Voted best in category in the Users' Choice awards.
[X] Battle: General of Fog
[X] Karak: Polyglot
[X] Karak: Collegiate
[X] Karak: Windherder
[X] Personal: Xeno-Affinity
[X] Personal: The Mom Friend
[X] Personal: The Mentor
 
[X] Battle: Surreptitious Intervention
[X] Karak: Windherder
[X] Karak: Collegiate
[X] Personal: The Mom Friend
[X] Personal: The Mentor
[X] Personal: Xeno-Affinity
 
Eh, how much and how frequently does Ulthuan help Empire in particular is a matter of debate.

Teclis did establish the Colleges, and that's an enormous thing.

However, he did it almost in opposition of the central authorities (Finubar) and barring that, rarely have the Asur intervened to aid the Empire.

Iirc, even in Great War against Chaos, they sent three archmages in total. That's quite underwhelming.

The Long March and accompanying Waystone maintainance is the biggest solid good that Ulthuan has to its name.

With that all being said, I actually like the Asur, I just think they need to be a lot more proactive if they want their title of World's Shield to be taken seriously.
I mean, you're not wrong. If I'm remembering canon correctly it's implied the Asur have become more and more isolationist and withdrawn over the years since the Sundering and the War of Vengeance (I think there's also a vague suggestion that Chaos has been working to amplify these tendencies, but I could be wrong).

The Great War is also a poor example, because Ulthuan was embroiled in another round of Druchii warfare at the time and basically couldn't spare the strength. Indeed, I suspect there were strong arguments about Teclis going at all (probably from his brother).

I'd argue the biggest good Ulthuan provides from a "fight evil" perspective is actually their bottling up of the Druchii. Certainly they don't prevent everything, but they certainly intercept some of it, regularly raid the Naggarothi coastline, and act as a massive distraction to Malekith, because he's so obsessed with conquering the place he never seems to lead any major military movements elsewhere.

Also, I'm aware it's canon to the quest, but the Colleges were not raised against Finubar's wishes within normal canon. He couldn't object because he had no idea. The only argument came from Finreir, one of the Sapherian mages that accompanied Teclis. Teclis himself only returned to Ulthuan some twenty years after the end of the War, when his father died. He was then promptly made High Loremaster (which is implied to be the only reason he didn't immediately leave again to go do more stuff to help the world. Teclis is usually presented as being pretty much the most proactive champion of good in the setting) so he doesn't seem to have lost anything by having done so.
 
[X] Battle: General of Fog
[X] Battle: Surreptitious Intervention
[X] Karak: Windherder
[X] Karak: Polyglot
[X] Personal: Mountain Mystic
[X] Personal: Poker Face
[X] Personal: Xeno-Affinity
 
[ ] Karak: Windherder

Ahem. YES, YES, YES, YES, YES, YES, YES, YES!

Ahem.

Poker face, Xeno-affinity and Mountain Mystic all look nice.
 
Since no mechanics are given, I'll analyze everything based on 2 factors:

First, their potential to power us up. Second, their potential to introduce future plot hooks.

As for the potential to power us up, well, I have a unique philosophy: anything that powers us during a battle is less useful than anything that allows us to act before a battle to change the tide, which in turn is less useful that anything that lets us continuously build our own side's power before we even know there is a battle.

As there were no options given that were outright bad, I'll split stuff in 3 categories: suboptimal are things I think we shouldn't vote for, not because they are bad, but because they are less good, optimal are things I think are good to vote, even if I would not vote for them for and preferred are things I will be voting for

Suboptimal

Starting with bundling all the ones that have the same problem

[ ] Battle: Understanding of Greenskins
This wasn't the first time you clashed against the greenskins and it certainly won't be the last, and you've recently received a fair few accolades for your ability to get inside their head. Perhaps you should deepen that.

[ ] Battle: Understanding of Skaven
Those that fight against the Skaven usually do so unprepared and ignorant. You've had the rare opportunity to witness four different Skaven Clans in combat while knowing what you were seeing.

