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[X] Plan Fields of Gold
[x] Plan Wizard Hoard
[X] Plan Role Model for the Younglings
(the above two plans are the same, both Johann and Maximilian)

[X] Plan all but the ambers.



[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

This is non-negotiable and I shouldn't have to explain why.


[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.

[X] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.

Not bad choices at all with what we're going to be doing. Will likely be useful as Court Wizard as well as in general. Lots of magical stuff to investigate you can't just walk up to.

[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.

Not the best in general, but arguably essential for the foreseeable future.

[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.

Little bit specific, but not bad.


[X] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself

Also a little specific, but probably very useful for our current career.

[X] Return it with your thanks to the Bright College. +2 College Favour.


Polytheist is boring in more ways than one, and I'm just plain not interested in Avatar. Too uncertain.
 
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@BoneyM With us going back to 'regular' 6 month turns, would it be possible to have the 'average councilor spends ~2-4 actions a turn on their job depending on dedication' factoid (or whatever the new expectations are, if they are different as the court wizard of a contested and new dwarf hold run by a newly-unorthodox king) either put in the QM statements threadmark, or at the top of the choices for the first action vote?
Just to hopefully avoid situations like in the past:

Yes.
 
I don't really want to be spending actions messing around with the EIC, which after all is a long way away from where we now live and have staked our interests. If it ever turns truly foul, we can bring it down. Until then, why messing around with it better than a free action?
 
[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
[x] Donate it to whoever ends up leading the Undumgi.
 
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
 
[X] Take an active hand in the EIC
One action per turn will be spent keeping in touch with the EIC, allowing you to more directly control it and, if you wish, helping it branch out towards Karak Eight Peaks.

I'd like to keep an eye of the EIC so we can actively keep them in check, and also open up a branch here in K8P's

[X] Plan recruit everyone!
-[X] Recruit Esbern and Seija
-[X] Recruit Panoramia
-[X] Recruit Maximilian
-[X] Recruit Johann

having access to all these wizards would further our goals as a court wizard, and perhaps one day, we could even start our own branch of the colleges here.

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

changing my mind about wolf riding, opening the mystery box of being a conduit for deities sounds like it'll make things more further. Plus, if we ever get to the point where we start actively opposing the oppressive political and economic order within the Empire, being an avatar of Ranald leading a revolution would be an absolutely great vibe.

[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.

Given we're the court wizard and it would help further our research goals with more wizards, this would make it easier for us to manage them and turbocharge through our research backlog.

[X] Keep it around in case you ever want to study non-Ulgu enchantments.

The possible implications of the snake qhaysh juice may lead us to studying other winds of magic so it would be nice to keep this around to research it further after we delve into the mysteries of the snake juice.
 
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Plan everything but that sigmar guy

[x] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[x] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
[x] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[x] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[x] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.
[x] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.
[x] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[x] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
[x] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[x] Brave > Daredevil: Runic protection, magical protection, magical healing... why are people scared of combat again? +2 Martial, immune to fear/terror effects.
[x] Blooded > Campaigner: You've seen more than your share of battles. +2 Martial, +10 bonus to fighting alongside others.
[x] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.
[x] Practical > Collaborator: Though you still prefer fieldwork to paperwork, you've found that as long as someone else is doing the actual writing, you're capable of producing some amazing papers. +2 Learning, +20 bonus to dictating papers.
[x] Practical > Hands On: Wait, you can just get other people to do the paperwork? Why didn't I think of this sooner? +1 Diplomacy, +1 Stewardship, +1 Martial, +1 Intrigue, -1 Learning, +10 bonus to insights developed 'in the field' (as opposed to careful laboratory study).
[x] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
 
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

Help I can't choose any others! I'm thinking winter wolf, or Windsage but there are other things I kind of want and bleh. Damn you Boney why must you tempt me with so many good options?
 
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

Windreader gave us +10 to understanding and putting into words arcane phenomena. This will likely be better, and given our job essential for that as well as in general. Don't forget it gave +1 to our Magic, this could be the step in further increasing our magical ability.
 
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[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian

I think these two are the best minions to get since Pan is cute and Max is a writting slave

[X] Take an active hand in the EIC

I feel like we should make sure that we don't need to put down the EIC like it's Old Yeller and besides the EIC actions seems like they would help 8Peaks even beyond our job

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

This just screams shenanigans which is why we must take it. Especially since this is probably a super rare trait that was unlocked by one of the most pivotal moments in the quest so it would feel wrong not to embrace that. Side note I wonder if this also helps for being an Avatar of Ulgu which is one of our goals as a wizard.

[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

Since we picked the Magical Troubleshooter job let's get the better ability to spot magical trouble better since that seems super important for our job

[X] Donate it to the Winter Wolves of Ulrikadrin.

I don't really trust whoever is going to be the leader of the Undumgi since we don't even know them and while I feel the White Wolves are going to be suspicious of the magical gift I also feel like they're the ones who can put it to the best use.
 
A) Because that's how we'll know it's turned foul.
B) 'Cause it's a low-effort way to build and manage a spy network, which we were probably going to do anyway.

