Voted best in category in the Users' Choice awards.
There weren't enough explosions.
LOL.

I enjoyed that piece and seeing Johann's perspective. Fun use of a few snippets of Elven, and seconding the thumbs up for fabulous fashion.

"There's been a {robbery/transgression/breathtaking display of fashion}! One of the torches used in the opening rites- one qualified to carry phoenix flame- has been stolen from the temple.
Was this torch by any chance once less than robustly ensconced on a wall? Have they checked, you know, right underneath, where it was perhaps left by an anonymous but highly embarrassed devotee of romantic adventure fiction?
...Or her apprentice.
 
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Johann's Big Adventure, Pt 2
Johann's Big Adventure

Part 2: In which our hero is chased by beasts, stumbles onto a sinister plot, and has a tall drink of water.


Running had never ceased to be amazing. Long after that first rush of realizing that he could go and go and go and never slow down that happened right after his first gilding, he still loved the feeling of pumping legs and the wind roaring in his ears. He actually felt lucky to have been dragged from his bed on a moments notice and set to sprinting twenty five miles at a pace that would have left most horses blowing foam ten minutes in. It was, he supposed, what Kadoh liked about him.

Glancing sideways, he observed the elf. (Just a shift of attention, he'd never be so gauche as to actually turn his eyes and let Kadoh know he was ogling .) He breathed smoothly, his posture perfect and his stride clean, but Johann focused on his head. Kadoh's eyes were focused ahead and brows knitted. (Aqshy in a crease over comets if hysh, against an ulgu background.) Johann let himself hint at a smile as he returned his focus to the trail- to anyone else, he knew, Kadoh would look confident and implacable. To his windsight though, the confusion and uncertainty was unmistakable. (Or it could be a mischievous plot, like he had assumed the first few times he saw ulgu swirl heavily around Kadoh- too much time around Mathilde had made him paranoid, but he didn't think so. Kadoh had proven to be a very different sort of person.)

They had begun to outpace their escort as soon as the tamed forests immediately around the city gave way to the more wild and rugged border marches; Kadoh had bent almost double to run along a deer path, and while Johann could and did follow through the tight squeezes the five on horseback were forced to swing wide. By the time they burst into regrowing glades even the chamon of their weapons was lost in the blurs of sepia and emerald.

"NB! I shall search search for tracks and markings waiting the forest! You shall climb and look for anything that might have been dropped." Kadoh pointed, a swirl of hysh and aqshy spiking out from his arm (his muscles briefly backlit by the winds and clearly visible in Johann's mind) towards a somewhat more prominent streak of ghyran.

"Climb that tree! It will be a good {challenge/advantageous positioning in a fight/only theoretical obtainable} for you, {correct/bow to my superiority/unripe fruit}?"

"{Agreement/bared teeth/defiance}!" Johann called back, delighted to have found a place to use that. He'd asked Egrimm for a few good bôn mots last night over drinks, and after some uncomfortable probing about the sorts of situations he found himself in, the Lord Magister had cone through.

Besides, he was keenly aware that there were just two of them here right now, and the tree would be a good overwatch position. He swore, sometimes, despite being a power of ten greater than his age, Kadoh was adorable sheltered. There was one real veteran here, Johann knew, just as he knew the two of them would disagree about who it was.

The tree was indeed a challenge- smooth and straight, with hard bark and rings of dead branches that would snap if any weight was trusted to them every five or so feet- a tall conifer whose lower branches had been cast into shade after it had grown. Jumping was crimped, monkeying from hold to hold was actively counterproductive, and the bark was both stiff and quick enough to flake off to make clawing up a frustrating experience. Kadoh had chosen well, if by well you meant 'hard to do even with superhuman abilities'.

Johann swore the elf was laughing at him as he wrapped his arms and legs around the tree and bear-hugged his way up. He didn't need to look. He knew. But he also knew he had won this round.

Five minutes later, Kadoh was the one frustrated, and Johann was getting increasingly nervous. There were no signs of exit that the elf could find, besides theirs, and their escorts had yet to appear. There wasn't anything obvious Johann could see, but something was making him edgy. Maybe the way there seemed to be more ghur in the palette that made up his world?

Finally Kadoh either grew too frustrated to continue or picked up on the mood, and returned to the base of the tree. Johann began to climb down to meet him at his gesture, making it about halfway before everything went sideways.

A dot of chamon arced up out of the woods hundreds of yards distant. An arrowhead? Dhar blossomed in three places far closer, fountaining up like gigantic corpse flowers, then crashing down to unveil a trio of beasts- canids, perhaps three paces tall at the shoulder, and as sickeningly unnatural as their entrance.

Johann let go and dropped, snagging his staff with his hand and leaning forward to take the majority of landing on his claw, it's monstrous strength cushioning his impact.

Kadoh effortlessly caught the arrow out of the air and carelessly snapped it, snarling.

Johann landed in a three-point stance, his staff held above and behind.

