Voted best in category in the Users' Choice awards.
It hasn't cropped up in game yet, but Miscasting exists even with lesser magic like this. I'd much rather have the option to avoid notice from everyone for several minutes at a time to rapidly casting Mindhole on everyone we don't want to notice us.
Fair enough
No way, Mindhole is peanuts to this baby. Get a good shaded area and you're effectively incorporeal, invisible, and can't be heard for as long as you stay in the shadows. This baby is a monster in combat and you can put it on your buddies too.
That is good to know. The description didn't sound too hot, but what you describe sounds amazing
These are amazing and you will learn to worship at the altar of their greatness. Those debuffs are nasty and effect wide swaths of enemies. They also don't care how intelligent your enemy is, or what their race is.
Their description didn't sound that hot, but if they are really that amazing, then great.
It doesn't attack, it's just for show.
I disagree, it is explicitly described as
Battle Magics: Spells that can change the face of an entire battlefield. The consequences of miscasting these spells are almost as horrifying as the damage they cause when cast correctly. Many Magisters go their entire career without learning a single one of these spells.
If all it did was just "stand there" then it would be a minor illusion instead.

@BoneyM can you clarify a bit about steed of shadow? does the drake it summons actually attack or do combat useful things? How does it compare in power to the other battle magics?
It's also pure transportation
What you are describing is shadowsteed, the journyman spell. Not Steed of Shadows the battle spell, which explicitly says not to confuse the two, and is listed as "a spell that can change the course of battle" and are also 1 tier above magister.
 
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Sweet Jesus no, a mid-level shadow spell does not in any way, shape or form come even close to making up for a Wizard trying to face someone that's an army-scale blender.
It isn't "a mid level shadow spell". I is a "combo" of 6 spells. 2 of which are battle tier spells.
Those spells which are described as army killers, combined synergistically with 4 lower level spells.
 
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It isn't a mid level shadow spell. it is 2 battle tier spells. Those spells which are described as army killers, combined synergistically with 4 lower level spells.
What? Weren't you talking about mastering these two:
K / Aethyric Armour: Magic wraps around you and acts as armour. Currently as effective as a chainmail coat, but in the hands of a master it can be stronger than full plate.
K / Blessed Weapon: For the next hour, the weapon this is cast upon will count as magical for the purposes of damaging creatures resistant to mundane weapons, such as ghosts.
And going to town while mounted?

If you included Mindrazor, sure, anything with good Leadership will hit like a speeding locomotive with it. So you cast it in an army of mooks and order them to swarm that Dragon-Ogre over there.

You don't cast on yourself and ride up to it. If you want to kill it dead yourself, use Pendulum or Pit.

We'd still have the problem of low-ish WS, low Toughness, low Wounds, low Attacks.
 
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It moves someone across the battlefield at ludicrous speed. It might lack in raw sexiness, but the tactical uses of it are endless.
In that case, I might suggest that your amend the phrasing of the spell from what it is currently listed as, since it is quite misleading.
I could quote the exact wording on the spell if you'd like, but it's basically "ally takes an immediate move action outside the movement phase but they also fly."
I know what the original spell says actually.
I had thought QM changed from his description with a houseruled version because of how much his description varied from the canon one.
 
I notice now that I didn't finish the sentence when I was writing out the spells. Sorry about the misunderstanding, entirely my fault.

Edited version:

U / Steed of Shadows: Not to be confused with Shadowsteed, an insubstantial pegasus or drake appears under an ally within short range and carries them across the battlefield at incredible speed.
 
What? Weren't you talking about mastering these two:
Here is what I said
For combat, I mainly wish to create a cohesive whole from this combo:
M / Shadowsteed - adapt the mastery we created for it to steed of shadows
U / Steed of Shadows - upgrades shadowsteed into a drake or pegasus. I want drake.
U / Smoke and Mirrors - constant short range teleports in battle.
K / Aethyric Armour - our armor is magic
K / Blessed Weapon - our sword is magic
U / Burning Shadows - the shadows we cast melt things. Works with our sword, and would be great with our drake's wingspan.

Those 6 spells have amazing synergy. Moreso if we can actually seamlessly meld them into a cohesive whole (basically, a single spell that is our "warform"). Of course, we are far far far away from this level of magic.
Smoke and mirrors and steed of shadows are both "battle" tier spells.

Also keep in mind that at the time, I was under the mistaken impression that QM had rewritten steed of shadows because the way he described it seemed quite different than what the sourcebooks do. It sounded like "you summon a drake made of shadows" nothing about it moving people... so I thought, oh hey, summon a minion that is "battle" tier.

That said... QM has said that mastering shadowsteed in combat would have lead to it growing claws to attack enemies with. And the version we did get give us a bonus on mounted combat with a lot of potential there too. But it is not guaranteed and lacks the synergy I initially saw in it.

