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Character Creation - Part 4
Forty years ago, in the year 2430, the Elector Count of Stirland and Emperor of the Empire of Man, Dieter IV, brought the Empire to the brink of ruin, culminating in selling Marienburg its independence and ending in his being deposed. With the former Emperor and his accursed family, the Unfähiger, retreating to Talabecland to consolidate power there, rule of Stirland passed uncontested to the ill-fated Haupt-Anderssen dynasty. Though seemingly sober and worthy rulers, they appeared cursed with ill fortune, rule of the province passing from hand to hand as apparent natural causes took one ruler after another. Finally, at the end of the year 2469, the last Haupt-Anderssen held the title - the eighth of his line to do so.

Then he, too, was gone.

In a shroud of great secrecy, the Elector Count Alberich II Haupt-Anderssen was declared dead, and the eastern wing of the palace was sealed off. An emergency meeting of the Elector Counts was called to decide who next would take up the Runefang of Stirland.

Far away in the city of Altdorf, fourteen Electors met. Many messengers came in and out of the chambers they were ensconced within. Those messengers spurred other messengers, which spurred more still. And eventually, a letter is delivered to your normally taciturn Master in the middle of breakfast that causes his eyebrows to shoot towards his hairline.

By lunch, you were atop a conjured horse with a new set of robes and a letter of introduction, ordered to ride to Stirland where you were to serve as the Spymaster of the new Elector Count. You knew that, having reached the rank of Journeyman, you were to be sent out into the world to prove yourself, but the abruptness of it took your breath away - and the letter tucked into your pocket that you were sternly instructed not to read until you had arrived and were in private filled you with suspicion.

You were trained as a Grey Wizard, after all. It's not paranoia if they really are out to get you.

------

Voting closed, spells and plan have clear winners:

Faith: Ranald

Spells:
Sound
Combat
Shadowsteed
Mindhole

Shinies Gained:
-[X] Snakehunted
-[X] College Debt

Shinies Spent:
-[X] Enchanter
-[X] Brave
-[X] Townsfolk
-[X] College


New voting:

[ ] Name: (write-in)
[ ] Appearance: (write-in or link a picture)
 
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Bluh? We were supposed to have one stack of debt.

Did it fall off during one of my edits?
 
It's there now but it must have fallen off previously, because I remember counting it up a number of times and wondering whether to point it out or counting it as a Ranald's Debt deficit.

In honour of your patron god, I will roll a 1d2. On a 1, the debt is to the college; on a 2, it is to Ranald.

Edit: And there you have it. I'll edit the preceding post accordingly.
Adhoc vote count started by BoneyM on Jan 20, 2018 at 3:36 PM, finished with 18 posts and 9 votes.

Adhoc vote count started by BoneyM on Jan 20, 2018 at 3:37 PM, finished with 18 posts and 9 votes.
Boney threw 1 2-faced dice. Reason: Debt Total: 1
1 1
 
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Character Sheet
Character Sheet

Name: Dame Mathilde Weber
Blazon: Sable, bend argent, sword argent bendwise inverted, base dexter serpent supine vert and or.
Motto: Unseen, But Not Unfelt
Date of Birth: 2450
Official Titles: Lady Magister of the Grey Order, Knight of Stirland, Thane of Karak Eight Peaks, Loremaster.
Other Titles: The Dämmerlichtreiter, Sängerkritisch, Dawongr, Azrildrekked, the Silver Savage, Dawizhufokri.
Former Titles: Spymistress of Stirland, War-Councillor of the Expedition to Karak Eight Peaks, Court Wizard of Karak Eight Peaks, Loremaster of Karak Eight Peaks.
Faith: Ranald
Armament: Staff of Mistery, Runic Greatsword 'Branulhune', two Runed Dwarven Revolvers (8 shots)(Rune of Fire, Rune of Stone), Marksdwarf Pistol (1 shot), Grounding Rod, armoured robes.
Staff of Mistery: +1 Magic, spells that create mists, fogs, vapours and miasmas are one category easier and have enhanced effects.

Runic Gromril Greatsword, Branulhune, "the art of cleverness in moonlight" or Moonlit Wit.
aka Bar Rikkaz, 'Way Opener', 'Door Crusher', 'Gate Breaker', 'Nevertheless, Hammer'

[Master Rune of Kragg the Grim: each blow delivers as much force as required to cut or shatter whatever it is struck against, up to the approximate impact force of a cannonball.]
[Rune of Superior Skill: any foe struck by this sword has all magical weapons, armour, items, and positive magical effects cease working for several minutes. Though an original rune, the effect is very similar to Thorek Ironbrow's prototype rune. Knowing Kragg, this is almost certainly deliberate.]
[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

Runic Training Greatsword, Branithune, with Rune of the Unknown

Seed of Regrowth: An enchanted seed lying dormant in Mathilde's palm, this is capable of healing wounds up to and including death.
"It will trigger automatically should you be slain, or can be triggered with a mnemonic. A second mnemonic will use it to heal anyone you hold your palm to. It can hold four activations of power; to recharge, allow it to sprout in soil for three to eight hours per activation, depending on the richness of the soil - I recommend sleeping outdoors for this purpose. Alternately, when time is of the essence, hold your palm to an incapacitated or bound enemy and allow the roots to feed upon them. This will recharge a single activation. In a pinch, corpses can be used, albeit at a tenth of the effectiveness."

