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[X] [ROOM] Map Room
It's like a library/reading room, but for maps!
[X] [ROOM] Dragon Room
To meet our friend, and also any other dragon that may want to visit. We have surprisingly many contacts among them, honestly.
[X] [ROOM] Workshop
Shadows may make useful tools, but...
Tool-Free Enchantment: You have learned a suite of specialized petty magics that allow you to replicate all the necessary parts of an enchantment workshop.
There's more to crafting than just enchantment.
Like adding pockets to your robes, or making a personal harness for a magical item. All mundane, and harder to do with just ulgu tools.
 
I notice there's a lot of talk about making robes, could someone summarize how the discussion on those has progressed for someone who hasn't followed the thread the last few updates in favor of waiting until there was something to vote on?
Something the quest has had on its mind since literally the moment we got our Indefatigable Mastery effect for Aethyric Armour is "how do we have this all the time." We can't chain-cast AA: that makes an eventual miscast inevitable, since AA lasts only a few minutes. Enchanting a Mastery is hard; enchanting AA so that the effect would be always-on is also hard; put that together and you get something quite challenging. However, our Magic is now at 9, we've progressed our Enchanting skill to the limit of College classes, we've learned Runes, and we have a number of rare and powerful materials we can use to make this easier, like an Ulgu powerstone and the Helldrake scales. We were hoping for We silk, but that's probably not going to happen soon. So doing this before the expedition, to create a set of robes that protects better than plate armor and makes us immune to fatigue, would be awesome -- if we can manage it.

An alternative plan for the robes that some people have been championing is "forget the Mastery, it's unlikely to happen, but we need some Windherder practice if we're ever going to do anything with that trait," and enchanting it with AA + a spell from another Wind. There are a lot of reasonable options, @Jyn Ryvia did a rundown a while back.

Still a third option for our robes has been people trying to figure out how to get a "ward save" -- a potent defensive effect from the tabletop -- but there hasn't been a lot of focus on that recently because people aren't sure how to actually do it, and so I only mention it for completeness.
 
I think all of those scenes would be better in one of the rooms we already have, either our library, our parlor/entryway (with Column of Gazul), the Room of Serenity, or our Duckling meeting room. At this point, creating more rooms just dilutes the relevance and emotional attachment to existing rooms. Our current rooms have history, adding places just to have places seems uninteresting.
I think if it were at risk of diluting the narrative @BoneyM wouldn't have offered it. It's literally adding a thematic place for him to carry out various segments about maps, and map-tangential topics and is a means for Mathilde to demonstrate her credentials to guests.

Nothing says 'I'm an expert' more than a Dwarven made specialtist cartography room.
 
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Thinking about the perception of the Wisdom's Asp we have locked in our tower, compared to the proposed adaptation of golden hounds for ulgu. Might be better to actually write the preliminary AV paper first, well before we do the adaptation, because dumping two pseudo-demon things onto the college at once seems like it would get a lot of suspicious glances throws in our direction. Whereas spacing them out over time will still get us a lot less suspicion thrown our way, especially if the box has already been looked over a few times by then. Plus with a few years in between for development, it gives us a reasonable explaination of how we came up with this - by studying the stuck Asp - that doesn't involve the gold college knowledge. So if that is something we plan to develop we might want to write an AV paper soon to introduce the concept to the college.
 
There's a few half-hearted attempts at larceny, but the two Antons are incredibly bad at it. As are you, except in the opposite direction, as your attempts at making incredibly obvious plays for the prizes result in you easily palming them and then sheepishly returning them without either of the Antons noticing.
is both adorable and concerning, in that it neatly highlights just how far removed Mathilde already is from a "normal" human.
It could also just simply be Heroic Intrigue and skill vs Single-digit Intrigue and a trusting nature.
Edit- though trivially palming a sword and/or crossbow is pretty impressive, I have to admit.
Ahhh Anton. I love the interactions and all, but it really is
And waiting for you inside is supposedly Anton's entire family, so it's with some sadness that you see that there's just him and his now-retired father sitting by the fire, with one chair left empty for you.
pretty sad for such a bright ray of sunshine to be alone with his aging dad. My only consolation is that at least we steered Anton away from the bad bits of noble marriage, though swinging too far into nudging Anton into bachelorhood balances it out all the same.
But I was also quite saddnend by Antons' aging, empty family home- meddling in his love life some years back might well have done more harm than good, if the determination we instilled to marry only for love leads to him die without an heir.
Whatever you may think of Mathilde's suitability as a parent, or even her need for love in her life, it seems obvious that Anton would delight in and dote on his family and children.
 
