[WHF] The Broken Mirror - A Divided Loyalties Peggy Sue
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A spin-off of the Divided Loyalties quest in which Mathilde Weber's soul is sent hurtling back into her past body, creating a Divergent Lifetime
Through the Looking Glass
Location
Manchester, UK
Pronouns
He/They
Diverging from Divided Loyalties at this Post-Expedition Interlude - rather than things continuing as expected, Mathilde's tower is rocked by an earthquake - and things get weirder from there.

MyenoB said:
Rolling for the Mirrorcatch box:
Higher than 50 you retrieve it, less than 50 the box is broken before you grab it.

EDIT: Well then!
Rolling 1d100: 50
Myrrdin said:

BrineyCucumber said:
MyenoB said:
[I thought to myself, 'more than fifty, the snake is killed. Less than fifty, it is trapped alive.': 50. Schrodinger's Snake achieved.]
MyenoB said:
Higher than 50 you retrieve it, less than 50 the box is broken before you grab it.
I see what you did there... and I like it

===========

The Quake
[Y] Grab two things
[Y] Release Qrech from his cell
[Y] Grab the Mirrorcatch box


You have only a few seconds to prioritise as your home is wracked by the tremors of the ongoing quake, but ultimately you know what you have to do. Your gold is irrelevant, your reading skull a mere trophy. The vampire skulls are more concerning, especially as you don't have time to grab the Liber Mortis either but... well, either you'll be able to dig them out later or they'll be trapped under too much rubble to dig themselves out any time soon.

No, you have to save the things that you would mourn the loss of most - your prisoners. First is Qrech - you rush to his cell and trigger the lock. He is curled up under his workdesk, cuddling his puppy close and whispering to it in a calming tone, and looks at you with panic in his eyes.

You bark out "Wolf is opening the doors upstairs" and he leaps to his feet and scurries towards the stairs as you turn towards your store room. Were he any other Skaven you would fear a knife in your back, but Qrech knows well enough that betrayal must wait until he reaches safety.

You seek your second prisoner: the Wisdom's Asp that hunted you until you trapped it as a journeymanling. The mirrorcatch box sits on a raised dais so that its fluids can flow downwards into the bottle you're currently filling - you can see that the dais has begun to crack from the constant tremors, and as you enter the room it finally gives, and the box starts to slide towards the hard stone floor. You rush forward, arms outstretched to catch it, and...

...the mirrorcatch box cracks in your arms, slivers of mirror penetrating the vulnerable skin of your hands. The Asp disappears in a matter of seconds, slipping into the shards of mirror on the ground. Memories of every time you saw it, and of the day you trapped it, fill your mind; though something feels wrong. You snap back to the present as Wolf barks inside your mind - there's no time to waste. You coat yourself in Substance of Shadow, and as you do so you use Smoke and Mirrors to teleport to the entrance where Qrech and Wolf await.

You step into nowhere. It only takes a split second to pass from one place to another with Smoke and Mirrors, so why does it feel like you've been stuck here for years?

You feel a tug at your soul holding you here, and then you see it: A single glaring eye. The Thorned One in all its glory - its long serpentine form covered with iridescent spines that reflect your image in a thousand colours.

The Asp is inside the mirror - the mirror is inside you. None of the memories that shot through your mind included the asp itself, because you were looking through its eyes.

You're halfway between reality and the aethyr. What do you do?

[ ] Pull out the thorns of the shattered mirrors - the Asp should go with them
[ ] Focus on your magic - you can pull yourself out of this realm
[ ] Concentrate on Wolf - his familiar link can guide you out of here
[ ] You received memories of yourself from the Wisdom's Asp within you - you can pull more knowledge from it
[ ] It's not the first time you've had foreign aethyric energies inside you - call upon Ranald to take them

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?

-
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.

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.

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.

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.

And you feel a million pulsating eyes staring at you, all belonging to one being: The Plotter.

Your call for aid was heard, but it was also overheard. And with The Plotter here you no longer have time to try and pull free - you no longer have time for much of anything. Neither Ranald nor Verena are martial enough to win in a straight fight with one of the Four, and there's only so long Ranald can dance around the Plotter's infinite tendrils of power.

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.

