Voted best in category in the Users' Choice awards.
[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

[X] Leave the EIC alone

[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] 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] 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] 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] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

We donated the eggs, unless you pick winter wolf no need for ambers, and let's not make a mess with the other gold

[X] Take an active hand in the EIC

Help them expand, we have a stake in it so we can make a lot of money, also might be a good way to work on our land long distance

[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] 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.

No gods please. Too much trouble and we already worship a god of gamblers. also no sigmar, we are staying with dwarves. I don't like the wolf, because we more often than not fight away from the main group where are wolf can follow. Since we are going to be court wizard, learning and research should be high on our list.

I love wind sage, makes us better at what we do and some of our best work involves seeing magic

[X] Keep it anyway - you might need to encourage allies at some point.
[X] Donate it to whoever ends up leading the Undumgi.
 
[X] Plan Fields of Gold
[X] Plan recruit everyone!

[X] Leave the EIC alone

[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.


Personally I rather wish we could have 3 traits so we could fit in colligiate and thus a boost to action economy/an extra wizard for the same number of actions, but Avatar is an auto pick, Windsage looks like it'll be an awesome source of rolls narrative advantages and quite possibly helping in getting new traits, and finally the first plan for taking advantage of Collegiate is way down the tally.
 
Last edited:
[X] Leave the EIC alone
[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] Take an active hand in the EIC

[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[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] Donate it to whoever ends up leading the Undumgi.
 
[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] Plan 2 wizards
 
[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

[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
 
Last edited:
Let's remember what all Secretly-Magister Johann brings to the table, okay guys?

Breach the Unknown and Tale of Metal: Know everything about objects. See the creation of items like you were there.
Law of Gold: No-sell enemy magical items like, yanno, Warpstone stuff. Excellent defense against many enemy heroes.
Trial and Error: Know everything. Give Mathilde rerolls whenever they roll up to identify unexplained magical phenomena, which is now Mathilde's job.

And these are just the spells he admits to knowing!

He is objectively the single strongest subordinate we can acquire here, and he costs the same as any of the journeymanlings. Johann is now our deputy, and we're going to drag him all over Karak Eight Peaks with us until he either admits he's a magister or snaps and tries to murder us. And good luck with that, nerd, we don't even die when we are killed!
 
Let's remember what all Secretly-Magister Johann brings to the table, okay guys?

Breach the Unknown and Tale of Metal: Know everything about objects. See the creation of items like you were there.
Law of Gold: No-sell enemy magical items like, yanno, Warpstone stuff. Excellent defense against many enemy heroes.
Trial and Error: Know everything. Give Mathilde rerolls whenever they roll up to identify unexplained magical phenomena, which is now Mathilde's job.

And these are just the spells he admits to knowing!

Johann is now our deputy, and we're going to drag him all over Karak Eight Peaks with us until he either admits he's a magister or snaps and tries to murder us. And good luck with that, nerd.
This is a rather good point, yo.
 
Let's remember what all Secretly-Magister Johann brings to the table, okay guys?

Breach the Unknown and Tale of Metal: Know everything about objects. See the creation of items like you were there.
Law of Gold: No-sell enemy magical items like, yanno, Warpstone stuff. Excellent defense against many enemy heroes.
Trial and Error: Know everything. Give Mathilde rerolls whenever they roll up to identify unexplained magical phenomena, which is now Mathilde's job.

And these are just the spells he admits to knowing!

He is objectively the single strongest subordinate we can acquire here, and he costs the same as any of the journeymanlings. Johann is now our deputy, and we're going to drag him all over Karak Eight Peaks with us until he either admits he's a magister or snaps and tries to murder us. And good luck with that, nerd, we don't even die when we are killed!
Convinced. Switching to all but ambers.
 
Let's remember what all Secretly-Magister Johann brings to the table, okay guys?

Breach the Unknown and Tale of Metal: Know everything about objects. See the creation of items like you were there.
Law of Gold: No-sell enemy magical items like, yanno, Warpstone stuff. Excellent defense against many enemy heroes.
Trial and Error: Know everything. Give Mathilde rerolls whenever they roll up to identify unexplained magical phenomena, which is now Mathilde's job.

