Prelude of Brass: Plea of the Prince

Solomon’s face takes on a cowl as he turns to Roberto, “Journeyman, perhaps you should consider that the Master Inquisitor of this, your, covenant, and the leader of this expedition, is in fact a Quaesitor who has already voiced his concerns about the effects a magical flying ship may have on mundanes. Perhaps you choose to ignore certain portions of the Oath, but I do not.

In addition, I am not certain one with such a brash attitude and absolute disdain for caution as you is appropriate for this journey. A healthy regard for one’s enemies is prudent. That you do not have such simply implies that you are either too ignorant to have noticed or too inexperienced to have faced any actual threat. Neither of these is conducive to an expedition of this magnitude that will face the threats we anticipate encountering.”

(All those who know Solomon know that this is definitely not a normal reaction for him. Solomon is typically quite Calm (+3) and Quiet (+2) and generally shows equal respect to even the grogs of the covenant, so talking down to a Journeyman is out of character. However, they would also know that he is almost militantly supportive of his role as defender of the Code and is relatively conservative in his interpretations of it (Sigmundo notwithstanding).)

He then turns away from Roberto and addresses the other masters, “Sodales, I would like to propose an alternate approach to the logistical, and magical, nightmare that a flying ship might entail. First, while we know the general location of where we are traveling, we do not know the exact location. While the spirits of the King’s men should be able to guide us there, I would think it would be difficult for them to do so from up in the air.

I have spoken to one of our new inhabitants, Selim, and he has proposed another solution. It seems he is quite comfortable leading expeditions through the desert, having spent much of his life doing exactly that in Arabia and other far off lands, and he has volunteered to aid us. He proposes to take a small expedition, likely consisting of some of our Almogavers and other non-gifted companions who wish to volunteer, along with Jabali and his troops into the desert to find our goal. His Jann blood will allow him to see (Second Sight) and converse with (Faerie Speech) Jabali and his troops so that they may guide him to the City.

This will alleviate the need for us to expend valuable time and resources on developing a flying ship, and minimize any effects seeing such a ship may have on the indigenous peoples (Tuareg) of the area. I will be able to scry upon Selim to ensure all things are progressing appropriately and if we provide him with appropriate Arcane Connections we will be able to Leap to him once he arrives. My understanding is that Arachne has developed the capability to transport those who are incapable of Leaping themselves as well as additional members of our troop contingent we wish to take with us.”

(OOC: First, Solomon is NOT a fan of the flying ship, as mentioned in my first post here, that everyone seemed to ignore. Second, I really want to find a place for Selim who literally has the perfect virtue (Ways of the Desert) and skills (Animal Handling, Survival, Animal Ken, etc) for just such a mission to do his thing. This may be the only time his skills fit something so perfectly, and just flying there kind of negates all of that. If everyone is really set on the flying ship, then so be it. But I wanted Solomon to make one more attempt at something else.)

Roero grunts and shakes his head, as he pours himself another cup of wine from Rioja.I understand your point, Believe me, I do. I just wish these people would make a decision and figure out what our means and method of travel shall be. I have been to Egypt, during my expedition to recover the Alabaster Lioness. I am familiar with the territory. And yes, I understand the precaution against scaring mundanes. The mundanes have hedge wizard allies and the Order of Suleiman is active in the area. It is not much to worry about, but I understand not everyone is like me. I guess.
But that is not mt point. Look, there are three hot spots to worry about. Alexandria can be avoided. Cairo should be avoided, but Carmen wants to make a stop there and pound the snot out of some old enemy. I can respect that.
The third hot spot is the City of Brass itself, but I will get to that in a minute.
Between there and Cairo, there is the covenant of Pyramids II. And not much else. Just dry wasteland, maybe some bandits and nomads. Then long stretches of many miles of nothing.
Now, according to these Specters, the gateway to the City of Brass lies within their Palace of White Marble. There, I have never been. And I don't know what lies between there and Pyramids II. But still, the City of Brass is the main hot spot, and where stealth will best suit us.
Yet I am not sure if it is even possible from that point.
I am presuming that, from the Palace onward, we will have to go on foot. We use their gateway into the Magic Realm. That part excites me :wink:. And they say it is just a simple road from there. No information on how well the road is guarded, what kind of surveliance and security we might face, nor do we know anything about what the enemy camp is like.
It is not lack of stealth that concerns me my friend. It is the lack of intelligence and recon.

