A Globe Trotting Wizard’s Meticulous Journal (Warhammer Quest)

Voting is open
Created
Status
Ongoing
Watchers
64
Recent readers
0

It's a good time to be Wizard. Eighty years have pass since Magnus made magic legal in the Empire. For those who keep true to his articles, you may safely wield The Art without censure. But the Empire is not the be all and end all of knowledge. Beyond its borders lies a world to explore.
Character Creation Part 1
Location
Winchester
The Year of our Lord Sigmar 2383

Most teenage graduates of educational institutions spend their time recovering from a massive hangover. Either in the arms of a loved one, in the temples of their god or screaming the name of their god from the nearest outhouse. Apprentices of the colleges of magic are different.

To wield magic is to walk a tightrope and massive quantities of alcohol, do not improve one's ability to concentrate. No matter what that cantankerous Dwarf Runesmith had to say. So, few new journeymen are foolish enough to indulge to excess. Instead, they breathe a sigh of relief that they have made it through this stage of their education and no longer have to fear constant examination from their teachers for even the slightest error.

They will never be fully free of examination, nor should they wish to be, but at least they will have some ability to use Their magic as They see fit. To celebrate each college has its own little traditions. The Ambers will shapeshift into their favourite animal without supervision, the Brights usually start some massive bonfire and Celestials stare up at the sky and dream of what they might do tomorrow.

None of the eight colleges have a tradition that even approaches the strangeness of what is happening to you now.

Having just left your tailor to have your new robes washed free of dragon piss. You nearly had a panic attack when you saw a witch hunter running at you, at full speed. Pushing several irate merchants out of the way. A witch hunter running at a wizard is never good thing, what you can possibly have done in your first 2 hours as a proper wizard you have no idea. You had almost started to run away from him, when all of a sudden, he was tackled to the ground from behind by an frenzied dwarf. Said dwarf had a surprisingly short beard, a bald head and a rather magnificent Mustache.

As the two tumbled to the ground, a third party tripped over them and the three came skidding to a stop in front of you furiously wrestling with each other.

"You're not getting this one" the dwarf thundered, "I know you snatched Heinrich and Isabella; I don't know what you paid them but I'll beat you hear". To emphasise his point he physically did beat the witch hunter across the head. Which you were certain was illegal and fairly sure a form of blasphemy too, then again it was blasphemy against Sigmar not the Ancestors, so the dwarf wouldn't care. The witch hunter responded by tugging the dwarf's beard and swearing in … some sort Tilean?

As the two men fought, the third had managed extricate himself from the mess of limbs on the floor and pull himself up. Revealing a man in clothes too fine for any peasant or even gentry.

"Bonjour, huff puff, good wizard" he gasped in a thick Breton accent, casting his eyes around, he latched onto the sky. "Lovely weather, we are having" he said hurriedly.

You stare at the bizarre scene before you, your apprenticeship had hardly been uneventful but this was its own form of strangeness. A dwarf and a witch hunter were wrestling on the ground, while a Bretonnian nobleman chatted to you about the weather. The two men on the floor seemed to have realised that the nobleman had your undivided attention and sort to rectify this. Separating themselves from one another, they simultaneously launched themselves their feet and began to yell at the man in the Bretonnian tongue. Which you barely speak, they occasionally slipped back into reikspiel but what little you heard only made you more confused.

You weren't in trouble with the witch hunters, or the Karaz Ankor or Bretonnia, they all seemed to want to talk to you about something, but each wanted to talk about different things. Further none wanted the other to be able to speak to you first.

The witch hunters were more inclined to burn magic users than recruit them. The Dwarfs distrusted all human magic and Bretonnia considered anyone but the Damsels unworthy of it. So, what did they need you for?

The nobleman was in the midst of responding, something about parents, hamsters and elderberries. When you had decided enough was enough.

"Excuse me"

"Cheapskate manlings wouldn't know a fair wage if they shat gold"

"EXCUSE me"

"Listen here you little stump, some people fight for a little more than gold"

"EXCUSE ME"

"Allez-vous la fermer tous les deux, je ne m'entends pas penser. Et encore moins parler au sorcier"

"SHUT IT!!!!"

Is what you finally holler to get them to be quiet. They all turn to face you and your courage, and anger, wilt somewhat under their combined stare. But your anger seems to have at least got them to stop yelling at each other.

