In Victory's Shadow - A Barbarian Warlord Quest

That's if Necromancy is particularly easy to do and is something any sorcerer can make happen. People seem really convinced that we need to merely be skilled in magic, chant some words and do a silly dance and we'll get hordes of zombies when if it was that easy to do, we certainly would have heard undead being mentioned here, either part of the Khan's army or standing guard around the village we're crashing in.
I'm not imagining an instant I win button, more a way to that. Besides, I don't think going for Leadership is more promising than Magicks. It does help in the short term when a lot of the Khan's men are scattered, but would it work out better than Necromancy afterwards?
 
Ok, since people are really invested in the idea of going Necromancer, you said prior that magic in this setting isn't the kind where a sorcerer can just obliterate a company with a fireball with ease, so I would like to know the feasibility of actually being able to be raising the dead en masse and if we did try to raise the dead Khan as a Wight or something would they still retain the same skill set and proficiency they had in life?
With the skill level you can achieve right now, you won't be raising any armies of the dead. That's the kind of thing that takes major rituals conducted by masterful sorcerers like the strongest of the Sorcerer Kings.

Since you did not pick the Sorcerer King background, you will have to go through the whole apprentice level of magic without being able to neatly shunt it into the backstory. At the lowest levels, magic in this setting is not powerful enough to just apply it like a blunt object. You will have to be careful and clever in how you use it to make the most of it.

For example, as a novice necromancer, you will not be able to create and maintain more than a few basic undead servants and they won't be that great in combat. Their main advantage at that stage is being tireless and loyal, but how to best leverage these advantages is up to your creativity.

At the highest levels, you can snip your fingers to raise dozens of minor undead or conduct rituals that bring back someone like the Khan ten times stronger than he was in life, but you need to be aware that it's a long, long way there.
That's if Necromancy is particularly easy to do and is something any sorcerer can make happen. People seem really convinced that we need to merely be skilled in magic, chant some words and do a silly dance and we'll get hordes of zombies when if it was that easy to do, we certainly would have heard undead being mentioned here, either part of the Khan's army or standing guard around the village we're crashing in.
Undead were part of the Khans vanguard. Past tense. The heroes killed most of the skilled necromancers for very obvious reasons.
 
[X] Plan: Chosen of Hora

switching my vote, think I like Blunt better when it comes to our character's personality.
 
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you will not be able to create and maintain more than a few basic undead servants and they won't be that great in combat. Their main advantage at that stage is being tireless and loyal, but how to best leverage these advantages is up to your creativity.

At the highest levels, you can snip your fingers to raise dozens of minor undead or conduct rituals that bring back someone like the Khan ten times stronger than he was in life, but you need to be aware that it's a long, long way there.
That's a lot of way from undead chaff spam, more for unbreaking capstone undeads it seems. Short term, I can see them being useful for keeping watch when no one else can, maybe useful for getting enemies stuck while the caribou moves elsewhere. (Maybe some undead caribou for another force to rampage against the enemy.)
 
Fairly close. Vote will remain open for about another day I think.

Adhoc vote count started by Azel on Sep 9, 2024 at 3:28 PM, finished with 57 posts and 30 votes.

