Where Goeth The Winds: A Warhammer Fantasy Wizard Advisor Quest

Character Pregen Update 3
Your journey to Averland was uneventful; a boat down the River Reik was deemed the safest option, given that as a Tilean of merchant breed you were doubly unsuited to a horse, and that a carriage would be impractical, unfeasible, and gauche in that order. Your Master had sent you off on the trip with only your luggage, some provisions, and a surly retired Greatsword bodyguard to accompany you, but gave you several unopened letters, and a quick word of advice. "Don't open the letters until you get there, and try to be a day late, despite what Count Leitdorf commands. No more than a day late however, I can't predict further than that."

You nod and give her a warm hug, which she returns a little awkwardly, her Nordlander manners far more reserved than your Tilean ones. Still, she relaxes into your affectionate embrace, and when it's broken, she claps you on the back. "Guide the Count well, serve the Empire, and get back alive. That's all that can be expected of you." You nod, and as you go to leave with the Greatsword, you wave back to the woman who taught you these last few years. "Goodbye, Master Fredegilde!" You may or may not have cried. You're pretty sure you saw Fredegilde dab at her eye with a blue-clad sleeve.

Smiling at the memory a few days later, you nodded at the Greatsword, the retired soldier still sporting muscles enough to carry your luggage despite his paunch belly. You disembarked at the small dock of a town about a day's sailing away from Averheim. Before the dockmaster can even open his mouth, you shove a handful of silver into his hand, pat it shut, and give him your best winning smile. It's not a very confident one, but so be it. "I'm the new Court Wizard for Count Leitdorf. I need quarters for the night."

The dockmaster makes the Sign of the Comet at your mention of wizardry, a clear indication of his adherence to the Sigmarite faith, but thankfully makes no further fuss than that. "I'll need your name for our records."

[ ] Name

Your identity having been established, he directs you to a small inn, as nameless as most of the rest of the town. In truth, it was something of an extension of Averheim itself, so you supposed neither town nor inn truly needed much of a name. The innkeeper looked at your bright blue robe, and to his credit, showed no discomfort at your clearly wizard-y appearance. "Dockmaster Regimand must have sent you. Here, I'll show you to your room, bring you up a plate."

To the innkeeper's further credit, the meal was decent, a cut of beef steak (no surprise, you're in Averland after all) sage cheese, and a few cucumber slices washed down with a pint or two of ale. Even better, your room wasn't flea-infested, though you supposed that it wasn't due to any special consideration for you and your assignment, but you'd take it. Your night was as restful as one could be so close to your assignment. As you awoke, you gave a short prayer to the god of your choice.

[ ] Morr: God of Death and Dreams, husband of Verena.
[ ] Verena: Goddess of Justice and Learning, wife of Morr.
[ ] Myrmidia: Goddess of Warfare and Strategy, rarely worshipped in the Empire due to the primacy of Ulric and Sigmar. Daughter of Morr and Verena.
[ ] Shallya: Goddess of Mercy and Healing, daughter of Morr and Verena.
[ ] Mathaan: God of Seas and Storms


Finally, you headed out to Averheim on the back of a mule guided by your Greatsword companion. Making a bit of small talk, you learned that Dietrich of Nuln was his name (the Greatsword, not the mule). Dietrich was rather taciturn and not too fond of Tileans. Or Wizards. Or Averlanders. Or much of anything, really. But the thing he was least fond of was boredom, so in his retirement, he had agreed to be "on loan" to the Colleges to guard Journeymen on their Journeyings. "I don't expect you to last the year with that Count", he added helpfully upon concluding his tale. You ignored that, and the rest of the journey took place in silence.

Finding that same silence rather oppressive, you thought back to your own talents, specifically your magic. What could you bring to Count Leitdorf that might keep you alive and employed?


Spells:

Petty Magic (choose 1):


[ ] Danger Sense: You conjure up a sixth sense, enabling you to know when you are watched or followed, and when you are in danger, though it does not indicate what is causing the sense to activate.

[ ] Flight of Amar: You can float for roughly ten seconds. You cannot direct yourself or properly fly, and you are at the mercy of rough winds, but you can stay out of reach of swords or even halberds if needs be.

[ ] Read Out: A magic voice reads out a text out loud for you for up to an hour. Cannot be used to perform summonings or other spells. Magical voice is very boring.

[ ] Magic Alarm: You can play an alarm on any spot, allowing you to be made aware of any living creature passing within a yard of it.

Lesser Magic (choose 1):

[ ] Flight: You can actively fly for about ten seconds.

[ ] Wind Blast: You can knock foes down with a blast of wind that is otherwise undamaging.

[ ] Lightning Bolt: You can summon a single bolt of lightning to smite enemies.

