Voted best in category in the Users' Choice awards.
Didn't you say somewhat recently that Bright Wizards specifically don't pick out apprentices that are too attuned to Aqshy because they don't want them to be too eager to burn everything as a first solution?

Yes, entering into an intimate relationship with Aqshy is the sort of thing that inclines a person towards burning things. If they were already tilted that way it can get a bit disastrous.
 
Yes, entering into an intimate relationship with Aqshy is the sort of thing that inclines a person towards burning things. If they were already tilted that way it can get a bit disastrous.
Completely unrelated question, but are there any successful Bright Magisters who used to be engineers in Nuln?
 
There must have been some more advancements in theory of the last daughter since the list from 4 years ago.
There's the Second-Daughter-is-the-Lady theory:
The Lady of the Lake is Porbably Possibly Definitely Ranald's Second Daughter; A Summary of Available Evidence

This post is meant to be a complement to my previous post on the possibility of The Lady being the second daughter. Whereas in my previous treatment of this issue I've tried to be even-handed, this time I'm simply making the argument for the theory, as with more time to think I've come to believe that it is very close to certain. This post is also meant to be more concise and hopefully more digestible.

Since Halétha was confirmed to be a daughter, and it seems self evident that She resembles Ranald more than She does Shallya, we now search for a Goddess that heavily resembles Shallya with a hint of Ranald. I argue that The Lady is such a Goddess, and below is evidence for both parts of the claim as well as some additional circumstantial evidence that points towards Her being a daughter.

Shallya preaches dedication to the mission of helping others over her followers own well-being, in a kind of divinely mandated workoholism.
The Lady requires her knights to be dedicated to the mission of protecting others over their own well-being. This is most apparent in Her Questing Knights and Grail Knights.
In particular, compare the following:
No plea for help shall find me wanting / Never refuse healing to a supplicant genuinely in need
I spurn those whom I love, I relinquish all / Do not waste energy on your own pleasure

At the start of their careers male Shallyan priests usually travel, helping those they come across. Most eventually settle down and serve in a specific temple. Some continue travelling, which is generally respected.[WoB12]
At the start of their careers The Lady's male servants - knights - must travel to prove their worth, helping those they come across. Once they have sufficiently proven their worth they generally settle down and protect a specific domain. Some continue travelling in search of the Grail, which is revered but not expected of them.[WoB5]

Shallya is associated with the color white. She is known as the 'lady in white' and the 'white dove of mercy', and Her priests and priestesses wear white.
The Lady is consistently described by those of Her followers that have seen Her as wearing white. Wearing the colour white is restricted to the nobility in Bretonnia (though Shallyan priests have an exemption). The Sisters of The Lady, which are kind of like lay-Damsels and somewhat resemble Lady themed Shallyan nurses, wear white (I think?).[WoB12]

Shallya is the Goddess of healing.
The Lady's spellcasting followers, the Damsels, have access to the lore of life and thus to healing spells. The Lady is said to have once healed the Grail Companions in their sleep. Pools sacred to the Lady have healing powers.[WoB12]

Shallya is the daughter of the God of prophecy.
The Lady's strongest spellcasting followers, the Prophetesses, have the power of prophecy.

The heart of the Shallyan Cult is in Couronne, a Duchy in Bretonnia, and the cult is well-respected in Bretonnian society. Shallyans are generally well regarded by followers of the Lady and vice versa.[WoB11]

Ranald's ascension myth tells of Shallya's chalice, which grants divinity and which Shallya let Ranald drink from to heal him from a (feigned) disease.
The Lady's holy grail grants those of Her followers who drink from it superhuman powers, removes all signs of fatigue and age, has the power to heal someone on the brink of death, and allows those who drink from it to live far longer than normal mortals.[WoB12]
Ranald is the God of defending the innocents and the common man, especially from tyranny and oppression.
The Lady's knights are instructed by the code of chivalry to protect the common man. Grail Knights and Damsels - the Lady's highest servants - sometimes remove corrupt nobles, as do Knights Errant who require a noble deed to prove their worth, thus protecting the people from tyranny and oppression[WoB3][WoB4]. See also the 'further evidence' part.

Ranald is the God of lies.
In quest canon Bretonnia is the land of polite fictions, where white lies are constantly told to preserve a grand national narrative. This is attested by multiples Words of Boney[WoB0][WoB1][WoB2][WoB7] as well as the text of the quest.[T19][T33I]
Perhaps most telling is the fact that The Lady's teachings - as seen in the books on Her that Mathilde purchased - have nothing to say about lying being wrong[WoB11]. According to Boney, "the closest it gets is the chivalric commandment to 'never break faith with a friend and ally'", and here I would note that not betraying your friends is also in Ranald's strictures (two different strictures, even). One would naively expect chivalry to have something to say about lying, and that it doesn't is very puzzling if you don't accept the theory. If one does accept the theory then an explanation immediately presents itself, as we can see that The Lady's attitude towards deception is similar to Her father's - lying is generally fine but backstabbing is strictly forbidden.
My theory on the Father symbol of the coin (see part II) seems to have been borne out by later evidence. I predicted that The Lady might have a symbol resembling a V (which I said could stand for the grail, her lake or the fleur-de-lys) and that Halétha might have a chevron symbol (and here I wasn't sure what it might actually stand for). It later turned out that the Lady does indeed have a V-like symbol for the Grail[WoB11] (an upward facing crescent) and that Halétha has a root symbol (and roots were one of several things explicitly mentioned to sometimes be represented by chevrons). Halétha later turned out to also have a road symbol in Her guise of Kalita, which is more angular and so arguably an even better fit for a chevron.

