A Globe Trotting Wizard’s Meticulous Journal (Warhammer Quest)

Voting is open
[X] Plan: Magic Knight

Id prefer to have natural channeler, but beggars can't be choosers.

Edit:
[X] Plan: Sporty Tomboy Wizard
 
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[X] Plan Grandchild of the Dark Lord

[X] Plan: Sporty Tomboy Wizard
 
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By the way, it looks like the threadmarks don't have any arrow buttons. You may want to put them in.
 
Been thinking on this, and I believe I've come up with a plan for optimal fun.

[X] Plan: Sporty Tomboy Wizard
-[X] Polytheist
-[X] Loving Parents
-[X] Sports Enthusiast
-[X] Prodigious Witch Sight
-[X] Evil Ancestry
-[X] Child of Morrsleib
-[X] Elevated beyond the Mundane -
-[X] Exceptional Focus
-[X] War Gear
-[X] Wizards Robes
-[X] Amelia Albrecht (meaning Bright Nemesis)

Someone who would have been an absolute menace if born pre Colleges, who still might have the potential to be a Menace, but who is now just a fun loving, sporty Jade Wizard who has a tendency to get into scrapes and come out laughing in the end. Might even be some thing about nearly being a sacrifice to the actual Evil Ancestry part for some shady ritual just at the point of birth but was crashed by Witch Hunters at the last minute, so someone who had the potential to be a thing of serious evil but who ended up turning out okay between a good upbringing and finding healthy outlets for the magic they were attuned to early on.
 
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That doesn't seem right.

I mean, the winner is right, but it got six votes, didn't it?
 
This is what it's supposed to be:
Adhoc vote count started by justlove on Jun 6, 2024 at 5:29 PM, finished with 24 posts and 16 votes.

  • [X] Plan Grandchild of the Dark Lord
    -[X] Gnostic
    -[X] Loving Parents
    -[X] Linguist
    -[X] Model Ship Builder
    -[X] Prodigious Witch Sight
    -[X] Natural Channeler
    -[X] Evil Ancestry
    -[X] Child of Morrsleib
    -[X] Dark Muse
    -[X] Wizards Robes
    -[X] Amelia Albrecht (meaning Bright Nemesis)
    [X] Plan: Magic Knight
    -[X] Animist
    -[X] Loving Parents
    -[X] Model Ship Builder
    -[X] Sports Enthusiast
    -[X] Evil Ancestry
    -[X] Child of Morrsleib
    -[X] Elevated beyond the Mundane
    -[X] Exceptional Focus
    -[X] Horse
    -[X] War Gear
    -[X] Otto Sigwin
    [X] Plan Green Thumb
    -[X] Gnostic
    -[X] Elementalist Enthusiast
    -[X] Prodigious Witch Sight
    -[X] Natural Channeler
    -[X] Witch Hunter target
    -[X] Elevated beyond the Mundane
    -[X] Berthold Mendel
    [X] Plan: Sporty Tomboy Wizard
    -[X] Polytheist
    -[X] Loving Parents
    -[X] Sports Enthusiast
    -[X] Prodigious Witch Sight
    -[X] Evil Ancestry
    -[X] Child of Morrsleib
    -[X] Elevated beyond the Mundane
    -[X] Exceptional Focus
    -[X] War Gear
    -[X] Wizards Robes
    -[X] Amelia Albrecht (meaning Bright Nemesis)
 
Preparations to leave Part 1
A/N Well I set up the count wrong but Our Dark Lady has won, this will be her story. Please note that she will not be excessively edgy, there is darkness in her past but she was raised by loving parents in the nurturing environment of the Jade college. Said parents will appear soon, you don't need a vote to see them and some parts of her character creation may take a turn or two come up.

Amelia Albrecht Character Sheet

Martial 11 + 3 = 14 - You may not have been trained in traditional combat arts but the Wind of Life itself courses through you, while you are hardly a powerhouse you are in nearly perfect physical shape. Combined with training on how to incorporate your magic into combat makes you more dangerous in a strait fight than you appear.

Intrigue 4 + 3 = 7 - A life time in the college most famous for its nurturing and kindness has not left you with a mind best suited to subterfuge or trickery. Luckily you still have magic to even the score.

Diplomacy - 8 + 3 = 11 - You've always been naturally sweet with a friendly disposition. However a lifetime not only within the Jade college but intensely drilled on the dangers of your natural power means you don't have as much social experience as one would expect.