I did mention how we are far far far away from it though. Mastering those combat spells and then synergizing them is at the level of legendary heroes not us. I doubt we will ever get to that point with only learning 13
 
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Here is what I said

Keep in mind that at the time, I was under the mistaken impression that QM had rewritten steed of shadows because the way he described it seemed quite different than what the sourcebooks do.

That said... QM has said that mastering shadowsteed in combat would have lead to it growing claws to attack enemies with. And the version we did get give us a bonus on mounted combat with a lot of potential there too.
Then I stand by what I said.

Sure, we can be decently dangerous, especially as this focuses on a more open ended WHRP mechanics than rigid TT.

But we will get shredded by most TT melee character remotely close to our level. They also get fancy armour and weapons, and much better stats and actual special rules on their side.

And argument could be made, however, to get these 50 death weapons, form up a mounted GS complement led by us. Pump our Leadership sky high, cast Midnrazor on our unit and charge the back of a serious threat.

Especially after its debuffed to hell and back.

Not ideal, but decent enough if our LD is high enough. It's one of the spells we should focus on learning fastest anyway. Would only matter if we maxed LD, or couldn't get a character with comoarable or higher LD to lead the unit. Wasteful otherwise. But doable.

There's a reason our lore attribute allows you to get in range, cast, and substitute yourself with an angry War Priest or Elector Count. Aka, "Running Away: A Broadway Special."
 
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Then I stand by what I said.

Sure, we can be decently dangerous, especially as this focuses on a more open ended WHRP mechanics than rigid TT.

But we will get shredded by most TT melee character remotely close to our level. They also get fancy armour and weapons, and much better stats and actual special rules on their side.
1. You are assuming our hypothetical future self won't have fancy armors and weapons. Those spells don't create weapons out of thin air, but enhance an existing weapon. Heck, we actually made the MC an enchantress so she can craft magic arms and armor.

2. I just double checked and your list of things that would shred this hypothetical far future melee build version of us included things like "rabble vampires" and "ogres".
 
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1. You are assuming our hypothetical future self won't have fancy armors and weapons.
2. Actually I just double check and your list of things that would shred this hypothetical far future melee build version of us included things like "rabble vampires" and "ogres".
We live in Stirland. For some reason, I'm worried about vampires.

While we are low level we have no choice in combat, get a great weapon, preferably magical, and go to town. But that should be limited to skirmish-level fights, like in the Mound. In that scale, we can in fact fight decently in melee, after we train a bit.

As soon as we unlock battle magic, tho? Whole other game. In a army vs army scenario, a proper battlefield, we really don't want to have to do anything but cast from the rear.

And if they also get fancy gear, what does it say about us?
 
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We live in Stirland. For some reason, I'm worried about vampires.

While we are low level we have no choice in combat, get a great weapon, preferably magical, and go to town. But that should be limited to skirmish-level fights, like in the Mound.

As soon as we unlock battle magic, tho? Whole other game. In a army vs army scenario, a proper battlefield, we really don't want to have to do anything but cast from the rear.
IF we EVER unlock battle magic... it would be after so many years of melee magic fighting that we are probably going to be actually good at melee by then.

Also, who said anything about army v army? even you insisted we would be fighting in dungeons.

edit:
We live in Stirland. For some reason, I'm worried about vampires.
... how is this a response?
You were saying how a "rabble tier vampire would shred a combat magister far future melee build version of us". this is not "worried about vampires" and has nothing to do with being worried about vampires. it is your assertion that melee builds are completely and utterly nonviable.
 
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I prefer big giant kill enemies from a distance spells because, well, think about it, what are the two most dangerous types of encounters for us to be in that we are also most likely to be in.

Spying behind enemy lines and massive army battles. For a massive army battle, things that kill stuff from far away, kill a bunch at once, weaken the enemy army, or empower our dudes are the best. For going behind enemy lines, we want to weaken the enemy so they can't get to us and we want to cast giant F you everyone dies spells and then run away before their army kills us.

In both scenarios having melee skills is nice but it's still something we want to avoid because it's less effective than our other options and puts us into a more dangerous situation.
 
I prefer big giant kill enemies from a distance spells
So do I, which has absolutely nothing with my disagreement with him about the viability of melee builds.

And the only reason I was even looking at melee builds in the first place is because my preferred votes lost and you guys started the MC down the path of melee. So I was looking for synergies for this path we are already on despite it not being my preferred path

Although I guess that could be argued as me falling into sunk cost fallacy. And that the moment we unlock battle tier spells (assuming we ever do) we should completely switch gears and abandon our melee build for a backline nuker
Spying behind enemy lines and massive army battles. For a massive army battle, things that kill stuff from far away, kill a bunch at once, weaken the enemy army, or empower our dudes are the best. For going behind enemy lines, we want to weaken the enemy so they can't get to us and we want to cast giant F you everyone dies spells and then run away before their army kills us.

