Personally, I would prefer Sabine, both to strengthen ties to the South and because she is able to help us in our weakest areas. I mean, I feel like a lot of our failures have been because of poor intrigue. Sabine would help with that a lot.
 
Truthfully I don't want the religious zealot to be magnus wife.... we have a good thing going with the many churches in our province and I wold rather not have a ONLY SIGMAR MATTERS HERITIC! waifu for magnus.

They may have a lot in common now especially with their shared hatreds.... but sometimes you need to balance personalities lest magnus start to gain some negative traits.

Also we could use some spy masters in our bloodline, our children are an..interesting bunch already.
 
Sabine just seems boring and mediocre, especially in the area we've relied on the hardest.

I'd rather our kids be monstrous in strength and be a bit off rather than them be sane sneaky sneaks who die them moment they get into the kind of fights their father and grandfather get into.

Because they fucking will.

Also regina also has better base diplomacy than magnus, and piety is useful as shit as always.




yeah our kids are also going to be fighting.

So giving them a genetic leg up on that is high priority to me.

Sabine is Ruthless, she is a business savy person with a mean streak. Magnus already has all the genetic traits, so he can already give his kids "strong".

I don't see the genetic leg up you can get from marrying a crazy person who hates Yew trees and Bears.

Trait: Hatred of Yew Trees – "One fell on me as a child. I DO NOT LIKE THEM!" (+2 Martial Against Wood-based foes)
Trait: Hatred of Bears - "I wrestled one once, but IT CHEATED TO WIN! RAAAAAGH!" (+2 Martial Against Bears)

This is Regina folks, she has great martial and piety, but is crazy with 5 intrigue and 10 learning.
 
Dutch's Imperial Culture Corner: Why Not To Support Ranald
Edit: Apologies for the crude form compared to the others, but the thread was being stupid.

Oh boy. Is it that time again?

I gotta admit, I've missed these educational moments.

Below: Why supporting the Cult of Ranald is a bad idea.

A deity of the common people, the fickle God of Luck and
Good Fortune, the quintessential rogue, Ranald is all these
things and more. His is a curious cult, for it lacks the trappings,
the pomp and majesty, even the structure of other cults. His priests
are thieves, tricksters, and gamblers, rather than the educated
effete elite so favoured by others. His temples are the gaming
halls, the brothels, the taverns, and other dens of iniquity, not
the gilt structures of gold and marble. Indeed, Ranald and his
priests are unlike any others—a fact that is both distressing
and delightful.

Part of Ranald's curious nature stems from the fact
that this God has a several different aspects. To most,
he is known as the Night Prowler, God of Thieves
and patron of thieves and rogues. Venerated by the
criminal elements in the Old World, his symbols and
sayings serve as the foundation for much of the secret
language used by thieves.

Ranald is also the Deceiver, watching over, or rather
inspiring, charlatans and tricksters. In this way, Ranald
is something of a force of nature, the personification
of irony but also illusion—hence Ranald's appeal to
Grey Wizards. As well, Ranald is the patron of gaming,
gambling, and more than anything, luck. It is in this
form that Ranald is upheld by the Empire folk and to
curry favour with the God, Old Worlders employ a dizzying array
of superstitious sayings and gestures to ensure they retain or acquire
the God's attention.

Of all the forms Ranald assumes, though, none is more brutally
oppressed than his role as the Protector. The symbol of freedom
from tyranny, liberation from despots, and the symbol of
revolution, this aspect of Ranald is embraced by agitators,
demagogues, and even a few politicians. In fact, Ranald in this role
is a rallying force for the democratic movement that persists in the
Empire's largest cities.

Most trust only their own wits and abilities, taking what they can
and praying to Ranald to keep them one step away from danger.
Cultists laugh at limitations and boundaries placed upon them, and
often break laws and enter into forbidden areas just for the sake of
doing so, slipping back into the shadows and teeming, anonymous
masses before getting caught.

