Voted best in category in the Users' Choice awards.
Voting is open
[x] Third Person Report A
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking knowledge by building a branch campus of the Grey College in Stirland, possibly on your estate.
[X] Seeking knowledge by investigating the phenomena and manifestations of Sylvania.
[X] Taking on Apprentices
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Research and Cataloguing (biological)
[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed
Adhoc vote count started by Barnes on Mar 23, 2018 at 7:03 PM, finished with 12146 posts and 76 votes.
 
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.
[X] Seeking knowledge by investigating the phenomena and manifestations of Sylvania.

[X] Enchantment Commissions (payment in cash)
[X] Enchantment Services (payment in College rep)
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
 
My preferred endgame is something like this:

By studying the Qhaysh juice Mathilde discovers that it can be used to power up rituals (without many of the drawbacks associated with warpstone like corruption since it is pure magic, the drawback is how long it takes to gather), and Mathilde studies thw Liber Mortis Mathilde to see if she can come up with a spell to create an Ulgu fog that dissolves Dhar. Then Mathilde starts to set a ritual that will take scores of years to be finalized for its grand purpose is to cleanse all the Dhar from Stirland and Sylvania.

It's an ambitious project that will take many years to accomplish and even if Mathilde succeeds she would likely to be executed afterwards. But it's a worthy death that fulfills Mathilde's doom and it would be the grand finale of the Van Hal legacy.
 
Why, why are a large number of people unironically trying to make going full supervillain our goal.

There's literally no way that has a happy ending for any of the characters we've grown to like.
I'd prefer to study Sylvania, but studying the evil necromancy book could be fun too. I know some of you (SV/SB voters) all but break out in hives at the mere thought of being remotely evil in warhammer fantasy, but I like playing the villain sometimes. There's nothing wrong with a fallen hero story. It's fun to see what a reckless plunge into mad science can yield before you crash and burn. Sometimes, you even succeed and can tell your friends about the time clever planning and lucky rolls let you bring a world to its' knees, and other times you laugh at how you blew yourself up reaching beyond your grasp.

It's just a game. I don't actually care about any of these people or the world they live in. When this quest is over, none of our actions, no matter how heroic or villainous, will mean anything.

But I have to admit, I'm bored with the idea of charging off into some dank filthy hole every time the dwarves need help in these quests. It was fun and interesting the first time, but it's lost its' appeal.
 
I'd prefer to study Sylvania, but studying the evil necromancy book could be fun too. I know some of you (SV/SB voters) all but break out in hives at the mere thought of being remotely evil in warhammer fantasy, but I like playing the villain sometimes. There's nothing wrong with a fallen hero story. It's fun to see what a reckless plunge into mad science can yield before you crash and burn. Sometimes, you even succeed and can tell your friends about the time clever planning and lucky rolls let you bring a world to its' knees, and other times you laugh at how you blew yourself up reaching beyond your grasp.
Knocking things over can be fun, but I think your own post demonstrates the difference in opinion between us.
It's just a game. I don't actually care about any of these people or the world they live in. When this quest is over, none of our actions, no matter how heroic or villainous, will mean anything.
I care. When this quest is over, I'll remember what we did, and it'll mean something to me.

It's not really something that can be debated, just a difference of preference, I guess.
 
[X] Seeking employ as an advisor in one of the Dwarfholds.
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.

[X] Enchantment Services (payment in College rep)
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed

Let's go dwarf for a bit. Seems in character.
 
[X] Seeking employ as an advisor in one of the Dwarfholds.
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.

[X] Enchantment Services (payment in College rep)
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed
 
I'd prefer to study Sylvania, but studying the evil necromancy book could be fun too. I know some of you (SV/SB voters) all but break out in hives at the mere thought of being remotely evil in warhammer fantasy, but I like playing the villain sometimes. There's nothing wrong with a fallen hero story. It's fun to see what a reckless plunge into mad science can yield before you crash and burn. Sometimes, you even succeed and can tell your friends about the time clever planning and lucky rolls let you bring a world to its' knees, and other times you laugh at how you blew yourself up reaching beyond your grasp.

It's just a game. I don't actually care about any of these people or the world they live in. When this quest is over, none of our actions, no matter how heroic or villainous, will mean anything.

But I have to admit, I'm bored with the idea of charging off into some dank filthy hole every time the dwarves need help in these quests. It was fun and interesting the first time, but it's lost its' appeal.

To give my 2 cents, I don't think more than maybe 1 turn ahead. I enjoy the QM's writing and build off that.

I also use it to create omake while avoiding finishing my final edit on my thesis.
 