This of course proves nothing, I could be entirely wrong about the meaning of the coin symbol, and the number of things V's and chevrons could stand for give one a number of degrees of freedom to work with, but even so I think I can say that I have made a falsifiable prediction and it turned out right, and surely that counts for something.

---------

Ranald is proscribed in Bretonnia. However, Boney has pointed out that Ranald's worshippers aren't really ever persecuted for their faith itself (because they hide it, as all Ranaldians should[WoB8]) but because they were caught doing crimes and crime is illegal.[WoB6]

There is also the curious case of the Herrimaults, which are basically Robin Hood's merry men and are - and I quote Boney here - "incredibely thematically Ranaldian"[WoB9]. They also have a code that sure looks a lot like the strictures of a Ranaldian Cult that's focused on serving the Protector. Bretonnian opinions on them are mixed: "they're mentioned in some places as criminals and outlaws and in others as legendary heroes righting injustices."[WoB11] This seems a lot like The Lady is allowing a Ranaldian Cult in Bretonnia as long as He doesn't act too openly[WoB10]. At the very least this indicates that The Lady does not despise Ranald, or else why wouldn't she let Her followers know that the Ranaldian Herrimaults are Her enemies? And why does Bretonnian society seemingly fail to notice their connection to Ranald?

We also had the Fay Enchantress - basically The Lady's high priestess, who presumably directly communicates with Her - outright tell Mathilde that it's cool if Ranald comes to Bretonnia with her "as long as he makes no plans to stay".[T33I]

All of this does not line up with the simplistic notion that The Lady hates Ranald, end of story. It's not entirely clear exactly what the dynamic between the Lady and Ranald is, though I do have my speculations on that which I can share if anyone is really curious, but at the very least I think there's clearly enough here to see that something complicated is happening here, and the theory of The Lady being a daughter provides a reason as to why that would be the case.

---------

Our social with Cython provided the closest thing to Mathilde giving her opinion about the daughters' identity we're likely to ever get, a description of what she thinks Their domains might look like: "A territorial child of Ranald and Shallya would originate in a conceptual subset of one or the other, or perhaps one on the cusp of both. Righteous vigilantism? Protection of the weak? Stealing from the rich, giving to the poor?"

Three possibilities are raised by Mathilde, and all of them fit this theory.
Protection of the weak is the strongest fit, as that is what Bretonnian knighthood is all about.
Righteous vigilantism fits the fact that Damsels, Grail Knights and Knights Errant sometimes remove corrupt nobles. Boney has described wandering Bretonnian knights as "wandering vigilante beholden only to one's conscience".[WoB4]
Stealing from the rich, giving to the poor doesn't fit the Lady's knights or Damsels very well, but you know who it does fit? The Herrimaults, who are also a good fit for 'Righteous vigilantism'.

So all three things Mathilde lists as possible domains for Ranald's daughters fit either the servants of The Lady or the curiously Ranald themed group which is present in Bretonnia.

Bibliography:
WoB0 - The inception of the idea of Bretonnia as a society of polite fictions.
WoB1 - The grand narative of Bretonnia as a shield from the horrors of the world.
T19 - Soizic on the tapestry of fictions on which Bretonnian society is built.
T33I - Mathilde's visit to Carcassonne, in which a conversation with Bretonnian nobility takes place and it is full to the brim with polite fictions.
WoB2 - Clarification on T33I, spelling out that the polite fictions are used to maintain the grand narrative of Bretonnian society.
WoB3 - Bretonnian palace economy and the Protector-esque way in which it is kept from being abused.
WoB4 - Expansion on WoB3, notion of Knights Errant as wandering vigilantes.
WoB5 - Knights Errant and Questing Knights.
WoB6 - Suppression of Ranald in Bretonnia is mainly crime being illegal.
WoB7 - "It is all but impossible to fail at pretending to be a man in Bretonnia."
WoB8 - More on crime being illegal.
WoB9 - Bretonnian attitudes on Ranald and the curious case of the Herrimaults.
WoB10 - The Herrimaults sure look like a Cult, and it sure seems like they might be aided by Grail Knights etc.
WoB11 - Book info on Bretonnia, based on questions by yours truly. Most notable piece of information is the revelation that The Lady has nothing to say about lying being bad.
WoB12 - Answers to more questions on the Cult of Shallya and on The Lady.

There's also the Second-Daughter-Is-Lileath-or-Ladrielle theory:
I much prefer focusing on human Gods when talking about the daughters, but I guess I'll actually address the elf daughters idea now that we are moments away from getting books on the entire elf pantheon (barring a sudden upset in the vote).

The elf pantheon has nine female Goddesses. Three of them - Drakira, Ereth Khial, and Anath Raema - can be ruled out immediately as they are too comically evil to be Shallya's daughters. Two - Hekarti and Atharti - are actually known to be sisters, so they can be safely considered a package deal; either both are daughters, or neither are. Even aside from the fact that they don't resemble Ranald or Shallya at all, we can fairly confidently rule those two out as well because we interacted with Hekarti worshippers with the Father active - we recruited House Tindomiel the same turn we want to the Nordland Hedgewise, meaning that both the Tindomiel negotiations and our conversation with Sarvoi happened with the Father active. Some have argued that this doesn't necessarily disprove Hekarti being a daughter, because the head of house Tindomiel can have trust and faith in Mathilde and still be a jerk or whatever. I find this very unconvincing, and if this is your position then it's hard to see what sort of casual interaction with elf worshippers that could plausibly happen in Lothern could prove or disprove a daughter theory.

