Dram P Change pre expedition to expedition start

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[QUOTE="BoneyM, post: 10014134, member: 21872"]
[QUOTE="BoneyM, post: 10014134, member: 21872"]
[U]Members of the Karag Dum Expedition[/U]


Borek Forkbeard, Leader of the Karag Dum Expedition and Envoy of Karag Dum
Clan Grimnar: This Dwarf is a member of the Royal Clan of Karag Dum.
Driven: Borek was sent by Karag Dum to seek reinforcements almost two centuries ago, and will stop at nothing to finally succeed.


Gotrek Gurnisson, Head Engineer of the Karag Dum Expedition
Clanless: This Dwarf is a member of no recognized Clan, which is a cause for distrust for many conservative Dwarves.
Renowned: Gotrek is well-known for his engineering prowess, enough so that he remains affiliated with the Zhufbar Engineers Guild after cutting ties with his Clan.


Snorri Farstrider, Head Ranger of the Karag Dum Expedition
Clan Redbeard: This Dwarf is a member of Karak Kadrin's Ranger Clan that watches over the northernmost extent of the World's Edge Mountains.
Renowned: Snorri is well-known for his abilities to navigate the surface world, an affinity that is looked down upon by some.


Johann, Magister of the Gold Order

> Johann is ambitious and strong-willed and equally useful in the laboratory and the battlefield. The Gold Order may look down on him for his limitations, but you respect him all the more for overcoming them.
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< You're trustworthy and reliable, and that's what matters. Sure, you make things more complicated than they need to be, but everyone needs a hobby.

Armament: Handgun, Staff of Steel
Speciality: Fisticuffs
Mission: ???
Faith: Grungni, Valaya, and Grimnir
Diplomacy: 20 - Johann is naturally likeable and gets along with most people.
Martial: 18 - There might be a point in the future where you'll regret not stopping this here and now.
Stewardship: 15 - Some might call gilding your body 'ludicrously expensive'. Johann considers it an investment.
Intrigue: 19 - When most of your body is gold, you learn not to draw attention.
Piety: 14 - An ill-advised spell gave him a glimpse of the Ancestor Gods in their prime, converting him on the spot.
Learning: 18 - Johann has learned to work around his mental blocks and inflexible magic.
Magic: 7 - Johann has a natural gift for elemental [I]Chamon.[/I]

Blind: After successive failed gildings, Johann's eyes have been destroyed beyond all possibility of repair.
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Dawongr: Johann has always gotten along well with Dwarves, but has recently gone a step further into engaging with their culture.
Disciple of the Pick: Johann has grown adept at the martial style of an order of Priests of Grungni that seek to emulate not the Ancestor-God, but the pick that the Ancestor-God wielded.
Gilded: Johann's skin from the neck down is made of gold, as are some of his internal organs.
Inflexible Magic: While his magic excels at a handful of tasks, some have proven to be completely out of his reach.
Magnetoreception: Johann has developed keen magical senses, especially when it comes to metals.
Packmaster: Johann is the proud father of five surprisingly friendly and gentle wolf-rats: Charyb, Deiamol, Tigris, Elthin, and Verdra.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
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[spoiler="Spells"]
Silence
Aethyric Armour
Magic Missile
Breach the Unknown: Unlocks all secrets of an object, from material composition to its properties, including that of magical items.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Rigidity of Body and Mind: You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
Searing Doom: A spray of molten silver is fired from the hand, punching effortlessly through any armour in its path.
Tale of Metal: By touching a metal object, you can see the circumstances of its creation as if you were there.
Trial and Error: Magically guide the actions of allies near you, giving them a reroll.[/spoiler]


Maximilian de Gaynesford, Magister of the Gold Order

> Maximilian is an exceedingly useful Wizard to have around, which makes you more than happy to put up with his foibles.
< Maximilian has accepted you as his superior in rank, ability, and knowledge, and is happy to be along for the ride.

Armament: None but magic; carries a crossbow as an affectation.
Speciality: Craftsman
Mission: To combine Dwarven crafting techniques with the spells of [I]Chamon[/I] to achieve 'true transmutation'.
Faith: Agnostic
Languages: Reikspiel, Lingua Praestantia, Khazalid, written Queekish.
Diplomacy: 7 - While Maximilian is not unlikeable, he is prone to dramatics and petty feuds.
Martial: 14 - While relatively inexperienced in battle, he is rather dangerous with his Silver Arrows.
Stewardship: 15 - The Gold Order has no objection to profit, and Maximilian is no exception.
Intrigue: ???
Piety: ???
Learning: 18 - What he lacks in imagination he makes up for in logic and perseverance.
Magic: 5 - Maximilian is adept at tapping into the mystical aspects of [I]Chamon.[/I]

