Voted best in category in the Users' Choice awards.
Would be nice if Mathilda could develop a Magical Staff that is a Rifle/Naginata with Shadow Fuckery and maybe Lightning gun abilities by helping the Gold Wizard.
 
I'd love to see an omake on the rumors that will hit Stirland. There's going to be thousands coming back with their share of the loot, and Codrin's boys were definitely familiar with the Dämmerlichtreiter and she was pretty damn visible in this campaign. Considering how in the Drakenhof campaign her magic wasn't super visible outside punking the Singing King I bet her legend is going to grow further.

Personally I'm really not a fan of locking Mathilde away and dedicating her effort to research actions. "Technological/Magical advancement" quests tend to be either really boring updates describing tiny improvements to X, or cheese quests about plucky teenagers repeatedly revolutionising the world with little explanation or depth.

Besides, it's unlikely Mathilde, an experienced soldier and spymaster who took the requisite theory courses in college will be a greater help as a researcher than as battlewizard or spymaster.
It's less us getting into the super technical aspects and mostly us trying to exploit the unique research opportunities in order to leverage them personally. The snakejuice, the coin, padding out our spell list, and maybe a bit of not so light reading. A lot of it's going to be developing useful applications and enchantments for ourselves. The only real theoretical stuff the thread seems to be interested in is an eventual Ulgu ascension ritual and pairing divine casting with Ulgu.
 
You know what, I'm convinced. Mathilde organized the Stirland Watch. She has the institutional knowledge to set up the Roadwardens. And they won't have a problem with serving the Protector.

Make Mathilde the Mayor of a major Karak, on the best road to Ind. Make her a tower and a scholar, who comes down to town to solve issues and talks to the Ulricans. No Sigmar to annoy her, either. For in truth, where else but in distant Arabia, would you find a town ruled by a Wizard in the Old World? From a tavern no less?

Everyone who wants it, for Mathile, the Lady of the Peak, of Morning Fog and Evening Shadow! Lady of Undumgi!

And if that isn't a magicly significant location, I'll eat my hat. Where a god was robbed. That is where we build our shrine to Ranald.

[X] Mathilde, Lady of the Peak, of Morning Fog and Evening Shadow! Lady of Undumgi!
-[X] You could help the Undumgi and the Ulricans establish themselves.
-[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
-[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.

EDIT: The trade routes and links with old friends and the Grey order can be used as hooks for story lines in the Empire, and Mat will be busy enough trying to turn Mercs into a citilized town/nation, with Dwarves and Halflings around. And the backdrop of Skaven plots and Orc fighting will make for an energetic time. As well as actually securing that Road in the mountains and all the issues that come with trade, once people and expeditions start trying their luck. Think of all the cultist that might try and use trade caravans to move in and start shit. This will be fun.

If you add going to the Grudge Striking then I will change my vote to your plan.
 
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.

[X] Join Karak Azul as they raid and scout in force the other portions of the Karak.

[X] You could help the Undumgi and the Ulricans establish themselves.

[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.

[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
 
My main thing is that I really want to get back to the Empire so that we can investigate what was causing all those disappearances, since that is really worrying to me.
I myself am not particularly interested in returning to the Empire long-term yet, but I do imagine that K8P will get boring to stay in, so I voted to be the Manling leader/point of contact and an externally focused spy.
 
It seems research is strongly in the lead, as is helping out Kragg as the fastest messenger in the Empire. More up for debate is third place; currently it's more wizard scouting, but strong contenders are writing a paper with our journeymanlings and becoming the mayor of Ranald-town.

I'm really up for becoming the mayor of Ranald town. It's a great way to redeem The Protector, and these guys will be a lot more up for it than the Stirland Watch was, and the Stirland Watch had a chance of actually changing him so imagine how good this opportunity will be.
Adhoc vote count started by chocolote12 on Sep 27, 2019 at 5:55 PM, finished with 169 posts and 102 votes.
 
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As we get three votes.

[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
All three of these would be great.

@BoneyM

What are the chances our lab can tap into the waystone network for lab boosts given K8P being a waystone nexus?
 
[X] You've been out of touch for a while. Head to Barak Varr and then Altdorf, and catch up with what's been happening in the Empire.
[X] You could help the Undumgi and the Ulricans establish themselves.
 
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[X] You could help the Undumgi and the Ulricans establish themselves.

[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.

[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
 
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
This suggests a future assisting Karak Eight Peaks with foreign relations, as a Spymaster focused outwards.
 
EDIT2: Would that work @BoneyM ? Asking the dwarves for the space for the Shrine to Ranald in Karag Lhune, where Mork was robbed, or would that be for later turns?

There's nobody else particularly keen on taking it, since it was a greenskin temple most recently and before that it wasn't a Dwarven one. It will be available for whatever future plans Mathilde might have.

