Voted best in category in the Users' Choice awards.
By the way, how much do we actually command the journeymen in the military hierarchy? We don't get any updates on their actions, we don't get to tell them much as to what to do either. How would their relationship with us have looked if we had chosen some different path of command, like the Stirlanders or just ourselves?
As far as I can tell, it goes something like this.

If we didn't declare ourselves Head Wizard:
  • No one talks to us on their own
  • None of the wizards ever let us know what they're doing unless we seek them out
  • We don't get given orders or requests by anyone else on the council
  • When we ask the wizards to do things, they don't have to listen to us
  • We're not expected to be responsible for their actions in the eyes of the War Council

In contrast, since we did declare ourselves Head Wizard:
  • No one talks to us on their own
  • None of the wizards ever let us know what they're doing unless we seek them out
  • We don't get given orders or requests by anyone else on the council
  • When we ask the wizards to do things, they don't have to listen to us
  • We're expected to be responsible for their actions in the eyes of the War Council

Huge difference!
 
[X] Ulthar's Rangers and Petrescu's marksmen are continuing to range far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them further.
[X] Volunteer to ride ahead and scout this long-lost port.
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.

Spend time with the Council of War:
[X] Master Engineer Durin Wutokri

Esbern and Seija of the Amber Order
[X] Test their skills in battle.
[X] Continue to supervise the dispelling lessons.

Maximilian de Gaynesford of the Gold Order
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.

Johann of the Gold Order
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
 
Tbf there is a difference between a spymaster and a spy.
Indeed. And we were accused by our employer of being more of the latter, less of the former. Of couse, we corrected our behaviour, but the point stands.

We are, as a grey mage, a professional spy. We are also a decent spymaster, byt we had to learn it on the job.
 
Last edited:
[X] Volunteer to ride ahead and scout this long-lost port.
[X] Continue to supervise the dispelling lessons.
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
 
As far as I can tell, it goes something like this.

If we didn't declare ourselves Head Wizard:
  • No one talks to us on their own
  • None of the wizards ever let us know what they're doing unless we seek them out
  • We don't get given orders or requests by anyone else on the council
  • When we ask the wizards to do things, they don't have to listen to us
  • We're not expected to be responsible for their actions in the eyes of the War Council

In contrast, since we did declare ourselves Head Wizard:
  • No one talks to us on their own
  • None of the wizards ever let us know what they're doing unless we seek them out
  • We don't get given orders or requests by anyone else on the council
  • When we ask the wizards to do things, they don't have to listen to us
  • We're expected to be responsible for their actions in the eyes of the War Council

This is such a good point and really hits on something that I thought had been missing.

When we worked for Stirland we were part of a group that would report and work together regularly. Even though mechanically we didn't spend time with them we got to know their personality a bit and what is important to them.

I think we spent time with Anton mechanically like twice maybe. But we know him as a surprisingly competent and nice cinnamon roll.

I'd love to have something similar with our journeymanlings. A what the heck you doing this week? Anything you need help with?

I think it would feed a lot of people's desire to get to know the wizards, to make sure we know what they want and to build that trust factor we are seeking.

Anyone else?
 
  • No one talks to us on their own
  • None of the wizards ever let us know what they're doing unless we seek them out
  • We don't get given orders or requests by anyone else on the council
Technically, the journeymanlings have already let her know what they're doing. They just seem very focused on their existing plans (much like Mathilde herself usually is).

The war council is likely remaining distant because a lot of people keep voting for things other than meeting with the other members, like... egg hatching. And Doggy.

Objectively, they know Mathilde exists, but they would have trouble finding her if they tried. Not that they'll try, because they probably can't think of a reason to seek out a creepy wizard on their own, anyway. Not unless some evil witches or shamans show up, or something.

On the one hand, it sort of irritates me because it feels like missing out on things. But on the other hand, I kind of like it because it fits her character: Somewhat obsessive and good at manipulating people as a profession, but reserved and awkward when left to her own devices. That low diplomacy skill is thoroughly earned (and it comes across really well in BoneyM's writing).

I do wish more people were voting to meet with the other war council members, though.
 
