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Beast Paths aren't actually magical, I should note.

Total Warhammer made them a kind of teleport/fast transit for the sake of game mechanics, but the actual army books are pretty clear that they're literally just paths trampled through the wilderness by migratory herds of beastmen. A hunter could pretty literally stumble across them if they happened to be roaming somewhere remote that they've not been before, and if they're smart they'll turn right back around and thank Taal nobody was using the path at that precise moment.
There was speculation in-quest that they might have tapped into the World Roots.
 
Beast Paths aren't actually magical, I should note.

Total Warhammer made them a kind of teleport/fast transit for the sake of game mechanics, but the actual army books are pretty clear that they're literally just paths trampled through the wilderness by migratory herds of beastmen. A hunter could pretty literally stumble across them if they happened to be roaming somewhere remote that they've not been before, and if they're smart they'll turn right back around and thank Taal nobody was using the path at that precise moment.
There was speculation in-quest that they might have tapped into the World Roots.

By WoG, in-quest Beastpaths are liminal paths, same as the various other crosscontinental magical transit routes:
The Fey Paths are Liminal Pathways, the Haven is a Liminal Realm. Worldroots are Liminal Pathways, Dreaming Woods are Liminal Realms. Beastpaths are Liminal Pathways, the Heart of the Dark is a Liminal Realm. If you want to get really provocative, you could theorize that the Grey Vaults are a Liminal Pathway, while Morr's Realm is a Liminal Realm.

_______

I believe that was explained in quest with submarines. Which is a hell of an accomplishment techwise lol.
The Dwarf Nautilus has been a thing since Man'o'War:

Which, yeah, has since passed into the realm of "Lol 1980s-1990s" canonicity for the Quest. BUT dwarf submarines have been noted to be a thing elsewhere, based out of Barak Varr, but I don't have a quest citation on hand for.
 
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Basically everyone goes "okay yeah beastpaths basically have to be at least semi magical" because otherwise they would intersect with other infrastructure all the time in a really noticeable way
 
I could get behind them being mundane trample-paths in wilderness and then dipping into some Ghur-soaked edgeway to coast through those icky civilised spaces. It handily limits the usefulness of the paths to being a connecting-way between islands of the deep dark, rather than an absolute middle finger to logistics. As Beastmen conquer civilised lands and you no longer need ways between the dark forests, they stop being useful.
 
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Basically everyone goes "okay yeah beastpaths basically have to be at least semi magical" because otherwise they would intersect with other infrastructure all the time in a really noticeable way
This, someone would notice where the paths the armies of beastmen use cross over the roads the humans use so they can travel across the various provinces in the Empire. Hell, the Dwarves would have noticed back when they built many of the oldest such roads.

In any case, nothing Beastmen use can't be bought on Norsca except maybe some of the most impressive examples of armor, so there'd hardly be a need to go all the way to the Chaos Dwarves, just a short magical hop over there to not have to fight through Kislev every time they want to go shopping.
 
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One version of beastpaths I saw in a quest was that they are part liminal realm part physical path. But they also allow beastmen who travel along them to travel at like freeway speeds through the buildup of magical flow from herdstone to herdstone and the intent of the travellers. Which allows them to get anywhere wild in the old world within a week or so.
 
The way it was built was by literally trampling living peoples bones into the paths between herdstones so that the path was partially in between life and death. I don't think the orders would be willing to do mass human sacrifice using dhar and warpstone to get a faster road.
Wouldn't be the first time we used study of a Dhar spell to make an Ulgu one. That's where the Matrix came from back when Mathilde didn't know anything about Dhar.
 
What is Mathilde's average roll?
Crikey. That's a lot of rolls you're asking people to sum up. I guess you could head off to the sites Boney uses to record rolls of importance and add those up.

I did calculate this for our Graduation, one time.
Mathilde made in total 13 rolls (that we saw) across the examination turn proper. The average result was 62.75, (off a total of 817)- which maybe seems good-but-not-exceptional, until you realise that according to Anydice, there was only a 6.26% chance of rolling that high or better.

Given Ranald could (edit- and did!) stop weighting the odds at the point we won the first duel (in two seconds), we could also consider that we averaged (557/8) ~69 across the 8d100 until graduation was in the bag. Anydice giving us a 3.05% chance of rolling at least that high... I think it's fair to say we performed pretty exceptionally... luckily.

