Voted best in category in the Users' Choice awards.
Also if we want to spend dwarven favor on math/engineering teachers. Having a dwarven engineer friend is a good reason to pick and leverage Math or Cannon related traits. Now for approval voting.
Math and Cannon traits are a good way to make use of a dwarven teacher, but wouldn't "Dwarves are the greatest allies of humanity" be a better option for actually getting said dwarf?
 
Erm, you guys do realize, that our future boss, Abelhelm's son (daughter?) was trained as a Sigmar's templar, like all Van Hals before him?

He might very well be more pious than his father. Or even a fanatic.

Advisors he picks, now or later, might also be Sigmarites.

So, choosing an anti-Sigmar option, strikes me as unwise.

Ps. Not to mention, all those witch hunters which were under van Hal's firm control?
They no longer are.
We really don't want to be in their cross-hairs more than we already will.
I get what you are saying. You are tactically voting for the option that you perceive is the least damaging. Thing is? All of these are about damage, and in this case personal damage. Every choice for damage is going to have issues, that's what damage is. So I'd rather vote on what kind of person I want Mat to be, than what is the most optimal future strategy for a position we may not even continue to hold.
 
[X] Magic used recklessly has catastrophic effects; great care must be taken in it's handling.


[X] Sigmar abandoned his most worthy follower in his hour of need.
 
Math and Cannon traits are a good way to make use of a dwarven teacher, but wouldn't "Dwarves are the greatest allies of humanity" be a better option for actually getting said dwarf?
Yeah, but as far as I understand we won't have any porblems getting a few actions' worth of teaching. We've got a really good rep with them already.
 
As before, Trait analysis:
[ ] Artillery is the King of Battle.

Likely Trait: Artillery Commander.
Pros: Bonus to use and acquisition of artillery.
Cons: Artillery nearly irrelevant to Spymaster, Watch Commander, Wizard roles.

[ ] Dwarves are the greatest ally of humanity.

Likely Trait: Friend to Dwarfs(distinct from Dwarf Friend). Bonus to contacting and interacting with dwarfs. Less likely to cause offense to dwarfs.
Pros: Boon to Watch Commander role, for the War Below. Boon to enchanting, dwarf sourced material and equpment may be more expensive, but of reliable quality. Boon to underground construction if we wanted to make palaces even better. Boon to getting gossip and intel out of otherwise close mouthed dwarfs
Cons: Relatively situational, dwarfs do not normally intersect with our routine operations. Maintaining trait likely to involve dangerous and time consuming adventures, for the Dawi don't often ask for help except when things are utterly fucked.

[ ] The Halflings have proven themselves as a worthy neighbour.

Likely Trait: Halfling Sympathizer. Bonus to contacting and interacting with halflings. Less likely to overlook halflings.
Pros: Halflings are everywhere. Likely involved in local thieving and generally offering a largely unnoticed avenue of street level intelligence...if you can get into their insular communities.
Cons: Stirland is the heart of Moot revanchism. This trait would put us squarely in conflict with a lot of the nobility and likely future Electors as well.

[ ] If such rank amateurs could rival the strength of an entire Province, imagine what a skilled hand could do with Dhar.

Likely Trait: Dhar Fascination. Bonus to dark magic research.
Pros: Dhar is a very dangerous field, we'd need all the bonuses if we intend to delve into it.
Cons: Abelhelm will frown most strenously from the afterlife. Against the strictures of Imperial magic. The road to madness.

[ ] The dead of Sylvania's prehistory deserve an undisturbed rest.

Likely Trait: Eternal Rest. Bonus to combating undead and necromancers. Bonus to relations with Morrites(once they notice anyway)
Pros: The undead are the number one enemy in Stirland so this will likely see a lot of future use.
Cons: It doesn't actually involve our job. And as a spymaster, disturbing the quiet undead is going to happen a time or two.

[ ] Magic used recklessly has catastrophic effects; great care must be taken in it's handling.

Likely Trait: Cautious Mage. Bonus to avoiding spell failure. Take more time to perform experimental magic or to learn new magic.
Pros: Magic backlash is the number one threat to any wizard.
Cons: Caution is likely to stunt our progress in magical research. It's been noted that you can actually LOSE Magic rating for being too careful to avoid pushing your limits.