The dwarf sighs and mops his brow with a handkerchief "scolded like a beardling, bah" he grumbles. He put the handkerchief away and turns to look up at the other two men. "Gentlemen, a compromise, if we can't put our points forward like civilised people none of us will be able to convince this one to go with any of us".

The two men consider what was said and nod, the witch hunter a little sullenly, perhaps because he saw you first, perhaps because his lip is bleeding rather badly.

As one they all turn to you and the Dwarf speaks again, "would you like to join us for a drink?" he enquires seriously. Dwarfs are always serious about drinking.

Thinking on the short bout of violence, swearing and bullheadedness, you can't help but feel the sensible thing to was to say hell no and run back inside the tailors. But wizardry has little to do with sense so naturally you say yes.

……………………………………………………………………………………………….

In the end you pick the place to go, because the witch hunter didn't care where you went, the Dwarf didn't know the area and the Bretonnian's choice made your wallet hurt. Which is how you ended up in your favourite tavern, with its squashy leather arms chairs, cosy atmosphere and sever bar maiden. A rather stout woman, whom you had once seen punch a horse into unconsciousness, admittedly the horse had been in her pub trying to eat the straw in her chairs.

She none the less smiled warmly when you four appeared, you like to think it was because you were a good customer, or it could have been the obvious nobleman with you.

Seated and halfway through some beers around a small circular table, it was hard to believe that three quarters of the table's occupants had been in a fight less than half an hour ago. Deciding that leaving them to decide who should speak first you take the initiative and speak to the witch hunter first.

Taking in his appearance properly for the first time he is somewhat surprising. To mundane eyes he is a typical witch hunter, complete with pointed hat, leather coat, a hammer necklace, and a bandoleer of guns. To your mundane eyes he is far more interesting, and perplexing. Because on his left wrist, is a seemingly normal black wrist band made of dyed rope but your eyes it pulses with Shyish. His right hand is faintly coted in Aqshy, as if he had used a magic tool of the Bright College recently.

"As a servant of Sigmar's most holy empire, how may I assist one of the servants of His church and am I permitted at this stage to enquire as your name" you ask politely. Witch Hunters loved secrets almost as much as Wizards, best not assume he would tell you anything. To which he smiles, his cheek crinkling around a rapidly forming bruise from his earlier brawl.

"You can just call me Heinrich as to how you can help me, with your training in the magical arts, I hope. I know it must surprise you to hear a witch hunter say. Many of my colleagues are quite satisfied with the methods we have used since Sigmar's day, fire and sword. But when Magnus the Pious legalised magic through the patronage of all the gods of the Empire and the tutelage Teclis created a generation of magic users unlike their predecessors, new options became available. Now dark magic, heresy and corruption can be excised with a scalpel rather than with sledgehammer." He mused while sipping his beer and pulling a scroll of paper from his coat "That's what I want from you precision and focus, to separate truth from falsehood," he continued.

He unfurled the scroll revealing it to be a map of the southern old world, including Tilea, the border princes, The Badlands, Barak Varr, Nehekara and Araby. He angrily stabbed his finger at Nehekara and spat the following words "Necromancy has been the bane of the whole world since Nagash created it and his own home was its first victim. Yet it still manages to produce abominations that haunt the world to this day. However, the origin of a thing can teach you much about it".

You gaze doubtfully at the map and note "Most modern vampires and necromancer groups can trace their lineage back there, but they brought all their knowledge with them north. What remains is very different, we might come some esoteric knowledge from deeper study but I doubt it would revolutionise how we deal with the undead."

To your surprise Heinrich nods and says "We don't need to revolutionise how we fight the undead, we need to add more tools to our arsenal. We have the burning light of Sigmar and the Light College, we have the quiet but strong grip of Morr and the Amethyst college. Not to mention we can finally make our own cannons. The Von Carsteins came the closest to toppling the empire but they failed and we are stronger than ever. But while chaos is able to mutate and create new horrors the undead are equally capable of doing so. In response we must also develop new weapons, strategies, and skills."

