Voting is open for the next 15 hours, 23 minutes
I'm starting to think this vote should have been split into two; One for 'how many', and one for 'which spells have priority'.

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] The Ox Stands
-[X] Beast Tongue
-[X] Earthwall
 
Last edited:
I do think getting a fear/terror spell could synergize well with our traits and abilities. Look at say Morathi, she manages to use her magic in order to enhance her beauty in battle to pretty devastating effects, to the point her enemies are at times just unwilling or unable to strike her due to being so awestruck when looking at her. While we probably won't be reaching Morathi's level of effect we could do the same with Fear spells and our Chracian blood trait both in combat and in non combat situations in which we roll for intimidation. Notice for example how during the way to the count's camp we had to roll for how intimidating the Beastmen and Greenskins found us to see if we get attacked on route, and unlike with using magic to enhance our appearance while leaning on the Averlonian Blood trait, intimidation spells don't carry the stigma of being deceptive the way Glamours do.
 
Last edited:
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Earthwall (Advance)
-[X] Beast Tongue

Four spells is an extremely hefty AP cost that I don't think we can afford given all the other things we want to do in our next downtime.
I do think getting a fear/terror spell could synergize well with our traits and abilities. Look at say Morathi, she manages to use her magic in order to enhance her beauty in battle to pretty devastating effects, to the point her enemies are at times just unwilling or unable to strike her due to being so awestruck when looking at her. While we probably won't be reaching Morathi's level of effect we could do the same with Fear spells and our Chracian blood trait both in combat and in non combat situations in which we roll for intimidation. Notice for example how during the way to the count's camp we had to roll for how intimidating the Beastmen and Greenskins found us to see if we get attacked on route, and unlike with using magic to enhance our appearance while leaning on the Averlonian Blood trait, intimidation spells don't carry the stigma of being deceptive the way Glamours do.
While true, this is the sort of thing which works best on people we already don't have too many issues with. I'm worried about things like Chaos Champions popping up, who are the sort where fear effects are going to do very little. Overfocusing on being able to clear out chaff could leave holes in our repertoire for dealing with them if we devote too much AP to it.
 
While true, this is the sort of thing which works best on people we already don't have too many issues with. I'm worried about things like Chaos Champions popping up, who are the sort where fear effects are going to do very little. Overfocusing on being able to clear out chaff could leave holes in our repertoire for dealing with them if we devote too much AP to it.
Getting one spell hardly seems like overfocusing, and who says Chaos champions can't be intimidated? And again, consider how useful even just this spell might end up being outside of combat as well. It's a useful branch of spells which synergizes well with our traits, and which we can get a start on on the cheap if we take Beasts Cower right now compared to if we try to recreate it out of scratch by ourself. We've already had in the past Diplomacy rolls we only squeaked by due to the intimidation factor of Chracian Blood:
Likewise bonuses can affect how a roll is interpreted. For an example, last update Fanriel only passed the Diplomacy check to get Gavrilov talking due to the intimidation bonus from Chracian Blood, so I leaned more heavily into that aspect.
And even if intimidation only works against chaff, we could use that as well. Us and the Swordmasters took a fair bit of penalties from being surrounded and outnumbered at times in Jaarpen.

It's also immediately useful for the current campaign in that we could probably use it effectively against the Goblins, Beastmen and Wolf cavalry the count's forces will be fighting.
 
Last edited:
There do seem to be plenty of humans around right now to dig holes and make walls. Or were you thinking of a more tactical deployment?

Sadly, the humans largely haven't bothered doing either of those things despite being here for weeks already, and what little they have done is rather shite. They are an undependable lot, those humans.

Does Clear Sky allow us to dispel dark clouds, smoke or fog? If so, it's the anti-Mordor spell^^
Also, remember that Earthwall is very small: 3x2x1 meters is not a lot, it barely covers one individual. Good for bodyguarding, maybe...

Sir that is a wall of dirt roughly the size of a full grown white rhinoceros with about 4 times the mass, it can cover plenty more than one individual except for in the loosest of formations. Or if you're an ogre, I guess.

Bonus application of Earthwall is that it comes to the perfect height to serve as a chin rest for our 7 ft tall freak of an elf.