  • [X] Plan: Chosen of Hora
    -[X] [Youth] ... taught to lead by your father.
    -[X] [Weakness] ... too blunt.
    -[X] [Achievement] ... slaying a Stallo.
    -[X] [Patron] ... Hora, the smith and warrior.
    -[X] [Action] ... to move south.
    [X] Plan: Paved with Bones
    -[X] [Youth] ... a shaman's apprentice.
    - [X] [Weakness] ... too trusting.
    -[X] [Achievement] ... slaying a Stallo.
    -[X] [Patron] ... Jabme Akka, the lady of the dead.
    -[X] [Action] ... to move south.
    [X] Plan: Action and Secrets
    -[X] [Youth] ... a shaman's apprentice.
    -[X] [Weakness] ... bad with money.
    -[X] [Achievement] ... the daring raid in the south.
    -[X] [Patron] ... Vuovdaisit, the master of the forest.
    -[X] [Action] ... to move south.
    [X] Plan: Favors the Bold
    -[X] [Youth] ... taught to lead by your father.
    - [X] [Weakness] ... too trusting.
    -[X] [Achievement] ... slaying a Stallo.
    - [X] [Patron] ... Lihkku Akka, the lady of luck and fate.
    -[X] [Action] ... to move south.
    [X] Plan: Warrior of Honor and Power
    -[X] [Youth] ... taught to lead by your father.
    - [X] [Weakness] ... too trusting.
    -[X] [Achievement] ... brokering peace with another tribe.
    -[X] [Patron] ... Beaivi, the goddess of the sun.
    -[X] [Action] ... to move south.
    [X] Plan Witch-Queen
    -[X] [Youth] ... a shaman's apprentice.
    -[X] [Weakness] ... too blunt.
    -[X] [Achievement] ... brokering peace with another tribe.
    -[X] [Patron] ... Jabme Akka, the lady of the dead.
    -[X] [Action] ... to move south.
    [X] Plan Cool Plan Name
    [X] [Youth] ... a shaman's apprentice.
    [X] [Weakness] ... too blunt.
    [X] [Achievement] ... slaying a Stallo.
    [X] [Patron] ... Beaivi, the goddess of the sun.
    [X] [Action] ... to move north.
    [x] Plan: Taught to Lead, not to Read
    -[X] [Youth] ... taught to lead by your father.
    - [X] [Weakness] ... too trusting.
    -[X] [Achievement] ... brokering peace with another tribe.
    -[X] [Patron] ... Beaivi, the goddess of the sun.
    -[x] [Action] ... to stay and gather strength.
 
For example, as a novice necromancer, you will not be able to create and maintain more than a few basic undead servants and they won't be that great in combat. Their main advantage at that stage is being tireless and loyal, but how to best leverage these advantages is up to your creativity.
Sounds like early level zombies are better in a support role; tireless packmules capable of walking indefinitely at maximum encumberment while also being able to do it faster than a living creature, flying zombie birds to act as scouts (maybe), and ranged combatamts. Plus, we'll be able to rapidly grow our magical corps through the masterless apprentices of the horde.
 
Tireless also means they can be useful for field construction and engineering, something Learning can probably help leverage; find a brutal but simple task of digging, piling, breaking through, that's got lots of applications.
 
I do generally think us not being a skilled necromancer will make the game more fun and interesting. It means we can't use raise dead on everything to solve our issues.

We get to have a more dynamic power base and action economy and our whole necromancer focus is more for the end goal of raising the Khan back than making a unstoppable hoard of undead.

I think it could be very cool, we're still the horde where men and women are very important, we just gonna sprinkle in some undead to give us minor advantages and it gives us a really fun end game to work towards.

Sure as people have brought up its not a min-max build. But I could see it being really fun or I really like the idea myself at least.

A low skilled necromancer trying to being the Khan back

It just seems like a very cool story of a loyal servant, maybe we can justify that the Khan did something great for our clan for us to be so loyal?

As they slowly improve, make friend and alliances towards their end goal to bring the entire faction back to its former glory
 
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Or we could justify it as just trying to bring back a powerful person and just binding them to our will.

Perfectly reasonable as well. We could also get really easy alliances I bet by trying to bring the Khan back by telling the other warlords

"Hey I'll bring him back and everything will return to its peak"

Bring back the great generals and warriors and restore everything to peak fighting shape. And what's even better is we're still pretty physically strong with this build, the heroes trying to assassinate us should be hard.
 
tireless packmules capable of walking indefinitely at maximum encumberment while also being able to do it faster than a living creature, flying zombie birds to act as scouts (maybe), and ranged combatamts.
Packmules and scouts work fine, though you'll need to invest a bit of time into refinement before you can raise something that can reliably operate a bow.
 
I don't think "relative supply of bodies" at that scale is really gonna be make or break for our effectiveness. We're still at warband level, and there's usually a lot of things Necromancy does that aren't just minion summoning. We're not even sure if its minion summoning is more focused on zombies or skeletons or ghosts.
Also medieval era, find a plague pit or somewhere we swung by in the past, plenty of skeletons to reanimate if so.
 
