Voted best in category in the Users' Choice awards.
Afaik it's instinctual. On by default, though perhaps, like many other instincts, can be intentionally untrained. And then relearned back, mayhaps.
Black Orcs were made by Chaos Dwarves. There is no reason for it to be instinctual for them. My interpretation is that the Black Orcs only joined up with the Waaagh after their rebellion when they integrated with Orc culture, and the ritual that Black Orc Shaman was doing in DL would have pushed them deeper into the Waaagh. The slaves who remained in Chaos Dwarf control never had the chance to have the Waaagh.

I'm not claiming my interpretation is canon, I'm making an omake. It's assumed non-canon.
 
Are Ranald's daughters halfling gods?
I raise the possibility here, along with all other theories, but there's pretty much nothing in the way of evidence which is why I treated that theory as a joke. At this point I'll be shocked if Halétha isn't one of the daughters, and there's no goddess among the halflings that looks like a possible guise of Halétha. I guess it's possible one daughter is a halfling goddess and one isn't, and in that case my guess would be Hyacinth. We're looking for the daughter that takes after Shallya and she's a goddess of fertility, which kind of fits (especially if Shallya is Isha) and Hyacinth superficially resembles Halétha. But really I don't think any of this is likely.
 
Also, @Boney I have a question because I've been thinking about making a WHFB profile for Dragomas, Paranoth and Algard. Do all three of them have the Loremaster trait? You might not want to answer and that's fine. My instinct was to give it to them because Gelt and Elspeth both have it and I think those three are powerful enough to justify it.

Dragomas and Paranoth would, Algard wouldn't.
 
Dragomas is deeply involved in battle magic and Paranoth wanders solo in places where it's really not safe to wander solo. Algard is an enchanter and an administrator that gets out and about so infrequently that most Wizards don't even know his name, so he hasn't really needed to master battle magic.
I think it should also be noted that Algard can be stupdously skilled and "powerful" without being a Loremaster. He might just be highly specialised and focused on areas that are very esoteric rather than the more standardised battle magic.

An example is the ridiculous enchantment abilities he demonstrates that lets him mess with reality and its laws like they're taffy. He can be incredibly deadly and versatile without knowledge of every Battle Magic spell.
 
His skills with dimensional stuff hint that he knows Pit of Shades anyway, so even if his talents do not go the way of Occam's best Buff, he is at the very least deadly in direct casting.
 
You don't get to LM level without being very deadly—see Mathilde, who only knows two and a half battlemagic spells—and I imagine SP/M is very similar.

The collages are a military institution, after all.
 
Speaking of battle magic:
I / Rite of Way: The Wizard exudes a rolling fog that covers the ground, concealing all obstacles from the eye and the foot alike. Any terrain can be travelled over without penalty as long as the Wizard maintains the spell. The Wizard can focus it on a specific obstacle, or allow it to flow in their wake.
- It can handle about one regiment of infantry (2500 men) or one cohort of cavalry (500 riders).
Are those numbers for casting by Mathilde using her staff, meaning that the codified spell will be weaker? Or are they for casting without the staff, meaning Mathilde's casting is actually stronger?
 
Are those numbers for casting by Mathilde using her staff, meaning that the codified spell will be weaker? Or are they for casting without the staff, meaning Mathilde's casting is actually stronger?

Those numbers are without the staff, and will be what the codified version would be unless you do exceptionally well or badly at the codification.
 
We really should get it out of the way soonish. I want to go into apparation after it so sooner the better.
 
