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[X] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.

we have roots here and unless plot makes us move it seems like a stupid idea to leave .

Also we might not stay spymistress for the new EC when that happens eventually - could roll i guess or move into court wizard role with helping our successor very easily or get canned from the council cause the new EC doesnt like wizards or have a spy freind available. Also we could stay independent knight-merchant i guess if we get kicked thanks to our EIC share and further that aspect of the quest .

We should do enchanting finally when we return please , we have a talent in it and have a enchanted sword formula wich only needs a binding thingie to create more or less. And the cost when we asked about enchanted swords was pretty good even for trash enchantments.

and do magister after were done with healing , can leave stirland for abit aswell i guess . We can get journeyman out of it probably maybe even a few of them somehow.
 
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[X] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.

This campaign may be over, but I'm not done with Stirland until we've defeated Sylvania so thoroughly that it is the last place any necromancer with half a brain would even think of starting their career at.

Necromancy in Sylvania is going to be dead before we are, that is my goal.
 
But yeah, I'm not quite sure yet.

On the other hand, we're going to have mad rep. What was expected to be the biggest meatgrinder of this battle turned out to barely leave a dent in our forces. Admittedly a lot of that was just the incredible wizardly incompetence going on on all sides. But it's still something we could use to write our ticket damn near anywhere.

It's really kind of funny, Mathilde is the weakest magic user in this group, but she's the last one standing thanks to being smart enough not to cast recklessly.

It's not about how strong a caster, but how smart. Sometimes the best spell is the one you don't cast, because they were made dead by the hand holding the pistol.
 
[X] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.

This campaign may be over, but I'm not done with Stirland until we've defeated Sylvania so thoroughly that it is the last place any necromancer with half a brain would even think of starting their career at.

Necromancy in Sylvania is going to be dead before we are, that is my goal.

Sign me up for that. I want to help the Morrites get Knight Chapter Houses in Sylvania and become more accepted in Stirland (General).
 
Oh, hey, the spells described here are more extensive than those on our existing spellbook, I wonder what-
Why is "get killed and then pop back from death while claiming that you never actually died, it was all a lie" not on our spell list, and what do we need to do to get it there?

I assume it we would be able to develop at least some of those spells ourselves. In distant ages past, we did have the option of creating new spells:

-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects, much more difficult than the above)

It hasn't appeared as a default option since Turn 6, but I'm pretty sure it was removed because we were so far from being ready to choose it, rather than it suddenly becoming impossible. Now, though, Mathilde is a much more accomplished wizard with quite a bit of research under her belt. I'm not sure if she's quite at the level of spell creation yet, and we've got plenty of research and spell learning actions on our plate already, but we can at least start thinking about what we're going to want to get in the future.

Looking at the list, there are a lot that would be useful and might work. Clone Image and Confound Foe have been noted already, but Bridge of Shadows could be a great tool for platoon-scale mobility and has the precedent of Shadowsteed. Throttling would be great for the more subtle spy-wizards. It's basically what you'd have if Naruto's Nara family were Grey Wizards.

On the other hand, there are a lot that really don't fit Ulgu. Finger of Life's 50% chance of slight healing? That's a Ranald spell. I assume Crown of Taidron and Stormcall mean storms and electricity were in consideration for being covered by Shadowmancy, but they're not anymore so those are out. Shadow Bolt could have been a good low-ish power magical attack between Magic Dart and Shadow Knives, but sounds more like a Dhar spell. Others like Healing Mist don't fit particularly well on their mechanical effects but do in other aspects.

Others don't fit the setting, like the myriad illusions of buildings or forests. The Horn of Andar would be a great enchanted item whose effects generally make sense as part of Ulgu (+leadership to allies, -leadership to enemies) but gets into the spell list by being an illusion, which is just dumb. The Traitor of Tarn is one that would be great if it didn't fit Warhammer Fantasy so badly, being basically mind control. There's a few teleport spells too, which wouldn't be so bad if one of them didn't mention going into another realm, travelling, and coming back out. That's Warp travel and we don't have Gellar fields.

Overall, it's not a great list, which is why almost all of them were cut. But there are more than a few ideas for us that would be worth looking into.
 
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I love the smell of gunpowder in the morning. Smells like victory.

Seriously, with those rolls we probably could've taken down the entire damn mountain. Good stuff~

[X] The campaign is over, so your duty to Abelhelm is done. What else is there? Leave. Pack your snake-in-a-box, pack your equipment, pack your savings, pack the Liber Mortis, and go somewhere else.
Time for Mathilde to become a wandering superhero.
 
[X] The campaign is over, so your duty to Abelhelm is done. What else is there? Leave. Pack your snake-in-a-box, pack your equipment, pack your savings, pack the Liber Mortis, and go somewhere else.
 
