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The We becoming so civilized that The Talking Beast doesn't work on them is rather far-off in the future, but even if that happens I'm pretty sure Boney has said that they would still communicate via written Reikspiel or Khazalid - and like, that's fine as far as I'm concerned. Librarians who don't speak and only communicate through writing is cool narratively.

...But I'm pretty sure that at one point someone wrote an omake about Regimand getting a party of WHFRP adventurers to go to Laurelorn to pick up a Qhaysh enchantment to overcome this exact issue anyway? Shrug.
 
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Or it was kinder than saying 'A journeyman would have known better than to mess around with something like that at a time like that in a place like that and he got killed for his arrogance'.
That still doesn't explain why he darted his eyes towards Mathilde while saying it, unless the darting of his eyes was independent of his opinion of Hexensohn and he was merely briefly glancing at Mathilde due to her proximity to the circumstances of the death/incapactiation of Hexensohn.
 
On the subject of manlings stripping the waystones for parts, was thinking about the vulnerability of boat-stones. Normal waystones have the inherent advantage of being impossible to steal because they're a) too large to move without a small army and b) don't actually work when removed from their leyline. They're fixed points you have to capture and hold. But people steal boats, or steal from boats, all the time, and river piracy is widespread enough even within the Empire's borders that the EIC needs its own navy and Marienburg funded pirates as a pressure tactic during the whole canal thing.

If we design the waystone so spirits can access the magic within them to ferry it elsewhere, we have to actually grapple with questions like "what is the difference between a nature spirit and an undead spirit or a demon," because unless the waystone itself can differentiate then it would be a very tempting target for necromancers and cultists. There's also plenty of the normal kind of spirits that are just nasty themselves, or wouldn't actually care if they work for good or evil purposes.

The obvious first solution would be to... biometrically? lock the waystone to a specific spirit, but that obviously limits their ability to be redeployed anywhere else but that one spirit's body of water, which kinda defeats the point of making them mobile.
Piracy, with a few exceptions, is built on the ability to attack and capture soft, valuable targets. I, at least, am hoping that we can invest in the EIC's riverine navy as a vehicle for the boat waystones (particularly given that the option to expand it is already listed), making any such waystone a significantly harder target.

This likely wouldn't stop a determined Chaos sorcerer, of course, but having EIC guards posted on waystone boats would limit successful attempts to threats of that calibre as opposed to your average river bandit - after all, for said bandit, a waystone boat doesn't have to be impenetrable to avoid capture, only to be less vulnerable and convenient to strike at than the next barge of equivalent potential profit.* That would in turn hopefully make attacks/thefts rare enough for the EIC's extant logistics and communications network to be able to identify and respond quickly to any that did occur - the rivers themselves make that easier - and/or to funnel information to relevant authorities (potentially even Mathilde herself). After all, unless a theoretical waystone boat captor plans to detach the waystone from the boat or haul the whole boat over land (which faces similar problems to those ones you set out above concerning static waystones), there's only so many places that they can actually go without running into other riverine traffic.

Of course, ideas would be welcome to further improve the security situation! Not sure of the mechanics of waystone spirit detection that you discussed but certainly worth thinking about. Making the waystone boats glaringly obvious is a good mundane first step, assuming that the waystones don't do that already; barges very clearly being Official EIC Waystone-Bearing Vessels™, all brightly liveried and officially marked, will make it harder for the movements of a captured vessel to go undetected. Operationally speaking, waystone boats might be preferentially operated in convoys for safety in numbers (as the use case of moving them to areas of high Winds and/or corruption would suggest anyway), either with one another or (if the expense can be justified) with additional barges carrying further guards and/or mounted anti-personnel weapons such as swivel guns. An alternative would be to make the waystone boats themselves large enough to have a sizeable complement of guards and/or mounted weapons aboard, though this would limit their ability to travel through narrower rivers and canals.

*Said bandit would then, of course, have to make said profit by trying to sell the waystone on, which I imagine would itself be a significant challenge. The customer base for stolen waystones is likely very shallow and largely Chaotic! Considered economically, I highly doubt that waystone boats would ever become targets of opportunity; any attempted theft would have to be planned with a potential buyer already secured, maintaining the limit on potential attacks on waystone boats to those with powerful interested parties involved.
 
