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So in regards to the magic swords.
- Swords were enchanted by some primitives who misunderstood both magic and religion. Enchantment was meant to devour souls of those killed to empower the sword. In actually constantly absorbs the winds of magic. inevitably being tainted with dhar and needing to be disposed in the nearest volcano.
- These have been sitting for so long in a shysh sink, soaking up only that wind. Thus the two we checked were free of dhar. But overloaded with the wind of death
- Potentially deadly 1 use items against hard to kill monsters. at the risk of potentially killing the wielder too when discharged. Don't actually do this.
- Potentially possible to make something useful and safe out of them. Will require additional research. Either on your own or by letting the college get their hands on them and hoping they return a few to us once they figure out how to use them correctly.[/spoiler]
Also, they are probably now absorbing those other winds, ever since we took them out of the barrow. Which means they will gradually mix and corrupt to Dhar (bad magic). Unknown timescale.

I was considering taking them back to to the barrow... that way they are still steeped in Shyish, not the other winds. Our Master said something about birch and iron. So maybe we need a better box, too.

@Alliterate your plan is getting broken up in the voting tally. You should update it so it only has one top-level [] and everything below that is indented with -[] or more dashes.

Also, man, 25-30 items marked on the two leading plans.
Thanks. But no one is voting for it anyway. :)
 
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So in regards to the magic swords. If I understand it correctly:
No, we don't know what they were made for. But as it is, the enchantment just absorbs ambient magic, and they became soaked in shysh due to staying in the mound for thousands of years.

They are free of dhar, by both our's and Kasmir's examination. All fifty of them.

They are essentially sword-shaped, fully loaded shysh capacitors. Or shysh kebabs, if you will.

Full of potential for us to make something awesome out of it, and we can also attempt to figure out the original enchantment. Presumably, it worked, as they wouldn't make dozens to hundreds of the things if they did nothing.
 
So in regards to the magic swords. If I understand it correctly:

- Swords were enchanted by some primitives who misunderstood both magic and religion. Enchantment was meant to devour souls of those killed to empower the sword. In actually constantly absorbs the winds of magic. inevitably being tainted with dhar and needing to be disposed in the nearest volcano.
- These have been sitting for so long in a shysh sink, soaking up only that wind. Thus the two we checked were free of dhar. But overloaded with the wind of death

The funny part is as far as I know they're right in the wrong way. Warpstuff IS soulstuff, so sucking in warpstuff is sort of sucking in soulstuff. Just wrong in every way that matters.

But yeah. The idea was to make a sword that grew in power by absorbing power. Really it sounds more like they're waiting to become daemon weapons.

However!
- Potentially deadly 1 use items against hard to kill monsters. at the risk of potentially killing the wielder too when discharged. Don't actually do this.
The worst part is that it's not reliably activated as it is. Unless you managed to dispel the enchantment in combat, odds are when you use it to stab a gribbly all it does is...stab a gribbly. Unless it goes off and then you both get hit by a localized Death bomb.

I suspect the whole lot are just delayed blast bombs, because theres no way the necromancer who animated the undead was unaware of the swords purpose considering all of them are variant Shyish->Dhar users. But since we didn't give the weapons to anyone and just locked them in a lead lined crate they couldn't do shit.

- Potentially possible to make something useful and safe out of them. Will require additional research. Either on your own or by letting the college get their hands on them and hoping they return a few to us once they figure out how to use them correctly.
The biggest boon here is the boost to our Enchanter credentials, because the enchantment for sucking in ambient Winds of magic is a lost art. Rediscovering it would be one of the possible deeds we use to justify promotion to Magister.
It would, in addition have further uses if we could replicate the enchantment except making it so it sucked in a SINGLE Wind, or converted everything it sucked in to that Wind. Then used it as a magic capacitor or battery for other enchantments.

Directly using them...well since they're packed with concentrated Shyish I imagine if we were of the Amethyst Order we might be able to use them as Shyish power stones eventually.

An alternative might be to STABLIZE the enchantment so it stops sucking in everything else(thus removing the Dhar hazard), and add some kind of shielding so it only vents forward. Which would give you swords that are limited use Excalibur Morgans?

Anyways a deeper look at the update:
Wilhelmina is unharmed and unbothered, but Kasmir's armour is dented and bloody, and his right arm is covered in bloody bandages and hanging limp from his body.
Kasmir was attacked and nearly killed. It makes sense that any Chaos or Undead factions involved would go after the Warpriest...but its possible that they went after the three notables who went into the tomb and kicked ass?

