Voted best in category in the Users' Choice awards.
Would it fall under "doing a colonialism" if we abduct a Border Prince and take over through a mix of intrigue, diplomacy and threats without military backup?
Given the discussion of how potent a hero character Lady Magister Mathilde Weber is compared to even high-end Border Prince retinues, I'm not sure that Mathilde showing up one day (while the previous ruler has mysteriously disappeared) and saying she's in charge now would really count as 'without military backup'. Just being a powerful and experienced wizard lord is probably enough to trigger the same sorts of implicit use of force considerations that comes from having a pile of dudes with spears following you around.
 
While there are definitions of 'colonialism' that can cover just about anything done by a large polity or any of its surrogates to a smaller polity, unless things go extremely off the rails the word as understood by most will not apply to anything except maybe Swamp Town, and even that's shaky because the Lizardmen do not fuck around in any way, shape, or form. The existing power structure in Sylvania is literally vampires and the existing power structures in the Border Princes rarely break a decade in age. This isn't a Robert Clive or a Hernán Cortés scenario.

So let's excise the word from the discussion, at least for now, and pick language that doesn't do bad things to everyone's internal DEFCON levels.
 
A Broken Mirror, part 2
Broken Mirror Part 1

SadiNoel666 said:
Which of these options is most likely to save the Asp?

----

Myrrdin said:
Given the "No Trap Options" policy, are all of these guaranteed to be survivable?

BrineyCucumber said:
Myrrdin said:
Given the "No Trap Options" policy, are all of these guaranteed to be survivable?
Nope – no trap options just means that they pass Mathilde's sanity check, and that there's no hidden "gotcha"s, not that they're guaranteed to work.


MyenoB said:
Myrrdin said:
Given the "No Trap Options" policy, are all of these guaranteed to be survivable?
None of them are guaranteed to be survivable. Some of them are a lot more likely than others, but some of them also have the possibility of greater rewards.

----

SamuraiBadger said:
I want to pray to Ranald, but I don't want to try and give him the energy of the serpent:

[Y] You received memories of yourself from the Wisdom's Asp within you - you can pull more knowledge from it
-[Y] Call on Ranald for aid in this theft of knowledge
&MyenoB is this an acceptable write-in?


MyenoB said:
Mathilde will always call on Ranald when appropriate, you don't need a write-in.


SamuraiBadger said:
MyenoB said:
Mathilde will always call on Ranald when appropriate, you don't need a write-in.
Can we call on other gods as well? We're partway in the Aethyr so it might matter...


MyenoB said:
SamuraiBadger said:
Can we call on other gods as well? We're partway in the Aethyr so it might matter...
Feel free to write that in. But it's not going to be guaranteed positive results.


Ringkeeper said:
Wait, how could calling on a good god have negative results?
[Y] You received memories of yourself from the Wisdom's Asp within you – you can pull more knowledge from it
-[Y] Call on Verena and Ranald for aid in this theft of knowledge


BrineyCucumber said:
You might be overheard...

---

YouAreHowSo said:
Hey &MyoneB dumb question, could Mathilde try and temporarily bind the Wisdom's Asp with Melkoth's Mystifying Miasma? They eat grey magic, but their connection seems to be with the mental stuff, the illusion stuff and the travel stuff (like their passing through mirrors). Melkoth's is time stuff, and we don't know of any connection there.

MyenoB said:
Mathilde doesn't think it's likely to work, but it might end tried up as a last resort.


MyenoB said:
1d6 for the last resort:

1. PBT
2. PBS
3. RIP
4. VW
5. PS
6. TT

Roll=5


SamuraiBadger said:
MyenoB said:
1d6 for the last resort:

1. PBT
2. PBS
3. RIP
4. VW
5. PS
6. TT

Roll=5
PS=Post Script? I'm scared! Wait, what would RIP be then?

-

Threadmark: Through the Looking Glass
[Y] You received memories of yourself from the Wisdom's Asp within you – you can pull more knowledge from it
-[Y] Call on Verena and Ranald for aid in this theft of knowledge
Crossing your fingers and loudly calling for Verena's aid, you pull on the link between you and the Asp. Tying yourself to it, you attempt to draw its knowledge into you more deeply. It doesn't resist, and you can feel knowledge flooding your mind - and threatening to wash it away. You shunt some of it towards Wolf while you concentrate on managing the flow.

