Voted best in category in the Users' Choice awards.
Properly formatting my vote:

[X] Plan Fields of Gold

[X] Take an active hand in the EIC

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

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

Assassin is amazing, but I figure it's going to be one of the more common ones. Windsage we absolutely cannot pass up on, and Avatar seems nearly impossible to show up again, and likely downright necessary for Sorcery, which might hold more potential than any other avenue of research, as negating Battle Magic miscasts is a game changer on the arcane dueling front.
Also IMO Ranaldian sorcery seems more likely than most to help with dispels
 
[X] Leave the EIC alone
Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.

Just want to focus on things, its honestly fine in my estimation as it is.

Mathilde has gained +1 Martial, +2 Intrigue, +3 Piety. You can also choose new traits or change existing ones. For Changed Traits, the stat bonus is on top of the existing bonus. The two with the most votes will win. You can have two new traits or two replaced traits or one of each.




[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[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.

I'm picking assassin because hot damn, Mathilde has the skills and spells to make this a nightmare and furthermore has demonstrated how powerful assassination is with it precipitating the events in the Temple which now mean we get Avatar. Which brings me to pointing out that I'm pretty ambivalent about Avatar, but won't complain about it nor will I be grumpy if it wins.

Magical Duellist I'm fond of because making Orc and Goblin Shaman's days No Fun Forever sounds like hilarious fun. Plus its more ubiquitous than Waaaghbane.

Changed Traits:
[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.

A sweet boi, maybe he'll feel like he's more relevant if there's more of him to go around.

[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.

Oh our Force Senses are surpassing our fleshy eyeballs and earholes? Sign me up!

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

Sounds like a great idea for whoever has to command the folks holding Death Pass.

Also question for you @BoneyM on something funny I noticed. Would having Marksman and Assassin mean we have a +70 to a roll to assassinate with a firearm?
 
[X] Take an active hand in the EIC

[X]Plan Everyone
-[X] Recruit Esbern and Seija
-[X] Recruit Panoramia
-[X] Recruit Maximilian
-[X] Recruit Johann
 
[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian

[X] Take an active hand in the EIC

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

[X] Donate it to whoever ends up leading the Undumgi.
 
[X] Plan Fields of Gold

[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] Donate it to whoever ends up leading the Undumgi.
 
[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian

[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.

Happy 100th update everyone, really loving this quest so far :).
 
[X] Plan everyone but the ambers
[X] Take an active hand in the EIC
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[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] 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] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[X] Donate it to the Winter Wolves of Ulrikadrin.
 
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Eh? I'm fairly certain divine magic can miscast, with my evidence being basically every greenskin shaman this campaign.
It doesn't miscast in WFRP. I have no idea about tabletop, I don't play it. And greenskin waagh-magic is not really divine, it is a category of it's own.
 
Awwwesome.

Approval voting the shit outta that.

[X] Leave the EIC alone
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[X] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.

Yes fucking *please* give me +70 to firearm attacks so we can steal yet more themes from the Assassin Temples and the Vindicare. Also, this applies to cannons if we can somehow manage to point an enemies cannon at them and shoot them from surprise.

[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] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.

[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] Donate it to whoever ends up leading the Undumgi.
 
By the way, it looks like Plan 2 Wizards (Pan+Max) is still up by around 13-14 over Fields of Gold (Johan+Max).

Anybody got reasoning for the 2 Wizards plan?
Is it just because Pan's cuter?
What would we have her do that's more important than the Eastern Valley growing plan?
Buying her rarer plants to try from Barak Varr? Infinite black lotus? Shrine maiden, using Ferment to bolster our tavern?
 
Divine magic is miscast-safe.

I do not think we will ever get access to battlemagic-grade divine magic, though.
Technically it can miscast, it just doesn't have effects that change tabletop stuff. Breaks concentration though. Plus, Divine Magic on the tapletop is much much easier to dispel, because there's no casting bonus.

Eh? I'm fairly certain divine magic can miscast, with my evidence being basically every greenskin shaman this campaign.
Orcs and Goblins don't generally use divine magic, they use Waaagh magic. Which is probably Ghur mixed with Dhar.
 
Where does it say anything of the sort?

Mate, Mathilde with a hole in her soul that acts as a beacon in the aether is game over, we would have been possessed by daemons by now.

Mork had poured His terrible power into you, and with typical greenskin carelessness had done nothing to seal that connection after his purpose had concluded. A single strand of Ulgu touches the aperture that Mork had torn in your soul, and its other end extended into nothingness, offered freely to your oldest and most infuriating companion. And with a delighted laugh, he accepted.

When we asked BoneyM about this afterwards he said the hole Mork tore open would heal on its own. What I am afraid of is that by taking the Avatar trait it would leave that opening open and there by turn Mathilde into a conduit for divine energies like the trait states.

