Voted best in category in the Users' Choice awards.
Well, yes, it can be suspicious as hell, but the other plan is to have random adventurers to meet the very muc not existing skaven, who happens to be a college professor.
Maybe something could be done with illusions?
Have someone else trustworthy to act as the nurse?

Nah, there will be many bands of adventurers, seeking knowledge. Most will be stonewalled by the dwarves, distracted by the halflings, and given the run-around by the undumgi because the Dame Magister is one of theirs, of course they will help her keep her secrets. Some will get as far as meeting the Loremaster, who gravely informs them that the good professor is in strict seclusion.

Only one Special group, composed of the most Daring and Crafty adventures who, in the Empire's Most Desperate Hour, come bearing a sealed note from the Grey Patriarch and the Emperor Himself bearing the words "Tell them Everything" will be granted entrance to the secret mountain peak prison wherein the genius Traitor Skaven makes his lair.

(That sentence was Fun to write! Weird capitalization always sounds like Victorian pulp adventure in my head.)
 
Nah, there will be many bands of adventurers, seeking knowledge. Most will be stonewalled by the dwarves, distracted by the halflings, and given the run-around by the undumgi because the Dame Magister is one of theirs, of course they will help her keep her secrets. Some will get as far as meeting the Loremaster, who gravely informs them that the good professor is in strict seclusion.

Only one Special group, composed of the most Daring and Crafty adventures who, in the Empire's Most Desperate Hour, come bearing a sealed note from the Grey Patriarch and the Emperor Himself bearing the words "Tell them Everything" will be granted entrance to the secret mountain peak prison wherein the genius Traitor Skaven makes his lair.

(That sentence was Fun to write! Weird capitalization always sounds like Victorian pulp adventure in my head.)
Sure, let's light up a giant "WE HAVE SECRETS"signal on top of the mountain.
My idea was about trying to keep the secret in a way that does not make it obvious that there is one.
 
Well yes, it was more that he still believes himself to be loyal to the Under-Empire as a whole, IIRC? It's why he wouldn't teach us High Queekish, I think.
He states teaching Mathilde High Queekish would be an act of blasphemy, while citing loyalty to his clan as why he won't teach the Moulder version. That could mean he's loyal to the Under-Empire as a whole as well as his clan specifically, or it could mean he's just afraid of divine retribution if he tries to pass on High Queekish (which isn't exactly an unreasonable fear, considering the Horned Rat).
 
We're a Grey Wizard, even if we kept no secrets at all people would assume we have secrets because that's what Grey Wizards do.
Yes, but there's no point in signposting what and where those secrets are.
The "old and sick" plan has the benefit of even probably being true, Skaven don't live that long, seclusion offers nothing old and sick does not, and all the runarounds just make people curious.
 
[X] [ROMANCE] Seek a romantic relationship with a second partner.
[X] [ROMANCE] Break up with Panoramia in favour of seeking a relationship with a new partner.
[X] [ROMANCE] Break up with Panoramia in favour of remaining single.
[X] [ROMANCE] The Ice Dragon of Karag Zilfin
[X] [ROMANCE] Elector Countess Roswita van Hal

[X] Cython, to discuss the Gods of Kislev and the Kurgan.
[X] Qrech, to discuss his newly-acquired diploma from the University of Altdorf.
 
I was thinking about how, in the thousands of years since the War of Vengeance, the capabilities of the Runesmiths have decreased while those of the Engineers have increased. So I think we can assume that the Engineering guild disseminates information better than the Runesmiths guild (though, I suppose the fact that any Dwarf can become an Engineer would also be a major factor?), even though they are both ultimately built on the work of the Ancestor Gods.

Anyway, I thought part of it might be that the Engineers guild teaches the principles that Morgrim taught, while using those principles to develop better and better devices, while Runesmiths believe that Thungni was the ultimate Runelord, so every piece of Runelore is, itself, a piece of religious significance?

I don't know, it's late, I get rambly.
 
Mathilde first expirence with that ghoul must have been a very different thing. Its not like the land of the Empire is filled with dangerous creature which would attack cabbage farmers, everyone knows cabbages farmers are inmortal!
While cabbage farmers are immortal, it is also a universal constant that they regularly get their goods destroyed by plucky heroes.
 