Roll=27+???+???-???

Your concentration falters when the Asp wraps around your arm, thorns tearing into your flesh. Once again your mind is buffeted by the endless flow of information, and once again you try and pull free.

Roll=30+???+???-???

You push at the Asp, pushing your own knowledge towards the breach between you as a barrier. Nothing you can't afford to lose - you fill your mind with memories of your favourite romance novels, allowing those to be blown away in this torrent of the Asp's mind, while you look for a way to free yourself.

You can't break the link, yet, but you can slow it for a time.

Roll=72+???

And a little time is all you need as you sense the arrival of backup; Ranald feeling oddly sheepish in the presence of his Mother-in-Law Verena. In this bizarre twilight-realm you're sure you could see them if you looked, but you heed Ranald's warning (and your own burgeoning migraine) and keep your eyes shut tight.

You feel Verena's arms tight around you, absorbing much of the endless flow, but you know that even with her protection you cannot remain here indefinitely, and it's too late to try and pull free from the Asp.
Roll=4+???-???

And just like that your time is up – one of Tzeentch's 9000 eyes has spotted you. The gods won't be able to aid you once they're busy holding back the plotter.

There is only one option left available to you, the secret you bought so dearly from the Gold College – you must bind the Thorned One into your soul. But it eats illusions, it eats everything that affects minds, it eats the magic of travel – the only thing you can use that might work is Melkoth's Miasma, twisting time in on itself so that the Thorned One is forced to consume its own tail like an ouroboros.

Roll=55+??? Vs. 30+???

Your attempt to bind the apparition is complicated by a thousand and one different factors, not least of which your discovery that the Asp can consume parts of the Miasma with which you're seeking to bind it, but you achieve success of a kind – your soul and the Wisdom's Asp are bound, with the Asp's body forming a complex 4 dimensional knot.

But the asp is not inside you, and it has pulled your soul outside your body – where you are being buffeted by the reshaping of time that surrounds you.

Through the eye of the Asp you see Tzeentch grin, as Ranald picks up the whole bundle, your soul and the asp tangled together, and rolls you back in time – aiming at the day you finished the box.

No vote this update, I need to write the options.

=======================

AlphaKisser said:
Finally, my day has come! Thank you &YouAreHowSo for making Time Travel a reality!

FayEnchanterish said:
MyenoB said:
Through the eye of the Asp you see Tzeentch grin, as Ranald picks up the whole bundle, your soul and the asp tangled together, and rolls you back in time – aiming at the day you finished the box.
Ranald: "Ladies and gentleasps, welcome to Bowling for History!"


Lots of chatter I don't have interesting ideas for yet, and I want to post this thing. If you want to be part of it let me know what your mirror would say.

======================

Threadmark: Peggy Sue
Plan Voting is in action here:

Will you attempt to guide the date of your arrival?

[ ] Default Arrival - Mirrorcatch [+1 Shiny]
The simplest time to arrive is the day you created this situation by trapping the Wisdom's Asp - a time that is currently almost simultaneous with now. Not guiding yourself away from that will give you more opportunity to shape other aspects of your arrival.

[ ] Early Arrival - Miscast
Rather than emerging on the day you created the mirror box, you will keep rolling backwards to the day in your apprenticeship when your acidic fog melted candles and the Wisdom's Asp first appeared to you. Be warned - the Grey College may not react kindly to an experienced wizard possessing one of their apprentices.

[ ] Late Arrival - Moving Day
Instead of arriving at the creation of the Mirrorcatch Box you'll instead arrive at the first time you brought it to Karak Eight Peaks. You'll have more immediate resources, and less butterflies to worry about - but Abelhelm will already be dead.

Boons

[ ] Slay the Butterflies [1 Shiny]
Rather than allowing your smallest action to sway the whole course of the world as every action has a million effects, things will tend to flow towards the history you remember unless you are personally involved - such that only the undeniable impacts will spread outside of your personal sphere of influence.