Stewardship - 13 + 3 = 16 - Your mother always said "better to have and not need than to need and not have. You may never run a business or a castle but she wanted you to have a head for budgets and finance. No daughter of hers would be made a fool of by hucksters."

Learning - 16+5 = 21 - You have always had a great love of learning, reading books and hearing the stories of the matriarchs of your college. You have a sharp mind, one trained to break down puzzles and analyse new phenomenon.

Piety - 9 + 3 = 12 - You are hardly devout but the divine does interest you from a theoretical perspective. Hopefully this journey might also serve as a spiritual journey as a magical one

Magic - 14 + 10 = 24 - You have a raw connection to the Wind of Life like few others and a rigorous training regime from your master's has help to refine that even more. You rarely misstep with your power and when you have he was always there to correct it. But if anything that just made him more afraid for the day you do lose control on the battlefield.

Standard Miscast DC - 9
Equipped Miscast DC - 7

Traits

Lidless Third Eye - Your Witchsight is permanently open and requires active effort to stop seeing the flow of the Winds of Magic. Plus 10 to magic rolls, requires a roll to stop using it in dangerous situations.

Natural Channeler - Your body, mind and soul are a natural channel for Ghyran and with that you have your own source of power to draw on. This makes casting magic slightly safer for you but in the Chaos of the Battlefield your really going to need it. Roll magic dice twice and pick the higher number, this does affect miscasts but if both are beneath the DC your miscast will be catastrophic.

Bottle Maker - You like little ships, it might seem silly but they are so cute. It takes hours to assemble even part of one and you are rather proud of your little collection. Lowered miscast by 1

Linguist - Words are more than sounds, they the keys to reason and for those who will listen the enunciation of truth. You will not let a language barrier prevent you from understanding others. You are fluent in the written styles of half a dozen language. You haven't needed to but you can turn this talent to spoken word too. No action required to learn languages.



Evangeline Aegir POV

To those who spent their time around the powers of magic, both fair and fell, there were 3 senses to consider. These were not the senses most were accustomed to.

On could not see, hear, taste, smell or touch magic, not truly those words were used to be sure. But only as quick way to explain things to the initiated and indeed because the user did not often full understand what they were experiencing. The methods by which human beings sensed magic, were entirely alien to them. Instead there were three additional senses that had to be developed over time.

Most difficult of these was only half a sense, known as Channelling. Where one did not simply bend their wind but rather allowed their body to become a channel, by which arcane forces enacted their nature upon the world. This may take the form of Hysh, where light would pore forth and banish evil. Or with Aqshy where flames would spring to life of their own accord but unnaturally move away from those the Channeler considered a friend. This was also a perception of magic as one could feel how it entered the world and was the purest way to touch a single Wind. It also further exposed oneself to the Aethyr in a way just using a Wind did not.

The next, was the more famous Witchsight. Unlike what superstitious peasants claimed, this wasn't a mutation, wizards did not have a literal third eye. Indeed, despite being called "the Sight", it did not always express itself through ones eyes. Rather through training and comprehension of the mystic arts, a practitioner focused their pre-existing senses to become something entirely else. Gaining the ability to observe their chosen wind as it travelled south from the northern wastes. They may see colours, hear notes, but they were seeing or hearing anything at all. Rather it was an entirely new sense expressing itself through the medium of the Wizards old ones. This was why Witchsight was just as likely to not use one of five primary senses. Evangeline had met one wizard who sensed magic through their Thermosensation and Equilibrium. Even when it was sight based, it often had more in common with proprioception. As Wizards could often "see" changes to the winds that were happening behind them. Wizards Lords could also obverse the Winds through solid objects without difficulty.

The last sense was by far the most common, simple intuition. This built up over time, as a body was exposed to magic and then felt the receding of it, said body learned to express these facts to the mind. In the form of itches, sweating, spine chilling tingles and other minor quirks. The fact that all humans could acquire this sense was considered proof by scholars that all humans were innately magical. Though if one of those scholars tried to tell a radically conservative witch hunter that, they would most likely be burnt.

Evangeline had developed a particularly sophisticated sense of intuition for magic. As someone who's first job at 14 was as a secretary at Baron Henryk's College of Navigation and Sea Magicks, she'd seen plenty of wizards before quitting at the age of 19. She had then taken up a series of jobs as assistants to the Empires many traveling wizards. That had been necessary, as at the time her husband moved around a great deal and she liked to be close to him. Wizards always needed staff to do the busy work, not ask questions and not sell their secrets. How she ended up working for a witch hunter in her old age ... well that was another story entirely.

