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Sleeper Agent can only really start to be pried off if we find out who's on the other end.
Well technically, we can just stop doing whatever they say whenever they want. Sure, they might excommunicate us from the Grey Order, but at this point I kind of feel like Weber's in a place of 'Why the fuck not?'
 
Well technically, we can just stop doing whatever they say whenever they want. Sure, they might excommunicate us from the Grey Order, but at this point I kind of feel like Weber's in a place of 'Why the fuck not?'
The issue is the excommunication will mean the Grey Order and various Witch Hunters will start trying to kill us. Instead lets play their game, find them and tear down everything they've built.
 
Well technically, we can just stop doing whatever they say whenever they want. Sure, they might excommunicate us from the Grey Order, but at this point I kind of feel like Weber's in a place of 'Why the fuck not?'
Getting officially excommunicated means we'd be a rogue wizard, AKA someone not to be trusted.

If we're going down that path, at least pick up some necromancy and raise Van Hal while we're at it, so we get something out of the process.
 
Getting officially excommunicated means we'd be a rogue wizard, AKA someone not to be trusted.

If we're going down that path, at least pick up some necromancy and raise Van Hal while we're at it, so we get something out of the process.
Hasn't he been Morrite-ritualed? Doesn't that make his spirit safe from necromancy? Even if that was the play here- and it's not for me- we'd just animate his corpse, I don't think we'd get a free willed undead with his spirit back?

Either way, I don't think any magic we could do could actually raise him from the dead.
 
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I wonder what uglu verison of necromancy could be. My guess is hyper-realistic reality bending nightmarish illusions. And/or living shadow monsters
 
Hasn't he been Morrite-ritualed? Doesn't that make his spirit safe from necromancy? Even if that was the play here- and it's not for me- we'd just animate his corpse, I don't think we'd get a free willed undead with his spirit back?

We're holding a legendary artifact of Necromancy, if there's anything that can pull Abe out of the grave this is it.

Not that we're likely too, damn responsibility...
 
Hasn't he been Morrite-ritualed? Doesn't that make his spirit safe from necromancy? Even if that was the play here- and it's not for me- we'd just animate his corpse, I don't think we'd get a free willed undead with his spirit back?

Either way, I don't think any magic we could do could actually raise him from the dead.
The rites are pretty limited and depends on how well the Morrite rites actually worked and how skilled/powerful the Necromancer in question is.
Remember the first encounter with Necromancy when the rites did very little to keep the necro-trap from working?
 
Dunno, uglu is not a wind of darkness.
Well, Ulgu is a wind of shadow, and shadow is blocked light.

Shyish is the wind of death, but necromancy is kind of blocked death- a perversion or extension.

So... I thought eating Light, consuming it, not simple darkness. Whatever that would mean. Scary insubstantial things that suck light and life out of the world. But horrifying illusion spells would work, too.

We're holding a legendary artifact of Necromancy, if there's anything that can pull Abe out of the grave this is it.

Not that we're likely too, damn responsibility...
He wouldn't thank us either.
 
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The issue is the excommunication will mean the Grey Order and various Witch Hunters will start trying to kill us. Instead lets play their game, find them and tear down everything they've built.
Being assassinated is a thing though.
Getting officially excommunicated means we'd be a rogue wizard, AKA someone not to be trusted.

If we're going down that path, at least pick up some necromancy and raise Van Hal while we're at it, so we get something out of the process.

Just saying, Weber's in the kind of mental space where she's in no mood to cater to a mysterious master who provides no concrete benefits to her war against Sylvania.

'Burn bridges, worry about it later never' is probably sounding real attractive right now.
 
But they're not asking anything of us in this situation. We are free to act as we wish here, which is pretty clearly to carry out Van Hal's last wish and conclude the campaign.
Fortunately, whoever or whatever the secret master isn't a factor right now, her state of mind may well be helped by cementing Van Hals legacy there.

