Voted best in category in the Users' Choice awards.
Clan Mors and its allies, once slain, now reborn, march to war upon Skavenblight.
Hundreds, even thousands, betray the old order for Clan Mors.

I decided (for fun) to "convert" Lord Magister Gray's Skaven army into TWW's system

- "Reborn Clan Mors"
-- Warchief (Lord unit)
-- Chieftain (Hero unit)
-- Assassin (Hero unit)
-- Packmaster (Hero unit)
-- Clanrats with shields X5
-- Clanrats with spears & shields X5
-- Wolf Rats X4
-- Stormvermin with shields X1
-- Stormvermin with halberds x1

- Converts from Clan Eshin
-- Master Assassin (Lord unit)
-- Eshin Sorcerer (Hero unit)
-- Death Runners X1
-- Eshin Triads X1
-- Night Runners X4
-- Gutter Runners (Poison) X1
-- Gutter Runners with slings (poison) X1

- Collabo-rats from Clan Skryre
-- Warlock Master (Lord unit)
-- Warlock Engineer (Hero unit)
-- Warp-Grinders X2
-- Ratling Gun X2
-- Warplock Jezzail X2
-- Poisoned Wind Mortars X1
-- Warp Lightning Cannon X1

- Conspired Mercenaries
-- Mercenary Captain (Lord unit)
-- Bright Wizard (Hero unit, knows Lore of Fire)
-- Tilean Pikemen X3
-- Tilean Crossbowmen X3
-- Imperial Cannon x2
 
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The whole thesis is that the standard narratives are wrong and that there were hidden motives underneath that directly led to disaster. The Karag Dum theory disagrees with parts of the standard narrative for the Chaos Dwarves, too. It's not the airtight, fully formed, and perfectly delivered version of the thesis, because it's being delivered by the last remnant of a dead society who is fresh from choosing to die rather than live with what replaced it.

I really love these glimpses into the history (and mystery) of the setting. Hopefully one day we'll be able to get more information.
 
What do you all remember as some low rolls with a major impact on the Quest, other than everything involved with Abelhelm's death and his daughter's rejection of Mathilde? I'm trying to collect examples of why fudging the dice in case of "unfun" outliers makes for a less exciting and dynamic Quest overall.
 
What do you all remember as some low rolls with a major impact on the Quest, other than everything involved with Abelhelm's death and his daughter's rejection of Mathilde? I'm trying to collect examples of why fudging the dice in case of "unfun" outliers makes for a less exciting and dynamic Quest overall.

Two for one:
  • We had bad rolls with those orcs that almost killed Mathilde during the run up to the battle of Karagil which lead to learning invisibility
  • ...but due to continuing bad luck we ended up learning a bunch of other spells including Smoke and Mirrors
 
What do you all remember as some low rolls with a major impact on the Quest, other than everything involved with Abelhelm's death and his daughter's rejection of Mathilde? I'm trying to collect examples of why fudging the dice in case of "unfun" outliers makes for a less exciting and dynamic Quest overall.
Who's home?

1: Literally nobody
2: Gotri
3: Dreng and Gotri
4: Belegar and Gotri
5: Belegar and Dreng
6: Everyone
This is, IMO, the #3 most impactful low roll behind Abelhelm's death and Roswita's attitude towards magic.
 
Oh the dwarfs would certainly die, but I'm not sure the Lizardmen would win. You can't really kill throngs with earthquakes and enough armies with nothing to lose can kill Slann, we know that because Skaven killed several. I think the only ultimate victor would be Chaos, but just being able to rationally acknowledged that fact and not start a war with the frogs who caused the single most destructive event in the history of the Karaz Ankor shows wisdom.
The Karaz Ankor doesn't have the logistics to attack Lustria, so imo it would déclaré a Grudge and don't do much about it except for a few Slayers.
 
Wait I'm a fucking idiot, I forgot about this one:
The final quarter of your study is entirely between you and your Master: the postmortem of the organization that you helped your Master to take apart. You sit together by a fire, waiting for him to begin.

And waiting.

You clear your throat.

"My student," he says, apparently apropos of nothing, "tell me what you know of the highest level of secrecy ratings."

The sudden swerve in topic comes as a surprise, but you're used to thinking on your feet. "Not much," you say. "It's when something is considered so secret that you're not even allowed to reveal that-" you pause, realizing, and then continue the sentence "-that there is anything to be classified."