A cloud of... Something that reminded him of scarlett in his windsight, like fresh blood dripping off a knife onto his skin, burst from the broken ends of the arrow as it fell. It settled like dust across them both.

Kadoh paled, the aqshy suddenly quenched.

"We are marked! This is khainite magic."

"We need to run. They picked this fight, they think they can win it. What's the nearest safe place?"

"But the torch!"

"Is less important than the champion! Please {Elder brother/senior student/affection towards righteousness}!"

A howl- three howls, overlapping- cut them off. Johann was blushing. That was one of the ones he had hoped he wouldn't have to pull out. Egrimm was going to give him so much shit. But what else was he supposed to do? Tell Kadoh that it was worth more than his life if the champion was harmed with only him present? Ask him to please consider the larger geopolitical ramifications of these up until now tame games and challenges? Pft. No. Efficiency won over embarrassment.

And it was super effective. Kadoh froze a moment, hysh popping like a bubble and aqshy roaring back.

"Yes! You {shame at risking others/belated protectiveness} me, {adorable junior}! Let us retreat, and bloody their noses should they chase us. I could not stand myself for a week should I let you die in front of me."

Johann winced. There were a lot of shades of potential meaning to that one, but the translation was singular. He wasn't opposed to all of them, in fact one might even say he was interested. But this was really not the time. Trying to navigate a life or death situation should not be playing back seat to his own internal drama in his head. He had a job to do.

They ran. The three howling, mutated beasts followed.

Kadoh led the way, blazing straight through the woods, his movements fluid and almost alien with it's leaps and tucks. Free running, he had called it when he had begun teaching Johann, and called it a style of efficient movement. Johann could follow him, but unless metal or something provided high contrast he wasn't comfortable going full speed in an almost monotone ghyran environment. So lead Kadoh did, and even this chase was somehow a lesson. Or a challenge.

Running, leaping, spinning in midair and throwing javalins unerringly back at their pursuers, somehow never missing a step. Johann crashed after him, leaving gouges and craters behind, inadvertently ensuring that no other could follow the same route.

As if it mattered to the beasts.

His first good look at them, a quick refocus out the back of his head, almost made him think they were being ambushed by skaven. Moulder or otherwise. Rat-wolf chimeras soaked in dhar, check. Overgrown with rents in the hide from getting suddenly too big too fast, check.

He slid under a fallen tree as it's lunge met the log, and Kadoh planted what he'd previously, lovingly, explained as an over-sized porcupine quill used as a cheaply enchantible javelin right up into it's snout.

Come up from slide, three sprinting steps to regain speed and spray dirt behind him, glance left and see the second closing. The first was already up and moving again, seemingly unhindered by it's injury.

Johann breathed in. Held it with that special twist and mphp that triggered it and...

A beam of light burned through the forest, punching entirely through the shoulder of the second and out through the back of it's ribs.

"Throwing down your trump so soon!? {ad-}-"

Kadoh's playful taunt was cut off as the third arrived, one bounding leap behind it's siblings. It crashed through his path and he twisted wildly to avoid it, losing speed and skidding into a clearing he'd obviously been planning on avoiding.

Hysh sparked around him, and was echoed in the eyes of the beasts as they pounced, slunk, and stumbled into a circle about the two.

Johann's eyes narrowed. A moment's pause as they were brought to bay gave him a chance to look. And to think.

A khainite spell on the arrow- a tracking charm, obvious in retrospect. To aim the weapon at the target. Elven and human god. Three mutated canids- the more he had seen the less like the moulder wolfrats they looked. Too symmetrical in the muscle and stance for one, with even the Dhar somehow twisted into strands of poisonous beauty, vines and thorns in dark symmetry. Some craft work still hanging off them, leather with runes and gems rather than metal and chemical bulbs.

"Kadoh, I think a elf is trying to kill you."

Kadoh glanced over.

"I am certain these are not elves."

And that was all the time they had. The beasts charged, Kadoh ran forward to meet one with a javelin in each hand. Johann unleashed the burning beam from his claw a second time against the one he had already wounded, putting it down for good as he braced and pivoted towards the last.

The first bit for Kadoh as he leap, diving forward just over the top of it's head, planting both javelins deep into its eyes as it's nose brushed his toes.

The last crashed into Johann, four thousand pounds of twisted muscle and teeth meeting a perfected punch, gilded legs rooted like a mountain uncoiling through his body to drive a single stroke like the pickax of a god meeting the ore face. Beast face. Whatever.

It's head, as big as his entire body, seemed to squash for a moment. Then back blew out of it's skull and the corpse of the beast, all remaining 3,900 pounds of it smashed straight through him, bouncing his head off the ground like a ragdoll.

He had not one last thought, but three:

"Dammit, why am I always the one who gets knocked out/Ha, I took down two, he only got one/I'm getting better at this thinking in elvish thing!"

He awoke to a vase of flowers being dumped over his head.


Part three: In which our hero meets a witch, hears a prophecy concerning his own fate, and helps a friend. Coming soon!


A/N- Please Senpai!! Let's just run!
 