Now, everyone is chatting and chatting about what they think they can do to contribute to the effort. No coordination. Half dozen generals, only one soldier. Me.
And I am what I am. Sometimes I feel more like an old soldier than a magus. And because that is what I am, I see this as a military expedition. It is a serch and retrieval mission. We can do it by infiltration, or we can try direct negotiation. At this point, with what little information we have, I am not sure which is best.
We need to find out more. I melted my sword killing an 'afrit once. Foolish me, I didn't bother using my flaming sword spell against them, not stopping to consider that it is that same spell that safeguards my sword from fire.
Still, that makes me think it should be possible to capture and interrogate one. We need to recruit a Hermetic Sahir, maybe summon up a genie that can give us information.

Vocis jumps in before Roberto can retort. These are very good points, Solomon. Drawing unnecessary attention to the Order was also my primary concern. I think I can make the flying ship less conspicuous, but it would be inefficient and expensive.

He turns to the (presumably seething) Roberto. I also understand that overland travel through the Saharan wastes carries its own problems. It will take much longer, put the members of our expedition at a much higher risk from the elements, and possibly weaken our force through attrition before they even reach their destination. However, I think those issues can be addressed more readily and cheaply through appropriate magical preparation than can Solomon's concerns about the ship. A handful of carefully chosen, relatively low-magnitude spells can ease the burdens of travel and camping with no cost in vis. And bringing spectral escorts as guides will certainly aid in locating the City itself. He smiles, almost wistful. Though I am still curious to see if I could actually conceal the ship...

Sorry, I wasn't taking a stance before because Vocis isn't going.

I totally missed this :blush:
My post above was in the context of Roberto and Arnau hanging out drinking wine :smiley:
But his respose to this was...

Roberto bite's his tongue after hearing the part of the speech aimed at him. As Solomon talks on, in the back of his mind Roberto (still chewing) thinks to himself "what would Wirth do?"
:slight_smile:
Good master, I apologize. You mistake my brash and casual speech for recklessness. Unconsciously, one often hides their fears and trepidations with dismissive disdain. Then they silently obsess over them. But I assure you sir, I am not inexperienced or ignorant. I am familiar with this territory, I have been to Egypt and halfway through that desert and back.
And we don't even have a flying ship at our disposal, not one that would work for this mission. I am just saying that, if we did use such a ship, I know how to best go about it for that is how I did it last time.
But forget the ship. You don't need to chew me out about it. I was thinking the best way would be ranges &/or group teleport spells, move from check point to check point fifty paces at a time. That would cut travel in half or more.
Logistic spells, I am happy to offer you. I have the Ward versus Heat & Flames, I was thinking of some sort of dehydration ward, and inventing a ritual to conjure barrels of wine. Low level, fourth magnitude. Keep an emergency four pawns of Aquam vis on hand to conjure enough refreshment to nourish a dozen men for a week or two.
Speaking of Logistics, what exactly is needed? How many explorers are coming along? How many magi and how many mundanes? Will we have redundance of essential spells such as the ward heat? What are the capabilities of the magi going along? Do we have all essential skills covered? I can help with that, I can make a list of what skills we need, you guys tweek it, and I'll put together a staff requisition list. I am thinking a total party of no more than fifteen or less than a dozen if we can. Yourself, Master Solomon, then Carmen, Vibria, Arachne, myself, maybe one or two more magi if we can. Then eight companions and/or grogs.

[color=red]"I, for one, am happy just to be going. And as far as my contributions...I think it's safe to say that I bring more than my fair share of firepower to any skirmishes we may find ourselves in, and I won't be affected by the desert's heat as others would be*. Obviously, I'm much better at creating fire than abating the heat...but maybe there's some way to draw the heat to myself and make those around me cooler?" Vibria looks thoughtful.

[color=red]"I may be Marshal, but I'll be the first to admit that I could use some training in coordinating magical arms...and I doubt that's something that I want to pick up on the fly so to speak. Roberto, you indicated you have some expertise in that area? Is that something I can pick up from you when you have time? If we have time before we leave, that is?"

I will gladly spend a season of our preparation time teaching you leadership and military organization. I would also be honored to serve as your lieutenant or deputy or whatever the junior office is called, and would like to organize the expedition roster :smiley:
Roberto's Teachimg will grant 10xp, which you can either place all into Leadership or divide between Leadership & Profession Soldier.
Spend a season sharing my knowledge and experience with Vibria, then spend a season inventing the camel spell.

Arachné o_O Now, that's quite a reaction!
But she says nothing. Although she mostly agrees with Solomon... She sees a pissing contest coming, and she doesn't want to enter it.

Arachné turns to Solomon
Indeed. I planned for this eventuality 2 years ago, and am now ready to help my covenant and sodales. Be warned, though: Although I now have such an ability, this is too much power for a human body and mind to endure unscathed, and every casting will warp its recipient.

