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Long have I wished for a necromancy quest. Alas, it'd be a touch too... dark for most QMs. I'd run one myself, but I suck at quests, and would like to see someone do it justice
It could be done, if you just write a necromancer who is a good person.

Can we do necromancy? I thought that was a combination of Shysh and Dhar but we cant use Shysh just Ulgu. I think we saw Eshin using Ulgu + Dhar during the karak eight peaks campaign but it didn't seem like necromancy.
Mathilde is capable of using Shyish or indeed, any Wind, but only if she's willing to start generating Dhar, or maybe set bits of her soul on fire.
 
Can we do necromancy? I thought that was a combination of Shysh and Dhar but we cant use Shysh just Ulgu. I think we saw Eshin using Ulgu + Dhar during the karak eight peaks campaign but it didn't seem like necromancy.
The Dhar generated from Mathilde using Shyish probably isn't as much of a concern if she's at the point of using Necromancy.
 
You could do one about someone well intentioned. But I don't think you can do one with a good person and keep the conceptuality of a Warhammer necromancer.

The battle with their mental degradation is kind of key to the themes.
While I do want to, eventually, make a quest about a necromancer in WHF, it seems pretty daunting. Might be better to do an original setting actually
 
Well, there are enough examples in the lore of people touching the bad magic and turning out fine so long as they didn't keep doing it. So if you have it that there are ways to deal with dhar corruption, you'd have outs. Of course the most likely peeps to know such things are Strigany mystics, since their magic would be rooted in the magical tradition of Strygos which was necromancy, and as such the Strigany bands would have a vested interest in their mystics not going insane on the regular.
 
Well, there are enough examples in the lore of people touching the bad magic and turning out fine so long as they didn't keep doing it. So if you have it that there are ways to deal with dhar corruption, you'd have outs. Of course the most likely peeps to know such things are Strigany mystics, since their magic would be rooted in the magical tradition of Strygos which was necromancy, and as such the Strigany bands would have a vested interest in their mystics not going insane on the regular.
But then your not doing a necromancer quest, your doing a former-necromancer quest. Which is not really the same thing.
 
Honestly, it strikes me as pretty fitting, for a quest that started with the protagonist in Stirland, pitted against Sylvania, and the unwitting patsy of an (at that point) Lahmian-overseen spy network. Of course the thread always returns to necromancy and vampires. That was where it started.
It really does all come back to the beginning. Anybody remember our character creation? We had all these origins, and all these ways in which we would be made to be secretly plotting against whoever we'd be working for.
Motivation:

Unlike the Elector Counts, one does not inherit a position in the Privy Council by chance. One attains it through great effort or great skill. To achieve such a thing, something must be driving them. Select your private agenda.

[ ] Avarice: To be an advisor to an Elector Count is usually a well-paid position, but even greater opportunity can be found with the lucrative projects and bountiful budgets such a position has access to.
Bonuses to embezzlement attempts and other profitable avenues; willpower rolls to keep from dipping directly into the budgets you control if you make no off-the-books income or other improvement in personal wealth in a particular year.

[ ] Vainglory: The role of advisor is prestigious, certainly, but hardly glorious - unless you go above and beyond the call of duty, and sometimes above and beyond what was asked of you, and sometimes even above and beyond sanity and rationality.
Bonuses to large, revolutionary, or otherwise impressive projects or achivements; maluses to more mundane assignments.

[ ] Nepotism: You have a large family, many of whom are eager for prestigious and well-paying jobs. You do this for them because you love them, of course. Actually getting some peace and quiet at home is just a side-benefit.
Reliable source of very loyal candidates for key roles; malus to all rolls if these positions are not found on a regular basis. A very prestigious position might buy you a few years, or you could fill sundry middle management positions every year.

[ ] Inspiration: To you, this position is merely a stepping stone towards a pet project that consumes you.
One inspired super-project of dubious utility and questionable safety with bonuses to working towards it when given official permission; minor maluses to all other projects as you neglect them in favour of tinkering with your passion. Completing a super-project will give you peace for a few years until a new one occurs to you.

[ ] Zealotry: The Empire is a land of many faiths - the Sigmarites and the Ulricans primarily, but countless others as well. You, of course, know that only one of them is true, and will work to eliminate all false faiths.
Bonuses to working to further your faith; maluses to working with people outside of it.