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I always imagined it would already be inherently locked "biometrically", spirit transmission relies on making a deal with an individual spirit or the river and if you sailed up a river with a spirit you don't have a prearranged deal with the spirit will do jack for you until that deal is made. That said in order to make it work for multiple river spirits you'd presumably need a mechanism to "reprogram" the Waystone to interact with each of these spirits, meaning there's still a threat of it being hijacked and reprogrammed to send the magic to a river spirit willing to cooperate with a necromancer/cultist or send the magic to a non-river spirit of the hijacker's choosing, the only way I can see to avoid this completely is to have the list of acceptable interactable spirits be "hardwired" during the Waystone's creation but that would mean if future deals are made with new river spirits in the future it would be useless for taking advantage of those deals since it wouldn't be able to interact with any spirit not already on its hardcoded whitelist of acceptable spirits. One possible compromise solution would be to lock the reprogramming behind a password like how there's a magical password for adding new leyline Waystones to the network but we would have to keep that password a secret at all costs, if it gets out the password system would be useless.

As I understand it, that's not what how the riverine spirit transmission mechanism works.

Remember, you can dump magic into the river and have it flow downstream without making a deal with a spirit or having another mechanism like the Hedgewise rituals or Jade menhirs. The issue then is that you then have magic, including Dhar, dissolved into the river water where anyone can get access to it.

The way the spirit transmission method deals with this is that it pays the spirit of a river to teleport any Winds that are are discharged into a river by a Waystone to teleport that magic somewhere else in the river. Usually you'd want that place to be a nexus that's built on the river, but there are other use cases depending on the deal you make.

That means these Waystones shouldn't be locked to a single river or spirit. They should be able to discharge magic into any river or body of water they're sailing on. It's just that if you haven't made a deal with the spirit of that river to manage the magic for you it'll just all flow downstream.

This is because, as described, this type of Waystone doesn't interact with the spirit at all: it interacts with the river, and then the spirit of the river does something with the product of that.

As a result, you couldn't redirect the flow to another spirit as it's not flowing directly to a spirit in the first place.

As there's no storage on the basic model of proposed riverine spirit Waystone tongue costs, it's just

Also, these wouldn't be EIC vessels, you'd have them be part of state and national riverine military navies.
 
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As I understand it, that's not what how the riverine spirit transmission mechanism works.

Remember, you can dump magic into the river and have it flow downstream without making a deal with a spirit or having another mechanism like the Hedgewise rituals or Jade menhirs. The issue then is that you then have magic, including Dhar, dissolved into the river water where anyone can get access to it.

The way the spirit transmission method deals with this is that it pays the spirit of a river to teleport any Winds that are are discharged into a river by a Waystone to teleport that magic somewhere else in the river. Usually you'd want that place to be a nexus that's built on the river, but there are other use cases depending on the deal you make.

That means these Waystones shouldn't be locked to a single river or spirit. They should be able to discharge magic into any river or body of water they're sailing on. It's just that if you haven't made a deal with the spirit of that river to manage the magic for you it'll just all flow downstream.

This is because, as described, this type of Waystone doesn't interact with the spirit at all: it interacts with the river, and then the spirit of the river does something with the product of that.

As a result, you couldn't redirect the flow to another spirit as it's not flowing directly to a spirit in the first place.

As there's no storage on the basic model of proposed riverine spirit Waystone tongue costs, it's just

Also, these wouldn't be EIC vessels, you'd have them be part of state and national riverine military navies.
That relies on an interpretation of spirit transmission in which the magic is dumped into the river for the river spirit to then take ahold of and do things with instead of interacting with the spirit to directly hand them the magical energy, which admittedly isn't an unreasonable interpretation of how it works based on what updates and WoB have told us thus far as far as I can tell. But even if the Waystones could dump magic directly into the river and expect the river spirit to deal with it even when on rivers where a deal has been made, it would be dumping all magic including Dhar into the river, the type of magic we made sure wasn't flowing in the waters of the river itself in the Jade and Hedgewise transmission methods and which for the spirit transmission method relies on the spirit instantly taking it and either transporting it to the mouth of the river or transporting it into the vicinity of a Waystone or Nexus so it can absorb it, deploying boat-based spirit transmission Waystones in areas where we haven't made deals with the local river spirits under you interpretation would still involve dumping considerable quantities of Dhar directly into the river, which almost everyone downstream will have to drink from to maintain hydration and survive. It may not be the worst idea in the world but it's certainly not the best idea in the world.
 
I believe it's a reference to the grammatically correct English sentence 'Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo'. (See here for how that works.)


