i remember some one saying something about how Mathi should have a skill line where she read the book or not
so many she normally would be an Assassin Mage Murder Blender but if she read the book and Create her Necro-Shadow then she become a mass minion creator with some side order of Murder Blender
That was me and it's something I am considering, the big thing is if I am going to make the Liber Mortis one of Mathilde's unique items or not. If I do it'd give you access to two skill trees that are mutually exclusive, they would represent "Going off the deep end and becoming the Dreamer" and "Using the knowledge within the book without touching necromancy or making Umbramancy."
Amalric de Gaudaron, aka the dude so blessed by the Lady that he wounds the undead by his mere presence. Clearly the competition is a battle between Amalric and Mathilde to see who can put down the most necromancers.
It really doesn't, just using it will make pretty much everyone want us dead.
Not to mention it would corrupt the area we use it in and anyone who happened to be near by.
It does so much you jumped straigh away from how it would affect Mathild to how it would affect everyone else.
And honestly I think you are exagerating the problem, we are designed to keep secrets and exploring this won't automaticaly fill people with murderous rage for Mathilde.
And considering people manage to fight against necromancer regularly and get away fine we would need to actively works towards corrupting everything around for things to get as bad as you make it look.
According to one of the Roleplay books, IIRC, the Rule of Pride is based on the fact that with a few exceptions, items with an identical set of runes interfere with each other if brought within about 100 yards, and both stop working.
Being an enchanter doesn't mean she can bypass the thematic limits of her Wind. That's why Gold Magisters make the best enchanters.
Realms of Sorcery has this to say on the subject:
"Rule of Pride
Runesmiths take pride in their craft. They don't like to repeat themselves, and they are always looking to create greater and greater masterworks. Except under unusual circumstances (Alaric the Mad forging the Runefangs, for example), a Runesmith will never create a copy of a rune item he's made before."
Nothing about not working. Also it applies only to his own works - two different runesmiths can make two items with the same rune combo.
I wonder if there is a limit to the 'Dhar immunity' (or whatever we're calling it) provided by the belt.
Background Sylvania, common or garden human-skull-belt level necromancy: seems likely the metaphorical trickle of Dhar is covered.
Likewise careless miscasts drawing in a second wind- seems probable a splash would likewise burn off without leaving a stain.
But what about being firehosed with Dhar?
Or being metaphorically immersed or submerged in Dhar?
Can the Dhar-burn off rate fail to keep up with maximum exposure?
Like, could we do such catastrophically bad magic that Dhar couldn't be burned off fast enough, and thus affects the belt wearer anyway?
These aren't questions I expect Mathilde to know the answers to, mind.
We have word of QM that with belt we can "juggle warpstone, hug a demon, and fling Dhar around and just have to deal with your robes getting singed as the corruption burns away rather than sinking into your soul "
We have word of QM that with belt we can "juggle warpstone, hug a demon, and fling Dhar around and just have to deal with your robes getting singed as the corruption burns away rather than sinking into your soul "
We have word of QM that with belt we can "juggle warpstone, hug a demon, and fling Dhar around and just have to deal with your robes getting singed as the corruption burns away rather than sinking into your soul "
I think independently outdoing her intelligence infrastructure and doing a better job than her Intelligence Adviser while we are using only personal resources is better.
I think independently outdoing her intelligence infrastructure and doing a better job than her Intelligence Adviser while we are using only personal resources is better.
The best revenge is helping her using our "cursed magic" in a way that both can't be denied and couldn't be done without the help of magic.
She knows we're a good spymaster, her problems with us were personal. So we need to prove to her that said problems aren't problems at all and in fact would've made us more qualified.
The best revenge is helping her using our "cursed magic" in a way that both can't be denied and couldn't be done without the help of magic.
She knows we're a good spymaster, her problems with us were personal. So we need to prove to her that said problems aren't problems at all and in fact would've made us more qualified.
Oh I agree, plus a good dose of "Thank Sigmar she is still on our side" would be a good idea. Get her to realize that we are a useful ally who she really shouldn't have burnt that bridge with....although if she offers us back our old position I won't complain.
The best revenge is helping her using our "cursed magic" in a way that both can't be denied and couldn't be done without the help of magic.
