Voted best in category in the Users' Choice awards.
[X] DIPLO: Collegiate
[X] DIPLO: Dawri
[X] DIPLO: Interfaith Dialogue
[X] DIPLO: Polyglot
[X] DIPLO: Trucemaker

[X] LESSON: Light Fingers
[X] LESSON: Mystic
[X] LESSON: Poker Face
[X] LESSON: Theologian
 
[ ] DIPLO: Collegiate
Certainly useful and something Mathilde would be expected to have. On the other hand, I also like Mathilde being a bit "outside the system" as far as being connected to college politics is concerned. She's certainly been far away for most of her career and coasted on her reputation when in contact with it. It would make sense narratively to gain more skill her but I don't actually want Mathilde to have this as a character, if that makes sense.


[X] DIPLO: Interfaith Dialogue
[X] DIPLO: Trucemaker
I like both the general hopeful note of interfaith/order-side unity this is working towards. Mending bridges, crossing cultures, all tat stuff. Might be neat.

[X] DIPLO: Mentor
The ducklings and most of its potential variations (apprentices/underlings/colleagues etc) have my interest. Sometimes, the best impact you can have is actually imparting what you have learned into the next generation. Make sure that your advancements don't end with you.

[X] LESSON: Dhar Insight
Seems like the obvious winner, at least for me. Struggling to figure out the whole "magic" thingy, especially the dark magic side, has been a long-running theme of this quest. Figure out what the enemy is doing, figure out what you are doing, then combine it to help the forces of Order. It will be applicable to Mathilde's current project, though only directly, while also being very useful for most future projects or her life in general. I also expect it to synergize well with Windherder and Windsight.
 
[X] DIPLO: Collegiate
[X] DIPLO: Interfaith Dialogue
[X] DIPLO: Mentor

[X] LESSON: Dhar Insight
[X] LESSON: Mystic
[X] LESSON: Syncretic
[X] LESSON: Light Fingers
 
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Is this a new WoQM to clamp down on any and all Nehekhara style theurgy talk or IC research?

If I intended to make a statement about theurgy, you would be able to tell by how I would use the word 'theurgy'.

This sounds like something that would be mostly true for nobility and such.

'And such' covers such oddities as Wizards.

That seems more of a statement of intent. But I assume the trait will just be a bonus on actions in that direction and/or a narrative knowledge bonus during mysteries and conversations that relate to it. Together with the perspective of other players who have been talking it up, that makes it quite attractive to me. Especially because, since both magic and gods ultimately comes from whatever rules govern the Warp, this trait may well be relevant to our current project and, more importantly, the Dum Mystery.

Being good at X does not come with mechanics to lock you in to doing X, but it would be very likely for the thread to follow through on what they have chosen Mathilde to be good at.
 
X] DIPLO: Interfaith Dialogue
[X] DIPLO: Polyglot
[X] DIPLO: Trucemaker
[X] LESSON: Dhar Insight
[X] LESSON: Syncretic
[X] LESSON: Theologian
 
[x] DIPLO: Collegiate
Edit: Trucemaker is apparently a quite narrow trait, applying to literally only ceasefires in active military conflicts, so I will substitute an option where we could use additional help.

[X] DIPLO: Polyglot

That said, being able to understand everyone's linguistic jargon will be super useful for waystones.

[X] LESSON: Dhar Insight
[X] LESSON: Syncretic
[X] LESSON: Light Fingers

Dhar insight is a rare, rare skill for the forces of order, because it's so difficult to learn about the stuff without becoming corrupted.

Remember how we figured out a spell any half-competent apprentice could use to blow up that most terrifying of Skaven weapons, the Ratling Gun? That was because we'd read the Liber Mortis. Think what we could do with a trait in the field.

Syncretic is a diplo trait by another name, and we need as many of those as we can get.

And theft just really has been that undeniably useful.
 
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Almost none of the traits are something I wouldn't want to have. So like many others I'll probably vote broad at first and narrow it down later.

[X] DIPLO: Collegiate
This might well be the objectively most useful trait, especially when it comes to our new job. But it also is one of the most boring ones and very likely will boil down to a flat Diplo bonus with College Wizards and employees, which is the main reason why I also am voting for other stuff at all.

[ ] DIPLO: Dawri
I feel like we are doing well enough on this front from an organic narrative perspective. It could be enshrined on Mathilde's character sheet, but I don't feel like it is our job to do so by sacrificing one of our end-of-arc goodies on it. If anything, she should already have this, if a weaker version of it. Especially after the Conclave proclamation most probably changes how DR and DF works for us.

[X] DIPLO: Draconic Fascination
This one isn't very useful, but I just like it, maybe due to my own Draconic Fascination (even if I voted against dating one back in the day). And who knows, maybe it's worth taking the long shot attempt to recruit a Dragon to the Waystonne Project.

[ ] DIPLO: Interfaith Dialogue
Almost as useful as Colegiate, but even more boring to me. I wouldn't be upset if it wins, but I like other stuff more.

[ ] DIPLO: Knight
Nah. Maybe if we had gone to Carcassonne, but even then... Magic and the supernatural FTW.

[X] DIPLO: Mentor
This makes it more likely for us to gain an Apprentice and do a good job of it. I'm in.

