There will be a six hour moratorium.
- In the long run, all three four approaches and all other approaches imaginable will be taken. This is about how the Waystone Project will be perceived, not about what it will accomplish. It will affect not just how the locals feel about it and how they help or hinder it, but will also be a factor in what other rulers might expect if the Waystone Project came to their lands.
- If there's another approach to this that you think has a different set of trade-offs to the given options, feel free to suggest or ask questions about it. Maps being used for this portion of the quest can be found here: Map of Kislev, Map of Praag.
 
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Turn 44 Results - 2491.5 - Part 2
[*] Bridge of Death and New Town

Vote tally

Long after your decision is made, your mind continues to linger on the irony of the Bridge of Death being one of the safest places in Praag. Its other name - the Empty Bridge - is an example of what your task here seeks to banish, as it seems that some sort of haunting means that anyone crossing at night finds themselves followed by a figure that is always growing closer but never quite reaches them. This level of benign disquieting seems to be the norm in Old Town, in stark contrast to the constant threat of death and worse to be found in New Town.

This is information you're not about to share with the crowd of onlookers that assembles as soon as the town criers spread word of what you're up to. Inconvenient, but quite necessary, as the population of Praag would likely react badly to unknown foreigners performing unknown magic in the heart of their city. As it is they're keeping a safe distance despite their curiosity, most likely because the town criers made it very clear that any attempt to interfere with what was announced as 'a bolstering of the City's defences against Chaos' would be considered treason of the vilest sort.

With the aid of a treadwheel crane that usually lifts cargoes out of the river instead of much more literally into the river, the Waystone is very gingerly lowered into the Lynsk, to a very relieving lack of anything unexpected happening. And then it continues to be lowered, and after its peak dips below the waterline and quickly out of sight in the murky waters, continues still. You were told that the river was about seven meters deep here, which sounded a lot shallower in your head than it does as you watch more and more rope disappear into the murk. You'd be a lot more concerned about that if it wasn't for the magic of delegation and specialization.

Niedzwenka clambers over the railing with surprising grace, and the Lynsk seems to jerk alarmedly as she makes contact with it, the water level dropping as the watercourse tries desperately to shrink away from her and then rippling fretfully as she disappears underneath. There's much comment and discussion among the onlookers about this, especially as seconds stretch into minutes, but nobody seems to think that the woman is at any actual risk. When she emerges again, pulled up by the rope that lowered the Waystone, she is, of course, dripping wet, but the water coming off her seems to lack any of the foulness that flows in the waters below. As soon as her feet are back on the bridge, there's a momentary writhing from one of the spirits entrapped somewhere upon her person, and the water pours hurriedly off her and slinks away before something worse than mere eviction happens to it. "The weight of it sunk it good and hard into the silt," she says, "and the river knows exactly where it is. This will suit."

Some of the crowd find themselves entertained enough to trail behind you as you make your way up the road to the beginning of the switchbacks that lead up to the Citadel, where a statue with weather-worn features stands squinting at what once was the far distance but is now the wall of a building that has grown several stories since the statue was erected, which itself bears innumerable layers of paint that have covered generations of graffiti depicting what the citizens of Praag thought the statue would like to be staring at. Underneath the hollow statue, and perhaps explaining the local fascination with it, is a Waystone that connects directly to the nexus underneath the Citadel.

With a hand on the statue's calf you bring yourself into contact with the local spur of a network that spans the world. You speak a very specific string of silences, and the eddy of magical energy causes a larger movement of magic within the Waystone, a ripple that fades away into the distance and then dies down. And though no sense you can identify can spot anything further happening - including several senses most humans lack - you know for a fact that somewhere in the world, something immensely powerful just started moving.

