Voted best in category in the Users' Choice awards.
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[X] Plan close friends

[X] Leave the EIC alone
[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.
 
I dont want polytheist, I feel it would erode our character, and it is good to have flaws. It also seems unearned in a way that the other traits aren't what, what positive experience relating to Sigmar have we experienced.

It is not like we loathe Sigmar worshippers on principle, I recall that we parted amicably with Kashmir and the expedition must have had a ton of Sigmarite humans.
 
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[X] Plan 2 Wizards
[X] Take an active hand in the EIC
[X] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[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] Return it with your thanks to the Bright College. +2 College Favour.

I like the idea of having an intrigue trait so that our intrigue can get over the 20 stat line. Which would make us have +20 in 3 traits: Martial, Intrigue, and Learning.

Other than that, I think that the EIC has too much potential to do good or harm for us to leave it alone. We created the situation that birthed it, now lets make sure that it doesn't warp into the very thing we killed before.

I like having Maximillian and Panoramia around to help us with our research and whatnot. They seem like useful people for our research and study of the Karak-Eight-Peaks.

As for returning it to the Bright College, we could always use more College favor. We'll need to be spending it to learn and grow stronger ourselves in the magical arts, so we might as well start collecting it now.
 
[X] Plan 3 Wizards
- [X] Recruit Esbern and Seija
- [X] Recruit Panoramia
- [X] Recruit Maximilian

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

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

@BoneyM the wizard vote looks like it is turning into a bit of a mess - could we instead just approval vote for wizards and then vote on the actual number to recruit once traits have been determined? That would let us set our preferences now and then optimize later, and it kind of looks like that's how some people are voting.
 
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

Almost certainly objectively not the best, but I think it has the biggest chance of !FUN!
 
Now that the votes are being divided by block rather than by line, people can actually see what the different plan names represent.
 
@BoneyM the wizard vote looks like it is turning into a bit of a mess - could we instead just approval vote for wizards and then vote on the actual number to recruit once traits have been determined? That would let us set our preferences now and then optimize later, and it kind of looks like that's how some people are voting.

There's only so much hand-holding I've got time or patience for. If they end up having the wizards they want wander off, maybe that'll teach people to pay attention.
 
I dont want polytheist, I feel it would erode our character, and it is good to have flaws. It also seems unearned in a way that the other traits aren't what, what positive experience relating to Sigmar have he experienced.

It is not like we loathe Sigmar worshippers on principle, I recall that we parted amicably with Kashmir and the expedition must have had a ton of Sigmarite humans.
Mathilde isn't less of a character for hating Sigmar less. And while she didn't have a positive experience relating to Sigmar, that doesn't mean the trait isn't justified. It's right there: time and distance. Mundane as it is, that's legitimate reason to ease up on your dislike of someone; I can attest to that from RL experience. So soon after Sigmar failed to save Abelhelm Mathilde would be full of fury for the deity, and that makes sense, but over time, as the raw pain of losing him abates and she's given time to think, it makes sense that she'd reconsider her feelings towards him, develop more nuance.
 
I dont want polytheist, I feel it would erode our character, and it is good to have flaws. It also seems unearned in a way that the other traits aren't what, what positive experience relating to Sigmar have he experienced.

It is not like we loathe Sigmar worshippers on principle, I recall that we parted amicably with Kashmir and the expedition must have had a ton of Sigmarite humans.
Yep. Matilda only really has an issue with her Bias when she's leading people. As a Court Wizard, we aren't leading humans, so they can worship Sigmar all they want and it won't cause us any problems.

Besides, I LIKE that Matilda dislikes Sigmar, its a nice change from usual WF Quests where Sigmar is the best thing since Sliced Bread. Plus it makes sense IC, even excluding the Abelheim thing, one of Sigmar's fundamental rules is Burn The Witch. That doesn't happen ANYMORE but it used it.
 