I don't know what report to vote for; so I keep changing my vote. I do know that we should treat this like a job application and focus on what we want to get out of it. For example for the Sylvania related item.

Loyalty: Van Hall, a deceased elector count my remaining loyalty will lead to an increased desire to purge the undead.

overall
Loyalty: Stirland a handful of former advisers that I want to keep in touch with and a place I would want to protect. Has the start of a safe area that can be developed further.
loyalty empire: a flawed organization that never less holds the best chance for humanity's survival. If it can stop playing political games while the world burns.

Loyalty grey college: A refuge and place of contemplation that I value greatly.

[X] Seeking employ as an advisor to an Elector of the Empire.
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking adventure as a mercenary, ideally with Asarnil the Dragonlord, and possibly build a Mercenary Company of your own.
[X] Seeking knowledge by investigating the phenomena and manifestations of Sylvania.

[X] Enchantment Services (payment in College rep)
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)

[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed

 
Looking at the discussion, I felt the need to change my vote here.

[X] Seeking employ as an advisor in one of the Dwarfholds.
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.

[X] Enchantment Services (payment in College rep)
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed
 
It's a pity that Divided Loyalties seems about to move a way from the intrigue, politics, business shenanigans and divided loyalties. There's plenty of fun to be had banding together against the destros but there are plenty of quests that tap that vein. I want to be shaping Stirland and the Empire by scheming and influence while keeping up the front of an academic researcher who only busts out the badassery when wizardly duty demands it.
 
@BoneyM can we enchant a bunch of talismans to create shadow horses that normal people can use?

Yes, if you're willing to spend upwards of a month each on them.

@BoneyM if we do end up with the plan to go help the dwarves can we hire someone to use the earmarked funds to improve our land while we are gone or leave behind some instructions?

Also everyone if we do go adventuring, then we'd best damn well take the action to make our various research items safe to transport.

From the post: If your plans take you out of Stirland, you'll have a turn to wrap everything up so that it can continue and survive in your absence.

@BoneyM

Is this vote paying lip service or voters confirming Mathilde's actual thoughts?

It's how she presents herself to the College.

How does the GM decide what one, or two, or which multiple of options are actually wining in terms of Colledge duties?

I'll figure something out.
 
[X] Plan Third Person Report A

[X] Seeking employ as an advisor to an Elector of the Empire.
[X] Seeking adventure in the Zhufbar expeditions into Karak Azul.
[X] Seeking knowledge by investigating the phenomena and manifestations of Sylvania.

[X] Enchantment Services (payment in College rep)
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Being available to intervene in matters of great import as needed

Im quite keen to try being an advisor once more. It was great the first time and our loyalty to the Grey Order and EIC is probably enough to count as divided. A good mix of power and freedom.
 
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Personally I don't get why everyone suppost Plan Colegiate Loyalties when it's a dry, emotionless checklist similar to those over-planning horror votes that were shown earlier as examples of bad over-specific voting done in some quests. Then again, we've had a grand total of only two plans for the vote, so I suspect most all of us were unprepared to try to answer the question BoneyM asked of us.

I did notice, but I absolutely can't find the full plan for it. XD

[] Plan Adventure

Two posts from the last threadmark. The greatest plan of them all, its diplomatic grace will leave the examiners gasping in awe and Mathilde will be known as silver-tongue, no platinum-tongue from this day forth.

Edit:
[X] Plan Adventure

-[X] Grey College - High
--[X] We're pretty grateful for all the training in magic and preventing us from being burnt at the stake or something else awful like exploding or being eaten by a demon.
--[X] Especially to Magister Regimand who trained us and made sure we didn't explode.
--[X] Also the Library is pretty great and some of the other services of the College.
--[X] The Grey Colleges is generally pretty awesome bastions of civilization are we're happy to be apart of it.
-[X] Empire - Equally as high
--[X] We live there so we don't want it overrun by Orcs, or demons, or beastmen, or goblins, or undead, or dhar users, or barbarians, or dark elves, or Chaos, or chaotic undead demon orc dhar sorcerer barbarians.
--[X] We're a knight and a wizard and have a bunch of oaths, so of course we're loyal.
--[X] It's the right thing to do to support the Empire.
-[X] Humanity - Pretty High but dwarfs are pretty cool too.
--[X] We have lots of human friends
--[X] We are a human
--[X] The Empire mostly consists of humans
--[X] We don't like humans who use dhar, or do Chaos, or are mean to us because they're prejudiced against wizards, or are generally assholes
--[X] But most humans are pretty OK but they'd be better if they made guns and cannons like dwarfs
--[ ] Have I mentioned how great artillery is? It makes a really great bang and the dwarfs use this really great type of ammo and...
--[ ] What's the alternative to Humanity? Orcs? Goblins? Undead? Brettonians? Pretentious Elves? It's not like there's a different team we can reasonably join.