Amanuensis: Maximilian is developing his ability to turn another's insights into the formal language of scholarship.
Blacksmith: Maximilian is developing into quite the blacksmith under Dwarven tutelage.
Dawongrish: While not quite a full Dwarf-friend, he has learned their language and how to get along with them.
Patient: Maximilian is quite resistant to boredom, and is able to keep his attention focused on a single task for weeks or even months at a time.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Silver Bolts: Maximillian is a skilled marksman with a high rate of fire when using his crossbow prop to fire [I]Silver Arrows.[/I]
[spoiler="Spells"]
Glowing Light
Aethyric Armour
Dispel
Magic Lock
Sleep
Armour of Lead: A group of enemies' armor becomes heavy as lead, giving penalties to combat and movement.
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Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Form: At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Silver Arrows of Arha: Creates and fires silver arrows with supernatural accuracy.
Stoke the Forge: Causes a fire to burn as hotly as naturally possible and without consuming fuel for up to an hour.[/spoiler]


Hubert Denzel, Journeyman of the Celestial Order and King Belegar's Envoy to the Winter Wolves
Armament: Sword and lightning
Speciality: Combat
Mission: Glory
Faith: Ulrican
Diplomacy: 16 - He grew up being taught to navigate the relationships of the Empire's nobility.
Martial: 19 - Eager for battle and skilled with a blade.
Piety: 18 - Hubert is a faithful follower of Ulric.
Stewardship: ???
Intrigue: ???
Learning: 14 - He's not dumb, but he has no affinity for book learning.
Magic: 5 - Hubert has embrace the parts of magic that let him fly and throw lightning at the expense of the rest.

Envoy: Hubert is employed as the point of contact between Ulrikadrin and Karak Eight Peaks.
Knight: Though not formally a member of an order, Hubert has adopted the skills and mannerisms of an Ulrican Knight.
Noble: Hubert is from a noble family of Middenheim, and technically bears the title of Freiherr, though he does not use it.
Stunted Magic: Hubert has completely rejected the mystical elements of [I]Azyr.[/I]
Swordsman: Hubert has blended the fencing of Middenheim nobles with the more serious swordplay of Bretonnian knights.
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Known Spells:
Aethyric Armour
Lightning Bolt
Wings of Heaven


Esbern, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Bow, bare hands.
Speciality: Combat
Faith: Taalite

Brawler: Though his slight stature and preference for the bow would suggest otherwise, when required Esbern can tear opponents limb from limb.
Energetic: It is very rare that Esbern is not doing something with his hands, whether that be crafting, whittling, or weaving [I]Ghur[/I]
Knight: Esbern is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.

Spells:
Aethyric Armour
The Boar's Hide: Their skin grows tougher for several minutes; stacks with Aethyric Armour.
Claws of Fury: Can grow razor-sharp talons.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Cowering Beasts: Panics a selected group of targets, or can be concentrated on a single foe with stronger results.


Seija, Magister of the Amber Order and a Knight of Taal's Fury
Armament: Spear
Speciality: Animal handling
Faith: Agnostic

Knight: Seija is a Knight of Taal's Fury, and as such is mounted upon a fierce Demigryph.
Lancer: Between the Amber Order's own martial style and the teachings of the Taalite Knights, Seija's skill with her spear is terrifying to face.
Taciturn: Seija prefers to let Esbern do the talking for the two of them.

Spells:
Sleep
Calm the Wild Beast: Soothes and makes friendly a single animal; it can then be ridden as a mount.
Crow's Feast: Can summon an enormous murder of supernatural crows to shred their foes.
Master's Voice: Gives a single command that must be obeyed to an animal.
The Beast Made Well: Heals a single non-magical animal.
The Talking Beast: Allows the caster to speak in animal form, or at medium range allows an animal the power of speech for several minutes.


Magister Egrimm van Horstmann, with Journeyman Citharus, Journeyman Barbitus, and Journeywoman Timpania, of the Order of Light
Spells: Shem's Burning Gaze, Banish, Daemonbane, Ill-bane, Light's Demand, Pillar of Radiance, Radiant Gaze


Magister Michel Solmann of the Celestial College
Spells: Lightning Bolt, Clear Sky, Wind Blast, Lightning Storm


Journeyman Cyrston von Danling of the Order of Life
Spells: Leaf Fall, Spring Bloom, Summer Heat, Winter Frost, River's Whisper, Ferment


Journeywoman Alexandra Kohler of the Bright Order
Spells: Curtain of Flame, Fiery Blast, Fire Ball, Inextinguishable Flame, Ruin and Destruction


[spoiler='Characters not a part of the Karag Dum Expedition']
[U]Ruler and Council of Karak Eight Peaks[/U]
[U]Ruler and Council of Karak Eight Peaks[/U]




