Voted best in category in the Users' Choice awards.
ya, the more I think about it, the more its going to be like what Van Hal was doing instead of the typical Ck2 format.

we are going to have to give our council jobs every few turns.

and then its up to us to check up on them or trust them to do the job while we do our own thing.

in theory, if we can trust/blackmail into submission/kill and replace etc all the council. we will have a lot of free time.

Im sure we can trust Qrech to be our intrigue advisor and not worry about it.
Problem solved!
 
No empire-building, ever. The greatest thing about this quest is the total lack of that.

And no abandoning our home or Panoramia.

These are possiblities. We don't have to choose any of them.

Stay the course. These are distractions. We already had ideas of what to do next.

Look, if you don't want empire-building, that's fair. But don't pretend that anything short of heading to Lustria means abandoning what we have in Vala-Azril-Ungol. Mathilde clearly has no trouble moving to and fro in social turns.

You know. The only one i dont want to take is sylvanina if only cause im leaning on the live forever side of things and that would feel..icky and unfair?

I find the Sylvania option intriguing, but it's tempered by the potential irritation of constant jockeying to learn necromancy for an impossible end goal. Despite the fact that Mathilde has found a solid relationship.
 
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Yeah, I don't think Ranald is too hung up about titles. He's the type that would switch high priests every conclave just to annoy people. My guess is that there's a lot of 'High Priests' that come and go as needed.
One benefit from being declared the Ranaldian Pope is that, well, we are super publicly a big deal Wizard, and there are a lot of Ranaldians in the world.

If anything is going to immediately improve the reputation of Wizards on a large scale it's Ranaldians going "hey, our pope is a Wizard, they must alright."

.....

Most Ranaldians are Polytheists though, the pure Ranaldians are a great deal rarer to be fair. Not sure how much this will affect the lip service Ranaldians who also worship other deities.

.....

Anyway, completely understand if this influences no one's votes, just seemed like a pertinent thing to bring up considering "how do we improve the public's perception of wizards" has been brought up a few times as a topic of conversation in this thread.
 
Im sure we can trust Qrech to be our intrigue advisor and not worry about it.
Problem solved!
I mean, an intrigue advisor who never shows their face is pretty on par. We even had that option back at the start of the game. Granted, it wasn't because we would be perpetually locked up in a personal prison...
 
I don't think it names us it just says that a soul has been stolen. It doesn't even admit that the conclave was about us. I think only people who know that we are a Ranaldite would put two and two together.
Here's the announcement:
An announcement from the Emergency Meeting of the Ancestor Cult Conclave of the Karaz Ankor, hosted in Karaz-a-Karak.

After certain confidential information was vouchsafed to this body by a source of undoubtable repute, a Grudge is hereby leveled against the being, spirit, force, ancestor, demiurge, and/or anthropomorphic personification commonly known as Ranald, believed to originate somewhere in our about the continent called The Old World, for the crime of theft of a disembodied Dwarven soul, which has subsequently been incarnated in the form of an Umgi.

Reparation or vengeance for said Grudge is to be postponed pending the full and proper evaluation of the consequences of those actions, which may be considered to mitigate, in whole or in part, those actions.

Witnessed and entered into the Book of Grudges by the High King.
If it gets ungrudged because of Vlag (likely), everyone would know that's us.
 
haven't completly read up on all the disscusion but the two i'm leaning onto are going to Lustria for cool adventures and shit like that or staying at K8P.

Reason being is both of those options contain things i like looking into, lizard men and Slann and wierd cool shit for Lustria swamp town and for K8P we can have a research sabatical and still stay with our cool gold buddies and waystone shit.

Reason i discard the Sylvania option is that for me it just seems like a less cool K8P option with politics all over it like don't get me wrong, it had it's cool people and waystones nobody cares about but the characters and the God plot and something i would just like to social with Kasmir and Rosalina every once in a while. Also it's a place we've already been to so meh, less intrest from me.

Becoming tutor of the future emperor is nice and all but... not really interesting for me and politics.

Becoming Spymaster of nuln or Wissenland is cool and we may deal with more Skaven shit but meh... politics.

Really the only imperial options i'm more lenient on are the spymaster option for Nuln/Wissenland and even then i fear the hate Sigmar trait and our diplo is at a 14 so meh.