He rolls up the map and assesses you seriously, "I can't reveal to you why I think this journey will produce such things or where in that evil desert we are headed. But I can tell you this, our group will travel south via boat and carriage to Tilea where a contact of ours will sail us to Araby. A second contact will take us east to the lands of the dead. We will have the support of local priests and magic users. This will be an elite expedition I've got nearly 20 Wizards coming with me along with a platoon of the best templars of the Sigmarite faith. I have the backing of the church and the colleges, I'm confident that we will be able to discover things of great use to all parties. Any journeyman who comes back will be made a magister immediately, not to mention the chance to study magic in an openminded group"

Your eyebrows rose as he finished his explanation, this was a much more significant undertaking than you had first thought. Getting twenty wizards in one spot for one task, even if most were journeymen, was no mean feat and spoke to the commitment of two organisations that didn't always see eye to eye.

As you are processing all of that. The Dwarf, who had been impatiently waiting his turn, starts to speak. His voice is different from the few other Dwarfs you have heard speak; his voice is rumbling as theirs but carriers a soft lilt on certain syllables. It sounds almost Tilean, as if that were his native language and though that idea seems absurd, now you are paying attention to his words you cannot ignore it. The idea grows less absurd when he introduces himself.

"I am Julius Ceasarson, head of Clan Goldenhand, Captain General of the Company of the Bull and chairman of the Merchant Bank of Castello" he said proudly, and you nod despite having never heard of any of these things. "My people" he continued "are cousins to what you call imperial Dwarfs and more distant relatives to the mountain Dwarfs. We've done well for ourselves ever since your people sorted out the mess Caledor and Gotrek left behind, but particularly in the last three generations"


You're surprised by this seemingly innocuous sentence. Dwarfs, in your experience, are not so open with praise, not so quick to call something an Ancestor did a mess and definitely not to imply that the war of Vengeance had seen faults on both sides. But that doesn't stop you from hearing his next words.

"My Grandfather founded the Company of the Bull and managed to build himself up as someone who could unleash colossal amounts of violence when needed and not complain about a tough fight. He was never rich but rich men trusted him and that was a good start. My father built on what he made and turned it from a company to an army, but he kept the name, brand awareness you know. In his last years he founded the merchant bank of Castello to take advantage of a fortified position to store people's wealth and do business with Barak Varr, all of Tilea, southern Estalia and northern parts of Araby. I've consolidated what he built but now I want to go a step further."

He turned to Heinrich and asked to borrow his map that was grudgingly provided, splayed out he pointed east of Monte Costello to Black Gulf and Black peninsular. "This area" he explained "has always been a death trap, pirates, Orks and pirate Orks. Along with the occasional vampire or mutant. Right hear near the tip is a mountain, Mount Arumite, a decent sized standalone mountain. It had a small goldmine a few thousand years ago but ran dry before the Nonsense War got started. Ever since then it's been useless, nothing to mine and while it would make a decent spot for a fortress, nobody with the resources could be bothered. Until now." He finished with satisfaction.

"What changed" you ask, not having to pretend to be interested.

He continued; his earlier tone had been business like but now there was excitement. "About 6 years ago a meteor fell from the sky and crashed into the mountain, then all of a sudden Skaven began to appear, wiping out the local Orks and pirates. The rivals of said locals fought back and now my spies tell me the rest of the Underempire have cut them off, they either win here or die. We're not going to give them a chance, I've assembled my own band plus two more mercenary companies. We're going to go down there and kill every pirate, Orc and Skaven we can find and take the mountain for ourselves."

"You're building a new Karak" you ask stunned.

"Maybe not quite that grand" Julius chortled "But…"

He relished a draft of beer and concluded "The strategic value of the mountain has changed, I can't say why just now, oaths and all that. However, I can say this, 3 merchant Republics, a dozen noble families and a Dwarfen Karak are interested in seeing me succeed. They want safer trade routes, power projection and dead Skaven, I need a fortress to store my resources and cement everything my clan has built. I've got all the soldiers, horses, guns, equipment and supply lines I need to succeed, what I need is magic, I've only got three magic users on my payroll, ones only a Rhundawi" you file that term away for later focusing on the next sentence "The other two are mercenary wizards", that makes you grimace. Unsanctioned, half trained idiots waiting to fall into the grip of dark magic most likely.

"I'll make sure your compensated generously for helping us, don't worry about the vow of poverty, I've got a loophole" Heinrich twitched at that but said nothing. Julius finished his presentation by commenting "if you want to take a kill some Skaven, get rich, get a piece of what might be the next big trading hub of the south and maybe learn a few things the colleges can't teach you, I'm your man."

The Bretonnian nobleman is staring at the both of them and then bursts out laughing, to their annoyance. They calm down when he explains that he hadn't heard their stories before and had been certain his would be by far the most interesting but their give him a run for his money, still he remains confident.

