Voted best in category in the Users' Choice awards.
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Journeyman Cyrston von Danling
[X] Scout the lands of the Iron Wolves
[X] Attempt to make contact with the Iron Wolves
 
Wait, quest canon? I thought this was quest canon about Dawi belief, not "what definitely happens"

It is about belief, I just phrased it poorly.

Aren't we young adult in Dwarf years?

Sort of. 30 is the age where a Dwarf is deemed to have completed their basic education and is ready to join a Guild. The closest Empire equivalent would be the Quickening at age 10, where a child is considered ready to become an Apprentice, enter the Priesthood, or join the military. Neither is exactly equivalent to what we would consider 'adulthood'.
 
Approach it from the other side. 'A human saved a Dwarfhold when nobody in the entire Karaz Ankor could'. Put that on top of 'a human did more for Karak Eight Peaks than the High King did' and 'a human translated Queekish when generations of Dwarven scholars couldn't' and you've got an extremely rough message to internalize. Alternate explanations could become very convincing at that point.

That's a really good point, and one I hadn't considered. I imagine if one of the runelords accompanied us on this little jaunt (helping with the disappearing, reappearing karak) and the airforce was deployed during the final recapturing against that waaaagh they might have been able to stomach it a lot better.

Now that I'm thinking of this from the point of view of "I've done nothing and this humans making me look bad" it makes a lot more sense.
 
Sort of. 30 is the age where a Dwarf is deemed to have completed their basic education and is ready to join a Guild. The closest Empire equivalent would be the Quickening at age 10, where a child is considered ready to become an Apprentice, enter the Priesthood, or join the military. Neither is exactly equivalent to what we would consider 'adulthood'.
So we really are basically a teen to them. Wow, that has gotta be weird for them, even considering a "well she's actually a dwarf" mindset. Magical Girl anime protagonist really does seem accurate now.
That's a really good point, and one I hadn't considered. I imagine if one of the runelords accompanied us on this little jaunt (helping with the disappearing, reappearing karak) and the airforce was deployed during the final recapturing against that waaaagh they might have been able to stomach it a lot better.

Now that I'm thinking of this from the point of view of "I've done nothing and this humans making me look bad" it makes a lot more sense.
Even worse; imagine how Thorgrim feels personally, having turned down her request for help. Guy has got to be feeling the burn, especially since he knows even better than Mathilde just how much her antics have helped.

Honestly though, I'm really concerned about Belegar and Kragg's reactions. For all the memes, they're both probably sensible enough to realize this is probably bullshit, but would still be really happy if it were true.

On the other hand, I wonder if Kragg might take another look at using AV if he thought it was a Dwarven creation rather than Umgi foolishness.
 
Thorek already did a thing with it. Making Kragg look at it would not only be redundant, but also offensive to both runelords.
I didn't mean figuring out usages or anything, I meant accepting the use Thorek has already made work. IIRC the other Runelords only accept it as long as they don't actually know what's happening, and I assume that wouldn't work for Kragg since he would probably know. Does Kragg let Thorek recharge his runes for him?
 
On the other hand, I wonder if Kragg might take another look at using AV if he thought it was a Dwarven creation rather than Umgi foolishness.
I don't think he would. His decision to not look at it was related to looking to"the glories of the past" rather than strange things from the Aethyr. Nothing to do with Mathilde's human/lack of dwarfness.
Changing his mind is not something he does.
Otoh, if Mathilde makes a seviroscope, he will probably not reject it for being warp fuckery because it might be a tool to retrieve the glory of the past.
Much less of a leap than trying to create something radically new.
A new method to learn of old things he might be able to take in stride though (because he wouldn't have to admit that he was wrong)
 
Added to the Collection of Important Information:

Dwarven Life Stages

Youth / Garazi: What is considered to be the first day of a Dwarf's life is not necessarily when they are born, but when they are given their name during a set of ceremonies at a Temple of Grungni with their male relatives, and at a Temple of Valaya with their female relatives. Over their childhood, they will be taught Dwarven law, tradition, and history, the basics of combat, mining, and metalworking, and the basics of their Clan's speciality. They will also spend a minimum of two years working in the mines of their Hold. For those that do not live within a Karak, they may travel to one to undergo the proper ceremonies, or they may be visited by the proper Priests.