Belt of the Unshackled Mountain: A protective runic talisman made for you in repayment for your actions during the Sieges of the Drakenhofs.
Spellburner Rune: The first rune 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.
Rune of Rancour: The second is 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.
Rune of Valaya's Vengeance: The third, the largest and most intricate of the three incorporates elements of both the Rune of the Furnace and the Rune that Valaya gave to the dwarves that allowed them 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.


Ranald's Coin: A somehow five-sided coin dedicated to the four known faces of Ranald, and to His relationship with His daughters.
Ranald's Coin is worn showing one of its faces. During normal turns, you can choose which face you will be showing.
- The Gambler: A +20 bonus to up to two dice rolls affiliated with a chosen action.

- The Night Prowler: As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to. For non-human population centres, will work if it's not completely unknown for humans to be present, or if you are disguised as that species.
- The Deceiver: Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
- The Protector: When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so. Rule of thumb: if you have to explain why this might apply, it probably doesn't.
- The Father: Ranald's daughters, and Their followers, will recognize you as being worthy of trust and faith.


Candle of Cleansing Radiance: Enchanted with Boon of Hysh. Cures disease, purges poison, and heals injuries over a few minutes. Can be recharged by light, meditation, or prayer.

Dragonflask: Drink from to sneeze out a cone of fiery destruction. Recharge by pouring in something flammable and heating in a fire hot enough to melt lead for a day.

Armoured Robes: Robes enchanted with Aethyric Armour, integrating Helldrake scales as pauldrons and a piece of Crystal Mist as a brooch. The robe protects similarly to thick steel plate. It can be activated to cover the entire body with the effect and imbue tirelessness to the muscles for a variable and limited time; this requires about an hour's recharge before it can be used again.

Personal Wealth: 1,183 Stirland gold crowns.

Diplomacy: 17+2+1-1-1=18 - By approaching it through the study of words rather than the study of people, you're developing a solid grasp of diplomacy.
Martial: 17+2+2+1+1+1+1=25 - You're past the point of 'for a wizard'. You're skilled at combat by the standards of professional warriors.
Stewardship: 13+3+2+1=19 - You've developed an intuitive grasp of business, exchange and logistics.
Intrigue: 19+2+2+2+1+1=27 - You've developed a somewhat frightening understanding of how to disassemble all kinds of psyches.
Piety: 24+1+1=26 - Ranald has your back, and you have His.
Learning: 22+4+2+1=29 - The magical world makes more sense to you than the 'real' one.

Magic: 6+1+1+1=9 - You're reaching the limits of what is known to be possible with Ulgu and starting to venture into the unknown.
Magic uses a different scale than the other stats; see the Spellbook threadmark for more information.

Warning: out of date

Dame Mathilde Weber
Code:
M  WS BS S  T  W  I  A  Ld
4  5  4  4  5  3  5  3  8

Scout
Stubborn
Wizard (Level 1)

Equipment:
Branulhune (S10, dispels all positive ongoing spells and temporarily disables magical equipment of any targets hit)
Dwarven Revolver (S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3)
Enchanted Robes (5+ Armour Save)
Grounding Rod (may reroll miscasts)

Activated:
Seed of Regrowth - Four charges, activate to restore all wounds of Mathilde Weber or a unit in base-to-base contact. Will be used automatically if Mathilde Weber is slain, restoring them at the end of the next combat round. A Charge is restored when wiping out a unit, either by overrunning or wounds; this cannot take it above 4 charges.
Runic Belt
- First Rune: One use only. A hostile spell cast against Mathilde Weber or a unit she is in will be countered; the caster takes an automatic wound and cannot cast the same spell until they relearn it.
- Second Rune: +1T (already added to statline), any model that successfully wounds Mathilde Weber takes a hit at +2 to the Strength they hit with.
- Third Rune: Immune to fire.

Relevant Spells:
Aethyric Armour - Grants 4+ Armour Save
Bewilder - The target gains Stupidity. Short range, can be done instead of shooting.
Blessed Weapon - All attacks Mathilde performs count as Magical.
Dread Aspect - Grants Terror, once per turn deals 1d3 hits at 1d6 strength to an enemy character or unit at close range
Mockery of Death - if the target fails a Leadership roll, they are removed from the fight. Can only be done in combat instead of attacking.
Pall of Darkness - creates an area of shadow that blocks line of sight
Shadowsteed - Does not count as a Mount; instead grants Strider, increases Movement to 8 and grants +1S on a charge. If wounded, before armour save roll a d6; on a 4+ the wound is removed. if this happens twice in the same round, the Shadowsteed is removed.
Substance of Shadow - Grants Ethereal, can only be cast in darkness
Take No Heed - If in a unit, Mathilde Weber cannot be the target of attacks.

Armour Piercing: -1 to armour saves for wounds caused by this weapon.
Ethereal: Not slowed by terrain, non-magical attacks cannot wound them.
Extra Attack: Grants +1 attack when used as a weapon in close combat.
Fear: Units must pass a Leadership check to attack a Unit with Fear, otherwise they strike with WS1.
Quick to Fire: No penalty for shooting at a charging character or unit.
Scout: In the tabletop, this lets the model deploy outside the usual deployment zone. For this Quest, it will be handled narratively instead.
Strider: Can pass over any difficult terrain without trouble.
Stubborn: Does not get a penalty to Leadership for being outnumbered.
Stupidity: Must succeed on a Leadership roll or the character or unit does nothing but move forward slowly.
Terror: Units or characters charged must pass a Leadership roll or flee. Units that cause Terror also cause Fear.