[ ] Karak: Understanding of Greenskins
Perhaps more important than being able to hold your own against the greenskins in times of war is being able to manage them as neighbours in times of peace.

[ ] Karak: Understanding of Skaven
The ratmen have a mind very few are able to get into, and between Frederick's memoirs and Qrech's insights it might be no human could eventually achieve the understanding that you could.

These ones are just choosing a prefered threat and going hog. Not a good thing for a rounded character.

[ ] Battle: Surreptitious Intervention
Or perhaps you should focus not on when you lead the battles, but when you turned them more personally. Eyes and blades in the right places can make all the difference.

Only useful during a battle. No.

[ ] Battle: Shoulder to Shoulder
One of the strongest statements a general can make is joining the front line. Perhaps that's a skillset you should cultivate in yourself.

It incentivizes placing ourselves in danger, plus its highly situational

[ ] Battle: When In Doubt
Of the lessons that the Dwarves can teach, perhaps the strongest is that there's rarely a bad time to be strengthening your fortifications.

Normally, it would be my jam, but we cannot help the dwarves do better what the dwarves allready do best.

[ ] Karak: Cartographer
Being able to explore, record, and subsequently navigate unfriendly territory is an incredibly useful and often underrated skill.

I may be underating it too, but I doubt it'll help us much, 9 out of 10 times there are better uses of our times than scouting, and the remaining 1 we can allready scout better than most professionals.

[ ] Karak: Light Fingers
It's not theft, it's espionage. The enemies of the Empire and the Karaz Ankor have all sorts of interesting and portable items that would do a lot of good in friendly hands, from supplies to devices to paperwork.

Useful, but same problems as Cartographer

[ ] Personal: Unphased
You've seen a lot of terrible things. You were responsible for some of them. It is necessary to grow at least a little numb to the horrors of the world, so that one can continue to combat them.

We are allready brave enough.


[ ] Personal: The Mom Friend
As a friend, you have something of an interventionist streak. Perhaps you should embrace this, and make it your mission to ensure that those closest to you live their best lives.

I do not want a meddler skill that will leave us with less time.

[ ] Personal: The Mentor
Gosh, the Ducklings are so fun. And not just because they so easily fall for what Panoramia has learned to see through. They have so much to learn, and you have so much to teach them, and one day the Old World will be filled with movers and shakers that you have helped blossom.

Same as above. We are helping them, we should continue to do so, its not our primary mission.

optimal
[ ] Battle: Trucemaker
You may not have the diplomatic chops to make lasting peace, but 'if we fight each other now, we both die' is much easier to sell, and can radically shift the balance of a conflict.

[ ] Personal: Poker Face
Acting like you always know what's going on has gone from a source of personal amusement to a vital diplomatic first line of defence. Perhaps this should be cultivated into a deeper understanding of the art of bluffing with no cards.

I would not support either of those normally, but we really need diplo

[ ] Karak: Polyglot
Between Khazalid and Queekish, you've found there's a great deal of benefits to expanding your linguistic lexicon.

How handy that'll come depends on how much we travel. Not risking it, but I get why one would.


[ ] Karak: Surveillance
A careful eye upon those that don't know about said eye can reveal all sorts of information, more than making up for how difficult it might be to get that eye into place.

Always a good thing to not be caught with your pants down.


[ ] Karak: Collegiate
How independent the Colleges are from each other depends a great deal on your perspective. There can be a lot of value in bridging those gaps.

More delegating ability means compounding power. Only reason I am not choosing that is because windherder is even better


[ ] Personal: Ancestor-Gods
Most worship many Gods, but in the Empire you've only felt drawn to one. Perhaps your time amongst the Karaz Ankor, walking where the Ancestor-Gods once walked and feeling the power of Gazul, has changed that for you.

Mathilde goes full native, and I cannot say no to that. Its just... not very useful overall

[ ] Personal: Xeno-Affinity
Your circle of friends and acquaintances includes Dwarves, Halflings, seven flavours of Wizard, spiders, a wolf, a litter of Wolf-Rats, and to your surprise, one Skaven. Who can predict the benefits to cultivating an ability to find friendship amongst those most different from you?

