Sadly, wolf has our magical signature, thus we would count as having done the necromancy.
Sadly, wolf has our magical signature, thus we would count as having done the necromancy.
You people are going about this all wrong. Don't try to find some technicality to get around the articles, just get rid of the articles themselves. It shouldn't be too difficult to arrange for Roswita to be removed by her political opponents. Then all of her successors will meet with unfortunate accidents, until they give the job to the woman who smashed Drakenhof. Then when the Empress gets bored of palace life, she can disappear, the Emperor suffers a tragic accident, and either Mathilde gets elected or finagles her way into becoming regent.
From there it's a simple matter to instate a new, more permissive set of articles, and then Mathilde can work on magic as much as she wants without any legal concerns.
The most expedient option would be to convince the Empress that the articles are strangling the potential of the colleges. They were written in a darker, more superstitious time, and the wizards have proven themselves. A tiny little loosening of the regulations couldn't possibly cause any harm. If we get her inside, and she convinces her husband, we could be experimenting in a few years, instead of waiting for the Emperor to kick the bucket.Perhaps it would be more expedient to mentor little Mandred into pushing for more acceptance for mages.
Surely Ranald will approve of removing the shackles and overthrowing the unjust oppression of the Articles in his Protector persona.
Mathilde could pick up the Supreme Matriarch role - maybe push it through so the Colleges can get an Elector vote.
Read as 'elf titties.'Just imagine if we can get elf titles as well...
If we do sufficient prep then with the Protector we might manage to be granted on.
Once, Before, in the Long, Long Ago before BoneyM left us. The elders, they tell of a time of plenty. When updates fell as rain.
It has been over 24 hours! We can only assume he is dead, and the updates have departed never to be seen again. Beyond that pale horizon, perhaps there is some better world than this. There must be, if we can only believe.
There's no point trying to appease Makoto, she'll argue about whatever choice you make.I was willing to entertain the first two points, but this undemocratic third point sickens me. Have you no shame? No decency? No morality? To deny the thirsting gods the chance to feast upon the infinite Salt of the debate about using the Liber Mortis to raise a loved one once again, is nothing short of sacrilege!
And I cannot condone sacrilege against the Salt gods, no we must debate this issue endlessly until like Lot's wife we are left as but pillars of Salt!!! Only then will the Salt gods be appeased.
Do not take any of this seriously.
I don't think there's actually anything wrong with the articles themselves. They serve an important purpose that hasn't in the last three centuries become any less important, and loosening the regulations for everybody due to a single non-replicable outlier isn't good administration.The most expedient option would be to convince the Empress that the articles are strangling the potential of the colleges. They were written in a darker, more superstitious time, and the wizards have proven themselves. A tiny little loosening of the regulations couldn't possibly cause any harm. If we get her inside, and she convinces her husband, we could be experimenting in a few years, instead of waiting for the Emperor to kick the bucket.
Plus you kind of get the feeling that if she really felt the need, she could spend six months buckling down and rebuilding necromancy in an ulgu-derived variant and then use that to cast Mass Confusion on the universe and bluff the world into thinking Abel (plus or minus an army of not-skeletons) is alive again.Oh, our skills with necromancy are suffering from far worse than that. Remember that a College wizard's soul is gradually reshaped by their chosen Wind, becoming more suited to channel it over time and less suited to the use of anything else. The arcane marks one bears are a visible proof of this, among other things. Mathilde is loaded down with several ulgu marks, and necromancy requires the use of shyish. Her soul is literally shaped wrong to use necromancy properly because it's warped to use a different wind than the one required. She wouldn't just have temporary casting penalties for unfamiliarity, she'd have casting penalties for trying to do something that she has built her spellcasting to be fundamentally unsuited for, and those would never go away.
There's a reason that the Colleges are reluctant to promote people without arcane marks in their wind, and this is part of it. Mathilde is gaining in knowledge as time passes but she's also becoming fundamentally less able to channel anything but ulgu. Her potential as a necromancer dwindles, year by year.