Traits:

Grey Wizard: You have the ability and education to wield the winds of Ulgu, the grey magic of shadow and illusion.
Enchanter: You have a talent for taming the winds of magic and trapping them within objects. +10 bonus to rolls to learn or use enchanting skills.
Tool-Free Enchantment: You have learned a suite of specialized petty magics that allow you to replicate all the necessary parts of an enchantment workshop.
Windsage: Your magical senses are incredibly acute, and can track magical energies and discern emotions at a glance. +4 Learning, +1 Magic
Warrior of Fog: Appreciation of and focus on mastering the fickle fog of war. +2 martial. While in command, +10 bonus to scouting and moving forces unseen, +5 bonus to surprise attacks and ambushes. Unlocks creation of battlefield spells for revealing or concealing troop movements.
Avatar: You've had close encounters not only with your own God, but with others, and are growing able to recognize and understand divine energies. +1 Piety, +1 Learning, able to sense nearby divine intervention.

Familiar: A wolf named Wolf, a boy of exceptional goodness. Gifted to you by Ranald.
Link of Psyche: The ability to communicate complex thoughts and share mental resources with Wolf. +2 Stewardship, +2 Learning
Magic Power: Wolf is able to absorb magic in his own right, and a two-way link allows magical power to be transferred from him to you or vice versa. +1 Magic

Bureaucrat: Paperwork is no longer your enemy; it is now your weapon. +3 Stewardship, -1 Diplomacy.
Branarhune: You have invented an entirely new set of sword techniques that take advantage of the Rune of the Unknown, making most conventional defensive techniques useless against you. +1 Martial. When wielding Branulhune: martial skill of human-size opponents is not applied while they are defending, unless they know of Branarhune and either know of or are able to come up with countermeasures to it.
Brave: You can withstand terrors that make others flee. +1 Martial.
Disdain for Sigmar: Abelhelm Van Hal died abandoned by Sigmar. You intend to return the favour. +1 Piety due to renewed faith in other gods, will not let Sigmarism flourish in institutions she controls - penalty to institutional actions unless worship of another god is instituted.
Interrogator: You've seen what men are made of, and you've seen them unmade. +2 Intrigue, +1 Martial, -1 Diplomacy.
Master Swordswoman: You have blended sword techniques from the Empire and the Karaz Ankor into a style entirely your own, and tested it - and yourself - in battle. +2 Martial, +10 martial when fighting against enraged or unthinking opponents, or when holding a physical choke-point such as a doorway or tunnel.
Laconic: A great deal of effort has transformed your distaste for writing into a brutal efficiency in keeping your writing brief. +1 Diplomacy, +1 Stewardship, +1 Martial, +1 Intrigue.
Polyglot: You've developed a tongue and an appreciation for languages, from the ephemeral poetry of Eltharin to the solid precision of Khazalid. +2 Diplomacy, languages are quicker to learn through study and absorb through immersion.
Unseen: Unless specifically on the lookout for magical infiltration, active defences are no obstacle to you. +2 Intrigue.

Dawongr: You have been named Dwarf-Friend, and will find a warm welcome in most Dwarfholds.
Knight: You have been Knighted by the Elector Count of Stirland, elevating you to nobility.
Lady Magister: You have attained the highest non-leadership rank in the College of Magic and have the right to study and perform magic under the Articles of Imperial Magic, as laid down by Magnus the Pious - including the formidable spells of Battle Magic.
Loremaster: Though no longer the Loremaster of Karak Eight Peaks, your current task means you are still a Loremaster of Karak Eight Peaks.
Shareholder: You are a principal shareholder in the Eastern Imperial Company.
Thane: You have led Dwarves into battle without bringing shame to them or yourself, so will forever retain the title of Thane.


Arcane Marks:
Flicker: Light seems uneasy in your presence. Lamps flicker, candlelight dims, and fires burn low around you.
Mantle of Mist: Visible vapours are drawn to you. Fog and mist makes it easier to hide; smoke and gases are rather less convenient. +1 Intrigue, potential trouble with any gas-based weapons.
Shrouded: Shadows you are in grow deeper and cling more tightly to you. +2 Intrigue.
Unnatural Shadow: Your shadow has a mind of its own, moving around to inspect its surroundings and coil around things and people it takes a liking to. This is, needless to say, very unnerving. Can be mostly quelled to seem normal to casual observers if focused on.


Skills:
Learning a new skill usually increases the relevant base characteristic, and has narrative effects - a good roll with a weapon you're skilled at will have a better effect than the same roll with one you aren't.

Diplomacy:
Xeno-Affinity: Basic and Advanced Diplomacy skills for non-Imperial cultures require 2/2 rather than 3/3.
Bretonnia (1/2)
Colleges of Magic, Advanced: You've worked with your fellow Wizard of the Eight Colleges of Altdorf on numerous occasions. +1 Diplomacy
Empire of Man: Though it took you a while, you've achieved a basic understanding of the many power structures within the Empire. +1 Diplomacy
Eonir of Laurelorn: You've lived amongst the Toriour and Faniour of Laurelorn, and learned something of their society. +1 Diplomacy
Eonir, Advanced (1/2)
Halflings: Through long acquaintance, and at least partly through the amount of time Wolf spends with them, you've acquired an easy familiarity with the Halflings of the Moot. +1 Diplomacy
Karaz Ankor, Advanced: You're more at home in the Karaz Ankor than the Empire you theoretically owe allegiance to. +2 Diplomacy
Kislev: You've developed a basic understanding of the northern realm of Kislev. +1 Diplomacy
Kurgan (1/2)
Skaven: You've developed an understanding of, and even a very cautious sympathy for, the beastmen held in the sway of the Horned Rat. +1 Diplomacy
Stirland: You were raised among the peasants of Stirland, and know their quirks and habits. +1 Diplomacy