This leaves Morai-Heg, Isha, Lileath, and Ladrielle. Morai-Heg does not resemble Shallya or Ranald, except in the very weak sense that She resembles Morr and Morr is said to be Shallya's father, so I think it's pretty safe to say She is not a likely candidate. Isha resembles Shallya - in fact She so resembles Shallya that a common theory is that Isha is Shallya. Lileath is associated both with luck and with innocence and forgiveness, which does seem like it could fit a daughter of Ranald and Shallya. Ladrielle's aspects arguably resemble Ranald, but more importantly Ladrielle resembles Kalita, an aspect of Halétha which we know to be a daughter.

All three Goddesses have worshippers in Laurelorn we could in theory interact with, but for the most part it seems like there isn't much of a practical opportunity to do so. Isha is the highest Goddess of the Eonir, and the Queen probably counts as a follower of Isha, but an issue there is that the Queen seemingly already trusts Mathilde and any show of trust and faith from her could be justified on the grounds of Mathilde proving herself to her over the course of the Waystone project. A better candidate for testing this might be House Yavanna, which last time Mathilde interacted with very visibly mistrusted her, but good luck thinking of an action that involves them and isn't a waste of AP. Lileath is worshipped by House Orodreth, a pro-contact Major House we had no interaction with so far, but maybe they'll become more important to the narrative later. Ladrielle is the only one where I think we have a shot of actually testing the theory without wasting AP. House Fanpatar dominates the worship of Ladrielle, and there's already an EIC action on our docket that involves them: helping with the mist road. I guess we can do that on a turn the Father is active and check if the House Fanpatar mages on the project have suddenly stopped being so skeptical of Mathilde chisel-fingers, but the benefits if that actually works seems pretty marginal so I don't think that's something worth going out of our way to do.
And, of course, there's the theory where the Lady is either Ladrielle or Lileath, plus a Second-Daughter-is-an-unknown-goddess theory. Personally, I favor the Lady, because I think it fits very convincingly, and have no opinion on whether the Lady is secretly also Ladrielle or Lileath.

As for the Kurgan shrine, I have zero regrets about voting for it. When we voted to take it, we didn't know what testing AV with divine magic would get us, and if the Truth-Faith vote had broken the other way then it would have been extremely valuable for that project. As it is, it's a low-priority cultural piece instead of cutting-edge theology, but that's fine? We've studied and published random anthropological stuff before, like the Lizardmen material. Chalk it up as "fodder for neat worldbuilding for the people in this quest who like god stuff when we get around to it."

Regarding Wolf, as mentioned we chose not to enhance his battle prowess and enhancing the familiar bond seemed not worth it given that we already got the best familiar bonus, the +1 Magic, and while Lucky Charm and Voice of Reason would also be great, familiar obsession seems punishingly bad. We were planning to enhance his intelligence and teach him Praestantia so that he could serve as a doggie-talkie via our mental link, but "unfortunately" we liberated the entirety of Karak Eight Peaks before that could become relevant -- we then did so anyway so that we could use his senses for assistance with the scent components of Queekish, but we rolled low with Qrech and only got the stripped-down version with no scent components. Them's the breaks -- sometimes the dice just don't want a particular character to be relevant. I'm happy with him being a low-impact source of emotional support and characterization for Mathilde -- he doesn't need to be in the foreground to be awesome, when he shows up every now and then it's a fun treat. I really enjoyed the social rounds where we got to see him through other characters' eyes, and I have an omake I've been desultorily tinkering with for a long time that has him as the central character.
 
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The sewers thing also gets interesting IC when you consider that the EIC wound up owning a very, very successful gunpowder production facility fed in large part by Wurtbad's sewage. As far as I remember this was largely unrelated, but I bet it doesn't look that way from the outside.
 
Even skaven-less sewers are not exactly pictures of law and order if effort is not made to keep them that way. I feel like your average empire sewer has at least three out of Ranaldites, Gunndredites, Khainites, Regular Ol' Chaos Mutants, Vampire Pawns, and the occasional actual secular crime syndicate fighting for control between themselves and the skaven.
 
Speaking of artifacts, I'd like to poke the Kul weapons at some point. We know that the Empire can't mass produce magic items—each one is a unique artisanal craft that takes months to years to make. They are rare and unusual.

We took a dozen such weapons from the Kul, and left many more buried under the snow. How did a group of steppe barbarians have access to so much magic weaponry? Either they had a genius enchanter who could quickly bang them out one after the other, or they have a method for quickly slapping an enchantment onto a weapon.

Either way, we could potentially learn something important from studying them. And even if it doesn't improve our own enchanting abilities, having an up to date report on Kul weaponry will be valuable information for the Empire—it has, after all, been two hundred years since the Empire and the Kul have fought, and it's likely that some of their military knowledge would be out of date by now.
 
It's more like, why has there been seemingly no interest in Ranalds kids?
WHAT AN EXCELLENT POINT! THAT DOES SEEM LIKE SOMETHING THAT EVERYONE SHOULD PAY A LOT MORE ATTENTION TO, DOESN'T IT?!

Let me reassure you, though the daughters haven't made many apperances in-quest, there are some in the thread who do care about this issue quite a bit. imho, It's difficult to force the thread to actually vote in that direction for three reasons:
1. Turning the coin to the Father means giving up on all other faces for a turn, and because the daughters aren't known for certain it's possible that there'll be no benefit at all.
2. The faith vs truth vote that lead to the daughters being discovered was extremely contentious, and some voters were and to some extent still are very upset that we gave up on truth. As a result there's a contigency of voters that can't summon much enthusiasm for the daughters.
3. Even disregarding point 2, some people think that the daughters are not the coolest thing, for reasons that I can't quite fathom.