It took me a while to think on why i wasn't really interested in imperial politics and after thinking it over i think it relates to the Okral incident.

Like for that vote we were relying on completely ??? evidence that led to bassicly it being anyone from Skaven to Marrienburg or hell, even some people suggesting it was an empire ploy to drag the dwarves into the Marienburg conflict but none had any real substantial evidence between who did it besides bassicly it could be anyone with the resources and motive for doing it so bassicly anyone.

Votes like that are never fun for me because it leads me to voter paralysis and having to be subjected for days on end of speculation of ??? and i can't really find myself latching onto making a decisive decision and just abstain from voting which isn't fun for me :/

I expect the same with all these options giving a chance for high intrigue Imperial politics with not complete information which is going to bog me down and like I know it's not BoneyM fault that he can't just give us all the info but it really isn't fun for me and would prefer we go with straight forward kill these enemies of man like the vampires of the vampire coast etc.

Meh, if we get dragged back into imperial politics i'd prefer it be through someone we trust to serve to get back into the limelight of things under a trustworthy leader. Maybe the prince when he's older but likely hood is that Gelt will flex his golden muscles and help the kid out if we don't like in Cannon.

So either K8P sabatical research or Swamp town in Lustria for me.

Swamp town may be risky of poking the lizard men and the Slann but i think i remember a canon story of a settlement actually trading with lizardmen for a time. Meh, might be me misremembering but would like to poke em dispite the risks because i'm interested in them.
 
Im sure we can trust Qrech to be our intrigue advisor and not worry about it.
Problem solved!
I feel like we can 'Grandfather' Rudiger von Bechafen, aka The Hochlander into the role of Intrigue advisor for Sylvania/border princes. (swamp town is stretching it)

so that's one person we won't have to Spend AP every turn on. (trustworthy and competent)

and a learning adviser from the dwarfs (lots of master craftsdwarfs on that ship) for learning.
 
Some Thoughts on Assignments

As a note here I do not think it it worth arguing for or against something at this point. We do not have all the options and the vote is still far off. That said you might be able to deduce my thoughts from the way I weight the pros and cons.

Lustria

Pros:
  1. We have Xeno-Afinity, now I know that makes one jump right to lizard friends, but the fact of the matter is that it will help with almost everyone out there, from Norscans, to Amazons
  2. We have the coin, in particular the protector, why does that matter. Well unlike possibly every other human on the planet we have a way to signal to the Slaan that we want to help. It will likely cost the lives of many Skaven, but I think Mathy can bear the burden
  3. We might be able to convince Johan and/or Max to come with for research and fame

Cons
  1. It is at the other end of the planet, we will only have such people with us as we can convince to come on this mad journey
  2. It's called Swamp Town and they are asking for a Grey Lady Magister, something tells me their house is far indeed from being in order
  3. It is a horribly dangerous hellscape filled with carnivorous monsters that are a threat to Emperor Dragons and Greater Daemons

Borderlands

Pros:
  1. It's close to K8P so we will likely be able to keep using our library and the towers we poured so much favor into
  2. It is the howling frontier, even more so than in K8P no one will care what we do out there as long as its not communing with Daemons or raising armies of the dead
  3. Dwarf support, potentially a lot of it, enough to make his mad scheme work maybe
  4. Close enough to everywhere else that we are not likely to fall out of touch with people
  5. Mathy is skilled at countering orc magic
Cons
  1. The land is terrible
  2. The people are dregs, brigands and cultists
  3. Orcs... just orcs, they are rather boring to fight and there aren't many secrets of magic to be found there
Nuln

Pros:
  1. The resources of one of the wealthier Imperial provinces to play around with
  2. We might convince quite a few of our fellow wizards to join us particularly Max
  3. We might be able to put into place the plans for long term Skaven infiltration
Cons:
  1. We know absolutely nothing about the Elector Count, he could be an idiot, he could be an asshole, he could be both
  2. If we wanted to play with the rats why did we give away all that tech, it would feel like retreading old ground to raid them
  3. The count might send us to do inter Empire intrigue and that is a waste of our talents (at least when it does not favor a faction we are sttongly aligned with)

