First Impressions [Warhammer Fantasy Wizard Quest]

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Introduction / Character Creation 2
Vote Tally : First Impressions [Warhammer Fantasy Wizard Quest] | Sufficient Velocity [Posts: 2-76]
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[16] The Celestial College, students of the wisdom of Azyr, Wind of the Heavens.
[14] The Light College, students of the majesty of Hysh, Wind of Light.
[11] The Amber College, students of the ferocity of Ghur, Wind of Beasts.

[7] Siegfried Magnusson
[4] Jon Irenicus
[3] Dieter Hertzfeld
[2] Anton (formerly Anton Von Leibetwitz)
[2] Dafyd Ossan
[1] Wencit of Thann

Total No. of Voters: 54

You are Siegfried Magnusson, Journeyman Astromancer of the Celestial Order, and before you stands the beating heart of Altdorf. To your left, the heights of the former Imperial Palace can be seen above the lesser buildings all around you. To your right, pilgrims and priests flock around the Great Cathedral of Sigmar, where the Emperor's body will lie in state upon his arrival from Nuln. The people of Altdorf, from gaunt street urchins to gaudily-dressed burghers, flit in every direction.

That is, every direction but one: for behind you stands the halls of the Celestial College, and the will of Azyr stands like an island in the river of fate. Those without the touch of the Winds flow around it, all but the most strong-willed unaware that anything was ever in their path. Even now, as you turn back to look up at the Colleges one last time, you feel the tug of the Blue Wind reminding you that you cannot yet cross its threshold.

When you arrived, the College was little more than a few humble halls, but throughout your apprenticeship the greatest Magisters of the College seem to have made a sport of architecture. Observatories and grand towers stretch up from every corner of the grounds, each simultaneously a monument to the prestige of their occupants and a tool which brings them closer to the highest parts of the world where Azyr blows strongest.

It also had no small effect on the health of your fellow Apprentices. You'd be surprised if any soul in the Empire could keep pace with a student of Azyr on a staircase.

You note that your own Master's tower seems to have more scaffolding atop it than it did yesterday. With a wince of sympathy for your juniors, you resolve not to call on her until you have learned Wings of Heaven.

You wave a last farewell to the College, and turn back towards Altdorf's streets, pushing aside the faint whisper of Azyr that politely insists you were looking at them all along. You straighten your back, look up at the sky, and join the crowd. The Emperor's death seems to have brought a flurry of life to Altdorf; between the Emperor's funeral and the meeting of the Electors, no one in the city wishes to be at anything but their best. A thousand small memorials to the man who saved the Empire have been erected on every street corner, draped in enough garlands of flowers to banish the ever-present stench of the Reik.

As you approach your planned lodgings, however, no flowers could spare you. For the moment, you will be living in a small room atop one of Reiksport's less successful fisheries, one apparently desperate enough to let out rooms to Wizards without a surcharge. As you descend towards the river, the air becomes a battleground between the Reik and its bounty, and you already yearn for the immaculate corridors of the College.

Stairs or no stairs.

As you turn the corner to your destination, you are met by the bull-headed glare of an enormous woman holding an even larger fish. "You the wizard?" she grumbles in an accent you can't quite place.

You introduce yourself:
[ ] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[ ] HELLO: In kind. "You the fishwife?" There's no point in putting on airs, unless someone else does it first. You'll always be a wizard, but you don't need to be a stuffy wizard. (Gain Trait: Casual. You're not one to stand on ceremony.)
[ ] HELLO: Maximum Overwizard. "Yes," followed by answers to her next questions as she asks them. You haven't spent years in the Celestial College not to have a little fun with it, and in Altdorf you can at least assume you won't be burned for it. (Gain Trait: Wizardly Demeanor. You act like a wizard, with all that implies.)
[ ] HELLO: Write-in. (Trait subject to QM approval.)