Page 21 of Heirs of Sigmar 2E says this:

"1550: War erupts between Middenheim and Talabheim, Middenland becomes a separate province. Marienburg is seized by the Bretonnian army under the Duke de L'Anguille. The five-year occupation ends when an army under the Grand Duke of Middenland approaches the city."
Is that event described more in detail in any book? Assuming that L'Anguille had at least tacit support from the King and the rest of Bretonnia, I'm curious how Middenland alone could drive back a force that had five years to establish and fortify themselves there. It seems to require political failure or serious distraction on the part of the occupying leadership. Or maybe an active resistance movement that would have made withstanding any siege near impossible.
Dragomas is deeply involved in battle magic and Paranoth wanders solo in places where it's really not safe to wander solo. Algard is an enchanter and an administrator that gets out and about so infrequently that most Wizards don't even know his name, so he hasn't really needed to master battle magic.
I honestly feel like the Grey and Gold Colleges are probably better off for being lead by people chosen for their administrative abilities. If Algard ever dies or becomes incapacitated I'd be in favor of throwing our weight behind someone based on the same criteria.

@Boney Speaking of this, does Mathilde actually know how the Grey College chooses its Patriarch by now? Or has she been too busy/uninterested to inform herself about the secret bylaws of her circle of Grey LMs?

Those numbers are without the staff, and will be what the codified version would be unless you do exceptionally well or badly at the codification.
If we were to codify the spell and it ends up being as easy to learn as usual battle magic of that caliber, could Elves learn it too? Or are Elves usually incapable of learning higher level Human designed spells as is?
 
@Boney Speaking of this, does Mathilde actually know how the Grey College chooses its Patriarch by now? Or has she been too busy/uninterested to inform herself about the secret bylaws of her circle of Grey LMs?

Mathilde knows that if Algard is dead or otherwise incapable of continuing as Patriarch and every single member of the Magisterial Council is unable to follow through on whatever the usual processes would be, then her and the other available Lord Magisters convene to decide on a successor.

If we were to codify the spell and it ends up being as easy to learn as usual battle magic of that caliber, could Elves learn it too?

Yes, that's what codifying does. It means anyone capable of wielding the Wind can cast that spell.
 
I spent a little while building these statblocks for Paranoth and Algard. I'm stuck on Dragomas because I'm finding it very difficult to make a monster statblock that's stronger than a Great Fire Dragon without being horrendously, unbelievably overpowered. Maybe I should just say screw it, it's not like balance is my primary concern, flavor is:
MWSBSSTWIALD
643343519
Troop Type: Infantry (Special Character)

Magic: Paranoth is a Level 4 Wizard. He uses spells from the Lore of Life.

Special Rules: Loremaster (Lore of Life), Regeneration

Wanderer: Paranoth is a wanderer and loner by nature. He is exceptionally skilled at navigating the wilderness and travelling through the lands, but only when alone, which is how he prefers it. Paranoth may never be your Army General, join any unit, or have a friendly unit use his Leadership for an LD test. In addition, Paranoth has the Strider, Swiftstride and Ambushers special rules.

One with the Land: Paranoth is deeply attuned to the Wind of Ghyran, capable of harnessing the power of nature and deflecting its sharp thorns. Paranoth may never suffer negative effects from being in a Marsh, Forest or River. When in a Forest, Paranoth has a +2 bonus to Channeling, Casting and Dispelling attempts. When in a Marsh or River, Paranoth has a +1 bonus.

In addition, if Paranoth is fully within a Forest, then any unit or model that attempts to target him with a spell, charge, shooting or close combat attack must first roll a D6. If a 4+ is rolled, then the unit or model must choose a new target. If no target is available, then the action is lost. If Paranoth is fully within a River or Marsh, then all Close Combat and Shooting Attacks made against him have a -1 penalty.

Blood of the Earth: Paranoth has been irrevocably changed by the Wind of Ghyran, one such change is his mastery over Earthblood. The Earthblood Signature Spell counts as an Innate Bound Spell (Power Level 3) to Paranoth. Instead of the usual effect, Paranoth may target a friendly unit within 6" and grant them the Regeneration (5+) special rule until the start of his next Magic Phase. If Paranoth has the Throne of VInes spell active, then the Bound Spell grants Regeneration (4+).
MWSBSSTWIALD
433343619
Troop Type: Infantry (Special Character)

Magic: Algard is a Level 4 Wizard who chooses spells from the Lore of Shadow. Two of his four spells are automatically counted as Pit of Shades and Penumbral Pendulum, the remaining two are generated as normal.