Hm, turns out WFRP 3e is set in 2521 IC, which means there's no chance of Rosie Duckend - the halfling rat catcher who went to fight a Hell Pit Abomination with just her small but vicious dog at her side - appearing in WFRP 4e, which is set in 2512-2513 IC.

Also I would like to give the opinion that Rosie Duckend and her small but vicious dog are some of Warhammer's most balling.

Vampire Counts 8e page 33, Crypt Ghouls
The first Ghouls were the descendants of the insane and evil-hearted cannibals of the Far South - men who ate the flesh of their dead in gory rituals. These primitive corpse-eaters lived upon the shores of the Sour Sea, drawn to dwell under the looming, freezing shadow of Nagashizzar. The tribes worshipped the Great Necromancer and frequently partook of the Dark Feast.
This sounds... like lore from a previous time, to put it delicately.

During the Ghoul Swarms of 2512, when the crops failed for the third year running, the Knightly Orders of Stirland were employed en masse to 'investigate' the borders of their barren realm. The full-scale battle between the brightly-clad soldiery of the Elector Count and the ravenous, blotch-skinned hordes of the afflicted villagers has not been easily forgotten. Their fields and shabby hamlets were burned to the ground, but the memory of their foulness lingers on.
2512 is when WFRP 4e takes place, and it would've been one hell of a time if it took place in Stirland. Thankfully the game largely takes place in Reikland. Also, I'm relieved that our subjects are goatherds and shepherds instead of farmers, because that looks like a nasty time come twenty and a half years.

Looking at the dates, it appears that wolf rats originate not in Warhammer Fantasy Battles, but in Warhammer Fantasy Roleplay. Children of the Horned Rat, published 2006, had "rat-wolves", while Monstrous Arcanum, which has "wolf rats", was published in 2012. Their wiki page doesn't list any other sources besides them. It does also mention Skweel Gnawtooth (with no citation, but his own page does have a citation), who does have a wolf rat, but he's from Skaven 7e, which came out in 2009.
 
It's a joke about the technically grammatically correct sentence Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo, unless the word eonir has a similarly diverse array of meanings in just the right way similar to the word buffalo I doubt you can construct a grammatically correct sentence composed of just the word eonir.
Given what we've heard of the elven language, there's an even chance for any given word you can do like that.
 
I agree with that interpretation. But that interpretation itself disagrees with the read that Abelheim being killed would spur Mathilde into doing greater things, which is what I was disagreeing with in the first place.
She went from the awkward spymaster to an Elector-Count who was set up to fail, in the shadow of a greater man, to a Dwarf-Kings troubleshooter.

Sigmar (this being the hypothetical Sigmar who exists in the Quest, as opposed to a metaplot Sigmar) might conceivably have seen that Mathilde had so much potential for greatness - true greatness which can shape the world and even worlds beyond! - that setting her free from the shadow of a great man would allow her shadow to encompass the world.

Do Ranald a solid by freeing up His troubleshooter, and bring a man whose work was done, successfully completed in all but a matter of time, home to the Gardens of Morr.

From there, it's just a matter of causality, possible futures where Mathilde became a Border Princess or a favored friend of the Fey Enchantress or the power to end Morathi's long reign collapsing into one where the Greenskin gods were robbed, the Karaz Ankpr resurgent, and waystones appearing. Mathilde could have been truly great whatever she did - but moreso untrammeled by a master with so much baggage, and also Lahmians.

Kind? No. Perhaps even cruel. Utilitarian? Yes.
 
She went from the awkward spymaster to an Elector-Count who was set up to fail, in the shadow of a greater man, to a Dwarf-Kings troubleshooter.

Sigmar (this being the hypothetical Sigmar who exists in the Quest, as opposed to a metaplot Sigmar) might conceivably have seen that Mathilde had so much potential for greatness - true greatness which can shape the world and even worlds beyond! - that setting her free from the shadow of a great man would allow her shadow to encompass the world.

Do Ranald a solid by freeing up His troubleshooter, and bring a man whose work was done, successfully completed in all but a matter of time, home to the Gardens of Morr.

From there, it's just a matter of causality, possible futures where Mathilde became a Border Princess or a favored friend of the Fey Enchantress or the power to end Morathi's long reign collapsing into one where the Greenskin gods were robbed, the Karaz Ankpr resurgent, and waystones appearing. Mathilde could have been truly great whatever she did - but moreso untrammeled by a master with so much baggage, and also Lahmians.

