Voted best in category in the Users' Choice awards.
A bold move would be not to spend the Dwarf Favor the moment you get it…

I still want that anti-magic stick, though. It's one piece of wizarding gear that I think the dwarfs would be much better at than the wizards.
Y'know, I could get behind an artifact like that. Problem is the equipment slot, because that could conflict with the belt.

But I'm pretty sure the hammer of a runeprist does dispelling stuff, so I can see them be able to swing something like that. And if there's enough favor in it, it'll end up supremly killy anyway, just more Kragg's hammer rather than Sigmar's hammer. Maybe a sword that can cut through magical constructs? Plausible. Likely it'll be something that prevents miscasts, or reduces the effect, or helps dispelling, but I'm happy with all of those. Hell, even something that just helps enchanting would be cool. Given the belt, it's likely to do more than one thing anyway.
We could take a page out of the dwarfs playbook, and prepare our battlemagic as bound spells beforehand, which should increase reliability and leverage our enchanting talent. And it feels like a fitting direction for her to go in, especially since she's seen Kragg's work.

@BoneyM Would something along those lines be possible? A "weapon" that's more a tool for magic, while still serving as a right solid weapon. Is that precise enough? If it is, can they do a 25 favor version?
 
Last edited:
And this is one reason why I suspect the Van Hals kept the book.
The Empire has had a poor record of keeping important knowledge in the face of politics and wealth.
Individuals can be trusted. Institutions cannot.

I'd just like to note that clearly, Dwarven institutions can be trusted (they did preserve and collect all this history), just not Imperial ones. Also, the Van Hals keeping the book is also an institution, just a family one, not an Imperial one.

Also,
[X] Claim the site where Ranald mugged Mork and build a shrine to Ranald there.

I don't think doing diplomacy with important people is much of a good idea, given our dip stat of 10.
 
I don't think doing diplomacy with important people is much of a good idea, given our dip stat of 10.
It's less about diplo and more about general direction. Do we want to throw in with Dwarves, or not. It's not so simple obviously, but in general, if we want to have work with Belgar, we need to be involved in Dwarves. If Mathilde decides not to be involved, it speaks for itself.
 
Last edited:
[X] This is Dawongr Weber's money. The funds will largely go projects within the Karaz Ankor - your tower for one, but also investing in the Undumgi or Ulrikadrin, or purchasing goods made by Dwarven artisans or sold in the markets of Barak Varr.
[X] Karag Nar penthouse

[X] Convince Esbern and Seija to stay long enough to hatch the supposedly Lustrian eggs and study and possibly train whatever hatches.
[X] There's a growing concentration of royalty here. Get to know King Kazador, and this 'Sky-Thane' Prince Gotri.
[X] All this time away has made you miss your friends. Visit Anton and Wilhelmina.
 
Humm… this was Belegar's first major campaign wasn't it? Interesting to think about what lessons he learned from it and how they differ from Mathilde's formative experience.
Mathilde's formative experiences were "Lie like a champion, start digging up and hope nobody knows you're in so far over your head you've forgotten what daylight looks like". So they might well be exactly the same and nobody has noticed. I guess Mathilde could be his Van Hal.
 
Alright, I don't know if this has been discussed yet, but I want to put my two cents in about my disappointment on how King Belegar and High-King Thorgrim Grudgebearer handled each other. I think it was a clear demonstration of how for the Elder races of Warhammer Fantasy the most common conceit and the most damaging flaw is pride.

You made a good analysis, but personally this is the kind of conflict I enjoy seeing in stories. Neither of them are 100% in the right, they've each got reasons for what they believe, and while there are Terrible Consequences possible neither of them are going to start a shonen fight scene rather than actually talk to each other. Also: Dwarves! Stubborn as a mountain! :D
That's a totally understandable point. Personnally, I just really like shiny gear. So I want to spend favor on shiny gear, and a sweet sword makes the most sense. If someone had an idea for a 25 favor non-killy thing, I'd go for that as well.

IDK if this is a good idea, but some kind of item to enhance Ulgu enchantment could be very useful. Mathilde probably needs several actions worth of Enchanting progress to really use something like that to its potential, but if there's one thing we could play forward from the Dwarves it's a tool that lets us improve our ability to make better tools. Usually that'd just be training, but some kind of Ulgu forge thingy would be a more material version of that... and probably more expensive.
 
