Voted best in category in the Users' Choice awards.
To my mind, the ideal enchantment for robes would be something always-on and passive, rather than an activated effect. That seems to be a bit harder to do than just slapping an activation of an existing spell onto them. As such, I'd like to beef up on our enchanting - take the College class, follow up with Vlad's notes and the Waystone examination action - and see if we can get good enough to be a bit more flexible in our enchanting. For all that the thread sometimes talks about Mathilde's enchanting chops, she hasn't even finished the College curriculum!
 
I thought that our robes protect like thick steel plate is an always on enchantment and only the mastery is an activated effect?

Being covered in plate armor from the neck down even when you don't notice an enemy seems to be pretty valuable to me in an ambush scenario, why is there suddenly talk of exchanging that for something else?
 
I thought that our robes protect like thick steel plate is an always on enchantment and only the mastery is an activated effect?

Being covered in plate armor from the neck down even when you don't notice an enemy seems to be pretty valuable to me in an ambush scenario, why is there suddenly talk of exchanging that for something else?
They only count as steel plates where the robes actually are, leaving parts like our face exposed. Activating the robes extends it to full coverage in addition to the endurance boost.
 
They only count as steel plates where the robes actually are, leaving parts like our face exposed. Activating the robes extends it to full coverage in addition to the endurance boost.
I know, but that's still better than no passive armor at all imo. Just because we rarely have need of the extra protection and tirelessness doesn't mean we have to chuck the whole project into the trash.
 
There's been previous talks about how Collegiate wizards get better at magic by changing with their Wind in a manner that elves don't, but how exactly does that work? In terms of narrative and mechanics, whether DL or WFRP, I think the only time we've seen Arcane Marks improve wizardry in any way are the rune marks, like what Eike has.
 
There's been previous talks about how Collegiate wizards get better at magic by changing with their Wind in a manner that elves don't, but how exactly does that work? In terms of narrative and mechanics, whether DL or WFRP, I think the only time we've seen Arcane Marks improve wizardry in any way are the rune marks, like what Eike has.

Arcane Marks makes it so that a human pursuing a Wind is a self-reinforcing process. The Marks nudge the person that gets them further along the mindset and habits that resonates with their Wind. Both in direct and obvious ways, like the Brights having shorter tempers and the Celestials spending time under the stars, and in indirect ways like a Grey Wizard becoming sneakier makes them more likely to sneak, and just in sheer aesthetic. But the tabletop doesn't really explore the mental requirements of pursuing a Wind and the quest is in the mindset of someone that's been taught it from a very young age so it doesn't really get explored that much in either.

Weird question, but does anyone know a resource which lists what God was the patron god of which Imperial Tribe?

The closest there is to a canonical one is the first section of the opening of 2e's Tome of Salvation, particularly this paragraph:

In those early times, many scholars believe each of the tribes had their own patron deity. They cite the confirmed associations between the Teutognens and Ulric, the Ropsmenn and Tor, the Ungols and Dazh, and the Taleutens and Taal. From these they extrapolate that other tribes must have had similar patrons. The most common associations are Manann with the Endals, Rhya with the Bretonni, Söll with the Merogens, Ahalt with the Menogoths, Morr with the Ostagoths, and Lupus with the Cherusens. However, such propositions are guesswork at best.

But as the paragraph hints and the rest of the section explores, there's a lot of unknowns and ambiguities to it.
 
Last edited:
Is disassembling an enchanted item and getting useable components an option?
I don't see a reason why you can't, but it doesn't seem very thematic.
Imagine taking a century-old oil painting off the wall, ripping it free from its frame, breaking said frame into scraps of wood, and then ripping the painting itself into ragged strips.

There's no reason why you can't. You could use the wooden scraps to help prop up a sagging shelf, and sew the strips into patches to fix the holes in the sack you used to use for hauling potatoes. Isn't it much more useful that way? Haven't you done a good thing?

No? The stuff you got out of it wasn't worth nearly as much as the intact painting was before you took it apart? Not even a little bit? Huh, I wonder how that could be.
 
Imagine taking a century-old oil painting off the wall, ripping it free from its frame, breaking said frame into scraps of wood, and then ripping the painting itself into ragged strips.

There's no reason why you can't. You could use the wooden scraps to help prop up a sagging shelf, and sew the strips into patches to fix the holes in the sack you used to use for hauling potatoes. Isn't it much more useful that way? Haven't you done a good thing?

No? The stuff you got out of it wasn't worth nearly as much as the intact painting was before you took it apart? Not even a little bit? Huh, I wonder how that could be.

I'm pretty sure our mediocre robes do not classify as oil paintings, more like technically competent finger painting by someone in a hurry.
 
I'm pretty sure our mediocre robes do not classify as oil paintings, more like technically competent finger painting by someone in a hurry.
They are, effectively, a suit of armor that not only is very light weight, but also allows the wearer to remain active longer than they would normally without armor.
I feel it is very unlikely that any materials taken from them would be used to make something worth the loss of already existing robe and the time spent for it.

Not really at the level of of irreplaceable oil painting, sure, but i think the analogy is without merit.
 
Imagine taking a century-old oil painting off the wall, ripping it free from its frame, breaking said frame into scraps of wood, and then ripping the painting itself into ragged strips.

There's no reason why you can't. You could use the wooden scraps to help prop up a sagging shelf, and sew the strips into patches to fix the holes in the sack you used to use for hauling potatoes. Isn't it much more useful that way? Haven't you done a good thing?

No? The stuff you got out of it wasn't worth nearly as much as the intact painting was before you took it apart? Not even a little bit? Huh, I wonder how that could be.
Your logic is flawed. If we were to take it at face value, then the natural conclusion is that a bunch of random humans are somehow more valuable than Kemmler's snazzy apron.