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[X] [ROOM] Trophy Room

At this point we have a whole lot of loot to display. It'd be a shame to not properly brag record this very important history.
Do we? 2 Vamp skills and... A Skaven ratling gun? Not sure we're that flush with trophies yet. We mostly made a name by slaughter lots of mid-boss level mooks in strategic places, and one event where we killed all the mooks.

Also, not sure if intentional (and very minor) but @BoneyM, the information page "Spellbook" has every section after and including 'Fiendishly Difficult' with a white font. On any Dark Mode for SV is reads like everything else, but on the Light Mode settings it's unreadable without highlighting.
 
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I think all of those scenes would be better in one of the rooms we already have, either our library, our parlor/entryway (with Column of Gazul), the Room of Serenity, or our Duckling meeting room. At this point, creating more rooms just dilutes the relevance and emotional attachment to existing rooms. Our current rooms have history, adding places just to have places seems uninteresting.

Our library is segmented into different sections and the bookshelves probably take up a decent amount of space. The parlor has the Column of Gazul in the middle, meaning there'd be a giant hole, not to mention the other oddities and furniture. These rooms are fine, but they're not going to be as map-friendly as a Map Room for displaying giant maps. I also think having a room dedicated to displaying cartographically pleasing aesthetics is a huge boost to Mathilde's character development as a massive nerd :)
 
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Our library is segmented into different sections and the bookshelves probably take up a decent amount of space. The parlor has the Column of Gazul in the middle, meaning there'd be a giant hole, not to mention the other oddities and furniture. These rooms are fine, but they're not going to be as map-friendly as a Map Room for displaying giant maps. I also think having a room dedicated to displaying cartographically pleasing aesthetics is a huge boost to Mathilde's character development as a massive nerd :)
...We need a boost for that? :V
 
[X] [LIBRARY] Ulgu: Esoteric Imperial (50gc+2CF), The Great Steppes: Extensive Imperial+Extensive Dwarven (200gc), The Chaos Wastes: Antiquarian Dwarven (100gc+2DF)

[X] [ROOM] Training Hall
[X] [ROOM] Keg Cellar
[X] [ROOM] Trophy Room
[X] [ROOM] Provision Room

[X] [DWARF] No purchase.
[X] [PURCHASE] No purchase.
[X] [COLLEGE] No purchase.
 
So random thought that's probably already been had, but didn't that pick we found at one point and Kragg couldn't quite figure out come from the North? Might we be able to get a better idea of if it's bad or not, if only by taking a look at the Chaos Dwarves and how their runes compare? I mean, we would have to pick up loot and bring it back so Kragg could do the comparing, but still.
 
[X] [LIBRARY] Ulgu: Esoteric Imperial (50gc+2CF), The Great Steppes: Extensive Imperial+Extensive Dwarven (200gc), The Chaos Wastes: Antiquarian Dwarven (100gc+2DF)
[X] [DWARF] No purchase.
[X] [COLLEGE] Ulgu Power Stone (5CF)
[X] [COLLEGE] Ulgu Powerstone (5CF)
[X] [COLLEGE] Aqshy Conflagration (20CF), Ulgu Powerstone (5CF)
[X] [COLLEGE] Big Lore of Fire explosion item (20 CF), ulgu power stone (5 CF)
[X] [PURCHASE] No purchase.
[X] [ROOM] Training Hall
[X] [ROOM] Map Room
[X] [ROOM] Keg Cellar
[X] [ROOM] Trophy Room
[X] [ROOM] Dragon Room
 
I loved the "chest of Blutdorf shadows" gag. :rofl:

Also, apparently either Anton's father is as easygoing as Anton himself is, Anton's talked Mathilde up to Anton Senior enough, or Mathilde is really well-known and popular in Stirland, as it seemed like he wasn't uncomfortable meeting a Wizard (of the Grey) at all.