Uncaring of both common sense and the less common sort that can quote the propagation speed of magic through various mediums, a wave of magic approaches that makes visible the thin layer of power that sheaths the magic flowing through the leyline. That invisibly thin layer of power suddenly swells and stretches and shoots out a new tendril, pushing through the resistant rock below without any care for inefficiency in the direction you have indicated. As the tendril reaches the river it almost seems to hesitate for a moment before it continues, acting with caution that was absent a moment ago, and with oozing slowness it engulfs the Waystone, energy moving to and fro as it explores this new addition to the network. Then it fades away again to almost nothing, and the scraps of ambient magical energy that the new Waystone had already absorbed from the Lynsk begin to flow underground towards you. For now the flow is aggravatingly molassic, but with time the stone below the city will adapt in nature.

And just like that, it's done. The first Waystone in countless generations planted with the only hint of a ceremony being a series of satisfied nods shared between you, Niedzwenka, and Zlata. That's because the next Waystone is going to be paid for in blood, as a foothold is carved out of the tainted ruins of Newtown. And not just blood, because the resources and expertise to build that Waystone are going to be assembled and paid for by Kislev, because part of being a sovereign state is that you become distinctly less sovereign if you just let foreign interests build infrastructure in your country. So you've laid out the requirements for the Tzar's people, including lists of where the required expertise might be found, and when the Tzar has chosen and negotiated with whoever will be assembling Kislev's new Waystones, they'll be given instruction in how to do so, and they will go about their work as you turn your attention to the next corner of the world in need of Waystones.

---

"The Waystone network in Sylvania is in better shape than you might think," Markgraf Nyklaus says, unrolling half a dozen maps showing different corners of Sylvania and weighing down the corners with an assortment of weaponry he had concealed on his person. "The Von Carsteins infamously saw humans as cattle, but morality aside, that meant they had a vested interest in keeping them alive. So they kept the network in working order near population centers, and used something called 'balefire' to create wellsprings of Dhar where and when required instead of just having a constant sky-high level of corruption. There seems to have been something of a self-balancing mechanism to it - the less forward-thinking Vampires would be less prone to caring about long-term wellbeing of the human population, but they'd also be the ones that would want all of the Necromancers under them focused on conquest and expansion, so they didn't want to dedicate Necromancers to having undead do the mining and smelting and treefelling and blacksmithing that would arm and armour their armies."

You suppose that makes sense. Despite Sylvania's reputation, the continued existence of a human population within it that is sane enough to function puts a limit on how bad the taint could be. "It seems to already be concentrated along the rivers," you observe.

He nods. "That's where the people are, because most of the rest of Sylvania is either hills or forest. But there's opportunities for your riverbound Waystones if you look for them - upriver of Drakenhof, the former site of Drakenhof Castle, is pretty severely tainted, as is the upper half of the Eisig, where Vanhaldenschlosse was. There's also economic opportunities in the east if the woods there can be tamed and some farmland carved out of them, which the Waystones would make easier. On top of the direct benefits of more acreage to tax, if a few baronies can be carved out, that's some blank slate territories that can be populated with people that don't have thousands of years of Vampires on their necks."

It seems the Markgraf has been keeping an eye on your exploits. You let a raised eyebrow be your only comment on the matter. "Very good. The model of Waystone we've developed requires contributions from a Runesmith and a High Wizard. For Stirland, the most viable source of High Magic would be the Eonir, either from their magically-inclined Major Houses, or from the Grey Lords."

"Runesmiths isn't going to be too much of a problem. I was reaching out to Zhufbar before I had even stepped foot inside Drakenhof's walls. Eonir I'm less familiar with. What would sway them?"

"The Major Houses are wading cautiously out into the world of international trade, so trade goods and hard currency aren't without value. You might be able to garner their curiosity as well, as Sylvania is not just steeped in a form of magic they know next to nothing about, it also has a history as deeply marked by the Skaven Wars as their own."

He gives you a long, evaluating look. "They're not going to be the wrong sort of curious about it, are they?"

"They already have a strong theoretical knowledge of pure Dhar use - the sort the Druchii use, if you're familiar with that - and they very rarely use it outside of academic study of it. And they already have the sort of Dendromancy the Asrai have, and make very limited use of that. Besides, these are beings that already count their ages in the thousands, so the main draw of Necromancy just wouldn't be there for them." And if they were going to be tempted by it, there's very little you could do to get in the way.