[ ] The best battle is one where the enemy never gets a strike in.

Likely Trait: Coup de Grace. Bonus to actions taken to set up a decisive finish.
Pros: As a Grey Wizard and Spymaster this is right up our alley. Whether its to race rumor to arrive before any enemy can react, or to proceed by stealth to take them unknown, or to drug them to take them helplessly or to set up artillery and archery where you can pound them with impunity. Its our thing.
Cons: Not always the most honorable strategy for a knight, and it hurts when a fight comes at a time not of our choosing.

[ ] The best counterspell is, in fact, a blackpowder projectile to the face.

Likely Trait: Blackpowder Enthusiast. Bonus to acquiring and using gunpowder weaponry.
Pros: Guns are pretty useful. So are cannons.
Cons: The Purge is not representative of Imperial gunpowder. quality, we rolled amazingly. Expect botching guns to potentially blow off fingers you need to cast spells with.

[ ] The Black Guard of Morr were the most dependable human asset across the entire campaign.

Likely Trait: Morr Sympathies. Bonus to relations with Morrites.
Pros: We're in Stirland, therefore Morrite support is good.
Cons: Morr does not actually get involved much in the affairs of the living. His domain is the dead and dreams. Also we're the spymaster and the court wizard. Not the piety advisor.

[ ] Magic is unreliable, gods are doubly so: always have a mundane solution.

Likely Trait: Supernatural Distrust. Bonus to finding mundane solutions to supernatural problems.
Pros: Less risks with magic. More solutions you can actually use on an organizational level.
Cons: This is how you stunt your magical ability.

[ ] It's not a great hero who carries the day, but a lot of small men working in concert.

Likely Trait: Administrators. Bonus to organizational actions, reduced personal interventions
Pros: We're currently managing two organizations, and looking to take over the thieves guilds SOMEDAY. This will be invaluable.
Cons: Less personal intervention means less chances of master spells and gain traits.

[ ] The fog of war is a bitch, to all involved.

Likely Trait: Mysterious. Bonus to getting information out of chaotic situations. Bonus to misleading enemies.
Pros: This is basically the Grey Wizard/Spymaster thing
Cons: Say hi to another classic +Intrigue -Diplomacy thing :V

[ ] Expertise matters. And Stirland has precious little of it.

Likely Trait: Human Resources. Bonus to hiring, and recruiting rolls. Bonus to improvement chances of subordinates and apprentices. Potentially allow re-employing secondary options.
Pros: We've had a hell of a time getting good people, and whenever we do so, we let go of usually at least one other talented person. Being better at finding and retaining talent perhaps, might have let us get more wizard the next time we go for help.
Cons: Limited applicability. We do hiring for our organizations, but once they are staffed we'd only use it rarely, until we make Magister and can start looking for apprentices of our own.

[ ] Mathematics is universal.

Likely Trait: Mathematician. Broad based, but minor bonuses to math related stuff, like Practical. Affected areas are logistics, economics, spell research, artillery, ciphers, investigation, cartography. Most likely effect is Stewardship and Learning +1, with circumstantial Intrigue and Martial bonuses.
Pros: Math affects everything we do as a leader and a wizard. Basically everything short of stabbing people in the face, and THAT only because there isn't enough time to calculate a perfect path to face stabbing unless you're an elf or something.
Cons: Well...its math.

[ ] Complex problems, simple solutions.

Likely trait: Very Practical. Everything Practical does, but more so. Narratively lessened severity of botches due to taking less unnecessary risks
Pros: Simplicity is a power of its own. It helps with everything.
Cons: This is going to do our academic and magical career no favors. RIP sence of wonder

[ ] Unity brings Strength, Discord brings Failure.

Likely trait: Coordinator. Bonus to diplomacy, particularly rolls to help bridge rifts or get dissimilar peoples to cooperate.
Pros: It's a diplomacy boosting trait! Those are kind of rare for spymasters and wizards, who get spoopier all the time.
Cons: It's a diplomacy boosting trait. We're going to lose even more diplomacy over time. Is it a good investment?

Note. 100% speculativee. Just drawing on existing traits for comparison, and a lot of the effects are likely narrative rather than statistical.

