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The Thirteen Warlords
This got away a bit from me, but I was inspired by the last couple of chapters, so here's an unrealistic what if snippet of sorts.

Omake:

The Thirteen Warlords;
Or How Belegar Ironhammer Rolled A (Supernatural) Crit


Luitpold von Holswig-Schliestein, The Protector Of The Empire, Emperor Himself, Son of Emperors, The Elector-Count of Reikland and the Prince of Altdorf, slowly clenched and unclenched his fists as he strived mightily not to cave-in the hollow skulls of his yowling Elector-Counts with Ghal-Maraz, those yokels Todbringer and Gausser in particular.

A tall man and with a striking presence, ordinarily noted for his calmness and charisma, The Emperor was a natural-born diplomat with a formidable intellect, both his mind and his courtier skills honed to be as sharp as a dwarven steel-trap by both his own gruelling efforts and the various teachings of some of the greatest minds of the Old World that gold, influence, favours and duty could obtain.

And yet, he found himself nearly powerless before the stubbornness and sheer stupidity of not only his de-iure princely equals, but even the holy High Priests of the Empire's two greatest Cults, the four of them behaving as if they were some village mutts fighting over a bone, the remaining Elector-Counts doing next-to-nothing to calm them.

To his shame and growing ire, Luitpold could almost sense the disgust rolling off from the present Dwarf Prince Belegar Ironhammer, whose request for aid from the Empire in retaking his ancestral kingdom had the dubious honour of being the formal topic of this Elector-meet, before the situation had deteriorated.

The Empire was on the threshold of a civil war, and for what?

Because of a pair of valleys, a forest and a couple of villages?

It was madness, simple madness.

As the time passed, with all the sane efforts at negotiation being for naught, and with the situation rapidly approaching the point of no return, Luitpold could feel a yawning pit slowly opening beneath him.

In desperation, and to keep himself from physically expressing his discontent with some rather permanent consequences, The Emperor opened his mouth and bellowed from the bottom of his stomach:

"Let the Gods judge."

"What?" snarled the Ar-Ulric and The Grand-Theogonist, united for the first time in almost a year in their response.

Luitpold felt a chill down his spine. He finally had the room's undivided attention, and little idea what to do with it. But enough was enough, and employing all of his charisma, all of his experience and all of his training, Luitpold bullshitted like never before:

"Let the Gods judge! Since before the birth of Empire, since before the birth of Sigmar himself, when a judgement was deemed too difficult for the warriors, shamans and chiefs of a tribe to decide, a grand task was given to the injured parties, to prove their claim just before the Gods and tribe!
We have an impossible judgement. And we have such a grand task before us. The grandest and noblest task possible! Of aiding our truest and oldest allies in retaking their taken homeland.
Prove your cause just before all of us standing here today and the Gods themselves, prove your ancestral claim right by aiding Clan Angrund in their task. Let those who are in the right be judged so by the Gods with how much their efforts contribute to the retaking of Karak Eight Peaks. Thus speak I, the Emperor!"

A harsh silence settled on the meeting before suddenly chaos erupted. In the cacophony, Luitpold could hear just a few snatches of the words being spoken, none of which exactly filled him with hope.

"Are we some bloody Bretonnians, to go on a hare-brained quest?" demanded a giant of a man, clad in Nordland regalia.

"Did you just compare the arbitration of the highest matters of the state to some barbaric, ancient ritual?" sardonically asked a foreboding man with a black widow's peak, the runefang Bloodbringer strapped to his belt.

"Your Grace, you overstep your bounds. Who can say whose contribution was blessed by the divine? Gods' will is unknown to mortals, yourself included." remarked stiffly one of the Arch-Lectors present.

Even the dwarf lord, Belegar, positively boiled with repressed anger. For all that he needed aid, he seemed to not appreciate his solemn request for aid being treated as an excuse to herd the elector-cats.

Luitpold imagined he could hear a dwarf grudge coming, banging and crushing as it rolled down the mountains like a giant stone. Or maybe it was just the sound of his head-ache increasing.

"Well, why not?" asked one of the present nobles.

Silence descended again on the gathered luminaries as they all turned to a an eccentric figure, vigorously pacing with hands behind his back, seeming to be possessed by some strange righteous fervour.

"What a marvellous idea! Yes, why not? I would be honoured to volunteer my armies for this grand venture. And my warchest. No sleepy hamlet needed as reward, even." brightly concluded the Elector-Count of Averland, his impressive moustache split into two halves down the middle, with the left half coloured a garish yellow and the right half painted a dark red.

Luitpold barely stopped himself from laughing when he saw the fish-out-of-water expressions that the Lords of Nordland and Middenland sported.

Further and completely inevitable exclaims of further outrage were stopped in their tracks when the eccentric (and some rumoured insane) Elector Count of Averland was followed by a loud proclamation from an unlikely source.

"I, too, support this task. The armies of Hochland will march to dwarven aid. I shall lead them myself!"

The Elector-Count of Hochland was known by all to be a rational, sensible man, with an excellent head for numbers and governing, prone to caution and one rarely moved by passions and emotions.