As of now the sum total of actions taken in that direction have been:
1. A social action talking about divine children with Cython (this was motivated by Ranald having kids, and the narration at the end is Mathilde speculating specifically about that point):
With the winter snows turning every peak as white as that of its home, Cython is most active during this part of the year, and between hunting trips and visits to your library it is quite willing to entertain your latest curiosity. "What does it mean for a God to have children," Cython echoes, musingly. "It is a pleasingly faceted question, and one I have given considerable consideration to myself. Shall we begin by defining our sample space?"

"That seems sensible," you reply.

"Of the Elves, the Ellinilli are easily the most numerous, even after Their culling. And then there is Nethu, born of a dalliance between Asuryan and Ereth Khial. Already we have a strong contrast, as Ellinill sired a hundred alone, budding them off from his individual facets, while Nethu's origin is very biological for beings lacking in flesh."

"Among the Old Gods, Manann is said to be the son of Taal and Rhya, and Shallya and Myrmidia the daughters of Morr and Verena."

"And the Gods of the Dwarves consist of a single family, with three biological children and one adopted child of their pinnacle triumvirate. What conclusions can be drawn from this group?"

You frown. "There's not that many, for a start."

"Wherever it is that Gods typically come from, it seems parentage is an oddity - or perhaps They have reason to keep it secret most of the time. There's also significant variation in what that relationship means. Ellinill budded off children as a path to power, splitting Them off from His individual facets, and when that relationship threatened more than it benefited He sought to reverse that process and regain the power lost. In this we find support for my 'territory' model of divinity. Ellinill lessened Himself by withdrawing from individual facets of disaster to create His children, and attempted to regain that strength by retaking that conceptual territory."

"So Him 'devouring' his children was metaphorical? He instead reclaimed the territory He had granted Them, and in doing so starved Them?"

"It depends how separable a God is from Their domain. The intuitive models for beings of flesh is that a God is a single discrete entity that lives within Its domain, but beings of spirit may not be so limited. It could be that a God expands and contracts to match the territory It exists within, thus there would be little difference between supplanting and consuming. In either case, it seems that a God can create another God by either withdrawing from enough territory for a new God to emerge, or by splitting off the part of Themselves that occupies that territory. Similar to how a dragon with a greater territory than it requires might grant some to a child, so that a possible ally would be close at hand."

You frown in concentration as you consider this. This would make a God more like a nation than a single being, drawing belief from those living within a conceptual territory just as a nation draws tax from those living within its borders. If you take this metaphor further... Ellinill split off a hundred city-states from Its territory for... probably similar reasons that the Empire grants Imperial City charters, but then reconquered Them over fears they would secede completely? If you turned this metaphor on its head and considered nations to be like Gods, would Marienburg be a son of the Empire?

You explain this line of thinking to Cython, and it considers it for a while before nodding. "The 'nation' model might be a more familiar fit for you, and does not differ meaningfully from my 'territory' model. Let us move to the example set by the Gods of your people - firstly, Manann." Cython waves its head from side to side in the draconic equivalent of a furrowed brow. "Let us say, for the sake of argument, that Taal and Kurnous are entirely separate, that Rhya and Isha are entirely separate, and so on. I do not believe this to be the case, but I acknowledge it as unlikely but possible that the wilds of one continent might be conceptually separate to the wilds of another, and that the similarities could be coincidence, resonance, and cultural osmosis. But I do not believe there is any rational argument for Manann and Mathlann to be separate beings. On top of all the same similarities, both Gods are of the same ocean. The same waters the Elves say are dominated by Mathlann, your people say are dominated by Manann, and despite close contact between the sailors of your people and they, there is no conflict between the two. This raises an immediate problem with the idea that Manann is the child of Taal and Rhya, because Mathlann is one of the Ellinilli."

"Unless the concept is sufficiently different for Gods that it is possible for two separate sets of parents to make sense."

Cython gives an amused slow-blink. "But we have already mentioned an example of this very phenomena among the Gods."

You run back the conversation in your mind. "Are you suggesting Manann was adopted?"

"Here we arrive at the second type of parentage: metaphor. Manann grew beyond the constrains of His original family, becoming a God of the ocean in general instead of a single variety of disaster related to it - the question of how exactly that occurred is one for another time. And as a result of this transformation, He became more accepted by His worshippers. On Ulthuan, He is part of the inner ring of their Pantheonic Mandala, while Estreuth, Addaioth, Hukon, Drakira, and even Ellinill languish in the outer. And among the humans of your continent, just as Valaya and Grungni and Grimnir adopted Gazul, Taal and Rhya adopted Manann."

You nod slowly as you digest this. "That does make sense. Do you have a similar argument for Shallya and Myrmidia?"

Cython exhales. "Not while I am constrained by the possibility of the separation of the Ulthuan and Classical Pantheons. Instead I have something much more ephemeral. It is..." It snorts. "It is too neat. Where death meets wisdom, you find mercy and martial prowess? It is too elegant to have arisen from the random strife of existence. There is some invisible hand at play here. To me this can only be an extension of parentage as metaphor, either from the Gods themselves or from mere mortal theologians stumbling across poetry too beguiling not to incorporate."

You consider retorting, but Cython appears perfectly aware that this is an idea that needs considerable more time in the soil to sprout, and that digging it up would do it no favours. "Very well. I take it that next is a third model of parentage, a more biological one?"

"The Dwarves have extensive records of the births of each of the three children of their triumvirate. By all appearances, the Dwarven Ancestor-Gods were biological when They were walking the earth. I do not think there is insight to be found in the nature of Gods by studying Them before They had ascended. But there is one left in our sample, is there not?"

"Nethu," you say. "Son of Asuryan, you said? Isn't Asuryan supposed to be married?"