I don't speak for several people, but my personal concern is that there's a feedback loop of "Mathilde has killy gear, she should be at the front!" <--> "The front is dangerous, Mathilde needs more killy gear!"
The problem is we've always trucked with the fact 'Mathilde has killy magic, we should be at the front'- we went into a haunted tomb with our lord expecting the possibility of resistance. We led the first wave in storming a fortified town. We were there with Abelheim and Kasmir fighting the Singing King.

We're brave, we're a capable wizard, we've never shied from getting into a fight and trying to avoid that now seems way too little too late. Would anyone in this thread refuse to follow Belegar in the thick of it if we thought for a moment our presence there could make the biggest difference there? To save his life if need be? The thing is, us voters? We're hubristic control freaks almost by nature, confident we can make the big plays and convinced we need to be at the scene of said plays to make the right call. That's a near universal trait of voters in my experience, and the best thing we can do, especially with a character who does those sort of things already and has in character impetus to do such things is make sure we're as well informed and equipped for such scenarios as we possibly can be. Trying to back off this road is something that we should have done at the barrow way back when if we really wanted to do so.
 
Last edited:
IDK if this is a good idea, but some kind of item to enhance Ulgu enchantment could be very useful. Mathilde probably needs several actions worth of Enchanting progress to really use something like that to its potential, but if there's one thing we could play forward from the Dwarves it's a tool that lets us improve our ability to make better tools. Usually that'd just be training, but some kind of Ulgu forge thingy would be a more material version of that... and probably more expensive.
Not sure if they can do Ulgu specifically, normally that sort of distiction is purged by the process. I do like the idea of getting something like the hammer of a runepriest, that's probably the closest they have. Though obviously we won't get exactly that, since that's likely secret. But they have some ability to manipulate magic.
 
Or we could invest our favour into dwarvish diplomacy training. It looks like we might need it...


...also after 20 favours invested into learning dwarf related stuff, the dwarves would propably believe were a dawi baby abandoned and raised by humans and afflicted with an unfortunate case of gigantism

The plan is to get friendly off of Belegars Diplomat when he arrives (like we do with almost all council members) and get free diplo training. Like how we learned Stewardship form Wilhelmina.

Also~



Wait a second, did we grab a chunk of rubble from what was Castle Drakenhof as a trophy?
I wonder if there'd be any point to mounting it or the Singing King's skull on our staff beyond intimidation value.

Don't have the source on hand but Skull Trophies and such can have tangible power, part of the soul lives on inside or something like that. There are even talking skulls out there that give comedic advise.
 
Last edited:
Wait a second, did we grab a chunk of rubble from what was Castle Drakenhof as a trophy?
I wonder if there'd be any point to mounting it or the Singing King's skull on our staff beyond intimidation value.

Apologies for meandering, but we shouldn't forget that Gunnar probably won't be the only source available for learning some of the dwarf's metaphysical philosophies (he's probably the best at the specifics of Gazul and souls) but maybe it'd be better to learn some more general and less restricted knowledge before jumping into "swearing binding oaths before we even start" territory.

I kind of really want to focus upgrading our wizard gear before we start angling for the most killy handweapon ever devised by man, dwarfs or gods; it's not super flashy, but the magic power, miscast reduction and learning/enchantment bonii we could get from a good set of "staff, earthing rod and wizard tower" can't be sniffed at.
 
Also, scouting the rest of the Eight Peaks is not just practical for obvious reasons and if we want to take it up as a job, it's interesting. Who knows what we could encounter out there?

Would give us some useful information on the Eight Peaks in general.
 
Last edited:
The plan is to get friendly off of Belegars Diplomat when he arrives (like we do with almost all council members) and get free diplo training. Like how we learned Stewardship form Wilhelmina.

Also~


It makes sense but can you imagine the conversation with Regimand?

"So Mathilde, what are you learning from the Dwarfs?"
"Diplomacy!"
"Diplomacy. From. The Dwarfs."
"Yup!"
"No really, what are you studying?"
 
Random thoughts:

The earthing-rod-as-axe haft idea. While cool, do keep in mind that the rod can potentially disintegrate after a particularly bad miscast. Would be much more manageable when that doesn't destroy our melee weapon.

Would the tower in the abyss synergize well with Ulgu? It seems the most appropriate place, as many of the above ground places seem more suited for something like the light or celestial colleges. Or is it magically inert?

Anyway, my current votes:

[X] Karag Nar temple
[X] The Grand Abyss

[X] You're going to have a rough time explaining your windfall to the Bursars. Better to get that over with.
[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.
[X] King Belegar is allowing you to use the King's Armoury. Recover your extant study materials from Stirland and tuck them away safely in there.
[X] Convince Esbern and Seija to stay long enough to hatch the supposedly Lustrian eggs and study and possibly train whatever hatches.
 