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I kinda doubt that. Everyone is standing on shoulders of giants anyway and Kragg would've probably been granted an anvil or spot somewhere either way. Being a living ancestor does that.
If he's an Imperial Dwarf, or a Dwarf of some small family unaffiliated with the Karaz Ankor, then he simply would not be part of the community and link of oaths and obligations of the Karaz Ankor. He would not get anything from the Karaz Ankor (unless they were buying stuff from him or his clan (good luck buying something from a Runesmith tho; though I can imagine some bartering and trading going on, as somebody tries to get the hermet-like and ancient foreign Dwarf to make them stuff in exchange for goods or material from the Karaz Ankor that his clan can't get on its own because they don't have as wide a support net)) and he would not give back anything to the Karaz Ankor, or its ally the Empire. Said minor Dwarf clan would have its own obligations, oaths, and grudges to keep track of, avenge, fulfill, and rely on.

And, he'd probably still be an ancient and curmudgeonly Dwarf, because he's just that sort of person. He just would have been focused on his personal clan's standing rather than KaK or Karaz Ankor. As a Karaz-A-Karak Dwarf, he was perfectionist enough to keep living for over a thousand years; or maybe he felt obligations strong enough to keep living that long. As a minor clan Dwarf, he could still feel or have obligations or irritations that keep him going for as long; we can't be sure, because it depends on the circumstance of his people.

Which is the point I was thinking of when conversing-slash-stream-of-consciousness-musing back when I talked about Dwarf culture; it's not biological essentialism (though that part probably played a part in informing how Dwarfs felt and experienced the world and thus meant they'd still have to find a way to come to grips with things like "I can't ever let things go"; the way in which they would handle that, though, would differ from culture to culture. The Hashut Dwarfs might have a "sacrifice a slave to feel better" outlet instead, for example, as a theory. Also, at this point? Every other Dwarf in the Old World would be descended from or related to the Karaz Ankor culture; even if they broke from that nation, they would still be heavily inspired by the overall culture. They just wouldn't have their oaths and obligations, so.), not really, it's Kragg himself.

It's "Kragg is Fucking Extra even by the standards of Dwarf Runelords" + "It's the situation of his people". Kragg outside of the Karaz Ankor would still be a Dwarf. He would just have different oaths and obligations and grudges. And maybe it would be easier for him or his clan. But then, he and his clan also wouldn't be as big a deal or have made as much of an impact on the world, because they'd be a small fish. Which, well, you can still go "Okay but I'd rather they be a small fish and be happy, then a big fish and unhappy for a thousand years" but... somebody has to fight the good fight in the world of Warhammer, you know? The danger of the world isn't going to go away just because you relegated the Magnuses, Karl Franzes, Belegars, Thorgrims, Gotrek Gurnissons, Kraggs and Thoreks to less momentuous or less important positions. Somebody else is going to have to step up and keep fighting and keep defending, and keep upholding ancient wonders and treasures and inheritances and ancient alliances and fighting all that's evil in the world to defend all that's good in the world.

If his clan had a history going back thousands of years -- maybe they were some ancient diaspora Dwarfs from a long-ago era or something? -- then he'd still be focused on whatever past glories or ancient grudges or obligations they had from thousands of years ago. Because Dwarf. If his ancestors did or made something impressive 3000 years ago, he'd be working on keeping that going, or recovering it, or protecting it, or passing it on, etc.

The difference with the Karaz Ankor, is twofold; they are united -- many Holds being united in purpose and obligation and oath -- and their ancestors were the Ancestor Gods.

Which means that they have a hell of a let more to inherit, and a hell of a lot more to uphold and be worthy of.

It also means that they care about more people; they care about those guys living a mountain range away, because they're part of the same nation.

This is the double-edged sword of the Karaz Ankor. Being able to get support from 3 or 4 or 10 Kings if something goes wrong or an Everchosen or Chaos Champion comes; but also having to give support if another guy gets hit.

It also means caring about how well the other guys are doing -- at least in a general sense or to some degree -- and about how well you are fulfilling your ancestor's expectations.

And when your ancestors are the Ancestor Gods? Or their grandchildren and great-great-great grandchildren who helped build the Golden Age and form one of the greatest empires of all time? Those expectations can be quite high.

That is why Dwarfs are doing poorly.

People who talk about "Well, if they just had a different culture, they wouldn't be suffering or depressed as much."

Yes. Because "a different culture" would by implication involve "not being descended from amazing people, and having reached a great height of power and glory, and being part of a big inter-connected web of alliances."

THAT is why there is no quick or easy fix. Other than fixing all of the deadly dangers that the Karaz Ankor has, and making them no longer bleed from a thousand wounds -- keep in mind that one such wound until very recently? was a literally nigh-lethal wound of "The Waystone energy is running out; at which point all the Karaks will have to shut their doors to shelter physically from the Winds of Magic. And all the other Dwarfs will be screwed... unless they find another patron or something." -- which would, indeed, probably fix things. Because they'd have a moment to breath and the ability to feel like they could climb out of a deep hole, rather than feeling like they are only falling deeper into a hole no matter what they do or how much they struggle.