"And Ulthuani belief would tell you that when Ereth Khial attempted to seduce Him, He rebuffed her and remained loyal to Lileath. But Nehekhara has the very same myth between the Sun God Ptra, the Moon Goddess Neru, and the jealous usurper Sakhmet, but in this version Sakhmet uses trickery and illusion to usurp the position of Neru for a night. While it is easy to see this as a mythologization of the phenomena you know as Hexensnacht, the similarities are too many to be coincidence. I believe the Kingdom of the Dead preserves a tale that the orthodoxy of modern Ulthuan rejects - the conception of Nethu, who I believe to be known to Nehekhara as Sokth."

"If this is the case, then we have a very biological birth among the Gods."

"That would seem to be the case. And I do not think it too unlikely. While the Gods themselves may owe nothing to biology, they are bound to mortal beings that very much do. In the same way that Gods can reasonably be thought of as having two arms and two legs, it is entirely possible that they may be similarly equipped with the more distracting paraphernalia of flesh, and the consequences that those distractions can lead to."

While there's a great deal of opinion, speculation, and pure guesswork in all of that, it's definitely thought provoking. Three models of Godly children: territorial, metaphorical, and biological. A territorial child of Ranald and Shallya would originate in a conceptual subset of one or the other, or perhaps one on the cusp of both. Righteous vigilantism? Protection of the weak? Stealing from the rich, giving to the poor? The overlaps between Shallya the Merciful and Ranald the Protector make it very easy to invent possible identities for territorial children. And if they follow the example of Mathlann, it's possible that the children could have evolved beyond this conceptual nursery.

A metaphorical child of Ranald and Shallya would represent an adoption, a God that had abandoned a previous position to take up one aligned with Ranald and Shallya. You're reminded of the pilgrimage of the followers of the Ancient Widow, and their abandonment of Chaos worship in the Great Steppes to build a bulwark against Chaos in the lands now known as Kislev - but you already know something of the relationship between the Widow and Ranald, and it is a frosty one, not one enshrined in metaphor. And that these children are ones not generally known goes against the entire concept of metaphorical familial relationships among the Gods, does it not?

Thirdly, biological. Ranald and Shallya are often depicted with human forms, and according to this theory those forms would still be able to... engage in the sorts of activities that result in children. But if you discount the Dwarven examples, then you are left with only Nethu, who you know next to nothing about. You make a foray into your library, returning with the few Dwarven books on the Elves that might have mention of Him. Several hours later you're left with a very few scraps of information: Nethu is the Gatekeeper of Mirai, where the souls of those stolen or seduced away from Morai-heg toil in servitude to Ereth Khial. This is the trouble of a sample size of one: you cannot tell if this close tie to the mother is part of being a 'biological' child of a God, or a product of Ereth Khial's controlling personality that would not apply to what you would hope to be a healthier relationship between Ranald and Shallya and Their own children. You do find mention that Nethu is also the God of Dark Pegasi, the bat-winged, flesh-eating flying horses of Naggarond, and this appears to be unique to Him, rather than something shared with His mother - though you do not have anywhere near enough sources to say that with any confidence.

You sigh in frustration, looking up from your book and blinking at the dragon across from you that you'd completely forgotten about. "I'm sorry, I just dropped completely out of that conversation. That was very rude of me."

Cython looks up from its own book, tilting its head in mild confusion. "Why apologize? You stopped talking because you had gathered so many questions, you had no choice but to pursue them. I know of very few better ways for a conversation to end."
2. Recruiting the Nordland Hedgewise to the project with the Father face active, which confirmed Halétha as a daughter:
Though technically controlled by the Grand Baron of Nordland, the Barony of Hüven is almost entirely neglected and he may not even remember that he owns it. In years past his predecessors parcelled out the villages of Varrel and Seuchenshof to the Cults of Ulric and Shallya respectively and most of the attached land with it, leaving only a single rump village isolated deep within the Forest of Shadows and near the theoretical border with Ostland. If you had nothing to go off but a map and the gazetteer it would likely be the first place you'd start looking for the Nordlander Hedgewise, so you take it with some satisfaction when the Provost points you in that direction.

You normally try to avoid flying in via Gyrocarriage to an unsuspecting corner of the Empire, but in this case it might, counterintuitively, be the least disruptive way to visit Hüven. Nordland is currently rather sensitive to anything Laurelorn-related and Varrel is small enough that you passing through it could be the biggest news they have all year.

The villagers proved to be alert enough to spot the Gyrocarriage approaching in enough time to muster a band that could have seen off most airborne predators, but the armed band that was summoned by a lookout seem more curious than wary as you land as far from the buildings as you can and give them plenty of time to see that it's a human clambering out of a Dwarven contraption. One only slightly awkward conversation with the villagers later they point you towards their carpenter, who you guess to be Kurtis Krammovitch's contact here, and has apparently spread word to expect you. The man himself proves to be an older, wiry man with greying blond hair cropped short and a pattern of scars that resemble tree roots encircling his right forearm. He introduces himself as Aksel and brings you in to his cottage, the main room of which is dominated by a workbench and a row of pegs on the wall from which hang a dizzying array of woodworking tools.

"It's good times for my lot," he says to you as you settle down. "Most of the Ostland Blessed are dead, which is unfortunate, but it means that their families are coming out of the east for protection, joining with us. Old families with a lot of old secrets and a lot of proven wisdom. And the business in the west has people a lot more willing to face the dangers of the Forest, and having a lot more respect for those that protect them from those dangers. Word is you've a part in that."

You consider how to answer that for a moment. "I wasn't involved with the founding of the relationship between Laurelorn and Middenland, but I am trying to build that into a relationship between Laurelorn and the Empire as a whole."