King Belegar Ironhammer, King of Karak Eight Peaks
King Belegar Ironhammer, King of Karak Eight Peaks
Armament: The Hammer of Angrund (aka the Ironhammer), the Shield of Defiance, the Crown of the Silver Depths
Armament: The Hammer of Angrund (aka the Ironhammer), the Shield of Defiance, the Crown of the Silver Depths


> King Belegar embodies everything you like about the Dwarves and very little of what infuriates you about them.
> King Belegar embodies everything you like about the Dwarves and very little of what infuriates you about them.
< He believes that without you, Karak Eight Peaks would be a pyrrhic symbol of vengeance instead of a reborn home for his people.
< He believes that without you, Karak Eight Peaks would be a pyrrhic symbol of vengeance instead of a reborn home for his people.


Diplomacy: 14 - Belegar is skilled at using actions to inspire others.
Diplomacy: 14 - Belegar is skilled at using actions to inspire others.
Martial: 20 - Belegar is developing into a general and warrior that will be spoken of for generations.
Martial: 20 - Belegar is developing into a general and warrior that will be spoken of for generations.
Stewardship: 20 - Belegar's grasp of logistics, rationing, and quid pro quo is shockingly astute.
Stewardship: 20 - Belegar's grasp of logistics, rationing, and quid pro quo is shockingly astute.
Intrigue: 14 - Belegar is one of the canniest leaders you're likely to find in the Karaz Ankor. Which isn't saying much, but it's a start.
Intrigue: 14 - Belegar is one of the canniest leaders you're likely to find in the Karaz Ankor. Which isn't saying much, but it's a start.
Piety: 8 - Belegar was never particular close to the Ancestors, but he thinks he knows who has failed them.
Piety: 8 - Belegar was never particular close to the Ancestors, but he thinks he knows who has failed them.
Learning: 14 - Belegar has a sharp mind, but has spent his life focused on reclaiming his birthright rather than developing his intelligence.
Learning: 14 - Belegar has a sharp mind, but has spent his life focused on reclaiming his birthright rather than developing his intelligence.


Animosity - Thorgrim Grudgebearer: Though he's savvy enough to keep it to himself, King Belegar's dissatisfaction with the state of the Karaz Ankor has crystallized as a growing hatred for the High King himself.
Animosity - Thorgrim Grudgebearer: Though he's savvy enough to keep it to himself, King Belegar's dissatisfaction with the state of the Karaz Ankor has crystallized as a growing hatred for the High King himself.
Clan Angrund: This Dwarf is of the Royal Clan of Karak Eight Peaks.
Clan Angrund: This Dwarf is of the Royal Clan of Karak Eight Peaks.
Duellist: Belegar is more skilled in one-on-one combat than in commanding an army.
Duellist: Belegar is more skilled in one-on-one combat than in commanding an army.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Goraki: Most Dwarves consider Ranger tactics - ambushes, trickery, assassinations and sabotage - to be distasteful. This Dwarf has embraced them.
Goraki: Most Dwarves consider Ranger tactics - ambushes, trickery, assassinations and sabotage - to be distasteful. This Dwarf has embraced them.


Realpolitik: This Dwarf has learned that lies are just one more weapon in the war for his people's survival.
Realpolitik: This Dwarf has learned that lies are just one more weapon in the war for his people's survival.




Prince Kazrik, Diplomat of Karak Eight Peaks
Prince Kazrik, Diplomat of Karak Eight Peaks


> Prince Kazrik has blossomed as the Diplomat of Karak Eight Peaks, and has shown an ability to persuade men and Dwarves alike.
> Prince Kazrik has blossomed as the Diplomat of Karak Eight Peaks, and has shown an ability to persuade men and Dwarves alike.
< Karak Azul has been isolated since before the birth of Sigmar. To him, humans are a strange and exotic species that he never expected to actually meet. And Wizards are the most exotic of all.
< Karak Azul has been isolated since before the birth of Sigmar. To him, humans are a strange and exotic species that he never expected to actually meet. And Wizards are the most exotic of all.