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Stoke the Flames
-[X] Beast Tongue
-[X] Earthwall

Now you might be wondering why I want Stoke the Flames when we have a bunch of ways to light things on fire. The answer is simple; this upgrades all the fires we set into bigger angrier fires. I just want to burn down a Norscan settlement with a Tier 2 spell used in the right place at the right time.

@BlackOut54321 how many fires can this hit at once, anyways?
 
Last edited:
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Earthwall (Advance)
-[X] Beast Tongue

I don't like most of these spells nearly enough to sacrifice our AP.
 
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Earthwall (Advance)
-[X] Beast Tongue

I don't like most of these spells nearly enough to sacrifice our AP.
I just want to note that learning a tier 2 spell by ourself also means, minimally, spending 3 actions and 105 GC in doing so, so we should have an eye to the question of whether a spell is useful enough we may want to try to learn it at some point by ourself. In that regard I do think there's an adequate case to be made that at some point we'd want to learn intimidation spells given their utility both off and on combat as well as their synergy with our own traits making them more powerful. If it is the case that we'd want to learn intimidation spells at some point, then not taking Cowering Beasts now will be a net loss in both AP and money later compared to getting it now.
 
Also here's a description by Blackout of how Fanriel using an intimidation spell:
Now let's say you're a Sarl warrior defending your home from a raid, and a seven and a half foot amazonian elf in gleaming plate armour whose eyes glow with magic strides out of the mist with a flaming sword longer than you are tall in one hand, and she looks at you, says something incomprehensible in a language that makes your brain itch, and suddenly she seems like the scariest thing you have ever seen. Her shadow seems like it comes alive and reaches out to eat you. She seems ten feet tall and like she could snap you in half with her pinky. You remember all the stories your grandmother told you when you were young about how elves can devour souls and kill you with just a look and appear out of thin air and so on.
From the sound of it there are occasions, like fighting Norscans, in which our intimidation rolls will not only benefit from Chracian Blood, but also from the intimidating reputation that elven mages have, so a potential additional synergy there with getting the Cowering Beasts.
 
Last edited:
Current tally:
Adhoc vote count started by Imperious on Sep 30, 2024 at 2:58 PM, finished with 144 posts and 25 votes.

  • [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Beast Tongue
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Earthwall
    -[X] Beast Tongue
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] The Ox Stands (Advance)
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] The Ox Stands (Advance)
    -[X] Beast Tongue
    -[X] Earthwall
    -[X] Stoke the Flames
    -[X] Mountainwind Curse
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Cowering Beasts
    -[X] Beast Tongue
    -[X] Clear Sky
    [X] Plan Battlefield control
    -[X] Earthwall (Advance)
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Earthwall
    -[X] Beast Tongue
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Beast Tongue
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Earthwall (Advance)
    -[X] Cowering Beasts
    -[X] Clear Sky
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] The Ox Stands
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Stoke the Flames
    -[X] Beast Tongue
    -[X] Earthwall
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Stoke the Flames
    -[X] Beast Tongue
    [X] Yes, you wish to buy spells from the Middenheimers.
    -[X] Cowering Beasts (Advance)
    -[X] Beast Tongue


Adding an additional approval vote:
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue
-[X] Clear Sky

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Earthwall (Advance)
-[X] Cowering Beasts
-[X] Beast Tongue
-[X] Clear Sky


Since while I prefer to have the Cowering Beasts as our advanced spell I feel that what spells we get as our spell selection ultimately matters a lot more.
 
Come on guys, any spells we get, we get in written form. That's super handy for tossing them at any magical hires we get later. Also embiggening fire on the cheap is a really handy follow-up to anything involving Aqshy. Embrace the flames!
 
Come on guys, any spells we get, we get in written form. That's super handy for tossing them at any magical hires we get later. Also embiggening fire on the cheap is a really handy follow-up to anything involving Aqshy. Embrace the flames!
[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Earthwall
-[X] Beast Tongue
-[X] Clear Sky

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Earthwall (Advance)
-[X] Cowering Beasts
-[X] Beast Tongue
-[X] Clear Sky

[X] Yes, you wish to buy spells from the Middenheimers.
-[X] Cowering Beasts (Advance)
-[X] Stoke the Flames
-[X] Beast Tongue
-[X] Earthwall

There. Clear Sky is probably the spell I less care about among the four, so I could live with getting Stoke the Flames instead. Any chance I could convince you to approval vote for Earthwall, Cowering Beasts, Beast Tongue and Clear Sky so that getting Earthwall and Beast Tongue alone will no longer be ahead?
 