"I'm Marcel De'Beaufort, of the Parravon De'Beaufort's" he introduced himself staring at you with a bemused smile as he became lost in memory. "When one imagines a Dragon coming to your land you either imagine doom and woe or a brave knight slaying it and riding off into the distance with a fair maiden. When a Dragon came to my castle neither of those things happened, well the doom and woe did but that had started before the dragon got there."

All three of you are listening raptly to his story now, after all there's a dragon in it.

"Myself and my neighbours had apparently been lax in our duties cleansing the land of Greenskins. The population of goblins began to grow in comparison to the other Greenskins, possibly due to a migration. We suspect migration because they brought great forest spiders with them and used their foul Magiks to make them more suited to a mountainous environment. With them outnumbering the Orks and controlling such massive spiders, it was a rare case of a Goblin Warboss." That was unusual, communities of goblins might be led by a goblin but a union of the two subspecies was inevitably dominated by Orks. Who would never tolerate a Goblin leader.

He looked up at the ceiling, considering something and continued "Due to the nature of Greenskins this unnatural dynamic would have faded in time. It was only sustained by the Goblins directing their larger brethren at us with spiders as a cudgel to keep them in line. But while it lasted, it made the horde confusing, unpredictable. It caused our brave knights to second guess themselves. Much chaos and suffering was caused by their upheaval and we were besieged. The siege lasted for months as we ran low on supplies, then without warning a storm formed on a clear noon day. Lightning bolts fell from heaven and sent the terrified goblins into a frenzy and the Orc's began butchering them at the first sign of weakness."

It was Marcel's turn to show you a paper but his had a picture on it rather than a map. It displayed a vast creature, 100 feet long if the scale was to be believed, but only a tenth or so as thick and wide. The drawing is black and white but the box in the top right corner, informs you the dragon has a deep blue coat, bronze linings and a teal underbelly. It lacked the wings one would expect of a dragon and in fact had something of a mustache to rival Julius'. Julius seemed to agree as there was a look of grudging respect as he looked at that part of the dragon. Heinrich, like you, looked curious and a little confused at where this was going.

Your confusion was only increased as Marcel went on "This" he tapped the picture, "came down from the sky and began to rip the spiders to pieces, as it did, we charged out of the fortress into the Greenskins lines. The horde didn't last much longer after that. The Dragon flitted about the sky and up to a particular mountain now and again, but other than that left us alone. Weeks passed without conflict and when the Duke and his army arrived, the dragon spoke to all of us in the guise of man. He explained that he had come from Cathay seeking a place to stop for the foreseeable future and noted the pleasing mountain scenery, easy access to the Elves of Athel Loren and …" Marcel paused "he was very interested in the Damsels, in all magic users really but particularly them. He proposed a trade, he would make his home in a part of the mountains we did not use and we would engage in trade, knowledge for knowledge. The Royarch has been keeping his distance from this project, he feels its best left to the Damsels but your Emperor has expressed interest, I think he just wants to hear more stories about the Dragon".

A somewhat simplistic explanation given how horrifying sieges can be and how complicated diplomacy with supernaturally power creatures was. Perhaps you think, he just doesn't want to reminisce too hard about it rather than our of desire to keep secrets like Julius and Heinrich.

"None of this is actively being hidden, it was three years ago and for the most part our best way to keep it secret is that no one believes it to be true. I can tell you all the details I know but I'm guessing you're a bit overloaded by everything we've talked about, so I'll keep it simple. The dragon wants to know about how we do magic here, how we pray to our gods and many other things. We originally didn't want to share much but the dragon has … charmed the Damsels and gained the trust of the duke. So now we are expanding our search and bringing in new people to speak to the dragon. We can guarantee your safety with it and that it will expose you to knowledge on magic that I'm certain no human west of the World's Edge mountains has ever learned."

Overload is the right word for it. You're somewhat overwhelmed by the deluge of information you have been subject to but you do have a question.

"Do any of you even know which college I'm from" you ask baffled by their interest.

Marcel shrugs and says "The dragon is curious about all things; magic is but one and any of the colleges should have something that interests him."

Heinrich nods and continues "I already have a representative from each college but won't say no to more. Given that necromancy involves dark magic, which is a congealing of all the winds, I need to see it from every angle to know what works and what doesn't."