The fact that such a man was standing proudly with straightened shoulders and with his head held high, a brilliant gleam in his eye impossible to miss, had the gathering disquieted. Leitdorf was one thing, but this?

Leitpold sensed the momentum was finally on his side and pounced:

"I hope that it goes without question, that both Reikland and the Imperial Office shall support our ancient allies in this matter, with all the means at their disposal." The Prince of Altdorf silkily stated.

"Hell, I will drink to that! You will have Ostland's Swords, dwarfking!" a bearded, barrel-chested warrior in half-plate shouted, before doing good on his word and drinking heavily from a gargantuan drinking horn yellowed with age.

"And Axes of Talabecland!" roared its Elector-Count as well, his figure resembling more an ancient bear mistakenly clothed in silks than a proper aristocrat.

"And the Guns of Ostermark." grimly concluded a wiry noble representing the League of Ostermark.

With a long-suffering sigh, Elector-Count of Wissenland joined in, his customary drawl gone from his voice.

"If my people hear that I didn't support a dwarven reclamation efforts, and that you sorry lot did, I won't reach Nuln alive. The factories of Nuln and the armies of Wissenland are yours, noble dwarf. Use them well."

"It seems to me, that an army marches on its stomach. And when it comes to the matters of the stomach, I think we halflings know a thing or two. The Moot will be happy to lend its food stocks and cooks to the cause!"

With the new Elector Count of Stirland casting baleful glances at the halflings, Leitpold the First watched with satisfaction as even the stand-offish and newly ascended Elector-Count of Stirland was pressured into promising whatever support she could spare from occupation of newly conquered parts of Sylvania.

Which left just the four troublemakers. Elector-Counts of Middenland and Nordland glanced at each other, before trying to outdo each other with promises of support.

Of course, their efforts paled before the shouting match that again took off between the venerable Ar-Ulric and Grand-Theogonist, with each thundering about their holy duty against the Forces of Destruction.

All the while, Belegar Ironhammer and his bodyguards watched in dumbfounded disbelief.

---------------------------------------------------------------------------------------------------------------------------


All in all, Belegar was quite satisfied. For all that the manlings had behaved reprehensibly for much of the Elector-Meet, and that the method through which they came to an agreement to help him was... unorthodox to put it mildly, he couldn't argue with the results.

Not when he marched at the head of over 600 000 strong fully equipped and supplied manling army, many thousands of which were their knights, with hundreds upon hundreds of cannons and with their wizards and war-priests coming in force.

The rumours said that the High King had even spilled the precious and rare Bugman's beer on himself, such was his shock when he had heard the news, and that he had ordered the whole of Karaz Ankor to summon their throngs to the Karak Eight Peaks, lest they be shamed before the eyes of the Ancestors for not answering Clan Angrund's call when the Umgi had.

Belegar could feel his teeth spread again in a bloodthirsty grin, his sixth that morning, twice more than he had smiled in the last twenty years.

The gobbos and the rats won't know what hit them.
 
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<sigh> I need to repeat: requirements needed for creation of given item are separate from Mathilde's actions.

It should be self-evident. But I'll expand. You have artisans. You have Kragg. You have desired item, and You have requirements needed to create it. An item may need normal smith to create. Item may need runelord create. Or item may need Kragg to create. What is required for creation of an item is one thing.
No you don't need to repeat yourself. I understand that perfectly, as you could see from the very next line of my post, which you quoted, on the topic of making less powerful magic items. But the thing is, they are not entirely separate, because you started this whole tangent on the basis that,
As for Mathilde? She can be a spark that starts the whole process.
and that just isn't so, partly because this process is already happening insofar as it can, and also because what we commission from Kragg is pretty much definitely going to be a nigh-singular wonder that, at best, might inspire a few lesser artisans to try and imperfectly copy it.
OK. Then kindly explain, why despite experienced enchanters in each order of magic and hundreds of years, mages are still not equipped with anti-miscast items?

Biggest threat to mages ever. Reason why they are mistrusted. Battle Mages dying from miscast. Stunted research out of fear of what may happen. Constant threat of demonic incrusion with each spell.... tell me then, why and how experienced enchanters in colleges does not produce anti-miscast items?

We are speaking about enchanters that can produce effective ressurection items. Why the hell didn't they make items that would save dozens of mages? Including battle mages? Why there are not people to specialize in anti-miscasts? Why there is no virtual factory of such items? Why are they not, at very least, widely known to all mages?

Answer it simple: they cannot. Antimagic the way dwarves does it, is simply out of reach of human mages.
Experienced enchanters do produce anti-miscast items - again, such items exist in the lore already. There are simply not enough of them to equip every Magister, because magic items are rare to the point that "equip every significant individual with X magic item" is head-in-the-clouds nonsense. There is no factory of anti-miscast items because there are no factories of magic items, period.

Like, allow me to ask a question in turn: Why, despite skilled runesmiths in every dwarfhold and thousands of years, are the throngs of Karaz Ankor not fully equipped with runic weapons and armour? Surely you can agree they have a need for it. Every dwarfish life is precious, after all, and they are assailed on all sides by enemies. There is an urgent, pressing need for every military advantage they can get, so why isn't every thane and longbeard marching into battle with runes of power on their az un karin?