Wanting the Karaz Ankor Dwarfs to "just have another culture" is wanting them to not have had a super-fucking-strong empire and friendship with the High Elves and Great Works by the Ancestor Gods and epic Masterworks by ancient grandmasters and epic Heirlooms and tons of storied accomplishments. Or, it's wanting a person to... walk away from all that. Walk away from something that made you great and which worked for thousands of years, and -- and this is the crucial bit -- only became (potentially? I'm not entirely convinced their current culture is killing them, as opposed to their strategic or tactical situation killing them; maybe some parts of their culture are making it so that they can't react to their strategic situation as well as they could, but that just means they should only -- maybe? -- shift or change or develop some new things while keeping in line with their overall cultural culture stuff) a downside because the world literally kicked you in the groin with a cataclysmic War, a cataclysmic tectonic shift, and Goblin Wars.

It's also, well, a form of defeatism in a way. "Okay, if the glories of the past are killing you, then... just shuck off the glories of the past." Okay, fine, sure. But. Those glories of the past? They were glories that fought hordes of daemons and tons of monstrosities, and built great wonders. To say that you should be willing to step aside from that because it is spiritually/emotionally uncomfortable in the present? You could view that as saying equivalent to that you should not try to reach great heights, because you could fall from those great heights due to unforeseen and freak calamities.

But maybe you'd think that it's easier to climb back up, when you don't have the weight of the Ancestor Gods pushing on you at the back of your mind. That, if those heights were reached before, they might be reached again.

In which case I have to say... ... how are you going to match the Ancestor Gods when you don't have the Old Ones as your personal teachers, don't have super-ancient and super-fancy stuff that the Old Ones left lying around and infrastructure that the Dwarfs potentially inherited from them too (if they were a race of workers or mechanics for the Old Ones or something), plus the opportunity of the era when there was more magic around; and there was a nation of Elves at a height of power and able to support you too, and everything.

Furthermore, if you did reach such heights, how would you be able to be sure that your successors would keep it all going? After all. You yourself had shucked off the past once -- a huge past! -- so how can you be sure that anybody else wouldn't make the same decision when faced with similar-ish circumstances? 'But you did it for good reasons, and under horrible pressure, and etc'? Well, your descendants might also be faced with such circumstances too. And this sort of "I feel compelled to make things right and proper, because errors or imperfections stick to me like a burr and bug me horribly until and unless they are fixed" "and also because I feel Very Satisfied when I get a thing done juuust right!" thing might be a thing for Dwarf experience of the world; which means it's a compelling reason and motivation for them to set up governments, nations, cultures, families, clans, in such a way that they can get things right and squared away in perpetuity. The security of feeling not just that you did something cleanly and correctly, but also that your descendants will keep it right too. And also, the security of feeling that you have provided your kids with something correct and proper, and that you did right by your kids in perpetuity; that you've nailed it to such a degree, that your kids will forever be taken care of with that axe you made. It's a good feeling.

Because that's another element of family and legacy that probably doesn't get brought up as much, when Dwarf culture and topics come up. That element of not just doing right by ancient long-dead people... but also about doing right by your kids. Of wanting the best for your kids.

Dwarfs want to please their ancestors. But their ancestors want to please their descendants too; of leaving behind a good world for their kids. The Dwarf in the present wants to do right by his ancestors, and he wants to be the ancestor the did right by his descendants and is done right by his descendants.

It is so for humans, it is so for Dwarfs too.

It's not just about avoiding shaming your ancestors, and not leaving shame for your kids. It may be a constantly repeating and brought up factor for Dwarfs in the present now... but that's because these are pretty testing times and a lot of people are pessimistic. In good times, or in times of more optimism or stronger vitality of spirit, perhaps when the topic of kids or passing on things to their children came up, the discussion tones would be more along the lines of "Boy are my kids going to inherit a good outlook, and possibly repair even more of my country than I did in my time!" A sort of positive revanchism, rather than a looking-for-any-sign-of-hope revanchism.
 
And, he'd probably still be an ancient and curmudgeonly Dwarf, because he's just that sort of person.
No? Being a sort of person is not a thing.

The you that is now is a culmination of life experiences, decisions, cultural and environmental context that created you. If Kragg has been an imperial dwarf, then the things that drive dwarfs to live for such a long time would not even exist for him as a motivation to make it past his twentieth cross, nevermind north of the hundred and fiftieth he is living now.

Kragg is Kragg because Kragg has been able to pursue the path of Runes, and he had chosen to master it with a will so firm you could bend glimril around it. If that was denied to him by circumstance of his birth landing him outside of the very narrow group of people that may become Runesmiths, i very much doubt he could've ever lived this long or achieved what he did.

IF you want him to be a runesmith, he has to, by default, be connected to Karaz Ankor. If he is connected to Karaz Ankor, then he still has in him the potential to be exactly where he is now, because he is just that good and because success in Runesmithing has pretty much just the one path of success.