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.

AlphaCuddler said:
Finally, my day has come! I always knew Time Travel was the way. Thank you &YouAreHowSo.

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!"
 
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Controlled Roll
You have a little time, if that's the right word for it, to manipulate the state of your arrival back into your past self. You start with 0 Shinies, because it's taking almost all your attention just to keep anything from going wrong - to get boons you'll have to let your defences slip and accept some banes.

If you make no changes you'll be awakening in your past self's body in front of a shattered Mirrorcatch box and the evaporating gore of the Wisdom's Asp

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, halfway through your apprenticeship in a 15-year-old body (No link, this is pre-canon for the origin quest). 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 point when 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
What beneficial effects are you going to reach for?

[ ] 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.

[ ] Eidetic Memory [2 Shinies]
Or you could go a step beyond that, absorbing part of the Wisdom's Asps - not just the texts of books and papers, but everything you have ever known will remain known to you - as will everything you learn from now on. +1 Learning

[ ] 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, Branulhune comes to you when you call it with its Rune of the Unknown. 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.

[ ] 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
What slips through the cracks while your guard is down?

[ ] 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, eaten by the Wisdom's Asp. 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.

Voting will last at least 24 hours - and 'til there's at least 9 votes.
 
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Character Sheet
The Character Sheet is currently incomplete, due to the fact that I haven't got around to filling back in all the bits that became uncertain during the Time Jaunt, but it's underway.

Character Sheet


Model for Mathilde from character creation



Drawn by Diu, commissioned by @MiracleGrow

Name: 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: Journeywoman of the Grey Order, Spymistress of Stirland, High Sheriff of Stirland
Other Titles: The Dämmerlichtreiter
Faith: Ranald
Armament: Greatsword, Vampire Killer Pistol - 18 stakes remaining (4 carried)
Ranald's Coin: A somehow four-sided coin dedicated to the four faces of Ranald.
Ranald's Coin is worn showing one of its four 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 Mask of Magister Grey: A mundane looking grey mask. While wearing this mask the wearer appears to be Magister Grey or one of the other Magisters Grey.

The Surgeon's Stone: A magical bezoar, the Surgeon's Stone not only functions to heal you to full, even from death, but also coats you in a protective and regenerative layer of animated clay. It holds only two charges, but can be recharged by eating an extremely large meal.

Full details here

Healing Bracelets: Worn by Wolf, these two bracelets provide healing for both minor and major injuries, provided they're recharged by sunlight.
Full details here

Staff of the Hourglass: +1 Magic. Also, there are two effects bound into it - each of which functions by flipping the hourglass to alter the shape of the magic transmitting through your staff.
Once fitted in place, the First Portent of Amul will trigger on your first casting through the staff thereafter - the hourglass will take the position that produces the more powerful casting. Similarly, the Third Portent of Amul ensures that when you are unfortunate enough to suffer a miscast spell the hourglass will spin to the position that results in the less damaging result of the miscast.
Full details here

Out of Date - will be updated shortly
College Favour=12
Great Deed (Empire)=1
Personal Cash=135gp
Discretionary Budget=270gp
Debt=-120gp to Firgin Ashbeard for a single-shot vampire killing gun. Will vote on which budget to take it from alongside the turn plan.

Diplomacy: 15+1-1-1+1+2=17 - Though your understanding of diplomacy may not be particularly deep, it is becoming unusually broad.
Martial: 16+1+1+1+2+2=23 - You're no longer just a wizard that can wave a sword - you have become a warrior in your own right.
Stewardship: 13+3+2+1=19 - You've developed an intuitive grasp of business, exchange and logistics.
Intrigue: 19+2+2+1+1+1=26 - You've developed a somewhat frightening understanding of how to disassemble all kinds of psyches.
Piety: 24+1+2=27 - Ranald has your back, and you have His.
Learning: 21+4+2+1+1+1=30 - Magic and the mundane both have depths beyond what you once imagined.

Magic: 6+1+1+1=9 - You're back on form when casting - with a stave and a nearly full grasp of Ulgu's possibilities.
Magic uses a different scale than the other stats; see the Spellbook threadmark - once it's added - for more information.