[ ] DIPLO: Polyglot
This is a bonus that would always be nice to have, but that is also always less juicy and gets outclassed by the other candidates it runs against. Maybe we could instead gain it one day after we have learned a critical mass of languages and/or have a critical roll while learning one of them?

[X] DIPLO: Trucemaker
This is just impactful and great. And to all those worried that Dhar Insight might tempt us down a darker path, I'm pretty sure this one is actually more likely to do so. Instant pick.

Other Lessons Learned:

[ ] LESSON: Cartographer
Useful and underrated, yes. But just not exciting enough to me. Also the more we grow in power and prestige, the less likely we are to be the main scout of any force or organization. During the K8P expedition and our first years in K8P proper we might well have been one of the main scouts, but during the Karag Dum expedition the only scouting we did was less about mapping the terrain (though there was a bit of that) and more about diplomacy (Kurgan) and magical insight (Vlag).

[X] LESSON: Dhar Insight
Useful to our new job and useful in general. Also the closest trait to my proposed traits related to Slaanesh-specific insight and resistance and miscast manipulation.

[X] LESSON: Leader
Would definitely be nice to have during the next expedition we stumble into, even if the Waystone Project doesn't seem to open a path to that at first glance. Also kind of doubles up on Diplomacy traits and might actually be of use during our new job of herding Cats Wizards.

[ ] LESSON: Light Fingers
Eh. We're good enough at it already. And even if it leads to more/better shiny options, the limiting factor there is more about narrative and quest management than about Mathilde's IC or mechanical ability.

[X] LESSON: Logistician
Similar to Leader, but going down the Martial/Stewardship path instead the Martial/Diplomacy one. Less interesting for the Waystone Project, but maybe more interesting for many many future endeavors.

[ ] LESSON: Mystic
At first glance this seems nice. Gods are powerful and being their friends is useful. At second glance it goes against everything I am interested in doing on this Quest topic.

[ ] LESSON: Poker Face
Would be highly useful on a purely OOC/mechanical standpoint. But it's not really the path I want Mathilde do go down on even more than she already is. As of right now it's something she leans on when not in her element and which she can at least partially outgrow as her Diplo stat rises. But if we pick this trait then she will be incentivized to always hide behind this mask during high stakes diplomacy, becoming more and more of a permanent crutch, even if it is a helpful crutch on the pure "beat the DC" level.

[X] LESSON: Syncretic
I'm shaky on this one, but I think that becoming close to more gods than Ranald is interesting and worthwhile enough to get my vote. As long as we actually do something with this and don't let it languish. Gods to look into more would be Loec, Shallya, Gazul at first. Ranald might become jealous, but I think it fits narratively, what with Mathilde outright rejecting becoming his High Priestess and narrowly deciding against full time aiding him in his Heidi/Mandred plot.

[X] LESSON: Theologian
I didn't understand this one at first, but now that I see it as the opposite side of the Mystic coin, I'm quite interested. If there is anything like a "Unifying Theory of Everything" in this universe (multiverse?) then this would allow us to approach the problem from a second major angle. Not that I expect us to ever actually get truly close to creating such a Unifying Theory.


Mathilde really wants to be a terrifying potential Black Magister, doesn't she?
Not quite Black. But also not a white-hat goody two-shoes that always toes the line of the law. More like something in between. a "Grey" Magister if you will.
If I intended to make a statement about theurgy, you would be able to tell by how I would use the word 'theurgy'.
Ah okay then. I thought Theurgy would be covered because it falls roughly 50% under "wielding Divine magic". Does that mean that choosing Mystic/Theologian might maybe potentially be useful if we actually decide to go down that path? With emphasis on the no promises on your part whether it is or will ever be possible at all of course.
 
[X] DIPLO: Collegiate
[X] DIPLO: Interfaith Dialogue
[X] DIPLO: Mentor
[X] DIPLO: Trucemaker

[X] LESSON: Leader
[X] LESSON: Logistician
[X] LESSON: Poker Face
 
[X] DIPLO: Polyglot
[X] DIPLO: Dawri
[X] LESSON: Dhar Insight


Woah. Polyglot is much higher than I'd have expected it to be.
Polyglot is an immensely powerful trait that we have been offered 3 goddamn times already. It is a tremendous lever with which to lever our library, and promises to be able to read foreign texts in natura. High Nehekherran, Cathayan and more, texts from civilizations whose magic understanding is almost as ancient as the elf one.
 
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Ah okay then. I thought Theurgy would be covered because it falls roughly 50% under "wielding Divine magic". Does that mean that choosing Mystic/Theologian might maybe potentially be useful if we actually decide to go down that path? With emphasis on the no promises on your part whether it is or will ever be possible at all of course.

See my previous post regarding how you would know when I'm making a statement about theurgy.
 
There is absolutely no possibility of Mathilde ever wielding Divine Magic, at all, under any circumstances, ever.

Asking the thread, because I'm sure Boney's answered it before - is this purely for game balance purposes, or is there an IC reason?

I'm just surprised that someone devout enough to act as a God-energy-pipeline for their deity is barred from channeling any divine magic.

And actually @BoneyM, what sort of reaction might we get from the Colleges if we one day used our insight into dark magic to write a Waaagh and Peace equivalent for Dhar? Dhar and Order, maybe.

Is that something we could theoretically get away with, or would torches and pitchforks be rising alongside eyebrows?
 
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