A) I don't care to spend an action a turn for that privilege. Unless it makes such a big mess we hear about it without such close scrutiny, not our problem.

I mean, if you're that worried, vote to bring it down right now. But spending so much time on it is meddling with something that isn't our problem.

B) A spy network focused in a place a long way away, bringing in information that's of minor importance to K8P. Let's spend our actions on a spy network a little closer to home.
 
What advantages would that give us?

Anoqeyan is the High elven arcane magical language, it's supposed to be much more precise than what the colleges use and the magical language is what we use to help shape our spells beyond just pure will power. So it's mostly going to be narrative in effect but I'd expect lessened/reduced miscast risk, greater ability to research and understand phenomena because we actually have the language to describe and contextualise it and a whole host of other ancillary benefits.

They'd be small benefits but casting a wide net.

but again Polyglot wouldn't give us that language merely make it easier to learn. Also I suppose it might help with learning non human languages like queekish but eww.
 
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Warning: The following was written in a hurry and is purely my opinion.
[ ] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[ ] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.

Who wants to infiltrate with a measly +19 when we can roll in with a massive +31? Or an even larger +41, though not against super-secure areas? Or, hell, an insane +53? Taking these two traits together would allow us to casually stride through the entire underbelly of Skaven civilization, or really anywhere else.
[ ] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.

An even more ridiculous bonus, though certainly situational. +60 to Assasinate is, well, huge. That's a 60% crit chance. We've gone to plaid!
[ ] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

Magical research and situational event bonus. People do love their long-term payoffs and mystery boxes.... myself included. Tempting when you consider our current Piety description:
Piety: 23+1=24 - Ranald has your back, and you have His.
[ ] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.

An admirable trait IRL, but TBH it's underwhelming when we're about to put a big stop on our travel plans for the next few years.
[ ] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.

I'd be a little worried if this trait was named "Marksdwarf." It may seem like a simple and practical trait, but it gives us a huge +32 on Martial attacks with guns. It would actually make us a better shooter than a sword-er. Shouldn't be discounted but probably will against some of the traits that are more crazy on the face of it.
[ ] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.

This really shines if we're willing to dedicate 2 actions a turn to herding our cats. Expanding our options to leading 6 wizards, and also requiring us to recruit at least 2 more from the Colleges. If 6 wizards under our hat direction sounds fun, this is the trait for you! Otherwise, we'll probably limit ourselves to just leading 2, but also only dedicating 1 action towards leading them.
[ ] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.

This makes trying to cast around Mathilde as dangerous as being shot by her if she took the Marksman trait. A +32 on counterspells is, again, a heroic tier bonus. Given that we've seen how a crit on dispelling Battle Magic can result in Battle Magic scale destruction...
[ ] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.

<3 Big and fluffy and great at snuggles. (Also a little bit terrifying to our enemies. Just a bit.)
[ ] Brave > Daredevil: Runic protection, magical protection, magical healing... why are people scared of combat again? +2 Martial, immune to fear/terror effects.

Never roll a willpower save again. More of a narrative effect, but not to be discounted when facing the dealier threats Warhammer has in store.
[ ] Blooded > Campaigner: You've seen more than your share of battles. +2 Martial, +10 bonus to fighting alongside others.

Roll with a +32 when fighting with friends. Friendship OP? Slightly problematic in that many of our battles are solo, but still a really good pick.
[ ] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.

I can see how this would be great for a Stewardship advisor. But given the next trait...
[ ] Practical > Collaborator: Though you still prefer fieldwork to paperwork, you've found that as long as someone else is doing the actual writing, you're capable of producing some amazing papers. +2 Learning, +20 bonus to dictating papers.

Why remove a -10 penalty when you can instead give yourself a huge +20 bonus? (+42 total!) No, no, I'm sure we'll never have to write a paper ourselves.
[ ] Practical > Hands On: Wait, you can just get other people to do the paperwork? Why didn't I think of this sooner? +1 Diplomacy, +1 Stewardship, +1 Martial, +1 Intrigue, -1 Learning, +10 bonus to insights developed 'in the field' (as opposed to careful laboratory study).

The narrative repercussions of choosing this worry me, but it's the biggest straightforward stat boosting pick at a net +3 to baseline stats. +10 is still a big bonus even if it's, well, literally half of the bonus the previous trait can give, and arguably more situational too.
[ ] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.

How'd you like Mathilde to literally see the emotions of others? And whatever magic's clinging to them? Windreader's been super useful in many narrative situations, and this extends it even further. Probably won't give a statistical bonus very often, but who cares when Mathilde can see the winds super well? Especially when it'll definitely help us improve our magic abilities over time due to the pure insight it gives us.
[ ] Disdain for Sigmar > Polytheist: Your bitterness towards Sigmar has softened with time and distance. You're still not thrilled with him, but as long as his followers are coexisting with those of other Gods, you can deal with it. +1 Piety, removes anti-Sigmarite penalty except when dealing with Sigmarite supremacists and monotheists.

Softens this situational penalty, but doesn't remove it. Useful for those with a very, very, very long term view of things, but IMO unlikely to even be relevant for the next few years of our stay here.
 
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