Hedi's Hand

Pros:
  1. It will allow us to work on the highest levels of Imperial society
  2. Keeps us close to the Colleges so we can play those politics too
Cons:
  1. Mandred still has quite a few boring years in him sadly
  2. We have to deal with snooty prejudiced courtiers who Mathy can's dangle out a window until they apologize
  3. Disdain for Sigmar is going to bite us hard unless we spend a trait pick on mitigating it
Silvania

Pros
  1. Close to home, enough for friends, maybe close enough for research and towers
  2. Chance to poke waystones literally no one cares about, even if we blow one up changes are a necromancer looking for a quick fix of Dhar would have done it next week regardless
  3. Battle Wizards to smash our enemies with
  4. Mathy is skilled at killing vampires, not just because of the insight of the LM but because she fights like them, melee and magic combined
Cons
  1. Disdain for Sigmar is going to bite us hard unless we spend a trait pick on mitigating it. Yes I know the natives do not like him, but any Stirland administrators and troops we are given will
  2. Retreading old ground, we handed the baton off already
  3. Poor hostile province, it will take a lot of actions to get it on its feet
High Priest

Pros
  1. It might give us another chance at Ranald the Magician the hard way, change how he is worshiped and by whom
  2. It would let us troll the Grand Theogonist... or if he is doing something worse more than troll
  3. It lets us maybe poke the secrets of the gods, hell maybe even theurgy

Cons:
  1. Disdain for Sigmar you know the drill, we can't have the weakest of the cults openly antagonistic to the strongest and Mathy's diplo is not the best, she is not likely to be able to hide it
  2. We have to deal with asshole Ranaldites, that might put a strain on her faith
  3. Lots and lots of politics with the most divided of divided loyalties
Ambassador

Pros
  1. We can keep our home and commute from K8P
  2. Mathy is highly honored by the dwarfs and that is likely to make up for a lot
Con
  1. Diplo is our worst stat
  2. We do our best negotiation by killing monsters
  3. Our home is not the place we would be representing
 
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Gods, I am not looking forward to seeing the thread coalesce into camps for <leading option> and against <leading option>, especially since it'll almost certainly have the majority of the thread not wanting <leading option>, with the plurality-winner effect having <leading option> wind up dominating the discussion.
 
I feel like we can 'Grandfather' Rudiger von Bechafen, aka The Hochlander into the role of Intrigue advisor for Sylvania/border princes. (swamp town is stretching it)

so that's one person we won't have to Spend AP every turn on. (trustworthy and competent)

and a learning adviser from the dwarfs (lots of master craftsdwarfs on that ship) for learning.
On the other hand, if we keep the Hochlander in his role we can essentially have two intrigue people taking seperate intrigue actions for us. Arguably two stewardship people as well considering he can do stewardship stuff through the EIC.

Imagine what we could with a bonus psuedo-advisor.

The only option for intrigue advisor is Regimand.

If Gretel is willing I'd be incline to offer it to her. 21 intrigue is great and pretty close to our own, and a Death Wizard as Spymaster in the land formerly known as Sylvania makes a lot of sense to me. Plus I'd like to keep at least one of the Ducklings on board and we know we can trust her.

She might not be willing to leave K8P long term though.
 
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The only option for intrigue advisor is Regimand.
And thus the Master became the Student, completing the cycle.
If Gretel is willing I'd be incline to offer it to her. 21 intrigue is great and pretty close to our own, and a Death Wizard as Spymaster in the land formerly known as Sylvania makes a lot of sense to me. Plus I'd like to keep at least one of the Ducklings on board and we know we can trust her.

She might not be willing to leave K8P long term though.
Amethyst Wizard was indeed one of the game start options as making sense only in Stirland/by extension Sylvania.
However, as you note, even we might struggle to pay enough to motivate her, though. :V
 
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Some Thoughts on Assignments

As a note here I do not think it it worth arguing for or against something at this point. We do not have all the options and the vote is still far off. That said you might be able to deduce my thoughts from the way I weight the pros and cons.