*huff*

Yeah, but as far as I understand we won't have any porblems getting a few actions' worth of teaching. We've got a really good rep with them already.
An incredibly good rep. +15!
 
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I get what you are saying. You are tactically voting for the option that you perceive is the least damaging. Thing is? All of these are about damage, and in this case personal damage. Every choice for damage is going to have issues, that's what damage is. So I'd rather vote on what kind of person I want Mat to be, than what is the most optimal future strategy for a position we may not even continue to hold.

I understand. However, a very large part of this quest's appeal for me is the the frankly fresh quest format of being an actual advisor.

Being some random mage is not something I am interested in, and it is one of the reasons why I was against the mage origin from the start.
 
[X] The fog of war is a bitch, to all involved.
[X] Sigmar abandoned his most worthy follower in his hour of need.
 
ONE of the following will become a new trait:
[X] The Halflings have proven themselves as a worthy neighbour.
[X] The best battle is one where the enemy never gets a strike in.
[X] The best counterspell is, in fact, a blackpowder projectile to the face.
[X] Magic is unreliable, gods are doubly so: always have a mundane solution.
[X] The fog of war is a bitch, to all involved.
[X] Mathematics is universal.
[X] Magic used recklessly has catastrophic effects; great care must be taken in it's handling.


ONE of the following will become a new trait:
[X] Sigmar abandoned his most worthy follower in his hour of need.
[X] The Empire is a morass of self-interest, to the point of becoming a millstone around the neck of humanity.

[] Expertise matters. And Stirland has precious little of it.
I don't really see how Mathilde could draw that conclusion from the campaign. Van Hal and Hexensohn both had loads of expertise, and it didn't help them.
 
[X] The fog of war is a bitch, to all involved
[X] Mathematics is universal.
[X] Sigmar abandoned his most worthy follower in his hour of need.
[X] The Empire is a morass of self-interest, to the point of becoming a millstone around the neck of humanity.
 
Empire blaming means outright rebellious sentiments. The plotline opening up would be to embrace what makes Ranald a proscribed cult in many provinces: that his followers often seek to tear down institutions and rightful rulers. This is incidentally against a number of our oaths, so another conflict there.
I don't think so. There's a lot of ways to hold a grudge against Empire in its current state without being outright rebellious. I mean, we can go that way but it's not the only option with that trait.
 
[X] Dwarves are the greatest ally of humanity.
[X] If such rank amateurs could rival the strength of an entire Province, imagine what a skilled hand could do with Dhar.
[X] The best battle is one where the enemy never gets a strike in.
[X] It's not a great hero who carries the day, but a lot of small men working in concert.
[X] The fog of war is a bitch, to all involved.
[X] Expertise matters. And Stirland has precious little of it.
[X] Mathematics is universal.
[X] Unity brings Strength, Discord brings Failure.

[X] In the confusion of battle, even the greatest warrior can lose their life pointlessly.
[X] The Morrite compunction against mutilating corpses is the greatest gift necromancers could ask for.
[X] I will never meet a man as worthy as Abelhelm was.
 
I understand. However, a very large part of this quest's appeal for me is the the frankly fresh quest format of being an actual advisor.

Being some random mage is not something I am interested in, and it is one of the reasons why I was against the mage origin from the start.
Not liking Sigmar does not make us unfit as a spymaster, it makes us unfit as a piety advisor for a majority Sigmarite province. There are plenty of Ulrikans that don't like Sigmar, yet serve the Empire.
EDIT: But again, staying on as spymaster may not be our choice.
 