Cultists of Ranald often have personalities that mimic the
four main aspects of Ranald. Those who follow the Night
Prowler are thieves and larcenists, who perform crimes just
as much for the thrill of performing the perfect caper as they
do for the loot. Those who follow Ranald the Deceiver are
smooth con artists, who move easily through all strata of society,
never laying down roots and constantly on the prowl for new
targets to fleece through the use of clever thought and silvertongued
lies. Cultists of Ranald the Gamester are consummate
gamblers and risk takers, spending their days playing games of
chance and concocting schemes to gain more money so they can
continue their passion. To them, money is not the ends, but the
means, to happiness. Lastly, there are the cultists who believe
in Ranald the Protector and take up the mantle as the guardian
for those who cannot defend themselves. They are infamous for
stealing from the well-to-do in order to assist the poor, exposing
the hypocrisy and excesses of the powerful, and standing up for the
rights of the common citizen from thuggery, senseless persecution,
and exploitation. Most other
cults consider members of this
"sect" the worst of the lot, as
they often attempt to disrupt
the status quo in the name of
freedom and justice, regardless
of the cost to the rest of society.

Cultists of Ranald believe in individuality, freedom from
oppression, and the rise and fall of fortune and luck. They adhere
to the belief that whilst Ranald grants his blessing on those that call
often enough, he's more inclined to help those that help themselves.
Cultists attempt to balance practicality with an irreverent attitude,
knowing that what's here today could disappear tomorrow—and
vice versa. The most altruistic strive to better the lives of other,
usually through the wealth and power of other, wealthier
individuals.
Although theft, cheating, lying, and skulduggery are all acceptable
in the eyes of Ranald, violence, and especially murder, should be
avoided at all costs. A common thug that slits the throat and steals
the purse of a wealthy merchant while invoking Ranald's name is
more likely to lose his favour than most.

Of all the cults recognised in the Old World, the Cult of Ranald is
the loosest and least organised. It's comprised mostly of individuals
that give him honour and ask for favours in return, rather than a
unified congregation of worshippers. Because of this, it's difficult to
find much in the way of a single creed for cultists, other than "do
what you want," with the unspoken addendum of "don't get caught
in the process." The cult has no real structure and the majority of
priests work independently, leading their own calling in life. This,
of course, makes true representation at the Grand Conclave (see
page 26) both difficult and infuriating for the other cults, who
grow exasperated by the ever-changing rotation of high priests and
agendas of the cult.
When cultists of Ranald band together, they usually do so in small
cells of ten or less people, and keep their business secret. These
groups are typically short-lived and self-serving, in the same way
that a traditional group of expert criminals might band together for
a single act of crime before dispersing to the winds with their riches
and stories (of course, most cultists are expert criminals).
Other cells have a distinctly anarchic outlook and spend their
time plotting ways to overthrow various organisations. They send
out agitators among the general populace, sabotage infrastructure,
and dig up incriminating evidence to blackmail and smear
tyrannical rulers. These cells establish relations with other cells
through carefully guarded connections. Typically a cell member
is aware of a single member of another cell, but no-one else, in
order to keep potential leaks and turncoats from disrupting the
entire group.
 
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Yeah, we are going to be fighting, not our wife. When was the last time that Natasha joined us in a war? Not all fights happen out in the open where martial makes a difference, sometimes they happen in the shadows...
And Sabine would be able to make the realm stronger so we'd in turn have more resources to wage the wars we need to, together with intrigue to fuck up enemies before they can bring soldiers to bear against us.
A useful assassination against, say, a greenskin leader? Or early warning of vampire movement?
Or, hell, keeping track of potential Chaos infiltration? All of that would be very useful for making our good Martial matter even more.

Part of why modern military is so superior to the past is information-gathering.
 
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And Sabine would be able to make the realm stronger so we'd in turn have more resources to wage the wars we need to, together with intrigue to fuck up enemies before they can bring soldiers to bear against us.
A useful assassination against, say, a greenskin leader? Or early warning of vampire movement?
Or, hell, keeping track of potential Chaos infiltration? All of that would be very useful for making our good Martial matter even more.

but we don't need either of those things.

We have tons of money.

like metric fuckloads of it.

And our intrigue failures were the result of critfails, there was sweet fuck all we could do about it.


Sabine is Ruthless, she is a business savy person with a mean streak. Magnus already has all the genetic traits, so he can already give his kids "strong".

I don't see the genetic leg up you can get from marrying a crazy person who hates Yew trees and Bears.

Trait: Hatred of Yew Trees – "One fell on me as a child. I DO NOT LIKE THEM!" (+2 Martial Against Wood-based foes)
Trait: Hatred of Bears - "I wrestled one once, but IT CHEATED TO WIN! RAAAAAGH!" (+2 Martial Against Bears)

This is Regina folks, she has great martial and piety, but is crazy with 5 intrigue and 10 learning.