What mattered was, Evangeline had met plenty of Wizards. She had never met one like this.

Evangeline's intuition had become something of a hobby. It didn't really express itself to her physically but rather emotively, the presences of each wind generally summon forth feelings from nowhere. She had carefully noted down over the course of decades, what each wind of magic made her feel.

Hysh made her feel relaxed and as if her body were bathing in cool morning sunlight, Azyr felt like the wonder of a moonless night at the height of summer. Chamon always set her fake teeth on edge and made her feel like she needed to take care of herself, Aqshy made her heart beat faster with excitement and reminded her of the adventure her life had been. Ulgu always made her feel like she'd just told a joke everyone else would understand later and Shyish as if there were a very comfortable bed waiting for her somewhere in the next room. Ghur gave her the feeling of seeing a wolf pup, you knew it was dangerous but right now it was just so cute and Ghyran made her feel like that 16 year old rushing off to get married again.

Usually these feelings only came when a Wizard was actively casting spells, when they weren't it was different. Without even looking at them she could tell there was a Wizard in the room but no more than that.

Particularly old and powerful wizards gave off feelings from their arcane marks, which Evangeline had often been able to intuit the story behind they got said mark without hearing it first. But the feeling here was present across the body and continuous.

To mundane senses, Amelia was merely a young woman. On the short side but not exceptionally so, with rather pretty ocean like eyes and hair that vaguely reminded Evangeline of wheat. Slightly bushy golden hair that cascaded around her head and down her back. She had a surprisingly intricately woven set of robes, something about them spoke of time and care. In the sleeve of the robe was a small wand, it set her intuition off to look at it but not particularly strongly, so magical, but not impressively so.

To her magical senses though Amelia was like a wellspring, nothing was innately dangerous about it. But as you leant over to drink you had the feeling you might get swallowed up by it if you leant in too close.

It wasn't bad, in fact it was quite comforting. It was nothing like what small pieces of black magic she had encountered in her life. In truth it wasn't even that strong at all, it paled in comparison to the pieces of battle magic Evangeline had witnessed in the defence of Marienburg and Altdorf. It was never the less persistent thrum of power that emanated from the young lady.

Amelia meanwhile sat and fidgeted, likely naturally uncomfortable in a place so full of witch hunters. This building might not be a chapter house, merely a bureaucratic centre. But none the less Templars and Members of the Order of Sigmar marched in and out constantly. Proudly displaying their twin tailed comet and hammer insignias for all the world to see. While the Colleges and the Order were allies, both being subjects of the empire, their history with one another wasn't always easy. It was hard to believe the nervous young woman was the source of such power. Evangeline had managed to get her to open up somewhat about her life.

Model ship building and Languages were not the most common hobby for a young lady or a wizard but then who was Evangeline judge. Her husband collected the finger bones of saints and paid such stupid amounts fOR WHAT WAS CLEARLY A FAK ... ahem anyway. Who was she to judge.

The girl was quite proud of her natural connection to her wind, which would explain the feeling that surrounded her and her gazing around the room at innocuous places that most likely contained something interesting to one with the Sight. She had laughed at Evangeline complaining about her husbands spending and related her own mother's woes with her father. Said father apparently wrote a column in the Altdorf Post pamphlet. Not a bad job that. She had not so subtly changed the subject when it came to extended family

Evangeline Intrigue Roll DC 70 - 47+?-?= 51

but Evangeline was too old to care about a young girl's secrets. They had done a background check over night and couldn't find anything bad. Both parents mundane, all grandparents equally so going back as far as records began at the Coronation of Magnus the Pious.

When it came time to ask about her skill set it was interesting but seemed somewhat lopsided. Amelia had explained "I'm really proud of my Barkskin and Father of Thorn they're my shield and sword. Barkskin might not be a suit of armour but I'm still fast and flexible and not so squishy, Father of Thorn is great. Since it conjures a thorny web it can be used to incapacitate but at higher power levels would be lethal to multiple enemies, even armoured enemies can get caught and be powerless. Plus I'm confident in using it against one or many foes".

She also had a slew of other spells for transport and observation but surprisingly few for healing. She was very proud of her skill with Regenerate, which only worked on the caster. However she had explain "Regenerate usually comes later, but I've always had easier time directing Ghyran inside me or at nature rather than people. Plus given the passive Ghyran in me, I actually heal pretty fast without casting a spell. Master theorised I might be able to us Regenerate by just wanting to not be injured" She looked sheepish "but we never tested that too much of course".

