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The issue I see with the fall of Nehekara serving as one of the motivators for the Horned Rat's interest in Dhar/Warpstone, is that the Skaven were *involved* in the fall of Nehekara and already had interest in both of those beforehand, so I'm not sure the timeline works out.
 
The issue I see with the fall of Nehekara serving as one of the motivators for the Horned Rat's interest in Dhar/Warpstone, is that the Skaven were *involved* in the fall of Nehekara and already had interest in both of those beforehand, so I'm not sure the timeline works out.

Nagash is born in -2000 and gets his hands on Dark Elves in -1968. Tylos goes wibbly in -1780, about halfway through Nagash's 400-year reign. The year that Skaven history records as when 'the first true Skaven emerge as masters of Skavenblight' is the exact same year that the Army of Seven Kings dethrones Nagash, -1600. At that point Nehekhara's history has 449 more years and three more dynasties before Nagash's Great Ritual wipes out the living and raises the dead.
 
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On the topic of Skaven tech, I was going through the list of Skaven artifacts we had Turn 30 (the last turn before the Gold College took them), and comparing it to the stuff mentioned in Turn 41's social. To break it down, six things were talked about, four of which seem conclusive and two of which are works in progress, and five things went unmentioned. (The lighting mechanism doesn't count here since we did that ourselves.)

I'm guessing there might be room for another follow-up somewhere down the line, but I'm not sure about the exact details of when, since the only other precedent we have for multiple follow-ups on the same research subject is the salamanders, which we looked into Turn 27 and were immediately and still available again Turn 28.

Preserved bodies of the Rat Mothers of Clan Mors.

Eshin:
Throwing star, still dripping venom.
Eshin Sorcerer crystal sword. Shattered, interesting fractal patterns being researched
Eshin Sorcerer amulet, shattered.

Moulder:
Electric whip, stolen from Clan Moulder. Sylphic Wrath
Vials, stolen from Clan Moulder.
Captured Clan Moulder devices (as yet uninspected)

Skryre:
Firearms; jezzails, pistols, bullets, gunpowder. Improved firearm designs
Warp Lightning Cannon (misfired, possibly broken) Warp Lightning redirection
Lighting mechanism, stolen from Clan Skryre. (shared project with Adela) Researched on own
Breathing apparatus, stolen from Clan Skryre. (shared project with Johann) Some mask prototypes made, not tested yet
Brass orb, stolen from Clan Skryre. Useless, inferior to Pit of Shades
 
Seems like they were more interested in the mechanical side of things than the magical or biological from the looks of it. Which makes sense. Their wind is connected to metal, not dark magic and mutants.

You know, looking at warp lightning makes me wonder if a theoretical azyr/dhar magical tradition would be able to recreate it and how that would compare to the abilities skaven warlocks have with it. Dhar tainted comet of cassandora calls down a warpstone meteor from morrslieb? Hm...
 
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I...don't actually know what we'd do with 120+ CF (conservatively assuming a 3:1 payout for turning powerstones into Orbs). Hire another Lord Magister for WEBMAT for like a decade who won't get grouchy if we don't fully utilise them every other turn?
I want the colleges to make/use a few battle altars and do some high end assistance with the Silver Road campaign, now that they have a source of replacemnt Orbs.
 
I have genuinely no idea what is going to come out of the Orb action. It could be a Great Deed or something like the Skavenloot hand-in, where we get College-specific rewards that we'd have to specify ourselves.

Or more likely it could just be a heap of CF, opening a currency-conversion of AV-CF like the AV-Runesmith Favor that the Anvil recharges represent.

I...don't actually know what we'd do with 120+ CF (conservatively assuming a 3:1 payout for turning powerstones into Orbs). Hire another Lord Magister for WEBMAT for like a decade who won't get grouchy if we don't fully utilise them every other turn?
I imagine that for the initial flex we could ask for something on the level of the rest of the Orders' cooperation with the Project (and have the already-present ones cooperate more), which I would push for, since their entire workforce is probably large enough to help streamline a lot of the actions that are going to be needed - whether spreading tributaries in the remaining parts of the Empire (and the other 10 provinces for which we don't have a personal relationship with their Electors) and also doing an in-depth survey of the existing network (as will be needed before putting up new ones).

For any later Orbs, I imagine the price goes down slightly because it loses its oomph and also Orbs cease to be almost-irreplaceable objects.
 