Comes down to how base stats are calculated, by default regina's and magnus's kids would have monstrous levels of martial.

Sabines kids would be much weaker.
 
reginas traits give the impression that shell try to kill fred the minute she hears about our beautiful, wonderful twin daughters. And then go for the daughters.
Trait: Hatred of Beastmen – "BURN the Mutant, destroy the UNCLEAN!" (+2 Martial Against Beastmen)
Trait: Hatred of Chaos – "Let the HERETIC FEEL THE HELDENHAMMER'S FURY!" (+2 Martial Against Chaos-aligned Foes)
also, shes a straight-up lunatic.
Trait: Hatred of Yew Trees – "One fell on me as a child. I DO NOT LIKE THEM!" (+2 Martial Against Wood-based foes)
Trait: Hatred of Bears - "I wrestled one once, but IT CHEATED TO WIN! RAAAAAGH!" (+2 Martial Against Bears)

Trait: Angry Place – Sometimes falls into a fit of uneclipsed fury when faced with something offensive in the eyes of Sigmar. The only recourse is trying to calm down for several days…or violence. (+4 Martial, -2 Diplomacy, -2 Stewardship, -2 Intrigue)
note: the above is not what fred does. Fred calms down almost immediately after the thing that made him angry is gone. She takes days.


this is not someone I would like in our family.
 
reginas traits give the impression that shell try to kill fred the minute she hears about our beautiful, wonderful twin daughters. And then go for the daughters.

also, shes a straight-up lunatic.


note: the above is not what fred does. Fred calms down almost immediately after the thing that made him angry is gone. She takes days.


this is not someone I would like in our family.

WOG she doesn't hate magic ever since a jade wizard kept her from having her face ripped off.

She's incredibly pious, but shes not going hate magic that's used for the good of the empire.
 
but we don't need either of those things.

We have tons of money.

like metric fuckloads of it.
We'll always need money, dude - we're going to have to keep growing just to stay alive, this is warhammer, can't afford to stop.
The North should still be poorer than the South, and we get the majority of attention from Norscans.
And Marienburg is going to be aiming to mess with us due to us getting richer now, so who knows how long we'll remain as wealthy as we are.
 
but we don't need either of those things.

We have tons of money.

like metric fuckloads of it.

And our intrigue failures were the result of critfails, there was sweet fuck all we could do about it.





Comes down to how base stats are calculated, by default regina's and magnus's kids would have monstrous levels of martial.

Sabines kids would be much weaker.

Look we have to face the music, we can't rely on all our kids being able to wrestle a bloodthirst to the floor.

Also really? "We have tons of money so why bother making more" That is what you said basically. You can never have too much money!
 
Yes you can.

The desire for more of anything is Slaaneshi as shit.
Dude, no.
We need to keep growing, because the world will sure as shit not let us stagnate.
And for improvements (be it military or civilian or anything else), we need more money, more wealth, more resources, all so we can prep for the next mess.
That's just how these sort of quests work, you have to keep running to not die, in the world of warhammer.
 
Hmm. I honestly think eva is better but more of political and emotional landmine.

Sabine is interesting. Would like more info.
The problem with Regina in my eyes is less that shes a fanatic, and more that I think the eugenics bonus the kids would get would be less then the other options.

Remember that fred and magnus are straddling what is naturally possible for humans fighty wise.

Eva and Sabine on the other hand could even out our families weaker statlines. Food for thought.
 
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Let's be clear.
We're playing a dynasty.
Our job is to make our dynasty as strong as possible and have it last as long as possible.
Quest is not over when Freddy dies.
Inevitably, Magnus will face troubles - and so will his children, and their children, and so on and so forth.
If we don't have a lot of resources, we're likelier to fail.

Thus, we can never realistically have enough, because the problems we face will scale up with us, since we're not just stuck playing a single dude, but an Elector Count who needs to manage resources and play politics and keep an eye on problems to stomp them.
 
And our intrigue failures were the result of critfails, there was sweet fuck all we could do about it.
You remember when we critfailed and a vampire panicked, killed some witch hunters and ran away? If we didn't fail that vampire and her coven would still be there and we would have no idea they even existed. That is a failure of our intrigue system.
 
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