Julius grunts and adds his own thoughts "All magic can be used for killing and dead Skaven is what I need, as long as you kill plenty of Skaven you can be any colour you like".

Somewhat irritated by their banal responses and tired of constantly being called "you" and "wizard", you grumble back "for your information my name is…"

Name Write in

"Of the …"

Jade Order Typical


Plants, Potions and Poultices. They all come easily to you, as does the mending and healing of broken bodies and broken souls. In a world of so much hurt and pain, your magic soothes what suffering you can.

Major Bonus to Learning when applied to non combative purposes

Martial 2D6 plus 3 average 10
Intrigue 2D6 plus 3 average 10
Diplomacy 3D6 plus 3 average 13
Stewardship 4D6 plus 5 average 18
Learning 3D6 plus 3 average 13

Jade Order Atypical

You are a born thinker and athlete you are not certain if you chose the green wind or if it chose you. But now you are inextricably bound, your power flows most easily inwards. To push your body to its physical and mental limits, perhaps beyond them.

Major bonus to personal combat martial rolls

Martial 3D6 plus 3 average 13
Intrigue 2D6 plus 3 average 10
Diplomacy 2D6 plus 3 average 10
Stewardship 3D6 plus 3 average 13
Learning 4D6 plus 5 average 18

Light Order Typical

With power must come restraint, your power is of the mind and so you have disciplined it to the shape of your will, to burn away corruption and evil wherever you find it.

Major bonus to all combat rolls against chaos

Martial 4D6 plus 5 average 18
Intrigue 3D6 plus 3 average 13
Diplomacy 2D6 plus 3 average 10
Stewardship 3D6 plus 3 average 13
Learning 2D6 plus 3 average 10

Light Order Atypical

Light may be focused but that which is focuses on can shift and following the speed of light from one point to the next can lead to a dazzling array of interests. As an apprentice you have socialised, expressed yourself through art, learned to cook and enjoyed all the ways you can experience this world. You see things in the world that others don't, your magical senses are an extension of this.

Minor bonus to all personal combat rolls against chaos and minor bonus to all rolls while co-operating with established authorities that you are not a part of

Martial 2D6 plus 3 average 10
Intrigue 4D6 plus 5 average 18
Diplomacy 3D6 plus 3 average 13
Stewardship 3D6 plus 3 average 13
Learning 2D6 plus 3 average 10

Amber Order Typical

Humans eat, kill, shit and die like anything else, yet insist on acting as if they are not like everything else. You have learned the primal wisdom that the ground, sea and sky have to offer and through that bring a new perspective to the world.

Major bonus to stewardship and learning rolls involving animal husbandry, butchering, tanning making use of animal corpses

Martial 4D6 plus 5 average 18
Intrigue 2D6 plus 3 average 10
Diplomacy 3D6 plus 3 average 13
Stewardship 2D6 plus 3 average 10
Learning 3D6 plus 3 average 13

Amber Order Atypical

Do birds not build nests? Beavers build dams, crows use tools and ants farm. Civilisation is not a rejection of nature; it is an extension of it. Those who seek to tear it down have not come closer to nature they have abandoned it. You have always felt at ease even in urban depths but you are equally at home in any forest, perhaps that is why you get along with so many people.

Major bonus to intrigue in areas with pre-established rodent, insect and bird populations

Martial 2D6 plus 3 average 10
Intrigue 3D6 plus 3 average 13
Diplomacy 4D6 plus 5 average 18
Stewardship 2D6 plus 3 average 10
Learning 3D6 plus 3 average 13


"and I'd like to hear more about"

[ ] Heinrich's jaunt to Nehekara

+ Chance to study Tilean, Arabyian and Nehekaran magic
+ See the Winds of Magic far from the polar gates
+ The Church of Sigmar and The Colleges will be very happy
+ The relationship between the two will be improved
+ You can examine foreign divinities with angers imperial priests
- You must travel thousands of miles to the land of the dead
- Some of your studies may anger local holy men
- Some witch hunters may get itchy trigger fingers

[ ] Julius plan for a new home

+ Exposure to non-human, non divine and non imperial approaches to magic
+ Earn favours from a rich Dwarf, some rich merchants and possibly a Karak
+ Stake a claim on prime real-estate for very good pay
+ Deal to the enemies of man and study them for weaknesses
+ Improve the flow of trade in the southern old world
- Invading a Skaven fortress
- Making enemies with merchant republics who will lose money
- Associating with magic users who would be considered criminals in the Empire

[ ] Marcel's scaly friend

+ Hearing about magic from a millennia old dragon
+ Access to the Damsels without punishment
+ The Emperor will like this
+ You only have to fight if you choose to and would be excessively compensated
+ Learn about Cathay, Ind and other eastern cultures
- You may end up giving away college secrets that aren't yours to give
- Bretonnia is hostile to non-Damsel magic users
- You don't know what the dragon plans to do long term


Part 2 will be personal traits and equipment.