Diplomacy: 19
Diplomacy: 19


[B]Diplomatic Relations:[/B]
[B]Diplomatic Relations:[/B]
Barak Varr: Eight Peaks has already enriched Barak Varr greatly, both from being the primary trade partner of Eight Peaks and Karak Azul, and from allowing greater trade with the distant East.
Barak Varr: Eight Peaks has already enriched Barak Varr greatly, both from being the primary trade partner of Eight Peaks and Karak Azul, and from allowing greater trade with the distant East.
Karak Azul: Between opening up the world to them and empowering their beloved King's heir, Karak Azul can be considered the strongest of allies.
Karak Azul: Between opening up the world to them and empowering their beloved King's heir, Karak Azul can be considered the strongest of allies.
Karak Hirn: The current heir was on the Expedition, and earned enough glory on it to clear... whatever murky drama there was surrounding him.
Karak Hirn: The current heir was on the Expedition, and earned enough glory on it to clear... whatever murky drama there was surrounding him.
Karak Izor: They were one of the biggest backers of the Expedition and Princess Edda now sits on the council.
Karak Izor: They were one of the biggest backers of the Expedition and Princess Edda now sits on the council.
Karak Kadrin: The Slayer Hold approves more of King Belegar's deeds than they disapprove of his priorities.
Karak Kadrin: The Slayer Hold approves more of King Belegar's deeds than they disapprove of his priorities.
Karaz-a-Karak: The rift between Karak Eight Peaks and Karaz-a-Karak never formally existed, but the Okral is intended to be a statement that it no longer even unofficially exists.
Karaz-a-Karak: The rift between Karak Eight Peaks and Karaz-a-Karak never formally existed, but the Okral is intended to be a statement that it no longer even unofficially exists.
Nuln: Saving the life of an Elector Count during a botched attack on a Skaven under-city isn't typically how diplomats operate, but it definitely worked here.
Nuln: Saving the life of an Elector Count during a botched attack on a Skaven under-city isn't typically how diplomats operate, but it definitely worked here.
The Empire: Though occupied with internal matters, King Belegar has made a point of showing generosity to those few that did help, and the Emperor is well-inclined towards Eight Peaks.
The Empire: Though occupied with internal matters, King Belegar has made a point of showing generosity to those few that did help, and the Emperor is well-inclined towards Eight Peaks.
Ulrikadrin: Though they tend to be formal, they're aware of how much they owe their current and continued existence to Karak Eight Peaks, and can be counted on for cooperation and mutual defence.
Ulrikadrin: Though they tend to be formal, they're aware of how much they owe their current and continued existence to Karak Eight Peaks, and can be counted on for cooperation and mutual defence.
Zhufbar: They're mostly focused on matters closer to home, but Prince Gotri's position of power ensures a good relationship.
Zhufbar: They're mostly focused on matters closer to home, but Prince Gotri's position of power ensures a good relationship.


Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Apprentice Runesmith: Kazrik spends some of his time learning Runesmith from Thorek Ironbrow. While not quite a breach of tradition, it is unusual for royalty to study the Runes.
Apprentice Runesmith: Kazrik spends some of his time learning Runesmith from Thorek Ironbrow. While not quite a breach of tradition, it is unusual for royalty to study the Runes.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Sharpshooter: Many years of hunting with his father have made Kazrik a crack shot with his crossbow.
Sharpshooter: Many years of hunting with his father have made Kazrik a crack shot with his crossbow.
Umgongr: This Dwarf has an interest in and an affinity for the manlings.
Umgongr: This Dwarf has an interest in and an affinity for the manlings.




Dreng, Marshal of Karak Eight Peaks
Dreng, Marshal of Karak Eight Peaks


> His name is one letter from meaning 'Slayer'. He's impulsive, hot-tempered, and uncouth. But he has a century of experience across the entire Old World, and his tactical acumen is formidable.
> His name is one letter from meaning 'Slayer'. He's impulsive, hot-tempered, and uncouth. But he has a century of experience across the entire Old World, and his tactical acumen is formidable.
< You kill a lot of [I]Grobi[/I] and [I]Thaggoraki.[/I] He approves.
< You kill a lot of [I]Grobi[/I] and [I]Thaggoraki.[/I] He approves.


Martial: 15
Martial: 15


[B]Forces of Karak Eight Peaks:[/B]
[B]Forces of Karak Eight Peaks:[/B]
Clan Huzkul: 10,000. Most clad only in chainmail, but each has a weapon and shield and they're fanatically loyal.
Clan Huzkul: 10,000. Most clad only in chainmail, but each has a weapon and shield and they're fanatically loyal.
Clan Angrund: 1,000. Each armed and armoured in runic equipment from the Good Old Days.
Clan Angrund: 1,000. Each armed and armoured in runic equipment from the Good Old Days.
Karagril Miners: 3,000. Split between the Norgrimling Ironbreakers (sans Gromril) and the Ironback Miners.
Karagril Miners: 3,000. Split between the Norgrimling Ironbreakers (sans Gromril) and the Ironback Miners.
Karak Izor immigrants: 10,000. Well armed and experienced. Mix of ranged and melee.
Karak Izor immigrants: 10,000. Well armed and experienced. Mix of ranged and melee.
The Undumgi: 6,000. Armed with silversteel pikes and an odd affinity for the Dwarves.
The Undumgi: 6,000. Armed with silversteel pikes and an odd affinity for the Dwarves.
Halfling Skirmishers: 5,000. Experienced Fieldwardens, hardened first in Sylvania and then on the Expedition.
Halfling Skirmishers: 5,000. Experienced Fieldwardens, hardened first in Sylvania and then on the Expedition.
Braganza's Besiegers: 1,000. Highly skilled, heavily armoured pavise crossbowmen on an extended contract.
Braganza's Besiegers: 1,000. Highly skilled, heavily armoured pavise crossbowmen on an extended contract.
Border Prince mercenaries: 3,000. Many have stuck around to spend their earnings, hope for future work, and enjoy the feeling of safety.
Border Prince mercenaries: 3,000. Many have stuck around to spend their earnings, hope for future work, and enjoy the feeling of safety.
Barak Varr mercenaries: ~2,000-6,000. Given warning, those who normally guard trade can be called in for short-term, high-paying work.
Barak Varr mercenaries: ~2,000-6,000. Given warning, those who normally guard trade can be called in for short-term, high-paying work.