And these are just the spells he admits to knowing!

He is objectively the single strongest subordinate we can acquire here, and he costs the same as any of the journeymanlings. Johann is now our deputy, and we're going to drag him all over Karak Eight Peaks with us until he either admits he's a magister or snaps and tries to murder us. And good luck with that, nerd, we don't even die when we are killed!

Well, I'm convinced.
 
Fluff over practicality for the wolf, unfortunately. And the need to be "good" as a character for the religion thing I imagine. People really like being a "good" person in quests.
That's got nothing to do with it. Have you even read the comments of the people voting for it? It's because it's a bad thing to have for Mathilde, not the Sigmarites.
 
Guys, given the huge clue-by-four we got hit with when we visited Wilhemina, a single action to not only keep tabs, but also to direct it to K8P and potentially use it as a spy ring is more than worth it.

It's best if we don't don't give it a whisper of a chance to blow up, as it's not going to be pretty if it does.
 
[X] Take an active hand in the EIC
[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] 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.


These traits are meant to define or enhance Mathilde because of the trials she went through during this journey and I can't help but think that by taking the Avatar trait instead of letting the hole Mork poked in her soul and forced his power and later Ranald used to steal from Mork and Gork to heal or close we instead will have it remain or even widened and be reinforced to make it easier to be used later.

While @BoneyM might have said the trait will give some restiance to Chaos trying to fuck us we already have the belt for use against Chaos and the trait and belt won't protect us from other gods outside of Chaos wanting to fuck with us.

Instead I am thinking the Avatar trait will make it likely that Order gods and forbidden gods like Khaine or Stormfels will be able to influence us more and while Ranald could try to protect us it would still depend on the dice and against Mork he could have died instead of stealing Mork's power if he'd rolled badly.

Another thought I've had is if gods empower or change Mathilde while she's doing something that falls under their domains or tenents like if she's killing undead and Morr decides to empower her to kill them better or find the necromancer and kill them or Shallya wants us to heal somebody nearby praying to her so she gets us to go and to heal them or even worse for Mathilde Sigmar deciding to empower her to aid the dwarfs and I can't help but think that kind of divine attention won't change Mathilde in someway.

While this might be extreme and paranoid of me I still can't help but think taking the Avatar trait will make it easier for gods other than Chaos to use or change Mathilde through this conduit in her Soul.

In the end if the Avatar trait made us be only an agent of Ranald I'd be all for it but the end of the trait claims multiple gods could use it and I have no desire for Mathilde to become a tool for gods to use whenever they get the chance like Mork did with her no matter how well that turned out and how low a possibility it is.

Also I don't post much outside of voting so I am sorry if I don't reply or have offended anyone. I just got this idea and had to get it out no matter how stupid it might seem just to see if it had any basis.
 
[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

[X] Leave the EIC alone

[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] 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] 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] Donate it to whoever ends up leading the Undumgi.
[X] Donate it to the Winter Wolves of Ulrikadrin.
[X] Keep it around in case you ever want to study non-Ulgu enchantments.
[X] Keep it anyway - you might need to encourage allies at some point.
 
[X] Plan 2 wizards

[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

Changing my vote
 
[] Plan 2 wizards
-[] Recruit Panoramia
-[] Recruit Maximilian

[X] Plan Fields of Gold

Much as I like our Amber friends, they seem like they'll be better going elsewhere now, and without the cat-herding trait we can't afford to keep them around anyways. Edit: I guess Panoramia can probably manage herself for now.

[X] Leave the EIC alone

The last gasp of our "interfere with Stirland" options. For now, I trust Wilhelmina, and aside that we reallllllly can't be cavalier about investing our action slots. Bossing around two Journeymen will be a great help in our new job. Actively managing the EIC... not so much.

[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.

I doubt these are going to win, but they're such absurdly strong traits that I have to vote for them.

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

A mystery box for the follower of a gambling deity. Seems appropriate, and given how this is an otherwise nearly impossible trait to get. Plus, the possible Theurgy options are intriguing.