[ ] Sleeper Agent: Perhaps you did not quite attain the position; perhaps it was thrust unto you, and perhaps those that did the thrusting have attached several strings to the position.
Only required to pass on information, making it usually less burdensome than other motivations; sometimes you may be tasked with seeking out specific information, and in special circumstances you may be required to intervene and risk revealing yourself. You're not entirely sure who your true master is, but they seem benign.

[ ] Corruption: Loyalty to the darker powers has great costs, but greater rewards. Or was it the other way around?
Choice of Chaos (access to blessings of Chaos) or Vampire Counts (access to Necromancy and Vampirism); the downsides to such domineering overseers are as obvious as they are numerous.
Embezzlement, overweening vainglory, malignant nepotism, haunting flightiness, crippling zealotry, being an unwitting pawn, and straight up corruption by the forces of darkness.

None of these were small flaws, and we kind of got away too easy with the one we did pick.

It's been going on thirteen thousandish pages since then, which is a very impressive length, and the vast majority of that time we've been basically clean.

Well, except for that little niggling thing. You know, the curiosity.

Secret gods? Strange Character Flaws? Daemonology? We've got them all. It's got the serial numbers filed off, but it's mostly just that we seem allergic to outside control.

When you look at it abstractly, we're kind of Egrimm Van Horstmann-y, you've got to admit.

And we're already deep enough to die, you know. All for the taste of Necromancy. Sweet necromancy. It's been interesting since the beginning. We made Magister on the back of Dhar's work. We've waged wars using the fruit of a necromancer's studies into combat. We know we could do it better than any amateur in Sylvania these days. No muddling around with material handling research; We can skip straight to the fun blasphemies.

And it doesn't have any fish hooks. There are no daemons flying around that'll tattle if we touch it a little. We don't have to sell anything. It's a deeply solitary art, and no one else will ever have to know.

Even its penultimate achievement, Vampirism, is a deeply personal relationship with a single person.


Our loyalties became divided again, a hair thin crack, the moment we opened the Liber Mortis. It was a separation we made, not one forced on us. But I don't want to leave it there, as if having an entire other lore rattling around our head could just be shrugged off. I want to know more.

I want to see it, as we've seen everything else.

I want to peer past the veil of death, into the pseudo partition of perdition, where the petitioners preside, and hang in solemn silence over their graves, and howl through the air on invisible winds.

There is no garden outside the garden, and no one has ever left until Morr takes them for himself, and everyone who has ever died is waiting.
 
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Honestly full Vampire quest might be easier to deal with. Assume their dickishness is due to culture and socialisation rather than nature (so immune to Dhar), be the new spawn of a hermit vampire who immediately gets ganked and leaves the MC with their notes, and you have moral and literal freedom for a new quest MC with necromancy. Then what happens is down to god, the players and Ranald.

Also, vampires are interesting, with much steppy potential.
 
You could do one about someone well intentioned. But I don't think you can do one with a good person and keep the conceptuality of a Warhammer necromancer.

The battle with their mental degradation is kind of key to the themes.
I mean, you can though. Even ignoring the fact that frankly themes based around the main character are a bit of a gamble in quests anyway, you can just write different themes. Like, writing a story about a good person trying to do good with their dark powers while hunted by the Empire is absolutely valid.

Also, the mental degradation matters much less if the person in question isn't good. If Lord Von Evil takes up necromancy then the struggle for said Lord is to maintain ther sanity and focus on their goals. A good person, for example, Frederick Van Hal from this very quest, is cast in a far more tragic light, because they struggle to do good with a power that one day will burn that moral compass from them.
 
Doing a Quest or a Story is something that pops on the mind sometimes, but idea of just jumping without experience and the logistics always stops me. I can think up mechanics and build on what others have done, but the need to get enough information on the setting seems like a cliff.

For a Vampire quest...

Use the CK example, change Piety to a different name if your doing the Vampire thing of not worshipping because your the hottest thing ever.

Have a Personal Combat, so Martial is just strategy and tactics.

