Voted best in category in the Users' Choice awards.
[x] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[x] The Stirlander forces
[x] Spend time with your wolf pup, trying to develop a famliar bond.
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [x] To Dwarfholds of the Grey and Black Mountains.
 
[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] Spend time with your wolf pup, trying to develop a familiar bond.
[X] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To the Colleges of Magic
- [X] To Dwarfholds of the Grey and Black Mountains.
 
Last edited:
[X] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] Ulthar Alriksson, Head Ranger
[X] The Amber Wizard journeymen.
[X] The Gold Wizard journeyman.
[X] Spend time with your wolf pup, trying to develop a famliar bond.
 
[x] Accept as the most senior Wizardpresent (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages forBelegar, trying to scrape together any remaining support to be had beforeleaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
[x] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[x] The Stirlander forces
[x] Spend time with your wolf pup, trying to develop a famliar bond.
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [x] To Dwarfholds of the Grey and Black Mountains.
 
Changing vote to this, perhaps futilely. The +1 Magic Boon is random, and we do need a lot more artillery and special units to really take a major dwarven hold like Eight-Peaks.

[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
I was more intrigued by Form of the Soaring Raven, which is great scouting as it combines long-duration flight with disguise and small size, although it'll get less useful inside the hold proper (unless the halls are really large).
Using the Amber mages as aerial scouts almost seems so obvious it's not worth explicitly mentioning. It's not going to be all that great in the actual hold but it will make getting there much easier.

It's also a really easy spell too so even a journeyman isn't going to mess up casting it, especially in calm conditions.

Also changed my vote: I've been convinced that if we get the elector counts individually we're actually much more likely to get their support than by grabbing them all at once. May as well just grab all these time sensitive missions at once. Especially considering how absurdly important it is to get some backup.

[x] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[x] The Stirlander forces
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
[X] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[X] The Gold Wizard journeyman.
[X] The Stirlander forces
[X] Spend time with your wolf pup, trying to develop a famliar bond.
 
Last edited:
So here is our most likely campaign path:
Grenzstadt
Munzig
Akendorf
Forest of Gloom crossroads (Karaz-A-Karak reinforcements possible)
Brovska
Varenka Hills
Barak Varr (reinforcements&mercenaries possible)
Old Silk Road
Black Crag Siege (Karak Anzul reinforcements possible)
Karak Eight Peaks Siege

A lot of greenskins along the path, with only safe-ish place being Barak Varr.
 
The argument that ten thousand Stirlanders led by a known and capable war hero are a big strategic asset is convincing, but our counterspelling/counterartillery capacity is basically us, three journeymanlings and a pitiful smattering of artillery. Having the Stirlanders performing well would be nice, not being turned into Skaven by an enemy Grey Seer is essential.
Regardless, it's also pretty important we talk with the Stirlanders at some point, it'll be great for their morale.

[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.

Small remark with this spread though, a Wizard Lord deciding to answer the call would no longer make us the most senior wizard on the council (unless he accepts our authority), thus potentially freeing up our position to take charge of the Stirlanders or being the Intrigue advisor. Also last chance for us to call for aid at this point, so these are the most time-sensitive options.
 
[X] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[X] The Gold Wizard journeyman.
[X] The Amber Wizard journeymen.
[X] The Stirlander forces

[X] Spend time with your wolf pup, trying to develop a familiar bond.

To take charge of the other wizards is tempting - but we know how to lead Stirlanders. We don't know how to command wizards. Especially ones from other orders. ^^;
 
Last edited:
I kind of want to keep commanding army of Stirland, but with new healing bauble we could keep our journeymanlings alive against all odds. College would appreciate them being returned alive and well.
 