Mmm, @DarkLight140 is right. If we don't have the time or energy or will to commit to Theurgy it's a bit of a waste. We need something that can be both immediately applicable (our current career/life) and in general.
 
vote tally for the future of mathilde and karak eight peaks:
Adhoc vote count started by Sirapthy on Oct 3, 2019 at 8:40 PM, finished with 215 posts and 81 votes.
 
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.
It's already half useless to them though. Their wolves already have Fear. We can put the college favors it would net us to use in helping the many AND ourselves, meanwhile.
 
everything looks so appealing cant decide what to choose. Well here goes my attempt.
New Trait:

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

nice stat and roll upgrade but not sure what is the diffrence between infiltraitor and scout as they are so alike. Does the bonus for this only apply while using it as an infiltraitor and nothing else and scout applies when scouting? Good all around.


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

same with the infiltraitor. And if we choosed head scout these would be much better but since we did not choose a military role would probably pass these. As we are going research wizard route don't think we are going to have much chance to use it unless we actively pursue these assignments from rangers.

[ ] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.

great bonus and if we paired this with one of the above traits we would be a very strong wizard of our wind. As a classical ulgu wizard this with one of the above paired would make us THE assasin wizard to fear. But because we are not going to be headranger it would be better spent elsewhere in my opinion.


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

The mystery option, this could be anything, even a boat. But more seriously because this is a mystery option I am pretty sure this is going to be a contender for the top spot. It is probably not going to be useful initially but when another godly conflict arises this would make those that chose it very happy. Or if we lean more on our patron god and go more priest of ranald this can open new options that boneym is going to have to invent. Either way it is easy to see this winning unless a solid argument can be made against early.


[ ] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.

Would not choose this personally and doubt others are going to choose this also. Might be a necessity to diplomats but after learning khazialid we know all the languages we need for the moment.


[ ] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.

another solid choice but with good points. But this lacks something special that other options have. Dont get me wrong you can never have enough martial in warhammer and +10 to our secondary weapon is a solid that is going to give great gains and used almost always when fighting but this just lacks the zing of others.


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

another choice that is a contender for the top and goes nicely with our chosen proffecion. we seem to go academically and looking to improve ourselves magically for the time being so definitely a solid choice. Though people more eloquent than me will probably come soon for why we need to choose this to choose more wizards.


[ ] 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.

Will not be my personal pick. We already have that bonus against wagh so we probably dont need it for the forseeable future. As I doubt we are going to come to blows with wizards of another race in k8p.




Changed Traits:
[ ] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.

Nice fluff choice that is not that great mechanicly. We already mastered steed so we wont be using him for transport and that spell already gives some martial too. Doubless our familiar would be better mount during battles but with a limit of only 2 we need every advantage we can get. This would be upgrading something already good to one notch higher when we are spoiled for options.


[ ] Brave > Daredevil: Runic protection, magical protection, magical healing... why are people scared of combat again? +2 Martial, immune to fear/terror effects.

I dont think we ever needed protection from terror and fear though I am open to any corrections. Though as I said above you can never have enough martial in wh. Dont think this is going to be a popular pick too.


[ ] Blooded > Campaigner: You've seen more than your share of battles. +2 Martial, +10 bonus to fighting alongside others.

This is an excelent pick I imagine. Yes we went solo and killed a bunh of people in the begining of this campaign but as we are moving away from assasin Mathilde to more traditional wizard mathilde we are going to be getting that +10 more regularly. We are going to be having our wizards and a whole army moving forward when retaking other peaks.


[ ] Bureaucrat + Practical: 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.

Good way to farm those papers and get higher college rep. With a more independent streak.


[ ] 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.

same as the one above but greater bonus when we have our underlings with us. This encourages cooperation. Makes our paper points higher but incures -1 from co authorering all future works.


[ ] 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).

greatest point given. And we are probably not going to be a traditional wizard in her tower so that +10 is not going to waste. Solid all around.

[ ] 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.

great fluff abilities (seeing emotions of others who doesnt like that?) and doubless solid contender for being chosen. That learning +2 doesnt hurt either. Probably going to help in alot of small ways as well when creating new magic or when seeing some new magic. All great benefit pick.