Kind? No. Perhaps even cruel. Utilitarian? Yes.

That is much more agreeable.

...But there was also a chance she'd be the second coming of Nagash as well.
 
That is much more agreeable.

...But there was also a chance she'd be the second coming of Nagash as well.
It could still be worth it even considering that, if the current trajectory of the world is towards doom and you're offered a coin flip between a shift of that trajectory towards sooner doom and a shift of that trajectory away from otherwise inevitable doom it can be worth it to take a risk, if you're going to lose the game sooner or later taking a chance of winning the game even if it has some probability of instantly losing you the game associated with it is better than a 100% chance of losing the game some time later rather than sooner.
 
I don't think Sigmar is the kind of god who looks that far into the future, honestly. I figure he was just busy with other things elsewhere. It's not like Abelheim was the most important person ever.
 
Regarding the Bargestones, given that waystones are strategic assets, couldn't we just get the EC or even the Emperor to assign military escorts to them. Riverwardens are already a thing, we could just have then watch over the stones.
 
That relies on an interpretation of spirit transmission in which the magic is dumped into the river for the river spirit to then take ahold of and do things with instead of interacting with the spirit to directly hand them the magical energy, which admittedly isn't an unreasonable interpretation of how it works based on what updates and WoB have told us thus far as far as I can tell. But even if the Waystones could dump magic directly into the river and expect the river spirit to deal with it even when on rivers where a deal has been made, it would be dumping all magic including Dhar into the river, the type of magic we made sure wasn't flowing in the waters of the river itself in the Jade and Hedgewise transmission methods and which for the spirit transmission method relies on the spirit instantly taking it and either transporting it to the mouth of the river or transporting it into the vicinity of a Waystone or Nexus so it can absorb it, deploying boat-based spirit transmission Waystones in areas where we haven't made deals with the local river spirits under you interpretation would still involve dumping considerable quantities of Dhar directly into the river, which almost everyone downstream will have to drink from to maintain hydration and survive. It may not be the worst idea in the world but it's certainly not the best idea in the world.

For all the three riverine transmission methods, as you saym the default is that the Winds are just discharged in the river where it flows downstream:

"Okay," you say to the reconvened researchers, "the basic idea is surprisingly sturdy - the Winds keep to themselves and resist attempts by any interlopers to draw them out or corrupt them. But the main question left outstanding is that of Dhar, because pouring Dark Magic into all of the continent's major sources of drinking water and irrigation does not strike me as a good idea. Is there another way to move the Dhar in or alongside the river?"

"Would a rope on the riverbed be safe from Umgi predation?" Sarvoi asks with a cheeky grin.

"Maybe from Umgi hands, but not from Umgi anchors."

"What about an aqueduct?" Elrisse asks. "We've established that water is surprisingly good at moving Winds, would it work on Dhar?"

You have the answer immediately, but you pretend to give the matter the amount of thought someone with only salubrious sources would need. "I suspect Dhar would need more velocity than an aqueduct would provide to remain waterborne." Sarvoi nods in confirmation.

"Get the river spirit to handle it," Niedzwenka says. "They exist everywhere along it at once, so they can move things from one end to another without having to go through the points in between. Very useful for smuggling. They'd probably ask something that'd be expensive or annoying for an individual, but easy enough for a country."

The question is what to do with the Dhar. For the Hedgewise and the Jade's Menhir mechanisms there's an extra mechanism which injects the Dhar deeper down, into the riverbed, where an artificial path is made which it can flow down isolated from the river itself.

So yes, without a deal with the spirit of the river you're on, it would dump Dhar into the river. That would be a choice though, and you'd only send the Waystone boats along that river if you thought that was less bad than not doing so. It might be less bad to temporarily have Dhar flowing in the river than to have lots of Dhar available on a particular battlefield fro the enemy.

For the Jade and Menhir mechanism, we wouldn't have this options as we wouldn't have installed the fixed or human infrastructure.
 
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For all the three riverine transmission methods, as you saym the default is that the Winds are just discharged in the river where it flows downstream:



The question is what to do with the Dhar. For the Hedgewise and the Jade's Menhir mechanisms there's an extra mechanism which injects the Dhar deeper down, into the riverbed, where an artificial path is made which it can flow down isolated from the river itself.

