Protocol and Translation
Glamor is safe and good for you.
Achievement Unlocked:Glamor Queen:Convinced the Queen to use glamor magic. (5 points)"Let the Church fume about the sanctity of sainthood," you say. "The fate of your nation comes first, and you need to inspire them."
"And the rot?" the queen says.
"It should not be a problem in moderation," you assure her.
Blessed Advisor Sam frowns. "You have earned my respect in the past, but here, you don't know what you're doing," he warns. (Decreased Sam Relationship.) "The Church will not canonize the queen. It will rapidly become obvious that she is using forbidden magic. Far from inspiring the people, it will turn them against her."
"If the Church can have its illusions, then so can I," the queen declares. "Teach me the ways of glamor, mage."
"Yes, Your Majesty," you say.
Over the next few months, as the days get colder and the first snow begins to fall, you furiously work in private on new spells powerful enough to change the fate of a kingdom. With your newfound experience in magic, the advanced book you took from the sunken library,Megali Mageia, or "Great Magic," now seems at least somewhat intelligible to you, and you concentrate on the parts that deal with negation magic.
In a laboratory beneath the palace supplied to you by the queen, you conduct magical experiments designed to draw immense power from the dark sun. (Gained Negation.) You use this power to make gears spin, axles turn, and levers lift in increasingly large models of factory machines. (Gained Automation.) In these models, tiny wands of negation blast off pieces of raw material from iron bars, crafting more cogs for ever larger machines.
Something else you realize, as you study the Megali Mageia more and more, is that the ancients knew tricks to make magic safer that are lost to you. The book makes passing reference to the precautions every wizard takes: apparently, wizards are supposed to draw runes and magic circles before casting big spells that reduce the negative side effects of the magic. But you have no idea what these runes and circles should look like or how they work.
If you're not careful, you may prove as dangerous to the world as a whole civilization of mages.
Meanwhile, the queen takes lessons in glamor magic from you. She is a quick study, and like you, she begins to be able to cast glamors almost immediately, leaving only the fine points to future lessons. With her glamors, she begins to impress all the major noble families of the kingdom, and the kingdom's coffers suddenly burgeon with back taxes finally being paid in full. The queen is pleased enough with you to offer a bonus out of this windfall. (Gained 300 Gold.)
The queen also uses her newfound popularity to speak glowingly of you, paving the way for your gradual unveiling to the general public as court wizard. (Increased Adoration.)
However, as the days go by, she seems slightly more pallid than she once did, no doubt due to rot. You wonder whether she slightly resents you for her ill health. (Decreased Thecla Relationship.)
The Church does not go so far as to decry her use of magic, however; they remain silent on the issue. Perhaps they think it ill advised to attack the queen while her popularity is ascendant. (Gained Kingdom Power.)
Determining who the factions are at court is a fascinating logic puzzle. If noble X insults noble Y, then you carefully watch noble Z: does the noble join in the criticism, or come to Y's support? In this way, you build a mental map of the nobles at court and their alliances. Most importantly, you figure out which alliances you're implicitly in.
It's perhaps no surprise that some of the oldest and most powerful guilds don't like you. You represent a threat to their monopolies and influence; magic is an axis on which they can't fight. The oldest dames and dukes also lean conservative, and therefore your implicit heresy does not sit well with them either.
On the other hand, many of the younger nobles and smaller guilds welcome your threat to the established order. They hope you'll use magic to upend monopolies, bust trusts, and essentially bring the destabilization that the old guard fears, so that they can have a shot.
You could play their games—it might bring you a bit more security at court to reduce the power of the old guard.
1.Use glamors to build bridges between the old guard and new.
2.Sow the seeds of discord among the old guard. (Requires calculation.)
3.Cast tricky divinations that reveal the old guard's secrets to each other.
4.I don't need to get involved in this.