I have genuinely no idea what is going to come out of the Orb action. It could be a Great Deed or something like the Skavenloot hand-in, where we get College-specific rewards that we'd have to specify ourselves.

Or more likely it could just be a heap of CF, opening a currency-conversion of AV-CF like the AV-Runesmith Favor that the Anvil recharges represent.

I...don't actually know what we'd do with 120+ CF (conservatively assuming a 3:1 payout for turning powerstones into Orbs). Hire another Lord Magister for WEBMAT for like a decade who won't get grouchy if we don't fully utilise them every other turn?
Flying wizard tower? To use as a launching base for our gyrocopter. And mount a bunch of other things?
On the topic of Skaven tech, I was going through the list of Skaven artifacts we had Turn 30 (the last turn before the Gold College took them), and comparing it to the stuff mentioned in Turn 41's social. To break it down, six things were talked about, four of which seem conclusive and two of which are works in progress, and five things went unmentioned. (The lighting mechanism doesn't count here since we did that ourselves.)

I'm guessing there might be room for another follow-up somewhere down the line, but I'm not sure about the exact details of when, since the only other precedent we have for multiple follow-ups on the same research subject is the salamanders, which we looked into Turn 27 and were immediately and still available again Turn 28.
If occurs to me that the Azyr-based lighting system we researched may see some practical use in a flying wizard tower. You already need a lot of Azyr to keep it in the air, so if you've already got that present, sticking an electric lighting system out on an adjustable pole, and using the shadow cast by that and the tower itself to cast burning Shadows could be interesting.
 
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As fun an idea as that is, making your impenetrable fortress dependent on a single enchantment to prevent it from falling from the sky and shattering into a million pieces is the sort of thing that invites plucky heroes and clever wizards to undo and destroy all your hard work. Clearly what we need is a tower with 8 giant spider mech limbs carrying it instead.
Or, alternatively, you make it only fly when you need it to move, or keep people out. And you let it land the rest of the time.
Yeah I misspelled at first.
 
The thing is ALSO mathilde quite possibly doesn't know even enough about physics and engineering to know "an aerosolized flammable liquid or flammable powder in a cloud ends up straight up explosive." It's something that seems to have taken a surprising amount of time for people to figure out!
Grain silo explosions are not a new phenomenon.
 
Or, alternatively, you make it only fly when you need it to move, or keep people out. And you let it land the rest of the time.
Well, that demands another spell to shape the ground to create a stable landing point for it. And maybe raise fortifications around it. Hysh is the one that gets the earth manipulation spells, right? Might as well get a full set hooked up to Orbs at that point :V
1. Azyr enchantment: flight
2. Hysh enchantment: Earth manipulation for landings. Maybe have the orb switch between this and lasers while airborne.
3. Aqshy enchantment: Every flying tower needs to be able to firebomb things when needed.
4. Shyish enchantment: Death field to keep out trespassers?
5. Ulgu enchantment: Make the tower invisible or unnoticeable as desired
6. Chamon enchantment: Some sort of upscaled version of Guard of Steel to conjure orbiting steel shields to intercept attack(er)s could be interesting? Otherwise Law of Form to reinforce the structure maybe?
7. Ghyran enchantment: Garden in the tower for self sufficiency? Ghyran does water too, could probably get a water collector to be *very* self sufficient.
8. Ghur enchantment: ... an enchanted aerie to attract birds and have them attack flying enemies? I dunno. An enchanted Pegasus/gryphon stable? Or just, a flock of doom enchantment. (get a look at their apparitions!)
 
Grain silo explosions are not a new phenomenon.

And as Boney noted, any knowledge whatsoever on exactly why they happen--much less somehow weaponizing it with stuff that isn't grain--very much is. So the original premise of "there is zero reason or feasible way for Mathilde to somehow stumble upon Ye One Cool Trick to get fuel air bombs" is still in play

This is normally where I throw down a gauntlet and say 'show me someone having this idea at least pre-Victoria', but I don't want to challenge people to do a sort of deep dive that gets you on a watch list. I do know that we were scratching our heads about dust explosions and just shrugging and theorizing that sometimes a dust will just spontaneously emit flammable gas up until at least the late 1800s, so I don't think thermobarics are a realistic possibility to just spontaneously pop into Mathilde's head. It's not impossible that someone might stumble onto it via experimentation or Elven or Dwarven sources, but that person isn't Mathilde.
 