In both scenarios having melee skills is nice but it's still something we want to avoid because it's less effective than our other options and puts us into a more dangerous situation.
You forgot assassinations in our side's territory, dungeon delving, kidnapping, etc.
Also, your assertion that melee is less effective is based on the assumption we are a combat magister, which might never happen.
 
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I'm not saying our melee is terrible forever and ever.

I'm saying we shouldn't try for some killer melee combo after we've unlocked battle magic, as you use Steed of Shadows and Smoke&Mirrors in your suggestion. Melee is how you kill mages, not how mages kill you.

For now, melee is more or less our one option for fighting until we unlock Shadow Knives. I've repeatedly said we can get pretty decent on skirmish level battles even in melee.

I'm trying to disabuse you of the notion we have any place leading a cavalry charge against ten thousand zombies. Or swoop down on an vampire lord or dragon-ogre or anything of the sort. Even if we have a killer combo.
 
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I'm not saying our melee is terrible forever and ever.

I'm saying we shouldn't try for some killer melee combo after we've unlocked battle magic, as you use Steed of Shadows and Smoke&Mirrors in your suggestion. Melee is how you kill mages, not how mages kill you.
You have actually said melee is terrible forever and ever. And also misinterpreted what I was saying.
I will accept that you didn't mean to, that your words got away with you and you exaggerated. it is easy to exaggerate, fine. So lets move on and focus on your current argument instead

Also, I would like to point you again at my assertion that if we EVER unlock battle magic it would be so far down the road of our melee magic career that by then we would be a melee champion. What are your thoughts on this scenario?
I'm trying to disabuse you of the notion we have any place leading a cavalry charge against ten thousand zombies. Or swoop down on an vampire lord or dragon-ogre or anything of the sort. Even if we have a killer combo.
This notion you are trying to disabuse me of exists primarily in your own imagination. Please note what I am actually saying.

That being said, this line you just made seems very wrong to me. If we have a killer combo then why shouldn't we use it? Killer combo changes the dynamics of a character and can let them act in a non traditional manner. Now, if we don't have a killer combo than that is a completely different thing entirely and we should act like a traditional mage.

The killer combo I envisioned many pages ago was based on the QM making an error when he wrote the spells out, which made me think he has house ruled the spells. Now that I know he hasn't then there is no hypothetical killer combo anymore. Again, this was something that was pointed out multiple times and I thought we have moved on from.

Also... I never actually said anything about leading a cavalry charge. I was talking about assassinating powerful enemies, and you were talking about dungeon delving. this whole "lead an army" thing was just recently brought up as ever more extreme misrepresentations of my arguments
 
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Hypothetical future supermagic aside, what are the medium-term priorities for Mathilde?

The palace-shrine is hopefully quite well set now that we've spent five actions on it to date, plus an outsource. I figure the gribblies found in the palace can be ignored, or their interrogation delegated to Greatswords at least. We need more spy network and we need trusted people we can delegate to. We really should get around to training Intrigue one of these years (funny how the spymaster put it behind Martial and Spells). At some point the Wisdom's Asp is going to show up again and it seems like asking the Grey College for advice on that point is our obvious course of action, although we could also spend time on removing all vaguely reflective surfaces from our lodgings. Being next to Sylvania, Undead Lore is doubtlessly going to come in handy one day. How important is investigating/befriending the other councillors, particularly the new Marshal?
 
The palace-shrine is hopefully quite well set now that we've spent five actions on it to date, plus an outsource. I figure the gribblies found in the palace can be ignored, or their interrogation delegated to Greatswords at least. We need more spy network and we need trusted people we can delegate to. We really should get around to training Intrigue one of these years (funny how the spymaster put it behind Martial and Spells). At some point the Wisdom's Asp is going to show up again and it seems like asking the Grey College for advice on that point is our obvious course of action, although we could also spend time on removing all vaguely reflective surfaces from our lodgings. Being next to Sylvania, Undead Lore is doubtlessly going to come in handy one day. How important is investigating/befriending the other councillors, particularly the new Marshal?
I like all of your ideas. definitely got do them all.

... which is really going to cut into our magic learning time.
 
Hypothetical future supermagic aside, what are the medium-term priorities for Mathilde?