Martial:
Fitness: Beneath your robes lies the muscle of a warrior rather than the soft flesh of a typical wizard. +2 Martial
Greatsword, Master: Your foundation of Empire Greatsword and Dwarven Gazulite techniques has been further honed by the research, training, and practice involved in your own invention of an entirely new style. +4 Martial
Pistols: You learned how to wield a sidearm from Outrider Champion and Marshal of Stirland, Gustav von Jungfreud. +1 Martial
Strategy: You know the basics of planning and executing a military campaign. +1 Martial
Strategy - Dwarf: You know the strategies of the Dawi. +5 to command and planning rolls while fighting or leading Dwarven armies.
Strategy - The Empire (1/3)
Strategy - Knights (1/3)
Strategy - Skaven: You know the strategies of the ratmen. +5 to command and planning rolls while fighting or leading Skaven armies.
Strategy - Undead: You know the strategies of the living dead. +5 to command and planning rolls while fighting or leading Undead armies.
Strategy - Wizards (1/3)
Tactics - Skaven: You know the tactics of the ratmen. +5 to command and reading the battlefield while fighting or leading Skaven units.
Tactics - Undead: You know the tactics of the living dead. +5 to command and reading the battlefield while fighting or leading Undead units.
Tactics: - Wizards (1/3)

Intrigue:
Assassination, Advanced: You know how to end a variety of forms of life with a single stab. +2 Intrigue
Infiltration, Advanced: It takes significant effort to make it even slightly difficult for you to enter somewhere. +3 Intrigue
Infiltration, Master (1/4)
Interrogation: You know how to extract information from those that don't wish to give it. +1 Intrigue
Interrogation, Advanced (1/3)
Psychological Warfare (2/3)
Scouting (2/3)

Stewardship:
Bookkeeping: You're skilled at constructing and deconstructing paper trails. +1 Stewardship
Economics: Your long relationship with the EIC has given you hard-won insights into the movement of goods and money. +1 Stewardship
Logistics (1/3)
Numismatics: You've picked up a thing or two about coinage itself.

Piety:
Ancestor Gods: You've grown to know and appreciate the Ancestor Gods of the Dwarves. +1 Piety
Chaos: You know how to avoid - or to invite - the attentions of the Chaos Gods, and of the curses and blessings they gift and inflict.
Gazul (1/3)
Kislev Pantheon (1/3)
Morr: You didn't earn the secrets you know of His, but the mighty blows you've struck against the Necromancers and Vampires of Sylvania hopefully go some way to easing how awkward it might be when you finally meet Him.
Old World Pantheon (Northern) (1/3) (Taal, Rhya, Manann, Ulric)
Old World Pantheon (Southern): Having grown up in Stirland and then Altdorf, you've known of the more civilized Gods of the Old World for most of your life: Morr, Verena, Myrmidia, Shallya, and Ranald. You also know of the minor Gods of the southern provinces.
Transcendent Ranald: Your relationship with Ranald is not one of temples and priests. He is your oldest and most annoying friend.
Sigmar (2/3)
Ulric (1/3)

Learning:
Advanced Morrite Lore: You know the secrets no Priest of Morr should have ever put to paper. +1 Learning
Bibliothecography (2/3)
History (Old World) (2/3)
Linguistics: You've gone beyond a mere knowledge of languages and are developing an understanding of language itself. +1 Learning
Linguistics, Advanced (1/3)
Undead Lore: Working in Stirland under the Witch Hunter Abelhelm van Hal gave you many opportunities to learn to study the eternal enemy of Stirland: the restless dead. +1 Learning
Von Carstein Lore: You have received a glimpse into the founder of the bloodline long before he took up the name of von Carstein.

Languages:
Reikspiel
Old Reikspiel
Lingua Praestantia
Tar-Eltharin
Khazalid
Written Queekish (missing magical vocabulary)
Low Queekish

Magic:
Enchantment: Able to enchant objects with Fiendishly Complex spells and below.
Powerstones: Able to perform the slow and exhausting process of folding a strand of Wind into a powerstone.
Ritual: Able to perform rituals, and attempting to invent entirely new ones.
Runecraft: You know the eclectic variety of runes and symbols used by the Colleges to improve their enchantments, and a lot of the theory behind them. +1 Learning.
Turning: Capable of creating staffs that can strengthen a wizard's ability to wield their Wind.
Waystones and Henges: You know the basics of how the Waystone network functions, how to recognize problems in it, and the simplest of the commands to resolve those problems.
Windherder: You've developed an intuitive grasp of how Winds interact, when they'll interfere with each other, and when they'll mix and curdle into Dhar. Makes basic multi-Wind Enchantment and Spellcasting possible, as long as other Wizards provide the other Winds.

Necromantic Insight: +20 to dispel and induce miscasts against Necromancy. Able to identify (and cast) the spells of Necromancy.
Waaaghbane: +20 to attempts to dispel and induce miscasts against any Little or Big Waaagh spells. -20 for greenskins to attempt the same to you.
Fated: +20 to spellcasting in the presence of Tzeentchian sorcery, ??? when spellcasting in the presence of Tzeentchian sorcery.