Of course, she's got such high stats that she can eat a penalty of -2 Magic per arcane mark or so and still be terrifying because of the very low power requirements of necromancy, so that's not terribly reassuring to anyone who learns she's read the Liber Mortis. Or maybe she'd take a flat penalty to all her casting rolls, but again, she's got high enough stats, skills, and traits to power through.
Necrowomancy, Now!Or her! A woman can be just as qualified necromancer as a man, and if you're willing to lend me your vote in the future I can prove it to you!
#lichescanbebitches
Nekowomancy, Now!
i on the other tentacle want a Good Necromancer questWe are honestly getting the the point were I think someone making a 'develop a new evil magic style' quest could be outright interesting.
Curse you people.
"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."Actually, I'm curious. Do the articles explicitly state working with Dhar as illegal, or just necromancy and warpstone experimentation? Because the proposed Umbramancy wouldn't technically be considered illegal in the latter case. Oh, practically we'll still probably be declared a witch if we brought it out in public, but if they never knew the skill existed...
Actually, I'm curious. Do the articles explicitly state working with Char as illegal, or just necromancy and warpstone experimentation? Because the proposed Umbramancy wouldn't technically be considered illegal in the latter case. Oh, practically we'll still probably be declared a witch if we brought it out in public, but if they never knew the skill existed...
Yep, quite illegal.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.
I think the issue with that, in Warhammer at least, is that you can't really do good necromancy; it's like being a Radioactive Waste bender. In almost all situations, it would be better for everybody if you just let the bad thing happen rather than trying to reach in and fix anything using necromancy. Also, just like a fire bender you're not actually immune to your radioactive waste, so you pretty quickly turn into the thing you were trying to fight.i on the other tentacle want a Good Necromancer quest
the sheer WTF of that should be interesting, also should be a pain since the good guy hate you for using Dark magic and the bad guy will also hate you because you are fucking them over because they are evil
Yeah, sorry.Do the articles explicitly state working with Char as illegal,
'Nor any other sorcery or witchcraft that utilizes the wicked powers of Dark Magic', to be specific, dark magic in this case being, well, Dhar-k magic.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.
Actually, I'm curious. Do the articles explicitly state working with Dhar as illegal, or just necromancy and warpstone experimentation? Because the proposed Umbramancy wouldn't technically be considered illegal in the latter case. Oh, practically we'll still probably be declared a witch if we brought it out in public, but if they never knew the skill existed...
I mean Zeon are a bunch of geonicdal lunatics and Char does waaaaay to much to help their twisted cause so I'm entirly on board with never working with the guy.Actually, I'm curious. Do the articles explicitly state working with Char as illegal, or just necromancy and warpstone experimentation? Because the proposed Umbramancy wouldn't technically be considered illegal in the latter case. Oh, practically we'll still probably be declared a witch if we brought it out in public, but if they never knew the skill existed...
Ah. Well, that sucks."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."
Fairly explicitly verboten.
Huh, wonder if theres any risk of river troll swimming downstream to the Citadel.The Arch of Kings was a natural cavern around a swift-flowing underground river, and though the water quality could not be trusted - upstream was the Kvinn-Wyr cisterns, which innumerable River Trolls called home - the cavern remained a site that brought tears to many a Dwarven eye.
Last words being read is going to help bring closure...and drive Angrund into a fury for the coming assault.It was remade twice by the finest stonemasons of the Dwarven Golden Age, first to accentuate the natural beauty of the cavern and the series of waterfalls that flowed through it, and second to transform the river into a moat for the fortification that was one of the last parts of the Karak to fall. Though the remains of the fallen are long since gone, ancient chiselwork remains on the walls. Here and there the reverent silence was broken by sobs as Clan Angrund discovered the last messages of their distant ancestors.