[ ] 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.

Not really all that great. +1 piety is good and all but we are not in the empire where the religion is sigmarite almost everywhere. We are at k8p and we are at the top. Other than dwarves we have hobbits and some ulric orders so we are good on not trigerring disdain. Also we choose wizard and not steward so we are good.


not sure what to choose so I can be swayed if someone can be artiucalate enough. Probably windreader+ avatar is going to win but most of these are great perks and if some support can be drummed up collegiate too can take this home. Anyway hope my ramblings helped someone else and as always a great update boneym(love the new avatar).
 
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???

[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] Plan Fields of Gold
-[X] Recruit Maximilian
-[X] Recruit Johann

[X] Take an active hand in the EIC

[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[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] Return it with your thanks to the Bright College. +2 College Favour.
 
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Plus it makes sense IC, even excluding the Abelheim thing, one of Sigmar's fundamental rules is Burn The Witch. That doesn't happen ANYMORE but it used it.
That is a very dangerous line of thinking to hold to. If we hate Sigmar because he has a doctrine of "burn the witch" and we interpret that as meaning "all magic-users", that's de facto saying that his worshippers should be burning all magic users to be faithful, which is bad for everyone. If the held opinion is that the doctrine instead means "all evil magic-users", the Sigmarites become more tolerant and less innocent people die. The world doesn't allow for other possibilities.

And besides that, that's not what Mathilde believes. Her disdain for Sigmar is personal, not ideological, over his failure to save someone she loved rather than because she disagrees with his doctrine. Her relationship to Kasmir would be way different if she legitimately thought his religion compelled him to burn her.
 
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[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] Return it with your thanks to the Bright College. +2 College Favour.
 
There's also the matter of the EIC. While it is certainly thriving under WIlhelmina's rule, it's worrying how much of Stirland's economy it has been allowed to control.

[ ] 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.
[ ] Leave the EIC alone
Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.
[ ] Interfere with the EIC
As Wilhelmina herself pointed out, you own enough of it that you could easily dominate the EIC. Start bringing it down.
We only get six actions a turn. I was going to go through exhaustively what kinds of things we'll need to use those actions for, but I'm too lazy to type it all out in a coherent way. Basically we don't have the time to involved ourselves in EIC matters while we're still setting up and settling in. Being the first Court Wizard to a Dwarf kingdom is something that requires a lot of effort to get started on the right track.

Remember, it's only been six months. We can afford to give Wilhelmina a little more time before we decide whether or not to involve ourselves.

[X] Leave the EIC alone

Saving traits for yet another post.

And finally, the least troubling matter to consider: your Torc of Fire. A nice gift when you first received it, but ever since you learned a spell that outstrips it's ability to intimidate your enemies, it's seemed rather surplus to requirements.

[ ] Return it with your thanks to the Bright College. +2 College Favour.
[ ] Try to sell it as you pass through Barak Varr. +??gc
[ ] Donate it to whoever ends up leading the Undumgi.
[ ] Donate it to the Winter Wolves of Ulrikadrin.
[ ] Keep it around in case you ever want to study non-Ulgu enchantments.
[ ] Keep it anyway - you might need to encourage allies at some point.

Selling it is right out. Mathilde is so far from needing the money that it's ridiculous. Returning it to the Bright College is similar, but College Favour is harder to come by than money, so it could be worth doing if we had a pressing need. That said, we've probably got enough saved up for the things we're going to want to do right away -- advisors for building our enchanting/research spaces, help stocking the library, maybe someone to come by and help set up a branch in a few turns.

