Voted best in category in the Users' Choice awards.
Don't forget, before Karag Lhune there were 2 fights.

Mathilde infiltrating Und-Uzgar, opening the gates, and killing the Skaven there with sheer terror.

Fighting at the East Gates. No huge achievements there, but Mathilde did account for a Shaman and a Boss or two. A decent contribution to the fighting.
I estimated that those did not result in major changes to the timeline.
 
This expedition has been a resounding success. Is there a threadmark anywhere that details how Matilde's actions have changed the timeline from canon? Cuz I think there should be, at some point.
While it's not directly Mathilde fault, one of the new stuff that the QM added was a secret society that controlled from the shadows and that Van Hal + Mathilde + Regimand helped dismantle/purged it. However, due to that action, Karl Franz was implied to be butterflied away since the Empress died, coincidently during the purge of the society. The same Empress who is also holding the Emperor unborn child in her womb.
 
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I am hoping time with both the empire and dwarfs maybe as diplomats but on the side we sell the magic liquid to the wizards both human and elf, and use the money to grow the cult of ranald.

I also I like to build a temple to ranald in the dwarf lands as he does not have a bad name there yet. It also be nice to have army units devoted to him like ranald rangers or the company of the cat. With us be his high priestess off course.
 
Hey @BoneyM considering how well we've interacted with Belegar so far, could we get his stat list? I know he has 25 Martial from the combat bonus he gets but I'm curious about the rest.
 
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[x] You could help the Undumgi and the Ulricans establish themselves.

These are my choices since they all sound super fun
 
Inserted tally
Adhoc vote count started by Nix's Warden on Sep 27, 2019 at 7:57 PM, finished with 322 posts and 167 votes.
 
[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.

This is what I want most. I want to get through our backlog, I want to set up in Karag Nar, and most of all I want to have all the magic stuff that's happened here written down. It's, yeah, it's just things I want to do.

One particular good thing about this combo is that it does the most to get us closer to mixing Ranald with Ulgu. Building the Karag Nar temple builds up the Ranald side, the wizard tower the magic side, and the papers does two things: buffing and codifying the stuff we learned and getting us favour with the Colleges, which we can use to get more information on the subject. (I strongly suspect at least one wizard has looked into the subject.)

Only thing else I want to do is going to Karaz-a-Karak, but not as much as those three things above.
 
By the way, leading the Undumgi and being the hand of Belegar abroad (including the Empire) is exactly how one goes about becoming a wizard lord - holding a position of respect, having a de-facto authority over many people and maintaining her vsibility in the Empire to avoid an 'out of sight, out of mind' situation.

Basically, becoming a de-facto wizard lord seems to me the easiest way to eventually get recognised as one de-jure.
 
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@BoneyM Which of the two is more close to canon within this quest? I assume 2e? Because as it stands we never followed and never plan to follow strictures 2 and 3 of the 4e book.

Ranald worship varies. You could find both sets being followed in different parts of the Empire. As I've stated before, Mathilde's relationship with Ranald is more unstructured than normal, and Ranald doesn't seem to mind. He's certainly capable of dropping hints if he really wanted his one in ten.

I don't quite understand how mercenary payment works then. Does each mercenary personally het an x% share, meaning that for every dead mercenary Belegar gets to pay that much less totally, or do the mercenaries as a whole get a certain amount which they share fairly among themselves, meaning that Belegar pays the same either way and the mercenaries get more the less of them survive?
And, regarding the money gambled away, does it mean that if it was won from someone that's dead now you don't get it paid out and if you lost it to someone that's dead then you end up not losing it? Or why do deaths affect Mathilde's rake so much?

Every surviving mercenary gets paid at the end of the Expedition. The amount is unspecified but if a Dwarf King swears on his honour you'll be well paid for your service, that suffices for many.

Mathilde has one set of paperwork saying she's due a certain percentage of the pay of the majority of the mercenaries, and another saying that she owes a different set of percentages to those that turned in their 'chips' afterwards. Dead mercenaries get paid nothing, and as they have no next of kin, are due nothing. Every death amongst the mercenaries would, on average, cost her money, but if those that won big die in battle, they are no longer due their winnings.

And, @BoneyM, could you give your take on this as it relates to the quest?

If you intend to donate to a God, and you have only a little to donate, give it to a Priest. They can pool donations from many sources and achieve with the combined donations what no individual could.

If you have a lot to donate, a lot more can be done with that money, and you can spend it directly on something you believe the God would approve of instead of handing it over to Priests.

This was the outcome I asked for a day or so ago. I would have preferred the Explosives plan personally, but Belegar chosing what seems better to his IC self seems perfect to me. Would you frown if in the future, in situations like this, I vote more often with the goal of getting a tie?

The idea of a vote is having to decide as best you can with limited information. Passing the buck to NPCs removes the entire point of Questing, and makes Mathilde a less interesting and more passive character.