Ahhh, this is just too nice for our progression as a character and the dream of an omniordercultural K8P

prefered

[X] Battle: General of Fog
Perhaps you should embrace the role of General that fate seems to insist on thrusting upon you, and deepen your understanding of deriving and concealing information on the battlefield.

Useful before and during a battle, both while we command and while we go hero unit? Not my favourite cup of tea, but this is just too versalite

[X] Karak: Windherder
It's said the High Elves can achieve miracles by using the Winds in parallel. You'll have to make do with using them in series, having other people handle the other Winds, and making sure they keep a safe distance from each other. But cultivating this ability expands the possibilities exactly eightfold.

The next step to ultimate arcane power? It gives both optimal storytelling and optimal compounding power potential.

[X] Personal: Mountain Mystic
Your unconventional relationship with an unconventional God has so far gone mostly unnoticed. Perhaps word might begin to spread amongst the faithful that far from the sects, orders and brotherhoods of the Empire, one walks with only Ranald for company.

I am contractually obligated to vote for Ranald, sorry. It opens all kind of interesting plot hooks.
 
[X] Battle: General of Fog
[X] Battle: Surreptitious Intervention
[X] Karak: Windherder
[X] Personal: Xeno-Affinity
 
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[X] Battle: General of Fog
[X] Karak: Windherder
[X] Karak: Collegiate
[X] Personal: The Mentor
[X] Personal: Poker Face
[X] Personal: Xeno-Affinity

General of Fog is just super, super attractive, just because upgrading a spell creation trait is what can potentially leave us doing what Melkoth did with his Mystifying Miasma and forging a new Battle Magic. Especially since Windherder would probably allow us to account for the presence of other Winds and potentially augment our design further.
 
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[X] Karak: Windherder
It's said the High Elves can achieve miracles by using the Winds in parallel. You'll have to make do with using them in series, having other people handle the other Winds, and making sure they keep a safe distance from each other. But cultivating this ability expands the possibilities exactly eightfold.

I said i would and i am.

I care not a wit for anything else.
 
[x] Battle: General of Fog
[x] Battle: Trucemaker

General of Fog is neat, and a whole lot of stuff people have been suggesting long-term projects for is going to require two groups not killing each other but instead working together. Trucemaker doesn't directly help with that, given it's specifically the battlefield / let's both beat up a mutual enemy trait, but it's still a step in the right direction.

[x] Karak: Windherder

The Science! Trait. Because I really like BoneyM's research episodes.

[x] Personal: Xeno-Affinity

Poking new cultures is fun, interesting, and profitable!
 
[X] Battle: Trucemaker

Because I want to get Mathilde's Diplomacy score up to where she can actually tell what's going on. And the WHF world does seem to be a situation where being able to get the "Hey, the real baddies are over there!" message across is very useful.

[X] Karak: Polyglot
[X] Karak: Windherder

I'm good with either of these - Polyglot will help with a bunch of stuff, probably including actually understanding the multiple meanings whenever an elf is talking, but also if we do push for spoken Queekish.
Windherder, of course, is a no-brainer.

[X] Personal: Xeno-Affinity
[X] Personal: The Mentor

More diplo, but these are both highly likely to be useful on multiple paths of future projects.
 
I'm gonna.

(More seriously, as I've said before, I don't know how Thorgrim intended to keep Belegar in the dark about this indefinitely, with all the magical expertise he's got banging around. Someone would notice. So no, Thorgrim doesn't get to slide just because he's biased toward keeping secrets. It's a bad secret to try to keep, on multiple levels.)
I don't know why Thorgrim would think anybody would notice given the previous centuries nobody knowing including Kragg who lived in Everpeak for millennia. And it certainly wouldn't occur to him a wizard who isn't 40 yet would figure anything out because A: who would tell a human anything about runecrafting ever and B: wizards are this weird new experiment the Empire are doing via a inadvisable agreement with Elgi where wizards are formally taught to sometimes explode slightly more enemies than allies.

