It Belongs to a Museum

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I don't know much about Lustria lore, so I'd be up for reading about whatever monster they got.

I can't think of any that are specifically associated with Lustria apart from the Pliodon (riverine) and Dragon Turtle (lays eggs on beaches), but if anyone can dig up any from an odd corner of the lore I'd be happy to let the Tide hunt them.
 
I can't think of any that are specifically associated with Lustria apart from the Pliodon (riverine) and Dragon Turtle (lays eggs on beaches), but if anyone can dig up any from an odd corner of the lore I'd be happy to let the Tide hunt them.
I'd suggest an Amaxon Swamp Python from WFRP 4e Lustria's bestiary. They can apparently grow up to more than "100 feet in length" and hunt crocodiles so not too shabby as a centrepiece.

Also not necessarily associated with Lustria, but speaking of obscure Warhammer sea lore p. 20 of White Dwarf 382 mentions Aranessa Saltspite's ship's figurehead is a "Sea Giant" skull, a creature as far as I'm aware has never been mentioned again. According to the same description, it's got eye sockets which Aranessa's shoved jewels into, and that's really everything we have to go on. If anything I'd assume it to be a Triton as he's also associated with Manann and somewhere or other is referred to as a member of a "race" rather than a singular fellow though it'd be rather severe on Aranessa's part to be shoving her nominal demigod brother's skull to the front of her ship, though very Warhammer.
 
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I'd like for people to vote for my plan, as it is identical to the winning plan but doesn't leave getting a Lustria centerpiece on a 50/50. 2 Exhibits net us more Interest which is more good will which is more cool stuff. If we want to cater to Luthor Harkon more we could develop contacts in Araby to get more Vampire stuff, or get a contact with Skeggi, or develop our relationship with the princess, or whatever we want.

Plus, if we make a Exhibit dedicated to the skeletons we could make the world's first interactive museum if we use the Goodwill for a necromancer! Having undead creatures trying to eat our visitors is just part of the fun!
 
I'd like for people to vote for my plan, as it is identical to the winning plan but doesn't leave getting a Lustria centerpiece on a 50/50. 2 Exhibits net us more Interest which is more good will which is more cool stuff. If we want to cater to Luthor Harkon more we could develop contacts in Araby to get more Vampire stuff, or get a contact with Skeggi, or develop our relationship with the princess, or whatever we want.

Plus, if we make a Exhibit dedicated to the skeletons we could make the world's first interactive museum if we use the Goodwill for a necromancer! Having undead creatures trying to eat our visitors is just part of the fun!
Which one is your plan?

Also I world prefer to get a beast keeper next
 
[X] Plan Double Exhibits Next Year
-[X] Acquire Relics: Carve Runestone - Tide of Skjold
- [X] Acquire Relics: Excursion - Tide of Skjold (Hunt Dragon Turtle)
-[X] Pursue Lead (Siren-Wail, with Skald Fjolnir)
I don't like that this isn't giving us much mechanical information about how the Acquisitionist mechanic works. Giving the Tide broad instructions lets us establish a baseline for what a crew working in their exact specialty can deliver and probably has a pretty good shot at a Centerpiece itself, in addition to lots of other relics.

I am also just not really in a hurry to get another exhibition running. Creating sad exhibitions that have to get scrapped within a few turns is the closest this Quest can get to just wasting AP.
 
I don't like that this isn't giving us much mechanical information about how the Acquisitionist mechanic works. Giving the Tide broad instructions lets us establish a baseline for what a crew working in their exact specialty can deliver and probably has a pretty good shot at a Centerpiece itself, in addition to lots of other relics.

I am also just not really in a hurry to get another exhibition running. Creating sad exhibitions that have to get scrapped within a few turns is the closest this Quest can get to just wasting AP.
We can let them loose next turn; even if they have good odds of giving a Centerpiece I don't think them giving us a Lustria one is likely. Plus almost all of the stuff we have is Vampire or Lustria which means after we split the Exhibit we won't make another one for a while. It basically means we trade an AP for a point of Goodwill which means we get to make a better museum sooner.

Besides, it's not like the winning plan has them on a Excursion as well, technically speaking if this plan wins we will have more information on how Excursions work than what's currently on top.
 
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Also I read somewhere European nobles would sometimes drink mercury out of sheer boredom, so having a Terrible Poisons Parlor seems like a funny idea. Most of the visitors would be undead, but I think being able to say "I tasted the poison of [horrible creature] and lived" seems like the kind of thing you can brag about in noble circles.
 