Getting one spell hardly seems like overfocusing, and who says Chaos champions can't be intimidated? And again, consider how useful even just this spell might end up being outside of combat as well. It's a useful branch of spells which synergizes well with our traits, and which we can get a start on on the cheap if we take Beasts Cower right now compared to if we try to recreate it out of scratch by ourself. We've already had in the past Diplomacy rolls we only squeaked by due to the intimidation factor of Chracian Blood:
It's true that it is only one spell, but I'm looking at it in context of there being a ton of plans which are asking for four spells when many of them are lower level, and thus limited in how useful they'll ultimately be at the end of the day.

I suppose my question is this. What does our next downtime look like in a scenario where we've bargained for four spells? What do you envision spending the remaining four actions on with us already heavily committed to that?

Personally, I think we'd have to drop several priorities, all of which have more long term application than these spells.
 
I suppose my question is this. What does our next downtime look like in a scenario where we've bargained for four spells? What do you envision spending the remaining four actions on with us already heavily committed to that?

Personally, I think we'd have to drop several priorities, all of which have more long term application than these spells.
If we learn three spells then spending four actions on trying to learn CGAE and one action on getting a familiar. If we learn four spells then spending three actions on trying to finish Inspiration and one on getting a familiar. I'm okay with delaying additional recruitment to the next downtime since our warchest was going to be pretty lean for holding a recruitment drive anyway.
 
If we learn three spells then spending four actions on trying to learn CGAE and one action on getting a familiar. If we learn four spells then spending three actions on trying to finish Inspiration and one on getting a familiar. I'm okay with delaying additional recruitment to the next downtime since our warchest was going to be pretty lean for holding a recruitment drive anyway.
So 8/8 actions on mage stuff?

Our warchest is admittedly not the greatest for more recruitment, but getting more recruits is how we get bigger contracts offering more money. And spending huge sums of cash each turn on mage stuff isn't exactly conducive to building up a warchest either. I worry that by doing something like that we'd find ourselves growing more starved for cash over time, not less.
 
So 8/8 actions on mage stuff?

Our warchest is admittedly not the greatest for more recruitment, but getting more recruits is how we get bigger contracts offering more money. And spending huge sums of cash each turn on mage stuff isn't exactly conducive to building up a warchest either. I worry that by doing something like that we'd find ourselves growing more starved for cash over time, not less.
Getting CGAE will allow us to take bigger contracts, because it gives us access to BM. The Prophet was alone with 2 ogres and was on the same level as mercenary companies hundred of men strong. We are already a major threat on the battlefield, casing BM will make us try relevant on that scale.
 
So 8/8 actions on mage stuff?
"Mage stuff" meaning getting the ability to instantly create field fortifications, getting a supernatural aura of intimidation, obtaining an elite magical scout, being able to protect allied gunpowder weapons from the weather etc,etc

"Mage stuff" is a pretty broad category of things.

Our warchest is admittedly not the greatest for more recruitment, but getting more recruits is how we get bigger contracts offering more money. And spending huge sums of cash each turn on mage stuff isn't exactly conducive to building up a warchest either. I worry that by doing something like that we'd find ourselves growing more starved for cash over time, not less.
Depends. Expansion is one way to get higher pay, but so is just doing a good enough job in the previous job that people will get the impression we're worth it even if we demand more. If we go recruiting this round then the most we'll be able to get is something like twenty unbloodied, and even that is because while their upkeep fee is two thirds that of veterans their recruitment fee is only a quarter. That would be beneficial, but not so drastic a difference in the Lightfangs abilities that I couldn't bear to wait for the next downtime where we'll also have more savings with which to get better/more recruits.

And the "mage stuff" isn't going to be costing us that much money in this context. AFAIK being the guy's chemistry teacher isn't going to cost us any cash.
 
Last edited:
Voting is open for the next 15 hours, 23 minutes
Back
Top