Voted best in category in the Users' Choice awards.
Voting is open
[X] Recruit Esbern and Seija
[X] Recruit Panoramia
[X] Recruit Maximilian
[X] Recruit Johann

[X] Leave the EIC alone

[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[X] Practical > Hands On: Wait, you can just get other people to do the paperwork? Why didn't I think of this sooner? +1 Diplomacy, +1 Stewardship, +1 Martial, +1 Intrigue, -1 Learning, +10 bonus to insights developed 'in the field' (as opposed to careful laboratory study).

[X] Return it with your thanks to the Bright College. +2 College Favour.
 
Regarding the Torc, while it might not be useful for us, it is a very nice item.

Giving it to the Undumgi, whose job is to hold the line, seems to be worth more than 2 college favor. It's the sort of thing that might snap victory from the jaws of defeat, if used at the right time.
That's a good point.


[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

[X] Leave the EIC alone

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.

[X] Donate it to whoever ends up leading the Undumgi.
 
[X] Take an active hand in the EIC

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

[X] Return it with your thanks to the Bright College. +2 College Favour.
 
Read through page 1516:
I can't see how research counts as a story arc. It only involves one character, us.
Depends what the research involves. For instance once its determine what the hell snek juice actually does it could be used for all sorts of things. As is, what is done with said substance depends on what it actually does. Also, don't foregt MC has plans for a box that off wisdom asps and proof with a bit of alteration is can do horrible, wonderous things to them. A bored and skilled enough dwarf may be able to math out how that works without actually breaking the box of sneky doom. Just as an example of things. The results(including social interaction results) are dependent on the actual project.
My read on it is that she still loves her kids, even if they're greedy jerks. She's not about to disinherit them entirely of her greatest work...but they shouldn't be in charge is all.
She is probably hoping something makes them get over themselves at some point. Nothing like being traumatized properly to break you out of a stupid self destructive lifestyle.
EDIT: Not to say the current voluntold dwarven army will leave, of course. They still got their honor and stuff, but probably less help from KaK and Thorgrim, and there had been 30% casualties among the dwarf forces, if I remember what Belegar said on the KaK throne room right.
Actually it was 9K out of 50K so about 18% casualtiies and 1700 of those causualties were Slayers so DOOMs not deaths. For the territory taken its not bad at all. Not something you want to do regularly though.
We pay off our 1000 gold debt (that was how much it was, right?) to Stirland, and then sell off some or even all of our 36% shares (maybe 10% or 16% or 20% or perhaps, as I said, even more) in the company to the Elector Countess for peanuts. With a clause that she can't sell, loan, mortage, or whatever other word, these shares for... I dunno, 10 years or 20 years or whatever. So that this time, she can't accidentally cut herself out of a lot of the income Stirland generates. And the EIC, as the economic powerhouse it's shaping up to be, isn't as uncontrolled and unbound by the Counts of Stirland as we might fear it to be.
Or we don't sell some shares off, and just temporarily loan some of them to the Countess of Stirland.
Paying off the debt from EIC is mostly useless. Its paying itself off over time and paying it off means the funds need to be directed into something else MC doesn't make actual money on. For now the shares are basically the sword of Damocles hanging over the heads of people in EIC to keep them from calling down the silent thunder and being disappeared. Its best for the company to have someone with veto power of stupid actions they could take. Its a very Grey Wizard economic anti-stupid option. At the same time having someone able to prevent malignant stupid is a boon for trust in the company. I mean if your clever plan isn't something you can actually run past a Grey Wizard at a board meeting its probably a terrible idea.
 
[X] Plan 2 wizards

[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[X] Disdain for Sigmar > Polytheist: Your bitterness towards Sigmar has softened with time and distance. You're still not thrilled with him, but as long as his followers are coexisting with those of other Gods, you can deal with it. +1 Piety, removes anti-Sigmarite penalty except when dealing with Sigmarite supremacists and monotheists.


[X] Donate it to whoever ends up leading the Undumgi.
 
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[ ] Recruit Esbern and Seija
[ ] Recruit Panoramia
[ ] Recruit Maximilian
[ ] Recruit Johann

Panoramia will be a tremendous help when it comes to farming, and Max is great for both writing our papers and for general tech stuff.