But she did not seem to have as much confidence in her ability to cast healing spells on others. Evangeline didn't ask, but she was pretty sure she knew why. Practically every wizard she had ever met stressed the dangers of too much magic being used on a person at a given time. Too much Chamon started turning people to stone, too much Ghur and they might grow wings. Lots of magic with no direction or a spell that was functioning perfectly but too powerful for the target were both potentially lethal. If her intuition about this girls natural power was right then she most likely hadn't used too much healing on others for fear of over doing it.

Her Journey would most likely force her out of that mindset.

Still what she heard suggested that, while inexperienced in the real world, this girl could take a beating and keep going. Further when prodded she revealed a comprehensive understand of all her spells, along with a simplification that a non wizard could understand. Enduring and insightful would be a good combination on this mission. Further the girl didn't have a deceitful bone in her body, she had secrets, who didn't? But she was terrible at keeping that she had a secret, secret. Which was good, the witch hunters could be suspicious, these might be the more openminded sort but not need to agitate them further.

Having gotten Amelia a bit more comfortable, Evangeline made her decision. While there was no doubt the expedition was going to take every Wizard it could get, a preliminary examination was still a good idea. That was why she had been tasked with assessing each of the candidates skills and dispositions. With an offhand inscribed coded sigils on a small piece of paper she would palm to Heinrich. This would let him know what Amelia offered and how much to reveal to her about the origins of this mission. Further a quick summary of what Amelia brought to the table. He liked to do things that way as it lent him an aura of Omniscience.

As she led Amelia down the hallway through to Heinrich's office she give the Journeywoman as brief rundown of the trip. "We'll be starting hear in Reikland and making our way south through Parravon and then down through Quenelles, Carcassonne and Miragliano. That should be the first 6 Months of the journey, I'll be following you as far as Miragliano to help operate our base there." Amelia looked startled and Evangeline was pleased by her observation and treated her reaction like a question, "You're right a small party of a few hundred men mostly on horses with Wizards for logistical support shouldn't take 6 months to travel less than a thousand miles.

"But foreign Witch Hunters and Wizards can't afford to startle the locals so you'll be meeting with a lot of local elites that will slow you down, particularly the further away from the Empire you get. A baron in Parravon can't afford to anger the Church of Sigmar and the Colleges who both have the ear of the Emperor. But a princeling in Tilea might take that risk it if he felt threatened."

The two women had reached the office the leader of this Imperial expedition and Evangeline finished her explanation "You and all the other wizards will be taking several ships with the templars to Al-Haikk about a year after your initial departure from Altdorf. From there you will be meeting with the Padishah, he'll be launching his own expedition." Evangeline hesitated before adding "technically he'll have no official authority over you or the Imperial expedition but you'll be in his lands and need his supplies so any "suggestion" from him is basically an order. "

With that she swept the young wizard into the office.

Amelia POV

As you are guided by the kind secretary who had made you feel so welcome in this unfamiliar place, you practically faint upon entering the room. It's hardly an imposing place, a small office with an unimpressive desk and a smattering of chairs.

The people sitting in those chairs are however very imposing. The winds of magic coil around and through them according to your Witch Sight. There are three of them. They are interesting enough to your mundane senses but to 7th and 8th sense they are awe inspiring.


A small man, bald and reedy. With some extremely large spectacles perched on top of an overly large nose. His pupils have been replaced by gear cogs and his skin is almost the colour of brass His wizards robes are of immaculate quality and seems to made out of mercury woven into strands, shimmering with light and purity. Not purity in the form of virtue or moral righteousness but a simple rejection of corrosion and physical corruption. A truly breath taking number of arcane marks burn on his body and soul. You are uncertain how many of them would be visible only to the naked eye and can't be bothered to turn of your Witchsight.

The second is woman of nearly impossible beauty clad in animal hides, she could pass for a Norscan princess if those savages had such a thing. Her presence feels almost like an Ouroboros to your Eighth sense. Your Witchsight reveals nothing but you can sense that she is constantly channelling Ghur through her body in an endless repetitive cycle. You realise it is like a predator chasing a prey it can never catch. Only for the predator to tire, die, decompose become feed be consumed by the prey and in turn attract another predator to start the cycle again. You wonder what would happen if the Predator were to catch the prey.