* * *


After a while, your erstwhile landlady tosses you a single dented key and points at a rickety ladder leaning against one side of the storefront. After one slightly embarrassing experiment, you manage to climb to the top, case in hand, without unduly unbalancing it, and pull yourself onto a narrow balcony overlooking the Reik. A heavy, wooden door with a rust-speckled lock sits on the far end. The key fits in with deceptive ease and the door swings open to reveal a small, but comfortable, room complete with a bed, a desk, a chair... and two notes from your Master, one explaining how to properly fasten the ladder at the top, and another how to wash the smell of fish entrails out of Collegiate robes.

Filing that away for things to do tomorrow, you change into your spare pair of robes and sit down at the desk. You're a Journeyman, now... time to Journey.

[ ] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
The Elector Counts will be arriving shortly to choose the next Emperor from their number. Of course, every Wizard ambitious enough to ask will be clamoring for their patronage, and it would take spectacular effort to even rise far enough from the crowd for them to turn down you, specifically. But the Electors won't be the only patrons to be found: the eyes of the Empire and the world will be focused on Altdorf and the Volkshalle, and a Celestial Wizard makes for a very valuable eye indeed. Your preparations for your Journeying should make finding accommodation in the city for several weeks a simple affair. Besides, you would have a chance to pay final respects to the man who let you become who you are.

[ ] PLAN: Remain in Altdorf for an extended period. (-1 Expenses)
Even before the Colleges were established, Altdorf was the centre of knowledge in the Empire. The University of Altdorf has few peers in the Old World, and maintains close ties with your College due to the academic bent of many a Celestial Wizard. The Imperial Engineering School has taken the artifice of the dwarves and wed it to the ingenuity of mankind, and has no rivals outside the homes of the Mountain Folk (whatever the Tileans may say). That said, living in Altdorf outside the auspices of the Colleges is expensive, so some effort to make ends meet may be required.

[ ] PLAN: Look for opportunities elsewhere in Reikland. (0 No Modifier)
The Reik is one of the Empire's most vital trade routes, and the Reikland has grown strong along its banks. You have more than enough saved up to travel the Reik and search out a place to begin making a name for yourself, and the people of Reikland are... easing their way towards being grudgingly tolerant of Wizards due to the relative proximity of the Colleges.

[ ] PLAN: Try and find opportunities elsewhere in the Empire. (-1 Distance, -1 Distrust of Magic)
Few are widely advertising their need for magic users in the Empire, especially with political uncertainty on the horizon. Between the insights of Azyr, what support your College may offer, and the the constant flow of goods and people through Altdorf, you should be able to find someone in need of your abilities.

[ ] PLAN: Search for opportunities outside the Empire. (-3 Distance)
The College has few firm ties outside the Empire beyond the few among the Elves who helped found it, and the Asur have little need for human magic. While it's possible that Azyr or chance may help you blaze a path beyond the Empire, it's difficult to find opportunities with your current contacts.

* * *

As your plan finally takes shape, Azyr helping chart a clear path through the myriad potential failures and successes, your mind turns to a more esoteric topic. Wizards and priests often have a turbulent relationship, but not even Teclis himself would deny the power of the gods outright. The College takes no official stance on religion, and you have met Apprentices and even some Magisters who adhere to most of the Empire's cults, with varying degrees of devotion. Your Master has long had an interest in divine omens and their relationship to the Astromancer's art, so the temples of Altdorf are all somewhat familiar to you; as a last stop before you begin your Journey in truth, you pay a final visit to...

[ ] GODS: The Great Temple of Sigmar.
In the minds of most people of the Empire, the phrase "a Sigmarite Wizard" is a contradiction, or perhaps the start of a bawdy joke. More fool they, for was it not Sigmar's heir, the Pious Emperor whose name you bear, who proclaimed magic was a powerful tool when wielded wisely for a righteous cause?

[ ] GODS: The Temple of Morr.
The Cult of Morr may keep its closest ties to the Amethyst Order, but many forget the God of Death is also the God of Dreams. Omens and portents are as much his domain as the grave, and you are tied to them more closely than most.