Hmm...this doesn't look like a meteoric caldera.You move on from that grim sight to what is only known as the First Mine. The Reikspiel name of Karak Eight Peaks focused on the majesty of the mountains, but the Khazalid name of Vala-Azril-Ungol tells another story. 'Queen of the Silver Depths' goes the translation, but the metal 'silver' is Agril. Azril can mean the colour silver, and as Eight Peaks did mine and export a great deal of silver, most human scholars assume that is the origin of the name. But Agril and Azril aren't related in that way; the suffix -ril simply means a beautiful metal, and Azril has a second, older meaning, as Khazalid often gets crowded around metal names. Ag-ril is the aged metal, because its colour brings to mind the hair of a Longbeard. Az-ril is the weapon-metal, known better in these times as Grom-ril, the metal of defiance. According to legend, it was here that the Ancestor-Gods first discovered Gromril; Grimnir cut through the greenskins that once called this mountain home, Grungni hewed the strange new metal from the rock, and Valaya smelted it into the very first Rune. All the mighty acts that saved the Dwarves from extinction and elevated the three of them and their future children into Ancestor-Gods were made possible right here in the winding tunnels carved by the pick of Grungni, and for the past three thousand years it has been overlooked by invaders as just another exhausted mine.
Wonder where the records went. Sealed away?The final significant point is far below, at the bottom of the only set of stairs in the Karak longer than the ones you live atop. It was once known as the Hall of Reckonings, and it was where the archives of all matters of law, administration and trade were kept, as deep once meant safe to the Karaz Ankor. But it too changed meaning and purpose in the Time of Woes. The Cavern of Stars is where the Skaven first invaded the Karak, but the Hall of Reckoning was where the Karak first struck back against the Skaven, as those who had no meaning left in their lives but vengeance tunnelled downwards until they breached the warrens of the unsuspecting Skaven, cutting down a thousand times their number before the panicked Skaven could organize any sort of defence. This place is free of the scratched Skaven runes that fill all other tunnels, and empty shelves surround the massive hole tunnelled into the ground, not a single beam of which has been scavenged. It's almost as if the Skaven still fear the vengeance of the Dwarves. As well they should.
You turn your mind back to the matter of war as information flows in. The strike on Under-Karagril was as devastating as you had hoped, and the Skaven bottled into the Karak Drazh Underway remain locked in their constant siege against the greenskins, as good a result as you could have hoped for, and you're surprised to hear that Clan Moulder's holdings weren't quite as looted as you would have expected. Everything that isn't edible has been left where it stood, and though that covers a lot of ground when dealing with Skaven warring with the Black Hunger, some potentially interesting bits and pieces remain. Only with some difficulty do you manage to keep yourself from speculating as to what might have been found and focus on the task at hand.
So the bigger picture emerges. Clan Mors' situation was more complex than we initially saw:They also report the same thing you noticed in Karag Yar: no slaves. The lowest-ranking member of the local hierarchy they've witnessed is some of the scrawnier Clanrats.
Boy, is Mors going to be so surprised when they come home after glorious-terrible victory.[Message interception: Intrigue, 69+22+5(Tactics: Skaven)+5(Warrior of Fog: Ambushes)=101 vs ???.]
The Rangers that aren't remaining in place until ordered otherwise report back, and it appears things went as well as you could have hoped. Assuming there's no routes you didn't find while scouting or dug since then, you're reasonably certain word hasn't reached the Clan Mors forces that are presumably still locked in combat with Clan Eshin.
Also being horrifically outnumbered while in their fortifications is usually the dwarf thing too.That doesn't mean they're not hunkering down of their own initiative, or as best they can with the few forces that remain; according to the Rangers that were scouting instead of intercepting messages, there's at most ten thousand Skaven remaining in the Under-Caldera, and that's if they assume that everywhere they couldn't personally observe is filled wall to wall with Skaven. You doubt there can be more than five.