[ ] Strings of Fate [2 Shinies]
Many of your own actions depended on the strangest of luck, and couldn't be repeated the same way a second time - for instance the Mugging of Mork or the Battle of the Caldera. If you tie a string of fate to them then if you reach the same situation you will be able to achieve the same result.

[ ] Memories of Companionship [1 Shiny]
Your friends will not remember the time you spent with them in the original timeline. But that time together has forged connections, and those connections may be partially transferred - significantly increasing the rate at which you reforge old relationships and keeping your existing familiarity from throwing them off track.

[ ] Discoveries Unforgotten [1 Shiny]
With Verena's guidance you can commit every paper and book you have written or studied to your memory verbatim, allowing you to reproduce them both swiftly and perfectly - even the Dictionary of Queekish will be reproduced without error.

[ ] Wolf Reborn [1 Shiny]
Wolf contains part of your soul, losing him would be like losing a part of yourself. But if you focus you can use that connection to drag him back with you, and Ranald can find a suitable newborn wolf cub to bear his soul. Redundant with Late Arrival

[ ] The Unknown Rune [1 Shiny]
Kragg's masterpiece, with its Rune of the Unknown, comes to you when you call it. It shouldn't be able to be called to you before Kragg creates it - but with time twisted upon itself perhaps it can be?

[ ] Foursided Coin [1 Shiny]
When you are going Mork has yet to be mugged. But Ranald's Coin is tied to you, not to Mork, and it has already made the journey from Aethyr to Reality once - so if you hold onto it tight enough you can bring it with you. Redundant with Late Arrival

[ ] Snake Trapped [2 Shinies]
Rather than arriving to the Mirrorcatch Box shattering you can find a way to twist the Wisdom's Asp back into place, stuck once more in its half-alive state. Incompatible with Early Arrival, for obvious reasons.

[ ] Spiritual Healing [1 Shiny]
On arrival you will overwhelm the soul of your past self, becoming solely you. But with the right finesse you could keep some pieces of your soul how they once were: removing one of your arcane marks. May be taken multiple times.

Banes

[ ] Snake Hunted [+1 Shiny]
The Wisdom's Asp is angry, and that anger is loud enough for its fellows to hear echoing through the aethyr. You will be hunted by a small number of Wisdom's Asps - every reflective surface will be a threat to your mind and soul - and those Asps will be forewarned of the dangers of the Mirrorcatch Box.

[ ] Accelerated Sibling Rivalry [+2 Shinies]
Tzeentch's plan to set Gork against Mork failed because of you. This time around it won't fail, Tzeentch will warn itself that the ritual must be rearranged - and provide a burst of energy allowing it to do so sooner, and more securely. You will not be able to stop it a second time. Unavailable with Late Arrival.

[ ] Enemies Forewarned [+2 Shinies]
Everyone you have directly killed will experience a premonition of their death at the moment of your arrival. This premonition will be from their own point of view - and therefore in many cases will not feature your presence - and will cover the key events of the day leading up to their death. Whether they believe it or not, this vision is sure to impact their behaviour.

[ ] Mark of Tzeentch [+2 Shinies]
Tzeentch will loudly announce its involvement in your "upgrade", branding you with one of its blessings. Good luck convincing people that you're innocent.

[ ] Spells Lost [+1 Shiny]
In order to hold onto some things, you must let go of others. Half the spells that you've learnt since the point-of-arrival will be wiped from your mind. May be taken twice, losing all spells learnt since that point.

[ ] Tzeentch's Touch [+1 Shiny]
On one roll of great significance, Tzeentch can invert the digits of the roll (i.e. 90 becomes 09, 51 becomes 15). May be taken up to twice.

A 24 Hour Voting Moratorium Applies, to give people time to come up with plans.

EDIT:
I tricked myself into making this an actual spinoff quest
 
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Y'know, there is some legitimate possibility that the Mirrorcatch Box could break some day.

Although if the Asp has any brains it might very well just decide to give the whole "eat Mathilde's soul" thing for a bad job... I don't know if it does. :p
 
Y'know, there is some legitimate possibility that the Mirrorcatch Box could break some day.

Although if the Asp has any brains it might very well just decide to give the whole "eat Mathilde's soul" thing for a bad job... I don't know if it does. :p
With the amount of portal cuts and telefragging it has suffered inside that box, I'm not sure any hypothetical brains it has would be in any condition to operate if it had them.
 