Dhar manipulation: You know the theory behind using another Wind to manipulate Dhar.
Dhar diagnosis: You know how to spot Dhar poisoning, gauge its severity, and temporarily reduce the severity of some of its symptoms.
Dhar insight: You've observed Dhar in so many different contexts that you've reached a deep understanding of it without ever wielding it. +10 to studying or countering Dhar-based magics, +20 to wielding Dhar.
First Secret of Dhar: Dhar is inherently unstable, everyone knows that. What they don't know is how to turn Dhar against itself. You do. And now you'll never not know it.
Second Secret of Dhar: Dhar could be made more unstable. A tiny nudge in just the right way and Dhar unravels in just the right way to unravel more Dhar, and so on until nothing remains.


Known Spells: see the threadmark 'Spellbook of Grey Magic'.


The Penthouse is the uppermost room of Karag Nar, formerly inhabited by the Black Orc Warboss of the Broken Toof Tribe.

Entrance: Heavily Fortified Pleasant Foyer

B1: Sitting Room / Library
B2: Guest Room / Trophy Room / Map Room
B3: Bedroom / Bathroom / Wolf's Room / Shrine to Ranald
B4: Extremely Secure Dungeon / Vault / Workshop / Training Hall / Dragon Room

White Tower:
Room of Utter Neutrality: A room with absolutely no ambient magic whatsoever, perfect for close examination of magical phenomena. +20 to investigating magical phenomena, +10 to investigating anything else for Mathilde or anyone with similarly developed Magesight. +10 to investigating magical phenomena to anyone with less developed Magesight. No bonus for anyone without it.
Room of Serenity: An extremely comfortable room that removes all distractions and allows one to concentrate fully on a given task. Allows 1 paper to be written or cowritten per turn for no action expenditure.
Room of Calamity: A research laboratory in which one is never further than arm's reach from a button that will flush all magical energies from the room within three heartbeats.

Grey Tower:
Room of Dawn and Dusk: +20 bonus to Ulgu enchantment, rituals, spell learning, spell making, and power stone creation within the tower.
Wellspring of Ulgu: Stores a great deal of Ulgu for powering the Eye of Gazul, Mathilde's spells, or any other purpose it can be turned to.
Eye of Gazul: Burns enemies under Karag Nar's shadow with the anti-fire of the Dwarven underworld. Can be operated by a Grey Wizard, or by anyone else using a console with preprogrammed target signatures.
Current signatures: Greenskins, Ogres, Beastmen, Undead, Daemon (one signature for each Chaos God), Skaven

Red Tower:
Creates a floating, burning sphere to project a shadow for the Eye of Gazul at night.

Blue Tower:
Stores and fires electricity that will seek out anything not already grounded on Karag Nar.
Clears away any clouds obstructing the Eye of Gazul.

Green Tower:
Greenhouse: Allows for controlled environments for the study of flora and fungi, as well as year-round access to fresh fruit.

Purple Tower:
Basic Shyish Battery

Yellow Tower:
Basic Chamon Battery

Brown Tower:
Basic Ghur Battery

Beige Tower:
Basic Hysh Battery


Trophies:
Flensed skull of the 'Singing King', a Strigoi Vampire that ruled over an army of ghouls encountered during the Purge of the Haunted Hills, slain by you, Kasmir, and Abelhelm.
Flensed skull of Alkharad, a Necrarch Vampire who was operating a necromancer college in Teufelheim and trying to assassinate Elector Countess Roswita Van Hal.
Flensed skull of a Bretonnian Blood Dragon, one of the dozens who infested Tempelhof before a tidal wave of Battle Wizards arrived.
Flensed skull of the Ghoul King Druthor, a Strigoi Vampire that had taken up resident in the ruins of Castle Drakenhof.
Flensed skull of a varghulf that was part of the court of Druthor.
Gargoyle head taken from the wreckage of Castle Drakenhof.
Bosspole of the Broken Toof Tribe and Red Fang Tribe.
Banners of the Broken Toof Tribe, Crooked Moon Tribe, and Red Fang Tribe.
Banners of Clan Moulder, Clan Mors, Clan Eshin, and Clan Skryre.
Mask of Warboss Birdmuncha, still uncomfortably cold to the touch.
Banner of Seventh-and-Final-Combe, Clan Moulder's forward base against Zharr-Naggrund.

Mementos and Keepsakes:
Abelhelm's spare witch-hunter hat.
Your published paper on Mathilde's Mystical Matrix.
Note of thanks from the Imperial Palace for your impressive showing during security testing, signed by the Emperor himself.
The memoirs of Asarnil the Dragonlord.
A dragon-skull chair, ensconced within your Library.
A tiny onyx raven, the symbol of Nagarythe. You may call that bleak land your home for ninety-nine days, and join the Shadow Warriors in their eternal war.
A small metal trinket stolen from a Skaven Warlock-Engineer, consisting of five metal balls hanging from metal wires. When one is pulled back and released, they bounce back and forth for a surprisingly long time.
An ancient gold coin minted during the reign of Gotrek Starbreaker, retrieved from the Treasure Vaults of Karag Zilfin.
A pendant containing a polished piece of lodestone, mined at the Barrows during a festival to Grungni.
A wooden statue of yourself, carved by a settler of the Hunter's Hills as a ward against the Undead.
A painting of the August Order of the Ducklings, depicting yourself, Johann, Max, Panoramia, Hubert, Gretel, and Adela.
A silver bar, the last unspent piece of your haul from the gambling hustle at the start of the campaign within Karak Eight Peaks.

