Voted best in category in the Users' Choice awards.
[X] Plan: Leader of Magic Men.
-[X] The Amber Wizard journeymanlings.
-[X] The Gold Wizard journeymanlings.
-[X] The Jade Wizard journeymanling.

This actually seems like a good idea, there are a great number of things we should really do and people we really need to meet but we are responsible for magic on this campaign, while we can be very helpful in a number of areas the very first thing we should do is check up on our new command. We are responsible for these Journeymen we need to actually meet them as soon as possible.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] The Amber Wizard journeymanlings.
[X] Head Ranger Ulthar Alriksson
 
In the end, the sole response at such short notice is two more journeyman are enticed into joining, one from the Gold Order and one from the Jade; disappointing, but better than nothing. You don't even have time to greet said journeymen before you're on your way to your next destination. The army leaves in days, and every hour could count.
We have a Medic!
And a second Gold Wizard, which I'm not sure what we'd apply to until we know their spells and talents.
Word from King Ironhammer gets you through the gates and into an antechamber to the throne room, where you wait for several anxious hours. When you're finally asked in to see the King, to your surprise it's not to pass on apologies but to ask the best roads for a heavy artillery train through the Empire. Whatever was in the missive you delivered, it worked, and you watch as an unexpected artillery force assembles. Unlike any dwarven artillery you've ever seen, Karak Norn makes wide use of wood for their grudge and bolt throwers. You give your thanks to the King, who brushes it off in favour of bustling off to see to some detail or another, and then you're on the road again to your next stop.

[Karak Norn Contribution: 84]
Karak Norn: "They're doing this with only how many artillery?!"
Next is Karak Izor in the Vaults, the towering peaks where the Black Mountains meet the Grey, to deliver a much more polite missive thanking them for what they've contributed and asking in as polite a way as possible if they could spare anything further. Once more you're left stewing in an antechamber, and then a dwarf courtier quizzes you ad length about the forces that have gathered. It seems that Karak Izor is reassessing the Karak Eight Peaks as more than a possibility of grudges avenged; they're starting to see it as a recolonization. For the first time in your life you clap eyes on a Dwarf woman, and you're slightly disappointed that the rumours you've heard are false: they lack beards. A guarding force of Longbeards, Hammerers, and still more Warriors swirls around them in a protective swarm, and within hours they're on the march.

[Contribution: 75]
Karak Izor: "You said how many manlings are coming along?! This might actually work!"
The Hornhold of Karak Hirn is next, named for enormous natural passages enchanted by dwarven artifice that sound deep notes when the wind blows just right. Another prolonged wait in an antechamber, another careful questioning of the gathered forces, an array of raised eyebrows and then more forces are shaken loose to add to those gathered, this time in the force of the Rangers, the dwarves as at home aboveground as they are below who have mastered the arts of ambush and asymmetric warfare.

[Contribution: 70]
Karak Hirn: "You mean to say there are more manling 'rangers' than dwarf rangers? From Stirland? This cannot stand! "
Your final visits, just as the Expedition is due to leave, is to Karak Gantuk and Karak Angazhar - the dwarfhold built into the Black Mountains adjoining Averland, who contribute to the eternal watch over Black Fire Pass. Just as the other holds you visited are pale shadows of the great holds of the World's Edge Mountains, these holds are pale shadows of the others in the Black and Grey Mountains. Again, you're closely questioned regarding the gathered forces, and again reassessments are made. None, it seems, want to be left out of the ever-growing Expedition, and what the small holds lack in raw dwarfpower they make up for in their ironworking prowess. Cannon are rolled out of vaults and unbolted from their positions on the hold walls and crate after crate of well-made axes and hammers and shields are sent off to arm the expatriates who have answered Belegar's call to arms despite lacking the ancestral weapons that hold-dwelling warriors are armed with.

[Contribution: 65]
[Contribution: 73]
Karak Gantuk and Karak Angazhar: "You mean there are dwarfs present without decent weapons? Heresy!"
Through every spare moment - most of them while waiting impatiently in antechambers - you spent time playing with and examining the wolf pup. You knew as soon as you clapped eyes on him that he had the potential to be a familiar within him, both from your magical senses and your familiarity with how Ranald likes to play with the world.
Trust Ranald to have your back. And have a little fun.
You don't think that the wolf is a reincarnated Wolf. You showed it some dice and after a brief sniff to check whether they were edible he ignored them, and he has the manic energy and bright-eyed innocence of a genuine youth instead of the cynical humour of a retired bandit. So it's either a dog born as a genetic throwback to it's wolf ancestors - the chances of it happening are slim, but, well, Ranald - or it's an orphaned wolf puppy that Ranald guided out of the woods and through the town to your door. Either way, in tribute to the lost Wolf and as, you suppose, a thank you to you for his victory over Stromfels.

Reassured that the wolf pup isn't actually a man twice your age, you relax and play with him. Though easily distracted, he watches you as you try to give him instructions and certainly tries his best to follow them, and by the end of the week he's learned to follow and stay when ordered, and to sit still and secure in your backpack with his head peeking out over your shoulder as you ride. And, with shocking abruptness, one morning he answers your command before you actually give it, and you peer at him through tired eyes and see the thick strands of magical energy that flow from you into him, and then flow with redoubled potency back into you.

[The All-Important Roll To Play With Your Puppy: 99]
[Rolling for Familiar Ability: 49 - Magic Power]
We got the power!
So much Magic! Counterspells are us!

Shit, we need to remake the robes. They're at half the power!
 
Got a whole more cannons, a few more mages, rolled exactly the power we wanted on familiar result table.

Fantastic luck.

I domthink that at least one action needs to be spent on being a sneaky ulgumage scout; that is what Ulgumages are best at and what is at least partielly expected of Mathilde.
 
Last edited:
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.
 
[X] Plan: Leader of Magic Men.
-[X] The Amber Wizard journeymanlings.
-[X] The Gold Wizard journeymanlings.
-[X] The Jade Wizard journeymanling.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] The Amber Wizard journeymanlings.
[X] Head Ranger Ulthar Alriksson
Btw, could someone spare a moment to explain how magic-stat raising mechanism works?
Pretty sure every 7 spells known gives you 1 point, beyond that you need special traits like Windreader.
 
We better start with GREAT DEEDS and flawless representation of the Empire.

Would be nice to be eventually trusted with Battlemagic as a Magister or Lord, without becoming a full Battlemage.
 
Btw, could someone spare a moment to explain how magic-stat raising mechanism works?
Learning 7/13/19 Grey spells gives +1. We are at 13.

Need to finish learning three Moderate and three Fiendish spells to get another +1. Fortunately, we can now cast Fiendish–difficulty spells reliably, so that shouldn't be anywhere near as dangerous a proposition.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] The Gold Wizard journeymanlings.
[X] The Amber Wizard journeymanlings.
 
Last edited:
[X] The Jade Wizard journeymanling.
[X] The Gold Wizard journeymanlings.
[X] The Amber Wizard journeymanlings.

Let's do our job instead of doing the one of others as well as being a general annoyance.

Voted to lead the wizards? Act like it, for fuck's sake.
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.

If she's going to command them, now is the best time to familiarize with their characters and abilities.
Adhoc vote count started by Yokmakarok on Mar 28, 2018 at 2:35 PM, finished with 13976 posts and 64 votes.
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.
 
Back
Top