Former Stirland army's got 5000 scouts.Also, if we're commanding the Stirlanders we won't be doing any scouting, nor much magic, nor enough intrigue; we'll be trying to run a small army without an existing command structure or organisation.
Former Stirland army's got 5000 scouts.Also, if we're commanding the Stirlanders we won't be doing any scouting, nor much magic, nor enough intrigue; we'll be trying to run a small army without an existing command structure or organisation.
@BoneyM If we vote wizard, but a more senior wizard comes along, do we automatically take charge of the Stirlanders if that's second most voted?
Hey wait a minute...
GM, what Year is it in game?
Because as I recall Karl Franz was born Before 2470. It was in 2470 specifically that he and his father got saved from a beastmen attack by wood elves.
Annnd...
It was 2470 when the quest started.
Which means we Didn't Kill Karl Franz, huzzah!
@BoneyM do we have any idea as to who may be leading the Stirlanders in case we don't? Did they even have any officers or generals following along or is it just rank and file soldiers who dislike the idea of learning to use guns?
That is a thing yes. Going home after leading ten thousand Stirland soldiers after she fired us is...well, its at once entirely aboveboard and justifiable, and also incredibly alarming to any politician since the Stirland Army had around thirty thousand dudes when we left.edit: If we command the Stirland forces it will make trouble for us back home. We would look exactly like a threat to Roswita's authority. Also command here will require much more military skill on our part than the end of the the Drakenhof campaign where we had a working general staff including generals and just had to provide direction and the will to see things through.
Spamming the spell would not be a good idea yes. Using it for an instant of heightened insight during council strategy sessions is good.I don't think we want Chamon in our body, at least not in situations where we might have to cast.
Given the confusion of war I doubt anyone but the person we healed(and maybe not even then) would notice. Dwarfs are known for taking 'lethal' injuries and walking it off, while wizards are...wizards.On a random note, we might want to conceal where the healing comes from for anyone not on the council, to decrease the frequency of people and non-people alike wanting to wrest it from us.
It's big enough that birds would be fine. The real problem is not ending up as something's snack.
Actually not at all.And if the journeymen don't have a formal representative, who of his war council do you think the Dwarven King to be will ask about what to do with them? And how probable is it that said journeymen will not listen to informal requests done by the Magister general of the largest human military contingent present? It's not like the dwarves will try to poach this human caster assistance from the human armies either. At worst we frequently lose the Ambers to the knights or the Ulricans, where they will do just fine anyway.
If we try, it really won't be too hard to all but bind the journeymen to us over the course of the campaign, even without the right to outright command them. Getting an informal leadership over the Stirland contingent while officially being the King's human magic liaison will be much harder, especially since we have no clue who will be their official leader or how competent he'll be. For all we know they might stay leaderless and instead be split up between the three knight orders, which would be a disservice.
A Wizard General that uses his Mil stat to lead an army and occasionally speaks with the other wizards as to what they should do seems much more useful that a Magister that tries to micromanage a disparate group of mages while occasionally keeping an eye out for her countrymen.
Keeping in mind woodsmen are not necessarily tunnel scouts. Though better than most I suppose.
Again, we've got about a thousand miles of road through border princes and badlands until we get to the tunnels.Keeping in mind woodsmen are not necessarily tunnel scouts. Though better than most I suppose.
I think we may raise to the position of "miscellaneous forces commander" on the road, including wizards, mercenaries etc. There's nothing unusual about commanding both conventional forces and wizards, we've done it already.
No we haven't; the wizards were all leaders themselves, and everybody else had their own bosses. The wizards left after the Town battle, too, so they don't even fit by a slacker definition of the term.I think we may raise to the position of "miscellaneous forces commander" on the road, including wizards, mercenaries etc. There's nothing unusual about commanding both conventional forces and wizards, we've done it already.
We were explicitly told from the dwarf pov you're either one, or the other, and given the scale of dwarf hold ferrying the journeymen around on Shadowsteeds to where they're needed is frankly going to be a full time job. Well unless Mathilde finds the time to enchant an item with Shadowsteed for their use.I think we may raise to the position of "miscellaneous forces commander" on the road, including wizards, mercenaries etc. There's nothing unusual about commanding both conventional forces and wizards, we've done it already.
I always preferred the version of the combo that goes:In the mold of the fake-chinese curse "May you live in interesting times", I've heard a couple of others that are far from explicitly malevolent but still potentially worrisome:
"May you come to the attention of the powerful"
"May some of your wishes be granted"
and
"May you have an educational experience".
Hm. I'd find it more humorous if the current situation wasn't one where need force them to pass dispel checks against enemy casters capable of wielding battle magic, and more importantly as journeyman they'll lack the cleverness born from experience that Imperial wizards tend to use to bridge that power gap when doing so.In the mold of the fake-chinese curse "May you live in interesting times", I've heard a couple of others that are far from explicitly malevolent but still potentially worrisome:
"May you come to the attention of the powerful"
"May some of your wishes be granted"
and
"May you have an educational experience".
Which I mention because I think the Journeymen are going to have a very educational experience here, regardless of what we pick; either they'll be figuring things out on their own on Dwarf Warpath or they'll be getting lectured by the Dämmerlichtreiter. :lol
Many distrust it for that reason, but Belegar Ironhammer is taking anyone he can get, and he is not exactly the most traditional dwarf iirc. The most obvious example being the fact that he is willing to make an open ended offer to anyone seeking riches/glory, which isn't how all the previous attempts at Dwarf Hold reconquest were done.I'm a bit surprised the dwarfs were so okay with a wizard joining. Aren't they supposed to hate magic due to the War of the Beard, and Teclis founding the Colleges?
This is the whole reason that I said the wolf familiar should be done as early as possible. In the RPG your first boon is random, but after that you can buy additional boons at 300 XP each, and those are not random. If we want that +1 Magic and Miscast reduction we have to assume that we won't get lucky and get them quickly; instead, it'll take as many action slots as are required to cultivate them deliberately (probably one per power, maybe two, and that's assuming that we don't fail the rolls), and those action slots will have to be spent sequentially.Cheers. One thing about the familiar-everyone is fixating in +1 Magic and the Miscast chance- to avoid disappointment, if the boon is random like in the RPG it might be worth clarifying now?
The reason I didn't vote for is it being something to reasonable to do with the actions available while on the march, and given the potency of a few of the boons I'd expect 2 actions to be the absolute minimum if there is such a straightforward route to them. Because frankly I'm expecting them to be locked behind time after your familiar is acquired, and/or near death experiences, or other stressful situations.This is the whole reason that I said the wolf familiar should be done as early as possible. In the RPG your first boon is random, but after that you can buy additional boons at 300 XP each, and those are not random. If we want that +1 Magic and Miscast reduction we have to assume that we won't get lucky and get them quickly; instead, it'll take as many action slots as are required to cultivate them deliberately (probably one per power, maybe two, and that's assuming that we don't fail the rolls), and those action slots will have to be spent sequentially.
There are other arguments against rushing familiar, primarily the logic that Mathilde probably won't miscast so it's better to pursue other things instead and slightly delay our buffs there, but "it might not increase our magic" isn't one. We're going into this knowing that the bonding action will more than likely not give us an immediate reward of exactly the shiny that we want and that we will need a sustained investment to get it.