It's not a good secret to keep but doing dumb shit like this is as part of dawi nature as good stuff like ale production and keeping promises. You take the good with the bad.
 
I have a lore question for anyone who knows. Do College wizards from different Colleges ever cast combined spells of any sort, using multiple winds at the same time to achieve some combined effect, or would that be breaking new ground?

The closest thing I can think of that we've seen is the enchantment work on Mathilde's tower, with saparate elements of different winds working together as modules without touching and becoming Dhar. I don't know if there are any other examples.
 
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[X] Battle: Surreptitious Intervention
[X] Karak: Windherder
[X] Personal: Ancestor-Gods
[X] Personal: The Mentor
 
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The thing is that you would not have been wrong before the book bonus were implemented, but with the book bonus this trait is ridiculously OP...

Let's say we learn, Estalian, Tilean and Kislevarin (with polyglot we can learn them with just 1 AP instead of 3) and that allow us to buy books and use those bonuses in anything and we want... For these languages alome we get from 6-12 bonus points in any topic we decide to buy...

If you combine that with the Great Library Boon it means that we can easily get a bonus of more than 20 in any topic we want...

You say that it is an underwhelming rewards, but in truth is by far the most powerful trait in its category...
It's underwhelming for being fairly boring.

Windherder opens incredible and unique options. Polyglot... Doesn't.
 
Xeno-Affinity is ideal for a good long while. We have the Dwarves, we have the We, a Skaven, we have the Eonir and eventually the Asur when we take our little internship in Nagarythe.

It's arguably the best thing for diplomacy we will have for awhile in regards to our notable issues.
The trouble is that it does nothing for the human part. It just patches Mat further away from humanity as she gets to better understand foreign mindset. It's useful, but it's not what I want for Mat as a personal lesson.

Xeno-Affinity is how you get further away from her peasant, human, roots. Away from her second family in the College. Do you want to spend all your time around dwarves and elves and skaven? Because I don't. For me, dealing with them all is the job, and one Mat is good at. But I would not take as a personal choice.

If it was under Karak, I might vote for it. I mean, if the Wind thing wasn't there.

But Xeno-Affinity as a personal lesson is not something I like.
 
this logic Mathilde should go out and learn blachsmithing and engineering and woodworking and archery. She should learn fencing and kendo and whatever sword plus shield is called. There are effectively infinite skills that Mathilde could learn. This does not mean that those skills are actually worth acquiring.
The thing is that with Poliglot we can learn any language in 1-2 actions, and every language we learn allows us buy books on that language, meaning that we can get 2-4 bonus points in any subject we choose...

As I said before it is an incredibly powerful trait, and with 3 AP we can learn 3 languages that will give us 6-12 bonus points in any subject we want, and there are tons of languages...

Many people doesn't want to see it but Poliglot is incredibly powerful...
 
I don't feel qualified to vote on the other sections, but I very much want to see more interactions with strange creatures like the spiders.

[X] Personal: Xeno-Affinity
Your circle of friends and acquaintances includes Dwarves, Halflings, seven flavours of Wizard, spiders, a wolf, a litter of Wolf-Rats, and to your surprise, one Skaven. Who can predict the benefits to cultivating an ability to find friendship amongst those most different from you?
 
[X] Battle: General of Fog
[X] Battle: Understanding of Skaven
[X] Battle: Surreptitious Intervention

[X] Karak: Polyglot
[X] Karak: Collegiate

[X] Personal: Mountain Mystic
[X] Personal: Poker Face
[X] Personal: Xeno-Affinity
 
[X] Battle: Surreptitious Intervention

[X] Karak: Polyglot
[X] Karak: Cartographer
[X] Karak: Surveillance
[X] Karak: Light Fingers

[X] Personal: Poker Face
 
Piety: 8 - Belegar was never particular close to the Ancestors, but he thinks he knows who has failed them.


Animosity - Thorgrim Grudgebearer: Though he's savvy enough to keep it to himself, King Belegar's dissatisfaction with the state of the Karaz Ankor has crystallized as a growing hatred for the High King himself.
Well, that's something.
 
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