The palace-shrine is hopefully quite well set now that we've spent five actions on it to date, plus an outsource. I figure the gribblies found in the palace can be ignored, or their interrogation delegated to Greatswords at least. We need more spy network and we need trusted people we can delegate to. We really should get around to training Intrigue one of these years (funny how the spymaster put it behind Martial and Spells). At some point the Wisdom's Asp is going to show up again and it seems like asking the Grey College for advice on that point is our obvious course of action, although we could also spend time on removing all vaguely reflective surfaces from our lodgings. Being next to Sylvania, Undead Lore is doubtlessly going to come in handy one day. How important is investigating/befriending the other councillors, particularly the new Marshal?
Those are all important actions, many of which have been around forever that we've not found or made the time for so far.

Someone else posited we can leave the Witchhunter to use his intrigue actions to vet the councillors, so probably low priority unless we get a specific reason?

Re. magic, I still like the idea of working towards Magisterhood as a specific goal. We can request a Journeywizard as another Lieutenant, and eventually take an apprentice or two. Hopefully more actions. Finishing up the missing Spymaster plot line probably covers the Deed, but we really need to buff the breadth and strength of our magic repertoire.

Possibly also boost whatever is our equivalent of the WHFRP Magic stat (ours is probably... 2? On a scale of 1-4 iirc.)- I'd assume Learning here, based on the squirming comment in our stat line. Although, technically, in WHFRP we can't boost Magic stat any higher until we 'graduate' from Journeywoman, so it might not be necessary.
 
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Re. magic, I still like the idea of working towards Magisterhood as a specific goal. We can request a Journeywizard as another Lieutenant, and eventually take an apprentice or two. Hopefully more actions. Finishing up the missing Spymaster plot line probably covers the Deed, but we really need to buff the breadth and strength of our magic repertoire.
Apprentices would probably take actions.

A Journeyman Minion OTOH, sounds great.

Let's try to get the "Forgotten" spells out of the way first.
 
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Those are all important actions, many of which have been around forever that we've not found or made the time for so far.

Someone else posited we can leave the Witchhunter to use his intrigue actions to vet the councillors, so probably low priority unless we get a specific reason?

Re. magic, I still like the idea of working towards Magisterhood as a specific goal. We can request a Journeywizard as another Lieutenant, and eventually take an apprentice or two. Hopefully more actions. Finishing up the missing Spymaster plot line probably covers the Deed, but we really need to buff the breadth and strength of our magic repertoire.

Possibly also boost whatever is our equivalent of the WHFRP Magic stat (ours is probably... 2? On a scale of 1-4 iirc.)- I'd assume Learning here, based on the squirming comment in our stat line. Although, technically, in WHFRP we can't boost Magic stat any higher until we 'graduate' from Journeywoman, so it might not be necessary.
If we go by WHFRP mechanics and lore, it will take time with some serious preparation to become magister. We will either need to brush up on enchanting or get looting to get a few magical items (you need 3 in the RPG), and there might be need to take some time off for the traditional magic duel one must participate in to become a magister.
 
Turn 4 Results - 2471.5
[*] Plan Grassroots Improvement; Updated
-[*] As Per Orders: Perform your current assignment.
--[*] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[*] Ranald's Blessing
--[*] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[*] Backtracking and Side Operations:
--[*] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[*] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[*] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[*] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[*] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[*] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[*] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[*] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[*] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[*] Change tithe payment/loan payment/embezzlement (specify)
--[*] Embezzlement to 35 gold per turn.

---

You swear viciously under your breath and suck on the wounded tip of your finger, throwing the knife in your other hand at the wall in frustration. You were a wizard, for crying out loud. Wizards don't whittle. They bend arcane energy to their will and force reality to obey their slightest whims!

But after a moment, you settle back down and regard the small wooden cube carefully. And after a moment's thought, you press your bleeding finger against it, staining it with your blood. Not much of a sacrifice, but one caused by luck, within a place holy to Ranald. Hopefully that will tip the scales. You'll give Ranald the chance to guide you to the disciples of one of his other guises, before you seek them out yourself.

---

You step out into the street and look around. Okay, two directions. On a four or higher, you go left. You roll a six - a good omen, you decide. And you go left.

A three-way intersection. Okay, then. 1-2 is left, 3-4 is straight, 5-6 is right.

You roll the die, and it lands exactly on a corner between four cobbles and sticks there, one corner pointing straight up at the sky. You stare. You circle the die, ignoring the looks you get from passers-by; two, four and six point skyward, while one, three and five point toward the ground. You glare at someone who's about to step on the die. He finds somewhere else to step.

You breathe in. You breathe out. You resist the desire to curse Ranald. You pick up the die and examine it.

Okay. All three directions, or none of the directions. Neither of those made sense. Maybe Ranald was saying he couldn't help you? Or...

A thought occurs to you, and you hate it.

Reluctantly, knowing what you'll find, you examine the surface of the road on the intersection, and find what you just knew you would - a manhole to the sewers of Wurtbad.