Change the scale of the + bonus to match that your a vampire. +5 is like a average human craftsman, +10 is a master human black smith, +20 would be the realm of the long lived like dwarf blacksmith. Humans can have a higher scores if they are special, Magnus and the like.

Fight against a lone normal human soldier isn't even a roll, needs either to be Orge or similar, or a group of normals with their bonus depending on how many, their training, equipment, who is leading them.

Not sure what to name it, but a x y type thing. X would be amount of blood and how often it is needed, while Y is the quality of blood. So a newborn vamp would only have like 4 or 5 points before traits to invest. 1X 4Y would be huge amount blood somewhat regularly while being able to stomach greenskin blood. The French kung fu barmaid would have like 13 points, 10X 3Y can go years without blood and only needs a little amount, and while it needs to be human, it can be stored blood.

Magic system from this quest works just fine.

Use the combat from the Rhunrikki quest. Just prefer the additional rolls for combat.

How severe Nagash curses is decided in char gen, and costs char gen points to reduce and gives char gen points if you make it more severe.

Assume their dickishness is due to culture and socialisation rather than nature (so immune to Dhar)
Do this, in addition to Vampirism making your personality get cranked to 11.

As to the who, when, where, why, the sky is the limit. Vampire pirate wizard making their ship a giant undead monster. a Strigoi who "died" before their empire fell, who is awakened by accident and has to figure out what to do now. Forced vamp living in the Forest of Shadows feeding on beastmen and trying to stay connected with their family.

Other stuff too, but would need to think about it more.
 
Its interesting to think about how DL's would have been pretty different if prowess was part of the quest from the beginning.

Mathy spent a lot of time on martial in the early quest, but it was the type of martial that would have been prowess, meaning she would have been a lot less capable of leading armies when such actions started appearing.

I feel there would have been very different key votes if Mathys martial leadership was as low as early striland during late striland early K8Ps.
 
Use the CK example, change Piety to a different name if your doing the Vampire thing of not worshipping because your the hottest thing ever.
You could just get rid of it. In CK2, Piety was essentially a currency alongside Prestige and Gold, representing your reputation for piety. It wasn't really a stat like Martial and Stewardship were; you used Learning to actually do religion-related stuff. Piety as a stat works in Warhammer quests because your direct connection to the gods does matter, but if you lose that connection entirely as vampires do, you can simply axe the stat.
 
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You could just get rid of it. In CK2, Piety was essentially a currency alongside Prestige and Gold, representing your reputation for piety. It wasn't really a stat like Martial and Stewardship were; you used Learning to actually do religion-related stuff. Piety works in Warhammer quests because your direct connection to the gods does matter, but if you lose that connection entirely as vampires do, you can simply axe the stat.
Or just change it to Willpower or Conviction or something, and use it as the stat for self-control under difficult circumstances (ie bloodthirst).
 
Doing a Quest or a Story is something that pops on the mind sometimes, but idea of just jumping without experience and the logistics always stops me. I can think up mechanics and build on what others have done, but the need to get enough information on the setting seems like a cliff.

For a Vampire quest...

Use the CK example, change Piety to a different name if your doing the Vampire thing of not worshipping because your the hottest thing ever.

Have a Personal Combat, so Martial is just strategy and tactics.

Change the scale of the + bonus to match that your a vampire. +5 is like a average human craftsman, +10 is a master human black smith, +20 would be the realm of the long lived like dwarf blacksmith. Humans can have a higher scores if they are special, Magnus and the like.

Fight against a lone normal human soldier isn't even a roll, needs either to be Orge or similar, or a group of normals with their bonus depending on how many, their training, equipment, who is leading them.

Not sure what to name it, but a x y type thing. X would be amount of blood and how often it is needed, while Y is the quality of blood. So a newborn vamp would only have like 4 or 5 points before traits to invest. 1X 4Y would be huge amount blood somewhat regularly while being able to stomach greenskin blood. The French kung fu barmaid would have like 13 points, 10X 3Y can go years without blood and only needs a little amount, and while it needs to be human, it can be stored blood.

Magic system from this quest works just fine.

Use the combat from the Rhunrikki quest. Just prefer the additional rolls for combat.

How severe Nagash curses is decided in char gen, and costs char gen points to reduce and gives char gen points if you make it more severe.