Ghur:
Calm the Wild Beast. A nearby animal becomes placid and rideable towards you for several hours or unless you attack it.
Cruelty's Deserts. Blesses an animal for a month. Anyone who harms that animal becomes a pariah for the next month.
The Beast Broken. Makes a nearby animal docile towards humans, elves, dwarfs and halflings.
Form of the Soaring Raven. Become a raven for 1 hour. You retain your mind, but cannot talk or use magic. Can be ended at will.
Claws of Fury. Your nails turn into sharp claws for a few minutes, giving you a skilled and rapid attack.
The Beast Made Well. Heals the wounds of an injured natural animal you touch. No familiars or monsters.
Hmm, as others had mentioned, other than Form of the Soaring Raven the Ghur Journeymen are going to be distinctly limited.
However, Form of the Soaring Raven combos with Warrior of Fog AMAZINGLY:
Warrior of Fog: Appreciation of and focus on mastering the fickle fog of war. +2 martial, bonuses to scouting and hidden gambits while in command, unlocks creation of battlefield spells for revealing or concealing troop movements.
Which means we know exactly where best to send a Raven form Ghur Journeyman to get the best vantage. Bonus because enemies don't notice bird scouts.
Chamon:
Stoke the Forge. Makes a fire burn super hot without consuming extra fuel, for about an hour.
Guard of Steel. Defensive metal orbs spin around you for about a minute, helping to parry attacks.
Fault of Form. A nearby weapon becomes lower quality for about a minute. Penalizes attacks, loses special abilities, more likely to jam or explode.
Inscription. Write an indelible message into any metallic surface. Recognizable handwriting.
Law of Logic. An ally gets a bonus to one roll during the next 5 minutes. Slow to cast.
Law of Form. You transmute an object into having the strength and weight of steel for a few minutes. Appearance unchanged.
Curse of Rust. You rust and corrode a nearby light metal object (no targeting cannons) into uselessness.
The Chamon Journeyman on the other hand has a more varied potential:
-Fault of Form is devastating on Skaven siege engines, since they're already unreliable as hell.
-Law of Logic would boost commanders mostly, its too inefficient to use on masses and the dwarfs are likely to refuse it. So us mostly, if we lead them.
-Law of Form's duration limits SOME uses...but some twine strung up at various heights and then using the string's length to harden it makes for a good pianowire trick.

Harder to use overall, but Chamon wizards are also often enchanters or alchemists, so there might be some collaboration options there.
These being only the low-end ones that a Journeyman might have. Also, access to petty and lesser magics as in our own list.

So Dispel, Aetheyric Armour, Blessed Weapon(we maybe could corrupt an impressionable Gold Journeyman to the path of the greatsword :p), Marsh Lights for artillery sighting...thats pretty much it.

The Journeymen are thus best used with the two Ghur Journeymen enabling our Warrior of Fog with unobstrusive aerial scouting, while the Gold Journeyman focuses on buffing commanders to make good decisions and also dispels. They are not much good for more than dispels otherwise.
 
[X] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] The Amber Wizard journeymen.
[X] Ulthar Alriksson, Head Ranger
[X] Spend time with your wolf pup, trying to develop a famliar bond.

edit: If we command the Stirland forces it will make trouble for us back home. We would look exactly like a threat to Roswita's authority. Also command here will require much more military skill on our part than the end of the the Drakenhof campaign where we had a working general staff including generals and just had to provide direction and the will to see things through.

We might be able to recommend a suitable officer from among the Stirland ex-regulars though.

The imperial contingent is so large and varied that there will be dangerous intrigue. A command of three journeymen who can mostly look after themselves gives us time to keep an eye on everyone else.
 
Last edited:
The Journeymen are thus best used with the two Ghur Journeymen enabling our Warrior of Fog with unobstrusive aerial scouting, while the Gold Journeyman focuses on buffing commanders to make good decisions and also dispels. They are not much good for more than dispels otherwise.
It's also possible they've got some higher-level spells. We've had Burning Shadows years before we made magister.
 
[X] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[X] The Gold Wizard journeyman.
[X] The Amber Wizard journeymen.
[X] The Stirlander forces

[X] Spend time with your wolf pup, trying to develop a famliar bond.
 
Man this quest is so darn cool! I love both the worldbuilding (and the effort bony clearly puts into making the Warhammer world work) and the writing.
[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
Changing vote
[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and BlackMountains.
Adhoc vote count started by WanderingEye on Mar 27, 2018 at 9:53 AM, finished with 253 posts and 97 votes.
 
[x] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[x] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Elector Counts.
- [X] To the Colleges of Magic.
- [X] To Dwarfholds of the Grey and Black Mountains.

Rapid travel is our unique capability. Let's use it to give Belegar some rerolls.
I want Mat to do -some- leadership, we are a Magister now and expected to move from individual contribution to coordination.
 
Back
Top