[ ] GODS: The Temple of Verena.
There are no official ties between the priesthood of Verena and the Celestial Order, but as two organisations dedicated to the pursuit of knowledge individual Celestial Wizards or priests of Verena have been known to cooperate.

[ ] GODS: The Temple of Manann.
The Celestial College may chiefly concern itself with divination, but Azyr is also the Wind of the stars, by which ships find their way, and of storms and lightning, by which they find their ruin. The God of the Sea shares a goal with your College: guiding the righteous of the Empire to a safe journey.

[ ] GODS: A stray cat that you spot out of the corner of your eye, who leads you to a small shrine in a back alley.
The idea of an Astromancer, master of the Blue Wind of fate and destiny, worshipping a god of luck and chance seems ridiculous on its face; but what is luck, beyond the means by which fate achieves its ends? What is destiny, if not a tapestry woven from threads of chance?

[ ] GODS: A tour of the temple gates of Altdorf, making appropriate brief signs of respect as you pass.
The Gods are but beings of the Aethyr, powerful and crucial allies against the forces of Chaos, but not objects of personal devotion.

[ ] GODS: Write-in another acceptable (non-proscribed) God, and why.

* * *

Informational post on dice mechanics and modifiers to come after this post.
 
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[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Temple of Morr.

I'm torn between polite and over wizard but Morr is best god being friends with the guy in charge of the good afterlife just seems smart plus Dream divination sounds cool
 
Meta: Actions, Modifiers, and Dice
This quest will be using a system of my own design, WHFRP being a bit crunchy to handle in a quest format.

An unmodified roll is 3d10, divided into bands for critical failure (3), regular failure (4-6), setbacks (7-12), regular success (13-20), "efficient" success (21-26), "enhanced" success (27-29), and critical success (30). Most of these categories are self-explanatory, but for the other three:
  1. If you roll multiple setbacks attempting a task multiple times, the threshold for success gets lower: you can only roll a 12 for a setback once, for instance, and after six setbacks a success is guaranteed on a 7 or higher as long as you don't fail. (Story-wise, this represents finding solutions for each problem you encounter until you solve the problem even if it takes longer.)
  2. An efficient success saves time, resources, or effort depending on the task at hand, but doesn't give you any "more" than a regular success otherwise. If a carpenter rolls an efficient success on making a table, they'll have some wood to spare for the next one.
  3. Enhanced successes give better-than-expected results. If the carpenter rolls an enhanced success on making a table, they might make a larger table, or a better-decorated one, or find a way to spin that spare wood from the efficient success into a matching chair.
Modifiers are conditions which make tasks harder or easier: staying longer in Altdorf, for instance, means Siegfried will need to find a more direct source of income while he tries to make his case to the city's institutions that he's worth bringing on, which is harder than staying in the city for a short time and then finding cheaper lodging outside it. Each -1 modifier adds one more die, and drops the highest result.

Conversely, positive modifiers add an extra die and drop the lowest result. The result is made based on the net modifier if both are present; e.g., a -1 modifier and a +1 modifier result in an unmodified roll.

Traits are largely character-based, but having one can provide a positive or negative modifier when dealing with certain people in certain ways.

(And yes, Siegfried's very first roll in the quest was a failure. Thankfully, it was just a "find where he's living" roll, but...)
 
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[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
Best option for rubbing shoulders with the sort of nobility we want to be in good with.

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
Pay respects to the father of the Colleges.

[X] GODS: The Temple of Verena.
The Colleges brought hope for a just fate for those born in the Empire with power they didn't understand, one where they were blessed with knowledge. Reverence of Verena seems entirely appropriate.
 
[X] HELLO: In kind. "You the fishwife?" There's no point in putting on airs, unless someone else does it first. You'll always be a wizard, but you don't need to be a stuffy wizard. (Gain Trait: Casual. You're not one to stand on ceremony.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Temple of Verena.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Great Temple of Sigmar.
 
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[X] PLAN: Look for opportunities elsewhere in Reikland. (0 No Modifier)
[X] GODS: The Great Temple of Sigmar.
 
