Supreme Patriarch/Matriarch is the leader of all Empire Wizards, choosen (by duel, if I'm not mistaken) from the Matriarchs/Patriarchs of the different orders. So, both, since Saruman and later Gandalf had that leadership position (though it wasn't through a magic duel), and neither, since LotR wizards are closer to angels than Warhammer wizards.
The Empire's position is that it would much rather maintain the incredibly formidable defences at Black Fire Pass than try to fight off all comers from the aptly-named Badlands in the open. The reason the Border Princes are anarchic is because they are, in the world as it currently is, not worth it. The land is barren and lacking in natural resources worth the trouble of extracting, a great many greenskin call it home, and any permanent infrastructure will last only as long as it takes for the next Waaagh (or worse) to arrive.
Sure, it's possible to make something of it. If someone went to the trouble of wiping out a whole bunch of native greenskin tribes, pushing back the skaven presence, cuffing a thousand petty kings about the ears and telling them to fall in line, establishing understandings with the Empire, Tilea and Barak Varr, and fortifying one or more of the rivers near Barak Varr, you could create a new kingdom or add a new province to the Empire. But the existing powers in the Old World believe that they have better things to do with that much time, effort, money, and blood.
If you really wanted to, you could be able to convince the College to let you try, but it would be more to get it out of your system than them thinking it'd result in any return worthy of the investment. Thinking they can make something useful out of the Border Princes is probably a phase a lot of up-and-coming movers-and-shakers goes through.
For the gromril, you'd either have to commission experiments or search for records of someone else who's done so to find out. That's to do it at all, in a way to how silver or gold thread is used. To do it usefully would require technology and techniques currently unknown to the dwarves.
For the latter, not by itself. If you rolled very well while making the enchanted armour, that could be why you exceeded the expected result, either because you found a way to make the enchantment and the base material work in harmony, or because of some sort of conceptual link between the material and the magic.
IIRC it's never been said explicitly since way back in year one, but it can be reasonably expected that anyone expecting to see battle in this setting would have a knife on them.
Additionally, one of her enchantment cantrips creates a temporary chisel, which could be used to shank someone if required.
If you did nothing to threaten your current good standing with the College, they'd likely approve if you ran it by them first, but they'd expect that your first loyalty would remain with them and the Empire. Either officially, with your presence in that polity being a favour from the Empire to them, or unofficially, where you'd tell the polity that you've gone rogue and hope that they're ignorant enough of the inner workings of the Colleges of Magic (which, for minor polities, is not too much of a stretch) to not question the lack of assassins. Though I suppose you could always fake the assassins.
At first, after. After the first few times Ranald dunked on statistical probability, I upgrade his 'naive' trait to something along the lines of 'inspirationally naive'.
On paper, most Knightly Orders are technically monasteries. If you had the backing of an approved religious institution and enough accumulated money or favours to make it happen, you could do it.
Making a secular order in one go would require the approval of the current Emperor, or the approval of an Elector Count and not being actively opposed by the Emperor, and would be the subject of a lot of suspicion from the other Elector Counts as well as any future Emperors until they proved themselves. You could also do so gradually - start off with a sort of Riding Around On Horses Club for nobles, scale up, and eventually petition for official approval, like the Knights Encarmine. Or you could start off with happenstance, like the Knights of the Golden Lion or the Knights of the Broken Sword, wherein a group of unaffiliated armoured horsemen achieve some notable deed, and found the Knights on the spot based on it - though you'd still have to get the backing of an Elector Count or religious institution at some point.
It's worth noting here that Ranald is not officially recognized in such a way that would allow for a Knighty Order dedicated to him.
Yes, though they are unknown to Mathilde.
I've also used something I've been calling 'ritual casting' in the thread, which is shorthand for casting a spell over a longer time with greater effort for a greater effect.
Thanks for the info. Does that include 'mixes' of abominations or maybe even Slaanesh meddling? Or is it just flat out impossible in setting?
