[ ] Recruit Esbern and Seija
[ ] Recruit Panoramia
[ ] Recruit Maximilian
[ ] Recruit Johann
Honestly getting all four of them would be great. I want E&S because they are the most dependable and mature of our Journeymanlings, very fighty and come as two for the price of one. Also, they can help us crack the problem with scaven scent for infiltrations.
[X] Plan recruit everyone!
[X] Plan Role Model for the Younglings
[ ] Take an active hand in the EIC
One action per turn will be spent keeping in touch with the EIC, allowing you to more directly control it and, if you wish, helping it branch out towards Karak Eight Peaks.
[ ] Leave the EIC alone
Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.
[ ] Interfere with the EIC
As Wilhelmina herself pointed out, you own enough of it that you could easily dominate the EIC. Start bringing it down.
[x] Leave the EIC alone
We didn't take the steward role, so let it be. We don't need more distractions.
[ ] 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.
[ ] 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.
Useful, but we've got better.
[x] Assassin:
Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
Combined with ubersword we get a shot at assassinating anything, which whould be very handy.
[ ] Avatar:
You're growing worryingly familiar with being used as a conduit by deities. ???
Mystery box, and not too attractive at that. Pass.
[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.
That's the only option to improve action economy we've got. Very yes.
[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.
Doesn't seem very good until you remember that magical duel is a valid carrier advancement option for imperial wizards. Will be very handy in that inevitable duel for Supreme Matriarch position.
[x] Wolf Familiar > Winter Wolf Familiar:
Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
Just too amusing to pass.
[ ] 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 > 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.
[ ] 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.
Useful, but we've got better.
[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).
I like the narrative of it.
[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.
The best option, handy for basically anything we do.
[ ] 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.
Nah, I quite like our bitterness toward Sigmar. It might be a good minmaxing option, but I don't like it from RP point of view.
[x] Donate it to whoever ends up leading the Undumgi.
That's where it's needed the most.