I was thinking about how, in the thousands of years since the War of Vengeance, the capabilities of the Runesmiths have decreased while those of the Engineers have increased. So I think we can assume that the Engineering guild disseminates information better than the Runesmiths guild (though, I suppose the fact that any Dwarf can become an Engineer would also be a major factor?), even though they are both ultimately built on the work of the Ancestor Gods.

Anyway, I thought part of it might be that the Engineers guild teaches the principles that Morgrim taught, while using those principles to develop better and better devices, while Runesmiths believe that Thungni was the ultimate Runelord, so every piece of Runelore is, itself, a piece of religious significance?

I don't know, it's late, I get rambly.

The Engineers bow to Morgrim's Six Machines (lever / wheel and axle / pulley / inclined plane / wedge / screw), but they're inventing things that Morgrim never envisioned as a matter of course - the bolt thrower was the first widespread siege weapon that Morgrim did not invent, spurred by necessity during the War of the Beard. Gunpowder postdates Morgrim by about four millennia IIRC, and the current controversial new invention is the alcohol vapour engine. The Runesmiths are much more ironclad in their conviction that any 'new' developments in Runesmithing are 'merely' novel applications of existing Runic components, whereas you have to get really creative with if you want to argue that the Engineers are still making do with Morgrim's Six Machines (though some still try). This can be attributed to a cultural difference between the two, but it is also true that the laws of physics are a lot more accessible and testable to modern Engineers than the Glittering Realm is to modern Runesmiths.

Gunnars discussed it a bit in this update.
 
Also, I imagine even if an engineer doesn't teach all his secrets because there aren't any worthy students, it's easier to figure out how to reverse-engineer Bungrim Warbreaker's GyroCopter 9000 than it is to reverse engineer Mathilde's belt.
 
the bolt thrower was the first widespread siege weapon that Morgrim did not invent, spurred by necessity during the War of the Beard.
This bit seems to imply that bolt-throwers were invented prior to the War of Vengeance and were shared with the Elves, although it is noted that the history may be unreliable.
Well, before the Time of Woes was the War of Vengeance, and before the War of Vengeance we actually somehow got along with the pointy-eared buggers. If you believe the stories - and maybe you shouldn't, because there's many a Longbeard that considers history to be the ore one smelts and shapes - we were stupid enough to teach the bastards the secrets of torsion and tension so their sailors could defend their trade ships. What Kragg found in that armoury, and somehow prevented himself from smashing to pieces, appears to be a proof of concept. A bolt thrower that fires six lesser bolts between reloads.
 
Part of the Runesmith/Engineer thing might be that, IIRC, becoming an Engineer doesn't make you a priest. Runesmiths are both priests and guild members, so I suspect that they're bound by religious doctrine as well as guild doctrine that you can't do the information dissemination, while Engineers are just guild bound. Meaning if for some reason they're ok with being kicked out of the guild, they can largely do what they want, with there probably being a limit to sharing secrets with Humans or Elves before beyond which lies grudging territory.
 
This bit seems to imply that bolt-throwers were invented prior to the War of Vengeance and were shared with the Elves, although it is noted that the history may be unreliable.

'We invented it to KILL ELVES' and 'the Elves could only figured out how to do it because WE GAVE IT TO THEM' are two great Dwarven cultural myths that unfortunately don't get along very well.

Part of the Runesmith/Engineer thing might be that, IIRC, becoming an Engineer doesn't make you a priest. Runesmiths are both priests and guild members, so I suspect that they're bound by religious doctrine as well as guild doctrine that you can't do the information dissemination, while Engineers are just guild bound.

This is more or less the case. All Dwarf Engineers in good standing are members of the Cult of Morgrim, but you can do Engineering while a lay-member, whereas you can't do Runesmithing without being a Cleric of Thungni. Interestingly, a strict reading of the strictures of Morgrim would demand that they enforce Dwarven law on engineers of any race, which they obviously aren't doing, but the Cult of Thungni absolutely do with anyone who manages to get their hands on the secrets of Runes, with one large and very uncomfortable exception.
 