The answer is, again, simple. They can't. Because making magic items of any kind, runic items included, is difficult and time-consuming. This is no different for dwarfs. If anything, it might be worse, as production capacity shrinks while demand only grows. Dwarfs, after all, are a race in decline.

EDIT: For pete's sake, the QM has several times pointed out that dwarfs are not wizards, and so do not necessarily understand how to make items that directly key into Wizard Things like miscasts. They'll give it the ol' college try, and Kragg is here so we'll definitely get something useful out of it, but that is a very far away from "clearly these are the best and only people for knowing how to make miscast-negating magic items".

I mean, you know who does have a really strong case for knowing how to make miscast-negating magic items? The High Elves, the folks for whom mastery of the intense focus necessary to maintain the harmony of High Magic is an Iconic Thing, have generally been depicted as particularly good at dispelling hostile magic, and are also loaded down with more magic items than almost anybody else.

Guess what? The High Elves have a magic item that negates a miscast! They also do not hand out copies of it to every Tom, Dick and Harry mage. Because nobody can do that. Because magic items are rare, and hard to make.
 
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[X] Barak Varr is one of the greatest centers of trade in the world. Spend some time browsing to see if you find anything interesting.
[X] Dwarf technology may be off limits, but the technology of other races are not and there could be all sorts of useful gadgets coming in from overseas. See if you can pick anything useful up with him from the vast markets of Barak Varr.
[X] Help Seija teach Esbern to Dispel.
[X] Many mercenaries look for work at Barak Varr among trades looking to make the long and dangerous trip to the east. See if any can be convinced to join the Expedition instead.
[X] Yes
-[X] 10 Favors
-[X] Protection/Antimagic
-[X] Channeling/Antimagic

Don't know why everyone is so eager to spend 15 favors when 9 was enough to get us an OP item last time. Or why we'd want a generic protection one when we can roll the dice on Ulgu-channeling by Dwarf. Sigh. Really wish it had been a separate vote instead of part of the more normal voting, especially with so many voters.

It's a lore thing mostly. Basically the dwarf tradition for wizardry and creating items that help a wizard channel spells has an ancient tradition going back to just last week when Mathilde put in a commission for one.

In comparison the human wizardly tradition has a tradition that originates from the Old Ones, who passed their knowledge onto the Slaan who taught the Elves who then taught the humans of the Empire. It's a wizard tradition that goes back millennia.

Also, as has been pointed out we have to take into account the artisan who is going to make the item. We don't even know if making a good wizard channeling item is possible for the dwarfs where as we definitely know they can make some awesome protection items and they definitely have more experience with them.


<sigh> I need to repeat: requirements needed for creation of given item are separate from Mathilde's actions.

It should be self-evident. But I'll expand. You have artisans. You have Kragg. You have desired item, and You have requirements needed to create it. An item may need normal smith to create. Item may need runelord create. Or item may need Kragg to create. What is required for creation of an item is one thing.

Now we have Mathilde's actions, and her quest. What she does, where she is and what situation she is placed in is another.

Both of those things have no bearing on one another. You can put 'mr X' in place of Mathilde and requirements wil not change. You can kill Mathilde entirely and requirements will still not change. Requirements for creation of item are entirely separate from Mathilde's actions.

That is what I am trying to say. I believe it to be self-evident.
So I realize this was a response to Imrix, but I think you two are talking past each other. Excuse me if I'm wrong but it seems Imrix is saying we have to take into account the skills of the artisan for the item we want to make (don't ask a carpenter to make a sword) as such if want a dispelling aid or channeling device or miscast prevention then we should go to the guys who make this stuff for a living and have a long tradition of doing so.

But you're saying that you don't actually want some kind of miscast protection or channeling device or dispelling aid or any other type of wizard synergy you simply want standard dwarf rune antimagic and if it happens to help stop a miscast that's great, in fact you would especially like it if it helped stop a miscast so would the runesmith making the item please keep this in mind while designing the talisman.


OK. Then kindly explain, why despite experienced enchanters in each order of magic and hundreds of years, mages are still not equipped with anti-miscast items?

Biggest threat to mages ever. Reason why they are mistrusted. Battle Mages dying from miscast. Stunted research out of fear of what may happen. Constant threat of demonic incrusion with each spell.... tell me then, why and how experienced enchanters in colleges does not produce anti-miscast items?

We are speaking about enchanters that can produce effective ressurection items. Why the hell didn't they make items that would save dozens of mages? Including battle mages? Why there are not people to specialize in anti-miscasts? Why there is no virtual factory of such items? Why are they not, at very least, widely known to all mages?

Answer it simple: they cannot. Antimagic the way dwarves does it, is simply out of reach of human mages.
It's actually been pointed out that they do. On the tabletop game for example there's quite a few items that do various forms of this and other magic control (staff of sorcery, earthing rod, power scroll, etc).

Perhaps more relevantly to this game we've seen one of our very own journeymanlings walk around with an obviously magic staff that presumably gives her more control of her magic, our former master also has a magic staff and we were offered the possibility of purchasing dispel scrolls which would allow us to disrupt the magic of others (presumably safer and more reliable than trying to dispel).