"Mm. Shame what happened to those on the wrong side of the river, but we've enough problems without borrowing some from the westerners, and I can respect the Elves for doing what they must for their forest. So what is it you want our help for?"

"What do you know of Waystones?"

He shrugs. "Only from myths and legends. When Sigmar slew Morath of Mourkain, he charged the local Hedgewise with watching over the nexuses that the necromancer had fed upon, and granted us a fortress in the Middle Mountains for our own. But after he was declared a God, his Cult declared a crusade to claw back all authority he had ever given in life so they could keep it for themselves. When the Everchosen Cormac Bloodaxe attacked Ostland and left us weakened in his wake, the Cult of Sigmar assaulted the bastion that Sigmar had granted us and took it for themselves, and it's been changing hands ever since. At various times Ostland, Hochland, and Reikland have all claimed it, and all have in turn lost it. Similarly the nexuses within the Forest itself have been lost to us, and are now known only as the Tower of Melkhior and the Blood Fane. If the Kislevites hadn't cut off the flow of energy from Norvard when they rebuilt it into Erengrad, the Forest would have been lost to Chaos generations ago."

That's rather more information than you expected, and you have to fight the impulse to start tugging on a half-dozen intriguing threads at once. "If you regained control of one of those tomorrow, could you restore it?"

He takes a moment to think that over. "I could try, and pray that our recollections of what we once knew have remained true."

You nod. "That's exactly why I want your help. The Empire is dotted with groups that have fragments of information about the Waystones and the Nexuses. Individually we're just doing our best to hold back the tide, and every time someone falters it's a loss that we don't know how to recover from. I'm hoping that we can at the very least better learn how to repair and maintain the Waystones we have, and perhaps even begin to replace the ones that have been lost."

He's quiet for quite a time. "I've heard said," he eventually says, "that many thought it was the beginning of the end when the Magisters were formed. But it seems to me that me and mine have seen more good than bad out of you and yours. And I've heard of you, and the Kupfers and Krammovitches have vouched for you. If there is a chance that you can find success, then we are bound by ancient oaths to assist you in this."

As you begin to talk to Aksel of the specifics, you think to yourself that if the Nordland Hedgewise were always this trusting, they likely would have been wiped out some time in the past two thousand years. Between that and the relatively unbothered reception you received when you arrived, you suspect you might have answered half the mystery that Ranald presented you with when you were gifted the fifth face of your Coin.
3. A social action with Aksel on that same turn, getting some more lore about Halétha (the biggest of which is probably learning that the Kislevite God Kalita is an aspect of Halétha):
The high and gleaming walls of Tor Lithanel are its last line of defence, but its battlements are patrolled only by those who wish to admire the view over the trees. This is the norm for the capital of Laurelorn, and yet has only recently been restored, as when humans encroached as nearby as Schlaghügel the city had felt vulnerable enough for a full-time watch to be needed. It is up here you find Aksel, staring moodily out over the ocean of canopies.

"What do you think of the Loren Lauroi?" you ask him as you approach.

"Compared to what I know, it's like the difference between a dog and a wolf. Is this what the Forest of Shadows could become?"

You look out at the trees as you consider that. "I suppose it's possible," you eventually conclude. "Though likely no time soon. The Elves have cultivated this forest for thrice the age of the Empire, and I doubt it was so welcoming when they first arrived."

He sighs. "I suppose so. I don't know whether to be jealous or pitying of them and their tamed trees."

"If you wish to do the same, or something like it, you may have an advantage over them. The Eonir venerate Isha above all, but Her domain is all things that grow, and this forest and those within it are just a sliver of it. Halétha is a much more local Goddess, so much more of Her attention would be reserved for your struggle. If we can restore and expand the Waystone network, it should be possible to change the nature of the Forest with Her help, whether that be simply to be less welcoming to Chaos or whether that be to shape it as dramatically as the Elves have theirs."

He nods, though he doesn't seem convinced. "I suppose we've got the same goal as everyone else, make our homes a little less Chaos-y. That's the sort of goal that can bring just about anyone together. Worked for Sigmar, worked for Magnus."

"Lofty company to be in."

"Lofty goals."

"So everyone keeps saying, but I'm not so sure. Back when Chaos was flooding the world, everyone was doing it. I think the reason everyone forgot wasn't that literally everyone has fallen from some mythical global golden age, I think it was just too expensive to bother with when the problem was solved. Now it's not quite so solved, so we just have to dust off what we used to know and get to work."

"Is that how you'll put it if you succeed?"

"Gods no. If we pull it off I'm definitely painting us all as the equal of Caledor Dragontamer." He chuckles and nods at that. "So, bit of a strange question, but does Halétha have any siblings?"

He gives you a considering look. "We're not the Ostermarkers, but that doesn't mean our faith is a completely open book," he says, his tone neutral.

"If there's nothing you can tell me, that's fine. I've just encountered the name Haleth a time or two."

He seems to relax. "Oh, that. Yes, some of our people in larger towns disguise some aspects of their worship, and those half-truths have grown into almost separate faiths as outsiders see their success and attribute it to what they know of their God. Lady of the Hunt in the west, Patroness of Childbirth in the south, God of Journeys in the east. It rubs some of the hidebound the wrong way, but nobody can deny how useful it can be to have allies outside the Forest."

You ponder that. "Do you think they worship truly out of ignorance, or do you just worship different facets of the same being?"

"Oh, don't get me wrong, I don't see their worship as lesser. If I was speaking to one of them I'd put it more diplomatically." He gives you a worried look. "Erm. I'm not, am I?"

You weigh for a moment how much truth to give, and eventually say simply, "I worship Ranald."