[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.

[x] Seeking employ as an advisor to an Elector of the Empire.
[x] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[x] Seeking adventure as a mercenary, ideally with Asarnil the Dragonlord, and possibly build a Mercenary Company of your own.
[x] Seeking knowledge by investigating the phenomena and manifestations of Sylvania.


[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.
[X] Enchantment Commissions
[X] Enchantment Services
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Interrogation
[X] Being available to intervene in matters of great import as needed
 
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The votes between "Zhufbar expeditions into Karak Varn" and "Belegar Ironhammer's reconquest of Karak Eight Peaks" is really close. Personally, I think the smaler scale and closer location of Karak Varn might be a better place to start, so I've removed my vote for Karak Eight Peaks.
Eh, sure, it's not an emotionless checkbox list of supreme boringness so I'll approval vote it too.
 
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[X] Seeking adventure in Belegar Ironhammer's reconquest of Karak Eight Peaks.
[X]Plan Adventure
 
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From the post: If your plans take you out of Stirland, you'll have a turn to wrap everything up so that it can continue and survive in your absence.
So lets see:
-Dwarf gunpowder experts to set up gunpowder factory
-Hire Manager for Gunpowder factory and Gong Farmers, leave standing instructions to expand the enterprise.
-Hire Manager for Fief, leave standing instructions to improve the fief's prosperity
-Build Stone Bailey for Fief now that we won't be around to use our rep to secure it. Since we're going adventuring with dwarfs it may be worthwhile to pop a dwarf favor for this, we'd probably be getting more
-Bring EIC to Sonningweiss since our manager is not a shareholder who can get it done, and they'd need the trade connection to make it work
-Social - Visit Wilhelmina and say goodbye for a time.
 
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So lets see:
-Dwarf gunpowder experts to set up gunpowder factory
-Hire Manager for Gunpowder factory and Gong Farmers, leave standing instructions to expand the enterprise.
-Hire Manager for Fief, leave standing instructions to improve the fief's prosperity
-Build Stone Bailey for Fief now that we won't be around to use our rep to secure it. Since we're going adventuring with dwarfs it may be worthwhile to pop a dwarf favor for this, we'd probably be getting more
-Bring EIC to Sonningweiss since our manager is not a shareholder who can get it done, and they'd need the trade connection to make it work
-Social - Visit Wilhelmina and say goodbye for a time.

What about the master tho? Like Mathilde never spent an action with him despite the freely given support.
 
I was gonna go something like this:

[]Plan Loose ends
-[] Improve the road between the Estate and Sonningwiese (50 +25 gc) (free action)
-[] Establish upkeep of the roads between the estate and the individual households (free action)
-[] Hire a manager to direct improvement of the fief
--[]Instruct them to build a Bailey next turn
-[] Bring in dwarven experts to expand the factory to produce gunpowder (-5 Dwarf Favour).
-[] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
--[]Ranald's Blessing
-[] Imbue an item with a petty or lesser magic.(Make Anton an armor enchantment)
-[] Imbue an item with a petty or lesser magic.(Make Wilhemina an armor enchantment)
-[]Fold the gunpowder factory into the EIC.(Free Action)
-[]Fold the gong farmer into the EIC.(Free Action)
-[]While we are gone, divert our income towards repaying our debt to stirland.(Free Action)
-[] Free Time ( undecided)

The training actions are removed in favor of making armor for our friends, but otherwise this is my last plan in terms of actions. Apart from that, we fold our projects into the EIC so Wilhelmina will manage them for us, and start getting rid of our debt to stirland. And finally, we are NOT leaving stirland without at least knowing what the juice does, on the off-chance that it might be useful on adventures.


I assume that getting a really big jug for the snake to drip into is something Mathilde will do on her own?
 
What about the master tho? Like Mathilde never spent an action with him despite the freely given support.
We need to wrap up affairs, given 5 actions left with +1 social. Thats the leading vote. I'm working out how best to deal with it other than "throw it all to the EIC"(see proto-vote directly above).
Master is arguably the easiest to meet again, he's not exactly trapped in the College. Indications we've seen are that he's an active agent around the Empire, but he's just that good that he's always waiting for Mathilde when she seeks him out.

We can enchant items on the go. We probably have to ignore the Juice, since we won't have the facilities anymore while in adventurer mode.
 
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