So yes, without a deal with the spirit of the river you're on, it would dump Dhar into the river. That would be a choice though, and you'd only send the Waystone boats along that river if you thought that was less bad than not doing so. It might be less bad to temporarily have Dhar flowing in the river than to have lots of Dhar available on a particular battlefield fro the enemy.

For the Jade and Menhir mechanism, we wouldn't have this options as we wouldn't have installed the fixed or human infrastructure.
That would work, although I have to question how frequent situations in which injecting Dhar directly into the river would be the lesser evil, I'm still pro-Boatstone, I just don't think situations in which we need to deprive the local area of Dhar immediately and in which we don't have time to make a deal with the local river spirit are likely enough that they should qualify as a significant factor in our decision-making.
 
Lady Magister Gray, Saint of Ranald
This was not a romance option. It was almost certainly not a conventional romance even by the extremely strained definitions I've used for this project.

And yet, as a sign of how much someone was loved it suffers few rivals indeed.

Ranald: "Dooo iiiit."

I can but do as our god commands.

Lady Magister Gray, Saint of Ranald

It is a wonderful day in Skavenblight, and the Council of Thirteen are horrible rats.

That lasted for a very long time. Millenia, even.

And then one day, it wasn't.

It starts with a bang. An Eshin Sorceror is seen in public, already a rare event, and they approach the Black Pillar. There is excitement, as while it has been centuries since the last successful challenger to the Council of Thirteen, this is a far more qualified challenger than has tried in that time. Assuming they don't explode on touching the Black Pillar's warpstone, of course. And they don't. The Black Pillar explodes instead, tearing the symbolic heart of the Council of Thirteen's rule out, killing the 12th Councillor who was head of Clan Eshin, and proceeding a wave of detonating warpstone across the city, in generators, contraptions, defenses. Assassins strike. The Skaven leadership is not decapitated, though; the strikes seem random, leaving their structure of command pockmarked with inconvenient but manageable holes. The only other member of the Thirteen to die is the current representative of Pestilens. If not for the very public nature of how this started, Clan Eshin might have faced annihilation, but the situation is too confused.

The Clans gather their defenses and prepare for the enemy who must surely be among them. But the enemy is not. In the swamp, red banners are raised. Armies appear. Most are also Skaven, but not all. Here and there is a battery of Imperial cannon, a contingent of Tilean crossbowmen or pikes. Clan Mors and its allies, once slain, now reborn, march to war upon Skavenblight.

The Horned Rat's rage is legendary, but it is the Horned Rat, and its rage is not terribly well-channeled, with many more Skaven leadership falling to its wrath leaving more holes in their leadership. Still, the armies of Skavenblight march to meet the foe, for the city has no walls in the normal sense, being far too ramshackle in nature. The oldest weapon of the Skaven is turned against them again. Hundreds, even thousands, betray the old order for Clan Mors. A plan worked on for more than a century is carried off, and if it does not go smoothly in every aspect, it only spreads more confusion and fear in the process. In desperation, Skreech Verminking itself is summoned to lead the army.

The daemon prince of the Horned Rat is met by a human in a grey cloak and a tall hat. One who has no face, about whom the mists of the swamp in morning curl in a loving caress. But the Horned Rat knows who this is, even if no mortal can quite seem to remember. She is the leader of Mors now, the avatar of vengeance for a Clan abandoned by its god and its race, and the very fact of her nameless, faceless nature as she passes unseen and unnoticed was part of why so many Eshin chose to join her, and considered a sign of her near-divinity among many of her other furred followers. After all, their new god prowls unseen.

"The Skaven will serve the Horned Rat for eternity!"

"They were never yours. Qrech taught me that."

And as Skreech Verminking falls under one of the finest Dwarven blades made in the last millenia, the Horned Rat finds itself sitting at a table, facing a man who always smiles, never blinks, and has every ace that has ever existed up his sleeve. And in a very real sense, the Horned Rat has already lost.
 
It does make me wonder about a hypothetical Mathilde that pursues more Arcane Marks and the path of Cython, becoming a being so transmuted into living, soul-Ulgu that they are functionally ageless and a master of their respective Wind.

Too steeped in Ulgu to practically serve as Magister Matriarch, instead choosing to take on personal missions where her existence is rarely identified distinctly, and her identity boiled down to "The Grey Ghost" to those not close friends or comrades.

The We becoming so civilized that The Talking Beast doesn't work on them is rather far-off in the future, but even if that happens I'm pretty sure Boney has said that they would still communicate via written Reikspiel or Khazalid - and like, that's fine as far as I'm concerned. Librarians who don't speak and only communicate through writing is cool narratively.

