The Conspiracy calms down, and a new stalemate emerges. They seem to have a new plan, but they're keeping it absolutely silent.
Lady Zirae decides that there's still time; her spell needs to be as powerful as possible. She spends the season learning more about conjuration.
Albrecht learns more about Soul Magic. He thinks he could now almost-sorta faintly sense when he is within a few feet of a disembodied soul as powerful as a person's. He's not certain how to test this without being very close while killing someone while meditating, and he might just imagine it because he expects it.
Thranduil spends the season learning about bows and arrows.
Sirra spends the season learning most of what Lady Zirae's smiths know about weaponry in general. She announces that Sirra has proven herself, and that she may now claim a personal agent, reporting directly to the lizardwoman. ((See note at bottom)) [Retcon: Joined in with training rangers last season for bonus xp.]
Jamgeon makes great progress on Muddle Senses. ((Please choose a focus for the spell.)) [Retcon: Joined in with training rangers last season for bonus xp.]
Ardrek makes good progress on View Object, and learns more about Divination in the process. He also figured out a way to train himself to track multiple divinations.
A handful of rangers are cleared for service.
Tivoryn's Conspiracy, lesser faction in Exiled Wastes
Low-mid intel. Small coalition of dark elven nobles. No magical capabilities. Mysteriously not-demoralized anymore.
Exiled Wastes Contested
Intel: Low
Morale: Fair
Influence: Unknown (47% of Medea's Stiletto) vs (32%, Tivoryn's Conspiracy)
Population: 3160 known, 4% annual growth
Military strength:
48 rangers (Irregulars/archery/stealth/infiltration)
Lower-class levy
Prosperity: 12 known
Mana: 8 known
Conjuration
Conjure Stone(0) [2.0]. Converts mana into perfect 1m3 cubes of stone. Created cube slowly expands into full size into a ritual circle directly in front of the caster. 10m^3 per mana.
Efficient Conjure Stone(0) [2.80]. 14^3 per mana.
Divination
View Object(1) [2.00]. The caster may view (sight only) a location through an object. Monopolizes one divination slot. Meditation to view the object may be done from anywhere. Enchantment costs 1 mana. Viewing costs 0.1 mana, and allows viewing for the next 24 hours.
Enhanced Hearing(1)
Mind
Muddle Senses(1) [2.00] Slightly blurs vision and dampens hearing. Requires continued line of sight with target while casting. 20 feet range with 30 optimal. Lasts two minutes. 0.2 mana per cast.
Mind Blow(1) [2]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires a few seconds of eye contact on a target no more than 30 feet away. Optimal range is 20 feet. 0.1 mana per cast.
Lesser Zirae's Mind Blow(1) [3.00]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires line of sight; 30ft max range with 20ft optimal. 0.1 mana per cast.
Zirae's Mind Blow(1) [3.78]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires line of sight; target's face must be distinguishable to the naked eye. 0.1 mana per cast.
Tame Animal(1) [2.00] Forces an unintelligent animal to see the caster as alpha. Aggressive animals may test if the caster is still alpha. Expires after random period without contact. 0.3 mana to cast.
Soul
Incorporeal Manifestation(1)
Race: Nomad (+economic stimulation)
Magical Schools:
Conjuration [0.10]
Metamagic [0.05]
Mind Magic [0.25]
Soul Magic [2.39]
Space/Time [0.07]
Other magic skills:
Soul Sense [0.05] (Very close proximity, disembodied only, very difficult)
Mundane Skills:
Knife fighting [1.00]
Spells:
Conjure Stone [2.0]
Mind Blow [1.0] {3}
Incorporeal Manifestation [0.81]
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.03]
Metamagic [0.05]
Mind [1.70]
Space/Time [0.07]
Mundane Skills:
Animal lore [1.00]
Knowledge: Bows&Arrows [1.32]
Spells:
Conjure Stone [2.0]
Mind Blow [2.0] {3}
Tame Animal(1) [2.03]
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.04]
Metamagic [0.13]
Mind [1.60]
Space/Time [0.09]
Mundane Skills:
Knife fighting [0.50]
Stealth [1.17]
Spells:
Conjure Stone [2.0]
Muddle Senses [2.56]
Mind Blow [1.0] {3}
Race: Human (+social)
Magical Schools:
Conjuration [0.08]
Divination [2.18]
Metamagic [0.13]
Mind Magic [0.23]
Magical Skills:
Divination Focus [0.05] (1 slot available)
Mundane Skills:
Social [1.00]
Spells:
Conjure Stone [2.00]
View Object [2.07]
Mind Blow [1.0] {3}
Race: Lizardwoman (++amphibious infiltrations)
Magical Skills:
Conjuration [0.53]
Space/Time [0.06]
Divination [0.15]
Mind Magic [0.54]
Metamagic [0.05]
Mundane Skills:
Knowledge: General <Medieval> Weaponry [1.83]
Perception [2.01]
Spells:
Efficient Conjure Stone [2.80]
Enhanced Hearing [0.31]
Mind Blow [1.0] {3.0}
When Lady Zirae likes players enough, she will allow them to claim agents of their own. Players have enough sway to claim nearly any of Lady Zirae's servants. Alternatively, they may wait until things settle down and capture someone with the rangers (Monks, for example, would have an easier time initially learning magic, and people in less isolated areas are likely to be more skillful. Of course, they'll need "loyalty training"). No getting a servant now, then throwing them away/getting them killed just to get a new servant from abroad when things are quiet.
These initially will not be allowed access to magic. They are considered NPCs, and train slower than PCs. Unlike PCs, they train especially slowly if they are learning without a trainer. They may be useful on missions, but beware: NPCs have no plot protection. They may be used to aid research, once trained in magic.
Despite being considered NPCs, players may choose to let another player control their agent. They may have their training controlled or be given free reign, but they are unable to both help with research and train themselves. This is an RP position, so if you do choose someone, get someone you don't mind RPing with. (Inspired by Kaian)
Players may be allowed replacement agents, but do not expect two per player at once.