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The Asp cannot give up the job when it is already done. The coils of the Crystal One have wrapped tight around Mathilde already.
 
I've edited my post to drop the updates by MyoneB out of quotes, because I just felt like it made the post look too awkward to read.
 
And if they were not, in fact, enthusiastically supporting their vampiric overlords (as suggested by the local religion Kasmir was researching), then they'll probably be happy to have Knights of Morr wrecking undead face in the area!
Although different Imperial provinces do seem to have rivalries and tensions, so if we bring in a bunch fo Sigmar supremacists from Altdorf the locals probably won't like them much. Just because I don't think Stirlanders and Sylvanian are completely incompatible doesn't mean there can't be tensions between Imperials and those who have spent the last few centuries living under the rule of various vampires.

It is worth keeping in mind that what Kasimir found was an anomaly centered on one town that drowned vampires,a throwback before the vampires, who are themselves a far better colonialism simile than anything w can do, stomped the local culture flat, burned their temples and proclaimed themselves masters of all they survey. The average Sylvanian peasant thinks something like this about vampires:

"They are stronger than us, smarter than us, live longer than us, and are far better looking than us. They are our superiors in every respect, and the taxes are lower when they rule. When they come back I will be the first to welcome them." —Hanskarl Denk, Sylvanian.

Now look at that, does that particular bit of belief sound admirable? No, it is basically enshrining class privilege in perpetuity on the basis of the nobles being literal bloodsucking parasites. Most of the traditions of Sylvania, such that can be said to exist after being put under the vampire yoke for centuries do the place and its inhabitants no services. That is not being culturally insensitive, it is common sense.
 
Lots of chatter I don't have interesting ideas for yet, and I want to post this thing. If you want to be part of it let me know what your mirror would say.
My mirror:
FayEnchanterish said:
MyenoB said:
Through the eye of the Asp you see Tzeentch grin, as Ranald picks up the whole bundle, your soul and the asp tangled together, and rolls you back in time – aiming at the day you finished the box.
Ranald: "Ladies and gentleasps, welcome to Bowling for History!"
 
Yeah, Sylvania did seem to be a terrible place to live even before all those armies spent years getting into massive field battles with ghouls/zombies and then blockading the cities to put pressure on the vampires.

I'm guessing that something as simple as regular EIC caravans full of basic stuff (clothes, tools, stoves, kitchen utensils, medicine ect.) could go a long way towards getting the towns on board....actually, that might work in the Borderlands too, since I'm sure caravans that make it that far out there are only loaded down with stuff to trade in Cathay.
 
[Y]Plan Max Tzeentchy Tools to Deal with Forewarned Enemies
-[Y] Default Arrival - Mirrorcatch [+1 Shiny]
The simplest time to arrive is the day you created this situation by trapping the Wisdom's Asp - a time that is currently almost simultaneous with now. Not guiding yourself away from that will give you more opportunity to shape other aspects of your arrival.
-[Y] Strings of Fate [2 Shinies]
Many of your own actions depended on the strangest of luck, and couldn't be repeated the same way a second time - for instance the Mugging of Mork or the Battle of the Caldera. If you tie a string of fate to them then if you reach the same situation you will be able to achieve the same result.
-[Y] Memories of Companionship [1 Shiny]
Your friends will not remember the time you spent with them in the original timeline. But that time together has forged connections, and those connections may be partially transferred - significantly increasing the rate at which you reforge old relationships and keeping your existing familiarity from throwing them off track.
-[Y] Discoveries Unforgotten [1 Shiny]
With Verena's guidance you can commit every paper and book you have written or studied to your memory verbatim, allowing you to reproduce them both swiftly and perfectly - even the Dictionary of Queekish will be reproduced without error.
-[Y] Wolf Reborn [1 Shiny]
Wolf contains part of your soul, losing him would be like losing a part of yourself. But if you focus you can use that connection to drag him back with you, and Ranald can find a suitable newborn wolf cub to bear his soul. Redundant with Late Arrival
-[Y] The Unknown Rune [1 Shiny]
Kragg's masterpiece, with its Rune of the Unknown, comes to you when you call it. It shouldn't be able to be called to you before Kragg creates it - but with time twisted upon itself perhaps it can be?
-[Y] Foursided Coin [1 Shiny]
When you are going Mork has yet to be mugged. But Ranald's Coin is tied to you, not to Mork, and it has already made the journey from Aethyr to Reality once - so if you hold onto it tight enough you can bring it with you.
-[Y] Enemies Forewarned [+2 Shinies]
Everyone you have directly killed will experience a premonition of their death at the moment of your arrival. This premonition will be from their own point of view - and therefore in many cases will not feature your presence - and will cover the key events of the day leading up to their death. Whether they believe it or not, this vision is sure to impact their behaviour.
-[Y] Mark of Tzeentch [+2 Shinies]
Tzeentch will loudly announce its involvement in your "upgrade", branding you with one of its blessings. Good luck convincing people that you're innocent.
-[Y] Tzeentch's Touch [+1 Shiny]
On one roll of great significance, Tzeentch can invert the digits of the roll (i.e. 90 becomes 09, 51 becomes 15). May be taken up to twice.
-[Y] Tzeentch's Touch [+1 Shiny]
On one roll of great significance, Tzeentch can invert the digits of the roll (i.e. 90 becomes 09, 51 becomes 15). May be taken up to twice.
 