(In other words, if the graduation exam was a single roll, we rolled a 95, or a 98.)
We rolled exceptionally nicely at that time, in the top 3 percentile while the rolls counted before the graduation was settled. Rolling, ah, I see, a 69 average.
 
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What is Mathilde's average roll?
Average roll on what? For unmodified rolls the statistical average would be 50.5 for a d100, if you're counting skill bonuses it depends on the relevant skill, and depending on the precise action one or more trait bonuses might apply, not to mention any circumstantial bonuses or maluses.
 
Crikey. That's a lot of rolls you're asking people to sum up. I guess you could head off to the sites Boney uses to record rolls importance and add those up.

I did calculate this for our Graduation, one time.

We rolled exceptionally nicely at that time, in the top 3 percentile while the rolls counted before the graduation was settled. Rolling, ah, I see, a 69 average.
Oh, that post of yours was actually what I was remembering. Thought someone did actually go and look at all of Mathilde's rolls to find the average.
 
Average roll on what? For unmodified rolls the statistical average would be 50.5 for a d100, if you're counting skill bonuses it depends on the relevant skill, and depending on the precise action one or more trait bonuses might apply, not to mention any circumstantial bonuses or maluses.
On a d6 the average is clearly 6. If you're talking Modal.
 
One version of beastpaths I saw in a quest was that they are part liminal realm part physical path. But they also allow beastmen who travel along them to travel at like freeway speeds through the buildup of magical flow from herdstone to herdstone and the intent of the travellers. Which allows them to get anywhere wild in the old world within a week or so.
I assume it's like the irl superstition of wandering stones, where if you pass by one you will wander around until you die of exhaustion on endless path only for someone to find your body and seeing you wandered in circles. It's a clearly magical effect applied on physical location. So a random hunter can wander in on it by accident, but it also allows for something like that ritual that enables high speed army transition at the possible cost of lost soldiers.
 
On a d6 the average is 3.5 and it doesn't have a single mode, it's a uniform distribution where 1, 2, 3, 4, 5, and 6 are all equally likely. Or do you mean something other than a statistical mode when referring to "Modal"?
While that *should* be the case if the dice followed standard probability, in *this quest* specifically we sure have rolled a lot of 6's on d6s. Because Ranald Is Real.
 
The way it was built was by literally trampling living peoples bones into the paths between herdstones so that the path was partially in between life and death. I don't think the orders would be willing to do mass human sacrifice using dhar and warpstone to get a faster road.
Like If we could use dead orcs? Empire kills plenty just save the bones.
 
I could get behind them being mundane trample-paths in wilderness and then dipping into some Ghur-soaked edgeway to coast through those icky civilised spaces. It handily limits the usefulness of the paths to being a connecting-way between islands of the deep dark, rather than an absolute middle finger to logistics. As Beastmen conquer civilised lands and you no longer need ways between the dark forests, they stop being useful.
This, someone would notice where the paths the armies of beastmen use cross over the roads the humans use so they can travel across the various provinces in the Empire. Hell, the Dwarves would have noticed back when they built many of the oldest such roads.

In any case, nothing Beastmen use can't be bought on Norsca except maybe some of the most impressive examples of armor, so there'd hardly be a need to go all the way to the Chaos Dwarves, just a short magical hop over there to not have to fight through Kislev every time they want to go shopping.
So for raiding parties it may very well be possible to conceal a path as the same sort of path that forest animals would use.
But once the force gets big enough it would slow down ridiculously if the path was that thin. And would leave extremely obvious trails regardless of what they tried to do.

I suppose with careful planning you could disguise a road crossing as a series of animal-trail road crossings, but beastmen don't strike me as the type for carefully keeping to the plan when no superior is keeping them accountable. And that whole idea would still fail the instant the roadwardens decide to check the animal paths out.

I'm not sure worldroots are strictly necessary for beastpaths, while some beastpaths may be liminal paths, some may just be ordinary paths through liminal realms.
 
Do we know in universe orcs come from spores same as their shrooms? Because a bunch of Jades and Greys sneaking into Naggaroth and sowing greenskin spores to create a giant waaagh to keep the dark elves busy for a while sounds really funny.
 
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