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1. K8P has an easy source of acceptable targets for violence and a couple Magisters who are reasonably skilled in said violence. These are also research opportunities as Mads has demonstrated. Additionally, there are dwarves in K8P who are not wholly opposed to working with mages. There are also halflings and the Undumgi, giving a pretty wide variety of people to connect and work with.

2. A steady supply of mages can be directed at the unique problems K8P is facing and may continue to face, including the aforementioned sources of acceptable targets for violence.
More opportunities for Dwarf-rune and wind-channel magics for awesomeness if lucky.
 
Any "we should establish X magical institution at K8P" has to answer in the positive to at least one of two questions:

1. Does Karak 8 Peaks provide some unique resource that makes it a good idea to have said institution there as opposed to somewhere relatively safer within the Empire?

2. Does the magical institution provide some sort of unique benefit for K8P that would make it worthwhile to expend massive amounts of resources to convince wizards to come to this outpost beyond the edge of civilization as opposed to somewhere relatively safer within the Empire?
1. Dwarfy goodwill and influence? Having a foothold in a dwarf hold that gives access to dwarven expertise that could otherwise be harder to get access too. A degree of relative safety and access to more stable labs to examine the many varied magical phenomenum and artefacts that can be recovered out here (I know there's stuff practically everywhere, but at present, the best facilities are all the way back in the empire.) Also a good way stop for sending people into Cathay and the like to try and gain a better understanding of the heck's going on there.

2. Beyond access to wizards to throw at the many and varied problems the hold could face? Most magisters are not Mathilde, but I think the ducklings, Panoramia and the goldies demonstrate that most wizards don't need to be Mathilde to have a big impact.
 
Hmm point, although in terms of making no mistakes I think that they possibly had a situation where they were primarily focused on defensive tactics and as such neglected their external information gathering attempts that would have allowed them to be more aware. Like for the We situation they would write them off as giant spiders and not bother to investigate further, which if they succeeded at would have tipped them off to the Dwarves being on Friendly relations with them...which would throw the players for quite a loop.
I think that the problem would be that of motivation and resource expenditure.

In order to investigate the spiders sufficiently to determine the spider-Dwarf friendliness, they would probably have to send some scouts all the way up to where the Dwarf sections of the Under-Citadel start. There, they could see that the spiders were behind some Dwarf fortifications.

But in order to get scouts and spies that far, they would have to go through the entirety of spider territory. There is no motivation forcing them to do so; they don't know that they have to spend their scouts' lives so much and send them all the way there, in order to get this information.

They have to judge the situation by looking at, and working with, what they have. And the appearance of the situation is giant spiders.

Maybe if they'd done more really deep scouting probes? They might have learned more of the Dwarfs.

But their only outpost was Und-Uzgar (I think it was said somewhere that that was a Clan Mors post, right?), and that got wrecked early and quickly and thoroughly... In fact in hindsight, I'm not sure how they were able to send Skaven out to Und-Uzgar? Was it an isolated branch? Did they manage to send Skaven through the Citadel, before the spiders moved in? Or through the Underway to Kvinn-Wyr or Mhonar or something?

Mhonar probably makes sense; they probably exited through that. But, it was probably a "... And then your whole party got eaten" risk for them each time they did so. A Scylla and Kharybdis situation. 'Get somebody topside, but pay for it each time.'
 
Say, who would have knowledge of souls and how they work? Would the Amethysts have knowledge about that, or are they more about death rather than souls?

If all else fails, I bet the gods would have knowledge about souls. "Hey Ranald, you wouldn't want a Wind to have a claim on my soul over you, would you?"

Or alternatively:

"Hey Ranald, want to play a friendly game of poker for my soul?" *Mathilde proceeds to lose deliberately* "Oh dear, I guess you'll have to get rid of any other claims if you're going to have me, then..."

Using the other winds at all at this point would drive Mathilde stark raving mad, at least when it comes to channeling them directly. Indirect use may be posibile, but that isn't going to do anything about Arcane Marks.

Is that conjecture, or is there something in the setting that makes you know for sure?
 