Newbeard / Gnutrommi: At the age of thirty, a Dwarf makes a ceremonial sacrifice to the Ancestors, usually an apprentice-piece of the Guild they wish to join. They are gifted with their first set of tools by their Clan and are afforded the right to wear their Clan's insignia. This is typically the age when a Clan will start debating and negotiating a marriage on behalf of Dwarf women, though they retain veto rights throughout the process.

Journeymen / Strollenokri: Typically between the ages of 40 to 60, an Apprentice deemed ready is released to prove themselves. This is equivalent to the 'Journeying' of human crafters, but in this age it's common for Dwarves to remain in the same Hold. They work without supervision or correction until they consider themselves ready to present their Guild with a Masterpiece, and said Masterpiece is accepted by the Guild. Some Dwarves stall at this stage for life, or decide to start again as Apprentices in a new field.

Fullbeard / Altrommi: At the age of 70, a Dwarf that has also attained the rank of Master in their Guild is considered ready to take on Apprentices of their own. This is the most common age for Dwarven men to get married, though the majority never do.

Longbeard / Langktrommi: At the age of 120, Dwarves are considered to have neared the peak of their ability, and those that have suitable skill begin to be considered for the rank of Grandmaster. Most Dwarves stop taking on new Apprentices at this point to dedicate themselves entirely to their craft without distractions.

Elder / Aldtrommi: At the age 150, Dwarves join the Elder Council of their Clan, a position they retain for the remainder of their life. Depending on the Clan the Council might directly lead them, or might only advise those who do. They also become involved in adjudicating disputes, resolving Grudges, and advising young Dwarves who come to them for wisdom. This is also the age when many Dwarves will die of old age, which is something Dwarves can sense some time in advance, giving them the chance to prepare their tomb, distribute their possessions, and spend their last days with their friends and family.

Greatbeard / Gormtrommi: Few Dwarves reach the age of 200. Those that do are held in high esteem and often become leaders of their Clan or Guild.

Living Ancestor / Karugromthi: Those very rare Dwarves that reach the age of 400 are accorded the status of Living Ancestors. They typically have a driving motivation, either a thirst for knowledge, an ambition to fully master their craft, an unfinished task, or an unresolved Grudge that requires avenging, and will usually dedicate their entire life to this, however long it might take.

Most of the information comes from Stone and Steel, but since it was part of 1st Edition WHFRP (home of Necromancer Dwarves), parts have been tweaked here and there to fit with more modern canon.
 
Even worse; imagine how Thorgrim feels personally, having turned down her request for help. Guy has got to be feeling the burn, especially since he knows even better than Mathilde just how much her antics have helped.

Mind dropping a link to that one?

I wonder if this Dwarf-souled thing could have any influence on the Traditionalist/Radical divide within Dwarfen Society. Having a "Dwarf" achieve incredible feats in service to Karaz Ankor through unorthodox methods and magic of all things could be the sort of example that the radicals could point to as proof for the need to change. It's far-fetched since this is getting into Dwarf Wizard territory of crazy nonsense, but Mathilde is right there and she's very clearly a "Dwarf".

Cut to Mattie at any point in time.



Switch Kickflip, not a regular, but I like this gif.

So we really are basically a teen to them. Wow, that has gotta be weird for them, even considering a "well she's actually a dwarf" mindset. Magical Girl anime protagonist really does seem accurate now.

.........

If anyone can find a good image or a gif of a magical girl doing a kickflip, let me know.

Tough to find a good one.
 
Since enchantment came up as a topic, I took a brief look through the spell lists.

Well, one of the most obvious is Blessed Weapon so you can shoot ghosts and stuff, but other than that.

Also, while doing this, came up with another Multi-Wind enchant idea: Deathsight from Amethyst Magic, plus either Telescope from the tool-less enchanting petty magics Mathilde knows, or Lens on the Sky from Celestial Magic.
Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose. Can be conceptual, such as a circlet making someone better at diplomacy. Long casting time.
"Enchant Item" is an oldie that has been mentioned before. It's basically "gun be better gun for an hour" in spell form. 'course, it's Fiendishly Complex, so. On the other hand, Law of Logic is relatively simple; good for sniping, if you take your time with it. There's also Trial and Error but... it guides the actions of others near you, so probably a spell that requires too much thought and guidance to work easily. Also, possibly requires dipping into the person's brainymeats, and that's bad when the person is a non-Gold wizard, so.
Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Deathsight: See spirits for an hour
Add this to the scope and you can see spirits. Admittedly, this is probably something you don't need to put on a gun, this is literally something you can put on something else. Also very situational, so.