@BoneyM
Too tumultuous a time to look at the Liber Mortis (privately)?

You could snatch a few moments here and there, but not nearly enough time to give it a full study and derive anything useful.

@BoneyM Just to clarify, is this just testing whether they're still sufficiently alive to be hatched? Or trying to hatch a bunch of baby-somethings in the middle of a military campaign?

It's hatching them.

But couldn't we apply our spymaster skills to find out more from the other side? Talk to Johann in a way that he doesn't know what we're fishing for and so on. And maybe convince him to make up for whatever he did.

That isn't 'spymaster skills'. Those are people skills, which is easily the least of your abilities. It would be a trap option to allow you to treat two adult journeymen like unruly kindergarteners and try to make them place nice and share their toys. While technically senior to them, being of another College means you've got no authority over them as a Wizard; your only authority over them is as a commander of volunteers, and therefore tenuous to the point of nonexistence outside of actual battle.

By the way, how much do we actually command the journeymen in the military hierarchy? We don't get any updates on their actions, we don't get to tell them much as to what to do either. How would their relationship with us have looked if we had chosen some different path of command, like the Stirlanders or just ourselves?

The updates on their actions would be five repetitions of 'still marching', because that's what everyone but the scouts and cavalry have been doing. There's been no options to command them, because the available commands would be 'march' and 'don't march'. So far your role as the one commanding them is to find ways to expand their usefulness and integrate them into the army. If you hadn't chosen to command them, you could get to know them but you wouldn't have those options, nor would you be directly commanding them when battle comes - which it will, though the dice have warded it off so far.

Lastly, will we get the "Get to know them wether they like it or not" option back any time soon? Or does Mathilde consider that too crazy a risk among a Dwarven army, even if she were to stick only to human marks? You'd expect a Grey Wizard whose journeyman phase was mostly spent as a spymaster to be more nosey.

When you were Spymistress, spying on your peers was an expected part of your duties. As part of a dwarven Expedition, spying on your peers is a really good way to be invited to leave the Expedition.
 
Last edited:
And yeah, with battle getting more and more possible we should really get Johann with the artillery and test the Ambers' battle skills soon. Very soon.
 
So far your role as the one commanding them is to find ways to expand their usefulness and integrate them into the army.
So, on that note, what we've done is:

Introduce ourselves and have a little getting-to-know-you. Tick. Necessary.
Help Pannonia make glass and shop. Eh. Kind of sets her up as apothecary to the army, but only informally. No peasant or Dawi will be seeking out a Green Witch willingly.
Quizzed Johann. But not followed up yet.
Tried to spread the ability to Dispel, to partial success.

Interactions not of relevance to our role:
Gotten embarrased by Asked the Ambers for help with Wolf.
(Probably) About to ask about eggs.

What we've markedly not done is help them integrate and find roles in the army. That's something to think about, if we don't want to be considered a failure. Might also want to give them time to integrate properly before the Warpfire starts flying, too.

With that in mind, less Hero Unit, more Commander.

[X] Test their skills in battle.
[X] Continue to supervise the dispelling lessons.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.

I'd love to feel comfortable installing Johann with the dwarfish artillery. I'd love for someone to talk me into believing it's not going to backfire on us spectacularly.

Edit: Adding getting-to-know-yous, on the basis it might well unlock better job placements:

[X] Thane Skaroki Grimbrow
[X] Master Engineer Durin Wutokri
[X] Grand Master Sigwald Kriegersen
[X] Grand Master Ruprecht Wulfhart
[X] Marksman Codrin Petrescu
[X] Marshal Titus Muggins
 
Last edited:
So, we should really put off this scouting stuff and get something done now that will help for the entire expedition and show we're doing our job: Johann with the artillery is the most obvious, followed by the venom. Or at least introduce the other gold to the smiths so he's helping there.

There will be plenty of battle and action ahead.
 
Last edited:
So, we should really put off this scouting stuff and get something done now that will help for the entire expedition and show we're doing our job: Johann with the artillery is the most obvious, followed by the venom.
All actions are potentially valuable.