She knows we're a good spymaster, her problems with us were personal. So we need to prove to her that said problems aren't problems at all and in fact would've made us more qualified.
I'd say that the best revenge is a life well lived. We an amazingly successful wizard lord that achieve great deeds and is clearly a massive asset for the Forces of Order wherever she goes (which is not Stirland).
If we keep helping her out she gets to have her cake and eat it.
That's... Not really a revenge in this case. Roswita wants us to live well, that's why she gave us a glowing recomendation when she let us go. She just wants us to live well somewhere that's not in her employ, because prejudice.
Not saying it's a bad idea. Living well is awesome and a worthy goal, it just doesn't serve the purpose of making Roswita regret kicking us out. Which very well might be impossible, if her prejudice is deeply rooted enough. Unless we make her regret her letting us go by becoming a powerful maniac taking over the world with an army of shadows but that seems to be counterproductive if fun.
Speaking of our former colleagues, I'd still really like to know how Kasmir managed to refind his faith in Sigmar. Because by golly, after that showing I am surprised anyone could keep faith in a deity that vanishes when he's most needed. At least Ranald bothered to show up.
... I hope Kasmir didn't buy into some nonsense about it either being his fault or by Abelhelm's death somehow being neccesary in the grand scheme of things.
So what is the ultimate job goal of Mathilde?
College Patriarch/Matriarch, Supreme Patriach/Matriarch of the Colleges of Magic (achieved by beating the other Patriarchs and Matriarchs) and Counsellor on Matters Magical to the Emperor are the highest posts a wizard can reach in the Empire.
So what is the ultimate job goal of Mathilde?
College Patriarch/Matriarch, Supreme Patriach/Matriarch of the Colleges of Magic (achieved by beating the other Patriarchs and Matriarchs) and Counsellor on Matters Magical to the Emperor are the highest posts a wizard can reach in the Empire.
That's... Not really a revenge in this case. Roswita wants us to live well, that's why she gave us a glowing recomendation when she let us go. She just wants us to live well somewhere that's not in her employ, because prejudice.
Not saying it's a bad idea. Living well is awesome and a worthy goal, it just doesn't serve the purpose of making Roswita regret kicking us out. Which very well might be impossible, if her prejudice is deeply rooted enough. Unless we make her regret her letting us go by becoming a powerful maniac taking over the world with an army of shadows but that seems to be counterproductive if fun.
Speaking of our former colleagues, I'd still really like to know how Kasmir managed to refind his faith in Sigmar. Because by golly, after that showing I am surprised anyone could keep faith in a deity that vanishes when he's most needed. At least Ranald bothered to show up.
... I hope Kasmir didn't buy into some nonsense about it either being his fault or by Abelhelm's death somehow being neccesary in the grand scheme of things.
Well we could always make mages a more prominent part of Stirland whether she likes it or not, by establishing a branch of the grey college on our estate and maybe creating some kind of group of magical knights that helps purge bad stuff from the province.
"Warrior of Fog: Appreciation of and focus on mastering the fickle fog of war. +2 martial, bonuses to scouting and hidden gambits while in command, unlocks creation of battlefield spells for revealing or concealing troop movements. "
Mat is in command of her Wizards, but not really an army. I wonder how this trait works here. If she was sending out scouts, while commanding the Stirland regiment it would work, but I'm not sure it applies if she is going herself.
About the book, setting aside its lore on necromancy for a moment. Is there a possibility that it contains insights on Skaven magics and ways to counter them? Because its author was most famous for reanimating the victims of the Skavens plagues to beat them back, and he must have gotten into more than a few magical duels with Grey Seers over the course of his campaigns.
And I am rather nervous about Skaven magics. This is an important enough settlement for them that the presence of a Grey Seer is almost guaranteed, and if Mathildes magic is a finely worked handgun, a Grey Seer is packing a siege mortar in comparison, and is probably doped on warpstone on top of his own divinely backed battle magics. Getting an edge against something like that would very much be appreciated.
After the Council of War, Halken Stonebeard takes you aside, gruffly introduces you to those Clan Angrund Longbeards rivalling him in age, and together they descend into a guided reminiscence of tales they heard from those that were Longbeards when they were young. Unfortunately, these reminiscences are long on descriptions of architectural extravagance and short on topographical minutiae, and the useful notes you walk away with are short in length and small in number.