You toy with the thought of finding a new god. Verena, you're sure, does not tell her followers to climb into sewers. But even as you wonder if Verena likes cats too, you know you're going to end up climbing down that manhole.

But first, because you're not stupid, you're going back for a lantern.

---

You stomp through the sewers in a huff, knowing that you're being played. Every time you get to an intersection, you peer down each into the darkness and down one of them you see the glint of a cat's eyes staring back at you. Then the cat blinks and is invisible once more, only for the eyes to be watching you once more when you get to the next fetid crossroads.

You walk, and walk, and walk, until you're not sure if you're even under Wurtbad any more. Your path diverges from that of the foul, trickling sewer, taking you into an area of even older stonework, and you slow as you sight a glimmer of candlelight up ahead. You creep towards the light and see a glimpse of a tunnel opening into a much wider room, dimly lit by candles.

"What're you playing at? I know you know to take the arcana out," you hear a voice ahead of you say, and you freeze.

"What're you playing at? This deck doesn't even have arcana."

"Then how come you just dealt me a Priest and a Magister?" Oh, come on. Ranald was supposed to be subtle, and yet- your temper boils over.

"Because it's an omen, you goddamn idiots," you yell as you stomp into the room, sending the two men scrambling away from you in shock. They draw daggers; you glare at them until they sheath them again, sheepishly. One is thin and bald, with a neatly-trimmed beard and had been speaking in a Nordland accent; the other is older but more muscled, with greying hair, a moustache, and the unmistakable tones of an Averlander. The room itself is surprisingly dry, and is filled with battered wooden tables and chairs, though only the one had been occupied. Hanging against a wall, overseeing the room, is a rather well-made tapestry of a black cat appearing to carve an X into the background with its claws.

"So, uh," the Averlander says.

"Is that a greatsword on your back or are you just happy to see me?" the Nordlander interjects, then ducks a swipe from the Averlander.

"Did a mutual friend send you?" asks the Averlander, and you scowl. He nods, taking that as confirmation. "Were you seeking anything in particular, or were you just inspired?"

"I was seeking..." you hesitate, and then decide that Ranald's gotten you this far, you might as well trust him even if he is insufferable. "The criminal underworld of Wurtbad. I want to make them part of Stirland's intelligence apparatus."

There's silence as the two of them mull that over, broken only by dripping water in the distance. "The Deceiver and the Night Prowler, hand in hand," the Nordlander muses.

"And in exchange?" the Averlander asks.

"My main priority right now is keeping the bloodsuckers out of Wurtbad, which is good for everyone. But I can offer all sorts of payment. Coin. Favours. Pardons. The occasional blind eye. I know you know who I am."

"The robes were a giveaway." The two of them exchange glances, seeming to communicate something, then the Averlander nods. "I'm Heideck. He's Wolf. We may be able to work something out."

---

And you do. The two, you learn, are former bandits who retired to live off their ill-gotten gains and repay their debt to Ranald by serving as His priests. The deal is an easy sell to their criminal flock - they like powerful friends, they don't like being eaten by vampires. It's a great arrangement all around. Everybody wins, except for those that Wurtbad's criminals prey upon, but, well... priorities.

[SEEK RANALD'S FAVOUR: Req 80, Piety, 77+15=92. Ranald's Blessing activated! 92+20=112! Ranald adores you.]
[HOW SAFE ARE THE SEWERS: Roll, 86. Serene, in a sewer-y kind of way.]
[FIRST IMPRESSION: Roll, Diplomacy, 71+9=80. They're impressed.]

---

When you prepared yourself to sit in on a Witch Hunter's interrogation, you were expecting horrific violence and terrible devices. What you got was, in its own way, far more shocking.

Petr von Stolpe sat bolt upright, shackled to a chair that was itself bolted to the ground, glaring at Van Hal who stood in front of him. Apart from the chair, the room was completely unadorned. Van Hal returned the glare with a steady look of his own, seemingly content to stand there until the return of Sigmar.

"If your soul is feeling burdened," Van Hal finally said, "I can fetch my personal chaplain for you."

"Piss on your chaplain," von Stolpe replies immediately, spittle spraying across the room. "I have rights! To have me kidnapped by foul sorcery is an assault on Sigmar's Empire!"

"Rights, yes," Van Hal agrees mildly. Then he strides forward and backhands von Stolpe across the face. "Rights and duties! On this very day proud and loyal men of Stirland die to hold back the tides of the unliving, protecting your petty fiefdom, and so precious little is asked in exchange for those lives. But you would not give even that. Tell me, Count, I beg of you to tell me that it was mere greed that drove you to withhold the taxes you owe to the Province of Stirland. Tell me you know nothing of those who allowed you to get away with it as long as you did. Tell me that, prove it to me, and I would see you walk free in a heartbeat. Because otherwise I will see you burn."