I'm currently binging through a bunch of chapters and thought I'd just ask questions that come up on a by chapter basis.

Year 3

How much of the knowledge known about Lizardman society among colonial scholars was already known in the time before the reign of Karl Franz? Is Mathilde's ignorance in the other Quest more the result of her era than just her location and relative disinterest?

Can Skinks speak human-intelligible languages?

Is there any canon knowledge at all regarding Lizardman souls? As in, stuff that may not yet have come up in the story.

Is Reikvolker an older form of Reikspiel?

What would be the path we take if we want to directly interact with Skinks?

What type of undead (or not undead) is Lutr's Chancellor?

The exhibit says that it also tells the story of how Haakon "grants the Blood Kiss to the first of the Depth Guard". Is this just something our skald tells the audience during a guided tour, or is there something permanent in the exhibit representing this event?
 
How much of the knowledge known about Lizardman society among colonial scholars was already known in the time before the reign of Karl Franz? Is Mathilde's ignorance in the other Quest more the result of her era than just her location and relative disinterest?

Location and relative disinterest definitely play a major part, but Lizardmen involvement in the scramble for Albion was also an educational experience.

Can Skinks speak human-intelligible languages?

Saurian is human-intelligible.

Is there any canon knowledge at all regarding Lizardman souls? As in, stuff that may not yet have come up in the story.

Probably somewhere, but no big answers that I've encountered.

Is Reikvolker an older form of Reikspiel?

Reikvolker means 'People of the Reik'. Paht refuses to use 'the Empire' to describe something smaller, younger, and less united than Nehekhara.

What would be the path we take if we want to directly interact with Skinks?

New Contact via the Princess would give you the option of an introduction to the Fuming Serpent Island skinks. Alternately you could pursue a Lizardman-y lead and hope you make some friends.

What type of undead (or not undead) is Lutr's Chancellor?

Ghoul.

The exhibit says that it also tells the story of how Haakon "grants the Blood Kiss to the first of the Depth Guard". Is this just something our skald tells the audience during a guided tour, or is there something permanent in the exhibit representing this event?

That's from the Skald.
 
  • Our sole Audience is currently Awakening. We can spend Goodwill to Cultivate them and make them more interested in stuff we have, essentially turning Goodwill now into Goodwill later by increasing their Interest in things. We can gain new Audiences through a Broaden Horizons action, and new Patrons and Contacts will give us new options for New Audiences beyond the ones listed.
@Boney I don't quite understand this mechanic. Supposing that Goodwill is the Patron's goodwill specifically, how can it be used to easily cultivate new interests in audiences, especially audiences that aren't from Awakening? What is happening there, narratively speaking?

Also, is there any mechanism about really impressing a target audience to the point where they develop new trends and interests? Or the existence of changing trends and fancies (a la Wizard chic) in general?

All correct, with the minor quibble that I'd consider a Patron to be an Affiliate, in a 'some affiliates are more affiliate than others' kind of way. There's not a lot of options for Patrons in the general area because Lutr's got Awakening pretty centralized under him, though there was an option to convert the Princess into one. Otherwise the easiest way to get some would probably be to get contacts on Ulthuan or in the Old World and see who they can introduce you to.
Would there be any sense in cultivating any of Lutr's more prominent admirals as Patrons by getting to know them catering to their interests specifically? Is something like a Minor Patron a thing? I am thinking of the equivalent of what in real life would be someone who donates to and influences a museum without being the main guy under who's purview the museum in question is.

There were no Elven settlements anywhere remotely near Averland, or even on any of the routes the Brigundians could have taken to reach Averland.
I assume travelers and traders were a thing back then too. If the Brigundians already were horse riders and then one of their famous and successful adventurers returned with this neat idea he saw in some Elven colony, then it could have popularized among the Brigundians despite not having found much purchase among people who lived closer to Elves. Inelegant, but not unrealistic IMO.

'Skeletons' is a wide category. The most basic kind are risen en masse with a single soul stretched across a bunch of them and just needs a solid jostle to disrupt the magics. But Wights are skeletons that have risen or been raised so many times or for so long that that's their default state of being.
How does raising a new single skeleton with its own soul fit into this spectrum? And am I understanding correctly that a lot of Wights are not inhabited by their original souls, often not even by anything that used to be a whole human soul?

Is it the default state of the Wight's skeleton to be raised or is it the default state of a Wight's soul to inhabit and raise a skeleton? Or am I drawing distinctions where there are none?