Special Rules:
A Killer, not a Leader: Algard's job is to stay out of the line of sight, not attract it. A model with this special rule may never be your Army General. Furthermore, other units can never use his Leadership value.

Master of Deception: Algard is the Patriarch of the Grey College, and his skills prove it. Algard can deploy with the Hidden special rule. This allows him to deploy within any friendly Empire Infantry unit, but he is not placed on the table, instead being revealed later in the game. He may reveal himself at the start of any of your movement, close combat or Magic phases. Before he is revealed, Algard may not be removed as a casualty unless his entire unit is wiped out. Algard may not perform any actions before revealing himself (this includes channeling power or dispel dice, casting or dispelling etc.).

While Hidden, Algard can change which unit he is hidden in at the start of any movement or Close Combat phase, make a note to keep track of which unit he is in. Any item or special ability that reveals hidden units reveals where Algard currently is, and when that happens, you may no longer move him between units.

Dimensional Shunt: Algard holds a level of mastery over magic that bends space that far surpasses any living human. Algard can make a single attack in Close Combat against a unit in base contact with him. This attack always hits on a 4+ and has the Heroic Killing Blow special rule. If the target has the Ethereal or Daemonic special rules, then the Heroic Killing Blow triggers on a 5 or 6.

Magic Items:

Talisman of Obfuscation: This talisman holds layers of obfuscating and protective magic that prevent an enemy from even laying sight on Algard. If Algard is in a unit, then he may not be targeted by Shooting attacks and always passes any "Look Out Sir!" rolls he's entitled to take. If a model is in base contact with Algard and attempts to make a Close Combat attack against him, then a D6 must be rolled. On a 4+ all successful To Hit rolls must be rerolled.

Cloak of Plane Walking: This cloak allows Algard to briefly transition into the spaces between worlds. Algard has the Ethereal special rule and a 4+ Ward Save.

Staff of Portals: This staff, personally enchanted by Algard, expands his ability to manipulate the boundaries of reality. Algard has a +1 bonus to cast Penumbral Pendulum and Pit of Shades. In addition, once per game Algard can extend the effect of Smoke and Mirrors to his entire unit, given that the unit is Infantry. This allows for the swapping of two infantry units across the Battlefield within 18", but must otherwise follow the rules for Smoke and Mirrors.
You will notice a lot of liberties are taken here, as I'm guessing at their abilities and stuff. Part of the fun was thinking about what kinds of tricks could be up their sleeves.

A commentary on my decisions: Paranoth has Regeneration up there and I've made him... unique so to speak. We haven't seen him, but I'd like to think that he's been heavily changed by his wind, to the point that he attunes to the environment and draws power from it far easier than most. That might also manifest in a permanent Earthblood, which is why he has Regeneration and a Bound Spell up there. It's my attempt at translating a DL Mastery (a unique concept to this quest) into tabletop format. No magic items, I think what he has is enough.

Algard on the other hand, was a very interesting experiment. A Killer, not a Leader and the Master of Deception rules were taken from Shadowblade, but Master of Deception is weaker, since Shadowblade cannot be discovered by any ability that reveals hidden individuals. You can just that Shadowblade's hidden, but you don't have to point him out.

Other than that, Dimensional Shunt is based off the Touch of the Everqueen ability. Here, it represents Algard Sending you to the Shadow Realm. It's especially easier against less corporeal targets. The rest represents how hard to kill he would be as well as all the space fuckery he can do. Unlike Paranoth, Algard has quite a few magic items, cus he's an enchanter.
 
I think it should also be noted that Algard can be stupdously skilled and "powerful" without being a Loremaster. He might just be highly specialised and focused on areas that are very esoteric rather than the more standardised battle magic.

An example is the ridiculous enchantment abilities he demonstrates that lets him mess with reality and its laws like they're taffy. He can be incredibly deadly and versatile without knowledge of every Battle Magic spell.