I'm pretty sure our mediocre robes do not classify as oil paintings, more like technically competent finger painting by someone in a hurry.
Mathilde's robes provide full plate armour with an endurance boost and no casting penalty. Her robes are great, your judgement is offputtingly bad.
 
Original analogy is flawed because it really lowballs the value of derivative product. Better one is - would you scrub the painting to make a new one (not fix a potato sack)? Would you melt jewelry to get some gold bullion? Would you disassemble an old ship to make some rebar for a building? And this happen and used to happen all the time.
 
Mathilde's robes provide full plate armour with an endurance boost and no casting penalty. Her robes are great, your judgement is offputtingly bad.

Her robes are sub-optimal compared to both her needs as discussed previously and her skill level when enchanting them. We know this because we saw the rolls and they were:

[Drawing board: Learning, 10+28+5(Library: Enchantment)=43.]
[In the workshop: 74+28+20(Room of Dawn and Dusk)+10(Enchanter)+5(Library: Enchantment)=137.]
[Integrating power stone: 48+28+20(Room of Utter Neutrality)+10(Enchanter)+2(Library: Power Stones)=108.]
[Integrating scales: 10+28+20(Room of Utter Neutrality)+10(Enchanter)+4(Library: Dragons, halved)=72.]

That is an average of 35.5 over four d100 rolls. The average for perfectly well... average rolls would be 50.5. That is 15 points below average, which is to say mediocre.
 
Last edited:
Original analogy is flawed because it really lowballs the value of derivative product. Better one is - would you scrub the painting to make a new one (not fix a potato sack)? Would you melt jewelry to get some gold bullion? Would you disassemble an old ship to make some rebar for a building? And this happen and used to happen all the time.
And even more so, with the person who made the thing actively saying "hey, go ahead and do this."
 
To be honest I am not sure where the idea that Mathilde's deeply utilitarian robes that she made because she wanted to avoid being stabbed by Chaos warriors on her way into hell have artistic value. It feels a bit like arguing that the lab coat you made to be acid proof was somehow a work of art because you have to hand craft it. Branarhune has artistic (and cultural and religious) value, the robes are just robes.
 
Last edited:
I have a good windherding idea:
K / Eye of the Beholder: You can change an object's appearance to make it look either worthless or valuable for several hours.
- This does not go all the way to repulsive, nor all the way to irresistable.
- Shape of the object appears unchanged. Usually changes material, craftsmanship, intricacy, decorations, and so on.
(...)
Fool's Gold: One inanimate object appears much, much more valuable than it is for several hours.
Use these two to make a tower/installation on our flying warship (toggleable).

That way we can use it as bait.
Just hit the "I want this button" for everyone watching it.

After all combining those two spells may stretch or outright remove that pesky "nor all the way to irresistable"-limit.
 
To be honest I am not sure where the idea that Mathilde's deeply utilitarian robes that she made because she wanted to avoid being stabbed by Chaos warriors on her way into hell have artistic value. It feels a bit like arguing that the lab coat you made to be acid proof was somehow a work of art because you have to hand craft it. Branarhune has artistic (and cultural and religious) value, the robes are just robes.
Artistic value? No, but they are useful. I'm not saying we shouldn't tear them apart to make a new set, but I also think they're good as-is. I don't see a lot of merit in making a new set rn unless there's a really snazzy enchantment idea.
 
That is an average of 35.5 over four d100 rolls. The average for perfectly well... average rolls would be 50.5. That is 15 points below average, which is to say mediocre.
They're still magical robes made by a brilliant Lord Magister with a talent for enchantment (abeit only a moderately cultivated one), working in extremely well apointed workshops. They may not be as good as they could theoretically have been if we rolled well, but they're still a highly potent and powerful magic item, especially for people who aren't Mathilde and don't have acces to her Magic 10 AA with powerful mastery. As such dismantling them would be a massive waste, even if I don't really buy the whole "work of art" statement.
 
It would be THEORETICALLY a massive waste but what we have been actually told is "wizards are too proud to wear hand-me-downs", and people who aren't wizards generally aren't supposed to wear wizard robes because impersonating a wizard is a capital offense.
 
The robes use a power stone and helldrake scales (which never appear on art of Mathilde) as core components of the enchantment. It's also pointed out that they are poorly integrated into the enchantment, and are not pulling their metaphysical weight.

The point of dissembling the robes is to try to recover those items so they can be worked into a new enchantment. Since we're soon going to have an improved base material for a new set of robes, rolling the dice to try to recover those materials is no loss—if they are destroyed, then we were going to make new robes anyway so nothing is lost, and if they are recovered then we have more materials with which to make the new robes.
 
Artistic value? No, but they are useful. I'm not saying we shouldn't tear them apart to make a new set, but I also think they're good as-is. I don't see a lot of merit in making a new set rn unless there's a really snazzy enchantment idea.

I mean we would use Mockery of Substance+Move which would be very snazzy in a chisel-hands sort of way. Others have also had cool ideas for windherding too.

They're still magical robes made by a brilliant Lord Magister with a talent for enchantment (abeit only a moderately cultivated one), working in extremely well apointed workshops. They may not be as good as they could theoretically have been if we rolled well, but they're still a highly potent and powerful magic item, especially for people who aren't Mathilde and don't have acces to her Magic 10 AA with powerful mastery. As such dismantling them would be a massive waste, even if I don't really buy the whole "work of art" statement.

Sure, but they are mediocre for Mathilde and that is the standard for talking about replacement since any such replacement will be done by Mathilde under those same conditions. They could technically come out worse, but about 2/3ds of the time they will come out better.
 
Last edited:
Back
Top