Long story short these items are made and we've seen our master walk around with one of them. I'd even go so far as to say most magisters probably have something that helps them with their magic which would naturally include reducing the chance of miscasts occurring or the resulting impact of them.


Besides take a look at how dangerous magic actually is, Mathilde is constantly summoning up and riding a shadowsteed, she makes her weaponry magic automatically and she recently ran all around Altdorf using lots of magic to pass her exam. Magic is dangerous yes, but mostly only when you go beyond your ability or try for really big splashy battle magic, but it wouldn't surprise me at all if being an engineer turned out to be statistically more dangerous. At least with magic you have the option to stay within the limits of your ability which is actually surprisingly safe, where as if you're dealing with a cannon who knows when the thing is going to explode and kill everyone nearby.
 
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This got away a bit from me, but I was inspired by the last couple of chapters, so here's an unrealistic what if snippet of sorts.

Omake:

The Thirteen Warlords;
Or How Belegar Ironhammer Rolled A (Supernatural) Crit
Luitpold von Holswig-Schliestein, The Protector Of The Empire, Emperor Himself, Son of Emperors, The Elector-Count of Stirland and the Prince of Altdorf, slowly clenched and unclenched his fists

Entertaining omake. The only problem I see is that we know who the Elector of Stirland is (and couple of his predecessors) and Emperor isn't him. Luitpold is Elector of Reikland, IIRC.
 
Perhaps more relevantly to this game we've seen one of our very own journeymanlings walk around with an obviously magic staff that presumably gives her more control of her magic

Her staff is attuned rather than outright magical; the magic in it comes from her rather than being inherent in it.

I have to say that if you really think this you are giving BoneyM far too little credit. I'm also pretty sure that even if we vote purely for protection we will get some special flavor of protection worthy of what 15 Dwarf rep represents, not merely a huge +X to our defense. By voting protection/X I want to indicate a general direction that should take. But I'm very sure Kragg the Grim, or whoever takes the job instead, will come up with something unique and elegant, that would be very unlikely to have a "7.5/7.5" result.
@BoneyM How far off the mark am I with my above assumptions?

Choosing two things will result in less effect in either than choosing one thing would. They'll do their best to interweave them elegantly but there's no getting around doing two things instead of one means splitting your attention and priorities instead of focusing them.


Voting closed, writing has begun.
 
Final Tally, for those interested.
Adhoc vote count started by chocolote12 on Apr 3, 2018 at 8:29 PM, finished with 15301 posts and 92 votes.
 
Entertaining omake. The only problem I see is that we know who the Elector of Stirland is (and couple of his predecessors) and Emperor isn't him. Luitpold is Elector of Reikland, IIRC.

Whoops.

Thanks for the heads-up, it was a mistake with editing, I actually (correctly) referred to Luitpold later on in the omake as the elector-count of Reikland.
 
Yeah the moment i saw the one before i glanced what the d roll was abit harrowing .

And apprently a protection talisman was the winning vote right of 15 favors with kragg the grimm doing it people for a truly tremendous ward save atleast and who knows what else .
 
Here's hoping it's just straight protection, and the various antimagic split-votes weren't consolidated for some reason.
 
Prove your cause just before all of us standing here today and the Gods themselves, prove your ancestral claim right by aiding Clan Angrund in their task. Let those who are in the right be judged so by the Gods with how much their efforts contribute to the retaking of Karak Eight Peaks. Thus speak I, the Emperor!"
This was Anton's idea! He knew everyone could be friends again if they just pulled together, he'd be so pleased the Emperor took it up.

"Dear Mathilde, couldn't think what to get you as a going-away present, so please find four full Divisions of Empire troops and four Orders of Knights with this note.

I thought to myself, it's a shame all this arguing going on in Middenland, so I dropped by. I bumped into the Grand Theogonist and the Al-Ulric. There was a bit of shouting, but in the end we all agreed that the best way to settle their differences was to prove their point on a noble quest to reclaim a Dwarf Hold from greenskins. The Elector Counts of Nordland and Middenland couldn't be seen to do any less than the Cult leaders, so they matched their contributions. I'm very sorry I couldn't do more, but I didn't want to bother the Emperor right now, poor chap.

Hugs, Anton.

P.S. Don't forget to write!

P.P.S. I wrote to Asarnil, he says he loves the story about the book sales on Ulthuan and he'll drop by in a couple of months once that little Tilean scuffle is over."
 
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Their are plenty of two-handed sword designs that are more agile then an axe with out half-swording. With a regular long sword I can cut with any part of the blade, I can strike behind me by simple reversing my grip on the hilt and I can even use the hilt to attack. It is only when you get to a sword that is around as long as the person is tall that you lose a good deal of maneuverability. It is at this point that you need to half-sword in certain situations because you can not maneuver the blade at full extension with out chancing hitting the ground or something else when you fallow thought. Sense our girl uses a great sword that is almost as big as she is a backup weapon that is not a pistol is something we should pickup at some point.

Considering that we will be moving in to greenskin controlled territory what do you all think we will face before we get to Karak Eight? There are two Orc tribes whose land we will be moving thought so we will probably have at least one battle before we get to the mountains. This means we should probably spend next turn working with our Journeymanlings to make sure they all know how to dispell and we have a clear idea of there skills and weakness when it comes to battle.