The part where there's a carved figurine of Mathilde... Well. I'm still somehow surprised and pleased whenever I read reminders and examples of Mathilde's fame, not just impact but fame, in Stirland. Being from Stirland, having the Peasant origin meaning at least some familiarity with peasants, having Wurtbad connections, and picking Shadowsteed as one of our two starter Ulgu spells which meant that we could travel around everywhere in Stirland... And then 7 and a half years of service in Stirland, climaxing with taking over command of the army and leading it to destroy the Von Carstein's castle.

... And then a few years later, Mathilde shows up to the new Elector Countess' court once or twice, the second time presenting her with a Necrarch Vampire's head. (The government of Stirland, at minimum, and the military of Stirland and the Greatswords of Stirland, would have known what a big deal Alkharad had been, and that it was Mathilde who killed him. Meaning that from them, the rest of Stirland would have heard about it.)

And then, Sylvania was flooded with Battle Wizards. Meaning that everybody in Stirland and Sylvania, got to witness or hear rumors about what Battle Wizards are like. And how they can render Undead armies and strongholds to ash. In contrast, the Dusk Rider would show up to root out corrupt nobles and conspiracies, was a shadowy co-founder of the big Stirland trading company the EIC, takes up command of the army and leads it to victory in the final siege battle, and sneaks into a Vampire wizard's castle and assassinates him and all his no-doubt terrifying monsters and experiments and minions. (The Necromancy College part isn't known, but "was responsible for killing Alkharad" probably is. And so presumably, the rumors would paint it as "Mathilde snuck into a Vampire's stronghold and assassinated him in his own home ground.") Huh. Scary and shadowy and can show up unexpectedly to knife monsters and evil-doers, wields a greatsword and once kept an army together and pointed it in the right direction. Stirlanders and Sylvanians have the experience of Mathilde's activities and profile, to contrast with their more recent experience with eccentric Battle Wizards. (Though I just remembered that Mathilde also helped melt the Singing King and his forces, together with Kasmir.) And also, their constant experience with Vampire wizards and Necromancers. Who'd sometimes send swarms of bats into the air to intimidate villages. Or stage mock battles between undead armies.

... I wonder how the (recent) Van Hals are seen, in Stirland and Sylvania, now? Abelhelm and Roswita both. Well, Abelhelm is known as the Hunter Count, and is remembered fondly, partly due to him ruling and passing away (but succeeding at the military campaign) of course. Roswita has kept up that military campaign. Though has focused more on economics and excisemen. And I think generally has a more visible presence of Witch Hunters to boot.
He eventually succeeds, but the teeth are os large that his mouth is held open in a horrifying grimace. "'ow 'oo 'ey 'oo'?"
Typo, should be "so" instead.
 
[X] [LIBRARY] Ulgu: Esoteric Imperial (50gc+2CF), The Great Steppes: Extensive Imperial+Extensive Dwarven (200gc), The Chaos Wastes: Antiquarian Dwarven (100gc+2DF)
[X] [DWARF] No purchase.
[X] [COLLEGE] No purchase.
[X] [PURCHASE] No purchase.

[X] [ROOM] Training Hall
[X] [ROOM] Workshop
[X] [ROOM] Trophy Room
[X] [ROOM] Dragon Room
[X] [ROOM] Keg Cellar
[X] [ROOM] Firing Range
 
The Worst Case Scenario
The Worst Case Scenario


It had all gone so terribly wrong.

At first, all according to plan. The weather was clear, the steam wagons are miles quickly, and barely even scouts were seen of the kurgan, skaven, and fire-dwarves.

Karak Dum held riches beyond imagining, and survivors! Almost a hundred still. The wizard killed the chaos knights seiging the redoubt with some massive blast of magic, the dragon swept the plains clean of warbands with fire, and the Runesmith sealed the gates on the empty ruin.

The expedition leader wept and swore a slayer's oath upon the stairs, but that was expected. We dragged him to the wagons, in high spirits, to return south.

He died the next day, to a band of kurgan, before he could even blood his axe. A bad death. Enemies, which has seemed so scarce as we ventured north, swarmed about us as if scenting what we now carried. The dragon disappeared as it scouted, though we caught glimpses of it far off for weeks after on occasion, as if it were searching.

The Magister, the ranger, and the engineer held us together for a ways, but our enemies knew we were coming and we journeyed towards their places of power- ambushes grew frequent, barriers and ditches created before us, and snipers watched from afar when we dared stop to make repairs.