Clan Huzkul: This Dwarf is of the Warrior Clan founded by the wanderers, exiles and expatriates that fought for the reclamation of Karak Eight Peaks.
Clan Huzkul: This Dwarf is of the Warrior Clan founded by the wanderers, exiles and expatriates that fought for the reclamation of Karak Eight Peaks.
Hammerer: Dreng was one of the Royal Guards of King Belegar.
Hammerer: Dreng was one of the Royal Guards of King Belegar.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Ranger: Dreng was a Ranger, the scouts and saboteurs of the Dwarven Throngs.
Ranger: Dreng was a Ranger, the scouts and saboteurs of the Dwarven Throngs.




Prince Gotri Stoneheart, Sky-Thane of Karak Eight Peaks
Prince Gotri Stoneheart, Sky-Thane of Karak Eight Peaks


> He's older than you but seems a teenager. He's overdramatic, his grasp of politics wouldn't be out of place among the student radicals of the University of Altdorf, and his main priority in life seems to be infuriating his father and the Zhufbar Guild of Engineers, despite them being a thousand miles away. But he's an amazing pilot, a skilled engineer, and he doesn't give a damn about conventions.
> He's older than you but seems a teenager. He's overdramatic, his grasp of politics wouldn't be out of place among the student radicals of the University of Altdorf, and his main priority in life seems to be infuriating his father and the Zhufbar Guild of Engineers, despite them being a thousand miles away. But he's an amazing pilot, a skilled engineer, and he doesn't give a damn about conventions.
< He's yet to form much of an opinion of you as a person, but he definitely approves of you as a symbol of iconoclastic progress.
< He's yet to form much of an opinion of you as a person, but he definitely approves of you as a symbol of iconoclastic progress.


Martial: 14
Martial: 14
Learning: 18
Learning: 18


[B]Karak Eight Peaks Siege Weapons & Aircorp:[/B]
[B]Karak Eight Peaks Siege Weapons & Aircorp:[/B]
10 Gyrocopters (clattergun)
10 Gyrocopters (clattergun)
10 Gyrocopters (cannon)
10 Gyrocopters (cannon)
4 Gyrocarriages (can be used as bombers)
4 Gyrocarriages (can be used as bombers)


Black Crag Gauntlet
Black Crag Gauntlet
40 Scorpio Bolt Throwers
40 Scorpio Bolt Throwers
20 Ballista Bolt Throwers
20 Ballista Bolt Throwers
60 Grapecannon
20 Grapecannon


West Gate Defences
West Gate Defences
10 Dwarf Cannon
10 Dwarf Cannon
60 Scorpio Bolt Throwers
60 Scorpio Bolt Throwers


East Gate Defences
East Gate Defences
20 Grudge Throwers
20 Grudge Throwers
20 Ballista Bolt Throwers
20 Ballista Bolt Throwers


Death Pass Fire Support
Death Pass Fire Support
60 Greatcannon
60 Greatcannon
36 Mortars
36 Mortars


On loan to Karag Dum Expedition
40 Grapecannon

Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Clan Stoneheart: This Dwarf is of the Royal Clan of Zhufbar.
Clan Stoneheart: This Dwarf is of the Royal Clan of Zhufbar.
Master Engineer: Gotri has attained the rank of Master in the Guild of Engineers.
Master Engineer: Gotri has attained the rank of Master in the Guild of Engineers.
Pilot: Gotri is skilled at flying the Gyrocopter and all its variations.
Pilot: Gotri is skilled at flying the Gyrocopter and all its variations.
Radical: This Dwarf holds views that fly in the face of tradition.
Radical: This Dwarf holds views that fly in the face of tradition.