Hmm, I guess as far as the first Undumgi fight against trolls go thats pretty good. The mild casualties, I suspect is that the first one they fought they just stabbed through the head and heart and then assumed it was dead. Then got a little mauled when it got right back up.News from Kvinn-Wyr isn't quite what you'd hoped, as it seems some of the River Trolls objected to their new neighbours. The Undumgi report victory despite this, as they had to leave their preferred environment to make their displeasure clear. The Trolls tend to disregard weapons, trusting in their thick skin and regeneration to be proof against them. While that would certainly be true against the crude weapons of the greenskins they'd be used to preying on, the discipline of the Undumgi and the strength of the ancient Dwarven polearms proved superior and only mild casualties are reported. The Bolt Throwers are set up at the avenues leading to the cistern and to the peak, and the Underway to Karag Mhonar has been fortified.
Hmm, speaking of food, had we seen ANY food in Kvinn-Wyr?You've enough eyes in enough places to start making some educated guesses about where you don't have eyes. Whatever it was that prevented the Trolls from leaving Kvinn-Wyr is gone, and so are the trolls. The only straightforward conclusion that makes sense is that the Karag Mhonar whatever-it-is is stirring things up in Karag Rhyn and the trolls are settling down in Karag Mhonar, but that doesn't ring true to you; Trolls have two motivating factors, lair and food, and they wouldn't be moving en masse if they were simply spreading out into Karag Mhonar, some would remain behind in their established and now less crowded lairs. So they'd be after food, and they've not been seen in the Under-Citadel, so unless there was some food source in Karag Mhonar that the Rangers missed - and you doubt that - they'd have to have kept going into Karag Rhyn. Which then raises the questions of what happened to the Karag Mhonar mystery?
That is a lot of dakka.The Cavern of Stars bristles with defences, from spears to jezzails to ratling guns and even a warp lightning cannon. You take a few minutes to exchange a flurry of messages with King Kazador, and then you give the orders that will consign many a soul to Morr and Gazul.
Witness the power of Stacking The Deck.[Mathilde vs Unknown Skaven Commander, Eastern Defences: Martial, 32+23+5(Strategy: Skaven)=60 vs 45+15+10(Desperate)+10(Prepared)-10(Communications Cut)-10(Intimidated)-10(Completely Isolated)=50.]
And the lights tell me they were expecting an attack by Eshin. If they were expecting dwarves they'd have left the lights off because Skaven need less light than dwarves.If there's a good way to advance on a position like this, you don't see it, but you do your best to find the least bad. The eastern approach to the Underway is lit by massive floodlights, which you expected. You moved your force to the approach from Karag Mhonar through inconveniently narrow side-tunnels specifically because of this and other preparations. The speed with which the defending force transfers most of their defensive measures, including the lights, almost renders it pointless. But with the other pincer quickly approaching there's no time for any other clever moves, so you order the advance and twelve thousand men and Dwarves obey.
The Jezzail aim certainly seems to have degraded a bunch from their reputation. Though maybe they were used to using rounds which were armor piercing against sane thicknesses of metal.Cracks give a moment's warning before jezzail bullets are buzzing through the air, but those that fall are the minority compared to those that have the bullets ping off shields, the high-velocity warpstone rounds proving unable to overcome good, thick steel of the formerly Karak Izor Dwarves.
Goddamit. Attacking emplaced siege sucks.But you know that's not the only extreme-range danger, and the sick sensation in your gut is only partly from the sickly magical energies you can feel gathering ahead. Malign light flickers and then lashes out, exploding into a cloud of blood and green vapour as at least a score of Dwarves are vapourized. But the Dwarves of the Vaults are no strangers to Skaven technosorcery, and they grimly close ranks and continue the advance.
Taken from the Jezzail engineering textbook we looted from Skryre?There's a distance where the velocity of a jezzail round will overcome even Dwarven steel, and you've done your best to estimate it.
