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I would prefer the first battle magic we get to be a group buff to make the swordmasters even scarier, and hopefully tougher
something that leans into our strengths as a mercencary company
 
I would prefer the first battle magic we get to be a group buff to make the swordmasters even scarier, and hopefully tougher
something that leans into our strengths as a mercencary company
We already have invested a lot in preserving our swordmasters with our 3 healing spells, Radiant Weapon and eyes of the pack. Our company is already pretty good in close quarters, while we lack a way to thin à numerous enemy before it closes the distance. We should remove that weakness first.
 
[X] Leave it be, better not to push your luck when developing a good reputation with the Cult was the whole point of taking this contract.
 
[X] Leave it be, better not to push your luck when developing a good reputation with the Cult was the whole point of taking this contract.
 
To matter in army battles, we need some larger real AoE damage eventually, but its probably better to build our current arsenal first and work on our general skill before reaching real high.
 
So it's an Azyr dragon?
Based on the description, it is pretty obvious to Fanriel that it is a Storm Dragon (the type of Old World dragon associated with Azyr), assuming the story is factual.

Nice, that's pretty useful. Do some elf mages have similar?
They do. There are ways to compel people to speak the truth with Hysh, and some can even rip out information directly from the minds of their target. Of course, they are not deployed lightly due to their invasiveness and some people (especially Cultists of Tzeentch) have ways of getting around such abilities. Likewise, the Verenans don't like the Kislevites trying to use them as some kind of inquisition while not being particularly interested in anything that their goddess actually stands for.
 
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[X] Take matters into your own hands and take a look around the Stanitsa under the cover of the night.
 
@Blackout I was just looking at some of the alternate character creation options. Would the alternate magical tradition options have have unique spells or would they provide access to the normal wind spells? For example what sort of spells would the star fire mages have?
 
@Blackout I was just looking at some of the alternate character creation options. Would the alternate magical tradition options have have unique spells or would they provide access to the normal wind spells? For example what sort of spells would the star fire mages have?
They would have had some spells from each of the lores listed under the option, as well as from their unique lore. So for an example Starfire Mage would have had spells from the Lores of Fire, Light and Life, as well as the Lore of Starfire, which mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.
 
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They would have had some spells from each of the lores listed under the option, as well as from their unique lore. So for an example Starfire Mage would have had spells from the Lores of Fire, Light and Life, as well as the Lore of Starfire, which mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.
That sounds really awesome, now I really want to know what all the unique lores do :(
 
Unique magical lores
That sounds really awesome, now I really want to know what all the unique lores do :(
These are my rough notes on each unique lore, and also stuff that Fanriel would know IC so it's not a spoiler or anything. I never wrote down the full spell lists, because I didn't want to invest too much time into options that were never chosen.

Lore of Starfire: Mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.

Lore of Skinshifting: Allows the user to not just imitate existing wildlife like Ghur can, but design and transform into entirely new creatures. Want to turn into a Hydra Dragon? A Mammoth that breathes fire from its snout? A giant insect monster? This lore has got it all.

Lore of Warding: Focuses on protection, raising energy shields, repelling certain creature types like making areas where daemons or undead can't enter, protective buffs, and it's capstone spell creates a temporary Waystone to drain away excess magic, as seen at the end of the Battle of the Wailing Fen.

Lore of Geomancy: Focuses on shaping the battlefield and impromptu construction, things like creating sudden ditches or raising walls of earth and stone. Its capstone spell allows the user to temporarily shift the flow of the leylines of the earth, cutting off an opponent that relies on them or rerouting one to an advantageous position so you can tap into it.

Lore of Mistweaving: Sea-focused weather manipulation. Get the winds on your side, summon storms and sea monsters, create mist to cut off vision, etc.

Lore of Kinspeaking: Basically just telepathy. Lets you communicate instantly and silently at range, mind-link individuals for improved coordination, spy on people's thoughts, rip out information from their brains, and disorientate or even kill them with mental attacks.

Lore of Vaul: Focuses on creating, enhancing and manipulating magical items. You could give negative traits to your enemy's equipment, make it nonmagical, make temporary magical items, boost an item's effectiveness, that sort of thing.