[X] The campaign is over, so your duty to Abelhelm is done. What else is there? Leave. Pack your snake-in-a-box, pack your equipment, pack your savings, pack the Liber Mortis, and go somewhere else.
 
Sign me up for that. I want to help the Morrites get Knight Chapter Houses in Sylvania and become more accepted in Stirland (General).

Good Idea actually, how about we go all in and give Drakenhof to the Morr knights, make it a Knight Order holding. Probably best caretakers of that blasted place you could ask for really.
 
[X] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.
 
I assume it we would be able to develop at least some of those spells ourselves. In distant ages past, we did have the option of creating new spells:



It hasn't appeared as a default option since Turn 6, but I'm pretty sure it was removed because we were so far from being ready to choose it, rather than it suddenly becoming impossible. Now, though, Mathilde is a much more accomplished wizard with quite a bit of research under her belt. I'm not sure if she's quite at the level of spell creation yet, and we've got plenty of research and spell learning actions on our plate already, but we can at least start thinking about what we're going to want to get in the future.

Looking at the list, there are a lot that would be useful and might work. Clone Image and Confound Foe have been noted already, but Bridge of Shadows could be a great tool for platoon-scale mobility and has the precedent of Shadowsteed. Throttling would be great for the more subtle spy-wizards. It's basically what you'd have if Naruto's Nara family were Grey Wizards.

On the other hand, there are a lot that really don't fit Ulgu. Finger of Life's 50% chance of slight healing? That's a Ranald spell. I assume Crown of Taidron and Stormcall mean storms and electricity were in consideration for being covered by Shadowmancy, but they're not anymore so those are out. Shadow Bolt could have been a good low-ish power magical attack between Magic Dart and Shadow Knives, but sounds more like a Dhar spell. Others like Healing Mist don't fit particularly well on their mechanical effects but do in other aspects.
Seeing as it's apparently DC 70 for even moderately complex spells, I'm not that interested in poking that pile of stuff, especially when we have snake-juice, swords, and 10 simple/moderate spells to learn.
 
Ulric isn't god of war; artillery is. The dice still owe us a few natural hundreds, though. Thanks, @BoneyM for the first part of this quest, I enjoyed it a lot.

That said, tentative plan for when we get back to Wurtbad (the vote is certainly going this way):
(organizational actions)
Expand information network to the town of Drakenhof
Invite dwarwen trainers for tunnel fighting.

1. Hug Wilhelmina and Anton
2. Investigate Anton
3. Go full commisar on Stirland army
4. New elector count-related action (either brief one or help find one, depending on how paranoid Abelhelm was about his family)
5. Investigate Julia, prepare her to be our successor if we are fired.
(free action) Speak with Kasmir

Training will probably have to wait for another turn.

Seeing as it's apparently DC 70 for even moderately complex spells,
With learning in 20-ish and Ranald's Blessing DC 70 is quite achievable, though.
 
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Overall, it's not a great list, which is why almost all of them were cut. But there are more than a few ideas for us that would be worth looking into.
Nah. Old hat. If we're gonna make a spell, we should do something new. Like this:

You're truly starting to despise the fog of war.
It'd be thematic for Grey Wizards in multiple ways- intelligence, hidden knowledge, and Fog [metaphorical]. Some sort of recon or scrying spell, operable at battlefield ranges+ would probably be something Mathilde would find appealing. Even just being able to project your regular (or Wind-perception) senses from another vantage point where the Winds also blow- she can see the world through Ulgu, and Ulgu is all over. May be something there to build on (@BoneyM )?

I quite like the idea of Mathilde being able to extend her senses along the local winds to another spot.
 
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Nah. Old hat. If we're gonna make a spell, we should do something new. Like this:


It's thematic for Grey Wizards in multiple ways- intelligence, hidden knowledge, and Fog [metaphorical]. Some sort of recon or scrying spell, operable at battlefield ranges+ would probably be something Mathilde would find appealing. Even just being able to project your regular (or Wind-perception) senses from another vantage point where the Winds also blow- she can see the world through Ulgu, and Ulgu is all over. Maybe something there.
Not really, removing confusion is no more in line with Ulgu than firefighting is for Aqshy. That sounds like a light or celestial spell spell.
 
[X] The campaign is over, so your duty to Abelhelm is done. What else is there? Leave. Pack your snake-in-a-box, pack your equipment, pack your savings, pack the Liber Mortis, and go somewhere else.
 
[X] The campaign is over, but your duty to Stirland remains. Go home to Wurtbad.

Only correct choice. Remember the articles of magic? One of them says that as a Wizard we have to respect the law. We are a noble. At the very least, if we want to travel, we have to make sure we take care of our lands. And regardless of who the next Elector Count is, we need to make our oaths to them, as a noble of Stirland. Staying on as Spymistress or not.
 
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