"For the first time, the treasury has something worth guarding, other than Mathilde's weird metal crate. Without de Verezzo's expenditures or Schultz's building projects, we've been able to accumulate a fair bit of money." She slides a slip of paper across the table to Van Hal, presumably with an exact figure. He glances at it, and something almost like a smile reaches his face.
Oh, so de Verezzo's expenses are nuts and Schultz isn't much better. Hopefully Van Hal would invest them into income sources...
"Good. Use some of it to reinforce the archives - I want them built into and as protected as the treasury itself. Maybe you could use it as an entryway to the treasury proper, or... well, when Schultz returns he'll probably be able to make suggestions, and I'm sure he'd be delighted to be back working within the castle. Have a guard room put in too. And traps, maybe? No, I guess people will still need to come and go... unless there's some sort of lever mechanism that disables the traps, controlled from the guard room..." He stares into space thoughtfully for a while, then shakes himself from his reverie.
Or he wants to make sure the ledgers and the money stays where they are.

"I've been in regular contact with the Grand Theogonist," you bet he has, you think sourly, "and he's agreed to start dispatching Sigmarite acolytes that can act as chaplains for the military."

ARMY OF STIRLAND FAITH: Sigmarite Chaplains (in progress)

Van Hal opens his mouth to respond, then pauses, looking long and hard at the man. The moment stretches long enough that you and Wilhelmina exchange glances, and Kasmir begins to shift in his seat. You recognize the expression on Van Hal's face - that's the expression of his mind grinding through the facts, slowly but finely, achieving with concentration and patience what he can't with talent.

Then, as suddenly as it begun, it stops. "Acceptable. See to it they are integrated into the army. Keep them to a single regiment for now... yes, the Flensburg Second."
And he can't trust the damned priests being called in, so of course he restricts them to a single regiment.

Wasted time and money.
He gathers up the papers in front of him and tucks them into a pocket as he stands. "Wilhelmina, Kasmir, you're dismissed. Mathilde, walk with me."
Probably annoying to our fellow councilors, and almost certainly feeding the rumors of us being in bed.

"Politics, Weber," he growls, leaning on Orc Hewer. "It's always bloody politics. Of all the jobs in all the Empire, keeping a lid on bloody Sylvania should be the one where the freest hand is given. But instead I'm crippled, loaded down with thieves, idiots, cowards and zealots. If it weren't for you and Wilhelmina, I might as well take up the halberd once more and march to Drakenhof alone, I'd be doing more good than I could do here.
Bossman is stressed as hell.

...though Marthilde probably is secretly filed under idiot :p
Well, she's dedicated to her job, so it helps a lot really that she's doing her honest best.

"The religious situation in Stirland could have been very dire. Under the previous administration the Sigmarites pulled back to the major population centers and left the villages and small towns without spiritual guidance. But the Shallyans and the Morrites and even the bloody Ulricans and followers of a dozen other of our Gods stepped up and filled the void before anything else could, and saved a million souls in the process. But that's apparently not enough for the Grand Bloody Theogonist, so he sends me a goddamn zealot that spends all his time on infighting between the Gods of the Empire instead of doing his Godsdamned job."
So this means if we DID do a random hire from the villages we'd be picking up people of minor faiths we have no way to test.
You both look over to the building protruding out of the wall into the courtyard, doors and windows barricaded. "I... suppose you've earned at least a few details. According to the Witch Hunters that investigated, the previous count was attempting to summon... the sort of thing one doesn't attempt to summon. Instead, he was summoned. I'm told it will take fifty-five and a half years for the energies released to dissipate."
Very suspicious timing on the dissipation.

...you know, I think we found the use for the swords enchantment. They suck in ambient Winds right? So what if, after we reverse engineer the enchantment, we make steel bricks enchanted with the absorbing enchantment, dump them into the East Wing for a year, and then fetch them out and throw the whole lot into a volcano?

Could speed up the time.
Also that might mean there's a Daemon with the province's name on it, but I suspect not. Since this stuff happens enough that most people just get torn apart by random Warp gribblies.

"I've been looking into it when I could for the past couple of years, and it appears unrelated to the rest of the dynastic problems, thankfully. A last-ditch effort to protect himself from whatever was picking off his family, I think."
Sounds like there's a gribbly living in the castle itself.
Sneaky one too.[/QUOTE]
 
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Also, they are probably now absorbing those other winds, ever since we took them out of the barrow. Which means they will gradually mix and corrupt to Dhar (bad magic). Unknown timescale.