Lore of Asuryan: Allows you to judge people. Very literally so. It can be used to tell if a person is telling the truth, what their intentions are, what kind of person they are, or how important they are to fate (Major character detector, basically). You can then make a judgement, to either impose debilitating curses upon them or major boosts to their capabilities. (This one wasn't an option in the vote because the Priest of Asuryan magical tradition was incompatible with the Exiled Prince background)
 
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[X] Leave it be, better not to push your luck when developing a good reputation with the Cult was the whole point of taking this contract.
 
[X] Leave it be, better not to push your luck when developing a good reputation with the Cult was the whole point of taking this contract.
 
So what do we plan to do in our first downtime?

I think it might be worth doing some hunting. There are a lot of interesting and valuable things to kill on the Oblast. On top of that it will depend on how much money we have to work with. It would be nice to have some more mercs to pad out our numbers, but the priority has to be getting the Swordsmasters their pay. These guys stuck with us through exile and now the Kislevite winter.
 
[] Leave it be, better not to push your luck when developing a good reputation with the Cult was the whole point of taking this contract.

[] Take matters into your own hands and take a look around the Stanitsa under the cover of the night.

My usual situtation of being torn and doing an approval vote until I make up my mind or just stick to supporting the options I like the most. Awesome update Blackout!

Edit: removed Xs because it seems like my vote is being counted weirdly. Gonna try again later
 
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[X] Take matters into your own hands and take a look around the Stanitsa under the cover of the night.

While Fanriel is a 1'95'' basketball player of an elf, she knows magic, including the Wind of Shadows (or Fire for a distraction). We must know what is behind these strange manoeuvers. Blindly supporting someone that, for all we know, may want to choose a successor to a den of Chaos cultists, is not a good idea.
Alternatively, it may just be an internal Kislev dispute, but still, being ignorant is not good, is it? There was a mysterious check of scrying the destination that we FAILED, at the start of the journey, countered by "??".

We now recognize the quiet shadow of mystery: unbidden presence behind the corner of your eyesight, uneasy feeling unformed yet oppressive, unrecognized glimpse voluntarily ignored, walnut of fear that you don't dare to turn towards... hopefully we can see reason and exercise CONSTANT VIGILANCE ;)
 
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Honestly, thinking about it, for spells, we might want to work our way up the chain of complexity one step at a time to see how difficult each is. We could use Track's Tale Told or Slip The Snare and considered both at chargen in terms of Simple spells, then try Sanguine Swords for Complicated, and so on.

[X] Take matters into your own hands and take a look around the Stanitsa under the cover of the night.

Fanriel can be invisible and inaudible and see in the dark. That should let her investigate pretty safely.
 
So what do we plan to do in our first downtime?

I think it might be worth doing some hunting. There are a lot of interesting and valuable things to kill on the Oblast. On top of that it will depend on how much money we have to work with. It would be nice to have some more mercs to pad out our numbers, but the priority has to be getting the Swordsmasters their pay. These guys stuck with us through exile and now the Kislevite winter.
Assuming you don't manage to piss off the Cult of Dazh to the point of non-payment, the contract is for 100 gold coins. From there on out you can splurge it all on trying to live as close as you can get to Ulthuani standards in Erengrad's Elven Quarter, camp in a tent outside the city and eat raw Ghyran, or somewhere inbetween.

They all looks really awesome, could you please threadmark it?:)
Sure, done.

That is no method of measurement I've ever heard of. :V
 
Lore of Starfire: Mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.
Lore of Skinshifting: Allows the user to not just imitate existing wildlife like Ghur can, but design and transform into entirely new creatures. Want to turn into a Hydra Dragon? A Mammoth that breathes fire from its snout? A giant insect monster? This lore has got it all.
All of those lores are cool, but those 2 are imo the coolest.
 
So what do we plan to do in our first downtime?

I think it might be worth doing some hunting. There are a lot of interesting and valuable things to kill on the Oblast. On top of that it will depend on how much money we have to work with. It would be nice to have some more mercs to pad out our numbers, but the priority has to be getting the Swordsmasters their pay. These guys stuck with us through exile and now the Kislevite winter.

I think a 50/50 split is reasonable, so out 10 swordsmasters get fifty gold to live off of and Fanriel gets 50 to do mercenary captain things... of which another five goes towards her own expenses, leaving us with 45 gold of which we should perhaps keep back 15 for a rainy day and then spend the other 30 on things to grow the company.
 
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