Before you set off, you check in your Journeymanlings.
Esbern and Seija did not bother to wash the blood of battle from themselves before tending to wounded mounts. Seija's magics make her uniquely suited to this, but what Esbern lacks in spells he makes for in his bond with the beasts, keeping them calm and cooperative as more mundane assistance is applied. From their reports, their contribution to the battle itself was minimal as the greenskin lines broke before they reached them. While they had built up more than enough goodwill to ride double with the Knights, they hadn't much experience with pursuing a routing target, and between them their spear and arrows accounted for only a handful of the enemy.
Panoramia is deep in lively debate with a chaotic crowd of miners and halflings around an excavation that is apparently hoped will eventually reach groundwater. Progress is slow due to the necessity of avoiding any preexisting tunnels or caverns, but what a dwarf considers to be slow digging and what you would consider it is very different, as already the shaft descends far below the point where the bottom can be seen. Debate at the surface is apparently based on the level of precaution that would be required to guarantee the purity of the water, with the dwarves advocating for boiling, the halflings championing some sort of sand filtration method, and Panoramia taking it all in with fascination. You manage to snag her attention for a moment or two, and she tells you that her time spent with the Rangers was apparently an incredible success, with the black lotus causing havoc in the battle above as wounded greenskins turned on their allies in poison-induced madness. Between this and her spells causing thorned plants to rampage far above, they were able to match the rout at ground level with one above.
Maximilian is celebrating with the human forces, who apparently also claim credit for the victory in the ramshackle catwalks above. You refrain from commenting and allow them to tell you of their archery duels where mundane arrows of Stirlandian archers were joined by silver arrows formed of Chamon. You smile, and nod, and move on to where Johann observes and occasionally assists (in the 'pass me that spanner' kind of way) in the maintenance of the siege engines, and are once more able to hold your tongue as you hear of how the volleys of stones and bolts raked the foes above the army and forced them into a retreat.
You turn your eyes upwards to where those with heads for heights are dismantling the ramshackle greenskin constructions and revealing untouched dwarven stonework below, and ponder this apparent three-fold victory. Eventually, you shrug. Let everyone believe they were the linchpin if it makes them happy.
---
You've heard tales of the amphitheatre at the heart of Karak Eight Peaks, an enormous flat plain surrounded by mountaintops formed first by nature and then by dwarven artifice. Where reality differs from what you imagined is that the Eight Peaks do not form a perfect circle, or even an oval. Instead the triad of Kvinn-Wyr, Karag Nar, and your target of Karag Lhune jut out from the circle, with the Citadel standing between this secondary valley and the rest of the inner land of the Karak. The Citadel is the natural gathering point for any greenskin counterattack upon the East Gate, and you'd be shocked if there weren't dozens or even hundreds of pairs of eyes on you as you walk outside the freshly-built gates of the innermost set of East Gate fortifications. That is, however, a problem you're uniquely suited to solving. Ulgu leaps to obey your will, and the bewildering influence of Take No Heed wraps around you. For those trying to make out a single figure at extreme distance, you feel confident that this will keep their eyes from settling on you. You mount your Shadowsteed and set off across the barren valley, idly wondering if whatever name it once bore is still known to the dwarves.
You wonder too at the name of the King's Gates. You've been told that the King's Hall was below the Citadel, and the throne room far below that, so it would make more sense to you if the King's Gates were part of the Citadel. But that gate is apparently called the Great Gate of Defiance, although none could tell you whether they were always called that or became known as that during the tragic last stand of the Karak, thousands of years ago. The Temple of Grungni and the Hall of Oaths were both within Karag Lhune. Did 'King' refer to Grungni, the ultimate King of the dwarf pantheon? Was there some ceremonial procession of the King that passed through the gates and ended in the Hall of Oaths?
You put the musings out of your mind as your ever-efficient Shadowsteed reaches the foot of Karag Lhune. Carved into its face, reaching near halfways up its stupendous height, are stairs. What must be thousands of them, each slightly shorter than ones made for human stature. You consider the experience of climbing the damn things yourself, and are immediately thankful that your steed is not bound by the limitations of mortal beasts as it begins the climb for you.