[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.

This would absolutely pay off, if we're willing to put in the work to do so. Managing a group of 6 mages would be wonderful! Again, I don't think it's got much of a chance, but it's potentially so impactful I have to vote for it.

[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.

Why learn to cast Battle Magic when we can just totally destroy enemy casters? Absolutely a top tier powerful pick, as we've seen. Also solidifies our ability to completely own Orc casters.

[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.

Magic is what Mathilde does. This makes her better at magic, basically across the board. My #1 pick. Not to be underestimated.

[X] Donate it to whoever ends up leading the Undumgi.
[X] Donate it to the Winter Wolves of Ulrikadrin.

The problem with magic items is finding people we can trust with them. Here, we have two opportunities to give the torc to people who will be able to use it: Either someone we'll probably have a hand in personally vetting, or a proven leader of Knights On Wolves.
 
Last edited:
[X] Take an active hand in the EIC
[X] Leave the EIC alone
I'd like to take a hand, but i can understand the whole "action usage" argument

[X] Donate it to whoever ends up leading the Undumgi.
this is Warhammer. Authority = Asskicking. this item will help with the figting, and help with establishing a narrative, a legend, a mythos. The Unbreakable Undumgi. eventually they won't even need the Torc.

[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
HERE COMES A SPECIAL BOY

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

[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.
[ulguvision intensifies]

[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.
-this is just safety for being a wizard among sigmarites
 
[X] Plan 2 wizards
-[X] Recruit Panoramia
-[X] Recruit Maximilian

No complaints with these two. I like having Panoramia around, and Maxmilian is a dab hand at scribing. Johan can go get bent, of course. I get that he's powerful, but he's quite frankly an idiot for poking the Skaven tech. No, I'd rather let him get himself blown up, then clean up the mess he makes.

[X] Take an active hand in the EIC

So long as we're using our profits for the benefit of Stirland and the Empire as a whole, I don't see any reason to not be involved with the EIC, or heaven-forbid sabotage it.

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

Solely so I can imagine the confused paranoia of Winter Wolf Quest. Also, everybody likes presents.

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

I was very conflicted over my desire for so many of those. Just rambling my thoughts. Avatar is the definite shiny option, but I'm not comfortable with it in the slightest; it'd be a much different story if this was unique to Ranald, but as it is? Nah fam. Assassin or Magical Duelist would be nice, but we're already doing pretty damn good for ourselves as far as backstabby combat goes. The indefatigable nature of our magical horse means Wolf would be a suboptimal pick as a mount save for in combat, and we aren't yet trained in wolf-riding. We can take some time and let the lil pupper grow out.

Getting rid of that Disdain for Sigmar trait would be beneficial to us, as he's more often than not a pretty good god on the up and up... albeit a tad racist against mages, but that's (depressingly) normal. No, I'd much rather have a devout Sigmarite prove to Mathilde that while his god is not infallible, he is still motherfucking Sigmar, the god of heroes and the savior of the Empire of Man.

Leaving me with my final choices of Daredevil and Windsage. These seem like fun character traits to incorporate into Mathilde, in addition to some good stat gains. And BoneyM describing how she sees the world in all the colors of the Winds of magic promises to be really cool.
 
Last edited:
[X] Plan Fields of Gold

[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] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[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] 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] Donate it to whoever ends up leading the Undumgi.
 
Last edited:
i don't think it should go to the wolves- Ulric's thing is winter, right? so an item of the Red Wind, of Fire, might not grok so well with them.

but then again, sacred flame... hmmmm.
 
Also, yes, I'm baffled why people don't want a highly skilled Gold Magister as an underling.

Remember that his notes alone contributed a +10 to some papers.

Our minions have paid the action investment many times over before, and those weren't highly skilled wizards with diverse skill sets.

PanPan will stay anyway, Ambers are free spirited and already doing the currently most relevant project for them.

Gold Magister and Writing Slave sound great for a position dealing with weird magical things.
 
Last edited:
Back
Top