Treasures:
Complete collection of Strygosi coins
Complete collection of Tylosian coins
Complete collection of Nehekharan coins of the 4th, 5th, and 6th Dynasties

Magical components and artefacts:
The original Liber Mortis.
Horn of a Storm Dragon.
The lower half of an Ulgu-wielding Branchwraith.
1 Ulgu Power Stone ('Crystal Mist')
Eight Orbs of Sorcery

Bookshelf:
Romance +11 - Extensive Imperial / Bretonnian / Dwarven / Extensive Eonir / Extensive Druchii / Extensive and Obscure Skaven
Overly Vulgar Romance +4 - Druchii / Eonir / Extensive Skaven
Ranald's Coin (note from Ranald: don't)
Vampire skulls
Branulhune - investigate the odd flash when it is desummoned underwater

The Vampire Prophecies of W'Soran
Vlad von Carstein's study notes of the Carstein Ring
Kurgan Shrine to Mannslieb
Kurgan enchanted weapons (approx. 12)
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.


Linguistic Drift in Lizardmen Glyphs (FADING)
The Polyphenic Theory of Lizardmen Society (FADING)

Seviroscope (large, based on glass and alchemical inks) (TIMELESS)
Preliminary paper on Aethyric Vitae (TIMELESS)
Coins of Nehekhara's Fifth Dynasty (TIMELESS)


You can literally write the book on a topic for the same amount of effort as two papers; this can be split over multiple turns. You don't need to have all the pieces to do so, but it would be more efficient and impressive if you did.
Aethyric Vitae (1/2)
Branarhune
The Currency of Strygos
The Currency of Tylos
Coins of Nehekhara's Fourth Dynasty
Coins of Nehekhara's Sixth Dynasty


Influence:

College Reputation: 222
College Favours: 5

Great Deeds:
Thorough destruction of the Teufelheim College of Necromancy - redeemed for the creation of WEB-MAT.
Creation and publication of a translation guide for Queekish.

Dwarven Boons:
Karak Vlag (Transcendent): They know irrefutably that you risked your soul to tear theirs from the grasp of Hell.
Karaz-a-Karak (Minor) / Runesmiths Guild (Moderate): You gave Kragg the Grim an opportunity to begin reverse-engineering several ancient Runes.

Pending Dwarf Favours: Rune-axe taken from Druchii guest of Clan Moulder (split credit with Johann)
Pending Dwarf Favours: Rakilid un Thaggorhun
Pending College Favours: Salamanders at the Altdorf Zoo, Anti-Waaagh Lectures

Long-term pending: Economic & Strategic Benefits of K8P, Mathilde's MAPP
Note: Reputation is the rating, favours is the currency. For details, see the Collection of Important Information threadmark.


Mathilde's Mystical Matrix: A means of holding a spell in stasis inside a living creature. It is limited in that it can only contain spells that would normally be cast on someone else, and can't be used on Wizards or magical creatures, but it takes only an hour to set up and requires no instruments or ingredients. It was adapted from a similar mechanism used by Sylvanian necromancers to work with Ulgu instead; the Amber and Jade Orders have attempted to adapt it to their Winds.

Mathilde's Multidimensional Aethyric Projection: The 'MAP' provides a visual medium for depicting any low-resolution two or three dimensional shape the caster can picture. Long-lasting, easy to sustain, able to be edited on the fly, and simple enough that it is likely to be convertible into other Winds.

Aethyric Vitae: When the energy of the warp goes straight from the unreality of the Warp to an area where reality is largely uncompromised, instead of disintegrating into the Winds it condenses into a liquid. It can be converted to more conventional energies with the exposure of any of the Winds to break it into large and equal amounts of all eight Winds, or can be converted entirely into Dhar by exposure to Morrslieb or Warpstone. Currently, the only known source is a Wisdom's Asp caught inside a mirror-trap box under unknown but very unlikely circumstances.

Papers and books written and contributed to:

Ulgu/Spell/Other: Mathilde's Mystical Matrix, by J. Mathilde Weber (Grey), 2476.

Observations on Runecraft During The Expedition To Karak Eight Peaks, by M. Mathilde Weber (Grey), J. Maximilian de Gaynesford (Gold), J. Esbern (Amber) & J. Seija (Amber), J. Panoramia (Jade), 2478.
Deployment of an 'Anvil Of Doom' During The Battle Of Karag Nar, by M. Mathilde Weber (Grey), J. Maximilian de Gaynesford (Gold), J. Panoramia (Jade), J. Esbern (Amber) & J. Seija (Amber), 2478.
Dragon Ogres and Volcanic Lightning, by M. Mathilde Weber (Grey), J. Maximilian de Gaynesford (Gold), J. Esbern (Amber) & J. Seija (Amber), 2478.

Preliminary Observations on the Eusocial Cave Spider, by J. Esbern (Amber) & J. Seija (Amber), M. Mathilde Weber (Grey), 2479.

Ulgu/Spell/Simple: Mathilde's Multidimensional Aethyric Projection, by M. Mathilde Weber (Grey), 2480.
A Full and Accurate Census of All Varieties of Undead within the Hunter's Hills, 2476, by M. Mathilde Weber (Grey), E.C. Abelhelm Van Hal (Templar) (S·T·T·L), J. Maximilian de Gaynesford (Gold), 2480.