I'm inclined to get Johann out of here, since we can't trust him, and Esbern and Seija should be free to go with their new knight friends. Since we get two underlings per action spent delegating, it's only reasonable to go:

[X] Plan Cute Little Underlings
-[X] Recruit Panoramia
-[X] Recruit Maximilian

Edit: Adding the synonymous plan:

[X] Plan 2 wizards


[X] Take an active hand in the EIC

Having the EIC branch out into K8P would be a huge boon to the recovery effort, and would let us keep an eye on things to make sure Stirland doesn't collapse. Easily worth an action.

There's enough traits that I'll go with heavy approval voting.

New Trait:
[ ] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[ ] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
[ ] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[ ] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[ ] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.
[ ] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.
[ ] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[ ] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.

Changed Traits:
[ ] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[ ] Brave > Daredevil: Runic protection, magical protection, magical healing... why are people scared of combat again? +2 Martial, immune to fear/terror effects.
[ ] Blooded > Campaigner: You've seen more than your share of battles. +2 Martial, +10 bonus to fighting alongside others.
[ ] Bureaucrat + Practical: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.
[ ] Practical > Collaborator: Though you still prefer fieldwork to paperwork, you've found that as long as someone else is doing the actual writing, you're capable of producing some amazing papers. +2 Learning, +20 bonus to dictating papers.
[ ] Practical > Hands On: Wait, you can just get other people to do the paperwork? Why didn't I think of this sooner? +1 Diplomacy, +1 Stewardship, +1 Martial, +1 Intrigue, -1 Learning, +10 bonus to insights developed 'in the field' (as opposed to careful laboratory study).
[ ] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[ ] Disdain for Sigmar > Polytheist: Your bitterness towards Sigmar has softened with time and distance. You're still not thrilled with him, but as long as his followers are coexisting with those of other Gods, you can deal with it. +1 Piety, removes anti-Sigmarite penalty except when dealing with Sigmarite supremacists and monotheists.

Infiltrator/Scout
Both of these are very similar: The same stat boost, and a bonus to infiltration. I like both - they encourage us to go around being sneaky, which I thoroughly enjoy. Approved.

Assassin
+40 is huge, and this allows us to take out incredibly tough targets. Approved.

Avatar
This is enormous, and almost certainly only available because of the absurd recent circumstances. As votes get refined, this is what I'll be doing strategic voting to keep in the Top 2. Extra Approved.

Polyglot

Eh. We're already most of the way to speaking Dwarven, and learning additional languages isn't likely to be critical. Fail.

Marksman
If we were head ranger, I might consider this, although even then we wouldn't use guns that much. As it is, Fail.

Collegiate
Eh. Two per action seems fine? It's just uninspiring compared to several other options. Fail.

Magical Duellist
Being especially good at counterspelling is nice, especially given the likelihood of Grey Seers skulking about. Approved.

Winter Wolf Familiar
Hm. As a Winter Wolf, I imagine he'd be a lot more capable in terms of self-defense? Hilarious, but seems redundant with Shadowsteed. I'll wait for the lore masters to chime in. Undecided.

Daredevil
Straight immunities are always useful, and keeping a cool head under pressure is useful in any high-stakes situation, making this likely to give a bonus when we need one most. Approved.

Campaigner
As head ranger, this would be great. As Court Wizard, we're not likely to fight much alongside others. Fail.

Bureaucrat + Practical
It's not that important to be able to write papers ourselves. In general, Mathilde hating papers is a neat little character quirk that I'm in favor of keeping. Fail.

Practical > Collaborator
Writing papers is almost certainly the lowest stakes thing we'll be doing in K8P. Spending a trait on it seems silly. Fail.

Hands On
If we weren't the Court Wizard, I'd be all over this - A net +4 to skills is huge by itself. Alas, we're the learning advisor, which means we're going to have to occasionally grit our teeth and do intensive lab research. Fail.

Windsage
More information from our magic senses is amazing by itself, especially given our role as "weird shit specialist", but this also gives social benefits by letting us read emotions better. Approved.