Long-range scouting beyond what a normal scout can do is valuable. Getting to know commanders of 10k+ troops is valuable. Etcetera.
 
All actions are potentially valuable.

Long-range scouting beyond what a normal scout can do is valuable. Getting to know commanders of 10k+ troops is valuable. Etcetera.
Yes, and most of those have people tasked to those jobs. Just because we are able to do something, doesn't mean we're the only one who can- we've experienced that repeatedly, like during the Purge or chopping off one Goblin head. That action contributed effectively nothing, and Mathilde should reflect on that and her duties as a leader. A commander may be the most skilled individual they have available, but they can't- and shouldn't- do everything.

So, our job is to integrate Journeymanlings into the army.

On reflection, the point of Getting To Know You actions may very well be to unlock good/better Integration options for the Journeymanlings than we have at present.

If Belegar summons to council tomorrow and asks "so where are the Journeymanling Zhufokri serving the Expedition?" what would we tell him? We've not altered or enhanced the role of any of them, beyond Pannonia (arguably).
 
Last edited:
People are voting to volunteer to range way out on our own,
1) We're something of an adventurer. Those are ruins.
2) With our shadow horse and stealth magic, we're better equipped to scout those out than practically anyone else.
3) It's war, yes, and if those ruins are skaven-infested, we really don't want them in our rear, ready to cut off our supplies and put us in a pincer when we're reclaiming Karak Eight Peaks.
 
[x] Volunteer to ride ahead and scout this long-lost port.
[x] Volunteer to perform a sweep further out so you can spot any substantial forces that might be marching in your direction.
[x] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[x] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[x] Ask the smiths to teach him as a favour to you (-2 favours)
[x] Master Engineer Durin Wutokri
[x] Grand Master Sigwald Kriegersen
[x] Grand Master Ruprecht Wulfhart
[x] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
 
1) We're something of an adventurer. Those are ruins.
2) With our shadow horse and stealth magic, we're better equipped to scout those out than practically anyone else.
3) It's war, yes, and if those ruins are skaven-infested, we really don't want them in our rear, ready to cut off our supplies and put us in a pincer when we're reclaiming Karak Eight Peaks.
But we volunteered as a General, not an Adventuring Wizard Hero Unit. A duty I think we've been neglecting in favour of bro-Dwarfing with Ulthar and acting on our own recognizance.
 
Last edited:
If Belegar summons to council tomorrow and asks "so where are the Journeymanling Zhufokri serving the Expedition?" what would we tell him?
But we volunteered as a General, not an Adventuring Wizard Hero Unit. A duty I think we've been neglecting in favour of acting on our own.
Don't forget the journeymanlings are perfectly capable of acting independently and that performing support roles is a perfectly good use of their time.

Also I'm not too enthused with the test the amber wizard's combat abilities action. For a start these guys travel with demigryph knights so the answer is probably pretty darn good.

But even more important I don't think we should look at them as a paired unit. Seija is notably talented as an animal handler and has the spells to back that up, I'd rather see her be used as a full time veterinarian for the demigryphs which would be magnitudes more important than any potential combat abilities she could bring to the table. Esbern on the other hand is a bowman with some supporting attack spells, he can be used pretty well in combat but he's probably best at range.

Anyway Panoramia is working as an apothecary, Max is doing work as a smith, Johann is trying to integrate with the artillery and the amber wizards are working with the knights. All perfectly reasonable actions for serving the expedition.
 
[x] Volunteer to ride ahead and scout this long-lost port.
[X] Continue to supervise the dispelling lessons.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
 
If Belegar summons to council tomorrow and asks "so where are the Journeymanling Zhufokri serving the Expedition?" what would we tell him? We've not altered or enhanced the role of any of them, beyond Pannonia (arguably).
Pan being able to cure dysentery and other stuff is very useful. We're teaching one of our stragglers Dispel, or trying to. Our Golds seem to be capable of seeing to themselves, the options there are just to make introductions (which honestly, if they need introductions after 5 weeks...?).

Why do we have the envenomed bolts option? Shouldn't that be Pan's thing, with the black lotus? Or do we also have a poison ability?
 
Last edited:
Back
Top