Giving it away is a better prospect, I think. The Undumgi will need to have some kind of military leader given the location, but they seem to be leaning a bit more mercantile as a sub-faction. Leading them would have promoted trade, for instance. They do have a strong contingent of recently ex-mercenaries among them, though, so it could see some use with them. The Ulricans are the better choice here since they'll be closer to the first line of defence than the Undumgi will. Plus it'll look good to their religion, being a fire-themed item meant for a front-line combat leader. It might even become part of their leader's institutional regalia. Picking up the Polytheist and Winter Wolf Familiar traits would improve the gift's reception even further, though I don't think those traits are worth it for that alone.

Keeping it to study non-Ulgu enchantments isn't necessary. Even if we can't convince any of our future subordinates to take up enchanting, no matter what, we'll have the College Favour to ask for something.

Mathilde simply doesn't fight in a group enough for the inspiration effect of the Torc to come up.

[X] Donate it to the Winter Wolves of Ulrikadrin.
 
[X] Leave the EIC alone
You won't take our precious actions EIC!

[X] Return it with your thanks to the Bright College. +2 College Favour.
[X] Donate it to the Winter Wolves of Ulrikadrin.

Learning, We want it, we need it.

[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] 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.

Intrigue! Almost as good as Learning.
[X] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.


[X]Plan No-one
-[X] Recruit No one at this time

Wizards can do stuff on their own. Our actions are valuable!

[X] Plan Fields of Gold

But if we have to lose actions lets at least get someone worthwhile out of it. Max can write papers and Johann can do Skaven tech. Our jade wizard seems to be busy with her fields so we don't need to spend actions on her.
 
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[ ] 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.

great fluff abilities (seeing emotions of others who doesnt like that?) and doubless solid contender for being chosen. That learning +2 doesnt hurt either. Probably going to help in alot of small ways as well when creating new magic or when seeing some new magic. All great benefit pick.
Well, Windreader helped here too. I imagine Windsage will help even moreso.

Esbern and Seija return from Ulrikadrin in high spirits, having accounted for a Dragon Ogre between the two of them, and now each sports an armband of draconid talons. Johann has been scarce lately, and you suspect he's been making forays into the Underway, but with the Expedition disintegrating what little authority you had over him is gone, and at least he was good enough to give you his notes, which are densely written in a neat hand and surprisingly insightful. With Panoramia and Maximilian pulled away from your new friends, the meeting of the minds begins.

[Amber insight: 49.]
[Jade insight: 77.]
[Gold insight: 97+10(Johann's notes)=107.]
[Grey insight: 52+10(Windreader)=62.]
[Dictating a paper: Learning, 76+20=96.]

The first matter is on Runecraft in general, and unsurprisingly it's Maximilian's insights and Johann's notes that do the heavy lifting, but Panoramia delivers a few details and even Esbern and Seija have something to say. You're not writing a paper yourself if you can at all help it, but you're more than able to boil down the observations into pertinent and potentially useful information and leave it in Maximilian's hands to be converted into a paper later.

[Amber insight: 37.]
[Jade insight: 61.]
[Gold insight: 61+10(Johann's notes)=71.]
[Grey insight: 98+10(Windreader)=108.]
[Dictating a paper: Learning, 95+20=115.]

The Anvil is the next topic, and though you had a spectacular view, perhaps events on the ground were less conducive to careful academic study. The Journeyman's ground-level observations are each rudimentary, but each represents a tangent you're able to build upon and transform into a detailed description into how the power was unleashed, and are even able to make a few guesses into how it was manipulated. The matter of the bolstering of the Undumgi and the possible long-term effects is one you can only really speculate upon, but they're intriguing speculations. If only you could spend an hour with an Anvil... but you doubt there's any amount of assistance you could give to the Karaz Ankor that would make them okay with you spiriting away their deepest secrets to be spread amongst the Umgi. Quite happy with the matter, you move on.
 
[X] Plan Role Model for the Younglings
-[X] Recruit Esbern and Seija
-[X] Recruit Panoramia
-[X] Recruit Maximilian

[X] Take an active hand in the EIC

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

Edit: Derp on the wizards needing a plan. Thanks EVA-Saiyajin
 
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[X] Plan Fields of Gold

[X] Take an active hand in the EIC

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