Well, that demands another spell to shape the ground to create a stable landing point for it. And maybe raise fortifications around it. Hysh is the one that gets the earth manipulation spells, right? Might as well get a full set hooked up to Orbs at that point :V
1. Azyr enchantment: flight
2. Hysh enchantment: Earth manipulation for landings. Maybe have the orb switch between this and lasers while airborne.
3. Aqshy enchantment: Every flying tower needs to be able to firebomb things when needed.
4. Shyish enchantment: Death field to keep out trespassers?
5. Ulgu enchantment: Make the tower invisible or unnoticeable as desired
6. Chamon enchantment: Some sort of upscaled version of Guard of Steel to conjure orbiting steel shields to intercept attack(er)s could be interesting? Otherwise Law of Form to reinforce the structure maybe?
7. Ghyran enchantment: Garden in the tower for self sufficiency? Ghyran does water too, could probably get a water collector to be *very* self sufficient.
8. Ghur enchantment: ... an enchanted aerie to attract birds and have them attack flying enemies? I dunno. An enchanted Pegasus/gryphon stable? Or just, a flock of doom enchantment. (get a look at their apparitions!)
Congratulations @Wiggy ! You have just made your first step on understanding the lessons from Fozzrik's architecture flight school! :V
 
Well, that demands another spell to shape the ground to create a stable landing point for it. And maybe raise fortifications around it. Hysh is the one that gets the earth manipulation spells, right? Might as well get a full set hooked up to Orbs at that point :V
1. Azyr enchantment: flight
2. Hysh enchantment: Earth manipulation for landings. Maybe have the orb switch between this and lasers while airborne.
3. Aqshy enchantment: Every flying tower needs to be able to firebomb things when needed.
4. Shyish enchantment: Death field to keep out trespassers?
5. Ulgu enchantment: Make the tower invisible or unnoticeable as desired
6. Chamon enchantment: Some sort of upscaled version of Guard of Steel to conjure orbiting steel shields to intercept attack(er)s could be interesting? Otherwise Law of Form to reinforce the structure maybe?
7. Ghyran enchantment: Garden in the tower for self sufficiency? Ghyran does water too, could probably get a water collector to be *very* self sufficient.
8. Ghur enchantment: ... an enchanted aerie to attract birds and have them attack flying enemies? I dunno. An enchanted Pegasus/gryphon stable? Or just, a flock of doom enchantment. (get a look at their apparitions!)
This entire flying-tower topic of conversation has made something occur to me.

'the gas-forges of morgrim' which were mentioned as being unable to operate due to insufficient energy, that resulted in the Karaz Ankor being unable to make airships. Those aren't anything to do with hydrogen or Helium at all are they?
I bet they're some sort of rune-based method of shoving so much Azyr into a gas(probably nonflammmable), that it becomes a lifting gas.

It's a shame that there's absolutely no in-character reason to prod a Celestial to look at the possibility.
 
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If the Celestials have an Arcane Mark that makes gravity's hold on them 10% weaker, can't they just enchant things to be supernaturally light? An airship's lifting ability may be greatly increased by making the airship itself that much lighter.
 
This entire flying-tower topic of conversation has made something occur to me.

'the gas-forges of morgrim' which were mentioned as being unable to operate due to insufficient energy, that resulted in the Karaz Ankor being unable to make airships. Those aren't anything to do with hydrogen or Helium at all are they?
I bet they're some sort of rune-based method of shoving so much Azyr into a gas(probably nonflammmable), that it becomes a lifting gas.

It's a shame that there's absolutely no in-character reason to prod a Celestial to look at the possibility.
I think it's extremely likely that it's a means of magically (or, rather, runically) manufacturing lighter-than-air gas. My guess is helium; it feels more in line with the Golden Age dwarves, whose backs are not yet pressed to a wall and forced to embrace desperate measures for every advantage they can get, to use the gas that is safer. In particular, one advantage of being on a helium airship is that open flame is a lot less dangerous to have in other parts of the ship, meaning you can do things like "cook over fire" or even "have a mobile workshop," which seem like things dwarves would value for long dirigible flights. But it's got less lift per unit volume than hydrogen does, and of course it's very dwarfy to go with the Most Theoretically Efficient Solution, so I would not be shocked to discover that they used hydrogen instead of helium.

I don't think, however, that it works by shoving Azyr into a gas. Rune magic that we've seen doesn't work that way, it treats all the Winds as simple fuel for what it's doing. When the Runelords evoke magma with their Anvils of Doom, they're not doing it with Aqshy specifically, they're just doing it.