The Properties Of and Countermeasures To an Observed Suite of Necrarch Control and Enhancement Spells, by M. Mathilde Weber (Grey), E.C. Roswita Van Hal (Templar), 2481.
Sevir/Spell/Lesser: Mathilde's Multidimensional Aethyric Polysevirric Projection, by L.M. Olenus (Bright), M. Mathilde Weber (Grey), 2481.
Waaagh and Peace: Efficient Solutions to Greenskin Magic, by M. Mathilde Weber (Grey), J. Maximilian de Gaynesford (Gold), 2481.

Lectures on Waaagh and Peace, by M. Mathilde Weber (Grey) at Magnus Hall, University of Altdorf, Pflugzeit-Sigmarzeit 2482.
Observations on a Necrarch's Extreme-Range Real-Time Interaction Ability, by M. Mathilde Weber (Grey), 2482.
The Clan Eshin Perspective of the Third Skaven Civil War, by M. Grey (Grey), 2482.
Anatomy of the Fire Dwarves of Zharr-Naggrund, by M. Grey (Grey), J. Gold (Gold), 2482.

Rakilid un Thaggorhun, 2483.
A Novel Species of Psalliota Found Cultivated by the Night Goblins of Karak Eight Peaks, by J. Panoramia (Jade), M. Mathilde Weber (Grey), 2483.
Chemical Properties and Possible Applications of the Autoignitive Saliva of the Lustrian Salamander, by L.M. Stanisława Skłodowicz (Gold), M. Hans Scheunacht (Bright), M. Mathilde Weber (Grey), 2483.
Internal Mechanisms of the Ratling Gun, and How to Foil Them, by M. Grey (Grey), M. Gold (Gold), 2483.
Winning the War Below, 2483.
An Eyewitness Account of a Distinct and Hitherto Unknown Variety of Skaven Sorcery, 2483.
Queekish, 2483.

Araneae Sapiens, by M. Mathilde Weber (Grey), We (Karak Eight Peaks), M. Esbern (Amber) & M. Seija (Amber), M. Johann (Gold), M. Maximilian de Gaynesford (Gold), Priestess Fidelia (Esmerelda), Loremaster ɧæð (Karak Hirn), 2484.
The Neglected Front: Economic Warfare against the Vampiric Bloodlines, by E.C. Roswita Van Hal (Templar), E.C. Abelhelm Van Hal (Templar) (S·T·T·L), M. Mathilde Weber (Grey), Chaplain Kasmir Heinz (Stirland), Steward Rodebrecht Brennen (Stirland), 2484.

A Method of Creating a Bright and Even Light with Azyrric Energy, by J. Adela Burgstaller (Bright), M. Mathilde Weber (Grey), J. Hubert Denzel (Celestial), 2485.
Observations on Warp Lightning, by J. Adela Burgstaller (Bright), M. Mathilde Weber (Grey), 2485.

The Return of Karak Vlag, 2486.

Karag Dum: the Third Schism of the Karaz Ankor, including Observations on the Shadowgave, by L.M. Mathilde Weber (Grey), Thane Borek Forkbeard (Karag Dum), Prince Asarnil (Caledor), L.M.(E). Ljiljana (H.L.V.), Head Ranger Snorri Farstrider (Karak Kadrin), Head Engineer Gotrek Gurnisson (S·T·T·L), Preceptor Joerg von Zavstra (K. Taal's Fury), Sir Ruprecht Wulfhart the Younger (Ulrikadrin), M. Egrimm van Horstmann (Light), M. Esbern (Amber) & M. Seija (Amber), M. Johann (Gold), M. Maximilian de Gaynesford (Gold), M. Michel Solmann (Celestial), J. Alexandra Kohler (Bright), J. Barbitus (Light), J. Citharus (Light), J. Cyrston von Danling (Jade), J. Timpania (Light), J. Hubert Denzel (Celestial), 2487.
The Loathsome Chaos Dwarves and All Their Vile Kin, by L. Quirin Waramunt (UAlt), 2487.
Observations on the Borderlands of Chaos, by L.M. Mathilde Weber (Grey), M. Egrimm van Horstmann (Light), M. Esbern (Amber) & M. Seija (Amber), M. Johann (Gold), M. Maximilian de Gaynesford (Gold), M. Michel Solmann (Celestial), J. Alexandra Kohler (Bright), J. Barbitus (Light), J. Citharus (Light), J. Cyrston von Danling (Jade), J. Timpania (Light), J. Hubert Denzel (Celestial), 2487.

Observations on a Golden Prosthetic Talon of Unknown Origin, by L.M. Mathilde Weber (Grey), L.M. Egrimm van Horstmann (Light), M. Johann (Gold), 2488.
The Function of Glandulae Renibus Incumbents, by M. Margarete Schluchtbuck (Amethyst), L.M. Mathilde Weber (Grey), J. Gretel Maurer (Amethyst), 2488.
A Treatise on the Vanquishment of Dharic Lightning, by M. Gold (Gold), M.P. Gold (Gold), L.M. Grey (Grey), 2488
A Novel Treatment for Croup and Anhelitus, by Dr. Eduard Gladston (GPhAlt, UAlt) A. Gotthard Widenhoft (GPhAlt, UAlt), A. Ulthvas Daubler (GPhAlt, UAlt), L.M. Mathilde Weber (Grey), M. Margarete Schluchtbuck (Amethyst), J. Gretel Maurer (Amethyst), 2488.