Polytheist
I like Mathilde's disdain for Sigmar - it adds character. Combined with the opportunity cost, and this is a Fail.

Collating this:
[X] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
[X] Brave > Daredevil: Runic protection, magical protection, magical healing... why are people scared of combat again? +2 Martial, immune to fear/terror effects.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

[X] Return it with your thanks to the Bright College. +2 College Favour.
The more favors, the better.
 
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[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
 
[X]Plan No-one
-[X] Recruit No one at this time

[X] Leave the EIC alone
[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
[X] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.

[X] Donate it to whoever ends up leading the Undumgi.
 
[x] Take an active hand in the EIC

[x] Plan Fields of Gold
-[x] Recruit Maximilian
-[x] Recruit Johann

[x] Donate it to whoever ends up leading the Undumgi.
[x] Donate it to the Winter Wolves of Ulrikadrin.

[x] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

Still chewing over my thoughts on the second trait, but Avatar does seem to have possibilities, and unlike the others we're really unlikely to ever see the option again.

[x] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.

Not as directly useful for casting as some have hoped, but still a very useful trait for a lot of the things we get up to.

Especially with trade opening up with Ind and Cathay.

Especially if we're going to want to be able to play games with Skaven communications.

Especially if we ever want to follow up on any of our stuff related to the High Elves and their exceptional mastery of magic.

[x] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
'Cause that bonus is huge, and it's to a thing we like doing.

[x] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
'Cause setting up a secondary college for the training of journeymen actually sounds entertaining.
 
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We also got posseses by freaking Mork, the options isnt "Avatar of Ranald", it's not purely negative but dont think for a second its pure positive either.
It's very nice that it excludes the chaos gods, but there are lots of other beings out there that will be happy to use us for their own means.
Do you remember how Mork Possessed us? We entered into the Temple of Only Gork in the middle of a Ritual, unknowingly started a Counter Ritual by merking the Black Ork Nobs and Warboss, and that Mork's Eye was already there, he was super pissed, and we unknowningly gave him an in by following his domain, was how we were posssessed.

So unless we enter into a Holy Ground of the Skaven, in the middle of a Ritual, started a Counter Ritual that ALSO followed the Horned Rats Domains, and it got passed Ranald, it wouldn't be able to possess us.

The Mork situation was under a very special set of circumstances, and with Ranald being able to help us, it would be very hard indeed to possess Matilda. And to be honest, as we saw with Mork, if shit happens, we will get possessed regardless. Atleast with Avatar we have a chance of fighting back.
 
[X] Leave the EIC alone

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[X] Return it with your thanks to the Bright College. +2 College Favour.
 
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First, there are the Journeymanlings. Esbern and Seija will be remaining at least until the spiders are sorted out, and it would be much easier to convince them to stay, and the Amber College to back your request, as a Court Wizard than it would have been as 'Head Ranger' or 'Marshal of the Undumgi'. Panoramia has fairly deep ties to the Halflings already and is likely to be making herself useful with them for years or longer. Maximilian will be learning as much as he can from his new friend in Clan Hazkal, and considering his appreciation for Dwarven artifice, he's likely to stick around even after his studies conclude. Johann's deception could give you an in to bring him under your authority, even though he's your equal and may have seniority over you.

On the other hand, time spent managing junior wizards would be time not spent pursuing your own tasks and goals.

[ ] Recruit Esbern and Seija
[ ] Recruit Panoramia
[ ] Recruit Maximilian
[ ] Recruit Johann
I'm not sure we really want to keep all of the current journeymen around.

Esbern and Seija won't have any pressing matters around Karak Eight Peaks once the spiders are dealt with, at least now that we've given away the eggs. They could take another look at the Dragon Ogres up at Karag Dron, but they're not exactly the best for observational studies and without the demigryph knights they don't have the sheer mass of bodies to do any proper violence. It'd probably be best for them and the Empire both if they continued their journeying back home.