Character sheet just updated again; I believe this was the change:
Piety:
Ancestor Gods (2/3)
Also:


Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
 
I word this carefully: Based on what very, very, little information we have now, on the nature of soul, on the nature of divinity, does Mathilde know that it is impossible for Ranald to protect her from having her soul changed by Uglu to have her acquire the mark that makes her forgettable?
People need to stop freaking out about the forgettable mark. The marks description specifically means that people can't remember our FACE, not the rest of us. People will still know our name and reputation, recognize us by the sword, robes and hat, etc. If we were missing a limb or had a distinctive tattoo/scar not on the face that people saw, they would remember that as well.
 
Character sheet just updated again; I believe this was the change:
Piety:
Ancestor Gods (2/3)
Indicative that Gunnars did a thing and it was cool?

Say, who would have knowledge of souls and how they work? Would the Amethysts have knowledge about that, or are they more about death rather than souls?
Aside from the elves you mean...

Morites, Amathysts as you say, Dwarves, Nehekkarah, Nagash/necromancy.
 
We could put an invisibility enchantment on it and call it the Unseen University. :V

Considering Unseen University is a place to put wizards to make sure they get busy with "Academia" instead of actually casting spells willy-nilly I think we should call our institution Seen University and establish an exchange program through L-space, so Ponder Stibbons can be around sane(-ish) people for once. Some Greenskin slaying might be good for his psyche.
 
Mm, some change stuff again.

Karaz Ankor: You've grown familiar with the ways of the Dwarves. +1 Diplomacy
Advanced Karaz Ankor (2/3)

Advanced into:

Advanced Karaz Ankor: You're more at home in the Karaz Ankor than the Empire you theoretically owe allegiance to. +2 Diplomacy

We also have a whole new Skill section. Piety Skills!

Piety:
Ancestor Gods (2/3)
Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
 
Hell no. Five years away from our people is too long. Way too much of a timeskip. Also, learning as much magic as you want to has a chance of an arcane mark and two of them would be pretty bad for Mathilde, and so must be avoided.

How would it be a timeskip? That'd be dumb, it'd be skipping over a bunch of fascinating stuff. It'd be five years worth of the quest making interesting decisions, likely spanning several deployments in several interesting locations.
 
Mm, some change stuff again.

Karaz Ankor: You've grown familiar with the ways of the Dwarves. +1 Diplomacy
Advanced Karaz Ankor (2/3)

Advanced into:

Advanced Karaz Ankor: You're more at home in the Karaz Ankor than the Empire you theoretically owe allegiance to. +2 Diplomacy

We also have a whole new Skill section. Piety Skills!

Piety:
Ancestor Gods (2/3)
Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
Looks like Boney is organizing some things that were already established elsewhere and doing some tidying, barring the advancements and Ancestor Gods (2/3).
 
We could keep the situation from getting worse, at least. And learn a bit of the other winds, maybe pick up some low level spells.

That said, if a soul can change in one way, what's to say it can't be changed back with the right knowledge?
We can't use spells from other winds without majorly fucking ourself up. As far as we know, the only way to remove Arcane Marks is to literally cut off the parts of the soul that were marked, with deleterious effects. It's a shame, but High Magic just isn't in the cards.

Apparently it takes forever to learn though, so no great loss.

Character sheet just updated again; I believe this was the change:
Piety:
Ancestor Gods (2/3)
What?
Also:


Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
What?
Mm, some change stuff again.

Karaz Ankor: You've grown familiar with the ways of the Dwarves. +1 Diplomacy
Advanced Karaz Ankor (2/3)

Advanced into:

Advanced Karaz Ankor: You're more at home in the Karaz Ankor than the Empire you theoretically owe allegiance to. +2 Diplomacy

We also have a whole new Skill section. Piety Skills!

Piety:
Ancestor Gods (2/3)
Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
Oh, it's just restructuring to account for multiple Piety sources. Still very cool, but I thought we'd accidentally done something ridiculous with Ranald again.
 