A/N So this is my first attempt at a quest and I've always love the concept of the gentleman explorer. So we'll watch as our protagonist goes on a grand adventure beyond the borders of the Empire in style. Some are further away than others but they will all be new to you. From there if you wish to stay a while in those places, we can do that or if you want to go even further a field that can be done.

Want to use Julius' new fortress as a jumping point to traverse the Karaz Ankor and the Steppe? Why not. Want to follow the Cathayan Dragon back home? Sure. Think Heinrich isn't ambitious enough and you should set up an imperial Colony on the edge of Nehekara? Let's do it.

I imagine Heinrich being a Learning and Intrigue heavy quest, Julius being Diplomacy and Stewardship, Marcel being Diplomacy and Learning and all of them having a flavour of Martial

Please Vote by plan
 
Character Sheet
Amelia Albrecht Character Sheet

Martial 11 + 3 = 14 - You may not have been trained in traditional combat arts but the Wind of Life itself courses through you, while you are hardly a powerhouse you are in nearly perfect physical shape. Combined with training on how to incorporate your magic into combat makes you more dangerous in a strait fight than you appear.

Intrigue 4 + 3 = 7 - A life time in the college most famous for its nurturing and kindness has not left you with a mind best suited to subterfuge or trickery. Luckily you still have magic to even the score.

Diplomacy - 8 + 3 = 11 - You've always been naturally sweet with a friendly disposition. However a lifetime not only within the Jade college but intensely drilled on the dangers of your natural power means you don't have as much social experience as one would expect.

Stewardship - 13 + 3 = 16 - Your mother always said "better to have and not need than to need and not have. You may never run a business or a castle but she wanted you to have a head for budgets and finance. No daughter of hers would be made a fool of by hucksters."

Learning - 16+5 = 21 - You have always had a great love of learning, reading books and hearing the stories of the matriarchs of your college. You have a sharp mind, one trained to break down puzzles and analyse new phenomenon.

Piety - 9 + 3 = 12 - You are hardly devout but the divine does interest you from a theoretical perspective. Hopefully this journey might also serve as a spiritual journey as a magical one

Magic - 14 + 10 = 24 - You have a raw connection to the Wind of Life like few others and a rigorous training regime from your master's has help to refine that even more. You rarely misstep with your power and when you have he was always there to correct it. But if anything that just made him more afraid for the day you do lose control on the battlefield.

Standard Miscast DC - 9
Equipped Miscast DC - 7

Traits

Lidless Third Eye - Your Witchsight is permanently open and requires active effort to stop seeing the flow of the Winds of Magic. Plus 10 to magic rolls, requires a roll to stop using it in dangerous situations.

Natural Channeler - Your body, mind and soul are a natural channel for Ghyran and with that you have your own source of power to draw on. This makes casting magic slightly safer for you but in the Chaos of the Battlefield your really going to need it. Roll magic dice twice and pick the higher number, this does affect miscasts but if both are beneath the DC your miscast will be catastrophic.

Bottle Maker - You like little ships, it might seem silly but they are so cute. It takes hours to assemble even part of one and you are rather proud of your little collection. Lowered miscast by 1

Linguist - Words are more than sounds, they the keys to reason and for those who will listen the enunciation of truth. You will not let a language barrier prevent you from understanding others. You are fluent in the written styles of half a dozen language. You haven't needed to but you can turn this talent to spoken word too. No action required to learn languages.
 
Last edited:
Rules
Rules

Most of it will be the standard stuff that you are expecting in a CK3 style quest. A DC and you must match, adding your stat modifiers to your roll. But there are some differences that I would like to go over.

