Voted best in category in the Users' Choice awards.
The Belt means Dhar won't drive her insane.

I'm still not doing it.

Yeah, Dhar magic doesn't really seem worth it overall.
But I do think sincerely think we should pursue higher forms of magic, whether by learning how the Damsels and Ice Witches do it or by trying to learn High Magic.
The elves think it's impossible for humans because we're practically blind to magic compared to them and also we live really short lives.
Mathilde is probably the best human to attempt to learn to create Qhaysh because of her Magesight.
 
I disagree, the only thing she could've really done in this vein is use Dhar magic, and she knows with certainty that Dhar magic would drive her insane.
Magic isn't really much use without your sanity.
Necromancy, according to Mathilde, is using Shyish to tap into the power of Dhar without actually touching Dhar, and the reason necromancers go insane is because they're always immersed in a Dhar-rich environment, not because they're directly exposed to it in their minds. Mathilde's Belt means that she won't need to worry about being surrounded by Dhar 24/7.

It does mean that she has to figure out an Ulgu counterpart to replace all the Shyish necromancy, though.
 
Yeah, Dhar magic doesn't really seem worth it overall.
But I do think sincerely think we should pursue higher forms of magic, whether by learning how the Damsels and Ice Witches do it or by trying to learn High Magic.
The elves think it's impossible for humans because we're practically blind to magic compared to them and also we live really short lives.
Mathilde is probably the best human to attempt to learn to create Qhaysh because of her Magesight.
She's literally incapable of using another Lore.

Not because she's human, but because a substantial portion of her soul consists of Ulgu at this point.

Once you get an Arcane Mark, you're locked in. Trying to use another Lore will only result in Dhar and failure.
 
Yeah, Dhar magic doesn't really seem worth it overall.
But I do think sincerely think we should pursue higher forms of magic, whether by learning how the Damsels and Ice Witches do it or by trying to learn High Magic.
The elves think it's impossible for humans because we're practically blind to magic compared to them and also we live really short lives.
Mathilde is probably the best human to attempt to learn to create Qhaysh because of her Magesight.
Mathilde can't use other Winds without creating Dhar because of her Arcane Marks, so Qhaysh is out. The closest we're going to get is Windherding.
 
[X] Dragonflask

Bind is beautiful hubris and a great meme. That said, let's be kind to boney's blood pressure and not vote for it.

(Remember when we almost got that refresher course from the Clan Eshin assassin? And boney was like "please, I have no idea how I'd write that." Imagine if we actually rolled a nat 100 on the bind attempt.)
 
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Yeah, Dhar magic doesn't really seem worth it overall.
But I do think sincerely think we should pursue higher forms of magic, whether by learning how the Damsels and Ice Witches do it or by trying to learn High Magic.
The elves think it's impossible for humans because we're practically blind to magic compared to them and also we live really short lives.
Mathilde is probably the best human to attempt to learn to create Qhaysh because of her Magesight.
The issue is that her Arcane Marks prevent her from using anything other than Ulgu without the risk of creating Dhar. So all her studies on other magical traditions need to be purely theoretical.

Necromancy, according to Mathilde, is using Shyish to tap into the power of Dhar without actually touching Dhar, and the reason necromancers go insane is because they're always immersed in a Dhar-rich environment, not because they're directly exposed to it in their minds. Mathilde's Belt means that she won't need to worry about being surrounded by Dhar 24/7.

It does mean that she has to figure out an Ulgu counterpart to replace all the Shyish necromancy, though.
I thought the Belt worked by fireproofing Mathilde so much that she can take a swim in lava to burn off any taint, rather than directly destroying ambient Dhar.
 
The issue is that her Arcane Marks prevent her from using anything other than Ulgu without the risk of creating Dhar. So all her studies on other magical traditions need to be purely theoretical.


I thought the Belt worked by fireproofing Mathilde so much that she can take a swim in lava to burn off any taint, rather than directly destroying ambient Dhar.
You can see the Belt destroying Dhar when she grabbed Gretel's miscast way-back-when.

It literally does burn away Dhar that comes into contact with her.
 
Man, this is going to be an interesting report to Parranoth though.

"Yeah, you know that disturbance you sent me to investigate? Turns out it was some crazy murder dryad who used Ulgu leading an army of other dryads, a tree man, and a manticore to try and murder some random Kislev boyar. But don't worry, I warned the Kislevites and then used my personal Battle magic spell to help mobilize their army, before personally chopping the enemy leader in half and setting them on fire/chaining them to my own soul/chopping them into even tinier pieces after counterspelling their escape attempt."

The shit Mathilde gets up to, I swear.
 
So do High magic users not get arcane marks then? or how does that work?

And that is unfortunate, I did not know that it made you entirely incapable of forming Qhaysh.

I guess the Nagarythe are our best shot at cool magic then.
 
You can see the Belt destroying Dhar when she grabbed Gretel's miscast way-back-when.

It literally does burn away Dhar that comes into contact with her.
Citation!
The normal procedure when a student miscasts is to stand back and pray, but recently you've done a fair bit of reading and thinking on the topic of unruly Shyish and you have no fear of Dhar. As the curdling energies within her start to concentrate in her jaw and reality begins to fray, you reach out and press your hand against her cheek, your will unable to prevent the magic from rebelling but able to at least command where it goes. As two awestruck students watch, you tear the miscast spell from Gretel's head and clutch it in your fist, where it immediately comes under the influence of Dwarven Runecraft and ignites into sullen purple flames.

"Damn easy to miscast under combat conditions," you say gravely. "What were you trying to do, Gretel?"

She rubs her jaw and takes a few tries before she's able to answer. "Steal Life, Magister," she says in a small voice. "I've done it-"
 
So do High magic users not get arcane marks then? or how does that work?

