Voted best in category in the Users' Choice awards.
Conspiracy of Silence is named that for a good reason, instead of Conspiracy of Ignorance.
To be fair Conspiracy of Ignorance is a fairly stupid name to call a conspiracy, I imagine they would be called out for it.

I genuinely mean stupid in a literal way and not derogatorily, sorry for any offense.

Magister Regimand always paid well for news and gossip on his former apprentice, after all.
I'm glad Boney was explicit in naming the Regimand bonus as his personal affection for Mathilde and not something delibirately vague like "interest" or "was waiting for an excuse to procastinate", because it lead to me smiling when I read this.
 
I'm glad Boney was explicit in naming the Regimand bonus as his personal affection for Mathilde and not something delibirately vague like "interest" or "was waiting for an excuse to procastinate", because it lead to me smiling when I read this.

If you want a bit of an insight into my writing process, I didn't even come up with the Regimand thing until the very end. I was trying to come up with an ending after haven written up to the argument, when I thought "well, what if Grey had an ulterior motive at the meeting—maybe he's passing on information to an informant. But who? Oh wait, doesn't Regimand own a bunch of taverns that double as a spy agency? And they've just finished talking about Mathlde—boom! Perfect ending."
 
Technically the majority of Warpstone comes from meteors. Unless we can find the cause of those meteors, they'll still have Warpstone.
Doesn't it comes from Morrslieb? I imagine that it's caused by the same weirdness that makes the moon have an irregular orbit, or maybe it's the Four/HR making it fall, or natural explosions of Dhar, or something else entirely.
 
How? The Mootland's peasants aren't rabid Sigmarites eager to mob up and lynch a scapegoat for their problems, nor are there any Knights of the Fiery Heart the witch hunter can call on to burn dissenting villages to the ground, and its state armies certainly won't kill kith and kin on the merest whim of a bloodthirsty Tall with a fancy hat. If a witch hunter tries to do their usual shtick in the Moot, they disappear.
Racism against Halflings is a very clear and present thing in Imperial society. Having warpstone on your mantle is all the evidence any human needs to purge the Moot of "Chaos Cults". This isn't something that's only done by one family, apparently this is a widespread thing. Halflings can make one guy disappear, but Stirland for example will not hesitate to tell the Witch Hunters of Halflings possessing Warpstone in their home so they can get their land back.

It's incredibly dumb endangerment.
 
Racism against Halflings is a very clear and present thing in Imperial society. Having warpstone on your mantle is all the evidence any human needs to purge the Moot of "Chaos Cults". This isn't something that's only done by one family, apparently this is a widespread thing. Halflings can make one guy disappear, but Stirland for example will not hesitate to tell the Witch Hunters of Halflings possessing Warpstone in their home so they can get their land back.

It's incredibly dumb endangerment.
The Moot has it's own enforcers, who are specifically noted for being some of the better stealthy fighters in the entire Empire. Witch Hunter goes into the Moot to start shit, he ain't coming out, even if he brought anything short of a battalion.
 
The Moot has it's own enforcers, who are specifically noted for being some of the better stealthy fighters in the entire Empire. Witch Hunter goes into the Moot to start shit, he ain't coming out, even if he brought anything short of a battalion.
You realise that doing something that stupid over Warpstone on the mantlepiece is the exact sort of thing that can lead to actual war with the Empire? Over decoration?

I don't know why it's so difficult for some people to acknowledge that sometimes, Warhammer has silly pieces of lore. This is one of them. Going to war over warpstone on the mantlepiece is not worth it.
 
You realise that doing something that stupid over Warpstone on the mantlepiece is the exact sort of thing that can lead to actual war with the Empire? Over decoration?

I don't know why it's so difficult for some people to acknowledge that sometimes, Warhammer has silly pieces of lore. This is one of them. Going to war over warpstone on the mantlepiece is not worth it.
...no? There's no bureaucracy of Witch Hunters, they don't tell each other where they're going or check in, if some dumbasses vanish and the Moot's hogs eat better, whose going to know? Literally, who will know? Or they just dump him on the Sylvanian border and shrug when anyone asks 'what happened to him'. This isn't a modern state this is just a loose network of hyper paranoid nutjobs with barely any oversight and varying jurisdictions that may not even empower them to go into the Moot. Or ever even investigate it at all.
 
...no? There's no bureaucracy of Witch Hunters, they don't tell each other where they're going, if some dumbasses vanish and the Moot's hogs eat better, whose going to know? Literally, who will know? Or they just dump him on the Sylvanian border and shrug when anyone asks 'what happened to him'.
That is completely and entirely contradictory to the fact that there is literally an organisation of Witch Hunters called the "Ancient Initiatic and Holy Order of the Templars of Sigmar", led by a Council of Knights and a Lord Protector on top. We've literally interacted with one of those councillors. Magnus the Pious quite literally created a bureaucracy for Witch Hunters because he was sick of them acting above the law. They very much tell other people where they go.
 