Actually, if anything, I'd put the Deathsight on some kind of spectacles or goggles instead of on a gun. Maybe a second Multi-Wind Enchant idea? Deathsight + Telescope/Lens on the Sky.
Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Omen: Semi-reliable hint about whether a thing will go well or badly if done in the next few hours.
Polish, Clean and Gleam: Makes a transparent or reflective item spotlessly clean on touch. Apprentices are not allowed to use this for chores.
First Portent of Amul: Re-roll one die on your next turn.
Lens on the Sky: Creates magical telescope-lens.
Rerolls! Who doesn't like rerolls? I didn't include all the "This gives a reroll or..." spells in the Celestial Wizard spell list though.

That said, a magic lens might be neat, too. Of course...
Tool-Free Enchantment:

Mathilde has learned a suite of petty magics that stand in for all the various tools of enchantment, but they can come in handy in a number of other ways.

Telescope: Lenses normally used to focus and amplify lights can also be used as a telescope.
We already have a Telescope spell in Ulgu. Actually, depending on how stunted his "Stunted Magic: Is capable of casting Petty and Lesser spells." trait is, maybe he'd be able of learning this himself. I mean, the tool-free enchantment is listed as 'a suite of petty magics' so...

Of course, if you wanted other stuff from Ulgu too, there's other things you can put on the bullets, too. All of this stuff is a bit questionable as far as core 'do we need this?' questions go though. Pretty much the only thing I'd actually use other than Illusion to make a silent gun, is the Telescope petty magic above.

But, again, this is basically "Stretch Goals", stuff on the level of "Maybe this might be cool or interesting?"
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.
K / Sleep: Compels someone you touch to fall unconscious for up to half a minute.
A bullet that makes somebody fall asleep.
K / Silence: Makes someone unable to speak for a few seconds at short range. Interrupts spellcasting.
- Does not eliminate all sounds, only makes someone unable to vocalize.
A bullet that makes somebody incapable of talking.
P / Cloak Activity: Allows you to perform an action while appearing to perform something entirely different for up to half a minute.
- The illusion is only visual, and anyone you're directly affecting while concealed by this spell has a chance to see through it.
Back to the gun rather than the bullets. Cloak Activity could let you aim a gun without people noticing you're doing that. Situationally neat though.
K / Mockery of Death: Causes someone you touch to act and appear dead for several days, or until you end it. They retain all their senses, including sight if their eyes are open, and will still need to breathe and drink.
Ah, now this is potentially interesting actually!

This is a fake-death bullet. (Which may turn into a "real death" bullet if your shot was too good.) Shoot somebody, and make them appear to be dead to anybody checking on them! A neat trick and situationally very neat. Other than that though... yeah.
 
I kind of really want to work on a magic item for Mathilde with either Thorek or Kragg. Runecraft with wind magic for superior results(?), or at least interesting ones. Or creating a magic item using multiple winds.
 
This is a fake-death bullet. (Which may turn into a "real death" bullet if your shot was too good.) Shoot somebody, and make them appear to be dead to anybody checking on them! A neat trick and situationally very neat. Other than that though... yeah.
Honestly, you are thinking of using guns wrong. Only point them at things you want dead.
 
I kind of really want to work on a magic item for Mathilde with either Thorek or Kragg. Runecraft with wind magic for superior results(?), or at least interesting ones. Or creating a magic item using multiple winds.

Rune craft and magic don't work together very well on that sort of scale if I remember word of boney correctly.

@BoneyM do I got that right?
 
I kind of really want to work on a magic item for Mathilde with either Thorek or Kragg. Runecraft with wind magic for superior results(?), or at least interesting ones. Or creating a magic item using multiple winds.
Crafting a magic item using multiple winds means two weaker effects instead of one stronger effect. Also, the only enchantment slot we have left is for a Ranged Weapon, and I believe most people think that runes are better for that. Kragg is too traditionalist to experiment like that and Thorek is too unskilled for any product made with our shared gifts to be superior to what Kragg could make when he goes all out.
 
The entire area is known as the Eastern Steppes in the Old World. Mathilde prefers to call them the Great Steppes instead because to those living there 'eastern Steppes' means the lands of the Hung and things like 'western Eastern Steppes' annoy her, but doesn't always do so.

So... currently, would we be at the western western western eastern steppes, or at the eastern western western eastern steppes?
 
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