Voted best in category in the Users' Choice awards.
Voting is open
I think Mathilde has sown the seeds for another uprising in Wizard Chic: Grey Wizard Edition, with this. Truly, we are a victim of our own success. :V
Don't say it. We don't need every noble in the the empire to start buying up dragon bones.

Edit : Oh that would suck seeing a bunch of nobles going around with dragon bone staffs that have nonsense runes carved on them.
 
Last edited:
The fat goblin is Grom the Paunch. The dwarf word for fat would be the 'bolgi' bit, as in bulge. 'Grom' would be defiant, hence why Gromril is the defiant metal and not the fat metal.
Or is it the fat metal, and the Dwarfs just say otherwise? :V


The Monster and Norscan infested Sea of Claws in not remotely safe though.
If the Sea of Claws was comparatively that unsafe, Marienburg would be completely unimportant, as the Empire would never do trade through it anyway. As is, the Sea of Claws must be as safe as land travel, or at least only unsafe enough that the speed increase is worth the risk. Otherwise people wouldn't bother trading there, but they do.
 
Throttling and Roiling Shadows just need to do a set thing to what it encounters, Shadowsteed just needs to go in whatever direction Mathilde indicates. If you're looking for something that can move and fight independently, that's either a lot of programming you need to mentally encompass every time you cast a spell, or... you need it to be able to think for itself. Which isn't insurmountable, but it is very tricky, and the easiest answer (note: not necessarily best answer) is daemons. Or the souls of the dead. The harder answers are generally very closely kept secrets. The Golds aren't telling what the deal is with Gehenna's Golden Hounds, nor are the Jades about the Dwellers From Below. Ask an Amber Wizard about Flock of Doom, and they'll mutter something about 'Corvus the Crow Lord' and change the subject.
Huh. What is Mathilde's shadow then? It certainly seems to be capable of independent action.

Skaven have some kind of longevity drugs (probably warpstone-based) thus some of their important characters can live much longer than normal Clanrats and such.
For example, Ikit Claw has been alive for like 800 years.
 
The Monster and Norscan infested Sea of Claws in not remotely safe though.
Won't bypass that by the Marienburg - Varr route. There are plenty of dangers it does bypass though: Sartosa pirates; other pirates who might not be as famous but will still kill you and take your stuff; Druchii off the Estalian and Brettonian coasts; weather at sea, storms and calms both; rocks and; sea monsters.
 
@BoneyM: The Maze sorta disappeared to the battle wizatds, but you mentioned that rooms in the Grey college move around as needed. If later we want to learn battlemagic, will we be able to use it, or is it just for battle wizards?
 
Turn 29 Social - 2484 - Part 1
You know, thinking about it I'm rather relieved we never really got into Deep Intrigue. Undercover work, treachery, blackmail… are not things I think the voting consensus would have handled well.
Also being James Bond is far more fun.

It would seem that through no fault of her own Dame Weber has become one of the social elite. And they don't even know most of the stuff she has done!
On a side note how did the Greys move a tower?

'The expedition could go badly'. No, you don't say. Not like it is heading through the outer edge of hell itself or anything. /sarcasm
Warning about the gunnery school is more noteworthy. We are due for another big Waaagh out of the Bad Lands. Or something shadow-resistant from the east.

Good to hear that Eike is coming along well. Wilhelmina deserves an heir she can stand the sight of.
 
If the Sea of Claws was comparatively that unsafe, Marienburg would be completely unimportant, as the Empire would never do trade through it anyway. As is, the Sea of Claws must be as safe as land travel, or at least only unsafe enough that the speed increase is worth the risk. Otherwise people wouldn't bother trading there, but they do.

Sea travel is dangerous, but land travel is extraordinarily dangerous.

Part of her soul, apparently. At least, according to the Gazul priest.

Edit: Mathilded

Also according to Nehekharan metaphysics about the nature of the soul.
 
You know, thinking about it I'm rather relieved we never really got into Deep Intrigue. Undercover work, treachery, blackmail… are not things I think the voting consensus would have handled well.
Also being James Bond is far more fun.
It also distracts from our more subtle and arguably more impact-full accomplishments.

I think the silk must be Belegar's version of AV: incredibly valuable but never quite coming to fruition.
We might want to check what their current state of progress is sometime. Really feel that it should have come up in a council meeting. Then again all the "help" we are getting is a huge AP sink for him.
 
Last edited:
On a side note how did the Greys move a tower?
Well its a room in a tower, and presumably maaaaaagic :D

Sea travel is dangerous, but land travel is extraordinarily dangerous.
Don't go anywhere in Mallus, its too dangerous.

Regardless land vs sea is just far too selective on a case by case basis to make generalities.

I think the TLDR is if you're going anywhere off the beaten tracks, you need to have something going for you. Even if its just a big, extremely well-armed convoy, its still gotta be more (probably a lot more) than normal. This applies to land or sea.

Which sort of undercuts the idea that traveling through the river system and out at Barak Varr to get to Tilea or Estalia or Bretonnia would be safer or faster than going from Marienburg, and following the coast.
Its case by case sensitive. Such a sweeping generalisation generally isn't helpful, but as far as I can see, overland in the Old World...generally pretty safe along as you are not in an area like Sylvania.

Same for sea travel cept for the sea of claws.