Princess Edda Grimbrow, Steward of Karak Eight Peaks
Princess Edda Grimbrow, Steward of Karak Eight Peaks


> Princess Edda is a formidable expert in the field of organizing Dwarves, but though she can get on fine with humans, when she manages them her eye for minor details becomes a weakness as she tries and fails to account for every possibility.
> Princess Edda is a formidable expert in the field of organizing Dwarves, but though she can get on fine with humans, when she manages them her eye for minor details becomes a weakness as she tries and fails to account for every possibility.
< You're very helpful, very good at your job, and a little bit frightening. She doesn't understand you, but as you're a wizard she never expected to. She likes you.
< You're very helpful, very good at your job, and a little bit frightening. She doesn't understand you, but as you're a wizard she never expected to. She likes you.


Martial: 15
Martial: 15
Stewardship: 20
Stewardship: 20


[B]Industries of Karak Eight Peaks:[/B]
[B]Industries of Karak Eight Peaks:[/B]
Karagril silver mining - The Barrows, Flamestone Mine (in progress)
Karagril silver mining - The Barrows, Flamestone Mine (in progress)
Karag Rhyn smelting (in progress)
Karag Rhyn smelting (in progress)
Silkweaving (in progress, stalled)
Silkweaving (in progress, stalled)
Loom design and construction (planning)
Loom design and construction (planning)
Halfling farming (subsistence)
Halfling farming (subsistence)


Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Adult: Having passed the age of 30, this Dwarf is considered an adult and ready to begin studying their trade in earnest.
Ambitious: Edda has her sights set on becoming a Queen.
Ambitious: Edda has her sights set on becoming a Queen.
Clan Grimbrow: This Dwarf is of the Royal Clan of Karak Izor.
Clan Grimbrow: This Dwarf is of the Royal Clan of Karak Izor.
Dawicentric: Despite trying, Edda has found herself completely unable to understand humans well enough to account for them in the systems she administrates.
Dawicentric: Despite trying, Edda has found herself completely unable to understand humans well enough to account for them in the systems she administrates.
Mechanical Affinity: Edda has developed an eye for the design and construction of labour-saving machinery.
Mechanical Affinity: Edda has developed an eye for the design and construction of labour-saving machinery.
Organized: Edda is extremely efficient at establishing, controlling, and keeping track of large projects.
Organized: Edda is extremely efficient at establishing, controlling, and keeping track of large projects.
Scarred and Blooded: Edda has both shed and drawn blood in battle, winning the renewed respect of her Clan.
Scarred and Blooded: Edda has both shed and drawn blood in battle, winning the renewed respect of her Clan.




Gunnars, High Priest of Karak Eight Peaks
Gunnars, High Priest of Karak Eight Peaks


> For some reason, you find yourself thinking of Gunnars as youthful despite being about four times your age. He is full of intensity and focus, and seems to have some very esoteric insights.
> For some reason, you find yourself thinking of Gunnars as youthful despite being about four times your age. He is full of intensity and focus, and seems to have some very esoteric insights.
< He sees you as a Master of a vital responsibility that comes with the burden of being shunned by those that fear it or do not understand it. Just like he is.
< He sees you as a Master of a vital responsibility that comes with the burden of being shunned by those that fear it or do not understand it. Just like he is.


Piety: ???
Piety: ???


Grungni: Temple in Karagril, dedicated to the Mining aspect.
Grungni: Temple in Karagril, dedicated to the Mining aspect.
Valaya: Shrines in Karag Lhune Chiselwards and Karag Nar.
Valaya: Shrines in Karag Lhune Chiselwards and Karag Nar.
Grimnir: Hall of Oaths in Karag Lhune, dedicated to the Oathkeeper aspect. Shrine in Karag Nar.
Grimnir: Hall of Oaths in Karag Lhune, dedicated to the Oathkeeper aspect. Shrine in Karag Nar.
Smednir: Temple in Karag Rhyn (in progress), shrine in Karag Lhune Chiselwards.
Smednir: Temple in Karag Rhyn (in progress), shrine in Karag Lhune Chiselwards.
Thungni: Shrine in Karag Lhune secondary peak.
Thungni: Shrine in Karag Lhune secondary peak.
Morgrim: Shrine in Karag Lhune hangar.
Morgrim: Shrine in Karag Lhune hangar.
Gazul: Shrine in Karag Lhune tombs.
Gazul: Shrine in Karag Lhune tombs.


Clanless: Either by birth or by choice, this Dwarf does not belong to any Clan.
Clanless: Either by birth or by choice, this Dwarf does not belong to any Clan.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Fullbeard: Having passed the age of 70, this Dwarf is considered ready to become a Master at their chosen profession and take Apprentices of their own.
Patient: Each fallen Dwarf must be guarded unceasingly for three days. Gunnars has developed the patience of stone.
Patient: Each fallen Dwarf must be guarded unceasingly for three days. Gunnars has developed the patience of stone.
Priest of Gazul: Gunnars is sworn to the Ancestor God of the Dead, Gazul.
Priest of Gazul: Gunnars is sworn to the Ancestor God of the Dead, Gazul.
Swordsman: In emulation of Gazul, Gunnars is one of the few Dwarves to wield a sword.
Swordsman: In emulation of Gazul, Gunnars is one of the few Dwarves to wield a sword.
Witch Hunter: Gunnars belongs to the Order of the Guardians, which hunts necromancers and vampires.
Witch Hunter: Gunnars belongs to the Order of the Guardians, which hunts necromancers and vampires.




