Voted best in category in the Users' Choice awards.
Re: Magic level: level 3 would be typical for the end of a Journeyman career. 5 would be nice to have, but hardly a strict necessity.

Alright, I'm loosely sold on Enchant Sword + Learn Bewilder + Learn Doppleganger + Blessing on Tests next turn.

Is Anton a Free action social option? As I understand it, he's gone back to his hometown rather than hang around Wurtbad, but if we're Shadowsteeding to take the tests then we can probably make a small detour along the way.
 
Alright with the new information it looks like I'm voting to take the test next turn after all.
With our deads and magic four we are at the point where staying unpromted is a little wierd. There'snothing stopping a Magister from traveling.

However is the elf mercenary still around he should know more about magic and the potential in the snake box then even our master.

I don't care about improving the fief unless it's an easy quality of life improvement like the well. We were given it because it was all but worthless but well defended and isolated so that we didn't need to put time into or act to defend it. The only reason we have it is because a knight needs land.
 
Alright with the new information it looks like I'm voting to take the test next turn after all.
With our deads and magic four we are at the point where staying unpromted is a little wierd. There'snothing stopping a Magister from traveling.

However is the elf mercenary still around he should know more about magic and the potential in the snake box then even our master.

I don't care about improving the fief unless it's an easy quality of life improvement like the well. We were given it because it was all but worthless but well defended and isolated so that we didn't need to put time into or act to defend it. The only reason we have it is because a knight needs land.

Just spend for a well and granary. Pretty simple
 
Also we need the bailey, at some point, to meet our feudal obligations, if nothing else. If beastmen come running through, having somewhere to take shelter in, and pelt them with stones will be a lot better, then just getting all our people killed.

Remember folks, it warhammer. If you clean out one threat, and don't consolidate the gains, another will move in.
 
However is the elf mercenary still around he should know more about magic and the potential in the snake box then even our master.
Asarnil isn't a wizard, though he probably knows magic tricks. And the snake inna box is the kind of ridiculously unlikely event that may be actually unique in human history.

Even besides all that, I can't imagine he's still around, nobody pays his exorbitant fees to have him kick around after the war is over.
 
So I sometimes cheat and write the parts where the vote is overwhelmingly one way or the other before the vote is officially closed, and I just rolled for the shrine:



Damn it, Ranald.

For those of us that play tabletop rpgs, we already knew the dice gods are fickle. and Ranald is definitely one of the dice gods.

Boss fight.
Player1: WOAH!! 'NOTHER CRIT!! YEAH!!!

DM: Stop criting on my boss monster, What is that from you lot 4...5?

Player2: 6... No wait I just rolled another. 7!!

DM: I hate you all (removes boss mini after it got curb stomped.

10 minutes later fighting a single goblin.

Player1: Uh oh.

DM: Could you people stop CRIT FAILING. I'm TRYING not to kill you with a single crippled goblin. You... drop your sword... roll a d20.

Player1: Crap.

DM: (Face Palm) You manage to drop it on your foot and hurt yourself. (Sigh) roll for damage.

Player1: NOW I CRIT!.... um I pass out.

DM: Of course you do... Who's failing next?

Player 2: That's me, I shoot the goblin with my bow.... 1... crap.

DM: Roll a d20.

Player 2: ok.... Oh no.

DM: (Sigh) You shoot Player 1. Roll for damage.

Player 1: Don't bother I'm at -9 already. I'm dead.

Dm: (Slow clap)

I will neither confirm nor deny that I was player 1 when this happened.
 
Consolidated tally.

It was very fragmented this time, especially for the ring and gun votes. If we can settle on a standard format next time, that would be great.

@BoneyM, if you end up with another vote like this, you'll want to include the names of the items we have the option of keeping in the votes themselves. This time around, with 'Keep' and 'Keep it', people felt like they needed to clarify. Only about six different versions showed up.

Also, someone keeps applying a font to their votes. Don't do that. It just means you won't get counted because the tally can't split it up.
Adhoc vote count started by Seventeen on Mar 20, 2018 at 5:37 AM, finished with 10990 posts and 82 votes.
 
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I've been thinking the best way to go about the next turns would be something like

[ ] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
-[ ] Doppelganger: You take on the appearance of a specific humanoid creature for around half an hour, though not their voice.
-[ ] Mutable Visage: You can make a target you are touching (or yourself) noticeably more or less attractive for several hours.
-[ ] Eye of the Beholder: You can change something's appearance to make it look either worthless or valuable for several hours.
[ ] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
- [ ] Intrigue
[ ] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
-[ ] Ranald's Blessing
[ ] If failed to learn a spell proceed to retry, if at least 2 spells were successfully learned then go out and keep fighting fit
[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)
-[ ] Anton

Basically just continuing on the magic backlog then use the last action to go adventuring or keep in shape if we have time. The Magister exam does include a duel so it's a good idea to keep in shape for that and also so we don't lose our edge.

