Putting my thoughts into a bigger post now that I’ve had a day to sit on the update: I quite like what’s there! Obviously big judgements are hard to make with so many TBDs, but I feel like I have a much better idea of the shape of Stormwright now that at the very least its spine is all completed. The endings that are in (the Rampion encounter and the Telone’s judgement as especial standouts) are nicely emotive and climactic, and if the rest of them keep up with that quality I don’t think you have anything to worry about in terms of making Stormwright feel worth playing.
Speaking of Rampion, wow. I have a lot of thoughts about that, and the use of theurgy in Irduin more broadly that have been raised. I’ll collapse those under a spoiler heading for the sake of people who haven’t read the update yet.
Spoilers
Renegade Kryptasts, what a concept. I think the intent here is for us to immediately think of Breden, a neat resolution to their rebellious nature and seeming kryptast-adjacency. Them being a renegade (or, more likely, a renegade’s agent) feels directionally correct, but I’m still not sure it’s actually real. I would hope that, once the gamgees get their content pass, we’ll be able to confront them directly about this and the potential connection to their ‘old master’ (which, as I write this it occurs to me that Rampion refers to their superiors as ‘masters’ as well – and only if you mention an accounting). A very interesting plot thread, and quite possibly the greatest secret we can win out of Irduin. Fitting for springing off the biggest snoop routes.
Regarding theurgy: I think this update has made me reconsider the idea of maximally spreading theurgy, now that it’s presented as more of a choice on the ground. The theurgic violence in the new content is especially horrific (as a bit of feedback, theuteeth should definitely get a sawn-teeth mention, doubly so if the MC nearly got eaten), and none of it is particularly complicated. If anything having an experienced theurge around reduces violence (see Cerlota at the chesnery massacre, which as another piece of feedback shouldn’t put theuknown up since it wasn’t the MC doing it). I certainly don’t trust someone like Snip (the fact that the MC asks if he knows about Hyron with a straight face is hilarious) with that power. I’ll probably revise my opinion again once we can actually see our pupils in action, but for now I’m probably dropping down to an ‘only the educated/worthy’ stance.
Finally, a request: could we use the power of teamwork to make Helot-Yeoman unity more achievable for low-Cha MCs? An MC with a helot focus with Ciels, or an MC with a yeoman focus with Breden/K could have better leverage to achieve it with only 1 Cha by pressing from both angles in way they can’t alone. Be a cool way to make the two of you feel like more of a team. (Also in this vein, Ciels being able to provide combat training to the Yeomen in the way he can the Helots would be cool.)
Request 2: When Calea is seen on the road to Grand Shayard, all the responses are uniformly negative, even if you cooperated with her before High Crag. Can an option be added for MCs with the backwoods conspiracy to look to renew their collaboration instead?
Request 3: Can the secret you uncover with a Priest focus and Inn subfocus be made into something… better? Learning Ulmey is a heretic tells you nothing you don’t already know from the Priest path, where the other two secrets expose something big that you couldn’t (outside of very niche routing) learn otherwise. The Priest route already suffers as (imo) the weakest focus, it also being the worst to pair with the Innkeeps really doesn’t help its case.
(Also in this vein ivvaod could use a followup, but that feels more like a ‘to be written’ thing than an oversight.)
Typo report: the Com version of antirampviolence says ‘angkles’.