I know stats and effects have changed across editions but at least in the fluff, isn't the suit of black gromreil plate worn by Karl when he goes to battle magical to a small degree because it was originally forged for Magnus the Pious after the Great War by the dwarfs and then picked up a few blessings after they presented it to him? That would mean that the Emperor has three magic items he use with regularity. The best way to look at the availability of magic items in the empire is I think a combination of the RP and Tabletop and other stuff like the novels but yeah magic items are not common for any one but the upper classes and are not mass produced. Items that ground magic or that can dispell spells as they are cast are not common among wizards because of the time and and skill needed to make them.

Lastly it is amazing to see how fast these pages can be filled up with posts some times.
 
The March to Karak Eight Peaks - Week 5 - Barak Varr
[*] Yes
-[*] Talisman
-[*] 15 Favors
-[*] Protection

[*] Have them help you teach your fast-growing familiar simple commands.
[*] Barak Varr is a trading hub; go shopping with her and employ your good name among dwarves to see if there's seeds of anything useful to be found.
[*] Many mercenaries look for work at Barak Varr among trades looking to make the long and dangerous trip to the east. See if any can be convinced to join the Expedition instead.
[*] Barak Varr is one of the greatest centers of trade in the world. Spend some time browsing to see if you find anything interesting.


Favours as currency is an art that the Grey College excels at, since the Vow of Poverty rather limits using currency as currency. To cash in said favours is not as simple as handing coin over to a shopkeeper and having them at your service. It takes care, tact, and dropping a great deal of hints. You spend time with various dwarves high up enough in circles to have the ear of those that matter, sharing a drink or two and speaking of the Sylvanian campaign; how it might be nice to have some sort of ornament to wear as a memento of those times, and of the great work you did with (and for) the dwarven Throng. There's no explicit acknowledgement, just a few deep, thoughtful nods, and just like that a nugget of information enters the collective knowledge of the assembled dwarves: the means to settle an outstanding debt. Somewhere, someone is having a quiet word with Kragg the Grim; he's ranking his level of disapproval and finding that he disapproves of the Dwarven Empire being in your debt more than he does crafting an item for a manling. Various dwarves are plucked from the gathered Throng, both of adventurers from Zhufbar and from the assembled dwarves from Karak Kadrin, and the events of the Sieges of the Drakenhofs nearly two years ago now are recounted in exhausting detail.

Somewhere, a stammering and overawed Barak Varr Runepriest surrenders his forge to a living legend, and Kragg the Grim sets to work settling a debt.


---

If one could even say there's such a thing as a 'conventional' dwarfhold, Barak Varr would be the opposite of it. Far from being isolated, conservative and dour, Barak Varr is full of life and activity and visitors from across the world. The vast harbours are full of ships, sleek Tilean galleys, vast Estalian galleons, proud Bretonnian corsairs, nimble Arabyan dhows and mighty Empire Wolfships, but outnumbering them is the mighty navy of the Dwarves. Driven by closely-guarded secrets of steam and smoke, they have no need of the sails or oars that feature on every human ship present, and they fill the space that is saved with armour and guns. The nimble monitors capable of patrolling the many rivers of the Border Princes region, the mighty ironclads that bristle with guns, and here and there, the dreadnoughts, so massive and costly that barely one is built a generation.

If those were not wonders enough, the markets of Barak Varr rival the harbour in grandeur and are greater even than those of Altdorf or Marienburg. You see barrels and mounds of spices that you've previously seen only in measures of pinches and pouches, entire bolts of precious silk stacked as haphazardly as if they were the most inferior wool, and under the careful watch of guards of a dozen nationalities or more, handfuls of precious stones glimmering brilliantly in the torchlight. Everywhere you look there are wonders, drawn in from every corner of the world, whether from long, gruelling oversea voyages that round entire continents, or from overland trips through territory held by greenskin and undead and other, even fouler threats. Hawkers not only sell their wares but actively recruit for the next voyage, and the crowds are made up as much of mercenaries looking for their fortunes as they are merchants looking to spend theirs. Dwarven moneychangers operate gadgets of intricate clockwork as they exchange one currency for another. Vast notice boards display the prices of goods in distant centers of trade, as well as how current the prices are; judging by how recent most of them are, they must have arrived by gyrocopter or some other, even more outlandish means.

It is into this swirling melee that you will throw yourself thrice over: once for Panoramia, once for yourself, and once for the Expedition.

---

If anything, Panoramia is more awestruck by the markets than you are; you have to guide her by the arm through the crowds as she gawks to keep her from being trampled underfoot by some vast cargo-beast you don't even have a name for. You steer her into the spice section of the markets, and then through it to a smaller, much less prestigious one: that dedicated to other, non-edible plants. Here is the realm of those with big dreams that are so often disappointed, and you find yourself surrounded by flagging merchants trying desperately to convince anyone that will listen that this or that is the food crop that will revolutionize farming in the Old World. It's all so many poor, wilting examples of greenery to you, but Panoramia comes to life, and you're shown an entirely new side to her as she tears through the hopeful merchants like a buzzsaw. Some plants are dismissed at a glance, others are closely examined before being moved past, and a very few cause her to actually speak to the merchants trying to sell them. You've brought your purse and you doubt that a few seeds will set you back too much, but even that proves unnecessary as she negotiates a deal: the plant in question is magically revitalized and the merchant can start trying to sell their plant with actual documented evidence from the Jade College as to the positive effects of it, all for a few seeds that wouldn't have sprouted without her intervention anyway.