Thats a nice professional force. The warp lightning could have shattered the line, but it misfired? I'm not sure how much warp lightning cannons adhere to physics, since if I'm not mistaken steel shields anchored to stone by steel rods SHOULD ground normal lightning strikes entirely.Through gaps in the lines humans march at double time, pavise shields before them, freshly reinforced with the strongest steel Karak Azul can provide. Perhaps having some premonition of the future, perhaps merely preferring a larger target, the jezzail rounds concentrate on them only to ricochet off. They reach their preferred range and with a percussive chorus, the shields slam down upon stone, and then a second chorus sounds as cunning Tilean devices drive steel rods into the stone below. One of them is unfortunate enough to catch a jezzail bullet in the fraction of their head that is visible over the top of the shield, but a second shot of warp lightning grounds harmlessly against a stone wall instead of interfering with them, and a moment later Braganza's Besiegers demonstrate just how they got their name.
And now the dwarves are in darkness and the Skaven are lit.Any unit of crossbowmen can pull their weight when defending a fortified position, but it takes something special for one to make a name assaulting them, and with utter discipline the crossbowmen begin to fire, not as a volley but as a constant rhythmic pattern to prevent any wasted shots on already-doomed targets. Jezzail snipers scream and gurgle, Fangleaders foolish enough to wear the plumes of their rank topple over, and with a shattering of glass the Underway is plunged back into darkness. The Dwarves march on.
The panic spreads. They're shooting wildly now if they don't even have the height right.Ratling guns fire into the darkness, and though plenty of bullets ping off shields or walls or fly over the heads of the Dwarves, cries and screams from the darkness prove that some are getting through. But every third rank has a crossbow rather than an axe or hammer in their off-hand, and at a shouted order a volley of bolts fly out of the darkness and scythe through the increasingly nervous ranks of the Skaven defenders, and between the volleys and the sniping from the Besiegers every rat that takes control of a ratling gun perishes soon after.
Mathilde: "Even when they cast with items instead of sorcerors they still miscast. Shoddy Dhar using fools."You brace yourself once more as Dhar gathers, but the nature of the energy shows itself once more as it rebels against even the blackest of deeds, and Skaven shrieks ring out as warp lightning arcs through those trying to tend to the cannon. The torches and lights of the defended position begin to glint off shields and axes as the Dwarves continue to approach.
In that moment they all shit a brick facing a thousand runewarriors at maximum morale who had just read the last words of their ancestors dying to Skaven an hour ago.The front rank of the defenders are Stormvermin, the black-furred elite soldiers of the Skaven armies, and unlike the Clanrats behind them they remain solely focused on the task at hand, teeth bared and halberds levelled at the approaching Dwarves. They know they are the elite and the Dwarves approaching are the closest thing the Dwarves have to a militia, and they feel eagerness, not fear, at the impending violence. What better boast than to have tasted Dwarf-flesh claimed in battle? But they don't realize that you're just as aware of the discrepancy as they are. Instead of accelerating to a charge as they near the defences, they open ranks, and from where they were sheltered by the shields and bodies of the Karak Izor Dwarves, Clan Angrund emerges at a run. A rainbow of light from ten thousand runes or more activating in an instant causes the Skaven to flinch back for just a second, and it's at that second that Clan Angrund strikes. More than anyone in the hold they have felt the presence of Skaven neighbours as a constant aggravation, and they don't vent that outrage now; they harness it to fuel the flurry of runic violence that is unleashed upon the Skaven lines, tearing through dozens of black-furred elites in seconds.
HERE'S KAZADOR![King Kazador vs Unknown Skaven Commander, Northern Defences: Martial, 60+15+20(Thunderhorn)+10(Master Rune of Dismay)=105 vs 68+15+10(Desperate)-10(Communications Cut)-10(Intimidated)-10(Completely Isolated)=63.]
Utter Dismay?But an instant later that possibility is gone, as a sound you feel before you hear rumbles through the Underway, and the subtle Runic magics interwoven in the sound remain inert as they flow through you. The sound means torment to every greenskin unfortunate enough to call the mountains near Karak Azul home, and though the Skaven have not encountered it before, the magic activates inside them to ensure they instantly understand what it means for them.
The shock effect must be immense. The entire rank evaporating at once gives the second rank a VERY good reason to flee.From the north a massive wall of crossbow quarrels hits the few defenders still facing away from you, and it is a wall instead of any mere volley, as decades of practice have given the Throng of Karak Azul the ability to stagger their firing so that the crossbow bolts of the rearmost rank arrives at the same time as that of the foremost.