Could you explain how else Mathilde is supposed to be able to channel or manipulate the divine energies of multiple deities? Because I understand this is a really paranoid claim but other than theories earlier in the thread of using Ulgu to manipulate other Winds I don't see how else Mathilde is supposed to do so? Also are only supposed to use one Wind? Won't it be bad for us if we try to use divine energy as well?

I know you need a direct link with a God to use their power like a priest but other than maybe followers of the Chaos Gods I don't know anyone else who can utilize the power of multiple gods? Maybe the Liche Priests or Slann can?

Also I don't think a hypothetical hole will act us a beacon. I am afraid that through her actions Mathilde will gain the attention of other gods who will notice this hole and try to Mark or claim Mathilde as their own which will lead to us having to fight them off or get Ranald to help us which I think is just too much trouble to take this trait.
 
[X] Take an active hand in the EIC

[X]Plan Everyone
-[X] Recruit Esbern and Seija
-[X] Recruit Panoramia
-[X] Recruit Maximilian
-[X] Recruit Johann
There is an existing vote for that,
[] Plan recruit everyone!

[X] Recruit 3 Wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian
-[X] Recruit Johann
There is a plan for that, with the most votes of that choice.

[] Plan everyone but the ambers



By the way, it looks like Plan 2 Wizards (Pan+Max) is still up by around 13-14 over Fields of Gold (Johan+Max).

Anybody got reasoning for the 2 Wizards plan?
Is it just because Pan's cuter?
What would we have her do that's more important than the Eastern Valley growing plan?
Buying her rarer plants to try from Barak Varr? Infinite black lotus? Shrine maiden, using Ferment to bolster our tavern?
Yeah, Pan is already basically on call for what she'd be needed. Johann and Max are better guys.
 
[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] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
 
[X] Plan Ambers and a Gold
-[X] Recruit Esbern and Seija
-[X] Recruit Maximilian

[X] Leave the EIC alone
Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.
[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] Donate it to the Winter Wolves of Ulrikadrin.
 
[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] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning

[X] Donate it to whoever ends up leading the Undumgi.
[X] Donate it to the Winter Wolves of Ulrikadrin.
 
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Think about it guys, Pan is staying here for the time being anyway and she likes us. Johann meanwhile we have in to recruit due to his deception, and his skills are extremely useful.
 
[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian

[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] 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] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[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 options that are the must-haves for me are Magical Duellist and Windsage. Because we've absolutely dominated most of our magical duels through the sheer luck of the die so far, and I'd rather make our own luck than watch as that luck runs out in the future (and if the loss of our Elector Count taught us anything, that luck running out will come sooner than later).


EDIT: Swapped to plan voting for the wizards, thanks spiritualatheist
 
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Regarding the journey-wizards and the plan choosing three wizards at once.

The trait Collegiate says that we can manage three wizards instead of two for one action per turn. That means that if we end up with three wizards without this trait, we'll be wasting an action managing one wizard because 3 divided by 2 is 1.5.

What I'm trying to say is, unless you plan to go out and get more journey-wizards, you might as well include the ambers so we can be efficient as possible.
 
[X] Plan Fields of Gold
[X] Plan recruit everyone!
Gold Wizards seem the best underlings, and we really need authority over him if we want to make sure Johann doesn't mess up anything.

[X] Take an active hand in the EIC
Paying attention to EIC and making sure it stays good can save us a lot of pain in the future, and we can really use it for both spying and general trade development.

[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] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[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.
I would personally dearly like to lessen our disdain for Sigmar, but I think that it wouldn't make quite as much narrative sense. Not all that much time passed, and the biggest thing we've seen of Sigmarite authroities in this expedition is their failure to show up and perform one of the most important tenants of their religion. Maybe during the next campaign end.

[X] Donate it to whoever ends up leading the Undumgi.
We can't make much use of it, but other people could, and 2 favors is not all that much.
 
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There is an existing vote for that,
[] Plan recruit everyone!
And if I may pitch this vote briefly, remember that high levels of action efficiency is truly wonderful, and someone with a job is typically expected to commit 2 to 4 actions to their responsibilities. We can manage 2 minions per action, meaning that if we take 4 minions then our 2 minion management actions multiply into a stunning 8 to 16 actions. That is a heck of a lot more power to throw at whatever Belegar wants done than Mathilde can provide on her own!

If people want to really get things done then recruiting as many wizards as possible is simply the best option available. Its downside is that we'll have slightly less Mathilde-personal actions, but if we can come up with some way to make 4-8 minion actions accomplish at least as much as she could with one action (which we definitely can, except in cases of personal improvement, doing things no one else cares about, or secret research) then there's not actually any loss there. If we wanted to enter a constant self-improvement cycle while holed up in our lab and reading room instead of accomplishing things, we wouldn't have taken a job.
 
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