The first plant chosen for further examination is a sort of grass from distant Ind. The merchant calls it koo-sha grass, and claims that the natives of that place use it in religious rituals to achieve enlightenment; more of interest to you and Panoramia is that they apparently also use it to treat dysentery and influenza, and failing that it's also a rather hardy plant and quite edible for livestock. A neat piece of spellcraft later, a thriving example of the plant is sprouting out of a barrel half-filled with dirt and Panoramia has a small handful of seeds tucked into one of her glass phials.

The second is from slightly closer to home; the cone of a type of Estalian pine that, according to Panoramia, produces a sap that can be distilled into a sort of oil good for treating wounds and discouraging parasites. The merchant had been advertising the cone for its use in predicting the weather, claiming it would open when it will be dry and close when it will rain, so accepted a few silver coins for it before moving onto the next customer, unaware that he'd just practically given away a curative for an entire army.

No further wonders are to be found, and while it's slightly disappointing to not have found any rare and exotic wonders and instead come away with grass and a type of pine tree, Panoramia is quite happy to have some new plants to work with, and says that she might be able to unlock further effects with a little help from magic. And even if she doesn't, she says, dysentery and infection are terrible enemies of armies on the march, and having the tools to fight them both are not to be sneezed at.

[Plants and Seeds in the Markets of Barak Varr: 66, 52, 31.]
[First plant: Rolling for Origin: Ind]
[Second plant: Rolling for Origin: Old World]

---

The next day you brave the crowds alone, looking for nothing in particular. There are shiny and pretty and aromatic wonders everywhere you look; more difficult to find is something useful, or at least something especially distracting. You succeed.

The first strange wonder you find is a merchant selling a clutch of five eggs, each the size of a man's head. He claims they have been brought from distant Lustria, and that they contain terrible, wondrous beasts that will serve whoever hatches them. You doubt this, but the eggs are larger than any you've laid eyes upon and you do find curiosity burning inside of you at the sight of them. Even if the eggs were dead, whatever strange creature lay within would be worth dissecting for novelty value alone.

The second is allegedly from the terrible Land of Chill, Naggaroth, homeland of the Dark Elves - a small pile of pitted scales that are allegedly from a Helldrake that attacked a tradeship bound for Barak Varr and was driven off only at great cost in blood and cannonfire, leaving behind death, destruction, and a few fractured scales that fell from its body. Looking at the scales, each the size of a dinner plate, you can feel the truth of what he says - this came from a terrible creature indeed, and are still attuned to the magical energies that allows such enormous creatures to exist. Though you don't currently have the skills to match these materials, these could one day be part of a powerful and terrible enchantment.

The third is from very close to home: the dented and tarnished crown of a Border Prince, along with a deed on ancient parchment bequeathing a section of land somewhere in the anarchic region to the holder. Accompanying that is a short note from Barak Varr acknowledging the legitimacy of the claim, and another note acknowledging the legitimacy of the acknowledged legitimacy. Standing next to the merchant is an incredibly surly dwarf who says, before you even ask, that the scroll is genuine; since he's wearing the livery of Barak Varr in full sight of the market's guards without being put to some very serious questions, you're inclined to believe him. From what little you know of the region, the kingdom in question is likely to be the incredibly small, utterly poor, claimed by a dozen other Princes and hosting a greenskin infestation for good measure; but then, Princess would be such a nice title to add to your growing list, and it might unlock certain geopolitical options for you...

[Searching for whatever you might find: [HIDDEN], 56, 47.]
[First item: Rolling for Origin: Lustria]
[Second item: Rolling for Origin: Naggaroth]
[Third item: Rolling for Origin: Old World]

---

On the third day, it is the part of the market filled with recruiters and mercenaries that calls to you; you find an unclaimed section next to a thoroughfare and add your voice to the din. By mid-morning, you've accomplished nothing, being utterly untrained in the art of 'yelling very loudly at crowds' and apparently there's more to it than just doing exactly that. You lurk in the crowds, watching which of the criers attract the attention of the passers-by, and attempt to emulate them, but to no success; there's just too much noise and not enough of you. You consider magically amplifying your voice, but you've never had the need to achieve fine volume control with the Sound spell and now's probably not a good time to trial-and-error it.

By mid-afternoon, you've had more than enough of trying, and you slink off in a huff.

[Recruitment attempt: Diplomacy, 14+10=24, 22+10=32]

---

You've had your fill of the sights, sounds and smells of the market. You make your way out of Barak Varr and round the bulk of the mountain it is built onto until it evens into a steady slope, and you climb it. An hour later, you've reached a point giving a breathtaking view of the Black Gulf, with Barak Varr far below you, where a single tent is raised. And you stop mid-tread as an unmistakable set of sounds reach your ears, and turn and walk away with your cheeks burning. You'd heard rumours of that sort of thing among the more... earthy Colleges, and you suppose you are an uninvited guest in the piece of land they've claimed as camp, but honestly, it's the middle of the day!