(How that works is something I've spent a lot of time thinking about, but my Grand Unified Theory of magic remains frustratingly just out of reach.)
 
I mean, the most likely explanation in my opinion is that the gas forges ripped hydrogen out of water for use in the airships. Maybe they also had runes on the airships to keep it inert and prevent it from reacting with oxygen? I'm pretty sure they have runes for suppressing fires in a hold, I imagine that wouldn't be a *huge* leap to make something for keeping hydrogen from exploding. But then, warhammer runs on rule of cool, so maybe helium just provides more lift in that universe, same as how gyrocopters work better than they should and alcohol engines are a viable technology.

Edit: I feel like we were just having a conversation about ancient dwarves ripping molecules apart to get at a highly reactive element to use in some crafting project, but I can't for the life of me remember what it was...
 
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I think it's extremely likely that it's a means of magically (or, rather, runically) manufacturing lighter-than-air gas. My guess is helium; it feels more in line with the Golden Age dwarves, whose backs are not yet pressed to a wall and forced to embrace desperate measures for every advantage they can get, to use the gas that is safer. In particular, one advantage of being on a helium airship is that open flame is a lot less dangerous to have in other parts of the ship, meaning you can do things like "cook over fire" or even "have a mobile workshop," which seem like things dwarves would value for long dirigible flights. But it's got less lift per unit volume than hydrogen does, and of course it's very dwarfy to go with the Most Theoretically Efficient Solution, so I would not be shocked to discover that they used hydrogen instead of helium.

I don't think, however, that it works by shoving Azyr into a gas. Rune magic that we've seen doesn't work that way, it treats all the Winds as simple fuel for what it's doing. When the Runelords evoke magma with their Anvils of Doom, they're not doing it with Aqshy specifically, they're just doing it.

(How that works is something I've spent a lot of time thinking about, but my Grand Unified Theory of magic remains frustratingly just out of reach.)
I mean, the most likely explanation in my opinion is that the gas forges ripped hydrogen out of water for use in the airships. Maybe they also had runes on the airships to keep it inert and prevent it from reacting with oxygen? I'm pretty sure they have runes for suppressing fires in a hold, I imagine that wouldn't be a *huge* leap to make something for keeping hydrogen from exploding. But then, warhammer runs on rule of cool, so maybe helium just provides more lift in that universe, same as how gyrocopters work better than they should and alcohol engines are a viable technology.

Edit: I feel like we were just having a conversation about ancient dwarves ripping molecules apart to get at a highly reactive element to use in some crafting project, but I can't for the life of me remember what it was...
I'm not sure that it being that simple is entirely congruent with it costing vast amounts of energy to run, or it being unreplicable in the holds individually.


I seem to remember something about the info on the Gold Order indicating that there are more atomic elements in Warhammer than in reality because magic can create substances unknown to conventional physics.
If it must be something totally wind independent that may produce the lifting effect, it doesn't have to be something from reality.
That could explain the energy needs and unreplicability, but otherwise we think those features can only be explained by something that runes don't usually do, like manipulating winds.
 
I'm not sure that it being that simple is entirely congruent with it costing vast amounts of energy to run, or it being unreplicable in the holds individually.


I seem to remember something about the info on the Gold Order indicating that there are more atomic elements in Warhammer than in reality because magic can create substances unknown to conventional physics.
If it must be something totally wind independent that may produce the lifting effect, it doesn't have to be something from reality.
That could explain the energy needs and unreplicability, but otherwise we think those features can only be explained by something that runes don't usually do, like manipulating winds.
Well, that's the other reason I think it's helium. Hydrogen is dead easy to get, you just electrolyze water. If you don't have electricity and are doing it with magic of some kind, probably it still doesn't cost a ton of energy, because the hydrogen is right there, just bound up in something else, like smelting an ore. But these aren't the gas-smelters of Morgrim, they are his gas-forges. Helium can't be released from some compound like hydrogen can because it's a noble gas and doesn't easily bond with other elements, which is why helium is so rare to find and the US has a strategic reserve of it: it's light enough to float above the bulk of the atmosphere, so you need to dig for it in natural gas deposits underground.

Or, if you have magic, maybe you can just make it, whether by fusion as we would recognize it or some explicitly magical process. That's the sort of thing that would be the staggering achievement of an Ancestor-God.
 
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