[X] HELLO: Maximum Overwizard. "Yes," followed by answers to her next questions as she asks them. You haven't spent years in the Celestial College not to have a little fun with it, and in Altdorf you can at least assume you won't be burned for it. (Gain Trait: Wizardly Demeanor. You act like a wizard, with all that implies.)
[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
[X] GODS: The Temple of Verena.

There are no official ties between the priesthood of Verena and the Celestial Order, but as two organisations dedicated to the pursuit of knowledge individual Celestial Wizards or priests of Verena have been known to cooperate.
 
[x] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[x] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
[x] GODS: A tour of the temple gates of Altdorf, making appropriate brief signs of respect as you pass.
 
[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
[X] GODS: The Temple of Verena.


I want to be polite, but I also want to go overwizard...
 
[X] HELLO: In kind. "You the fishwife?" There's no point in putting on airs, unless someone else does it first. You'll always be a wizard, but you don't need to be a stuffy wizard. (Gain Trait: Casual. You're not one to stand on ceremony.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Temple of Verena.
 
[X] HELLO: Maximum Overwizard. "Yes," followed by answers to her next questions as she asks them. You haven't spent years in the Celestial College not to have a little fun with it, and in Altdorf you can at least assume you won't be burned for it. (Gain Trait: Wizardly Demeanor. You act like a wizard, with all that implies.)
[X] PLAN: Look for opportunities elsewhere in Reikland. (0 No Modifier)
[X] GODS: The Temple of Manann.

The best way to memorialize the Emperor is to get out there and start helping his empire. And if we're going to be traveling the Reik, then we might as well be in the good books of the god who's in charge of waterborne travel. That and lightning. Nothing really likes eating a bolt of lightning.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[X] PLAN: Try and find opportunities elsewhere in the Empire. (-1 Distance, -1 Distrust of Magic)

Few are widely advertising their need for magic users in the Empire, especially with political uncertainty on the horizon. Between the insights of Azyr, what support your College may offer, and the the constant flow of goods and people through Altdorf, you should be able to find someone in need of your abilities.
[X] GODS: The Temple of Manann.
The Celestial College may chiefly concern itself with divination, but Azyr is also the Wind of the stars, by which ships find their way, and of storms and lightning, by which they find their ruin. The God of the Sea shares a goal with your College: guiding the righteous of the Empire to a safe journey.

I dub this the boatwizard plan. Lets go to the places, see the things, and generally stick our magnificent nose where it doesn't belong.

Most importantly seas and rivers have a convenient supply of water for when witch hunters start being.... enthusiastic
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Great Temple of Sigmar.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Temple of Manann.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Temple of Verena.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)

[X] GODS: The Great Temple of Sigmar.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
[X] GODS: The Temple of Verena.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[X] PLAN: Try and find opportunities elsewhere in the Empire. (-1 Distance, -1 Distrust of Magic)
[X] GODS: The Temple of Morr.

We're an Azyr wizard, let's lean into it! Morr's a very dignified god, and handy if one happens to run across undead.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)

[X] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
 
[x] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[x] PLAN: Remain in Altdorf for the immediate future. (0 No Modifier)
[x] GODS: A tour of the temple gates of Altdorf, making appropriate brief signs of respect as you pass.
 
[X] HELLO: Politely. "Siegfried Magnusson, at your service." A little politeness goes a long way towards getting along with people. (Gain Trait: Sophisticated. You're naturally polite when dealing with strangers.)
[X] PLAN: Try and find opportunities elsewhere in the Empire. (-1 Distance, -1 Distrust of Magic)

Few are widely advertising their need for magic users in the Empire, especially with political uncertainty on the horizon. Between the insights of Azyr, what support your College may offer, and the the constant flow of goods and people through Altdorf, you should be able to find someone in need of your abilities.
[X] GODS: The Temple of Manann.
The Celestial College may chiefly concern itself with divination, but Azyr is also the Wind of the stars, by which ships find their way, and of storms and lightning, by which they find their ruin. The God of the Sea shares a goal with your College: guiding the righteous of the Empire to a safe journey.
 
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