Panoramia is apparently going to be around for a while. Regenerating goblin-scoured soil is going to be a big work even with a steady stream of fertilising materials from any continuing combats. We don't need to lean on her to stay around until that's done. Even when it is, and she's gone back for her Magister's exams, I think we've got a good chance of retaining her because Jade wizards are so strongly motivated by community and she'll have spent years integrating into one -- some social actions on Mathilde's part might help. On top of that, because she's going to be so busy with the halflings, she won't be available for bossing around by Mathilde so she's a bad choice for being put under the Court Wizard's direct authority. The only reason I can see that we'd want to would be to have a hand in directing the farming efforts and... yeah, Mathilde probably wouldn't care about that.

Maximilian might stay for a while. Wasn't he planning on heading off to Zhufbar at some point, @BoneyM? If he's going to be hanging around Karak Eight Peaks instead, he'd be a good subordinate to have. And not just for writing papers for Mathilde. His focus on good quality crafting would combine well with Mathilde's skills if we wanted to get some enchanting done.

Johann is less paranoia-inducing, I think, now that we're sure he's a Magister and that his actions are known about by the Colleges. That means there's some level of approval in place. The best plan of action is probably sending him back to go through his "exams" and telling him that as he'll be investigating magical phenomena when he comes back he'll under the Court Wizard's authority.

[X] Plan Wizard Hoard
-[X] Recruit Maximilian
-[X] Recruit Johann

Ugh, vote commentary takes so long. Other parts incoming eventually.
 
Do you remember how Mork Possessed us? We entered into the Temple of Only Gork in the middle of a Ritual, unknowingly started a Counter Ritual by merking the Black Ork Nobs and Warboss, and that Mork's Eye was already there, he was super pissed, and we unknowningly gave him an in by following his domain, was how we were posssessed.

So unless we enter into a Holy Ground of the Skaven, in the middle of a Ritual, started a Counter Ritual that ALSO followed the Horned Rats Domains, and it got passed Ranald, it wouldn't be able to possess us.

The Mork situation was under a very special set of circumstances, and with Ranald being able to help us, it would be very hard indeed to possess Matilda. And to be honest, as we saw with Mork, if shit happens, we will get possessed regardless. Atleast with Avatar we have a chance of fighting back.
Ah, but that was before becoming an Avatar, we would be basically throwing down our soul's walls and putting up a red carpet if we do this.
 
Vote in Plan format guys, so the Wizard/s to include/exclude will be part of a coherent plan rather than separate.
 
[X] Plan: This Is My Plan, And No Others!
- Recruit Panoramia
- Recruit Maximilian
- Recruit Johann
- Leave the EIC alone
- Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.
- Blooded > Campaigner: You've seen more than your share of battles. +2 Martial, +10 bonus to fighting alongside others.
- Return it with your thanks to the Bright College. +2 College Favour.
(OOC: Panoramia for coordinating with her on her growing experiments, Max for his writing skills and his smithing, and Johann for his Skaven tech and interesting-ness)
(OOC: Wilhelmina is doing a fine job, and companies are supposed to grow.)
(OOC: Considering the ridiculously profitable trade hub K8P is going to become, this is a critical ability to have. This will also help us learning from foreign cultures and the like, which will indirectly help our research possibly.)
(OOC: We're going to be fighting with others a lot, this is a good broad bonus.)
(OOC: If we can do it better, why not get more College favor? The bonuses aren't good enough for the other options.)



In many ways I'm for generalist upgrades here rather, than speccing up some specialist path. Keeps our options open.
 
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[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian
[X] Take an active hand in the EIC

Minor Approval Voting, cause i'm pretty sure the latter two are more useful, but my heart says wolf :p
[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[X] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.

[X] Donate it to whoever ends up leading the Undumgi.


@BoneyM With us going back to 'regular' 6 month turns, would it be possible to have the 'average councilor spends ~2-4 actions a turn on their job depending on dedication' factoid (or whatever the new expectations are, if they are different as the court wizard of a contested and new dwarf hold run by a newly-unorthodox king) either put in the QM statements threadmark, or at the top of the choices for the first action vote?
Just to hopefully avoid situations like in the past:
What I originally said was that the average councillor will spend the equivalent of two to four actions per turn on their job, depending on their level of dedication. It's been an education to watch that shift from 'two is the minimum' to 'two is okay' to 'two is expected' to what you've just said.
 
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