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Ok guys... warpstone is dangerous, like really bloody dangerous even if you are personally fine with the evil green glow because the Old Ones do good work. These are pre-modern agrarian homes, they have pet cats and the rats those cats are meant to feed on. Unless you want to make spontaneous beastmen in the pantry it is stupid to keep warpstone close at hand.
 
...no? There's no bureaucracy of Witch Hunters, they don't tell each other where they're going or check in, if some dumbasses vanish and the Moot's hogs eat better, whose going to know? Literally, who will know? Or they just dump him on the Sylvanian border and shrug when anyone asks 'what happened to him'. This isn't a modern state this is just a loose network of hyper paranoid nutjobs with barely any oversight and varying jurisdictions that may not even empower them to go into the Moot. Or ever even investigate it at all.

The witch hunters do have a bureaucracy, it's called The Holy Order of the Templars of Sigmar, and they keep track of their members, because if a witch hunter disappears, then that means something made them disappear, and a second witch hunter needs to be sent out to deal with the threat that killed the first one.
 
...no? There's no bureaucracy of Witch Hunters, they don't tell each other where they're going or check in, if some dumbasses vanish and the Moot's hogs eat better, whose going to know? Literally, who will know? Or they just dump him on the Sylvanian border and shrug when anyone asks 'what happened to him'. This isn't a modern state this is just a loose network of hyper paranoid nutjobs with barely any oversight and varying jurisdictions that may not even empower them to go into the Moot. Or ever even investigate it at all.
So you mean that in several centuries not one witch hunter/traveler/wizard managed to escape the terrifying halfling secret police and report that the Moot is filled of solidified Dhar? Or that Clan Eshin never looted the place from top to bottom?
 
But warpstone is dangerous to have on it's own; pets and small animals that get near it will suffer even if halflings are fine. So on one hand, I suspect this would be a very shortlived trend. On the other, "wyrdstone" is something fairly common to find in alchemist's labs and magicker's studies, so I have to assume that just keeping a hunk on the mantle isn't all that unusual.

I suspect the dangers of warpstone are being memetically exaggerated a bit by the thread.
 
But warpstone is dangerous to have on it's own; pets and small animals that get near it will suffer even if halflings are fine. So on one hand, I suspect this would be a very shortlived trend. On the other, "wyrdstone" is something fairly common to find in alchemist's labs and magicker's studies, so I have to assume that just keeping a hunk on the mantle isn't all that unusual.

I suspect the dangers of warpstone are being memetically exaggerated a bit by the thread.
Like Mathilde, they keep that stuff on lock. Usually covered by a lead box or obsidian. They don't keep it on the mantlepiece, Wizards who want to survive without mutating have to take actual proper safety procedures.
 
But warpstone is dangerous to have on it's own; pets and small animals that get near it will suffer even if halflings are fine. So on one hand, I suspect this would be a very shortlived trend. On the other, "wyrdstone" is something fairly common to find in alchemist's labs and magicker's studies, so I have to assume that just keeping a hunk on the mantle isn't all that unusual.

I suspect the dangers of warpstone are being memetically exaggerated a bit by the thread.

Alchemists pay a lot for it, far more than its weight in gold and presumably they have the good sense to keep it under lock and key. I can see plenty of ways a halfling could keep the stuff, but not displaying it in the open where your cat can eat it.
 
On the other, "wyrdstone" is something fairly common to find in alchemist's labs and magicker's studies, so I have to assume that just keeping a hunk on the mantle isn't all that unusual.
That doesn't make it any less illegal, nor offer any protection against a night runner infiltrating your house to steal it, or a necromancer raiding the town.
 
For the curious, here's some Warpstone lore from Tome of Corruption Page 90:
If a character is lucky (or unlucky) enough to uncover a piece of Warpstone, he may desire to use it. As mentioned, Warpstone is very powerful, but it is also very dangerous, even more so by those who don't respect its power. Warpstone's effects depend upon the form in which it is found, as well as the quantity and degree of exposure involved.

• Warpstone Dust: Achieved by grinding Warpstone into a fine powder, for it to have its greatest effect it must be ingested. Generally used by Skaven Grey Seers, Warpstone Dust can enhance their ability to manipulate sorcerous energies. For those not inured to Warpstone, the effects are dangerous, causing all sorts of mutations.