I was considering taking them back to to the barrow... that way they are still steeped in Shyish, not the other winds. Our Master said something about birch and iron. So maybe we need a better box, too.
As per the update we have said fancy box I think?
 
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With birch and iron and all that?



For now. They'll be sucking up all eight winds where they are now.

For the first time, the treasury has something worth guarding, other than Mathilde's weird metal crate

If it was just the weapons in a box she'd have said so. So thats the weird metal crate of nonstandard materials.

At least lead lined.

The cost of such a box is pretty trivial at the state level. One crate, unless it was gromril, isn't going to need an action
 
I feel the need to clear some things up regarding our religious situation, since I've seen some people say the Cult of Morr should just take over.

Stirland is (was I suppose) as Sigmarite heartland as you can get. It was here and in Reikland where the cult of Sigmar rose to prominence in the first centuries of the first millennium. I don't know what caused its collapse of authority in the province, especially since Stirlanders are a conservative lot. But expect the cult of Sigmar to fight tooth and nail to get it back.

I think Ostland quest has given people the wrong idea about Morr. Morr doesn't really care about the affairs of the living, IIRC to the degree that priests who spend to much time on the living instead of the dead are punished. I'm not sure what people are expecting from the cult. You might be able to call upon their knighly orders when taking a swing at Sylvania or to protect people from undead and deal with the dead in the army, but otherwise they'll mostly keep to themselves and focus on their duties.

Myrmidia, has a very, small following even in the more wealthy provinces in the Empire. Worse, she's a foreign god in Stirland.

Lastly, let's look at van Hal's orders:

"Worse than I'd hoped, but better than I feared," Van Hal says. "I'll talk with Markus about the Greatswords, you take care of the army. Liaise with the Sigmarites, send off to Altdorf if you have to. I want at least a chaplain for every cohort in the Army proper. They'll report to you. Ensure that the Army's faith is equal to that of the task ahead of them."

"Talk to the Sigmarites, coordinate with Altdorf if you have to, get me chaplains for my army so they are properly faithful."

That one is pretty much on van Hal.
 
I had a question, actually. I know that in the game, Wizards can't wear armor because it prevents them from casting. Is that still true here, or would we be able to get around that restriction via loopholes? Such as wearing a thick leather coat/boots, (leaving our hands free to make gestures or w/e) or something of that nature? If not, we should probably look into magical options.
 
I had a question, actually. I know that in the game, Wizards can't wear armor because it prevents them from casting. Is that still true here, or would we be able to get around that restriction via loopholes? Such as wearing a thick leather coat/boots, (leaving our hands free to make gestures or w/e) or something of that nature? If not, we should probably look into magical options.

We already have a magical equivalent.
K / Aethyric Armour: Magic wraps around you and acts as armour. Currently as effective as a chainmail coat, but in the hands of a master it can be stronger than full plate.
 
[x] Plan Turn This Castle Upside Down And Shake It

So someone mentioned hiring a bard to travel around a get the lay of the land for us awhile back and the more I think about it, the more I like that idea. They wouldn't arouse too much suspicion and would naturally spend time at an inn or gathering place, making it easier for them to meet people. After a few times around on a circuit they should know at least the inn keepers well enough to get some information and could just stop by next door to drop off a report and get paid.
 
So an issue occurs to me, when they said they cleared the castle they said they were unable to access the lowest levels due to a pair of respectively collapsed and flooded staircases, but the undead don't need to breathe, and can thus walk through the flooded staircases unimpeded.
Are we absolutely sure there aren't any escape tunnels accessing the lowest levels of the castle that the undead might know about?
 
So an issue occurs to me, when they said they cleared the castle they said they were unable to access the lowest levels due to a pair of respectively collapsed and flooded staircases, but the undead don't need to breathe, and can thus walk through the flooded staircases unimpeded.
Are we absolutely sure there aren't any escape tunnels accessing the lowest levels of the castle that the undead might know about?
Previously, Van Hal ordered a granary set up in the cellar, so I would assume it's been de-flooded by now. But searching the castle for additional secret passages might still be useful.
 
I feel the need to clear some things up regarding our religious situation, since I've seen some people say the Cult of Morr should just take over.

Stirland is (was I suppose) as Sigmarite heartland as you can get. It was here and in Reikland where the cult of Sigmar rose to prominence in the first centuries of the first millennium. I don't know what caused its collapse of authority in the province, especially since Stirlanders are a conservative lot. But expect the cult of Sigmar to fight tooth and nail to get it back.