If he is outside it, he probably dies somewhere, either contently as an imperial dwarf craftsman, or maybe on some doomed expedition, just as Gotrek did.
 
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Hm, I was pretty sure there were some very secretive and hermetic-like -- even more-so than usual for their kind -- Runesmiths living outside of Dwarf holds and kingdoms. It's just much rarer. Or much less noticeable; a Runesmith in a hold is a fixture of that hold, even if they're a loner or live by themselves, people probably still know that they're somewhere in that Hold somewhere. A Runesmith outside of the Karaz Ankor would be a lot more furtive and secretive; they'd take more pains to hide themselves and their craft, and they might not let on to outsiders that there even is a Runesmith here, and only their clan family would know.

But that's, admittedly, drawing from some fairly faint memories of reading WFRP stuff here and there. A Career book I think, and some adventuring hook that involved a Runelord coming to visit a wizard friend or something, stuff like that.

About Kragg though -- he's shaped by his experience and where he came from of course, but he's also shaped by, well, the kind of person he is. Some people are just go-getters or extremely motivated or extremely passionate about things. And that sort of thing can be molded or improved or dampened by the environment, but it's still the case that it's also a matter of what an individual person is like too.

But if he can't be a Runesmith outside of the Karaz Ankor -- well, I'm not necessarily a hundred percent sure I agree on that one; for instance, the Karaz Ghumzul dwarfs were Karaz Ankor dwarfs, but they left their cursed mountain home and became Imperial Dwarfs. If they had an ancestral family of Runesmiths in their hold, then those guys could have been part of that diaspora.

For that matter, the Norscan Dwarfs had Runesmiths too. And the Uzkulak ones too. And both of those types were, well, unconnected to the Karaz Ankor. (I think it was said somewhere that, those Dwarfs that had strong disagreements about... um, was it rune usage, or, something else? settled far to the north in Norsca, and far to the east in Uzkulak. That might have been mentioned in some other quest thread though. Or, mentioned as part of a discussion about lore and history, as people in that quest debated or brought up stuff. Not sure. It's super ancient history either way. And the Norscan Dwarfs have been a big question mark for Warhammer Fantasy anyway; first existing as going down with the 2300s Everchosen, whose leftover host warred on them for like a century and finally ended them. Then they get brought back and plopped in to be made use of in Total War: Warhammer just as you please. They're just... suddenly there again and made use of. Though, Total War -- like the Armybooks themselves, honestly -- sometimes just use historical figures of Lords and Heroes and simply plop them in in the present time so... ... And then I think in the reinvigoration of the Warhammer setting going on now -- which roughly takes place in the 2200s I think? -- the Norscan Dwarfs are both around and people know of them and they aren't as disconnected or unknown? Which is a bit weird, as I wonder what Thorgrim would have been doing then; maybe in that version of the world, he would have been the one to bring them closer to an outright alliance with the Karaz Ankor or something, or getting them to attack the Everchosen's armies (to tragic effect eventually) or something.)

Not to mention the various other diaspora of Dwarfs; from back when the Dwarfs first left Zorn. Some of them must have headed across the sands. Some of them came to Kavzar. And so on and so forth. Some of those people might have had Runesmiths potentially, no?
 
Uzkulak was of Karaz Ankor. Then Ancestor Runes failed and they turned to worship of Hashut. Now their runes are... touch different. Norscan dwarf rune culture was likely similar to the south. I think. They named their King the Great King, not High King, presumably in respect of tradition, in spite of thinking that southern dawi likely died long ago.

When Dwarves left Zorn, they quite possibly did not even know of runes yet. Zorn is where Dwarfs went from when they went with their Ancestor Gods. Kavzar was settled after K8P, and probably KaK, and so would follow the primacy of existing Karaz Ankor.

The only existing diverging runesmith cultures we know of are Karak Dum, who decided to change the title of their Runelords to Runemaster, and Karak Vlag, where the few surviving journeyman runesmiths who were not yet old enough to be hidebound enough to never share what they knew decided to teach what little they themselves have been taught in act of sacrifice that even Slayer oath does not equal, because they surrendered their very names and existence to it.

So no, i very much doubt that there are random dwarf diasporas that practice runecraft and its teaching in a way that can be distinguished from mainstream Karaz Ankor. The only places with Runesmith that can teach you is Karaz Ankor and its holds. And if you are a runesmith, you are part of clergy/clan/guild and as such if you prove yourself good enough, you will eventually be afforded benefits. If Kragg had been born in place that afforded him the learning of runes, he would've most likely always ended up where he is, provided he did not die sooner due to the hold he was from being less secure.

EDIT: Its entirely possible there are hermit Runesmiths that construct their forge in reasonably secure locations that are otherwise remote and lonely, but they still live by tenets of Thungni, otherwise other runesmiths would be rule bound to hunt them down as renegades that cannot be trusted with their knowledge.
 