The last member appears to be a literal shadow. It is a shawl whose hood contains no face of any kind. The arms of the robe are wrapped around the handle of a long scythe that some seems both terrifying and reassuring. Shyish does not so much pool within this being but rather seems to hang across its shoulders like a mantle. It seems to be both at his command and also waiting patiently for him at the same time. Like it will obey every order but has a higher order that it must follow.

All three of them are so radically different and yet are so obviously Wizards of the highest calibre. you are certain that all of them are Lord Magister rank at minimum. While you are certain that the others are not the Patriarch or Matriarch of the Amber or Metal orders, the third person may be the leader of the whole Amethyst college. Around the three of them, small apparitions smaller than your smallest toe are born and die within their arcane marks. They burst from the ambient magic and then find themselves in an environment that can't support them and fizzle away. This is something you have seen before but in the Jade college from Jade magisters and since it is in place so saturated with Ghyran they maintain themselves for some time before peacefully fading away. Its usually rather beautiful but in this case rather distracting.

The three wizards haven't notice you staring as they are deep in discussion and flush in embarrassment realising you hadn't even noticed the offices owner. Who have been in another corner of the room getting himself a drink. Heinrich however looks quite pleased to see you and Evangeline. He walks over and gives you a polite and handshake and actually reaches in to cup Evangeline's cheek and kiss the other. She giggles and swats his hand away.

(Intrigue - Do you notice the note? DC 80, Result = 20 + 7 = 27)

You can't help but wonder how such nice people ended up working for the Witch Hunters.

Still as Evangeline bustle off Heinrich had to cough to get the Wizards attention who stopped arguing and turn to look at you. Under the eyes such august figures not associated with your college you are actually glad that Heinrich can take the lead.

He steps forward and says "I'm glad you are all so intrigued by the data we have so far collected but if we can get on with the topic of today's discussion. I've gathered you all here today because Amelia looks to be our final expedition member, someone else may be picked up by our recruiters and they may follow later but we'll be leaving before the end of the week" you jump slightly at how soon that is but Heinrich has already moved on "and I thought this would be a good opportunity to kill two birds with one stone to go over our mission objectives and parameters one last time with the tree highest ranking wizards of the expedition. As well as bring our newest member up to speed."

Heinrich cleared his throat and began to give a speech he had clearly given dozens of times before "Attacks by undead are not rare. Sylvania is crawling with unsanctified grave yards, Warpstone in the swamps and necromancers practically grow on tree. The Tomb Kings come a little less often due to distance and lack of need to come here. But every now and then a university or noble will have bought something from that sand blasted hell and some army of undead shows up to get it. But this time was a little different because it wasn't us the Tomb Kings were after but another undead. Seems some vampire about 5 years ago had used proxies to get Nehekaran magic texts out of Nehekara. Well the tomb kings didn't like that and sent an army to get it back, they burnt down the manor of the noble proxy and tracked the vampire down. In desperation said vampire used some Warpstone and what knowledge of necromancy he had to raise his own army. We were trying to deal with both of them but one took care of the other".

Heinrich had so far delivered his message in the mien of a bored bureaucrat but the next words were different hushed and wary, the sounds of someone who had seen something that made him deeply uncomfortable. "Normally when undead fight undead its a question of who can be the most unhinged and pull out the more unstable and insane scheme to destroy the other. This was different the one leading the Tomb King army wore the raiment of one of their priests. He raised his arms the skies in prayer and flung open a sarcophagus. I know what necromancy feels like it and that wasn't it, this felt Morr's own Stone Portal".

The Shyish magister leaned forward and spoke in a voice that could have belonged to an angel of penitence, "On that day you were accompanied by journeyman Pius a faithful of Morr and he did not disagree with your assessment. He had witness both necromancy and our own arts, along with being baptised in the Morrite custom and he agreed that what the Tomb kings did resembled that more than anything."

The hood turns to you and you try to decide where you should be looking as it continues "When the ritual was complete the entire army of undead simply fell to the ground, the vampire was slaughtered and the Tomb King army retreated with their spoils. We don't know what the vampire wanted and now its dead it hardly matters. What does matter is that the Tomb Kings were able to call upon divine assistance rather than just strange magic. Further they displayed an alarming resistance to our arts. There has never been a proper study into this. There needs to be, if the Undead have a way to resist our methods we must know them."