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.
Master of Time: The importance of timing looms at the forefront of your mind. +10 to any action where you can arrange advantageous timing (whether by patiently waiting for a perfect opportunity or by acting before others can react) and you can create spells related to the manipulation of time and timing.


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
Lingua Praestentia: Wolf knows the language that some call Magick, and can create words by shaping Ulgu.

Bureaucrat: Paperwork is no longer your enemy; it is now your weapon. +3 Stewardship, -1 Diplomacy.
Brave: You can withstand terrors that make others flee. +1 Martial.
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.
Unseen: Unless specifically on the lookout for magical infiltration, active defences are no obstacle to you. +2 Intrigue.
Xeno-linguistics: Learning new languages is easier for you than for most, and you are generally able to gather the gist of what someone is saying even in languages you don't know. You also find it far easier to slip into the appropriate dialect and vocabulary for any given social situation. +2 Diplomacy
Mental Fortress: Time cannot erode your memory, and you have a perfect poker face. You have +20 on all willpower rolls, and magical attempts to influence you or read your thoughts may result in backlash against the source of the attempt. +1 Learning, +1 Intrigue
Enmity - Cult of Sigmar: The Grand Theogonist has turned the Cult of Sigmar into a tool of manipulation and power - the Theogonist is the one who speaks for, and to, Sigmar - and has blinded him to the true state of his Empire. +2 Piety from your fervent support for all the Empire's gods. Must take at least one action (including delegation actions) each year that clearly attempts to reduce the power/influence of The Grand Theogonist.
Possible actions include converting people away from Sigmar worship, getting Sigmarites to stand against the Theogonist, politically undermining the Cult of Sigmar, or enabling more direct contact with Sigmar.


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.
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.
Reflected: Since an accident with smoke and mirrors left and right are inverted for you. In addition to making you left-handed and giving you Situs Inversus Totalis (a complete mirroring of the organs) this has made your face appear subtly off to those who know you and significantly worsened your handwriting; although those last two effects will likely pass. It's unclear whether or not this is a true arcane mark.


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
Advanced Colleges of Magic (2/3)
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
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
Advanced Karaz Ankor: You're more at home in the Karaz Ankor than the Empire you theoretically owe allegiance to. +2 Diplomacy
Kislev: ou've developed a basic understanding of the northern realm of Kislev. +1 Diplomacy
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
Kurgan (1/2)

Martial:
Fitness: Beneath your robes lies the muscle of a warrior rather than the soft flesh of a typical wizard. +2 Martial
Advanced Greatsword: You have married the techniques of the Empire's Greatswords as taught by the Champion of Stirland to that of the Dwarven witch-hunter group, the Order of the Guardians. +3 Martial
Master Greatsword (2/4)
Mounted Combat (1/3)
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 - 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.
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.
Strategy - Knights (2/3)
Strategy - Wizards (1/3)
Tactics - Wizards (1/3)
Scouting (2/3)
Logistics (1/3)]

Intrigue:
Advanced Assassination: You know how to end a variety of forms of life with a single stab. +2 Intrigue
Advanced Infiltration: It takes significant effort to make it even slightly difficult for you to enter somewhere. +3 Intrigue
Master Infiltration (1/4)
Interrogation: You know how to extract information from those that don't wish to give it. +1 Intrigue
Advanced Interrogation (1/3)
Psychological Warfare (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
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)
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: You have read about Sigmar while seeing him as an enemy, heard about him from those who call him friend, and seen his power in the world. You know his tenets and his myth - and you know it doesn't match his church.
Ulric (1/3)
Kislev Pantheon (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)
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.
Linguistics: You've gone beyond a mere knowledge of languages and are developing an understanding of language itself. +1 Learning

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.
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.

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.
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.

Connections: Up in the air

Known Spells: See the Spellbooks Informational Tab

There are currently two dug-out rooms, the first of which is a minor shrine to Ranald, and the second a furnished living area.

Additionally no-one bar Mathilde can even access the alley leading onto the entrance without physically breaking through walls or smashing down doors, and there's no visible evidence that there even is an alley from the outside.