A New Perspective on Ghyranic Faith, by J. Panoramia (Jade), Cython (Hysh), L.M. Mathilde Weber (Grey), 2489.
Observations on Waaagh Phenomena During the Karak Eight Peaks Expedition, by L.M. Mathilde Weber (Grey), M. Maximilian de Gaynesford (Gold), A. Eike Hochschild (Grey), M. Johann (Gold), M. Esbern (Amber) & M. Seija (Amber), J. Panoramia (Jade), 2489.
Firearm Breech Design with an Eye to Safety and Reliability, by M. Daegal (Gold), M.P. Manning Feldmann (Gold), L.M. Mathilde Weber (Grey), J. Christa Feldmann (Gold), 2489.
Thaumomycology, by L.M. Mathilde Weber (Grey), J. Panoramia (Jade), M. Maximilian de Gaynesford (Gold), 2489.
A Compendium of Terrain Obstacles, by L.M. Mathilde Weber (Grey), Sky-Thane Gotri Stoneheart (Karak Eight Peaks), Runelord Kragg Thungnisson (Karaz-a-Karak), Runelord Thorek Ironbrow (Karak Azul), Steward Francesco Caravello (Karak Eight Peaks), General Soizic (Karak Eight Peaks), Chancellor Oswald Oswaldson (I.G.S.(KN)), 2489.

Ulgu/Spell/Battle: Rite of Way, by L.M. Mathilde Weber (Grey), 2490.
Faultlines in the Greenskin Continuum, by L.M. Mathilde Weber (Grey), 2490.
Chamon/Enchantment/Altar: Sylphic Wrath, by L.M. Eldrick (Gold), M.P. Manning Feldmann (Gold), L.M. Mathilde Weber (Grey), 2490.
Observations on the Windfall on the Road of Skulls, by L.M. Mathilde Weber (Grey), L.M. Egrimm van Horstmann (Light), M. Maximilian de Gaynesford (Gold), J. Barbitus (Light), J. Citharus (Light), J. Timpania (Light), A. Eike Hochschild (Grey), 2490.

The Pharological Perspective on Recursion in Elven Enchantment, by L.M. Elrisse (Light), L.M. Egrimm van Horstmann (Light), M.M. Mira (Light), L.M. Stephen (Light), L.M. Mathilde Weber (Grey), et alia, 2491.
The Agrological Perspective on Recursion in Elven Enchantment, by M. Tochter Grunfeld (Jade), L.M. Arburg (Jade), M. Cyrston von Danling (Jade), M. Dieter Vogt (Jade), L.M. Mathilde Weber (Grey), et alia, 2491.
 
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Piety: 15 - You know that Ranald watches over you, making your victories more likely and your failures more entertaining.
"Hey master. We've got this vow of poverty, right?"
"Riiight...."
"Like, we can't own too much stuff for ourselves or else we're breakin' the rules?"
"Uh-huh..."
"But we can still worship gods in private, right? Like, we're secular but we don't actually, like, ban active worship?"
"We'd rather you didn't but..."
"And as an extension of that, we can still have shrines, right? Cos' Shrines to a god aren't your stuff cause they technically belong to the god?"
"Uh..."
"And y'know how they say that Property is Theft and Ranald is the god of thieves?"
"I..."
"Right! That means a worshipper can't break the vow of poverty cause everything they own is technically a shrine to Ranald!"
"I don't think that's how it wo-"
"So I'm becoming a Ranaldite!"
"NowaitDON'T-"
"Too late! I've Already converted! Kneel, heathen!"
 
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Interesting results,was hoping for like 10-12 martial here but i guess it isnt a disaster and being a wizard makes it low.

i think the brith year is wrong?

piety being high is abit strange and intrigue is just good enough i guess.
 
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[ ] Learning: The most nebulous of all the roles, this role is usually filled based on the Elector Count's desires and prejudices. The realm of madmen and geniuses, wizards and witch hunters, all seeking new ways to build and to destroy. May result in you having incredible amounts of leeway, or may result in you being forced to pursue whatever flight of fancy captures your lord's attention, and if it's a terrible idea you'll get the blame for it.

We're a wizard. And our Learning is higher than our Intrigue. We should totally have had the Learning post. But nooo, someone pulled strings to get us the Intrigue post instead.

This is going to be interesting. Curious to see that letter now.

[x] Name: Astrid
[x] Appearance: 3
 
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Alright, I went trawling the internet and found some pictures.


Not too terribly impressed by the makeup, but overall nice.


Better, but heels.


Very nice, definitely my favorite. Wish it was in color, but then again we're a Grey Wizard.


The "Legend of the Crytpids" bit makes it worse, but I like that it's in a workshop with an outfit that doesn't scream "wizard." Also, the only remotely acceptable blond I found in my arduous 3 minute search.


Sword and armor is meh, but I love the rest of it.


Heels again, but nice overall.


Decent, but not outstanding.

[X] Anna Grimminger
[X] 3

EDIT: And for the name, let's see what a random name generator has to offer.
EDIT2: I hope you all appreciate how hard it was to turn away when "Sabrina" came up.
 
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I've got the first turn written up, but it loses a certain je ne sais quoi for you to be introduced as Journeyman Insert Name Here, and once more the voting is split down the middle. I'll give it a few more hours and if it's still deadlocked then Ranald can decide.
 
Voting is open
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