Skaven treat Warpstone Dust as if they had consumed a Warpstone Token. For all others, subjects must succeed on a Toughness Test, the difficulty depending on the extent of contact.

• Very Easy (+30%): Spilling a small amount on clothing.
• Easy (+20%): Skin contact with a small amount.
• Routine (+10%): Skin contact with a moderate amount.
• Average (+0%): Swallowing or breathing in a small amount or skin contact with a large amount.
• Challenging (–10%): Swallowing or breathing in a moderate amount or skin contact with the whole amount.
• Hard (–20%): Swallowing or breathing in a large amount.
• Very Hard (–30%): Swallowing or breathing in the whole amount.

Any Character who fails his Toughness Test gains a mutation. Roll on Table 3–1: Mutations. Warpstone Dust has no other appreciable benefits.

• Warpstone Tokens: Warpstone Tokens are small pieces of Warpstone, occasionally shaped in disks but also in rings, wedges, or small blocks. Skaven eat them to aid in spell casting. Other characters that come into contact with a Warpstone Token must succeed on a Toughness Test or gain a mutation, rolling on Table 3–1: Mutations. It's generally impossible for non-Skaven to eat these Tokens, but if attempted, the individual must succeed on a Hard (–20%) Toughness Test to avoid gaining a mutation.

Assuming a character survives contact with a Warpstone Token intact, he can use the substance as an additional ingredient. Each Token used adds +3 to the next Casting Roll, but it also increases the risk of Tzeentch's Curse. Treat all doubles on Casting Rolls as triples, and all triples as quadruples.

• Unrefined Warpstone: Raw Warpstone is dangerous. A Character who touches unrefined Warpstone with naked flesh must succeed on a Toughness Test or lose 3 Wounds, of which 1 never heals. Also, the Character must succeed on a Hard (–20%) Toughness Test or gain a mutation.

Warlock Engineers, Master Moulders, and other villains in Skaven society treasure lodes of Unrefined Warpstone since they use it to create the most abominable creations, ranging from Warpfire Cannons to Rat Ogres. Casting spells within 6 yards (3 squares) of unrefined Warpstone gives a +6 bonus to Casting Rolls; however, casters must also throw an additional die called a Chaos Die. Do not apply this die towards the spell's Casting Number. Instead, it is used simply to increase the chances of Tzeentch's Curse. And, even worse, if the spell caster does roll doubles, he also gains a side effect as if he had used Dhar. See Chapter XVII: Chaos Sorcery in this book for more details.
 
My point is that if people buy and handle "wyrdstone" without knowing it is warpstone, ignorance in how to handle it and what precautions to take is expected. Halflings would not be unusual, they'd just probably take more time to realize it has nasty side effects than humans.

There's a lot of this stuff out there, as seen by skaven currency being made of it despite it's use as fuel, so it definitely seems like, say, radium paint. Something widely used for it's cool properties before education about radiation became a thing.
 
My point is that if people buy and handle "wyrdstone" without knowing it is warpstone, ignorance in how to handle it and what precautions to take is expected. Halflings would not be unusual, they'd just probably take more time to realize it has nasty side effects than humans.

There's a lot of this stuff out there, as seen by skaven currency being made of it despite it's use as fuel, so it definitely seems like, say, radium paint. Something widely used for it's cool properties before education about radiation became a thing.
Wyrdstone is another word for Warpstone. I don't know if you think people think Wyrdstone is not Warpstone, but people very much know this. If they don't know this, they mutate and die within a few days.
 
Actually, I'm wrong. If you touch unrefined Warpstone with naked flesh, you lose three wounds and one of them is permanent. You could die much quicker than a few days.
 
It does not have to survive in all places and at all times, this is a realm where the speed of information is generally 'man on a horse' and where printing is in its infancy. It is hard for people to spread the information even with a concerted push and as far as I can see no such concerted push exists.
While this is true, the Conspiracy of Silence has also been in full effect (whatever that means) at least since Magnus united the Empire again. Maybe even longer. Plenty enough time for rumors that travel at the speed of horse to spread.
People in power have always and will always seek as many justifications as it takes for the status quo that keeps them in power. They invent justifications for doing what they want to do and excuses for not doing what they don't want to do. That's not some bizarre universal conspiracy, that's just the nature of power. Once a set of ideas that works to justify something gets established it both self-propagates through genuine believers and keeps getting dusted off by those who see the usefulness in it. And in the case of the Conspiracy, because when it breaks the inevitable outbreak of violence kills whoever broke it.
So you're saying that, at least from an omniscient outsider perspective, saying that the Conspiracy of Silence is dumb actually makes sense? That the concrete and tangible benefits are mostly just in the minds of the top conspirators, on both sides of the Over/Under conflict?