Library:
Gives a bonus where appropriate to the topics it covers. +1 is the default bonus, with +1 for Extensive and +1 Obscure / +2 Antiquarian / +3 Esoteric for non-stacking rarity levels. Each bonus can apply once per race/country the books are from, as long as they have a solid knowledge base on the subject.
Each +1 bonus costs 50 gold crowns, or local equivalent. Books on magic will cost College Favour as well as gold, books by Dwarves will cost Dwarf Favour as well as gold. The cost is 1 favour for Obscure and Antiquarian levels, 2 favours for Esoteric.

Civilized Realms
The Empire of Man +4 - Extensive and Obscure Imperial / Dwarven
The Eonir of Laurelorn +4 - Extensive and Obscure Imperial / Dwarven
The Karaz Ankor +7 - Extensive and Obscure Imperial / Bretonnian / Extensive and Obsure Dwarven
The Kingdom of Kislev +5 - Extensive and Obscure Imperial / Extensive Dwarven
The Ten Kingdoms of Ulthuan +1 - Dwarven
The We +1 - Imperial

Sciences and Arts
Agriculture +1 - Dwarven
Anatomy +6 - Extensive and Obscure Imperial / Bretonnian / Dwarven / Skaven (esoteric)
Architecture +1 - Dwarven
Chemistry +1 - Dwarven
Engineering +10 - Extensive and Obscure Imperial / Bretonnian / Dwarven / Extensive and Esoteric Skaven
Geography +1 - Dwarven
Linguistics +7 - Extensive and Obscure Imperial / Extensive Bretonnian / Extensive Dwarven
Trade +4 - Extensive and Obscure Imperial / Dwarven

Geography
Cathay +3 - Extensive and Obscure Cathayan
The Chaos Wastes +4 - Extensive and Obscure Imperial / Dwarven
The Dark Lands +2 - Imperial / Dwarven
Dragon Isles +1 - Dwarven
The Great Steppes +2 - Imperial / Dwarven
Mountains of Mourn +2 - Imperial / Dwarven
The Old World +1 - Dwarven

Flora and Fauna
Arthropods +4 - Extensive Imperial / Extensive Dwarven
Canines +4 - Extensive and Antiquarian Imperial
Dragons +4 - Imperial / Bretonnian / Extensive Dwarven
Rodents and Mustelids +3 - Imperial / Extensive Skaven
Natural Toxins +4 - Extensive and Obscure Imperial / Dwarven

War and Combat
Greatswords +4 - Extensive and Obscure Imperial / Brettonian
Logistics +1 - Skaven
Tactics +1 - Skaven

Gods and Divinity - Old World Pantheon
Ulric, God of Winter and Wolves +1 - Imperial
Morr, God of Death and Dreams +1 - Imperial
Ranald, God of Trickery and Thieves +5 - Extensive and Antiquarian Imperial / Bretonnian

Gods and Divinity - Dwarven Ancestor-Gods
Grungni +1 - Dwarven
Valaya +1 - Dwarven
Grimnir +1 - Dwarven
Thungni +1 - Dwarven
Smednir +1 - Dwarven
Morgrim +1 - Dwarven
Gazul +1 - Dwarven


COLLEGIATE

Magical Theory
Aethyr - The Warp +1 - Imperial
Sevir - The Winds of Magic +5 - Extensive and Obscure Imperial / Extensive Dwarven
Qhaysh - High Magic +1 - Imperial
Ghyran - Life Magic +1 - Imperial
Shyish - Death Magic +1 - Imperial
Ghur - Beast Magic +1 - Imperial
Chamon - Metal Magic +1 - Imperial
Aqshy - Fire Magic +1 - Imperial
Azyr - Celestial Magic +1 - Imperial
Hysh - Light Magic +1 - Imperial
Ulgu - Shadow Magic +5 - Extensive and Antiquarian Imperial/Standard Elven
Divine Magic +2 - Extensive Imperial
Enchantment +3 - Extensive and Obscure Imperial
Familiars +2 - Extensive Imperial