[U]Other Prominent Characters at Karak Eight Peaks[/U]
[U]Other Prominent Characters at Karak Eight Peaks[/U]




King Kazador Thunderhorn
King Kazador Thunderhorn


> He has decades of experience in combat and warfare, and so efficiently purged the mountains near Karak Azul that the greenskins learned to climb mountains. And then he made his Throng learn too so they could follow them. Don't underestimate him.
> He has decades of experience in combat and warfare, and so efficiently purged the mountains near Karak Azul that the greenskins learned to climb mountains. And then he made his Throng learn too so they could follow them. Don't underestimate him.
< Hmm. Kazok, Kazgal and Kazgrom like tall women. I wonder if she likes bearded lads? Sure, they say that manlings and Dwarves can't have children, but have any of them actually tried?
< Hmm. Kazok, Kazgal and Kazgrom like tall women. I wonder if she likes bearded lads? Sure, they say that manlings and Dwarves can't have children, but have any of them actually tried?


Martial: 15
Martial: 15


Throng of Karak Azul: 10,000. The least of them can fight like a Warrior, shoot like a Quarreller, and move like a Ranger.
Throng of Karak Azul: 10,000. The least of them can fight like a Warrior, shoot like a Quarreller, and move like a Ranger.


Boisterous: Kazador has a cheerful and loud approach to life.
Boisterous: Kazador has a cheerful and loud approach to life.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Clan Donarkhun: This Dwarf is of the Royal Clan of Karak Azul.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Longbeard: Having passed the age of 120, this Dwarf is considered ready to strive to reach the pinnacle of their craft.
Master Sharpshooter: It's a rare foe he can't take down in a single shot from his runic crossbow.
Master Sharpshooter: It's a rare foe he can't take down in a single shot from his runic crossbow.
Pathfinder: He has learned to track and pursue his foe across any terrain.
Pathfinder: He has learned to track and pursue his foe across any terrain.
Thunderhorn: For a century he has lead his Throng against every enemy foolish enough to be anywhere near Karak Azul. They would follow him into Hell, and with him leading them, they could conquer it.
Thunderhorn: For a century he has lead his Throng against every enemy foolish enough to be anywhere near Karak Azul. They would follow him into Hell, and with him leading them, they could conquer it.




Francesco Caravello, Viceroy of Karag Nar
Francesco Caravello, Viceroy of Karag Nar


EIC Asset: Either openly or otherwise, this person is aligned with the Eastern Imperial Company.
EIC Asset: Either openly or otherwise, this person is aligned with the Eastern Imperial Company.
Proud: Francesco wishes to go down in history, either by the prosperity of Karag Nar or the glory of the Undumgi.
Proud: Francesco wishes to go down in history, either by the prosperity of Karag Nar or the glory of the Undumgi.
Trader: Francesco once plied the trade routes of the Old World, and knows the business inside and out.
Trader: Francesco once plied the trade routes of the Old World, and knows the business inside and out.
Well-Connected: Francesco's good reputation among traders and mercenaries alike stretches from Barak Varr to Tobaro.
Well-Connected: Francesco's good reputation among traders and mercenaries alike stretches from Barak Varr to Tobaro.




Oswald Oswaldson, Chief Bombardier of the Undumgi and Chancellor of the Karag Nar Gunnery School
Oswald Oswaldson, Chief Bombardier of the Undumgi and Chancellor of the Karag Nar Gunnery School


Gunner: Like many Oswaldsons, Oswald has a fascination with the largest, loudest, and most powerful weapons at the Empire's disposal.
Gunner: Like many Oswaldsons, Oswald has a fascination with the largest, loudest, and most powerful weapons at the Empire's disposal.
Teacher: Oswald has a knack for passing on what he knows to others.
Teacher: Oswald has a knack for passing on what he knows to others.
Veteran: Oswald served the Empire with distinction, and has only stopped doing so due to a medical discharge.
Veteran: Oswald served the Empire with distinction, and has only stopped doing so due to a medical discharge.