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EDIT: Its entirely possible there are hermit Runesmiths that construct their forge in reasonably secure locations that are otherwise remote and lonely, but they still live by tenets of Thungni, otherwise other runesmiths would be rule bound to hunt them down as renegades that cannot be trusted with their knowledge.
To be fair, there was Alaric the Mad, who I think had the hermit part at least a little bit*, and flagrantly broke the rule that says 'no duplicates'.

*If nothing else, no one was around to tell him not to make his magnum opus Runework out of Warpstone
 
Oh, there is 100% a divergent tradition of Runesmithing. It is also much better for mass production.

Just...ignore how it tends to involve just a bit of sapient sacrifice. A little bit. Just a smidge. And by smidge, I mean a crap ton. And daemons. Lots of Daemons. And ALL the fire.
 
Loltop, I don't wish to put too fine a point on this, but most of the things you suggest from time to time are either flawed or have been brought up before and then dismissed due to either being impractical or far too risky. And this one really takes the cake.

Yes, dwarves are in a generally dour state of affairs and it's been that way for a really long time now, but they don't need better morale, they're already the most stubborn and determined group of people on the planet. On the whole, dwarves would fight to their last dying breaths in the most absolute bleak of circumstances out of pride, spite and sheer stubbornness before ever giving up - see: Karak Vlag. (Sidenote: Every single dwarf unit in the tabletop has Leadership 9 or 10, firmly placing them as the most determined and self-controlled army group in the game. Their most basic troops are about as firm in their resolve as the average Lord or Hero of other groups, and that's before taking special rules like Stubborn, Unbreakable or Relentless into account.)

Even if we handwave every single problem involved in what you've suggested, which other posters have brought up (and we really shouldn't), they really won't get a morale boost from Johann telling them what the Ancestor Gods were like. Dwarves already know that the Ancestor Gods were amazing and cool, they literally deified them. They don't need an Umgi going 'wow your gods were so cool man, like seriously', it would be practically patronizing.

Even if that wasn't an issue, last time that we found cool ancient proof of the amazingness of past dwarves, the reaction of Kragg wasn't "Oh my god, a cool golem-dwarf powered off of runework", it was explicitly "Fuck. Shit. Look at how far we've fallen. Look at what has been lost, look at this 5-rune-on-its-soul thing which is proof that we once were friends with the people we eventually went to a horrible war with. I don't even know where to begin with this."

This quest runs on some pretty consistent logic and I've found it a lot richer when going back through the thread from time to time to read authorial statements, because it generally gives a good precedent of what Boney thinks about a given topic. And in this topic, he's been very thorough.
I've had far far worse ideas than this, I hope that 'takes the cake' comment was hyperbole. I don't believe this is bad or unrealistic. I believe sitting on the understanding that breach the unknown would really piss off the dwarves is potentially even riskier than making sure it comes out in the best light possible.

I may have had ideas shot down, but I also got a try it and find out regarding my idea of trying to convert shadow spells into mist variants that work with our arcane mark instead of just making new spells.

I dislike the idea of discouraging people from coming up with possibilities for not having everyone they suggest work out perfectly. I don't in fact have a thorough team going through my every possible good idea and vetting them before posting.

The pertinent post boney made that I'm aware of is saying that using breach the unknown on the rune sword would be out of character for Mathilde because it would strain the alliance and trade, and for something so petty as stealing information on a single rune that isn't worth it.

The argument I am currently making is that I would rather that strain happen by two dwongrs showing a picture of their god for inspirational purposes to help the Karaz Anchor rather than a chaos cultist, traitor or elf tell it at the worst possible time to do the most harm.

Healing the spirit of the dwarves is a stated goal of Mathilde, and while the argument can be made that she's done enough, I do not believe common consensus is that further suggestions towards healing the dwarven spirit should never be made.

This is not a proposition of 'telling them what they were like as if you know more.' This is sharing a direct Vision of them, not a word need be said.

This is like showing a worshipper of Hercules that is suspicious of technology a picture of him fighting the Nemion Lion. Not saying "I'm better than you because I happened to be in the circumstances that let me get this."

Kragg's problems with the golem are, it being a reminder of a failed alliance, having no way to start looking recreating it, and no concrete data on how far behind he was.
This would give a frame of reference besides "really far" for how far behind they are from the ancestors at their most badass. Dwarfs do well with real precise data.

If you have any information on a direct authorial quote regarding the sharing of Johan's visions I would appreciate a better lead than 'search through a thousand pages and memorize them all before saying anything.'
 
The pertinent post boney made that I'm aware of is saying that using breach the unknown on the rune sword would be out of character for Mathilde because it would strain the alliance and trade, and for something so petty as stealing information on a single rune that isn't worth it.
Point of order, Breach the Unknown describes the properties and qualities of something, Tale of Metal is the spell that deals with uncovering an item's creation. Also, it's less 'strain' and more 'end.' Boney's wording in that quote was 'the entirety of Empire-Dwarf trade.'