Likely trait: Coordinator. Bonus to diplomacy, particularly rolls to help bridge rifts or get dissimilar peoples to cooperate.
Pros: It's a diplomacy boosting trait! Those are kind of rare for spymasters and wizards, who get spoopier all the time.
Cons: It's a diplomacy boosting trait. We're going to lose even more diplomacy over time. Is it a good investment?
Likely trait: Very Practical. Everything Practical does, but more so. Narratively lessened severity of botches due to taking less unnecessary risks
Pros: Simplicity is a power of its own. It helps with everything.
Cons: This is going to do our academic and magical career no favors. RIP sence of wonder
I don't think I entirely agree with your pro/con statements here. Per Realms of Sorcery, grey wizards are expected to be both highly practical and competent diplomats. Specifically, to quote page 105:
The Shadowmancers are renowned for their practicality. A grave sense of responsibility and a sharp mind are prerequisites for potential apprentices to their Order. The Shadowmancers prize diplomacy and the skills of debate and rhetoric, especially for those times that they choose to become involved in disputes, where they take the part of open mediator. The history of the Order of Shadows has, with very few exceptions, been one of great asceticism, skillful diplomacy, and absolute opposition to all things associated with the Dark Powers.
It is very likely that Mathilde's lack of diplomacy will be viewed as a serious flaw by her Order because they consider being a skillful diplomat a valuable and necessary trait. She is unusual among their ranks in her low Diplomacy score. Likewise, while being practical might hurt her mechanically due to a Learning penalty, in terms of reputation Mathilde's peers think that being practical is a very good thing- she'd be respected for it, because the Greys prize action over learning. Thus it's likely to benefit her academic career even if it doesn't benefit her academic studies.
 
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Inserted tally
Adhoc vote count started by Sinsystems on Mar 12, 2018 at 1:53 PM, finished with 8662 posts and 83 votes.
 
@BoneyM, maybe you should start a sequel thread when this vote is decided. I mean, is it really Divided Loyalties if we're staying on or moving on?
 
Now for scars. Note we already have word of GM that options can lead to multiple traits, depending on hidden factors(probably Dread RNG). These are explicitly and definitionally negative, even if they have a positive element it WILL be outshone.

[ ] In the confusion of battle, even the greatest warrior can lose their life pointlessly.

The focus here can be deemed to be based on:
-Battle being dangerous and pointless - Brave may be lost. Can become Craven.
-Skill and power means little next to random chance - Arbitrary is possible. Think Two-Face. Flip a coin and trust to luck because fuck, its as good as anything else.
-Confusion is the enemy - Acquire Compulsive disorder. Get stressed when things are outside your control. Severity varies, but you know that myth of vampires being forced to count spilled sand? Yeah stuff like that are in there.

[ ] The Colleges of Magic act in their own interest, rather than that of the Empire.

-The Colleges are selfish so you should follow their lead. Contextually invalid due to her loyalty to Abelhelm.
-The Colleges don't deserve your loyalty - Lose our College contacts from chargen, possibly come under further attention from the Grey Order.
-The Colleges don't practice what they preach - Become cynical, more likely to disregard traditions and laws regardless of risks. Probably hurts diplomacy.

[ ] Sylvanians will meekly accept any tyrant, to the point of complicity in their actions.

-Hate the Sylvanians - Take a hostile/antagonistic stance towards native Sylvanians. Lower initial relations, more likely to further lower it.
-Hate the sheeple - Take a more...Ranaldite stance and try to instill some spine into people. Even people under yourself. Fireworks await.
-Hate the tyrants - Take a dim view of unearned nobility. Tradition and inheritance aren't worth it. Hurts noble relations.

[ ] The Empire is a morass of self-interest, to the point of becoming a millstone around the neck of humanity.

-The Empire is detrimental to humanity, burn it to clear the path - Revolutionary sentiment in a Grey Wizard spymaster is...dangerous.

-The Empire is a morass of self interest and you're going to make it STOP - Attempting to reform traditional powers is a pretty futile task in an empire this scale. Even Magnus the Great couldn't do it beyond a few.

-The Empire can't be trusted to support the provinces. Every province for themselves. -Similar to the revolutionary sentiment in hazards.

-The Empire can't be trusted. Nobody can. Paranoia?

[ ] The Morrite compunction against mutilating corpses is the greatest gift necromancers could ask for.

This one is relatively straightforward. Conflicts with the Morrite faith, and probably making a point of desecrating corpses so they can't be raised to boot.

[ ] I, personally, failed to protect Abelhelm.

Personal failure. The whole range of Depressed, Zealous, Driven, etc, all can apply. Put the pain on personal health.

[ ] What use are infantry, if all they can do is die in droves?

Hurts relations with soldiers, which is a nasty one because our entire Watch is veterans. Possibly discards the greatsword as a weapon of choice.

[ ] Magic is a curse; Magisters and rogue mages alike will eventually die in it's handling.