"But more than that" The Chamon mage noted "We have an opportunity to see magic from a new perspective. Teclis unified the Imperial traditions of magic and made them into a cohesive whole. All the colleges are rooted in older traditions. My own in Alchemists, yours in the Druids" he gestured at you "Mellissa's in the followers of Taal" gesturing at the Ghur magister "Fredrick's in the thousand little rituals done by grave keepers." finishing by pointing at the empty hood.

Intrigue - Do you notice what Heinrich is doing? DC 65 Result 48 + 7 = 55 (This discussion by Wizards is much more interesting than looking at the one man who isn't talking right now.)

"But Human magic is far older than even that, however study can be difficult. The Bretonnian's and Kislev see intensive scientific study as blasphemy. Tilea and Estalia have the same traditions as us and no unified structure, so to learn more we need to look further afield." He looked pointedly at his two companions and said seriously "This isn't just a chance to smash a few undead and learn to smash a few more. This is a chance to expand on the very fundamentals of our understanding of magic."

The apparently name Mellissa snorts and says "All of that is true Solomon, but if we wanted to just experiment and read we could do it in towers here. If we're going half way across the world, we'll need to bring back a little more than theory."

"Quite." Heinrich agree clearly annoyed at being highjacked but then apparently this was old ground for the three of them. Heinrich turned to you and said "It'll be good for our logistics to have someone who knows Fat of the Land and Regenerate makes you more durable than you look." You can't help but be impressed that he managed to get your college folder sent over in just one day, that normally takes weeks. Years later when you were more familiar with subterfuge you would kick yourself for thinking that friendliness meant guileless.

Henrich pulled out a piece of paper with signatures on it and explained with a touch of pride "So far we have 41 Wizards on this Journey, you'll be number 42. We have a smattering from all 8 Colleges. Since Wizards tend to be independent by nature our structure is a little less formal than I might like. However we've managed to organise ourselves as follows. I am the recognised leader of the expedition and both the Ecclesiastical and Collegiate elements of it will report to me. Below me on one side will be the standard command structure of the Order of Sigmar, but on the other it's a little more complicated. Solomon, Mellissa and Fredrick are the three most senior members of the expedition. Solomon is the foremost enchanter of all the colleges, Mellissa on Spirits and Apparitions and Fredrick on the interaction of magic and the divine".

Diplomacy = 33 + 11 = 44

You can't help but notice the way he meets the eyes of Solomon and Mellissa as he introduces them but is looking firmly at you when he speaks of Fredrick.

"They are the joint heads of the magical research element of the expedition. They will preside over you and enforce the Articles of Magic and discipline. Other than that, you are a journeywoman now, feel free to conduct yourself and focus your efforts however you see fit. I will need you to swear to obey my overall military commands as they pertain to the safety of the expedition and the Empire" Heinrich eyes turned deadly serious "on that last item I wish to make one thing very clear to everyone. Too many times items have been brought back from the land of the dead and it invited catastrophe to the Empire. That will not happen here, we will bring back knowledge, techniques, any experts who wish to come with us. But no working artefacts that could be traced back to the empire."


You nod as you finish signing your name on the line.

Heinrich's seriousness faded and he reached forward to shake your hand again. "Welcome aboard Wizard Albrecht" He spoke "From now on you are part of the 2383 Imperial expedition to the Lands of the Dead. Please ensure that all personal matters are taken care of before leaving."

Actions

One action per stat. Additional actions may be earned with time

Martial - Bonus = 14

[ ] Search the Library - The Jade college was founded in wartime just like all of the others. To that end it has a variety of combat spells and techniques that could be extremely valuable. DC 30/50/90, reward potential combat spells to learn. Time: 1 turn.

[ ] Make war gear - Your wizards robes are excellent for helping you to control the arcane forces but have little protective measures. Further you have never held a weapon that wasn't a focus in your life. Perhaps you should put some effort into making some, though it could take some time. You can't wear iron armour and even leather might be a problem. You'll have to make it out of magically grown wood, which will require finding someone to show you how to grow something that will stick around without soil or water. DC 60/90, reward war that will increase personal combat martial rolls. Time: 3 turns, final turn will require a magic roll.

[ ] Who's the boss - Heinrich is in overall command and thus busy but he must have delegated control of the troops to someone. Ask after that someone and see if you can get instruction from them in military matters. DC 50/90, reward familiarise yourself with how the expedition will combat threats. Time: 1 Turn.

Intrigue - Bonus = 7

[ ] Investigate Heinrich - You may not be the most astute of individuals when it comes to spy craft. You only really did a cursory check about Heinrich to make sure he and his expedition were legitimate. But you still know only the bare bones of the incident that propagated it or indeed what his personal goals are. DC 25/50/95, Reward knowledge on how the expedition began and the specifics of what it will do. Time: 1 turn.