He nods in understanding. "Like our brothers in Middenland. No wonder you think in aspects. But no, I don't think I know the full truth of Halétha. Nobody knows every face of any being. I do think I worship Her most important facet, but I'd guess the others do too. And if I found myself lost in the Western Oblast or seeking to father a child in Middenland, I would gladly accept any help or teachings they'd be willing to share."

---

On your way to your next meeting in Altdorf, you make a detour to the Great Library of Altdorf to leaf through their texts on Kislevite faith, and a few hours of effort finds you a few scant paragraphs on Kalita, called by some the God of Journeys. At first glance He seems to be a poor fit for Halétha and most Imperial writers would seem to agree, describing him as a rival or aspect of Handrich, but one of the books contains the God's sigil: a singular point with roads branching downwards from it, a more angular mirror of the tree-root scars ringing Aksel's arm. It's not very difficult to see how such a thing might have come about if a little imagination is applied: a trader of Kislev on the dangerous roads of Ostland hearing a partial description of a God that might protect them from its dangers, and they find enough success to adopt that faith for their own and with a sightly garbled name. Gods do have a tendency to sprawl when they have the opportunity, don't they? And Ranald is attempting to make inroads into the sphere of commerce as Ranald the Dealer, perhaps His daughter is following in His footsteps.
There was also some talk about sneaking some Haléthan symbolism into the Bokha Palace Accords (along with Ranaldian symbolism) that didn't pan out, but still made it into the text of the quest in the way that failed options that gained some traction sometimes do.

Outside of the text of the quest, plenty of discussion of the daughters has happened in thread. @picklepikkl linked my post on The Lady above (which also leads to another post on The Lady, which in turn links another post on the Lady written by Redshirt_Army, and also to a post on Halétha and also a post compiling some of the theories that the thread has floated) but there's also plenty of remarks about this issue scattered here and there made by various people. If you have some questions about any of this please ask. No, really, please ask. I am like a vampire standing at a threshold, except instead of sucking blood I post about the daughters, and instead of requiring premission to enter I require any excuse whatsoever.
 
I have to say though most of the vampire stuff we collected for vanity's sake, at least that was my takeaway from the writing. Those prophecies are not the safe to read uncorrupted OG liber mortis we have. They have done awful things.

Eh, a bunch of mundane Tileans (or was it Estalians?) read them without deleterious effects to their health. Just made them decide to make a dedicated anti-vampire organization.

Vlad Carstein's notes on his Ring's enchantments are either going to significantly increase Mathilde's understanding of enchanting or somehow be so advanced it goes over her head. Which I only entertain the possibility of due to the ring being a creation of Nagash.
 
Speaking of artifacts, I'd like to poke the Kul weapons at some point. We know that the Empire can't mass produce magic items—each one is a unique artisanal craft that takes months to years to make. They are rare and unusual.

We took a dozen such weapons from the Kul, and left many more buried under the snow. How did a group of steppe barbarians have access to so much magic weaponry? Either they had a genius enchanter who could quickly bang them out one after the other, or they have a method for quickly slapping an enchantment onto a weapon.

Either way, we could potentially learn something important from studying them. And even if it doesn't improve our own enchanting abilities, having an up to date report on Kul weaponry will be valuable information for the Empire—it has, after all, been two hundred years since the Empire and the Kul have fought, and it's likely that some of their military knowledge would be out of date by now.
Bonus point, if the weapons end up not being tainted, we get a whole bunch of magic weapons on our hands to distribute as we please. Even if they are low end, that is still better then just about any mundane weapon.
 
Engineers tend to be either deeply suspicious of dephlogistication, or way too enthusiastic about it. The Brights can't sway the former and don't want the latter.
I bet there's a support group in the Bright college for people who properly enjoy fire, not like all those other cowards. Because occasionally, someone with the wrong inclination will unlock their magic and then be unwilling or unable to budge, and not letting them in isn't an option either. Can't even burn them properly, except as a warm welcome. Pun intended.

Come to think of it, that's probably just the Battle Wizards. Or more accurately, those all get shoved into the battle wizards, where they get to productively live out their pyromania with the biggest booms, but are also kept under close supervision.
 
We took a dozen such weapons from the Kul, and left many more buried under the snow. How did a group of steppe barbarians have access to so much magic weaponry? Either they had a genius enchanter who could quickly bang them out one after the other, or they have a method for quickly slapping an enchantment onto a weapon.
Or there were several such people making them, and/or they spent decades doing so? If they took three months each, once person could make fifty in twelve years or so. There could have been a bunch of people making them.
 
Or there were several such people making them, and/or they spent decades doing so? If they took three months each, once person could make fifty in twelve years or so. There could have been a bunch of people making them.
This is quite plausible. The composite bows used by IRL steppe nomads took months to make and needed constant care thereafter. After all, a good weapon is something that someone keeps for years or decades, so a few months of craftsmanship is time well spent.
 
Plus, it was a pretty successful warband. They'd be raiding other tribes all the time, and take their stuff. Magic weapons would be a prime target, since it's easy to move (compare to a cow), and lets you take more stuff in the future. And it's a sign of prestige for the warrior who has it.

So to get thirty magic weapons as a warlord, you don't need tribes to have thirty each. You just need each tribe to have three (quite doable; chief, heir, second-in-command, or maybe the shaman makes one for themselves), and then raid ten tribes. That's not accounting for daemonic gifts, which would also be a thing, or what you trade from the chaos dwarfs. Or tribute, which is just raiding but with less effort for everyone involved.