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This is more or less the case. All Dwarf Engineers in good standing are members of the Cult of Morgrim, but you can do Engineering while a lay-member, whereas you can't do Runesmithing without being a Cleric of Thungni. Interestingly, a strict reading of the strictures of Morgrim would demand that they enforce Dwarven law on engineers of any race, which they obviously aren't doing, but the Cult of Thungni absolutely do with anyone who manages to get their hands on the secrets of Runes, with one large and very uncomfortable exception.
Wait, what's the exception? The only ones I can think of would be the Chaos Dorfs, and that's more of an issue where killing them all isn't really viable for the Karaz Ankor at this time.

Edit: Mathilded
 
While I don't doubt that there are some perpetual Journeymen, you're not supposed to get stuck there long term. The term "Perpetual" on its own is almost always used as a shorter form of "Perpetual Apprentice". Journeymen are also literally not allowed to return to the Colleges and are kept apart from most of their old support systems, thus not being enriched, but also not enriching the institution of collective magical research and education.
You do actually see a lot getting stuck there. We have explicit word of Journeymen literally going to the next town over and settling down to be the local fortuneteller or message runner.

What we're actually looking at is a career track that looks like:
-Apprentice
--Perpetual Apprentice
--Battle Wizard
---Magister Lord
--Journeyman
---Magister
----Magister Lord

And aside from the Apprentice, there's no obligation to advance on any schedule.

A Journeyman has their Diploma and can find wizard(or non-wizarding) jobs anywhere, they just aren't permitted back in the College until they proved themselves. Yes, they're out of the College academic ecosystem, and they can't make use of the College's services, but for someone with no interest in advancement this isn't really a problem at all. A Journeyman can request their Master provide them with further educational materials in writing, and their Master would fork out the necessary expenses if they think its worthwhile.
Or they might figure that the Journeyman is too static and refuse to send new spells until the Journeyman moves on. This does not in any way matter to a Journeyman with no interest in Magisterhood. One who does would be working on research papers(which would require going out there to find things to research), adventuring or otherwise testing their limits.

Or the Journeyman could literally just fuck off to Cathay on foot and be missing, presumed dead for fifty years before wandering back without any pants but armed with self learned Battle Magic. That works too.
Honestly, of all the Colleges, the Grey College is the least likely to want to hand a Journeyman some enchanted armor. What are you doing getting stabbed, dumbass, you're supposed to be pretending to be a cabbage farmer - something made much harder if you have a magic item that screams "hey I'm a Grey Wizard!"
The Grey College has the most difficulty with any kind of 'standard' enchanted items I think. Its one of the colleges with the biggest focus on 'mundane' skills - Most Ulgu spells would breed horrible habits in an infiltrator, spy or scout unless they learned to do it the hard way OR can cast it themselves(and thus cannot be deprived of it).

Pall of Darkness might work as an emergency bug out, but its hardly going to suffice without a followup tactic - the darkness doesn't last very long, and impairs the wizard as much as anyone else.

This, coupled with the relative lack of Grey Enchanters and the surface level anti-materialism of the College means they won't be making anything enchanted. The Amethysts probably have the same issue.

By contrast, the Brights are the "Enchanter" college, and have a curriculum which is basically Burn Bright or Burn Out. They have the enchanting throughput to outfit their Journeymen with enchanted items or staves.


The Gold, Light and Celestial College come at it from the angle of lacking a need - most of their Journeymen stick to urban centers to provide services, anyone seeking combat out is expected to be able to prepare themselves.

The Amber and Jade Colleges are continuations of ancient cults, and they're going to be following more closely the initiation rites of said cults, which include proving you can survive on your own in the wilderness.

So at the end of it you'll see probably the following categories getting armed out of their apprenticeships:
-Brights - Murder implement of Master's Choice.
-Lights - Those aimed at a more martial approach of hunting down necromancers and cults may be armed with an emergency Banish or Heal in a can, but it depends on the individual Master.

-Golds - You shouldn't need it, if you do, make it yourself.
-Celestials - You shouldn't need it, if you do, you should know better.

-Jades - Nature will provide.
-Ambers - Nature will provide.

-Amethysts - Nothing easy to enchant and useful to their career path.
-Greys - Nothing easy to enchant and useful to their career path.
 
Wait, what's the exception? The only ones I can think of would be the Chaos Dorfs, and that's more of an issue where killing them all isn't really viable for the Karaz Ankor at this time.

Edit: Mathilded

Dwarves aren't good at living with an unfulfilled responsibility just because it's literally impossible for them to do it. So it's a big uncomfortable itch at the back of the mind of every Runesmith.
 
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