...But I'm pretty sure that at one point someone wrote an omake about Regimand getting a party of WHFRP adventurers to go to Laurelorn to pick up a Qhaysh enchantment to overcome this exact issue anyway? Shrug.
Surely a Hysh enchantment could be made for the task? It seems like the most fitting of the Winds for allowing a language to be translated in real time to communicate clearly.
 
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Excerpt from the biography of King Byrrnoth Grundadrakk of Barak Varr
Excerpt from the biography of King Byrrnoth Grundadrakk of Barak Varr:

King Byrrnoth Grundadrakk, unlike most of his predecessors, was not remembered for the commissioning of a great dreadnought, those metal fortresses that challenged any and all ships upon the seas with confidence. He was not remembered for leading a skilled and determined defense against a Waaagh or Skaven incursion.

He was instead remembered for backing the Karak Eight Peaks Expedition with free convoys of supplies, food, and ammunition and continuing to supply the newly reestablished Karak with all that it needed, free of charge. A bold move that spoke of a cunning mind for opportunity and logistics. A gamble that paid off spectacularly.

The newly reestablished Karak Eight Peaks not only cut a substantial chunk off the treacherous journey to the far east, it created a new relationship with a previously undiscovered people, the We.

These giant spiders might have superficially resembled their feared counterparts from the Forest of Gloom, but beneath the appearances was a keen mind that understood and valued a peaceful relationship. Through patience, teaching, and creative thinking, a lucrative relationship was formed, and the We began a new chapter in their species' history, thriving like never before. And from them came vast volumes of silk, that most precious commodity that was sought across the world.

Not merely silk to be worn and slept on--though there was plenty of that--but silk to stop blades and deny flames. Silk to lift and carry great loads. Silk to enchant and work into even greater goods.

From Karak Eight Peaks poured a white gold, precious and plentiful, bringing interest from across the continent and even beyond. Though connected by a secure road and river route, Karak Eight Peaks was a long distance away from many of the eager customers for the newly available silk.

And that is where King Byrrnoth and Barak Varr came in.

Having forged a very strong relationship with Karak Eigth Peaks even before its refounding, the great market and trading port of Barak Varr now found convoys of goods flowing back towards it--from the far east, from Karak Azul to the south, and now Karak Eight Peaks itself--and eager buyers flooding to the most readily accessible place where the new silk could be found.

Barak Varr had been a great trading hub before, but it became a hub for the exploding silk market, now, too. From Barak Varr's patrolled and secured rivers flowed ships traveling up the newly-built canal to Zhufbar and the Empire's waterways. To the west, ships sailed from Barak Varr to Marienburg, Araby, Bretonnia, Tilea, and Estalia. It was even a poorly-kept secret that some of the armor-silk would find its way aboard ships bound for Ulthuan.

And through it all, King Byrrnoth rode the storm with a steady hand and a clever mind, grabbing at opportunity with both hands yet refusing to overextend. The expansion of the already-vast market halls to accommodate the trade of huge volumes of silk flowing to and from the karak was seen as a sign of success and prestige both. The king was careful to balance the hunger of his own hold for the silk with the ravenous demand from across the Old World for the new white gold, maintaining Barak Varr's burgeoning reputation as the place to go to find and buy silk in enough bulk to fill a trading ship.

To most dwarfholds, such wealth coming not from metals and gems would be odd, but trade of all kinds was a longstanding mainstay to Barak Varr.

Of course, with the surge in shipping to and from the port-city came an increase in piracy, thieves seeking to plunder the new white gold that was sailing the seas in bulk. To this challenge, King Byrrnoth prepared his people to face with renewed vigor, for though Sartosa remained a tough nut to crack, the pirate ships plying the seas and the docks servicing them were a much easier target to combat. It seemed the king who focused so much on trade would find his war after all...
 
The Talking Beast: Gives an animal the gift of speech for several minutes, or lets you speak while transformed if you follow this spell with Form of the [Animal].
You can cast the spell on humans. It doesn't appear to do anything, but it persists if that human turns into an animal. It's possible that "animal" here simply means a living creature, and the spell only has an effect if the target cannot speak. Or it only affects whoever the caster believes to be an animal, a limitation that an enchanted item may bypass. Either way, there may not be some "not an animal" threshold past which the We's translation item stops working.
 
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