  • Skill Check for Epic Actions
Epic actions are things that won't just improve your own place in the world or understanding in it. It is something that will fundamentally shift the understanding of a particular subject. For the most part it will function like normal with a but with a Skill Check as well as Dice Check. Skill check is an additional feature I am adding. Since this is Warhammer, progress and advancement must be earnt. I don't want it to be possible to simply achieve things by stacking enough people onto a single task. If that was all that was required, our main character will be a god by the end of the year.

So I'm introducing something to help cap that. In addition to the DC to achieve an action, there will also be an SC (skill check) which will involve the minimum skill it requires to participate in it. In addition, the bonus to an action will only be the skill equal to the skill level of its most skilled participant plus five for each additional participant.

As an example.

Learning Action

[ ] Forging a new anvil of Doom: Not since the time of Woes has new Anvil been forged. But now you will change that and reverse the decline in the Karaz Ankor's arsenal. SC 50 DC 160.

Available Runelords

Kragg the Grim – Learning 51
Thorek Iron Brow – Learning 50
Error all additional Rune Lords have a learning Score of 49 or lower.

So, the equation for this would be Dice Roll + Plus Kragg Learning Stat + Each additional Runelord

So, if they rolled a 100, it would be 100 + 50 + 5 = 155.

So, no matter what they cannot succeed. Which is my mechanical explanation for why so many things have not been rediscovered, its not just factions being conservative, though that doesn't help. Its also because it requires literally everything to go right in the finicky and temperamental world of Warhammer magic.

In this example to forge an Anvil of Doom would require another millennia old Dwarfen master to even have a chance and even then, they would have to get lucky. There are obviously actions that could take to lower the DC but SCs are going to be hard to lower. But not impossible but only a chain of improbably high rolls in supporting actions would allow that.

  • Magic in other Actions

Magic is the 7th​ Stat of this quest. It is a number reached by adding the other 6 together and then dividing by 6. It will be used whenever you take an action involving it, how it is involved will decided by me on a case-by-case basis. Magic has its own action options but may also intersect with other options.

Example

Martial action – Construct fortress and Enhance with Magic – Walls and Cannons are fine but the winds soak right through them, use your combat experience and magical insight to your advantage. See if the fortress can be made better through magic. Cost N/A time to complete 3 turns. DC 85.

Turn one Marital Rolls – 87 + 11 = 98. Success.

Turn Two, Construction continues apace.

Turn three, completing the magical fortifications, DC 40 due to past success.

Roll 72 plus 18 = 90

Result = While hardly the Everpeak, this is no small fortress completed on time and on budget it will repel all but the most determined of magical and mundane attackers.

Further there is a miscast feature but this should only really take place during combat or emergency scenarios. If you roll a 10 or lower, regardless of modifiers, you have a miscast. You must then roll again to see how mad it is, a 100 would be harmless even humorous. A 1 could be fatal to you and others.

There will be ways to lower the miscast dc, both permanent and not. All the possible starting points will have a feature making miscast during out of combat moments more unlikely.
 
Last edited:
Spell List
Spells Effects

Spells will always give you a bonus or lower the dc of an action, some can be done without an action and others will require a vote. The bonus they provide will depend on the situation. As an example, Barkskin might provide a plus 20 when fighting an unarmed human, punching something with the density of tree would be painful. But it would be more like a plus 5 against an axe wielding dwarf, better than nothing but it just doesn't offer the same protection since he is stronger and has a weapon that is good for cutting wood.

Spells Mastered


Rules for mastered – These are spells whose dc is lower than your magic score, therefore they can always be cast safely even in combat barring exception circumstances.


Barkskin: The skin becomes hard and resistant to damage.

Father of Thorn
: Briars and thorns shoot out from the earth to tear at and entangle the casters enemy.

Emerald Pool: The caster dissolves into a small pool and then reappears near another body of water.

Fat of the Land: The target is flooded with nourishing Ghyran removing the need to eat or drink for a time

Regenerate: The healer gains the ability to regenerate

Spells Known


Rules for known – you are highly familiar with these spells and are confident in using them all the but combat is a little more of a risk and there are certain scenarios that may make it unsafe out of combat. The DC will be decided by me based upon the situation. Repeated use of a Known spell will move them toward mastered as will raising your magic stat.

Cloak of Dain: A shimmering energy cloaks the caster, absorbing enemy attacks.

Spring Bloom: An area of land or a single person is made fertile.