AND coordinated with the charge. Kazador's Throng had a lot of practice at this huh?Seconds later a wall of shields bowls over the remaining defenders, and the second rank dispatch any still moving after the impact and trampling of the first.
Mercenaries: "Best gig ever. They pay lots, they pay on time and they put you at the back because they want all the kills."And trailing behind in an effort to show willing are the mercenaries from the Border Princes, weapons unbloodied but enthusiasm undimmed.
It occurs to me that Fear Musk might well be a feature not a bug.Though the Skaven were visibly scared before, their body language transforms in an instant to outright terror, as undetectable to Dwarf and man alike the musk of fear overpowers the musk of battle and every Skaven knows in a second that their only hope for survival is to flee. Any less disciplined force would have been caught off-guard by a pitched battle transforming to a rout in a single second, but the forces that oppose them are not short of discipline, nor of crossbows, and quarrels pursue the fleeing defenders as determinedly as any cavalry, scything down rank after rank. Then only the dead and wounded remain.
That looks like a bitch to attack. What wouldn't I give for some spider cavalry for this, just to be sure that they can't take out the walkway.The Cavern of Stars is quite different from how you remember it from your infiltrations, awash with blood and viscera and dropped weapons, but the hole into the Trench is unchanged. Rickety cranes ring the shaft, as does a sloped walkway that groans alarmingly under the slightest weight.
#YaketySaxIt seems that Eshin recovered enough to set things near-equal, but then a set of near-simultaneous blunders put Mors and Eshin on the back foot at the same time and the two sides simultaneously routed, and then both realized that the other had run and thought they were about to miss out on victory and turned around once more
...hell, they engaged the berserker mode. Theres already fifty thousand dead Skaven on both sides and they must win or starve.Now they're locked in a completely disorderly mess of a battle through the entirety of Under-Karag Yar and some of the mountain above too, and the only way to disengage anything but the smallest fraction of either force is the complete extermination of the enemy. The Rangers estimate that both are no better than half strength, and rapidly dropping as exhaustion and the Black Hunger take their toll.
So we're looking at maybe 2000-3000 Skaven left. And most of their Stormvermin were probably drawn out by the gambit earlier, so its mostly clanrats, traps and engines.So you estimate you've got at least another two hours until any possible Clan Mors response, and it would be heavily mauled. Probably enough time to clear out the Trenches. But though you estimate about half the defenders perished up here, another half are down there, and though this battle played to the strengths of Clan Mors, the one down there in a maze of dark, cramped tunnels will play to the strengths of the Skaven. But this is a battle the Dwarves have become quite experienced at in their own right. And while you're down there, things up above will still be playing out.
Hmm, weren't those a mile away from here and through stone?Now that you've got a moment of peace to pay attention, you realize that from the direction of the Underway path to Karag Zilfin, you can feel the faintest echoes of occasional bursts of Hysh. The dragon, you presume. And from the direction of Karag Rhyn, the familiar tang of a Waaagh engaged in battle. From the Broken Toof fighting the Crooked Moon? From either or both fighting an invasion of Trolls? From something else entirely?
I was under the impression that they are great examples if overcrowded or "utopian" rats.I haven't seen this video, but I'm not surprised. Skaven are based not so much on rats, but on stereotypes against rats, and their running theme is "plague rats of DOOM".
As anyone who has kept rats at home can attest, they are, in fact, extremely caring and companionable and each idividual rat has a lot of personality. Their only failing as a pet is a very short natural lifespan.
Incidentally, that's why I no longer keep them.
"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."
Fairly explicitly verboten.
Mathilde is technically already in violation of that article because she decided to read the Liber Mortis. Now, she has a decent chance of talking her way out of an execution if discovered, but it's far from a sure thing.The articles blanket prohibit Dark Magic, which is the legal term for using Dhar.