Reikvolker means 'People of the Reik'. Paht refuses to use 'the Empire' to describe something smaller, younger, and less united than Nehekhara.
Sorry, I meant the use of the word from the description of which languages he included in the exhibit tablets. Is he just writing them in Reikspiel while having an old fashioned way of calling that language? Is he making a point of not calling it Reikspiel because it is also Bretonnian and Marienburger? Or is he actually writing archaic enough that it technically isn't Reikspiel and is only intelligible by younger people because language drift on Mallus in incredibly slow due to magical language (prime language?) shenanigans?

Ah. Is it Black Jens then? Is Lutr's Chancellor and Lutr's Steward the same person? The word can be used synonymously, but I guess I am still Crusader Kings brained and expecting an advisor council around Luthor Harkon, despite this not at all being a CK2 Quest.
 
Also I read somewhere European nobles would sometimes drink mercury out of sheer boredom, so having a Terrible Poisons Parlor seems like a funny idea. Most of the visitors would be undead, but I think being able to say "I tasted the poison of [horrible creature] and lived" seems like the kind of thing you can brag about in noble circles.
Nah we trying to get more audiences
 
@Boney I don't quite understand this mechanic. Supposing that Goodwill is the Patron's goodwill specifically, how can it be used to easily cultivate new interests in audiences, especially audiences that aren't from Awakening? What is happening there, narratively speaking?

Also, is there any mechanism about really impressing a target audience to the point where they develop new trends and interests? Or the existence of changing trends and fancies (a la Wizard chic) in general?


Would there be any sense in cultivating any of Lutr's more prominent admirals as Patrons by getting to know them catering to their interests specifically? Is something like a Minor Patron a thing? I am thinking of the equivalent of what in real life would be someone who donates to and influences a museum without being the main guy under who's purview the museum in question is.


I assume travelers and traders were a thing back then too. If the Brigundians already were horse riders and then one of their famous and successful adventurers returned with this neat idea he saw in some Elven colony, then it could have popularized among the Brigundians despite not having found much purchase among people who lived closer to Elves. Inelegant, but not unrealistic IMO.


How does raising a new single skeleton with its own soul fit into this spectrum? And am I understanding correctly that a lot of Wights are not inhabited by their original souls, often not even by anything that used to be a whole human soul?

Is it the default state of the Wight's skeleton to be raised or is it the default state of a Wight's soul to inhabit and raise a skeleton? Or am I drawing distinctions where there are none?


Sorry, I meant the use of the word from the description of which languages he included in the exhibit tablets. Is he just writing them in Reikspiel while having an old fashioned way of calling that language? Is he making a point of not calling it Reikspiel because it is also Bretonnian and Marienburger? Or is he actually writing archaic enough that it technically isn't Reikspiel and is only intelligible by younger people because language drift on Mallus in incredibly slow due to magical language (prime language?) shenanigans?


Ah. Is it Black Jens then? Is Lutr's Chancellor and Lutr's Steward the same person? The word can be used synonymously, but I guess I am still Crusader Kings brained and expecting an advisor council around Luthor Harkon, despite this not at all being a CK2 Quest.

Those sure are a lot of questions lol.
 
I assume travelers and traders were a thing back then too. If the Brigundians already were horse riders and then one of their famous and successful adventurers returned with this neat idea he saw in some Elven colony, then it could have popularized among the Brigundians despite not having found much purchase among people who lived closer to Elves. Inelegant, but not unrealistic IMO.
There's also the possibility the Brigundians' distant forefathers were neighbours to the people who would become the Ungols prior to their migration to the Reik basin. Not like there were many elven ruins in Kislev to explain their talents with horse archery, either. Plus, Sigmar's Heirs claims on page 44 that the Brigundians were also very prolific in their use of chariots in warfare, which could have possibly been the influence of a Nehekharan successor state, given their empire did reach all the way past Black Fire Pass.
 
There's also the possibility the Brigundians' distant forefathers were neighbours to the people who would become the Ungols prior to their migration to the Reik basin. Not like there were many elven ruins in Kislev to explain their talents with horse archery, either. Plus, Sigmar's Heirs claims on page 44 that the Brigundians were also very prolific in their use of chariots in warfare, which could have possibly been the influence of a Nehekharan successor state, given their empire did reach all the way past Black Fire Pass.
The steppe, in IRL history, is (our current best guess of) chariots' point of origin, so that could fit naturally with a north-eastern origin for the Brigundians. (Made a short post on the subject here.)