Von Stolpe spits blood, and in the sudden silence you hear a tooth bounce against the stone floor. "Who are you to question me," he replies, his words quiet and slurred but the rage coming through clear despite it. "My ancestors have ruled Leicheburg for centuries. This land has seen three score Count von Stolpes, and I tell you: it will see three score more. You have sat upon a stolen throne for not two years! I have taken shits more glorious than your rule!"

Silence falls once more. You hold your breath.

"Bloodlines," Van Hal says, at last. "Lineage. Ancestry. That is what fuels you." He leans forward. "You may be right about one thing: Stirland may yet see three score more Count von Stolpes. In fact, those three score start now."

"You wouldn't-" Von Stolpe is silenced by another vicious blow, rattling the chains securing him.

"Weber," Van Hal says, and it takes you a moment to remember that that's you. "Go tell Maksim that his brother has suffered a terrible accident. The Count is dead, long live the Count." He looks at the form slumped in chains. "It's not even incorrect. Just premature."

---

Later, much later, as you and Van Hal wash blood from your hands, he starts to tell you a story - a story every Stirlander knows, but not near as detailed as this. A story of a half-insane Count, seething with petty hatred, who sought any marriage for his daughter to keep his brother from inheriting. And when a man-shaped creature from blighted Nehekhara arrived at the Count's deathbed, he paid more attention to the nobility of the being's blood than the dark curse it bore.

"There are a hundred types of rot that can eat at a man's soul," Van Hal says absently, lost in thought. "But one of the most insidious is the idea that the titles of your ancestors matter more than their deeds."

In the end, you hear the name wheezed from the former count's lips that you knew you would hear.

Von Carstein.

[INTERROGATION TRAINING: Roll, Intrigue, 70+12=82. Like a duck to horrible water.]

---

After that, you feel an urgent need to clear your head, so you make your way to the countryside.

It occurs to you, as you ride into Biderhof, just how far you've come. Just over a decade ago, you were a peasant child running around in a homespun frock, collecting frogs and throwing mud at the boy next door, occasionally roped in to do some poorly-understood task out in the fields but mostly running around freely and getting underfoot. Only a fascination with storms hinted at what was to come.

Then, one day, the poorly-carved wooden horse that had been mildly entertaining bored children for generations neighed, and your life was never the same again.

If not for that, you almost certainly would have married some peasant boy (hopefully not the boy next door). You'd probably have had and lost children of your own. You'd say prayers to Shallya and fret over the weather and wonder how the harvest would be and yell at your kids to stop throwing mud at the boy next door.

Or you might have been eaten by something that crept over the border from Sylvania.

And now here you were, reconnecting with your bucolic roots not out of nostalgia, but because you were building a spy network. You wielded powers that normal people could not even see, let alone comprehend. You were somewhere between the second and fourth most powerful person in all of Stirland.

It was enough to turn anyone's head.

Your entrance into the village did not go unnoticed, with conversations dying away and stares following you as you pass. Perhaps it was the robes. Perhaps it was the enormous sword strapped to your back. Perhaps it was the horse made of shadow you rode atop. You had considered acting with a bit more subtlety, but in the end you decided that doing so would only delay the moment where they decided whether or not they would accept a wizard in their midst. It does not take long for someone to step from the gathering crowd and introduce themselves.

---

The headman of Biderhof is an enormous man, only slightly less intimidating for missing an arm, and you talk business with him alongside a massive pile of the logs that Biderhof's economy is built upon. He is cautious in the extreme, and his long, hard looks at you and the time he takes to answer your questions grates at you. But you make a deliberate effort to remember the dialect of your youth, slowing your speech down to match his and giving each question he asks of you in return long consideration before replying. This seems to take him by surprise, and eventually he asks, with a note of disbelief as if surprised to find himself acknowledging you as a person rather than a wizard: from where do you hail?

Kelham, you reply, and a gap-toothed grin splits the headman's face. On familiar ground now, he begins that most Stirlandian of habits: he tries to find the point where his family tree intersects yours.

You're there for the rest of the afternoon, but at the end of it he's built a working theory that his second cousin is your grandfather's first wife's nephew and he couldn't be happier to help you. Stirlandians need to stick together.

You spend a week getting to know the locals, cementing your face as a friend rather than a mistrusted outsider as well as detailing the kind of information that would be of use to you. In the end Biderhof is eating out of your hand, seeing you as an ally against the nebulous eternal foes of corrupt merchants and indifferent nobles.