A half hour of admiring the view about five minutes walk down the mountain, you make your way back up and find Esbern and Seija working on a fire, which thankfully isn't a euphemism - they've carved a piece of wood into shavings and are banging a flint and tinder together to shower sparks upon it. They greet you as you approach and you very firmly put the events of a half hour ago out of your mind as you unsling your pack, letting your passenger hop out and stretch his legs.

The two of them coo over your puppy, and ask you his name; you've been calling it Wolf for sentimental reasons, and they accept that as perfectly suitable. They examine him carefully as they feed him scraps of dried meat, and guess his age at about three months. About the age where he'd start joining his parents' hunts; in two weeks or so, he'll enter a stage of rapid growth, gaining over a pound of weight every week until about seven months of age, at which point he should be about seventy pounds in weight. After that, he'll enter the period of slow growth and gain about half a pound of weight per week, until reaching his full size of up to a hundred pounds at a year old. He's likely to be ravenously hungry the entire time, so it's just as well the army will have plenty of meat on hand to feed the even larger predators of the Knightly Orders.

They seem more than happy to help you with the training of your familiar; they say that eventually the bond between the two of you will grow to the point where training isn't needed for him to know what you want, but that point could be months or even years away and in the meantime it's a sensible precaution. It's agreed that once the march resumes, they'll be joining you every night after dinner to help teach your familiar basic commands.

---

As the week draws to a close, news filters through the crowds of the agreement struck between the two Kings. After much consulting of ancient maps, the location of a subterranean highway linking Death Pass and Blood River was rediscovered. The Barak Varr navy would secure Blood River up to where it met this highway, and the Expedition would secure the Highway itself from whatever menace currently calls it home. In this way, supply lines would be established that would not be threatened by the greenskin occupation of Black Crag or the innumerable tribes of the Badlands, and all the Expedition had to do to remain in contact with the world is to keep a stretch of Death Pass secure. And, perhaps more importantly, the greenskin stronghold of Black Crag that dominates the mouth of Death Pass - which, incidentally, was once the dwarfhold of Karak Drazh - could be bypassed entirely. All the Expedition had to do was march along the southern bank of the Blood River under the protective guns of Barak Varr's riverine navy, bridge a couple of tributaries, and build a dock in the shadow of Thunder Mountain.

It is as this news spreads and the Expedition regathers that you feel the unmistakable feeling of Ulgu sobbing quietly to itself, and you turn to see Kragg the Grim approaching you. "Hand," he barks, and you hold yours out and he drops what looks like a rope of chainmail into it. He nods the satisfied nod of someone who is finally done with a distasteful task, and turns and leaves without another word to you.

You examine the item, and find it to be a belt made of chainmail links of blackened steel, with a large buckle etched with a simple mountain; extremely common in Dwarven fashion, but you recognize it as the mountain that Castle Drakenhof was once built upon. And on the reverse, etched deep into the steel and filled back in with what could only be pure gromril, are three runes, and you can feel the power radiating off them.

When you look up again, a harried and awed looking dwarf with a pure-white beard that brushes the ground is standing there. "He didn't wish to linger to explain," he says numbly. "But nor did he want his work unappreciated. But though he allowed me to watch the entire way through, I barely understood a fraction of it."

He points to the first rune. "This, as I understand it, is a variation on the Spelleater Rune. When a hostile spell is targeted against you, it will not only counter it but also burn - literally burn - the knowledge of it from the mind of the caster. It will be dormant for twelve hours after each use."

He points to the second. "This appears to be based on the Master Rune of Spite, but somehow combined with the Rune of Fortitude. It will grant you the strength to withstand wounds, while returning twofold any strike against whoever dealt it to you."

And the third, the largest and most intricate of the three. "This one incorporates elements of both the Rune of the Furnace and the Rune that Valaya gave to us that allowed us to weather the coming of Chaos. It will grant you such resistance to flame that you could wade through lava, and burn off any taint of chaos before it could even touch you."



He stares at it in awe. "Thank you. Had you not performed a task worthy of such a gift, I would not have been able to witness its creation." He takes a deep breath and tears his eyes from it, and stumbles off back into the depths of Barak Varr.

You remove the simple cloth belt that has kept your robes fastened, and replace it with the metal of this belt. You feel the power in it thrum as you fasten it, flooding your body with a power unlike that you're so familiar with; this is power that has been brought to heel, tamed by the dwarven runes; its only character now is that which it has been given. You cautiously reach into the flames of a nearby torch, feeling the warmth of it but no more no matter how close your fingers dance to it; you decide that your Seed can heal you if this goes terribly and grasp the flaming torch by the end you normally shouldn't. The flames sputter around your hand, but you still feel no more than a pleasant warmth, and your skin remains unharmed.