Then the blocks of organized infantry, with cannon of hellfire and warplightning. War beasts and sappers.

It's been days since the last wagon was wrecked by a lucky shot, and we run at the limits of Dwarven constitution. The grey and gold magisters have run ahead with unnatural stamina, telling us they will bring help. Our cavalry is dead or driven off beyond reach. And our enemies hunt us still, bearing collars of iron.


(A/N: Well, didn't really see the muse coming on this one, but I guess I wanted to write a really dark end to the expedition that transitions to Mathilde having to run a rescue mission, breaking out her enslaved companions from the chaos dwarves)
 
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Another random thought, but don't magic items usually recharge in some way connected to their Wind? So a Hysh Battlemagic item would probably need intense light or something. And we can totally focus light really well with our microscope can trip, right?
More realistically I'm sure using an Ulgu spell to gather Hysh doesn't work like that, but it was a curious thought.
 
[X] [LIBRARY] Ulgu: Esoteric Imperial (50gc+2CF), The Great Steppes: Extensive Imperial+Extensive Dwarven (200gc), The Chaos Wastes: Antiquarian Dwarven (100gc+2DF)

[X] [ROOM] Keg Cellar
[X] [ROOM] Dragon Room
[X] [ROOM] Trophy Room
[X] [ROOM] Map Room
[X] [ROOM] Workshop

[X] [COLLEGE] 2x Powerstones (10 CF)
[X] [COLLEGE] Powerstones (10 CF)
 
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[X] [LIBRARY] Ulgu: Esoteric Imperial (50gc+2CF), The Great Steppes: Extensive Imperial+Extensive Dwarven (200gc), The Chaos Wastes: Antiquarian Dwarven (100gc+2DF)

Gets Ulgu for our immediately-upcoming spell research and enchanting projects.

[X] [COLLEGE] Big Lore of Fire explosion item (20 CF), Ulgu Powerstone (5 CF)
[X] [COLLEGE] Aqshy Conflagration (20CF), Ulgu Powerstone (5CF)
[X] [COLLEGE] Ulgu Power Stone (5CF)

The observation that our belt makes aqshy nukes safe(r) is excellent. I've been strongly supporting a nuke as our third activated slot since I realized that it'd be a transformative upgrade and specifically enables Mathilde to engage problems we're likely to be presented with on the Karag Dum expedition.

I also think that we should get an extra power stone or two so we can spend one on enchanting and have one left for big spells during the expedition or in case we need another for more enchanting.

[X] [ROOM] Training Hall

Useful for upcoming Branulhune style. Yes, we could use more generic training halls for this, but Mathilde knows what Branulhune can do and has had a sword style hovering in her mind for a while, so she should be able to customize the training hall to get a benefit.

[X] [ROOM] Workshop

Useful for enchanting and crafting stuff we're going to be doing in the upcoming votes.

[X] [ROOM] Map Room

Useful for planning out geopolitical stuff, things like the KD expedition, and working on the MAPP room.

[X] [ROOM] Dragon Room

Duh.

[X] [ROOM] Trophy Room

The best of the remaining options IMO. I'm not a huge fan of getting a gyrocopter; too much AP to spend learning to use it and I'm not convinced it'd be all that useful.
 
Huh. Scary and shadowy and can show up unexpectedly to knife monsters and evil-doers, wields a greatsword and once kept an army together and pointed it in the right direction. Stirlanders and Sylvanians have the experience of Mathilde's activities and profile, to contrast with their more recent experience with eccentric Battle Wizards. (Though I just remembered that Mathilde also helped melt the Singing King and his forces, together with Kasmir.)
Having seen that last one, it's actually kind of hard to differentiate something like that from battle magic. I'd say that while the Battle Mages probably look super cool, all the people who saw what we did then have had enough time for it to get a bit fuzzy and let them believe that we were operating on the same level, more or less.

I mean, when you have no idea what you're looking at, 'an army of monsters being cut off from Sigmar's light with such finality that they literally die from it' is about as off the wall as anything else the typical Battle Magister gets up to.
 
[X] [ROOM] Explosives Laboratory
[X] [ROOM] Provision Room
[X] [ROOM] Keg Cellar
[X] [ROOM] Trophy Room
[X] [ROOM] Dragon Room
 
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