On top of that, I can too easily see 'strategic voting' to try to get ties ending up in weird places as people edit and re-edit votes to try to get it all to line up right. If you really think two different things need to be suggested, do a write-in and try to convince others of the necessity.

I also want to comment on the write-in only experiment that you declared a failure. I actually think it was great, except for the part where we were supposed to vote for plans as written. Because as a brain-storming session for plans that you then clarified, codified, and put up for a fresh vote I saw it as a success. So if you find yourself wishing for write-in stuff again, here's how I think you should do it:
First have a round where people can write in plans, and vote for them as well, but make it clear that any vote only counts as a nomination of the plan, not an actual election vote. Then you take all the plans that got more than X vote and also seem actually plausible to you, rewrite them to fit the quest format better and have the actual voting phase. Pretty similar to how SV councillors were elected actually.
Announcing this system up front also stops people from feeling cheated by having something voted for twice and losing the second time around despite having won at first.

If the Quest updated weekly rather than the current 24 hours to vote and then however long to write cycle, that'd be a way to do the write-in only system properly. But I don't see a way to make it work with the current update speed. 24 hours means that no matter what time I update, anyone checking the forum once a day can still contribute to every vote. Trying to subdivide that 24 hours would mean that the main contributors to any given voting cycle are largely dependent on the time of day.
 
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] You could help the Undumgi and the Ulricans establish themselves.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
 
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Hey @BoneyM considering how well we've interacted with Belegar so far, could we get his stat list? I know he has 25 Martial from the combat bonus he gets but I'm curious about the rest.

If Mathilde decides to enter his service I'll turn my notes into a full stat sheet for him and reveal parts of it as Mathilde gets to know him better, but I don't want to do so while she might be about to wish him luck and walk off into the sunset.
 
I've been reading and watching this quest for a long while now, before the hiatus I simply lurked, and even now I only come out to vote when I think it matters, but this update has inspired me to express my feelings about the quest.

It's hard for me to put it into words, but this quest has always really done it for me. I don't know what about it has me so invested in Mathilde and her journeys, but I can honestly say that few characters or stories can get me to so deeply care about them as you have managed Boney M, and I wake up every day to check this thread practically every hour to keep up with the discussion since the hiatus ended. Even now, I'm shocked to realise that this quest has come back for less than a month, producing 500 pages since then, and that I've read every single one of those pages. There's been highs and lows, salt and triumph and great and stale jokes, but this quest has been a constant for me for the last month and I don't think I would have had it any other way.

What I'm trying to say is: I have a deep appreciation for this story, and I might not be much of a presence on the thread, but I hope to continue participating to the conclusion to Mathilde's story, wherever and whenever that may be.
 
Still catching up - this is gonna be one of those votes - but I will say I have no interest in choosing the research or memoir option. Those are things you fit in alongside your main choice, whatever that may be.
 
[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.
[X] All this time away has made you miss your friends. Visit Anton and Wilhelmina.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
 
voting tally included to summarize all the votes regarding mathilde:
Adhoc vote count started by Nix's Warden on Sep 27, 2019 at 7:57 PM, finished with 322 posts and 167 votes.
 
"It's just Belegar, he'll camp out in the Citadel and get whomped by Skaven for fifty years."
"pfff, not even. There are only five hundred of them. Assign a martial hero to the east gate and it will hold until judgment day. "

*Spooky Grey Wizard noises*
Now I'm picturing Mathilde rigging up an enchantment like in The Techno Queen, ready to trigger the sound of dramatic thunder whenever a key phrase is spoken.
---​
Before I get to the main vote there is something that I would like to bring to everyone's attention. Some time ago when we were writing the memoirs of the dragonlord, we had an option to choose how many hand-scribed copies we wanted to be made. We only chose to make three and as a result:
"It took me a month to find a second-hand copy, it was sold out before I'd even heard it was available."
This was a terrible oversight on our part. As such, I propose we wildly overcompensate and get our best bud Anton a kick-ass gift. Any ideas? I was thinking some dwarven silverware, made by master smiths from Karak Azul with silver from K8P. Alternatively, maybe an item from a runesmith?

[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.
 
[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.
[X] You could help the Undumgi and the Ulricans establish themselves.
 
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I myself have no issue with research not being the primary focus after the coming updates, but if we're going to be based in Karak Eight Peaks doing something, it'd be nice to do it in a very good place to do magical stuff.
 
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.

By far my favorite. Like destroying that castle in Sylvania never leave a job half done and it synergizes very well with a number of the research options. Will also help us hone our stealth, fighting, and sabotage skills and would give the Dwarves a very good reason to teach us engineering sans favors given situations like that last battle could crop up again.

Also, there's nothing saying we can't spend a few mornings casting Burning Shadows on the Citadel's shadow until the valley is devoid of Greenskins. At least as long as it doesn't poison the ground or something.
We can prop up a lawn chair on the tallest tower!
 
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