@BoneyM
What are the chances our lab can tap into the waystone network for lab boosts given K8P being a waystone nexus?

It will take research and you don't know the nature of the boosts it would provide, but it's definitely possible.
 
@primemountain You are probably shooting yourself in the foot by making a plan. This is no plan vote, it's "top three get picked".

Mathilde's first notable actions for the Expedition.

It was in carrying lots of messages from King Belegar.
Yeah, besides witnessing the absolutely incredible event of striking out loads of three thousand year old grudges, Mathilde's first, and arguably greatest contribution to the Expedition was adding this:
Reinforcements said:
Colleges of Magic
1 Journeyman Gold Wizard
1 Journeyman Jade Wizard

Karak Norn
Durin Wutokri, Engineer
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

Karak Izor
2,000 Warriors
2,000 Longbeards
1,000 Hammerers
10,000 Camp Followers

Karak Hirn
2,000 Rangers

Karak Gantuk and Angazhar
30 Cannon
Quality weaponry for the adventurers and vagabonds

To the expedition. Thirty Bolt Throwers, twenty Grudge Throwers, thirty motherfucking cannon, seven thousand dwarves, of which two thousand were Longbeards and a thousand were Hammerers, and two thousand rangers to top it off, two journeymanlings, and wagonloads of equipment to the mercs that shined so much.

A stupid amount of artillery, plus a small army of elite dwarf troops, plus gear for the tens of thousands of mercs and adventurers.

Mathilde's diplomatic efforts played as big a part as her stealth or magic skills in this victory.
 
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[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.

[X] You could help the Undumgi and the Ulricans establish themselves.

[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
 


Red-yellow-green danger levels of various paths. Based entirely on memory so there may be inaccuracies. Note the green path up Blood River, that's new. And the green on the second half of Death Pass, that used to be red. Still not a safe trip but whoo boy hell of a lot safer.

Bit of a niche question, but how navigable is the River Ruin? It seems like the next logical move for further securing the WHF Silk Road would be to plant a fortress and some docks as far up the river as sea-going ships can sail and try to avoid going near Black Fortress and Flayed Rock altogether. That might be a potential long-term plan?
 
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[X] You could help the Undumgi and the Ulricans establish themselves.

Mathilde was an absolutely great strategic asset, but the first thing she did for the Expedition was going 'Belegar calls for Aid!' and rounding up at least a third of everybody who ended up coming (if I've read that right? The actual numbers might be more or less, but they were still very significant).

Plus, becoming mayor of Ranald-town means another shot at redeeming Ranald the Protector, except this time we have a holy site of his major victory over Mork to build a temple on, and more than six thousand knowing and willing Worshipers who are all very eager to continue having him on their side.
 
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Bit of a niche question, but how navigable is the River Ruin? It seems like the next logical move for further securing the WHF Silk Road would be to plant a fortress and some docks as far up the river as sea-going ships can sail and try to avoid going near Black Fortress and Flayed Rock altogether. That might be a potential long-term plan?

It's called 'River Ruin' because way up to the north it goes right through the Chaos Dwarf industrial hellscape of Zharr-Naggrund. It's unknown what it would do to a boat on any given day but the possibilities are universally bad.
 
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
This suggests a future assisting Karak Eight Peaks with foreign relations, as a Spymaster focused outwards.

[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
This suggests a future catching up on your pre-existing study topics.

[X] All this time away has made you miss your friends. Visit Anton and Wilhelmina.
This suggests a future in Stirland, whether Roswita likes it or not.

[X] You could help the Undumgi and the Ulricans establish themselves.
This suggests a future assisting Karak Eight Peaks, as leader of the Undumgi and point of contact for the Ulricans.
 
[X] You're going to have a rough time explaining your windfall to the Bursars. Better to get that over with.

...yeah. Paperwork never ends. Best get to it

That said, I was kinda hoping that we would begin looking for work as another advisor back in the Empire. Oh well
 
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Bit of a niche question, but how navigable is the River Ruin? It seems like the next logical move for further securing the WHF Silk Road would be to plant a fortress and some docks as far up the river as sea-going ships can sail and try to avoid going near Black Fortress and Flayed Rock altogether. That might be a potential long-term plan?
Not gonna work. The Black Fortress is tied for the second most important Chaos Dwarf stronghold, and they won't take kindly to any attempt at competition.
 
Shit I want to do:

Stay a bit do the calm shit: write our magical experiences, figure out the lustria eggs, figure out our snake-in-a-box, maybe help our jouneymanlings a little, network a bit

Visit Sirland: just a visit to check how things are going. Maybe look at our estate, see if the brat has failed at everything and ruined everything her father fixed.

deciding what to do full time can come after we clear our "side quests" so to say.
 
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