"Academics, then? If they're cut from the same cloth as the Order of Lorekeepers, I can live with that."

The rest of your service to Sylvania is fulfilled by coming back some months later when the Markgraf is able to free up the time to be ferried to Laurelorn. As it turns out, after House Tindomiel made their contractually-owed and very emphatic first refusal to delve into the land of necromancy and corruption, the Markgraf beelines straight towards an audience with the Grey Lords instead. You don't know what conversation went on in the Wishing Woods, but when he emerges it is with the promised aid of two Grey Lords, Seilph and Sarumar. From what you've managed to glean from their reputations, Lord Seilph is likely motivated by what some might consider an unseemly interest in questionable magics and Lord Sarumar is there to yank on his leash if he fails to obey the 'look but don't touch' rule. And with the Grey Lords actively involved in the project, it will become trivial to shake loose High Wizards willing to do scut work if it gives them the ability to work alongside their usually-reclusive neighbours.

While you're handling that, Elrisse and Tochter follow up on what the Markgraf said by doing a very cautious survey of the eastern woods of Sylvania. What they find is that by Sylvanian standards the woods are positively quaint, and even by the standards of the rest of the Empire they're only moderately terrifying. The factors that have led to this are seemingly manifold, from the geographic distance between them and the more central hearts of corruption of Vanhaldenschlosse and Mordheim, to the buffer zone of relatively pure running water that flows from the titular torrent of Zhufbar, to a proportion of secret worshippers of the Dark Moor among the local population, to the simple fact that marching a necromantic army through there won't get you to anywhere worth conquering.

As far as you can tell, the only reason that the woods are as untouched as they are is reputation. If the maps drawn so long ago had had the border between Ostermark and Sylvania follow the Templa instead of the North Stir when the rivers split at Hundham, then there would probably be at least one more town and three or four villages in the same area. If anything, the main service Waystones would do to this area would be to reassure would-be colonists that the Sylvanian-ness of the area is being seen to. And when steel does the job of taming that land, it is stone that will get the credit. Adding on that tamed frontier to the already relatively tame lands between the Drak and the Templa, as well as the ongoing efforts in the Hunter's Hills and the Council of Manhorak taking the lands between the Eisig and the Drak as their natural heartland, the terrors of Sylvania will be hemmed in to the woods between the Eisig and the Steinbach, a chunk of territory that measures in at perhaps a fifth of their original range.

Sylvania is, appropriately enough, already dead. There's just a lot of work left to do with axe and flame before it gets the message.

---

"Forty of these," you say, tapping on the schematics, "equidistant around the shore." You tap a map of the region around the Black Water. "According to the range of estimates of how much exposed warpstone there is underwater, the ambient level of magic in the water will reach an equilibrium at somewhere between a quarter to a twentieth of the current levels within a year of completion."

The King of Barak Varr and the King of Zhufbar look from the maps to Thorek, who nods once.

That is the end of the meeting.

---

Okay, sure, a great deal of discussion about logistics and details and timelines with all sorts of people went on in the coming weeks, but there was no more that needed actual debating after that point. You had given the Dwarves a path to tame the land on their doorstep, and they began marching down it immediately. That moment is a memory you will treasure, even if the messy little details take away from some of its shine when candor forces you to mention them.

---



Praag-Lynsk Waystone Expansion, using Riverine Waystones, by Cothiquan Wizards. Began 2491, focused on cleansing of Chaos taint from Praag.
Templa Colonies, using Riverine Waystones, by Grey Lord Seilph and Grey Lord Sarumar. Began 2491, establishing farming and logging villages in the Misty Wood and Tangled Wood.
Cleansing of the Black Water, using Riverine Waystones, by Lothernian Wizards. Estimated completion date: 2496. Estimated completion of all currently planned fortifications of Waystone sites: mid-2500s.
 
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