Fear of magic. An end to Magister ambitions I suspect, because magic is such a matter of mental discipline, the wizards who fear magic do not generally survive to make Magister.

[ ] Sigmar abandoned his most worthy follower in his hour of need.

Hurts relations with Sigmarites. Pretty nasty one, since our most likely access to magical healing is Sigmarite magic.

[ ] Gods will not help us.

And there goes our own crisis of faith, only we can't talk to anyone about it. And Ranald's blessing is on the chopping board.

[ ] Mysteries are not worth unraveling - just bury them deeper and call it a day.

Takes Practical to a toxic level. A lack of curiosity hurts research efforts, and probably screws our wizard career pretty hard.

[ ] You can't trust people to have your back.

Paranoid, like Abelhelm was. Expect this to consume actions as we are compelled to check and double check the backgrounds of anyone we have to deal with regularly. However many hours in the day.

[ ] I will never meet a man as worthy as Abelhelm was.

Devotion to a dead man. Main problem with the Wurtbad route is that our new Elector would probably find the famously loyal spymaster and wizard being distinctly unenthusiastic about his rule. Our job may be at risk.
Everything second guessed with What Would Abelhelm do

[ ] Dwarven ale is a valid coping mechanism.

Alcoholic. Not a good trait, since a wizard prizes self control over all else, and abusing intoxicants is a great way to cause spell mishaps.
Granted, not really ANY good traits...here
 
I don't think I entirely agree with your pro/con statements here. Per Realms of Sorcery, grey wizards are expected to be both highly practical and competent diplomats. Specifically, to quote page 105:
It is very likely that Mathilde's lack of diplomacy will be viewed as a serious flaw by her Order because they consider being a skillful diplomat a valuable and necessary trait. She is unusual among their ranks in her low Diplomacy score. Likewise, while being practical might hurt her mechanically due to a Learning penalty, in terms of reputation Mathilde's peers think that being practical is a very good thing- she'd be respected for it, because the Greys prize action over learning. Thus it's likely to benefit her academic career even if it doesn't benefit her academic studies.

The Grey Order may believe that, but they don't SEE her in person. Only see her research.
As for diplomacy, its true.

it's also true that the Grey Order arcane marks are going to hurt diplomacy.
 
Are we sure we need diplomacy? XD
The average doesn't trust a wizard anyway and being spooky makes aggressive interrogation easier, mind hole would cover the damage post cracking.
 
@BoneyM with everyone looking to us for leadership, would it be possible to go for the Elector Count title ourselves? We would still have divided loyalties, to the Emperor and to our backers.
 
[X] The best battle is one where the enemy never gets a strike in.

If you're not cheating you're not doing it right.

[X] The fog of war is a bitch, to all involved.

Simple truth.

[X] In the confusion of battle, even the greatest warrior can lose their life pointlessly.

Another simple truth.
 
[X] Mathematics is universal.
- it's true and useful for everything from logistics, to science, to magic.
[X] Sylvanians will meekly accept any tyrant, to the point of complicity in their actions.
- seems the less likely to bite us in the ass, we don't like sylvanians? well tough shit.
 
Well then, time for some tactical approval voting. And I mean tactical in the same sense that orcs technically use tactics, as I will be shotgunning these a bit. My favourtite options aren't exactly wrestling for the top sopt at the moment, so what the heck, I'll spread the love a bit.

[X] Dwarves are the greatest ally of humanity.
Basically put, they deserve it. The dwarves are the one reason we can write down the last campaign as a win, and I like having Mathilde honour that. Especially since they were also the only ones who lend her a comforting ear when things were at the darkness.

[X] The Halflings have proven themselves as a worthy neighbour.
As I stated in the last update's discussion, this is basically not being a dick. The Halflings very much have proven themselves a worthy neighbour.

[X] If such rank amateurs could rival the strength of an entire Province, imagine what a skilled hand could do with Dhar.
Yeah, I kinda want to turn the wreck at the buttom of the ocean into a ghost ship. We need Dhar for that.

[X] Expertise matters. And Stirland has precious little of it.
[X] Mathematics is universal.
These two aren't so much because I want them and more because they're the main threat to a choice I like less. Both of them seem useful at least, even if I find them dull. If I get in a situation where I have to pick one over the other, I'd go with Expertise Matters, seeing as it was seeking outside help that made us win the campaign.