I understand your point, though, and agree it has merits, at least until we can develop a suitable ship.

:smiley:
No worries.

Roberto looks puzzled.
So, do you guys want a ship or not? I am confused again.
But this leaping idea sounds good too. Might I suggest aiming for a lower magnitude to avoid warping? Start with fifty paces, three magnitudess. Then make it Touch and a Target of Group. Six magnitudes, just under the seventh mag threshold.
I don't think levels for uses per day count towards warping, do they? If so, Target Individual and Unlimited Use. Still fits within limits. No Warping, high rate of travel.

Spell Idea: The Touch that Refreshes
PeIg, base 4, akin to extinguishing a fire or chilling an object. R: Touch +1, D: Sun +2, T: Individual, for a final Level of 15.

This spell chills a person enough to counter the scorching of the desert sun's rays.

I'm not sure exactly how to do this mechanically. Perhaps either a straight – (quality die + 1 for each 1 by which her spell casting succeeds) to the sun's damage, or a pyramid scale (instead of quality die +1 linearly, if she succeeds by 1, then q+1; if by 3, q+2; by 6, q+3; and so on).

This is something that Vibria can invent in one season.

Arachné laughs

No, I guess we no longer want one, at least from the time being.
Too bad, though, as I just figured we could use a variant of a smell Muto Imaginem trick I used in the past, called Hiding in Plain Sight. Well, another day! :smiley:
Now, I thought about your idea, but while this is perfect for tactical movement, this is still relatively slow for actual travel, and can endanger an entire party should one fail in translocating properly*. I figure it must also be pretty easy to get lost when traveling so quickly, as one may easily miss a road or landmark**, especially so close to the ground

  • Misses his finesse roll. Over so many castings (2000 for just 100 kilometers), something is bound to happen, not unlike a failed 7-leagues stride.
    ** "Say, weren't we supposed to turn right at some point?"

I don’t think this’d work as a straight Perdo spell (makes things worse, blah blah blah), although I understand where you’re coming from.
Thing is, you’re trying, in short, to do a Rego Ward with Perdo, whereas I see this as refreshing you at the same time, but not protecting you from the heat, which’d feel like being hit by both Heatwave and Mr Freeze.

As per any bonus, Ars usually gives a straight one (say, +3), and never bases quality of result on Casting Total anyway, using finesse instead.

Stepping into a modern perspective for a moment, this could reduce the heat, but the problem is humidity. People die of dehydration at the poles as well because the humidity in the air is so low. Now CrAq(Au) to increase humidity to prevent dehydration would work, but that would need to be an area effect I think...

It would quickly dissipate in the air unless cast in a confined space, it would need to penetrate Magic Resistance and would not be truly refreshing unless it was a ritual.

It isn't meant to be refreshing, it is meant to prevent dehydration. Expressing it in modern terms is easy, but I'm sure it must have been observable in medieval times that you don't need to drink water as often when traveling through fog...
dissipation would be covered by length of effect, essentially this would be weather magic that would remove the deprivation conditions. If the air has a lot of water in it, it takes less from your body.

Which leads me back to why I thought the original spell Idea for ReAq should have a Creo requisite, binding the body's water and generating replacment moidture that gets evaporated first before the body gets dry.
But all that is irrelevant now. The MuCo version is easy to invent and easy to spont if no one bothers inventing it. I suggest we ask Actus to invent it :slight_smile:

Roberto is still concerned about the logistics of travel.
The Warping rate is just to high. Have you figured in how many leaps we might have to make? I can get us an Arcane Connection to Pyramids II. That's one jump. Then from there it will be only as far as you can see, or as far as an advanced scout can travel forward and provide connections for forward leaps. How many jumps will that take until we find this Marble Palace that will take us to the Magic Realm? Five? Ten? Factor in any emergency leaps and unexpected tactical movements, and we might wind up with everyone increasing in Warping by two or three full magnitudes (increased warping scores).
Plus we haven't figured in movement of supplies and equipment. Food, water, and gear. Teleportation includes what a person carries, but an individual can only carry so much. We are going to need pack animals, or maybe floating pallets. This all falls outside of the bounds of Rego Corpus magic.
And there are two further weather factors, things we will need to develop spells to protect against and/or means to create or transport shelter. Dryness we figured out and heat we got covered. It can also get cold in the desert at night. Not that cold, but it can frost. Still, it is minor.
The most dangerous hazard are Sandstorms. Sometimes fierce enough to swallow whole settlements in moments. Extremely severe yet utterly natural. A weather ward of some sort may suffice, as well as maybe a Terram ward. Or a conjured bunker. Or fly above it. Teleportation will only help by allowing us to retreat from in.
But then again, I am just an inexperienced hothead that has never faced any real danger. So what do I know?