Do this, in addition to Vampirism making your personality get cranked to 11.

As to the who, when, where, why, the sky is the limit. Vampire pirate wizard making their ship a giant undead monster. a Strigoi who "died" before their empire fell, who is awakened by accident and has to figure out what to do now. Forced vamp living in the Forest of Shadows feeding on beastmen and trying to stay connected with their family.

Other stuff too, but would need to think about it more.

Not going to lie I am really tempted by this, but I just do not have the time to run another quest. If someone else wants to try their hand at it I would be very interested in playing.
 
Running a WHF Chaos or Necromancer game actually does sound fascinating, but I don't have the stomach to do so on either this forum or with my real non internet friends. Unless you start homebrewing, the nature of Dhar and the Ruinous Powers will inevitably break you; destructive nihilism and divine neglect are part and parcel of their themes, and I don't have the stomach to invest so much in my player's characters while simultaneously turning them into monstrosities wearing human form.

But I'd love to read it.

A true-to-canon story has no way to end apart from grim, but that doesn't mean the story's not worth following.

A Dark Elf game would be easier, but the issue is either you are a Normal Dark Elf and you're going to be complicit in all kinds of stomach turning horrors by nature of just doing player things, or you're a rare Renegade Dark Elf and at that point, really, what is the point.
 
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Running a WHF Chaos or Necromancer game actually does sound fascinating, but I don't have the stomach to do so on either this forum or with my real non internet friends. Unless you start homebrewing, the nature of Dhar and the Ruinous Powers will inevitably break you; destructive nihilism and divine neglect are part and parcel of their themes, and I don't have the stomach to invest so much in my player's characters while simultaneously turning them into monstrosities wearing human form.

But I'd love to read it.

A true-to-canon story has no way to end apart from grim, but that doesn't mean the story's not worth following.

A Dark Elf game would be easier, but the issue is either you are a Normal Dark Elf and you're going to be complicit in all kinds of stomach turning horrors by nature of just doing player things, or you're a rare Renegade Dark Elf and at that point, really, what is the point.
I would disagree from the Necromancer side.
Turning yourself into something not subject to the mental and physical consequences of Dhar-exposure, or at least being massivly more resistant to it, is a valid target for a Necromcer to reach.

While becoming inhuman is inevitable, becoming a nihilistic asshole or a broken husk are not.

Vampirism is at least one possible path on that road.
 
I would disagree from the Necromancer side.
Turning yourself into something not subject to the mental and physical consequences of Dhar-exposure, or at least being massivly more resistant to it, is a valid target for a Necromcer to reach.

While becoming inhuman is inevitable, becoming a nihilistic asshole or a broken husk are not.

Vampirism is at least one possible path on that road.

The setting has lead me to believe, unless you are an extraordinary talent with a healthy side of plot armour, by the time you can ascend using necromancy alone, you've already mainlined an extraordinary amount of Dhar, which would probably end poorly.

Vampirism is fair, though. I was initially going to include vampire alongside chaos and necromancer, before remembering that by this thread that's dependent on how you determine the lore and in universe reasonings.

(ie. Old Morkhaine clearly demonstrates that vampires can work alongside a functioning society, maybe even a great one; but the Hunger (and perhaps other facets) will always trouble them, forever and ever and ever. How that works out and the difficulty of overcoming their monstrous appetites is up to the author.)
 
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Turning yourself into something not subject to the mental and physical consequences of Dhar-exposure, or at least being massivly more resistant to it, is a valid target for a Necromcer to reach.
No it isn't, WHFB is too grimdark to allow for the possibility of non-evil Necromancers. Even if you have good intentions going in, Dhar will corrupt you.
 
It must be a lot of work to use Dhar to animate undead and all. Especially a lot of undead at once.
Not necessarily. When the Winds are strong and/or there's Dhar in the air, the deads can wake up alone like in Sylvania. A passing necromancer would just need to take control of them. So if just a high level of magic in the air can raise the deads, a directed spell of Dhar and death magic should do it without too much trouble.
 
Does that not involve wandering about in a place where there's Dhar in the air while using more Dhar?

I can believe it's still less Dhar, but that still hardly sounds reasonable.
 
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