The argument I am currently making is that I would rather that strain happen by two dwongrs showing a picture of their god for inspirational purposes to help the Karaz Anchor rather than a chaos cultist, traitor or elf tell it at the worst possible time to do the most harm.
You could use that line of argument to support disclosing literally any and all secrets that Mathilde has. Liber Mortis, Ranaldite Empress, etc, because they could all be found out, and come to light at the worst possible time. That Mathilde chooses to keep all those secrets in spite of those possibilities means you'd need a very convincing line of thought beyond that.
 
I've had far far worse ideas than this, I hope that 'takes the cake' comment was hyperbole. I don't believe this is bad or unrealistic. I believe sitting on the understanding that breach the unknown would really piss off the dwarves is potentially even riskier than making sure it comes out in the best light possible.
I apologize if I've given offense, and agree that it was hyperbole.

Now, I don't think we wish to discourage new ideas here, they are some of the best parts of this quest, it's just that you seem to be pushing yours in spite of the flaws we are pointing out to you, and that is not really conducive to good dialogue and conversation. Nobody is asking for a perfect concept to spring fully-formed from anyone's brain, but I feel like we'd all appreciate taking valid points into account, and not just forge on regardless of consequences.

This is not a proposition of 'telling them what they were like as if you know more.' This is sharing a direct Vision of them, not a word need be said.

This is like showing a worshipper of Hercules that is suspicious of technology a picture of him fighting the Nemion Lion. Not saying "I'm better than you because I happened to be in the circumstances that let me get this."
If you have any information on a direct authorial quote regarding the sharing of Johan's visions I would appreciate a better lead than 'search through a thousand pages and memorize them all before saying anything.'
Now, let me point out another flaw to this current idea: If you meant 'literally have the dwarves experience visions of the Ancestor Gods via Tale of Metal', then I will note that not only is Tale of Metal self-only and you'd require a custom magic item for others to use, but more relevantly, dwarves gradually turn to stone when exposed to magic.

Dwarves and Magic
Dwarves are resistant to magic, and under normal circumstances are unable to wield it. If magic bypasses this resistance, such as by a Dwarf wielding magic anyway or by being under the influence of 'beneficial' magic, this results in the Dwarf gradually turning to stone. This is irreversible, but if exposure to magic is discontinued it will not worsen on its own. However, if the alternative would be death or permanent injury, some mild petrification could be considered preferable.
It's not a picture. It's a VR helmet, one that slowly incapacitates the brain of any dwarves that use it because it runs on magic. They wouldn't touch it. The dwarves are very faithful toward their gods but I don't think they would appreciate that.
 
Point of order, Breach the Unknown describes the properties and qualities of something, Tale of Metal is the spell that deals with uncovering an item's creation. Also, it's less 'strain' and more 'end.' Boney's wording in that quote was 'the entirety of Empire-Dwarf trade.'


You could use that line of argument to support disclosing literally any and all secrets that Mathilde has. Liber Mortis, Ranaldite Empress, etc, because they could all be found out, and come to light at the worst possible time. That Mathilde chooses to keep all those secrets in spite of those possibilities means you'd need a very convincing line of thought beyond that.
I think it being end more than strain makes my point even more valid.

The Liber Mortis secret is (as far as we know) only us knowing. The empress? Only us and Ranald. The gold order spell? I don't know for sure, but it seems like at least every gold, and any other magister who can get there hands on a list of spells and effects.

2 can keep a secret if one is dead in a garden of morr you checked on recently, and the gold spell is over 50 people if it's the gold order alone... Not to mention any elf mage. The possibility of it leaking is far larger than other sensitive secrets we hold. It has a combination of relatively low security required to learn and high damage potential if leaked. I believe these are the exact circumstances where a premature leak to control the narrative is the best possible option.
I apologize if I've given offense, and agree that it was hyperbole.

Now, I don't think we wish to discourage new ideas here, they are some of the best parts of this quest, it's just that you seem to be pushing yours in spite of the flaws we are pointing out to you, and that is not really conducive to good dialogue and conversation. Nobody is asking for a perfect concept to spring fully-formed from anyone's brain, but I feel like we'd all appreciate taking valid points into account, and not just forge on regardless of consequences.



Now, let me point out another flaw to this current idea: If you meant 'literally have the dwarves experience visions of the Ancestor Gods via Tale of Metal', then I will note that not only is Tale of Metal self-only and you'd require a custom magic item for others to use, but more relevantly, dwarves gradually turn to stone when exposed to magic.


It's not a picture. It's a VR helmet, one that slowly incapacitates the brain of any dwarves that use it because it runs on magic. They wouldn't touch it. The dwarves are very faithful toward their gods but I don't think they would appreciate that.
I have attempted to respond and work through most of or all points brought up. Abandoning an idea because nobody is willing to think through the positives or attempt to respin the negatives is not being thorough. If everyone abandons ideas at the first criticism instead of engaging in dialogue and working through, there is no way to tell if the criticism is valid. Any criticism to an idea should be criticized to the same standard as the original idea, higher even, for they took the time to directly oppose and criticise another.