Vital Growth: A single plant or tree is enhanced with Ghyran causing sudden growth

Earthblood: Whilst the spell is active, any living creatures in direct contact with the earth within the heals,

Spells Aware of but Unlearnt

N/A
 
Last edited:
These are some interesting options. I almost wish we were choosing the person first, and the magic school second.

Jade Order Typical

Plants, Potions and Poultices. They all come easily to you, as does the mending and healing of broken bodies and broken souls. In a world of so much hurt and pain, your magic soothes what suffering you can.

Major Bonus to Learning when applied to non combative purposes

Martial 2D6 plus 3 average 10
Intrigue 2D6 plus 3 average 10
Diplomacy 3D6 plus 3 average 13
Stewardship 4D6 plus 5 average 18
Learning 3D6 plus 3 average 13

Jade Order Atypical

You are a born thinker and athlete you are not certain if you chose the green wind or if it chose you. But now you are inextricably bound, your power flows most easily inwards. To push your body to its physical and mental limits, perhaps beyond them.

Major bonus to personal combat martial rolls

Martial 3D6 plus 3 average 13
Intrigue 2D6 plus 3 average 10
Diplomacy 2D6 plus 3 average 10
Stewardship 3D6 plus 3 average 13
Learning 4D6 plus 5 average 18

Huh, interesting that the Jade Order that has a major bonus to learning has 3d6 learning, while the one without the bonus has 4d6 learning.

Stuck between two options.

[ ] Plan: Life and Death
-[ ] Jade Order Atypical
-[ ] Heinrich's jaunt to Nehekara

[ ] Plan: Bring a Karak to Life
-[ ] Jade Order Atypical
-[ ] Julius plan for a new home

.....

I think I'll go for

[X] Plan: Life and Death


I'm curious.
 
[X] Plan Dwarfs and Laser Beams
-[X] Light Order Typical
-[X] Julius plan for a new home

I wish to kill Skaven with magic lasers! :D
 
[X] Plan Dragon Whisperer
-[X] Amber Order Atypical
-[X] Marcel's scaly friend

Time to nab a Pegasus mount!

There are already so many dwarf quests, but I haven't read any Bretonian quest since the peasant quest on SB. Even if it is just an arc I think we will get a reasonable locale with incremental increases in stakes , rather than the front loaded conflict inherent in the other two conflicts.
 
Last edited:
[X] Plan An Illuminating Conversation
-[X] Otto Wagner
-[X] Light Order Atypical
-[X] Marcel's Scaly Friend
 
[X] Plan An Illuminating Conversation
-[X] Otto Wagner
-[X] Light Order Atypical
-[X] Marcel's Scaly Friend
 
[X] Plan: Life and Death

I'm mostly a fan of any setup that has an atypical perspective on a wind, since that's super interesting.
 
Last edited:
[X] Plan An Illuminating Conversation
-[X] Otto Wagner
-[X] Light Order Atypical
-[X] Marcel's Scaly Friend
 
[X] Building the world you want to see
[X] Plan Dragon Whisperer

I'm most interested in the Atypical Aspect of the Amber Wind. A Amber Wizard that can wield the wind in a manner that lets them enjoy civilisation is a rare and refreshing take.
 
The lack of interest in playing a Hierophant without a stick up his ass saddens me.

With so many quests around, what Lores haven't been taken? I had wroten a quest with Jade wizard (Real Life screwed that one for me), Amber wizard we got it on the Bretonnia Knight's Quest (sorta), Divided Loyalties has Grey Wizard as MC; An harry potter one has a Amethyst Wizard; another advisor quest has a Gold Wizard as MC... and then... What else?

What quests have an Light Wizard, Celestial Wizard or a Bright Wizard as MC?
 
With so many quests around, what Lores haven't been taken? I had wroten a quest with Jade wizard (Real Life screwed that one for me), Amber wizard we got it on the Bretonnia Knight's Quest (sorta), Divided Loyalties has Grey Wizard as MC; An harry potter one has a Amethyst Wizard; another advisor quest has a Gold Wizard as MC... and then... What else?

What quests have an Light Wizard, Celestial Wizard or a Bright Wizard as MC?

I've seen quests for the Light, Celestial and Bright Colleges. But they were all short lived, some only got 4 updates.

So I wasn't trying to do something no one had done before, but rather what I felt most confident to write about. I also didn't want to overload the beginning with too many options, so this felt like a compromise a small selections of colleges, with typical and atypical to add some flavour.
 
Last edited:
Voting is open
Back
Top