Unfortunately, you're not able to replicate your success at Tarshof or Julbach. Perhaps being agricultural rather than timber towns makes them even more insular and mistrusting, perhaps the headman of Biderhof was just unusually open-minded. But you do find that while they don't trust you, their prejudice doesn't quite extend to your coin, and you secure agreements from them to keep you informed of anything out of the ordinary, and your payroll expands.

And then you head back to Biderhof to spend some more time with friendly peasants.

[MAKING FRIENDS WITH BIDERHOF: Breakpoints 35/65, Diplomacy, 65+9=74. Adopted.]
[MAKING FRIENDS WITH TARSHOF: Breakpoints 35/65, Diplomacy, 38+9=47. Reluctantly willing to accept your money.]
[MAKING FRIENDS WITH JULBACH: Breakpoints 35/65, Diplomacy, 34+9=43. Likewise.]

---

"I wasn't going to say anything," Markus says as his sword clacks against yours, not even slightly out of breath, "but I'm curious. Why is a wizard learning to use a greatsword?"

You take a swing at him and he sidesteps as casually as if he was allowing someone to pass in the corridor. "The sword is the symbol of the Grey Order!" you exclaim, taking another swing that he bats away without trouble.

"Not a greatsword, though," he says, and he sidesteps, tapping you on the back with his sword as your charge carries you past him.

"You're probably the best fighters in Wurtbad," you explain like it's obvious. "And the weapon you're best at is a greatsword."

"True," he grants, and parries another swing.

"Also, they look really awesome." You circle warily, looking for an opening.

"Also true." You spot an opening. You strike. It was a trap. Once more, the wooden sword taps you.

But you're learning.

[HOW GOES IT? Req 50, Martial, 49+9=58. No worse than minor bruising.]
[EXERCISE? Req 50, Martial, 80+9=89. Side-benefits to waving all that sword around.]

---

What feels like a lifetime ago, there was a young girl reading poorly-printed books under her blankets by the ethereal grey light of Ulgu. But when you reached Senior Apprentice status, there was no longer an enforced Lights Out, so you read by candlelight instead. So the knack for it rusted.

But, you reflect as the light wobbles back and forth across the room, it didn't fade.

Another spell once as natural as breathing resurfaces as you think back to those times, and before long you're happily flinging tiny balls of force against the wall with a series of thunks. And then there's that most useful of spells for growing teenagers looking for privacy in a crowded dormitory: Magic Lock, which was also made redundant by a Senior Apprentice perk when you got your own room.

So much has changed since then, but the magic remains the same. Perhaps there's comfort to be taken from that.

[BRUSHING UP: Roll, Learning, 73+13=86. Three petty, one lesser.]

---

It is time - finally, truly time - to sleep in a comfortable bed for the first time since you left Altdorf.

You enlist Anton's aid and you're soon in the workshop of the best carpenter in town, demanding he uproot all of his plans and start building an entire bedroom of furniture for you. Who are you? Good question. Perhaps you'd like to ask your good friend, the Heir of Blutdorf. Anton waves at the man. The man uproots all of his plans and starts building an entire bedroom of furniture for you.

It's nice to have friends.

Soon, the furniture starts arriving at the inn, and you recruit some of the regulars to help haul it down the trapdoor, and subsequently buy a drink for and Mindhole them.

A dresser, to keep your stunning array of grey robes in! A desk complete with little cubby holes to store mail in! A stove to heat the room, with a chimney leading up to a crack in the floor of the shack! A rack to put your flamberge on! A bookshelf for, well, the books you'll probably eventually get!

And, blessing of blessings, a bed! A soft, warm, comfortable bed!

[SHOPPING FOR FURNITURE: Roll, Stewardship, 60+10. Bargains hunted.]

---

You look around the room, a smile spreading across your face as the small but wiry man smiles in pride. For the past six months, this man has been in one of two places: in his room in the inn, or in your Palace-Shrine, excavating the next room along the corridor from the entrance. A hefty requirement, but one that the man was promised equally hefty compensation for. And now it is complete. Some small part of you was hoping for buried treasure, but what he has uncovered is no less valuable: space.

You lead him up and out of the Palace-Shrine, and then through the inn onto the street he hasn't stepped foot in for half a year.

"Thank you for your help," you say sincerely, handing him a pouch of coins.

Mindhole.

The man blinks. He looks around. He looks down at the pouch in his hand. He feels its weight, hears the clink of coin on coin.

And he steps back into the inn.

You smile to yourself as you watch him begin celebrating his mysterious wealth in the most time-honoured fashion: by drinking it.

Yes, you could have just not given him the money. But you're not the sort of person that uses your magic to rob peasants.

[ANY TREASURES? Req 80, 50.]

---

Another six months passed, you think to yourself as you walk through the corridor towards the meeting room. Your resources have increased, but the stakes even more so. But you swear to Ranald and any other decent God that may be listening that you won't be found wanting.