---

The course of the Expedition has shifted; instead of going south along the Old Silk Road, you will be travelling south-east along the bank of the Blood River, named for how red it runs every time a greenskin Waagh emerges from the Badlands to crash against the realms of men. That path will take the Expedition through the territory of the Ironclaw Orcs - made famous by the terrible and cunning warboss Gorbad Ironclaw some eight hundred years ago, whose Waaagh utterly destroyed the province of Solland, burned Nuln to the ground, and besieged Altdorf, during which a wyvern smashed its way into the Palace and ate the reigning Emperor. Today they are merely a local threat rather than an existential one, but one that has never been entirely stamped out. From the former dwarfhold of Iron Rock, an aptly-named mountain made almost entirely of iron, they are all but immune from the retribution of man or dwarf.



Choose as many as you wish from the below; the THREE with the most votes will be Mathilde's actions for the coming week. Any purchases you make will not take actions.

Contributing to the Campaign:
[ ] Forces have been sent ahead to bridge the first inconvenient tributary of the Blood River; join them and aid in standing guard against any that may try to stop you.
[ ] Ulthar's Rangers and Petrescu's marksmen are ranging far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them.
[ ] If any resistance does start to gather, they will be smashed apart by the very heavy cavalry of the Knightly Orders. Stand ready with them.
[ ] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.


Spend time with the Council of War:
[ ] Thane Skaroki Grimbrow
[ ] Master Engineer Durin Wutokri
[ ] Grand Master Sigwald Kriegersen
[ ] Grand Master Ruprecht Wulfhart
[ ] Marksman Codrin Petrescu
[ ] Marshal Titus Muggins


Other Preparations:
[ ] You've heard that greatswords and greataxes are near identical in the way they're used, and you happen to be surrounded by experts in the art of the axe. Learn how to use one.


Spend time with your Journeymanlings:

Esbern and Seija of the Amber Order
[ ] Test their skills in battle.
[ ] Help Esbern teach Seija to Dispel.

Maximilian de Gaynesford of the Gold Order
[ ] Ask him to reforge your sword into a superior one.
[ ] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[ ] Ask the smiths to teach him as a favour to you (-2 favours)
[ ] Ask him to teach Johann to Dispel.

Johann of the Gold Order
[ ] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
[ ] Keep tabs on his interactions with the dwarves, making sure he's not fishing for information that the dwarves want to keep for themselves.

---

Purchases from Barak Varr
You currently have 556 gold coins.

[ ] Purchase the strange Lustrian eggs (200 gc).
[ ] Do not purchase the strange Lustrian eggs.

[ ] Purchase the Helldrake scales (100 gc).
[ ] Do not purchase the Helldrake scales.

[ ] Purchase the title of a Border Princess (300 gc).
[ ] Do not purchase the title of a Border Princess.
 
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Well the buckler should greatly help with protection and it even has some impressive dispelling capability since that rune removes the spell from the enemies mind.
 
... You know, I am beginning to believe we are reaching the point where we could openly go full second coming of Nagash and actually stand a chance at surviving the process.

Because holy cow is Mathilde hard to kill now.
 
[X] Ulthar's Rangers and Petrescu's marksmen are ranging far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them.
[X] Test their skills in battle.
[X] Help Esbern teach Seija to Dispel.
[X] Ask him to reforge your sword into a superior one.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[X] Do not purchase the strange Lustrian eggs.
[X] Purchase the Helldrake scales (100 gc).
[X] Do not purchase the title of a Border Princess.
He points to the first rune. "This, as I understand it, is a variation on the Spelleater Rune. When a hostile spell is targeted against you, it will not only counter it but also burn - literally burn - the knowledge of it from the mind of the caster. It will be dormant for twelve hours after each use.

He points to the second. "This appears to be based on the Master Rune of Spite, but somehow combined with the Rune of Fortitude. It will grant you the strength to withstand wounds, while returning twofold any strike against whoever dealt it to you."

And the third, the largest and most intricate of the three. "This one incorporates elements of both the Rune of the Furnace and the Rune that Valaya gave to us that allowed us to weather the coming of Chaos. It will grant you such resistance to flame that you could wade through lava, and burn off any taint of chaos before it could even touch you."
Wow. Any one of these would count as a unique item, all of them together is something else entirely.
 
He points to the first rune. "This, as I understand it, is a variation on the Spelleater Rune. When a hostile spell is targeted against you, it will not only counter it but also burn - literally burn - the knowledge of it from the mind of the caster. It will be dormant for twelve hours after each use."

He points to the second. "This appears to be based on the Master Rune of Spite, but somehow combined with the Rune of Fortitude. It will grant you the strength to withstand wounds, while returning twofold any strike against whoever dealt it to you."

And the third, the largest and most intricate of the three. "This one incorporates elements of both the Rune of the Furnace and the Rune that Valaya gave to us that allowed us to weather the coming of Chaos. It will grant you such resistance to flame that you could wade through lava, and burn off any taint of chaos before it could even touch you."
Worth it. So very, very worth it!
 
Kragg disapproves. :)

Hm. Any particular reason this Journeyman Gaynesford option was dropped since last update?
> [ ] Ask him to teach Johann to Dispel.
Did Johann perhaps pick up Dispel on his own?
 
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