Then we follow it up with

[ ] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
-[ ] Learning
[ ] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
-[ ] Doppelganger: You take on the appearance of a specific humanoid creature for around half an hour, though not their voice.
-[ ] Mutable Visage: You can make a target you are touching (or yourself) noticeably more or less attractive for several hours.
[ ] Go to Altdorf and submit yourself to the Magisterial examination. (takes three actions)
-[ ] Ranald's Blessing

I believe we only need to learn 2 more spells to hit the next level of magic so this should do it for us. Since we found that magic ring and are giving it to the college I think that should buy us enough leeway to spend a bit of extra time studying for the exam. If we hit the next level of magic then we use all our spells reliably and really impress in the exam.

We'll be taking all these actions at some point anyway so doing really well on the exam seems like a nice idea since if we're going to take the actions why not get our magic up to 5 before go. The plan is a bit flexible since it depends on our rolls on learning magic but with space for up to 5 learning rolls and some possible synergy with learning eye of the beholder, doppelganger and mutable visage I expect we have a good chance of getting this done.

With any luck we can swap some of those spell learning actions for something more exciting like enchantment or some adventurous archeology, but getting the next tier of magic seems like a good goal to reach for.
 
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If you asked for pretty much any other weapon, the answer would be yes. But swords are a manling weapon. You'd have to spend favours as well as gold to get anyone above an apprentice to sully their workshop.

But aren't dwarves pretty famous for creation of Runefangs? I man, these are the most famous swords in the Empire and they are widely associated with dwarves.
 
Incidentally I think this is Stirland's primary geography type based on the Haunted Hills and our fief's description(and also that bloody spring that Gustav rocked to death):
Karst - Wikipedia

Article:
Farming in karst areas must take into account the lack of surface water. The soils may be fertile enough, and rainfall may be adequate, but rainwater quickly moves through the crevices into the ground, sometimes leaving the surface soil parched between rains.

A karst fenster occurs when an underground stream emerges onto the surface between layers of rock, cascades some distance, and then disappears back down, often into a sinkhole. Rivers in karst areas may disappear underground a number of times and spring up again in different places, usually under a different name (like Ljubljanica, the river of seven names).

Water supplies from wells in karst topography may be unsafe, as the water may have run unimpeded from a sinkhole in a cattle pasture, through a cave and to the well, bypassing the normal filtering that occurs in a porous aquifer. Karst formations are cavernous and therefore have high rates of permeability, resulting in reduced opportunity for contaminants to be filtered. Groundwater in karst areas is just as easily polluted as surface streams. Sinkholes have often been used as farmstead or community trash dumps. Overloaded or malfunctioning septic tanks in karst landscapes may dump raw sewage directly into underground channels.

The karst topography also poses difficulties for human inhabitants. Sinkholes can develop gradually as surface openings enlarge, but progressive erosion is frequently unseen until the roof of an underground cavern suddenly collapses. Such events have swallowed homes, cattle, cars, and farm machinery.


Short version for anyone who doesn't feel like going on a wiki-walk:
-The topsoil is kept dry because the bedrock is porous. You can't really irrigate, the water falls straight through.

-Deep rooted plants normally used in arid environments fail because they will not reach aquifers, but WILL hit limestone first.

-Fertilizers will fail because the soil is dry, not because the soil is bad.

-The groundwater is literally shitty. We might want to personally supervise well construction if we don't want to spread disease.

-The ground may or may not be actually stable(we probably should have realized this from the Sunken Palace). We might seriously want a dwarf mineral survey or a dwarf construction crew before building anything particularly heavy on it.

-Caves, underground rivers and tunnels everywhere. Oh and the caves can move around slowly because the water will both erode and deposit limestone. And water can sometimes flow uphill via underground rivers(remember the mystery self filling ponds in hilltops?) via natural siphons and pressure.

-Iron and copper ores are somewhat uncommon, but present. Granted, iron ore is literally everywhere, so an iron mine here is fiddly and potentially unprofitable.

-Lots of fossils if you dig deep enough. Lets hope no necromancers are organized enough to try a Harry Dresden.

Well, either way, this explains how poorly developed the land is.

The entire central Stirland is a huge spread of similar hills of similarly dry soil, and the areas where you might expect thicker topsoil are covered in dense forests.
No wonder Moot Revanchism is such a big deal to Stirlanders. The Moot is around 20% of all farmland in the province and 60% of all the floodplains!
 
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