Like, those guys were not representative of the typical (hopefully). They had a boss with a pet daemon, multiple shamans, and a pretty beefy Khorne champion. The guy in charge probably wasn't in the Everbowl, but he was heading that way (since he had blessings/support from multiple gods). They got strong, in part by making everyone around them weaker.

The Kul no doubt have a much higher rate of mages. But in part you're seeing dozens of magic weapons here and not in the empire (or other big organized groups), because they'd normally spread them out to do the most good.
 
I feel like your average empire sewer has at least three out of Ranaldites, Gunndredites, Khainites, Regular Ol' Chaos Mutants, Vampire Pawns, and the occasional actual secular crime syndicate fighting for control between themselves and the skaven.
With the exception of Strigoi, I don't think any vampire's willing to dwell in sewers, or put up with minions who smell like raw sewage, barring the circumstance that their cover's already been blown and they're fleeing the city.

Now, a mortal necromancer setting up a lab there, on the other hand...
 
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With the exception of Strigoi, I don't think any vampire's willing to dwell in sewers, or put up with minions who smell like raw sewage, barring the circumstance that their cover's already been blown and they're fleeing the city.

Now, a mortal necromancer setting up a lab there, on the other hand...
Vampire Pawns, not Pawn Vampires. They'd be perfectly willing to send minions into the sewers (probably separated by further minion layers) to get things done, like murder, spying, smuggling, grocery shopping, or other neferious deeds.
 
Frankly, compared to some other quests, I gotta say that Mathilde is actually reasonably focused on her job, while still having enough free time to get up to her usual nonsense.

It's just that there's several dozen things we could get up to at any time, people we could be helping, and as with almost all quests, there will always be a time cost to everything we do - you can only be in one place at a time, after all.

I think Boney does a fantastic job of mostly keeping questers on track by pointing out the realities of ideas that they come up with, like 'such-and-such person might disapprove of that', 'yes but it is illegal', 'X generally frowns upon that', 'you can but it is considered bad for your mental health', and everyone's favorite, 'try it and find out.' Rarely, if he feels a bit frustrated, he pulls out variations on '...why do you even want to do that?', 'you can get a better (though less dramatic) result by doing [thing that was already possible]', or even 'this is building chicken coops before getting eggs'.

And sometimes, just sometimes, some ideas are actually pretty decent! Turning off the waystones that fed Karak Vlag was a write-in, and the idea of using the Metalsmith's Guild's boon to help Nuln rebuild its cannon foundries in exchange for permission to copy Nuln's books was an idea someone came up with independently of Boney!

Edit: ...But the sewers thing was pretty weird, ngl. I didn't know about the metagaming regarding Skaven when I first read through the quest so it just seemed a bit odd. It wasn't a terribly big focus of the quest for that section, but still!
It's not just the Skaven, though. Waste management and resulting smell/health concerns in a medeival city are no joke. Diseases often came from cities for a reason, after all, and reducing the stench of a city is a notable and widely appreciated achievement.

That big sewers could also hide stuff like Chaos cultists and such is a realistic concern in the setting, too.

But yeah, it's once you learn about the Skaven that it actually makes perfect sense.
 
Since it's of general interest to the thread: Humble Bundle currently has a sale on Warhammer RPG books.

I just spent 30 bucks to befuddled by this division of provinces in the wfrp4th edition.

Middenheim independent but is Nordland?

Talabheim is independent but is Hochland?

Sudenland indpendent (this makes some what sense).

Talabecland contains Ostermark?

Apparently most of those territorial changes are made by Magnus the pious.

Enemy within is so wack
 
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Rivers in the empire are truly a marvel: almost universally navigable human factors notwithstanding with huge ships and little mention of sediment and flood management. flooding is also not a constant theme. You would think tzeentch (or some god of change, and moon) would have flooding and tidal waves as his domain. The river spirits do a good job prevent
Ing that.

More interestingly, they are stationary. "Conceptually solid" in a manner that allows riverine transmission, as opposed to roads. Irl humans tamed rivers, made them more linear and held them still.

My guess is that the magical concept of the river, that can create gods (grandfather Reik), or leylines, hold rivers in place.
 
Enemy within is so wack
And yet there are no tensions or political silly buggers originating in that, even though much earlier fall of Solland still has a whole bunch of people refusing to accept the changes. Add to that the whole "fake Ghal Maraz" garbage and well... Enemy Within should have eother stayed in 1st ed or be reworked to mesh with more modern canon IMO.
guess is that the magical concept of the river, that can create gods (grandfather Reik), or leylines, hold rivers in place.
I suspect Old One terraforming had something to do with all this.

Old one : "Forefrog Mazdamundi! The rivers on this continent need to be able to sustain type 14a civilization for the next 1000000 years!"

Mazdamundi: " It will be done Tzunki kami-sama!" :V
 
I just spent 30 bucks to befuddled by this division of provinces in the wfrp4th edition.

Middenheim independent but is Nordland?

Talabheim is independent but is Hochland?

Sudenland indpendent (this makes some what sense).

Talabecland contains Ostermark?

Apparently most of those territorial changes are made by Magnus the pious.

Enemy within is so wack
These are basically all things that have been true for periods of the history of the Empire (Middenheim independent from Middenland, Nordland and Ostermark as vassals, etc), but not in the 'modern day'. The reason why 4e Roleplay has them that way is that the original Enemy Within campaign in 1e Roleplay in the 80s had that as the set-up.

The 4e Enemy Within campaign is basically trying to start with the original province political map and end with the modern version (the one that exists in this quest) which first appeared in the 4th edition Empire army book in the 90s.
 
Do our Eonir books on liminal realms describe anything like the sort of liminal realms that Mathilde can create with AV (that is, an empty and uniformly grey space of limited size)? If they do, what do they say about it?
 
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