This does make for some interesting questions about where Nehekhara got their chariots from, of course... The assumption would be, if Warhammer mirrors IRL history in this regard, that the technology was invented on the steppe (following the first widespread horse domestications) and travelled southward - but to map that to Warhammer's setting would have it spread through the Dark Lands and I'm pretty sure that the Dawi Zharr have no charioteering tradition. Horse domestication and chariotry could have come from Nehekhara and spread northwards in Warhammer's history, of course, though there's still the question of how one meets the other - contact between Nehekharans and pre-Scythian migratory steppe tribes in the Old World, at a stretch? (And, as you remind me, we can't forget that the Asur may have had some influence in the process somewhere, which may throw all of this speculation off.)
 
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@Boney I don't quite understand this mechanic. Supposing that Goodwill is the Patron's goodwill specifically, how can it be used to easily cultivate new interests in audiences, especially audiences that aren't from Awakening? What is happening there, narratively speaking?

A patron's goodwill, when spent, symbolizes an expenditure of some of that patron's resources and/or influences. Exactly what that looks like will vary immensely depending on who the patron is, who you're influencing, and what you're doing.

Also, is there any mechanism about really impressing a target audience to the point where they develop new trends and interests? Or the existence of changing trends and fancies (a la Wizard chic) in general?

Possibly. We'll see how it goes.

Would there be any sense in cultivating any of Lutr's more prominent admirals as Patrons by getting to know them catering to their interests specifically? Is something like a Minor Patron a thing? I am thinking of the equivalent of what in real life would be someone who donates to and influences a museum without being the main guy under who's purview the museum in question is.

No. Power and influence in the Vampire Coast is centralized, you need to turn your eyes abroad for new Patrons. If it were located somewhere like Altdorf or Marienburg there'd be more local options.

I assume travelers and traders were a thing back then too. If the Brigundians already were horse riders and then one of their famous and successful adventurers returned with this neat idea he saw in some Elven colony, then it could have popularized among the Brigundians despite not having found much purchase among people who lived closer to Elves. Inelegant, but not unrealistic IMO.

Okay, yes, fine, instead of this leading to something interesting and fun that weaves together underutilized elements of the setting's backstory and highlights underappreciated elements of cultural interchange, it could instead be a result of some completely unrecorded megagenius hero who took one look at a Elf on a horse and used it to completely rebuild his entire society, and is of no use to me whatsoever.

How does raising a new single skeleton with its own soul fit into this spectrum? And am I understanding correctly that a lot of Wights are not inhabited by their original souls, often not even by anything that used to be a whole human soul? Is it the default state of the Wight's skeleton to be raised or is it the default state of a Wight's soul to inhabit and raise a skeleton? Or am I drawing distinctions where there are none?

A Wight isn't one method, it's a term for a skeleton with combat skill and some measure of autonomy. There's many different ways to accomplish this, but most of them use the entire soul of the original inhabitant. Most souls don't want to be in any body but their original one and prefer to remain free-floating as various forms of Wraith if that's not an option, and get angry and violent if forced into other forms. There are ways around this if anger and violence aren't desired, but that's something the Mortuary Cult has spent more time developing than Necromancy.

Sorry, I meant the use of the word from the description of which languages he included in the exhibit tablets. Is he just writing them in Reikspiel while having an old fashioned way of calling that language? Is he making a point of not calling it Reikspiel because it is also Bretonnian and Marienburger? Or is he actually writing archaic enough that it technically isn't Reikspiel and is only intelligible by younger people because language drift on Mallus in incredibly slow due to magical language (prime language?) shenanigans?

He's using Reikspiel. He learned it in Sudenburg.

Ah. Is it Black Jens then? Is Lutr's Chancellor and Lutr's Steward the same person? The word can be used synonymously, but I guess I am still Crusader Kings brained and expecting an advisor council around Luthor Harkon, despite this not at all being a CK2 Quest.

Black Jens is both. You may have noticed Luthor Harkon is not exactly titularly terse.
 
One thing that's been striking me about the Siren-Wail is a question: If this relic historically ensorcells people to draw them in to the vampire coast...

Would making it a display artifact instead cause it it draw unwary visitors to the museum?

I don't even care about any potential mechanical boon, here. I just want a spooky museum that draws in unwitting audiences through dark sorceries.