---
The long ascent gives you plenty of time to study a battery of greenskin contraptions built into a secondary peak of the mountain, long ago flattened to act as a landing pad for the vast, lumbering airships that once linked the Karaz Ankor. They appear to be no more than an extremely crude ballista or even an oversized sling, tilted upwards for extra range in such a way that if it weren't for their unique ammunition, it would be nigh impossible to hit anything with any degree of accuracy. But the 'doom divers' make accuracy immaterial, steering themselves over their target then folding their wings to transform themselves into a delivery mechanism for as much force as gravity can impart upon them. No doubt they are currently within the mountain, doing whatever it is such creatures would do when they are not being launched into the sky, and all that remains above is a single unfortunate greenskin, scowling and squinting in the sunlight as he makes a token effort at keeping a lookout. You watch his eyes slide off you several times, the creature's hideous face crinkling in confusion each time before it returns to skiving off and feeling sorry for itself.
At long last, you reach the final stair and dismount your steed to stand upon the landing of the King's Gates, recessed deep into the mountain's side. Perhaps all your time spent among dwarves is having an influence upon you, because you feel a stirring of anger at the sight of ancient dwarven stonework overlaid with the crude efforts of the greenskin, and you return the scowl of the totem to a greenskin god with one of your own. Where once a nigh-impenetrable gate of stone and metal once stood, now only wood prevents any who wish to enter from doing so, and through the crooked gates you can see an enormous room full of firelight and movement, emitting a babble of high-pitched voices that suggest goblins rather than any larger greenskin variety.
You turn your eyes to the banner of the Crooked Moon, which contrasts sharply with the Broken Toof that the greenskins of the East Gates were flying. Night Goblins, then, or at the very least their subjects or allies - the watchgoblin you saw earlier lacked the characteristic robes that the Night Goblins wore when above ground. Though there are no greenskins on watch out here on the landing, there seems to be enough light and activity inside that you'd be unable to enter the gates without being spotted. The Entrance Hall, you were told, holds innumerable branching side-passages that you'd be able to find cloaking darkness within, but you'd have to reach them first.
Frowning, you turn your head to the secondary peak where the solitary watchgoblin still suffers in the sunlight, and examine the unworked stone that it is built upon. You may not have had much experience at mountaineering, but you are light, fit, and capable of Skywalking, which leads you to believe it would be possible to reach this alternate entry point. The downside, of course, would be that you'd have to find your way back to the entrance you currently stand at for the scouting you do to have immediate value to the vanguard, who will be setting off from the East Gates shortly.
You look down from the landing at the valley stretching out before you and weigh your options.
[ ] Try to peek into the gates without being seen, then use Doppelganger to take on the appearance of someone on the other side, and use that and Take No Heed to slip through.
[ ] Use Doppelganger to take on the appearance of the watchgoblin, and use that and Take No Heed to slip through.
[ ] Try to peek into the gates without being seen, and use Bewilder to try to start enough chaos inside that you'd be able to slip through easily with Doppelganger and Take No Heed.
[ ] Disregard stealth entirely and walk through the gates, trusting in your combat ability to get through the entrance hall before reinforcements arrive.
[ ] Disregard stealth entirely and gallop through the gates, streaking through whatever is on the other side on Shadowsteed before any of the greenskins can react.
[ ] Use Pall of Darkness to create a cloud of impenetrable darkness just inside the gates, and dart through it.
[ ] Enter the gates, use Pall of Darkness on the main source of light, and use the resulting darkness to get through.
[ ] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.
[ ] Other (write in)
- Shadowcloak wouldn't be enough to hide you if you were illuminated and in plain sight. Take No Heed wouldn't work, as a human in a hall of greenskins stands out too much to be disregarded by even the most disinterested observer. Substance of Shadow requires you to remain in darkness.
- The invasion force will be visible enough that the alarm will be raised here long before they arrive, so maintaining the element of surprise will be entirely for your own benefit.
- If you wish to take out the Doom Diver Catapults, vote to infiltrate through the landing pad and a secondary vote will be held to decide what, exactly, you will do to them.
ake No Heed wouldn't work, as a human in a hall of greenskins stands out too much to be disregarded by even the most disinterested observer. Substance of Shadow requires you to remain in darkness.