Also, what makes the outbreak of violence inevitable and far reaching like that? It seems that while it is still just talk in taverns and stories handed down from people who witnessed Skaven battles to their families it can spread decently without having a clearly implicatable and killable source.
And the idea of social institutions remaining relatively unchanged for thousands of years is something I can't really help you with. It's one of the prices of admission when you walk in the door marked 'Fantasy'. If you're going to start calling bullshit on that, we might as well skip to the point where we start talking about the thrust-to-weight ratio of dragons.
That's fair. What makes it a bit hard with Quests is that the player characters seem to inevitably revolutionize at least some aspects of the setting (even if it isn't the bland technological kind), which makes us feel powerful, but of course is much easier to do in cases where both canon and the QM don't have some powerful justification for why things were ossified for so long before the PC came along. Which can be a feature or a bug to Questing, depending on how one handles it. You've definitely handled it well until now and the Conspiracy of Silence isn't on Mathilde's radar anyway and thus doesn't really need fiddling with right now.

And I guess it's just my own subjective perception that makes the Conspiracy of Silence seem like something that's much harder to maintain than the population of Destruction forces, the tech levels of the Order races, the duration of civil wars and national restorations, the power balance between all the various factions or even linguistic drift, all of which I've managed to suspend my disbelief for (with varying degrees of effort).
Always enjoyable to see reactions to people reading our papers. A bit surprising that the Windsoak Mushroom book would be allowed into non-Wizard hands though.

Is this group supposed to be familiar with Mathilde's other papers or are they mostly more interested in Laurelorn stuff?
 
You got the silly pun with the Moonrow Doctrine which is great, but you also get the halflings of the Moot being badass. They deflect a full on Vampire Counts invasion so well they decide to to take on Ostermark and Stirland instead. That's a hell of a feat.
That fails pretty hard. Ignoring the fact that Konrad was happily murdering his way through the Moot in 2058, it fails as a declaration because it literally says threatening any part of the Empire is equivalent to thretening the Moot. And then does nothing to actually enforce that declaration. It's completely ineffective.

Plus, it's just as valid to assume the VCs went the way they did to tie up actual threats, which the Moot is too small to provide.

Doesn't it comes from Morrslieb? I imagine that it's caused by the same weirdness that makes the moon have an irregular orbit, or maybe it's the Four/HR making it fall, or natural explosions of Dhar, or something else entirely.
Most warpstone comes from Morrslieb, yes. Not all of it falls from meteors though, and you can create the stuff if you're skilled and powerful enough IIRC.
 
So, halflings aren't excluded from rolling wounds from touching warpstone then, right?

That does seem to be pretty solid evidence on the "no one is stupid enough to leave this out where kids can find it" side of the ledger.
 
Finally caught up to the story. Those vote discussions are sure heated sometimes.

I have no knowledge of the WH Fantasy universe other than Total War games and CK2 Geheimnisnacht mod. It was very enjoyable to catch some familiar names from time to time. Thanks, Boney, for the great quest.

My few bits about current situation:
I don't like using Gambler for Foundation. In my opinion, Gambler is "Here is some luck you crucially need for this one important action" rather than "Here, let me buff your success rate for anything you want". And I just can't imagine "Lay the foundation" as a single action. Several days of heated discussions? Sure. But again, I just can't see how two lucky nudges can be a decisive factor here. And if somehow Gambler is that important to use, then Mathilde is basically locked into it for the whole Project.

Father aspect, on the other hand, is simple and straightforward. While not guaranteed to succeed it's a logical continuation of Ranald's Faith route, with possible bonus of grabbing Hedgewise for Foundation.

I don't really have an opinion about Hedgewise themselves (unless they really worship Ranald daughter, because I like almost every Ranald-based interaction in this story), but in this case, I think it would be better to have as many angles as we can.

[x] Plan Disregard WEBMAT, Acquire AP
- [x] One Overwork Action
- [x] COIN: The Father
- [x] WEB-MAT: Hire someone as a full-time Gyrocopter pilot (Adela)
- [x] Lay the foundations: work with the current members of WEB-MAT and the Waystone Project to build a single unified framework for understanding the Waystones.
- [x] Attempt to bring a non-Order magical tradition into the Waystone Project (Nordlander Haléthan Hedgewise)
- [x] Attempt to bring a Major House or Ward into the Waystone Project (Tindomiel)
- [x] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Continue to work on them.
- [x] Investigate how the Vitae reacts to a power stone.
- [x] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace.
- [x] KAU: Decide who your library staff will consist of, and go about recruiting them.
- [x] SERENITY: Write a book: Windsoak Mushrooms (1/2)
 
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