And are Beastmen considered a single race of creatures? Do they even reproduce or are they all Chaos born? Are there deliniations between Beastmen types as well? How about Beastmen and Skaven?
There was such a thing in the wee early additions, which featured half-orcs (horrified screeching) along with the half-elves and such. But that got dropped as the setting became more codified (and popular) and I think the makers wanted to distinguish it from other IPs like D&D.
Also gnomes. Gnomes were a thing. They were a people even shorter than Dwarves (about the size of snotlings really)....... We're not really missing out by having them left out.
To the uneducated masses of humanity, a Skaven is just a rat-style Beastman and that is that. The people in the know are better informed, of course. The main difference I can tell between Skaven and Beastmen is that all Beastmen instinctively crave the destruction of civilization and have an intrinsic hatred of it. Its what unites them across all their various breeds and variations.
Skaven however, have well, an Empire. They are pretty explicit parodies of civilization, but they have one all the same. They also have their own personal diety. Beastmen don't get that.
Thanks for the info. Does that include 'mixes' of abominations or maybe even Slaanesh meddling? Or is it just flat out impossible in setting?
And are Beastmen considered a single race of creatures? Do they even reproduce or are they all Chaos born? Are there deliniations between Beastmen types as well? How about Beastmen and Skaven?
They can reproduce yes, and Beastmen as in the Chaos associated one are a single race. Things involving the east are muddled depending on the GM/author.
There was such a thing in the wee early additions, which featured half-orcs (horrified screeching) along with the half-elves and such. But that got dropped as the setting became more codified (and popular) and I think the makers wanted to distinguish it from other IPs like D&D.
Also gnomes. Gnomes were a thing. They were a people even shorter than Dwarves (about the size of snotlings really)....... We're not really missing out by having them left out.
The 4th edition rpg actually brought back Gnomes. Now they're a semi-mythical race that doesn't like attention and prefers people think that they're Halflings.
The 4th edition rpg actually brought back Gnomes. Now they're a semi-mythical race that doesn't like attention and prefers people think that they're Halflings.
Huh, I may need to get a copy at some point to see if anything neat was added by Cubicle 7. Games Workshop isn't developing the IP anymore, so maybe they were willing to give Cubicle 7 some free reign on how to interpret stuff.
N'kari implied it was possible between daemons and elves too, though how truthful that was is debatable given she was trying to psyche Malekith out with the possibility he was born from rape between N'kari and Morathi.
[*] A fire among the haphazardly stacked doom diver wings will neutralize the threat, and judging by how high they're stacked near the torches, it may even be thought an accident.
[*] Advance deeper into Karag Lhune.
A wall bracket built to hold a single torch was never meant to stand up to the entire bodyweight of a wizard, and after a moment of inelegant dangling the metal pulls loose from the wall. You allow the torch to follow the call of gravity, and backpedal quickly as the wings catch almost instantly, the fire leaping merrily from stack to stack. What you had taken to be some sort of wool or linen is, on closer inspection, a sort of woven mycelium fiber, which you suspect to be the same material that the characteristic robes of the Night Goblins are woven from. But you have only a moment to examine the as-yet unburned set of wings, as the fire begins to rage out of control and you make good your escape. As you reach the spiralling staircase and begin your descent, you can hear shouts of alarm as the growing crackling of the fire alerts the few sober goblins to the danger. For a moment or two you hear voices rise over the sounds of burning as blame is thrown back and forth, and then it is masked by layers of stone as you progress downwards.
---
[Rolling...]