And that is unfortunate, I did not know that it made you entirely incapable of forming Qhaysh.

I guess the Nagarythe are our best shot at cool magic then.
Elves are substantially less mutable than humans, and go to some effort to avoid getting Arcane Marks.
 
So do High magic users not get arcane marks then? or how does that work?

And that is unfortunate, I did not know that it made you entirely incapable of forming Qhaysh.

I guess the Nagarythe are our best shot at cool magic then.
Here's what Boney said on it a while back:
Wizards actually can use multiple Winds, and can even do so safely (or as safely as magic gets) as long as they don't have Arcane Marks and they're careful to 'detox' from one before using another. It's just rarely done because you're almost starting from scratch with each new Wind, and if you ever get an Arcane Mark that's it, you're locked in to whatever Wind gave it to you. It's not something that can really be researched, it's already a well-understood phenomenon.

In contrast, Elven magical techniques are based around using Winds without being shaped by them. This is a very long process and requires mastering one's emotions, which is why conventional Elven wisdom said it couldn't be taught to humanity. Teclis stripped out all the 'without being shaped by them parts' to speed up the learning process, grasping that many humans would think that gradually becoming a living avatar of a single Wind is rad as hell, rather than a tragic failure. The downside is that it makes any human High Magic virtually impossible, as they'd have to reach a mastery of all eight Winds separately and without ever acquiring an Arcane Mark just to get started, all within a standard human lifetime.
 
Man, this is going to be an interesting report to Parranoth though.

"Yeah, you know that disturbance you sent me to investigate? Turns out it was some crazy murder dryad who used Ulgu leading an army of other dryads, a tree man, and a manticore to try and murder some random Kislev boyar. But don't worry, I warned the Kislevites and then used my personal Battle magic spell to help mobilize their army, before personally chopping the enemy leader in half and setting them on fire/chaining them to my own soul/chopping them into even tinier pieces after counterspelling their escape attempt."

The shit Mathilde gets up to, I swear.
Him and Mira can commiserate over tea.
 
The issue is that her Arcane Marks prevent her from using anything other than Ulgu without the risk of creating Dhar. So all her studies on other magical traditions need to be purely theoretical.


I thought the Belt worked by fireproofing Mathilde so much that she can take a swim in lava to burn off any taint, rather than directly destroying ambient Dhar.
Here's the direct quote from the character sheet
Belt of the Unshackled Mountain: A protective runic talisman made for you in repayment for your actions during the Sieges of the Drakenhofs.
Spellburner Rune: The first rune is a variation on the Spelleater Rune. When a hostile spell is targeted against you, it will not only counter it but also burn - literally burn - the knowledge of it from the mind of the caster. It will be dormant for twelve hours after each use.
Rune of Rancour: The second is based on the Master Rune of Spite, but somehow combined with the Rune of Fortitude. It will grant you the strength to withstand wounds, while returning twofold any strike against whoever dealt it to you.
Rune of Valaya's Vengeance: The third, the largest and most intricate of the three incorporates elements of both the Rune of the Furnace and the Rune that Valaya gave to the dwarves that allowed them to weather the coming of Chaos. It will grant you such resistance to flame that you could wade through lava, and burn off any taint of chaos before it could even touch you.

So yes, it doesn't directly destroy ambient dhar, but if it gets close enough to her to potentially taint her, it gets burned. She'd probably turn a warpstone into a grenade by grabbing it. Probably not a good plan really.
 
Another example of the Belt burning Dhar is when Mathilde went to the Chaos Wastes:
Each day leaves you mentally drained by the effort of keeping the flow of Ulgu as free as you can of the Dhar that's all too eager to cling to and corrupt any other Wind it touches. Several times you have to put out spot fires on your robes as the Runes on your Belt purge errant Dhar, and you're starting to worry what it would mean for anyone else to wield magic here.
 
I leave the thread for a few hours and they come up with the horrifying idea of binding Drycha as a familiar. Tempting, and if it succeeded, it would be amazing. But I don't want to risk it, Drycha is the kind of being I don't want attached to Mathilde's soul.

[X] Counter
 
That explains quite a lot actually.

I'd been looking for this sort of information for a while, but couldn't find anything about it on the wiki or anywhere.
And I suppose becoming a being of a single pure magic is kinda rad as hell.
The official WHF lore is spotty and often contradicts itself (and the wikis have to put things together from that), so Boney picks and chooses the parts he likes from it, and then exercises his own worldbuilding if something doesn't make sense or there's a contradiction. Here's the Quest Canonicity tier list, for reference:
Canonicity (for Quest purposes)
Tier 1: The Quest itself is primary canon.
Tier 2: WoQM applies unless it violates Quest canon (which I assume it has or will at some point).
Tier 3: Army Books (6th+), WHFRPG 2e - reasonably safe to assume that the fluff in these is canon unless the Quest or WoQM says otherwise. Game mechanics should not be taken as canon.
Tier 4: Black Library, White Dwarf articles - canonish, but the QM may not be familiar with them and the details are likely to end up varying if they are used.
Tier 5: Licensed video games, Warhammer Armies Project, WHFRPG 3e & 4e - mostly only used for things that aren't otherwise covered in higher tiers, and by default are not canon.
Tier 6: Army Books (pre-6th), WHFRPG (1e) - the Dwarf Priests Know Necromancy Zone. May be looted for ideas from time to time but is usually completely incompatible.

Also, I highly recommend checking out the WoQM Archive and Collection of Important Information Informational threadmarks, if you haven't already.
 
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Probably to late now, but why no [Alter] Teleporting is a delicate process and any error can be.. unfortunate option?

Basically no straight up you stay counter but more changing destination or wether the insides are the insides still on arrival or maby something gets left behind...
 
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