"Correct," he says. The fire crackles as your Master stares into it, perhaps weighing how much could be communicated versus the danger in doing so. Then, he sighs. "Your progress is satisfactory. Return to your studies."

There are no studies to return to; you earmarked this time for your lessons with your Master. But now there's nothing to discuss. Now, even filling that time gap could disturb the layer of secrecy that has apparently been put into place. It's immensely frustrating, but there's little you can do about it. When this level of secrecy is invoked, a month of learning is but the tiniest of sacrifices that can and will be made to it. You burn with curiosity as to what could have caused this, and it's likely you'll never know.

Unless, of course, it blows up in everyone's face.

[Internalizing Intrigue: 1]
Altdorf, you learn, is in mourning; the Empress is dead and her unborn son with her, leaving the Emperor without issue and his brother remaining next in line for the throne.
 
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Oh the dwarfs would certainly die, but I'm not sure the Lizardmen would win. You can't really kill throngs with earthquakes and enough armies with nothing to lose can kill Slann, we know that because Skaven killed several. I think the only ultimate victor would be Chaos, but just being able to rationally acknowledged that fact and not start a war with the frogs who caused the single most destructive event in the history of the Karaz Ankor shows wisdom.
The Dwarves would have to cross the Great Ocean first, and even assuming they have the naval capacity to move an army that far, operating so far from home in such a hostile environment as Lustria is likely to destroy most of those attempts. Pestilens got around that by a) building tunnels and bases directly in Lustria and b) by already being disease workers and so having good resistance against the many many dangers of setting foot in Lustria.

Names can get transfered back and forth, much like John is already the English version of Welsh Iefan, but English also grabbed Evan.
John comes from Hebrew, not from Welsh.
 
The Dwarves would have to cross the Great Ocean first, and even assuming they have the naval capacity to move an army that far, operating so far from home in such a hostile environment as Lustria is likely to destroy most of those attempts. Pestilens got around that by a) building tunnels and bases directly in Lustria and b) by already being disease workers and so having good resistance against the many many dangers of setting foot in Lustria.

Dwarfs are also unusually resistant to disease and have very good mundane medicine and sanitation.
 
The Lustria colonies were never heard from again,
Who better than Mathilde, reclaimer of Holds and seeker of Lore, to go set the record strait.
Go for the hat-trick, finish finding the Norse Dwarfs. No wait there's also Zorn. Go for the haul (what google told me.)! Go go go! Four corners of the globe, Mathilde's definitely real and not political and religious theatre Dwarf soul is preternaturally inclined to search for those like her, Dwarfs who are lost to the Karaz Ankor! :^)
 
Go for the hat-trick, finish finding the Norse Dwarfs. No wait there's also Zorn. Go for the haul (what google told me.)! Go go go! Four corners of the globe, Mathilde's definitely real and not political and religious theatre Dwarf soul is preternaturally inclined to search for those like her, Dwarfs who are lost to the Karaz Ankor! :^)
Maybe we can finally prove where that axe is from for Kragg. Decent odds it's from lustria given all the lustrian stuff the druchii had. Betcha thorek would join us, looking for lost rune lore is his whole deal
 
What do you all remember as some low rolls with a major impact on the Quest, other than everything involved with Abelhelm's death and his daughter's rejection of Mathilde? I'm trying to collect examples of why fudging the dice in case of "unfun" outliers makes for a less exciting and dynamic Quest overall.

The original AV liminal realm experiment. It hasn't changed the trajectory of the quest much (yet), as everything we've done since is stuff we would have done anyway, but it was a really intense set of updates, and we still have the trap card the bird placed face down to contend with at a future point.
 
What do you all remember as some low rolls with a major impact on the Quest, other than everything involved with Abelhelm's death and his daughter's rejection of Mathilde? I'm trying to collect examples of why fudging the dice in case of "unfun" outliers makes for a less exciting and dynamic Quest overall.
Johann's blinding. Gotrek's death. I'm pretty sure Boney said that the Skull River ambush happening at all was the result of a bad roll, though IIRC that one happened off-screen.
 
'Ivan is the Russian version of the English John' doesn't imply an origin to me? But that might just be because Ivan is more familiar in that location.
 
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