The staircase eventually ends in what feels like the depths of the earth but is more likely to be level with where the secondary peak joins with the rest of the mountain. You enter into a long, wide corridor made of dwarf-shaped stone but criss-crossed with tunnels made by cruder hands, and lit by patches of phosphorescent fungi. Every so often smaller tunnels of dwarf manufacture branch off, but the Khazalid that most likely once gave directions has been obliterated by carvings of glyphs and orc deities, so you remain on the larger corridor. Echoing through the tunnels are the movements and voices of goblins, so tangled in their own echoes you cannot guess as to how near or far they would be. Eventually the corridor widens, then widens again, and you eventually see why: an enormous set of towering steel doors, marked by runes taller than you that glow with bound energy. Scorch marks in the stone and the occasional crunch of bone and squish of flesh underfoot suggests that the door reacts poorly to those that would attempt to breach it, and that this hasn't dissuaded the Karak's trespassers from trying.
The only non-magical rune on the door is one of the few you recognize on sight, one you've seen chiefly on the bodies of tattooed doomseekers: the Rune of Grimnir, Ancestor God of warriors and oathkeeping. Most likely this is the entrance to the Hall of Oaths, where fealty to the King is recorded and those slain in battle are memorialized. But you don't have time to sightsee, you are here to blaze a trail for the oncoming vanguard, who should be setting off about now, if your gut feel for time passed is correct. If the ancient tales you heard of the Karak are accurate, somewhere on this same level are the Chiselwards, which were once the creche, orphanage and school of the Karak. Below you should be Temple of Grungni, chiefest of the Ancestor Gods, and below that the Royal Armouries that you can only pray are still sealed. And above you would be the Hall of the Moon, once named for the mountain (Karag Lhune translates roughly to 'Moon Mountain') but now, you suspect, better known for the Crooked Moon tribe that call these parts of the Karak home. This Hall should be parallel to the King's Gates, and as such is intended to be the first target of the oncoming onslaught.
Having gained some approximation of your bearings, you can now decide what your priority will be.
[ ] Head upwards to the Hall of the Moon, to scout the defences of the Crooked Moon Tribe.
[ ] Head upwards to the King's Gates, to scout the immediate defences of the King's Gates.
[ ] Stay on this level and scout the Chiselwards, once a sprawling network of sleeping quarters and classrooms.
[ ] Go downwards to the Temple of Grungni, to ensure that both temples of Karag Lhune remain sealed.
[ ] Go downwards to the Armoury, to ensure that the ancient armaments that were sealed within remain so.
[ ] Go downwards and seek any sign of the boundary of the territory of the Crooked Moon Tribe, with which you can estimate their numbers and strength.
- If there are no delays, you estimate you'll have time to scout three of these and meet the oncoming forces at the Gates. You are currently voting for the next place you visit, and future votes will have an option to end the scouting and go to meet the vanguard.
- Alternately, you could scout two and retrace your steps to the landing pad, and meet with the vanguard before they enter the Gates. It may be possible to slip out of the Gates from the inside, but it will also be riskier.
- If you can report that both Temples remain sealed, it will encourage the dwarves to fight harder to capture them. If the Temple of Grungni has been tainted and you report that, it will fill the dwarves with thoughts of vengeance.
- The Chiselwards are the largest piece of real estate in Karag Lhune, and you have no way of knowing what use the goblins have put it to.
As the fortifications rise, Belegar gathers the Council of War to finalize the details of the approach to King's Gate. The gates will be stormed by Clan Angrund, headed by Belegar, and a larger force of Warriors, Slayers and Thunderers will follow them in to push through the hold and identify and fortify chokepoints as Kragg the Grim unseals the armouries and holy places, assuming they have resisted three thousand years of greenskin or skaven burrowing. The Gate itself will be held by the Quarrelers, Rangers, and the Nordlander and Ulrican forces.
And above you would be the Hall of the Moon, once named for the mountain (Karag Lhune translates roughly to 'Moon Mountain') but now, you suspect, better known for the Crooked Moon tribe that call these parts of the Karak home. This Hall should be parallel to the King's Gates, and as such is intended to be the first target of the oncoming onslaught.
Based on this, I would say that actionable intelligence about the defenses and layout beyond the gates, the Hall of the Moon, would be most useful in speeding up the assault's progress.
[X] Head upwards to the Hall of the Moon, to scout the defences of the Crooked Moon Tribe.