Last edited:
Also, scouting the rest of the Eight Peaks is not just practical for obvious reasons and if we want to take it up as a job, it's interesting. Who knows what we could encounter out there?

Would give us some useful information on the Eight Peaks in general.
I personally prefer an external spymaster position to an internal one. Helping out now with the reclamation is cool and all, and we'll definitely help out if they need us, but I'm just more interested in the story opportunities provided by the Silk Road.
 
Random thoughts:

The earthing-rod-as-axe haft idea. While cool, do keep in mind that the rod can potentially disintegrate after a particularly bad miscast. Would be much more manageable when that doesn't destroy our melee weapon.

Would the tower in the abyss synergize well with Ulgu? It seems the most appropriate place, as many of the above ground places seem more suited for something like the light or celestial colleges. Or is it magically inert?
It is also likely full of Skaven. No thanks.
 
Inserted tally

Edit: 81 Tavern Temple Vs 88 Foreign Royalty.
Adhoc vote count started by Nix's Warden on Sep 29, 2019 at 5:49 PM, finished with 923 posts and 202 votes.
 
Uhh, don't get me wrong Karag Nar penthouse sounds awesome, but won't it be difficult to research delicious forbidden/delicate lore from such a public/open location?

Sidenote: Could we build a gyrocopter landing pad on it later on? For our private helicopter of course;)

[X] There's a growing concentration of royalty here. Get to know King Kazador, and this 'Sky-Thane' Prince Gotri.
 
[X] This is Magister Weber's money. Make no attempt to push the funds through any of the available loopholes and spend it all in plain sight of the College. You would be beholden to spend it on ways at least nominally good for the Empire, and soon.

[X] This is Dawongr Weber's money. The funds will largely go projects within the Karaz Ankor - your tower for one, but also investing in the Undumgi or Ulrikadrin, or purchasing goods made by Dwarven artisans or sold in the markets of Barak Varr.

[X] Karag Nar penthouse

[X] The Grand Abyss

[X] Convince Esbern and Seija to stay long enough to deal with the spiders in the Chiselwards.
This suggests a future assisting Karak Eight Peaks with its reconquest, as a Spymaster focused on threats within the Karak.

[X] There's a growing concentration of royalty here. Get to know King Kazador, and this 'Sky-Thane' Prince Gotri.

[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.
This suggests a future of investigation and study at Karak Eight Peaks, and perhaps helping Johann poke at Skaven technology.
 
Remember the whole debate about priests in the Cult of Ranald? Well I dug up some relevant information in 4e Rulebook pg 208

Seat of Power: None officially
Head of the Cult: None officially, though rumours persist of a cult leader marked with ten crosses
Primary Orders: The Crosses, the Brotherhood, the Crooked Fingers
Major Festivals: The Day of Folly
Popular Holy Books: The Riddles Ten, Midnight and the Black Cat, The Great Joke Common
Holy Symbols: Crossed fingers, Cats, Magpies

The cult of Ranald is, by general perception, a disorganised rabble of charlatans, thieves, and ne'er-do-wells. However, it is more coordinated than it appears, and split into three primary orders. The Crosses are the most accepted — a priesthood overseeing the cult's gambling-dens, typically using the proceeds to administer to the poor. The Brotherhood is less open, and is somewhat akin to a secret society of merchants — they use business to bring the pompous and greedy to their knees. Lastly, and most widespread, is the publicly disavowed Crooked Fingers, the thieves,
 
Last edited:
Random thoughts:

The earthing-rod-as-axe haft idea. While cool, do keep in mind that the rod can potentially disintegrate after a particularly bad miscast. Would be much more manageable when that doesn't destroy our melee weapon.

Would the tower in the abyss synergize well with Ulgu? It seems the most appropriate place, as many of the above ground places seem more suited for something like the light or celestial colleges. Or is it magically inert?
The earth is magically inert and magic is harder underground. For ulgu in particular we want somewhere the sunlight comes and goes and casts shadows, not somewhere it has never shone. Natural mists and fogs are good too and mountaintops are often sheathed in cloud. Likewise population centers where the confusions and deceptions of many thinking beings dealing with each other is helpful - the mixing pot of Karag Nar is probably better than the Dawi discipline and magic denial of Karag Lhune but both are better than the near isolation of the Abyss.

An earthing rod you want to be relatively cheap, easy to carry as well as everything else, quick to draw and able to touch the ground without bending over. A 24-30" iron rod tucked through the belt is the idea.
 
Back
Top