The idea is to make a moving Mapp image of Johan's vision, we have used this spell in front of dwarves often, just not with an enchantment, not using the spells on dwarves to make statues (though I'm certain some dwarves would consider a glimpse of the Ancestors worth it.)
 
What makes any depictions created by Johann, who wasn't particularly artistic even before he was blinded, superior to and more meaningful than any of the many surviving depictions made by Dwarves who lived and worked alongside the Ancestor Gods for centuries?
 
The gold order spell? I don't know for sure, but it seems like at least every gold, and any other magister who can get there hands on a list of spells and effects.

2 can keep a secret if one is dead in a garden of morr you checked on recently, and the gold spell is over 50 people if it's the gold order alone... Not to mention any elf mage. The possibility of it leaking is far larger than other sensitive secrets we hold. It has a combination of relatively low security required to learn and high damage potential if leaked. I believe these are the exact circumstances where a premature leak to control the narrative is the best possible option.
The Colleges know what dwarves are like. Mathilde, not a Gold, knew that trying to learn dwarf engineering secrets is a big no-no as early as the first meeting with Johann, and she'd only interacted with dwarves in passing since becoming a journeywoman by that point. Anyone who can actually CAST the spell would damn well be aware of the consequences.

(And elven mages don't really talk to dwarves...)

Now, that is by no means a guarantee that nobody will ever know. But revealing a secret this damaging because it's not kept with 100% security is like stabbing yourself in controlled conditions because you can't be sure you won't fall and break your neck tomorrow. The Empire doesn't need instability now. Leave tomorrow's problems in the tomorrow, unless you can figure out a way to make this not a problem.
 
What makes any depictions created by Johann, who wasn't particularly artistic even before he was blinded, superior to and more meaningful than any of the many surviving depictions made by Dwarves who lived and worked alongside the Ancestor Gods for centuries?
It was made by someone we know, using methods we know, which is clearly much better than something made by a dwarven master artist using dwarven techniques who may have actually met them. Since art is all about imagination, that's clearly not artistic at all. So that's why Johan, being both blind and artistically unskilled, as well as translating the results of a whole different sense, is the most artistic at all.
 
Does Johann know the MAPP? If he's going to make a crime against Dawi sensibilities and art itself he might as well make it out of pure magic and in 3D, just to squeeze out extra radical points :p
 
It was made by someone we know, using methods we know, which is clearly much better than something made by a dwarven master artist using dwarven techniques who may have actually met them. Since art is all about imagination, that's clearly not artistic at all. So that's why Johan, being both blind and artistically unskilled, as well as translating the results of a whole different sense, is the most artistic at all.
I don't entirely feel comfortable adding blind into the list of things that makes Johann a bad artist. Yes, visual fidelity is something that art is often required to have, but there's art forms that are perfectly viable for blind people to achieve. And I'm talking about real life, where people don't have Magesight.

Johann isn't an artist, but I'm sure that if he wanted to indulge in the field, he could make something beautiful with metal.
 
Does Johann know the MAPP? If he's going to make a crime against Dawi sensibilities and art itself he might as well make it out of pure magic and in 3D, just to squeeze out extra radical points :p
I'm irrationally hoping that Johann has forgotten what colors everything is, and his MAPPs are now more inspired by Wi-
aw dammit his Windsight is electromagnetic

I'M STILL HOPING. I'LL SETTLE FOR SOLID GOLD COLOR.
 
I don't entirely feel comfortable adding blind into the list of things that makes Johann a bad artist. Yes, visual fidelity is something that art is often required to have, but there's art forms that are perfectly viable for blind people to achieve. And I'm talking about real life, where people don't have Magesight.

Johann isn't an artist, but I'm sure that if he wanted to indulge in the field, he could make something beautiful with metal.
If we're talking about creating a visual representation that's as realisitc as possible (because this is in the context of showing the dwarfs their ancestors), then I feel comfortable putting it there. He's got metal sight, and that helps, but it's not the same.

Saying that blind people suck at art is obviously stupid, and even saying that they suck at non-audible art is difficult. But this was particularly in the context of Johann depicting the ancestor gods for the dwarfs.
 
A deaf person can be a great composer, or a great musician.
But i would feel fairly comfortable in stating that someone who is deaf will be at severe disadvantage when it comes to tuning instruments without some fairly specific tools.
And i don't think we have such tools in this quest for visual representation.

Now, Johann might be able to make some very impressive representations of the ancestor gods based on his magical viewings.
But i doubt they would fully translate to people who rely on more traditional sight, and as pointed out, there's no real reason why dwarves would find his artistic efforts more striking, or important, spiritually or otherwise, than works of ancient masters who presumable had spent decades to centuries perfecting their art, had much better idea on what dwarves think about the ancestor gods, and may have even seen them in some cases (or artworks depicting them by dwarves who had seen them).
 
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Now, Johann might be able to make some very impressive representations of the ancestor gods based on his magical viewings.
...This has singlehandedly made me actually want him to try depicting the Ancestor Gods more than any other argument lololol. Not for the dwarves, just out of fascination at such a unique insight/way to perceive Them.
 
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