Rivers are better than both, they're faster and generally have fewer gribbles in them save for places like Sylvania again. Even then its still a better option generally hence things like the stir river patrol.

Leave those areas which are "civilised" though things instantly become more dangerous, until you reach areas like the badlands. Here sea or land travel you're kinda ****ed and what is "safer" matters much less than what is practical.

In my opinion, land travel through the bad lands is probably the safer way to reach cathay or Ind for example. Ships are all or nothing and can't be reliably fixed en route. Caravans can and if you lose them then like the viceroy your odds or survival are much better than bobbing around holding onto wreckage.

Of course this will likely change as ships themselves become more advanced. If they can be made faster, mount more fire power etc. I can see people like Marianberg or Tilia putting together trade armadas. Just massive concentrations of force centred around cargo ships that sail to the east and bring back vast hauls.

Just not really practical at the moment.
 
Last edited:
I think the silk must be Belegar's version of AV: incredibly valuable but never quite coming to fruition.

On the other hand, those College Rooms of Calamity that probably solidified Mathilde's legacy at the Colleges for posterity and gave the Dawi Runesmiths a hand in in the infrastructure of the College are the first fruits of all the efforts Mathilde sank into AV.
 
Which sort of undercuts the idea that traveling through the river system and out at Barak Varr to get to Tilea or Estalia or Bretonnia would be safer or faster than going from Marienburg, and following the coast.
Travelling on well patrolled rivers and canals that all the polities they pass through consider to be vital thoroughfares is a different prospect to taking an overland route over mountain passes, through forests, deserts and moors.
 
@BoneyM : I am guessing that figuring out silk weaving has been put on something of a back burner due to the help from Karaz-a-Karak sucking up a huge amount of Belegar's AP? Has to spend as much time as he can to make the best possible use of them that he can well they are here and they are not helpful for figuring out silk.

Still those 300 or so weavers that were hired a few turns back must have managed something?
 
Last edited:
IIRC this was right after Clan Huzkul was founded, which was definitely a strange new development.
Wait, rewarding a Clanless collective by making them into a new Clan was something completely unprecedented? And King Belegar just did it without much discussion? I thought it was based on old and long unused precedence or something. But in that case what he did is probably more radical and noteworthy to Dwarfdom than any of the Umgi Wizard games he plays.
Or something shadow-resistant from the east.
Like Dawi-Zharr for instance. No one but Mathilde can fire it on them and I'm not even sure that Gazul is okay with Mathilde just firing it on them either.

Edit: And that's if they don't approach via the Underway.
 
Last edited:
No idea, but Grey Seers do live longer than normal Skaven due to a combination of magic and better living conditions. Also likelymuch easier access to whoever makes the skaven juvnat so conceivably.
I happen to remember a couple of bits in one of the ToL books that at least a pair of normal Skaven (the ones in charge of interaction with Nagash) manage to survive at least one or two centuries.
 
Well its a room in a tower, and presumably maaaaaagic :D


Don't go anywhere in Mallus, its too dangerous.

Regardless land vs sea is just far too selective on a case by case basis to make generalities.

I think the TLDR is if you're going anywhere off the beaten tracks, you need to have something going for you. Even if its just a big, extremely well-armed convoy, its still gotta be more (probably a lot more) than normal. This applies to land or sea.


Its case by case sensitive. Such a sweeping generalisation generally isn't helpful, but as far as I can see, overland in the Old World...generally pretty safe along as you are not in an area like Sylvania.

Same for sea travel cept for the sea of claws.

Rivers are better than both, they're faster and generally have fewer gribbles in them save for places like Sylvania again. Even then its still a better option generally hence things like the stir river patrol.

Leave those areas which are "civilised" though things instantly become more dangerous, until you reach areas like the badlands. Here sea or land travel you're kinda ****ed and what is "safer" matters much less than what is practical.

In my opinion, land travel through the bad lands is probably the safer way to reach cathay or Ind for example. Ships are all or nothing and can't be reliably fixed en route. Caravans can and if you lose them then like the viceroy your odds or survival are much better than bobbing around holding onto wreckage.

Of course this will likely change as ships themselves become more advanced. If they can be made faster, mount more fire power etc. I can see people like Marianberg or Tilia putting together trade armadas. Just massive concentrations of force centred around cargo ships that sail to the east and bring back vast hauls.

Just not really practical at the moment.
You can fix ships a lot more reliably than you can fix caravans. Ship's Carpenter was a job for a reason. Caravans have pretty much all the same needs as a ship, but it's much more expensive to carry the extra people and materials.

Land travel is probably the preferred route to the East because it's a known route. Traveling unmapped or unknown routes is incredibly risky, and not a merchant enterprise. That's something you want state backing for, and none of the Old World nations really has the resources or interest yet.


River travel is the safest option of them all, and this replaces land travel with river/canal travel.
Travelling on well patrolled rivers and canals that all the polities they pass through consider to be vital thoroughfares is a different prospect to taking an overland route over mountain passes, through forests, deserts and moors.
I disagree that river travel is all that much safer than land travel. Sure, the rivers are patrolled, but so are the roads and the seas. It's not like you can't get river bandits or monster either. Rivers also trap you a lot more effectively. You can't just leave the route you're taking if someone or something comes after you, it's fight it off or die.
 
Voting is open
Back
Top