Lustria

Pros:
  1. We have Xeno-Afinity, now I know that makes one jump right to lizard friends, but the fact of the matter is that it will help with almost everyone out there, from Norscans, to Amazons
  2. We have the coin, in particular the protector, why does that matter. Well unlike possibly every other human on the planet we have a way to signal to the Slaan that we want to help. It will likely cost the lives of many Skaven, but I think Mathy can bear the burden
  3. We might be able to convince Johan and/or Max to come with for research and fame

Cons
  1. It is at the other end of the planet, we will only have such people with us as we can convince to come on this mad journey
  2. It's called Swamp Town and they are asking for a Grey Lady Magister, something tells me their house is far indeed from being in order
  3. It is a horribly dangerous hellscape filled with carnivorous monsters that are a threat to Emperor Dragons and Greater Daemons

Borderlands

Pros:
  1. It's close to K8P so we will likely be able to keep using our library and the towers we poured so much favor into
  2. It is the howling frontier, even more so than in K8P no one will care what we do out there as long as its not communing with Daemons or raising armies of the dead
  3. Dwarf support, potentially a lot of it, enough to make his mad scheme work maybe
  4. Close enough to everywhere else that we are not likely to fall out of touch with people
  5. Mathy is skilled at countering orc magic
Cons
  1. The land is terrible
  2. The people are dregs, brigands and cultists
  3. Orcs... just orcs, they are rather boring to fight and there aren't many secrets of magic to be found there
Nuln

Pros:
  1. The resources of one of the wealthier Imperial provinces to play around with
  2. We might convince quite a few of our fellow wizards to join us particularly Max
  3. We might be able to put into place the plans for long term Skaven infiltration
Cons:
  1. We know absolutely nothing about the Elector Count, he could be an idiot, he could be an asshole, he could be both
  2. If we wanted to play with the rats why did we give away all that tech, it would feel like retreading old ground to raid them
  3. The count might send us to do inter Empire intrigue and that is a waste of our talents (at least when it does not favor a faction we are sttongly aligned with)

Hedi's Hand

Pros:
  1. It will allow us to work on the highest levels of Imperial society
  2. Keeps us close to the Colleges so we can play those politics too
Cons:
  1. Mandred still has quite a few boring years in him sadly
  2. We have to deal with snooty prejudiced courtiers who Mathy can's dangle out a window until they apologize
  3. Disdain for Sigmar is going to bite us hard unless we spend a trait pick on mitigating it
Silvania

Pros
  1. Close to home, enough for friends, maybe close enough for research and towers
  2. Chance to poke waystones literally no one cares about, even if we blow one up changes are a necromancer looking for a quick fix of Dhar would have done it next week regardless
  3. Battle Wizards to smash our enemies with
  4. Mathy is skilled at killing vampires, not just because of the insight of the LM but because she fights like them, melee and magic combined
Cons
  1. Disdain for Sigmar is going to bite us hard unless we spend a trait pick on mitigating it. Yes I know the natives do not like him, but any Stirland administrators and troops we are given will
  2. Retreading old ground, we handed the baton off already
  3. Poor hostile province, it will take a lot of actions to get it on its feet

I think you missed one. High Priest :whistle:
 
Gods, I am not looking forward to seeing the thread coalesce into camps for <leading option> and against <leading option>, especially since it'll almost certainly have the majority of the thread not wanting <leading option>, with the plurality-winner effect having <leading option> wind up dominating the discussion.
Indeed, the coming tournament of power is something to be feared.

...Why does it feel like I've skipped a bunch of things?
 
We have allready been the Fool and the Magician. Next step is obviously the High Priestess, and by that pattern, we'd get to be Empress afterwards. So vote Ranald if you want to be Empress. :V
 
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Poor hostile province, it will take a lot of actions to get it on its feet

Agree with most of the post, but I'm not sure this has to be true. We did discover during the attack on Drakenhof that the last Von Carstein Countess had a gold mine under the town, which would be under our direct control. In this day and age, a good gold mine has the potential to make a territory fabulously rich. Especially with copious amounts of Dwarfen support in exploiting it.
 
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Didn't BoneyM say that any Great Wall of the princedoms would just be a big neon light saying 'good times are here' to any greenskins?
Then we plop a giant fortress so big no whagh would think of ignoring it in the middle of our prospective border instead. Cheaper and probably more effective. I'm not going to vote for the border princes option either way, but I think "uniting the princes", "dealing with orcs already inside our prospective borders", and "sprouting an economy out of nothing" will be the actual problems we have to solve, not "prepare for the next once in a century wagh".
 
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