[ ] Investigate the Route taken - While you have been given a cursory explanation of how this journey will take place. It couldn't hurt to know precisely where each stop will take place and if there are any secondary objectives. DC 15/35/85. Reward the mapped out route you will take and knowledge of opportunities along the way.

[ ] Enquire about a personal investigator - You are not good at these sort of things. So far in your life the straight and narrow path has always been the easiest but something Evangeline said stuck with you. You will be outside of the Empire and beyond the reach of Imperial laws except those enforced by people who will need your help. This is a grey area and it couldn't hurt to find someone to help you navigate it. DC 55/80, Reward Assistant experienced in circumspect work, they can be assigned to help you with various things which will add to your roll (rules for that page 1).

Diplomacy - Bonus = 11

[ ] Introduce yourself to one of the Magisters- While the three magisters might be in joint command it may be a good idea to meet with one of them before the expedition begins. DC 40, Reward Information on why they and they colleges are so involved in this.
[ ] Write In Magister

[ ] Have a letter sent - Evangeline seems to know who will be in charge of the docks at Tilea given that a ship seems to have already been chartered. Ask her to send a letter to them introducing yourself and making a good first impression. DC 25/50/90, Reward Contact with Order of Sigmar agent in Miragliano possible advantages in shipping things over. Time 1 Turn.

[ ] Try and get in contact with Julius or Marcel - Just because you're not going with them doesn't mean that you don't wish them the best success. While not working directly for them might cut you out of the best of their work you still might benefit from an open communication line. DC 25/70. Reward Open dialogue with one or both of them (Write in below which one you get both on 70 or higher). Time 1 Turn.

Stewardship - Bonus = 16

[ ] Acquire your own wagon - This expedition will no doubt be made up of both mounted and drawn beasts of burden. However it would help a great deal if you had your own, it would serve both as a private place to rest, study and keep research material. DC 45, Reward your own horse drawn cart. Time 1 Turn.

[ ] Find whoever is in charge of logistics - It was mentioned that your skill with Fat of the Land would be helpful, a person not needing to eat or drink for an entire day would cut down on resource consumption. The value of that will increase once you are in a hostile desert. But there might be something that you can do now. DC 30/50/90, Reward contribute to the missions logistics and get to know the man in charge of it. Time 1 turn

[ ] Bring Research supplies - The expedition will no doubt have its own and you should be able to buy some in Tilea but it might be worth bringing some instruments, reagents and tools accessible to Journeyman who are about to leave. DC 40/55/75, Reward Equipment to help you experiment. Time 1 Turn.

Learning - Bonus = 21

[ ] Study Tilea - While Tilea is often dismissed by Imperial magical scholars as inferior, lacking as it does a unique tradition of magic and Elven strictures, none deny its engineering and civic accomplishments. It could prove beneficial to study the structure of Tilean society and history. Even if it produces nothing for research purposes it might help with the logical front or indeed offer insight into ways you could do things in the Empire. DC 35/55/90, Reward knowledge of how Tilea is currently faring and what are the latest Arcane happenings. Time 1 turn

[ ] Study Araby - Far away in the land of Djinn sorcerers live like kings and may in fact be kings, or so they say. As someone raised to obey the decrees of the emperor a land where magic users hold such power is a fascinating idea. It would be most interesting to learn more about the history and culture of Araby. While they guard their magical secrets closely it might be worth while. DC 35/55/90, Reward knowledge of Araby's current political climate and its arcane traditions. Time = 1 Turn

[ ] Study Nehekara - This is perhaps the oldest human civilisation on record. It thrived in a time where humans were mostly nomadic beings. As far as Imperial historians are aware they never received tutelage from the Elves, which would make them the most of advanced wholly human arcane society. The value of research into them is enhanced by how many of the things there Priest have done still exceed our understanding. DC 35/55/90, knowledge of the most recent imperial texts on the subject. Time 1 Turn.

[ ] Foci Research - Like all wizards you have painstakingly crafted your wand and never travel without it. However this was merely an apprentices attempt at it supervised by your master, it serves but perhaps now you can do better. DC 40/55.70, Reward unlocks action to start crafting a better foci. Time 1 turn.