A lot of BM spells aren't directly deadly - there's multiple direct damage, AOE debuff and personal mobility spells alongside one ally buff just in the standard Grey spellbook so Algard could get away with not knowing roughly half the spell book without being significantly less dangerous.

Sure he would be less flexible but if he's not expecting to be in the field all the time he can skimp a bit.
 
I have a small general question. Why are corpses of the dead not cremated across human realms? To deny any potential necromancer or vampire resources? Does Morr forbid it?
 
I have a small general question. Why are corpses of the dead not cremated across human realms? To deny any potential necromancer or vampire resources? Does Morr forbid it?
Morr does forbid it, yeah. Not sure if there's any reasoning past that, though I'm not sure cremation would stop a Necromancer from binding someone's spirit.
 
I have a small general question. Why are corpses of the dead not cremated across human realms? To deny any potential necromancer or vampire resources? Does Morr forbid it?

It's believed that for someone to have the best chances of reaching Morr's Realm after death, they need to be properly interred in a Garden of Morr. Next best is buried outside of a Garden, but with the proper rites. Burning the dead is generally only resorted to when the dead would be impossible to bury or when it's the only way to prevent them from falling into the hands of necromancers, and the Fellowship of the Shroud are considered heretics by many for advocating for cremation under all circumstances.
 
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Mathilde knows that if Algard is dead or otherwise incapable of continuing as Patriarch and every single member of the Magisterial Council is unable to follow through on whatever the usual processes would be, then her and the other available Lord Magisters convene to decide on a successor.
So I assume this means that Mathilde does not know what the "usual processes" are. Is that because they are secret or because Mathilde didn't yet beed to look them up?

Also, what exactly is the Magisterial Council? Is that the six man advisor council of Algard (the way all CK2 rulers have one) as shown in that Grey College chart? Is it some kind of body made up of many Magisters? Something else?


Yes, that's what codifying does. It means anyone capable of wielding the Wind can cast that spell.

Given that Elves, iirc, take much much longer than Humans to develop a new spell of note (is this OOC knowledge?) a business idea comes to mind. Elves could give bounties to the Imperial College for spells to do specific things with Elven level rewards attached to them. Then Humans might just come up with something useful in a measly couple of years.

That would of course first require a much warmer and respectful relationship between a group of wealthy Elven mages and the Colleges where the former accept that the latter's way if doing things has more than just disadvantages, but the Elves don't need to see us as actual equals in order to outsource tiresome work to crazy code monkeys.

Anyway, this is just a tangent and not something that's IC relevant any time soon.
 
I see.

Would it be considered acceptable to cremate after some reasonable time passed after proper burial? Not actually leading to anything, just curious why even provinces under constant necro threat still leave burial sites for them to use/desecrate.
 
I see.

Would it be considered acceptable to cremate after some reasonable time passed after proper burial? Not actually leading to anything, just curious why even provinces under constant necro threat still leave burial sites for them to use/desecrate.
Guarded, consecrated and blessed Gardens of Morr prevent necromancy and catch Necromancers. Ideally, all Gardens of Morr should be so, and that's the job of the Order of the Shroud (distinct from the Fellowship of the Shroud). Unfortunately, not every place is blessed with a proper Garden.
 
So I assume this means that Mathilde does not know what the "usual processes" are. Is that because they are secret or because Mathilde didn't yet beed to look them up?

Secret. If the processes were widely known, then everybody would know who to suborn to hijack the succession of the Grey Order.

Also, what exactly is the Magisterial Council? Is that the six man advisor council of Algard (the way all CK2 rulers have one) as shown in that Grey College chart?

Yes.

I see.

Would it be considered acceptable to cremate after some reasonable time passed after proper burial? Not actually leading to anything, just curious why even provinces under constant necro threat still leave burial sites for them to use/desecrate.

They're not just left unattended for necromancers to stroll right into, they're fortified and guarded by the resident priests and the Black Guard. After a reasonable amount of time has passed, the corpses are exhumed and moved to an ossuary and the plots are reused.
 
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