Also when it comes to the Border Princes I think it is worth considering the nomadic lifestyle someone brought up a while back. If we are going to plan to move all our valuables into Barak Var anyway, then we should plan to have as many of our valuables as humanly possible be actually mobile so we lose less when the time comes to wait out the Waagh. Also nomadic life just makes more sense in a place with poor quality soil since you can move your herds from one patch of grass to another and let the soil recover from being grazed.
 
Also when it comes to the Border Princes I think it is worth considering the nomadic lifestyle someone brought up a while back. If we are going to plan to move all our valuables into Barak Var anyway, then we should plan to have as many of our valuables as humanly possible be actually mobile so we lose less when the time comes to wait out the Waagh. Also nomadic life just makes more sense in a place with poor quality soil since you can move your herds from one patch of grass to another and let the soil recover from being grazed.

Would it be feasible to build another Eye of Gazul in our part of the Border Princes, to defeat any Waaghs that come our way there?
 
That brushes up against the Delicious Burrito Clause.
Well, Mockery of Death proves that the Boundary of Life and Death is within the purview of Ulgu, so it's definitely theoretically possible that you could shake said boundary in a preferable way if you added the immense power of Dhar.

It would take like half a decade of research turns and I suppose it's outlawed by the Empire, but the theory behind is it is sound.
 
Well, Mockery of Death proves that the Boundary of Life and Death is within the purview of Ulgu, so it's definitely theoretically possible that you could shake said boundary in a preferable way if you added the immense power of Dhar.

It would take like half a decade of research turns and I suppose it's outlawed by the Empire, but the theory behind is it is sound.
Mockery of Death doesn't blur the line between life and death, it's ultimately just an illusion. You can make a spell that makes it appear that Abelhelm's back to life, but doesn't actually make it happen. Similarly, while Ulgu can create an illusion of a delicious burrito, it cannot create an actual burrito by blurring the line between reality and imagination.
 
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Mockery of Death doesn't blur the line between life and death, it's ultimately just an illusion. You can make a spell that makes it appear that Abelhelm's back to life, but doesn't actually make it happen. Similarly, while Ulgu can create an illusion of a delicious burrito, it cannot create one by blurring the line between reality and imagination.
And Shyish can't reanimate the dead, yet Necromancy still exists.
 
Mockery of Death doesn't blur the line between life and death, it's ultimately just an illusion. You can make a spell that makes it appear that Abelhelm's back to life, but doesn't actually make it happen. Similarly, while Ulgu can create an illusion of a delicious burrito, it cannot create one by blurring the line between reality and imagination.

Use Dhar to make the illusion solid, the lie truth. Keep in mind Dhar is all magic and can do anything the other winds can do, it's just you know... evil and corrupting. There is a reason warpstone or 'wyrdstone' is said to be a substance that can do anything and grant any wish. It can, but it mostly just drives you crazy.
 
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