You enter the room and find Van Hal at the table going over some letters, but without the company of any of the others. You take the seat on his left and return the smile he gives you, and start to arrange your own papers. As you do so, something on one catches your eye, and you remember a question you meant to ask. "What's happening with the position of Marshal?" you ask, resisting the urge to glance over at where the bloodstain on the table still hasn't come out.

"With regards to our friends in Altdorf, you mean?" You nod. "It's tricky. I executed his agent, but the agent he inserted was undermining the defence of Stirland. So I wrote to Altdorf, explaining the circumstances surrounding de Verezzo's retirement, and asking if they can recommend a replacement. They more carefully vet their agent, and I get someone who can do their job. Sometimes two wrongs can make a right."

"So they're sending someone?"

"Three someones," he replies, waving a sheet of paper. "I can pick whoever I think will be best for the future of Stirland. That's as close to apology as we're going to get, I feel." He looks over at you. "Gods know there's not enough hours in the day - I know you haven't been able to look at those tainted weapons from the Mound yet - but if you can claw the time from somewhere, head to Altdorf or wherever they come from and do a background check on them when they arrive."

You open your mouth to agree, but you stop, knowing how many different directions you're being pulled in. You instead say that you'll see if you can find the time. He smiles and nods once more as the rest of the council start filing into the room.

---

INFLUENCE ACQUIRED: Wurtbad Thieves Guild
CHARACTERISTIC INCREASE: Piety +1 (from Ranald's guidance)
TRAIT ACQUIRED: Interrogator
RELATIONSHIP INCREASED: Van Hal 9/10
INFORMANT ACQUIRED: Headman of Biderhof
INFORMANT ACQUIRED: Headman of Tarshof
INFORMANT ACQUIRED: Headman of Julbach
INFLUENCE ACQUIRED: Village of Biderhof
SKILL ADVANCED: Greatsword (Intermediate)
SKILL ADVANCED: Fitness (Intermediate)
SPELL LEARNED: Magic Dart
SPELL LEARNED: Glowing Light
SPELL LEARNED: Marsh Lights
SPELL LEARNED: Magic Lock
PALACE-SHRINE UPGRADED: Spare room excavated!
PALACE-SHRINE UPGRADED: It's now liveable! I'll no longer make rolls to see if you catch pneumonia every turn!


Discretionary Income: +150g
Embezzlement: -35g
Excavations: -20g
---
Net: +105g

Personal Income: +50g
Embezzlement: +35g
Tithe: -5g
Student Loans: -35g
Furniture: -40g
---
Net: +5g


New mechanic unlocked: Influence.

Influence is a binary thing - you either have it or you don't. If you have it, then you not only have the influenced party as allies, but you possess a level of influence that if you saw fit, and had the backing of the Elector Count, you could effectively take it over. This will give you side-options every turn to either upgrade or utilize whatever it is you have influence over.

However, you can only spread yourself so thin. If you take over more than you can handle - and you're not experienced enough to know how much that is, but you know one would be safe - you'll either start losing actions or suffering maluses to rolls as you try to do too many things at once.

It is possible to install a lieutenant to do your will in handling one of them, but you would be giving them an incredible amount of influence and power. Do you trust anyone with that? Can you?

- I'm moving the councils' reports to the other half of the turn, since these are long enough already.
- That goddamn snake is still failing it's rolls.

---


[] Write in your report
[] Write in a one-on-one report (optional)

Possible orders for the next turn (new ones up top, old ones below):

[] You've got a whole bunch of friends now, but you could always use more!
[] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe all the taxes from it's lumber sales could flow into your pocket instead.
[] The Wurtbad Thieves Guild is basically a church group right now, instead of an actual organization. If you started throwing your weight around, that could change. Imagine the power you would wield if the criminal underworld reported to you. However, imagine how much more damage they'd do to Stirland if they were united... and you're not sure that Van Hal would be easy to convince.

[] Drakenhof. You almost hesitate to suggest it, but... surely this must be investigated.
[] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and you've got a lead: Julbach.
[] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
[] The Stirlandian League is a gold mine of information, and it must be yours.
[] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[] The castle staff can be a great source of information and first line of defence - they should report to you.
[] Seriously what is up with the East Wing.
[] If you had proper facilities, you could do better work. Would Van Hal fund renovations to a base he's never seen?
[] Other (write in)
 
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If we go by WHFRP mechanics and lore, it will take time with some serious preparation to become magister. We will either need to brush up on enchanting or get looting to get a few magical items (you need 3 in the RPG), and there might be need to take some time off for the traditional magic duel one must participate in to become a magister.
OP explains what we need to do, some pages of enthusiastic battlemagic discussion back.
 
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