Warhammer Fantasy: Thirteen Tolls - An Apocalypse Quest

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Yes. Not quite all of the Ancestor Gods are quite with this whole scheme, even if the most important two (in relation to the ritual) are. And even among the pro-slayer camp, most would also prefer a ritual under their own supervision and control, rather than what many see as a further heresy, being entirely outside their cults' authority.
Would bringing in Khalash-a-Kalan ameliorate some of the Cult of Grimnir's feelings on the matter? Or at least, rally more of them behind the ritual?
 
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I mean, no Slayer is owned their Doom. They have to earn it.
and this guy did- we're explicitly drawing whoever we summon back from beyond the gate. I don't think the cult of grimnir would look kindly on us doing that to a slayer (though the other option aint exactly gonna make any friends either)
 
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and this guy did- we're explicitly drawing whoever we summon back from beyond the gate. I don't think the cult of grimnir would look kindly on us doing that to a slayer- though the other option aint exactly gonna make any friends either
True true. That we are doing this explicitly with Gazul's consent. So presumably both of these Dawi Heroes are okay with doing this. But I understand your point that their Kin and the Karak Anzor might not like it.

In the end, if we are in a position where both choices would annoy more Conservative Dwarfs, more defense is probably better.
 
Man this whole turn feels like "Thanks for trying but no"
It's so sad that the biggest resistance comes from within

[X] Valkyrinn, Last Runesmith of Uzkulak.
Less feed for the bastard god.
 
I'd rather have a weaker ritual go through without interference than go boom-or-bust for everything. So
[X] Khalash-a-Kalan, Lord of Slayers.

More defense ain't bad, since we have many enemies, seen and unseen. No?
 
Bettwen the two, A runesmith actually add validity to the rite. As in All runesmiths are a priests of an ancestor. Unlike a particualry know slayer.
Should reduce the blowback form Ankor.
Of Grungi and they are hugely respected yes, but that doesnt mean that Runemiths, even Runelords can presume to speak for and browbeat other guilds and cults into submission.

A Slayer Lord overseen Disgraced Dawi taking the Slayer Oath though, that is actually within their duties. As Slayers cut off all previous ties and are following the footsteps of Grimnir to Gazul's halls.
 
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Turn Eight Results (Part 4) - Condolences


It is grey and ordinary, the day you seal a people's fate. There is a light drizzle; you look, from the Roost below, and see the Cities as they've always been. You see people scurrying to market; there's a Dwarfen lady, emeralds and peridots entwined in her hair, eating a little bread and garum at a street. There's the traffic of chariot and cart; in the endless street-mob, a dwarf with a stone leg, hobbling, tries to hail a cab. The Hysh streetlamps glow, and you see buildings of elegant, geometric stone built by dwarfs, bought with gold mined by the dwarfs, protected by steel forged by dwarfs. There is no Tylos-Kavzar without the Sons of Skavor.

And so, you repay them thus: a doom within a doom. And with their end, so go the Cities – peoples conjoined. It might be inevitable. It might even be a kindness. But as you look out on the normalcy that you grew up in, that you will shatter – it still feels like a cardinal sin.



THE GRAND RITE OF SLAYING

Guidance for Participants
– by Xenophon, Raven of the Roost

1. WELCOME

All dwarfs are brothers: the same ancestors, the same root. Thus, the shame of one is the shame of all. Thus, the redemption of one is the redemption of all.

Your Father was dammed because he failed to protect. Doom knocks at our door; you are called to duty anew. One more chance. One last choice.

An end is owed to everyone.

2. PREPARE

Settle your affairs. Give away what others need; seal away what others don't. No one passes through the gate with any treasure, however golden, however beautiful. When all you own are your regrets, you are ready.

Say farewell. Remember what was good. Forgive what can be. Embrace who you can; while your touch is more than death. When your heart is sore, you are ready.

Clean yourself. Wash yourself in water from an underground stream. Be fully submerged; not a hair dry. Lay within until the water stills. When your reflection judges you, you are ready.

3. BRING

Three things: your axe, your body, your name.

4. GIVEN

A razor. Troll grease. Orange dye, made from pure bloodroot. A chisel. A tomb.

5. GATHER

At the Roost, in the Shambles, when the full white moon is highest in the sky.

6. GUARD

We are opposed. Not all think they can be saved. Not all think you deserve salvation. A Prince sits in a Tower, and hungers for divinity. Red bleeds white and White bleeds Red. A stranger stalks our halls. But to protect starts now. Salvation is won through blood and bone; through every aching painful step. You make your own fate.

7. MARCH

From the Roost, down Via Virtus, direct to the Pall. Down the Stalactite Stair; to the Sally-Port. By ship – down, down, down: to the Glimmering Realm. And there, where the ancestors watch from below, where the dead cannot yet die, where Skavor waits alone.

The route Xenophon has chosen passes one site of particular risk – what is it?

[] the Embassy of the Karaz Ankor.

Squat, fortified, and the residence of Snarratum Stonehammer, Prince of Karak Ungor.

[] the Chambers of the Black Opal.

Ancient, elegant, and the residence of Fafnir Fogfather, Grand Master of the Sons of Skavor.

8. PROCEDURE

Go to your ancestral shrine-isle; to your petrified mothers and fathers. Ready them as you have been readied; wash them, embrace them, say farewell. Wait. For each and every one of you, the Raven and his disciples will perform the rite; the shaving, the drink, the oath. Wait. And follow the Raven's words.

9. FAITH

The Scythe has slain the Serpent.

The Scythe has met the Axe.

The Scythe has survived the Flame.

10. COURAGE

Strong as stone.

11. HOPE

You are coming home.

12. TRUTH

KHAZUKAN KAZAKIT-HA!



You watch, as Zaki leads the first group into the garden. They are very young; probably younger than you, which makes them almost Dwarfen infants. Their faces are terribly scarred; they have taken out their people's traditional inset-gemstones, their rubies and sapphires and diamonds. What is left are abandoned quarries; deep gouges and pits, flecked with stone. One is embarrassed to take off his tunic for his friends to apply the traditional tattoos. They nudge him, giggling. Why are they here? Why don't they go?

Another couple enters, very old; the male is total petrified, up to his very neck; his wife pushes him in a wooden wheelchair. The boys suddenly grow quite somber; the nervous one rises and insists on pushing the elder up to join them. There is why. There it is. Because that is what they have to look forward to.

You are struck, suddenly, profoundly, by the deep unfairness of it all. You choose your doom. They did not. They just inherited it – they had no chance from the very beginning.

Pelops puts a hand on your shoulder – he's getting scary good at reading you. "Raven?" he asks – a boy. Another child, inheriting the world – ruined, wrecked, dying.

"Is it right?" you say, "to offer them this?" and you gesture to the graves.

"Isn't it?" he replies. "Better this" and he gestures to the soft grass, the dark cypresses "than cold stone."

"It's not much of a choice" you reply.

"But it is one." he says.

Over Pelops' shoulder, Zaki is waving at you to come; the old dwarf woman offers a curtsey; in her hands is a gift – a little cask of ale.

You go. What option do you have?
 
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