[ ] Luck: You can manipulate the vagaries of fate on an upcoming roll for yourself.

Celestial Magic (choose 1):

[ ] Curse: Similar to Luck, you can affect the vagaries of fate on an upcoming roll for another individual.

[ ] Starshine: Starshine: Light is drawn down from the stars to illuminate the area around you with a soft glow, revealing hidden foes and items.

[ ] Mystic Mirror: Enables you to communicate with a person through mirrors or reflective surfaces such as calm water.




Notes:

Finally, the last character gen vote! Vote is 24 hours, just like the previous ones. This time, you don't need to plan vote but can do so if you wish. I'm not terribly satisfied with the clunky working of the spells section but oh well.

Please stick to Italian-inspired women's names for the character, though Germanic surnames should be fine, depending on the context. As mentioned before, I will be playing a woman, and as you picked a Tilean, Italy is the inspiration.
 
[X] Myrmidia: Goddess of Warfare and Strategy, rarely worshipped in the Empire due to the primacy of Ulric and Sigmar. Daughter of Morr and Verena.

We're Tilean so we worship the best goddess there is obviously
 
Hmm, not sure about what Petty Magic to take, but I'd really like to get Lightning and Mystic Mirror for Lesser and Celestial.
 
[X] Plan Alice's Wondrous Journey
-[X] Name Alicia
-[X] Mathaan: God of Seas and Storms
-[X] Danger Sense: You conjure up a sixth sense, enabling you to know when you are watched or followed, and when you are in danger, though it does not indicate what is causing the sense to activate.
-[X] Luck: You can manipulate the vagaries of fate on an upcoming roll for yourself.
-[X] Starshine: Starshine: Light is drawn down from the stars to illuminate the area around you with a soft glow, revealing hidden foes and items.

Reasoning:
  1. I like the name and Alice in wonderland feels like untapped potential for a warhammer wizard name given how they work
  2. The god of the sea fits in with the more elemental forms of Azyr and is just very useful to know how to placate if you are going to travel around Tilea and Estalia, most of the traveling is done by boat after all
  3. Inherently useful if you are planning to be in danger and this is a warhammer quest
  4. Being able to mess with your own luck positively is probably the most flexible spell we can get, curse after all requires that we can see and target the enemy and that they are someone we can afford to throw spells on, luck just works as long as we can pull off the spell
  5. This will help us get loot, which given that we start out as an impoverished journeywoman would be very useful
 
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[X] Plan: Stuck With Landlubbers
-[X] Name: Carlotta Marinella
-[X] Mathaan: God of Seas and Storms
-[X] Danger Sense: You conjure up a sixth sense, enabling you to know when you are watched or followed, and when you are in danger, though it does not indicate what is causing the sense to activate.
-[X] Lightning Bolt: You can summon a single bolt of lightning to smite enemies.
-[X] Mystic Mirror: Enables you to communicate with a person through mirrors or reflective surfaces such as calm water.

Any acolyte of Manaan would want lightning bolts.
 
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[X] Plan: Stuck With Landlubbers
[X] Plan Perfect Myrmidian Sorceress
[X] Plan AC DC Thunder
 
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[X] Plan Perfect Myrmidian Sorceress
-[X] Alcina
-[X] Myrmidia
-[X] Danger Sense
-[X] Lightning Bolt
-[X] Mystic Mirror

Danger sense to not be caught by surprise.
Lightning Bolt to hit enemies
Mystic Mirror to communicate over long distances.
Myrmidia is a godess of the mind which is useful as a learning advisor.
 
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[X] Plan: Stuck With Landlubbers

I did come up with my own but when I went back to it after food I found it too gimmicky and scrapped it.

Went with this because I find it lowkey funny that the person who you'd want to send to Nordland wound up on the opposite side of the Empire in a landlocked province.

Well, guess we might be able to convince Marius to invade the Border Princes and claim a port down there.
 
[X] Plan AC DC Thunder
-[X] Name: Aurelio (Golden one) Cielo (Sky) Dario (Possessing goodness) Cosimo (Order, beauty, universe) (Male)
-[X] Myrmidia: Goddess of Warfare and Strategy, rarely worshipped in the Empire due to the primacy of Ulric and Sigmar. Daughter of Morr and Verena.
-[X] Danger Sense: You conjure up a sixth sense, enabling you to know when you are watched or followed, and when you are in danger, though it does not indicate what is causing the sense to activate.
-[X] Lightning Bolt: You can summon a single bolt of lightning to smite enemies.
-[X] Mystic Mirror: Enables you to communicate with a person through mirrors or reflective surfaces such as calm water.
 
Danger Sense is a bad spell, because it's a spell. You need to cast it in order to benefit from it, which makes it bad when the whole point is to tell you about things you don't expect. It's the single least useful spell as a result.
 
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