Because I can just picture sailors telling tall tales about the place. "We were captured in that fog, adrift, with no guide but the certainty of how to reach a destination known aboard knew. Until there, we saw it, the great Mouseion of Luthor Harkon himself! They taught us things. Dark secrets. Ancient histories. Lore of the monstrosities that hunt across the Lustrian coast. And also quite an interesting yarn about the pirate codes through the ages."
 
Apropos of nothing, I've caught the World of Warcraft bug again (I noticed that my "I need some dopamine" mechanisms were starting to drift pretty maladaptive and judged that doing some nostalgic leveling through WoW Classic would be an improvement) and today rolled a Forsaken mage named Pahtsekhen.

("Wouldn't he fit better as a priest?" you might ask. Yes, that's true mechanically, but I didn't want to play a priest, and vibes-wise he's more of a mage than a priest.)

Anyway, I picked the least decrepit-looking customization options, in honor of his moisturization regime. We'll see how it goes. Maybe I should have done the Cataclysm Classic servers rather than Anniversary, though, so that he could be an Archaeologist.
 
Reikvolker means 'People of the Reik'. Paht refuses to use 'the Empire' to describe something smaller, younger, and less united than Nehekhara.
Younger, sure, but also longer-lived. 😎

Horse nomads don't do well in dense forests, and the Reik basin is full of very dense forests. The Scythians would have been free to take the grasslands and it wouldn't have been anywhere near worth the trouble to try to conquer the forests.
That's compatible with Mheava being a Vorberglander. It would also imply that the Scythians were prolific from Wissenland to Ostermark. Sylvania's included in that, which is why black knights have a distinctive look and why that look is the same as Mheava's. Grave guard outnumber black knights, but my understanding is that it's normal for infantry to outnumber cavalry even among horse nomads.

The Imperial Tribes overran not just the relatively peaceful Belthani, but also the warlike Scythians. The reason they defeated the Scythians is because from Vorbergland down to Wissenland around and up to Ostermark, they would've bordered the mountains, and thus have had to constantly fight greenskins. The greenskinsweakened them, reduced their numbers, made it relatively easy for the more populous Imperial Tribes to win.

The Imperial Tribes may have gone the same way as the Scythians - ground down by greenskins, especially after as big an influx of greenskins as would come at the Battle of Black Fire Pass. Instead, Sigmar showed up, united everyone, and presented a strong enough front against the greenskins to prevent a death spiral, on top of building a basin-spanning empire strengthened with dwarf steelmaking technology.

I'm having trouble making certain things compatible though. Mheava was around at the time of the War of the Beard, and she was already rocking metal wargear back then. If the Scythians had metal, how come the Belthani didn't even though they lived in the same region? One answer to that is that the War of the Beard took centuries; the Belthani got copper tech first and that then spread to the Scythians. However, that'd mean that the Scythians had a continent-spanning barrow-making empire who made cities in a place as inhospitable as what would one day be the northern Chaos Wastes all with stone age tech. Another possibility is that the Scythians already had metalworking when they moved into the Reik Basin, but they only moved in after the dwarves had already begun teaching the Belthani copperworking.

Another compatibility problem is the eastern basin. The eastern basin has the right terrain for the Scythians to dominate, but it was the Belthani who were growing crops to trade to the dwarves during the War of the Beard and the dwarves only occupied the Worlds Edge Mountains back then. Perhaps the Belthani got there first and the Scythians had to behave or else the dwarves would retaliate against threats to their food supply? The later survival of the Belthani despite the dwarves pulling back is explained in Mheava's backstory: greenskins became a problem that the Scythians had to deal with, in Mheava's case even to the point of allying with beastmen.

Regarding Brigundians, maybe they entered the Reik Basin with chariots and got stirrups afterwards, not from steppe Scythians but from basin Scythians.
 
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Younger, sure, but also longer-lived. 😎

Only if you count the Time of Three Emperors.

I'm having trouble making certain things compatible though. Mheava was around at the time of the War of the Beard, and she was already rocking metal wargear back then. If the Scythians had metal, how come the Belthani didn't even though they lived in the same region? One answer to that is that the War of the Beard took centuries; the Belthani got copper tech first and that then spread to the Scythians. However, that'd mean that the Scythians had a continent-spanning barrow-making empire who made towns in a place as inhospitable as what would one day be the northern Chaos Wastes all with stone age tech. Another possibility is that the Scythians already had metalworking when they moved into the Reik Basin, but they only moved in after the dwarves had already begun teaching the Belthani copperworking.

The Scythians could have got metalworking tech from the Chaos Dwarves, either directly or from the Hobgoblin Khanates they would have bordered.
 
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