We can't use spells from other winds without majorly fucking ourself up. As far as we know, the only way to remove Arcane Marks is to literally cut off the parts of the soul that were marked, with deleterious effects. It's a shame, but High Magic just isn't in the cards.

Apparently it takes forever to learn though, so no great loss.


What?

What?

Oh, it's just restructuring to account for multiple Piety sources. Still very cool, but I thought we'd accidentally done something ridiculous with Ranald again.
I mean we may have hence the necessity for the updated section :)
 
Indicative that Gunnars did a thing and it was cool?


Aside from the elves you mean...

Morites, Amathysts as you say, Dwarves, Nehekkarah, Nagash/necromancy.
It would be interesting to ask the Elves if they know anything about fixing arcane marks. What do we canonically know that they know about souls?

Dwarves are an interesting thought. They have that whole magic resistant thing going on, and Runes are all about bending magic into a desired orderly shape instead of letting it fly around free changing things. They also have whatever knowledge about souls they inherited from their gods. There are a lot of potential routes to some useful knowledge for dealing with arcane marks there.

Heck, if we could structurally reinforce a human soul with a bit of the structure that creates dwarven resistance in just the right way it might be possible to make it resistant to Wind mutation while still being able to harness the Winds.

We know we can ask Gunnars to teach Mathilde the mysteries of the soul know of the Cult of Gazul, and I think we should take him up on that.
That sounds like an excellent idea. We should absolutely ask him about arcane marks in any case, and see if the Dwarves know anything about healing souls.

We can't use spells from other winds without majorly fucking ourself up. As far as we know, the only way to remove Arcane Marks is to literally cut off the parts of the soul that were marked, with deleterious effects. It's a shame, but High Magic just isn't in the cards.

Apparently it takes forever to learn though, so no great loss.

There are runes for sucking undesired magic out of things. Maybe there's a route to a fix there?

...come to think of it, could it be possible to carve a rune into a being's soulstuff? The Dwarves might never have thought of it, but it's a fascinating idea. I wonder how a Runelord would react if we explained our problem and asked if it'd be possible to pull excess Ulgu out of us. Hm.
 
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@BoneyM we have marks on our soul, and after we gained the marks, Ranald, god of Luck used us as a channel to take power from Gork and Mork.

I word this carefully: Based on what very, very, little information we have now, on the nature of soul, on the nature of divinity, does Mathilde know that it is impossible for Ranald to protect her from having her soul changed by Uglu to have her acquire the mark that makes her forgettable?

No. Either you accept Ulgu into your soul or you don't. There's no walking down the path of magic without it being able to change you.
 
I mean we may have hence the necessity for the updated section :)
Probably not exactly, since both of those are things Boney has said before but weren't precisely codified. See his commentary about Mathilde basically being like a wise hermit on a mountain in regards to how her relationship with Ranald works.
 
I mean, someone probably did something ridiculous to get us that charsheet reconstruction going, and get us Advanced Ancestor gods at 2/3 progress.

That said, we now know that there is at least one tier after Advanced for skills; transcendent.
 
Any "we should establish X magical institution at K8P" has to answer in the positive to at least one of two questions:

1. Does Karak 8 Peaks provide some unique resource that makes it a good idea to have said institution there as opposed to somewhere relatively safer within the Empire?

2. Does the magical institution provide some sort of unique benefit for K8P that would make it worthwhile to expend massive amounts of resources to convince wizards to come to this outpost beyond the edge of civilization as opposed to somewhere relatively safer within the Empire?
Well my preference would be for a place for warrior-mages, like us, Johann, and all the ducklings. In which case a relatively safer place isn't the goal, and they benefit K8P's defense.

A generic college would be dull.

The other option would be to establish a runesmithing/enchanting co-operative endeavour, which has obvious reasons to be where Kragg is.
 
Probably not exactly, since both of those are things Boney has said before but weren't precisely codified. See his commentary about Mathilde basically being like a wise hermit on a mountain in regards to how her relationship with Ranald works.
I know, but I like leaving the possibility open. That being said we've likely done something to get that final level up of Karaz Ankor knowledge, although that may just be the whole becoming a thane thing.
 
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