Enemies of Man
Chaos Dwarves +4 - Imperial / Extensive and Obscure Dwarven / Skaven (Only Esoteric)
Daemons +2 - Imperial / Dwarven
Greenskins +5 - Extensive and Obscure Imperial / Bretonnian / Dwarven
Hobgoblin Khanates +2 - Imperial / Dwarven
Marauder Tribes +2 - Imperial / Dwarven
Ogre Kingdoms +3 - Imperial / Extensive Dwarven
Skaven +9 - Extensive and Obscure Imperial / Extensive Bretonnian / Extensive and Obscure Dwarven / Skaven
Undead +4 - Extensive Imperial / Bretonnian / Dwarven
Spirits +4 - Extensive Imperial / Bretonnian / Kislevite
Vampires +4 - Extensive Imperial / Bretonnian / Dwarven


RESTRICTED

Dark Magic
Chaos Sorcery +2 - Imperial / Dwarven
Necromancy +2 - Extensive Imperial
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Skaven Warp Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +7 - Dwarven / Imperial / Extensive and Esoteric Skaven

Advanced Magic
Rune Magic +1 - Imperial
Power Stones +1 - Imperial
Waystones and Henges +5 - Extensive Imperial / Extensive and Obscure Dwarven

Otherwise Unsuitable for Public Display
Overly Vulgar Romance +3 - Druchii / Extensive Skaven


BOOKSHELF IN MATHILDE'S BEDROOM
Romance +3 - Dwarven / Druchii / Skaven
Ranald's Coin
49 Shyish Swords
A single vial of "Aethyric Vitae" - undifferentiated energy of the aethyr.
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Due to Mathilde's Eidetic Memory all papers are permanently Fresh.
For other people papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.


Windsoak Mushrooms - Ulgu (FRESH)
Windsoak Mushrooms - Aqshy(FRESH)
Windsoak Mushrooms - Ghyran (FRESH)
Windsoak Mushrooms - Azyr (FRESH)
Comprehensive notes on possible terrain obstacles (FRESH)

Waaagh energy and magic witnessed during the Expedition. (FRESH)
The Black Orc Warboss' worship of Only Gork, and what you saw of the Rogue Idol ritual. (FRESH)

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.
Windsoak Mushrooms (missing: Chamon, Hysh, Shyish, Ghur)
The Currency of Strygos
The Currency of Tylos
Coins of Nehekhara's Fourth Dynasty
Coins of Nehekhara's Sixth Dynasty

 
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Dude, that's awesome! Really good idea!

[X] Plan Conservation of successes
-[X] Default Arrival - Mirrorcatch [+1 Shiny]
-[X] Strings of Fate [2 Shinies]
-[X] Discoveries Unforgotten [1 Shiny]
-[X] Enemies Forewarned [+2 Shinies]

Default arrival gives us a significant headstart for research and reflection, the major problem is hiding our knowledge. There's also the possibility of saving Abelheim.

String of fate let us make sure all the good we did for the world. We can still stop Tzeench's plan with G and M, reconquer K8P and destroy Castle Drakenhof.

Discoveries unforgotten is necessary, we will not have to rewrite all those papers from scratch😁

Ennemies forewarned. Many of our kills didn't see us coming, and even more ignored we were a grey wizard. Furthermore, we are much more powerful and experienced than before, and we know the weaknesses of those foes.
 
So I think the big thing we need to do is figure out what is crucial for us to keep and what can be left behind, like for instance how much value do we put into our beast of a runed greatsword and the like.
 
The greatsword can be left behind. We can earn all the dwarf favor ever because we know how to rescue Vlag.

If we're really stuck on things going as originally we basically have to take Late Arrival.
 
Personally I think that I want the default arrival and try to change things, no point just retreading old ground.

Although we will still need to figure things out to make sure some good stuff still happens.
 
[X] Plan Conservation of successes

Pretty much what I wanted to make.

The other one is:
[X] Plan Maximum Paradox
-[X] Early arrival
-[X] Eidetic Memory [2 Shinies]
-[X] The Unknown Rune [1 Shiny]
-[X] Foursided Coin [1 Shiny]
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Spells Lostx2 [+2 Shiny]

Edit: thx @picklepikkl



[x] Plan: Accelerated growth (keep AV)
[X] Plan: keep snake, coin, memory. Lose spells.
 
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@kingreaper

Just to confirm there are zero shinies as default, and we gain or lose more shinies based on the options picked?