Piety - Bonus = 12

[ ] Acquire Holy Books - The Empire has many gods and in turn each god has many holy books. It might be a good idea to acquire a few to bring with you to these foreign lands. While you may not be the most devout of people you do have some measure of faith in the gods that have watch over the Empire, it wouldn't do to let distance make them a mere memory. DC 25, Reward Holy texts of the Empire. Time 1 Turn

[ ] Research about the interaction between divine and arcane magic - This has always been a touchy subject, priests undoubtedly affect the winds of magic when they work their gods wills. Those Wizards most in touch with Aethyr have also reported disturbances in the presence of blessed priests. Perhaps you should examine this intersection, but carefully and from a pious mindset, it wouldn't do to offend the priests or more importantly the gods with over invasive questions. DC 65, Reward Insight into where each sides approach to magic begins and ends. Time 1 Turn.

[ ] Meet with the highest ranking priest of Sigmar on this expedition - This might be a joint venture but the Wizards have been placed under the military command of the church, by order of the Emperor and the consent of each Wizard who joined. However while witch hunters are part of the religious body of the empire they are not themselves priests. You really should find out about the priest who is in charge of theological matters and talk to him. DC 35/70, Reward find out who is in charge of the priests here and what he thinks of this. Time 1 turn.

[ ] Reflect on your personal beliefs - As said before you are hardly a devout person. But you do believe in the divine and accept that it is something wholly different to the arcane workings of yourself and the college. Perhaps you should instead look inward and see what you find from such thought. No spark of the divine has touched your heart before, perhaps you should be the one to reach out. DC 70/100, Reward consider your beliefs and maybe reach out. Time 1 Turn.



Magic - Bonus = 24

[ ] Apparitions - These creatures are poorly understood by imperial science. They are a catch all term for things born of magic but not directly related to either the ruinous powers or necromancy. You have seen many apparitions in your life but these are transient things perhaps you should explore closer. But carefully, one of the reasons this has been poorly studied is that even wizards sometimes cannot tell the different between Daemons and Apparitions. DC 80/ 110, Reward experimentation into apparitions and their nature. Time 3 Turns.

[ ] Arcane Marks - Despite studying deeply into Ghyran you have yet to develop a mark, mostly due to your master being extremely careful with your training. However one day you will have one, perhaps you should consider their nature and what to do about them. DC 35/60/70, Reward personal insight into what arcane truly are. Time 1 turn.

[ ] Contemplate Ghyran - It is the wind of life, it rains down from the sky itself and makes its home in plant and woodland but also streams and creeks even the sea is said to hold it well. But more than that it comes from within you, it is not something you consciously think about, like the beating of your heart or breathing it is just always there. Your natural connection is very strong but you can still look outwards and catalogue to your own satisfaction how it behaves in the world. DC 65/85, Reward Insight into Ghyran's effects on the world. Time 2 Turns.

[ ] Concentrate on Channelling - For most Channelling is a skill to be learned for you it was fact of life that had to be acknowledge. At all times Amelia Albrecht as an entity acts as a conduit for Ghyran into the world. You have done little experimentation into this other than to draw on your own Wind rather than ambient Ghyran. Now you must consider how to improve your ability to do so. DC 80/95. Reward Comprehension of your personal connection to Ghyran and the Aethyr. Time 2 Turns.


A/N I thought it would be nice to start this off from someone else's perspective, it shows how Amelia is from the outside, sweet a little trusting but frighteningly strong to those who know how to see it.

The first few turns last three months each, turn 1 is here, turn 2 half way through Bretonnia, turn 3 Miragliano and turn 4 in Araby a year after the quest started in Altdorf. I may alter this as we go. I don't want to just skip over the Journey but people voted for Nehekara so I don't want to put off getting there too much either. There will be opportunities at each leg of the journey to set up a chain to bring things south to you and you can order them once you are established there,
 
[X] Plan Connections and Markings
-[X] Search the Library
-[X] Investigate the Route taken
-[X] Introduce yourself to one of the Magisters
--[X] Solomon
-[X] Bring Research supplies
-[X] Foci Research
-[X] Meet with the highest ranking priest of Sigmar on this expedition
-[X] Arcane Marks

Essentially, we make some important connections and inquire about Arcane Markings with the man who seems to have the most of them. It's more focused on long term preparations rather than short term benefits.
 
[X] Plan: Hit The Books
-[X] Search the Library
-[X] Enquire about a personal investigator
-[X] Have a letter sent
-[X] Bring Research supplies
-[X] Study Araby
-[X] Acquire Holy Books
-[X] Arcane Marks
 
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