I think Ostland quest has given people the wrong idea about Morr. Morr doesn't really care about the affairs of the living, IIRC to the degree that priests who spend to much time on the living instead of the dead are punished. I'm not sure what people are expecting from the cult. You might be able to call upon their knighly orders when taking a swing at Sylvania or to protect people from undead and deal with the dead in the army, but otherwise they'll mostly keep to themselves and focus on their duties.

Myrmidia, has a very, small following even in the more wealthy provinces in the Empire. Worse, she's a foreign god in Stirland.

Lastly, let's look at van Hal's orders:



"Talk to the Sigmarites, coordinate with Altdorf if you have to, get me chaplains for my army so they are properly faithful."

That one is pretty much on van Hal.
It sounded a lot more like the straw that broke the camel's back actually. According to Van Hal he's been trying to work it out with private discussions but Kasmir wouldn't hear of it. Seems to me that the Kasmir situation won't get better unless he gives no wriggle room AND makes sure he has actual non-sigmarite religious authorities to support, particularly when raising local chaplains and the like are concerned.

That said I'm pretty sure a fair chunk of the castle servants are lying.
The nearest city of Wurtbad should be chock full of Sigmarites, yet the castle somehow doesn't have significant numbers? When the resident priest knows nothing about Morrites and oh suddenly the undead infested castle is full of Morrites. And Shallyans aren't nearly common enough to find them as a dominant group in a castle's servants either...you might see them more popular in the city, but castle staff generally don't find the Shallyan creed to be particularly interesting.

Though with the leading plan...why are we using Van Hal on the action he said he's not good at instead of either the autopsy(high Learning) or the Interrogation(Witch Hunter skill)? @DarkLight140
That's the biggest objection. Van Hal is explicitly not good at intrigue. He has Paranoid bringing him to merely average!
 
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Damn. Our odds of taking a Getting To Know You action with anyone ever are somewhere between "when pigs fly" and "when Hell freezes over", given how pressed for time we are between actually doing our job and becoming a competent wizard. We're basically only managing the first as things stand.

I guess that's standard for councilors, though; it's not as though anyone's ever spent one of their Getting To Know You actions on us.
Then again, they might not even have the option to do that, seeing as Mathilde spends so much of her time in the Palace-Shrine or riding to Altdorf or halfway across Stirland that it's often hard to find her.
 
Then again, they might not even have the option to do that, seeing as Mathilde spends so much of her time in the Palace-Shrine or riding to Altdorf or halfway across Stirland that it's often hard to find her.
A bit. She's been noted to spend a lot of her free time managing informants, so you can surmise she's either in her secret lair writing letters, riding across the country, or doing something very very Mathilde. Unlike everyone else, she sleeps at a hidden location nobody knows about, so nobody actually knows where in the castle to look if they need her in a hurry

The closest thing to a predictable place she's around is her semiregular meetings with Van Hal and also sometimes seen swinging a sword bigger than her in the courtyard. Not much chance for a random encounter.

The servants gossip is probably all about forbidden love.
 
Possible spell research ideas, the snake's abilities are clearly achievable through the use of ulgu, and limited teleportation spells are already in the grey wizards spellbook:
We capture the snake and study it to allow for spells of mirror travel, and spying through reflective surfaces and possibly causing a target nightmares? (If that is one of it's powers)
 
It sounded a lot more like the straw that broke the camel's back actually. According to Van Hal he's been trying to work it out with private discussions but Kasmir wouldn't hear of it. Seems to me that the Kasmir situation won't get better unless he gives no wriggle room AND makes sure he has actual non-sigmarite religious authorities to support, particularly when raising local chaplains and the like are concerned.

That said I'm pretty sure a fair chunk of the castle servants are lying.
The nearest city of Wurtbad should be chock full of Sigmarites, yet the castle somehow doesn't have significant numbers? When the resident priest knows nothing about Morrites and oh suddenly the undead infested castle is full of Morrites. And Shallyans aren't nearly common enough to find them as a dominant group in a castle's servants either...you might see them more popular in the city, but castle staff generally don't find the Shallyan creed to be particularly interesting.
Honestly. I'd say we should just flat out get in his face about it. Tell him we have no issue with his quest to "reconquer" Stirland for the cult of Sigmar or whatnot, but by failing to study his "rival/opponents" he's oblivious of the corruption and heresy underneath his own nose.

Throw some scripture at him if needed.

Now is pretty much the time to act because we have a clear example.
 
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