We seem to already have gone through Denial, Anger, Bargaining and Depression at his bedside, for that matter. Dunno whether there will be another run through the cycle when we have more time. I can see a bit more anger...
 
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I wonder what uglu verison of necromancy could be. My guess is hyper-realistic reality bending nightmarish illusions. And/or living shadow monsters
Necromancy is Dhar used through Shyish. Its about the denial and perversion of Death where Shyish is the embracing and acceptance of Death.

So we can apply the Wind filter:
-Ulgu
-- About dreams, mysteries and boundaries. Its transient, about what people think of something rather than the reality behind it.
--It plays with boundaries, looking beautiful or ugly. Turning one kind of edge into another.
--Funny really, given how the Grey Order prides themselves as a Practical school of magic, but then you need your feet on the ground to have your head in the clouds safely. Not so different from Hysh after all.
--Dhar-Through-Ulgu - So, what is the most twisted interpretation of Shadow possible based on the above definition?

"I am the Shadow, the True Self."
Make all dreams come true.
All of them. Especially the nightmares.

Granted its part of College traditions that you should not attempt to become the second Nagash.
 
I mean creating our own evil school of magic would certainly make for an epic and memorable quest and a lot of really cool research. I'm not saying we should necessarily try it but @BoneyM how much would the Liber Mortis help in developing the Ulgu version of necromancy.
 
In a 'see your worst nightmares become real' kind of way, or... ;)

I think that given the practical mind and lack of penchant for superiority complex Mathilde and her take on Uglomancy wouldn't be so bad.
Until, you know, the Dhar inevitably rotted her brain and sent her insane.



I don't actually want to follow the path of Ulgumancy.

Now... the Qhaysh juice on the other hand... why doesn't it break down to Dhar? What can we learn from that? Maybe... just maybe... Teclis doesn't know everything about what humans can do.
 
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Granted its part of College traditions that you should not attempt to become the second Nagash.
Are you sure anyone thought of writing that down?

7. No Magister may ever study the Forbidden Lores of the Daemonic Powers, nor the unholy ways of Necromancy, nor any other sorcery or witchcraft that utilises the wicked powers of Dark Magic. Any Magister found disregarding this Article is guilty of an Abominable Act and is both Heretic and Traitor and will be put to sword and fire immediately.
This is the closest thing we have in the actual articles and since Ulgumancy doesn't exist yet it first would have to be defined as "Dark Magic" before anyone can get us for practicing it.
 
Abelhelm's Finger
Abelhelm's Finger

"Immerse yourself in history, myths and stunning scenery at Abelhelm's Finger Fort, set abridge
across Draken just near the dreadful Drakenhof. Inextricably linked with the legend of the Dusk
Rider, for centuries this dramatic fort and coastline has fired the imaginations of writers, artists
and even the wizards. Now it's your turn to be inspired."

—From "The Comprehensive Guide To What You Should And Shouldn't Do In Stirland",
by Herr Felix Kiesinger (Wurtbad Press, 2755)​

Abelhelm's Finger is a fortified bridge across the Draken river just next to the town of Drakenhof. In years passed since its construction during short-reigned Abelhelm Van Hal's Purge of Drakenhof it has been the toughest outpost of Stirland in Sylvania, where offensive campaigns started from and defensive campaigns took their first (and often decisive) stand. It is build around a cenotaph of Van Hal himself, soldiers defending the symbolic rest of the leader whose life they couldn't protect. The tower overseeing Sylvanian side of the bridge, staying vigilant over the grave, is called Mathilde's tower for reasons lost to time.

There's at least a token detachment of halflings and dwarves on duty at all times, symbolizing the unlikely alliance that led to this fort's establishment. Depending on the faction politics it's considered a duty of honor or a duty of punishment, but a duty nonetheless. The fort has been sieged form one or both sides of the river countless times, playing a major role in every Sylvanian Incursion, Purge, or Vampire War since the Fourth one (included). It has been destroyed to the last brick four times but never taken and always rebuilt, which is a major point of pride for Stirlanders.
 
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