What was wrong with a flying method of transportation? Sounds a hundred times better than going on foot/camel and building stone towers to protect from the sun to me. And to Arnau as well, especially since he is Lame.

The conjured fortress idea is a good contingency plan, as is a high powered teleport. I just don't think they are well suited primary plans.

Arachné smiles

Oh, I agree, I don't think using Rego Corpus to travel instantly should be our primary, nor even secondary method of travel.

I see it as a means to quickly add or retrieve soldiers and servants once we're in the field, as well as a way for any magus who might want to avoid the rigors or travel to do so. I myself intend to keep arcane connections to a few grogs, and check once a day, or less.

Say, if a grog is wounded, instead of him becoming a burden to the expedition, I can send him back to Andorra, and replace him by another mercenary. Nothing more.

Roberto's face brightens, glad that someone is listening to him and understands his thinking.
Excellent idea! The old summon/sequester trick. You could even pull aside a few soldiers and design the spell specifically for them so as to eliminate the warping. Can you do that? And if so, is there a limit? Still, excellent contingency plan. And it has many other obvious tactical applications.
Be wary of crossing over into the Magic Realm. I thing connections all expire or degrade when you do so. I have been there once, long ago in the days of my youth, in an adventure with my sodales Wirth and Iolar when I was at Novus Mane (though Markoko can barely remember the details). Active spells and such expire too, so we will net to reset our Parma right away. That is another potential danger point.
I still advocate for designing a spell or item to make a ship fly and using that as our primary means of transportation. I also support considering all other travel options, and having as many back up plans as possible. What is the ship crashes in the desert? What if we get separated? What if we get attacked in the middle of a transit maneuver? What if our baggage train is attacked and our supplies destroyed? What if we must navigate the Twilight Void?
We need desert survival skills and spells. We need emergency supplies and medical equipment. We need to ave Arcane Connections to each other and every other member of the expedition as well as the reserve crew. We need battle plans for various attack and defense scenarios. We need several members with second sight or access to some manner of access to regios and able to navigate the void.
As I am ticking off these points, I am brainstorming solutions. And I just came up with a brilliant idea :smiley:
Reserve supply depots.
We really should contact Pyramids II. They would be glad to help us I am sure. Supply/resupply ourselves there, and keep a decent emergency reserve that we can summon from. When we get to the Marble Palace, set up a reserve there to and prepare a fall back point in case of the worst.

Arachné sighs...
Sadly, no. A Rego Corpus spell to teleport someone is an 8th magnitude spell. I'd only be able to learn this through a lab text, should I be lucky enough to find one. It was way easier to just procure and learn a powerful Wizard's Reach spell and use it to increase the range of my Leap of Homecoming. MOre flexible, too, since I can use it with any other Corpus spell.

Arachné squints.
I didn't knew that. We are lucky to count you among our numbers, few magi have such first-hand experience with this mysterious realm. Now, this'll pose an obvious problem, as this clearly limits our options. I think we'll have to set up a base camp at whatever threshold awaits us there. But clearly, this'll disrupt our operation.

Arachné listens to roberto with glee, then frowns
I agree wholeheartedly with you. This is the way we used to do things, at Insidiae, although we were less martial than andorra. Still? we should be careful with Arcane connections to each other. They can be taken, and used against us. Should one magus really need help, we should find in his sanctum enough arcane connections to rescue him. I thus propose that we officially agree to let the council enter our sanctums, should we disappear on this mission.

I should make a statement as the Storyguide...

In the greater scope of the story, how you get there is not as important as what you do when you get there. The only real difference is in how much hardship you may wish role play. If I was Tolkien, I would spend a repetitious hundred pages describing uneventful monotonous sand :laughing:
Roberto pushes his flight idea because that is in character for him. But taking the highway, there are little tricks and nuances that you may miss out on. And whatever means of travel, I intend to throw one suitable yet undefined challenge at you that must be overcome in order to get to your destination.

Solomon may realize he lacks the strategic training of a typical Tremere or the tactical experience of the average Flambeau. But his gift is wisdom. Meaning that whatever he decides is probably wisest and whatever he is against is probably unwise. The hazards he mentioned concerning flying are mainly things I never considered and/or am not worried about. Until now that is. Because Solomon is against it,it is probably the wrong thing to do.
:wink:

The superior tactic to favor is the one that the players choose, then build the story from there.