That's another thing that bugs me, the Necromancy build is meerily skilled in magic, which seems far from optiminal for what people want the build to do.
Like I said before, building up to being able to do big name necromancy is part of the fun. We can't raise the Khan immediately of course, but that's a long term goal as we work on improving our ability to do so, helped by the fact that our MC is really good at killing things herself which makes her a lot more flavorful than your bog standard necromancer and has synerg with the Lady of the Dead who will want things killed.

Paved with Bones gives us a unconventional plot hook and goal for our MC to chase that will affect the wider world. Meanwhile, Chosen of Hora doesn't really seem to want to do much besides being a traditional barbarian warloed, which while good, is pretty vanilla as far as characters go.
 
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Like I said before, building up to being able to do big name necromancy is part of the fun. We can't raise the Khan immediately of course, but that's a long term goal as we work on improving our ability to do so, helped by the fact that our MC is really good at killing things herself which makes her a lot more flavorful than your bog standard necromancer and has synerg with the Lady of the Dead who will want things killed.

Paved with Bones gives us a unconventional plot hook and goal for our MC to chase that will affect the wider world. Meanwhile, Chosen of Hora doesn't really seem to want to do much besides being a traditional barbarian warloed, which while good, is pretty vanilla as far as characters go.
All it requires is, y'know, the thread consistently working towards said goal throughout the entire quest when the average quester has the attention span of a goldfish.
 
All it requires is, y'know, the thread consistently working towards said goal throughout the entire quest when the average quester has the attention span of a goldfish.
That's not really a problem. A consistent voterbase generally votes to work towards the same goal throughout the quest, especially if said goal is tied to the motivations of the character they're playing.

The people who voted for Paved with Bones or any plan really will generally try to fulfill its character concept.
 
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Given that both your final personality, skills and traits will align with the character concept, there's going to be quite some incentive to stay consistent.

Plus, I really don't like Quest MC's turning into soulless vote implementation robots. Expect our as of yet unnamed war chief to act in accordance with previous characterization and goals for the most part.
 
[X] Plan: Chosen of Hora

The people who voted for Paved with Bones or any plan really will generally try to fulfill its character concept
Eh, it kinda comes across as an attempt to religate the previous vote where a magic focused character lost.

Like, mechanically, by it's chosen actions, Paved with bones should not be magic focusd, with magic but a tiny minor aspect, but people treat it like an arcane focused char anyway because it's the closest they can get to undoing heir previous loss.
 
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[X] Plan: Chosen of Hora


Eh, it kinda comes across as an attempt to religate the previous vote where a magic focused character lost.

Like, mechanically, by it's chosen actions, Paved with bones should not be magic focusd, with magic but a tiny minor aspect, but people treat it like an arcane focused char anyway because it's the closest they can get to undoing heir previous loss.
I'm not so sure about that, at least for Lucid, since they were the one who came up with the plan to go for Caribou Cavalry.
 
[X] Plan: Chosen of Hora


Eh, it kinda comes across as an attempt to religate the previous vote where a magic focused character lost.

Like, mechanically, by it's chosen actions, Paved with bones should not be magic focusd, with magic but a tiny minor aspect, but people treat it like an arcane focused char anyway because it's the closest they can get to undoing heir previous loss.
Note that I was the one to make the previous winning vote. If I wanted a great sorceror, I would have voted otherwise. :p

A straight up Necromancer or barbarian warlord is boring, since we won't have much motivation to be good at fight-y stuff for the former and they're both kind of one-note as far as concept goes. A aspiring necromancer who's good at fights and has a goddess that will reward her with necromancy for utilizing her skill to kill things with her own two hands? Now that's flavor.
 
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Also I like the idea of exploring our war chief's culture's relationship with death in a world where even limited necromancy can exist. How do you honor your fallen and your ancestors when they can rise again, albeit with less autonomy and intelligence?
 
[X] Plan: Chosen of Hora


Eh, it kinda comes across as an attempt to religate the previous vote where a magic focused character lost.

Like, mechanically, by it's chosen actions, Paved with bones should not be magic focusd, with magic but a tiny minor aspect, but people treat it like an arcane focused char anyway because it's the closest they can get to undoing heir previous loss.
It wouldn't be a minor aspect. Your upbringing will significantly influence your values and interests, with the shaman background being significantly more spiritual and erudite than the protégé background.
 
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