[x] Plan: Accelerated growth (keep AV)
-[x] Default Arrival - Mirrorcatch [+1 Shiny]
-[x] Spells Lost [+1 Shiny] x2
-[x] Accelerated Sibling Rivalry [+2 Shinies]
-[x] Foursided Coin [1 Shiny]
-[X] Eidetic Memory [2 Shinies]
-[x] Snake Trapped [2 Shinies]

Lose our spells keep AV, keep the rest of our knowledge have the ability to drastically increase our ability to learn spells, due to being dramatically higher skilled now than previously. Four sided coin makes us dramatically more competent as well.

Not being able to stop Gork and Mork splitting has its upside and downside.
 
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It is very dangerous to take Enemies Forewarned, because the Lahmian plot is likely to cause us issues -- we killed at least one of them personally.
The other one is:
[X] Plan Maximum Paradox
-[X] Early Arrival - Miscast
-[X] Eidetic Memory [2 Shinies]
-[X] The Unknown Rune [1 Shiny]
-[X] Foursided Coin [1 Shiny]
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Spells Lost [+1 Shiny]
-[X] Spells Lost [+1 Shiny]
Just a heads-up, but the tally doesn't do well with two identical lines -- it will only display one of them. I would reformat this as -[X] Spells Lost x2 [+2 Shinies]
 
[ ] Discoveries Unforgotten [1 Shiny]
[ ] Eidetic Memory [2 Shinies]
I think that these might be... well, trap options probably isn't the right word, but considering how Algard threw a daemon-detecting orb against Mathilde that one time, I don't think that it's all that wise to suddenly write lots of extremely useful papers if we don't have a readily explained source of that knowledge.

Then again, eidetic memory would be quite useful even if we don't use it to immediately pump out a lot of papers.

[ ] 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.
I might be missing something, but... how is this a bad thing? Wouldn't this basically cause a civil war among the Greenskins?
 
Neat! BTW, consider adding it to your sig.

Bringing over my original idea from Boney's thread, and explaining it properly with a variation, to encourage discussion rather than simply jumping on a plan.

[X] Plan Disregard Timeline, Acquire Currency
-[X] Early Arrival - Miscast
-[X] Discoveries Unforgotten [1 Shiny]
-[X] Wolf Reborn [1 Shiny]
-[X] Foursided Coin [1 Shiny]
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Spells Lost [+1 Shiny]

Arrive back in our apprenticeship at the Grey College, with maximum time to leverage future knowledge.

The idea here is that we keep Queekish, our College Favor (via papers), our familiar, our Coin, and some of our spells, at the low, low cost of Orc Trouble... when one of our papers is on countering Orcs.
New kinds of specialist orcs with Tzeentch-plots backing them will be a problem, both personally and for the Empire, I don't want to undersell it now that this is a real quest rather than a meme vote (back in Boney's thread I was joking that it was a "benefit" to have orcs fighting goblins). But I think we have the power to deal with them on the personal level and writing Lectures on Waaagh and Peace helps the Empire deal with them. (And whoever else gets a copy, which is most of the Old World.)

On a more general level, the downside is that we lose a lot of the specific timeline gains Mathilde had in original quest, as I am deliberately not taking Slay the Butterflies or Strings of Fate.
But between the DF for Vlag and the CF for papers, and showing up superpowered early on, I think we can replace most of those in some way. For example, we probably miss out on Asarnil for Drakenhof, but we get a Battle Wizard Mathilde being present instead.
It also means the QM gets a bit more of a free hand to write new events and new people and not have to worry so much about continuity checks.

Here's a similar version that sticks a bit closer to the original timeline, arriving as Stirland Journeyman rather than Grey College Apprentice, while still changing things up, and includes social benefits so it's easier to talk to the right people early on and get them onside, even if we arrive later. Default arrival for +1 shiny, and spend it on resuming social connections.

[X] Plan Disregard College, Acquire Friends
-[X] Default Arrival - Mirrorcatch [+1 Shiny]
-[X] Memories of Companionship [1 Shiny]
-[X] Discoveries Unforgotten [1 Shiny]
-[X] Wolf Reborn [1 Shiny]
-[X] Foursided Coin [1 Shiny]
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Spells Lost [+1 Shiny]


I might be missing something, but... how is this a bad thing? Wouldn't this basically cause a civil war among the Greenskins?
My understanding is that it's a civil war for Tzeentch's purposes, which is usually bad, and one of the possible outcomes is two Greenskin factions, acting as different threats, rather than simply one infighting.
 