And now for the lovely damages~

[X] The Colleges of Magic act in their own interest, rather than that of the Empire.
The colleges failed. Had they sent proper help, Abel would still be here. Just a single Light Mage more could've done it. So fuck them.
(Not you Jovi, you did what you could. You were just too incompetent)

[X] The Empire is a morass of self-interest, to the point of becoming a millstone around the neck of humanity.
The Empire failed. Here we are, taking on the freaking Vampire Central and you sent us nothing? In the name of politics? Fuck them.

[X] I, personally, failed to protect Abelhelm.
Mathilde failed. This is unfortunately a fact. Had she been a perfect superhuman, she could've spotted the offending skeleton and parried its attack before it wounded Abelheim. She isn't perfect, of course, but right now she's probably thinking something along the lines of "Fuck me."

[X] What use are infantry, if all they can do is die in droves?
The army failed. It had one job. One job. Follow us into battle and hold off the skeletons alongside us. Instead they stumbled on their very first foe and their captain paid the price. Fuck them.

[X] Sigmar abandoned his most worthy follower in his hour of need.
Sigmar failed. And he didn't just fail once, he failed twice. And that's only counting the times when his help was explicitely asked, not counting the multiple times when he could've done something on his own initiative or some of his followers were a dick in his name. So fuck him.

[X] Gods will not help us.
In fact, fuck all the gods! Fuck Ranald, we ask for one thing in our damn life and all you offer is a hand our shoulder? Fuck Morr, you are the guy suppose to stop this whole thing from happening. Fuck Sigmar a second time just for emphasis, no I am not over that yet. Also, Tzeentch. I have no idea if you had anything to do with this, but just in case: Fuck you.
(Not saying fuck you to Slaanesh though, I don't want to send an invitation)

[X] I will never meet a man as worthy as Abelhelm was.
My reason for this can be described as such:

Yes, I realise the irony of quoting the original yuri manga when declaring that no man can equal Van Hal
Though do not that this isn't just "shut down shipping votes forever". It also means that whoever takes over for Abel will, by definition, be an unworthy successor, and will probably remain that way until they personally slay Archaeon in single combat.

[X] Dwarven ale is a valid coping mechanism.
... I don't think anyone can blame Mathilde for taking up drinking after this. There's just a nice picture of our little mage drowning her sorrows surrounded by dwarves patting her sympathetically on the back. It'll do murder on our finances, though. I can't imagine that dwarven beer will be cheap.
Also, obviously synergy with Dwarves are Humanity's Best Allies. "You bring me one tankard of Bugman's Best and you've already done more to help me than the Empire did *hiccup* "
 
@BoneyM with everyone looking to us for leadership, would it be possible to go for the Elector Count title ourselves? We would still have divided loyalties, to the Emperor and to our backers.

Interesting thinking, and I don't want to discourage shooting for the stars, so let's take a look at the possibility.

If Van Hal's heir does not appear to claim the title, then it's technically possible for you to put your name forward as a possible candidate for the other Electors to consider. I think you might just squeak in under the Air Bud rule - there's all sorts of rules restricting wizards from certain political roles and positions of state authority but it's possible nobody actually barred them from being an Elector Count, since it's more feudal than bureaucratic. That said, you can't really consider any of the votes even leaning in your direction as is and there's a number that would be dead against you so it would take some serious legwork.

On the other hand, you could just declare yourself as such and see what happens. You'd have the contacts within Stirland and have impressed the troops enough to make it happen, but you did just lose about half the Army of Stirland which wasn't the most impressive of forces anyway, so your chances of standing against the all but guaranteed military response from the Empire don't look too great. And then there's how the Grey Order would take it: if they'd consider the unlawful seizure of authority 'going rogue' - and, well, they probably would - then your life expectancy would take a nosedive.

If I was approaching this as a player instead of a QM, I'd say this: the only way I could see this going from a longshot to an actual reasonable proposition is if you roped Anton in, rushed a shotgun marriage past your Ranaldite priest friends, and put him forward as a candidate before word got out about his new wife. Magicien grise, éminence grise.
 
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