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I think that these might be... well, trap options probably isn't the right word, but considering how Algard threw a daemon-detecting orb against Mathilde that one time, I don't think that it's all that wise to suddenly write lots of extremely useful papers if we don't have a readily explained source of that knowledge.
All we have to do is be discreet. We're not going to reveal everything we know right away, but we could use it to hasten our research when we will do it.
 
I might be missing something, but... how is this a bad thing? Wouldn't this basically cause a civil war among the Greenskins?
Tzeentch wants to do this. Letting him do it will give you more attention to spend on things to your benefit.

What exactly his plan is - well, only one entity ever knows the plans of the Plotter. In this case that's me and I'm not telling!

I am willing to reveal that it definitely won't be purely positive for the forces of Order. Tzeentch's plots never are.
 
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Will background rolls for things like the Karak Vlag remain as in Divided Loyalties, even if we don't take the anti-butterflies boon?
 
[] Plan Let them be warned, It will not save them
-[X] Default Arrival - Mirrorcatch [+1 Shiny]
-[X] Strings of Fate [2 Shinies]
-[X] Wolf Reborn [1 Shiny]
-[X] Snake Trapped [2 Shinies]
-[X] Discoveries Unforgotten [1 Shiny]
-[X] Snake Hunted [+1 Shiny]
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Enemies Forewarned [+2 Shinies]

Picking up what lets us redo our big accomplishments and with all of our skills I feel like even with warning we should be able to face our foes again.
 
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I'd rather write Mathilde's story anew than retread old ground with Strings of Fate

[] Plan: Paths untread
-[] Default Arrival - Mirrorcatch [+1 Shiny]
-[] Accelerated Sibling Rivalry [+2 Shinies]
-[] Spells Lost [+1 Shiny]
-[] Foursided Coin [1 Shiny]
-[] Wolf Reborn [1 Shiny]
-[] Eidetic Memory [2 Shinies]

[] Plan: Shatter Fate
-[] Default Arrival - Mirrorcatch [+1 Shiny]
-[] Accelerated Sibling Rivalry [+2 Shinies]
-[] Enemies Forewarned [+2 Shinies]
-[] Spells Lost [+1 Shiny]
-[] Foursided Coin [1 Shiny]
-[] Wolf Reborn [1 Shiny]
-[] Eidetic Memory [2 Shinies]
-[] Snake Trapped [2 Shinies]


Yes, they will remember us, but the vast majority of them won't remember us as skilled as we are now. And Eidetic Memory makes sure Mathilde knows where the problems are.
 
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Will background rolls for things like the Karak Vlag remain as in Divided Loyalties, even if we don't take the anti-butterflies boon?
Yes. The butterflies will start from point of arrival, and won't travel backwards in time.

Due to my own limitations however background rolls BoneyM has made where the results have yet to be revealed may still be contradicted. Consider this an AU to anything not yet revealed.
 
You glorious madman!

I'll start the ball rolling with a quick & dirty plan

[X] Plan: Mathy sue - Metagame denied!
-[X] Default Arrival - Mirrorcatch [+1 Shiny]
-[X] Eidetic Memory [2 Shinies]
-[X] Wolf Reborn [1 Shiny]
-[X] The Unknown Rune [1 Shiny]
-[X] Foursided Coin [1 Shiny]
-[X] Snake Trapped [2 Shinies]
-[X] Tzeentch's Touch [+1 Shiny]
--[X] take twice for 2 shinies
-[X] Accelerated Sibling Rivalry [+2 Shinies]
-[X] Enemies Forewarned [+2 Shinies]
 
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Yes, they will remember us, but the vast majority of them won't remember us as skilled as we are now. And Eidetic Memory makes sure Mathilde knows where the problems are.
As someone pointed out earlier, we personally killed a member of the Lahmian conspiracy, so taking that feat is likely going to have some quite interesting side-effects, to say the least.
 
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