Soizic, General of the Undumgi
Soizic, General of the Undumgi


Inspiring Leader: Soizic believes strongly in a number of noble ideals, and has a gift for imparting these beliefs on her underlings.
Inspiring Leader: Soizic believes strongly in a number of noble ideals, and has a gift for imparting these beliefs on her underlings.
Knight: Though currently lacking a horse, she's no less deadly on foot.
Knight: Though currently lacking a horse, she's no less deadly on foot.
Questing Knight: Whatever opinions others might have on the matter, Soizic insists that she is still seeking the Grail.
Questing Knight: Whatever opinions others might have on the matter, Soizic insists that she is still seeking the Grail.




Sir Ruprecht Wulfhart, Grand Master of the Winter Wolves of Ulrikadrin
Sir Ruprecht Wulfhart, Grand Master of the Winter Wolves of Ulrikadrin


Politically Savvy: For a man who rides a wolf, Ruprecht is fairly skilled at the arts of diplomacy and politics.
Politically Savvy: For a man who rides a wolf, Ruprecht is fairly skilled at the arts of diplomacy and politics.
Principled: Ruprecht cut all ties with the Cult of Ulric and lead the Winter Wolves out of Middenheim rather than go against his beliefs.
Principled: Ruprecht cut all ties with the Cult of Ulric and lead the Winter Wolves out of Middenheim rather than go against his beliefs.
Wolf-Rider: Those particularly blessed by Ulric ride a Winter Wolf into battle.
Wolf-Rider: Those particularly blessed by Ulric ride a Winter Wolf into battle.




Titus Muggins, Field-Marshal of the Fieldwardens
Titus Muggins, Field-Marshal of the Fieldwardens


Mountaineer: Titus has developed an instinct for travelling and fighting on mountainsides.
Mountaineer: Titus has developed an instinct for travelling and fighting on mountainsides.
Ruthless: Like many Fieldwardens, Titus does not feel the need to fight fair.
Ruthless: Like many Fieldwardens, Titus does not feel the need to fight fair.
Sharpshooter: Titus is a crack shot with his bow.
Sharpshooter: Titus is a crack shot with his bow.




Master Baker Hluodwica Stoutheart, Priestess of Esmerelda and Elder of the Halflings
Master Baker Hluodwica Stoutheart, Priestess of Esmerelda and Elder of the Halflings


Experimental: Unlike many of her kind, Hluodwica is very open to new ideas.
Experimental: Unlike many of her kind, Hluodwica is very open to new ideas.
Green Thumb: Hluodwica is an expert in gardening and farming.
Green Thumb: Hluodwica is an expert in gardening and farming.




[U]Wizards in Karak Eight Peaks[/U]
[U]Wizards in Karak Eight Peaks[/U]


Panoramia, Journeywoman of the Jade Order
Panoramia, Journeywoman of the Jade Order


> Panoramia has found her niche and is giving it her all. You can definitely respect that.
> Panoramia is a delight to be around and fascinating to watch at work, and has proven to be impressively ambitious in her own way.
< Panoramia has long since gotten over her awe, and has developed an ability to see through at least some of your facades.
< Panoramia understands quite a lot of you, and has shown an interest in getting to know the rest. You're quite happy to give her the opportunity to do so.


Armament: Staff
Armament: Staff
Speciality: Potions
Speciality: Potions
Mission: Helping Others
Mission: Helping Others


Fieldhand: Panoramia has found her element in farming, working to improve both the short-term harvest and the long-term soil quality.
Fieldhand: Panoramia has found her element in farming, working to improve both the short-term harvest and the long-term soil quality.
Halfling Affinity: Panoramia has a strong relationship with the Halflings of the Eastern Valley.
Halfling Affinity: Panoramia has a strong relationship with the Halfling
Kind: Out of naivety, optimism, or natural disposition, Panoramia defaults to believing the best of people.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
[SPOILER="Spells"]Dispel
Magic Lock
Aethyric Armour
Cure Blight: Mostly used to cure large areas of woodlands from plant diseases, but can be used to weaken disease in people.
Curse of Thorns: Thorns grow within the body of a single target, causing internal damage and excruciating pain.
Father of Thorns: A thorned plant bursts from the ground, tangling anyone nearby and causing significant damage if they try to move. After a few minutes, the plant withdraws back into the ground.
Ferment: Turns up to six gallons of any liquid, no matter how foul, brackish, or otherwise undrinkable, into the mildly alcoholic beverage of the caster's choice.
Spring Bloom: Blesses up to ten acres or one creature with magical fertility, causing either a bountiful harvest for the land or near-guaranteed conception for the creature, as long as the usual prerequisites for breeding are met.
Vital Growth: Channels power into one plant or seed to greatly accelerate growth; five minutes of concentration gives a months growth, one hour of concentration a years. It does requires a suitable soil for the plant to grow in.[/SPOILER]
[spoiler='Herbological Armament']
Black Lotus: A deadly poison that can be applied to arrows and blades.
Koo-sha Grass: A hardy grass from Ind that can treat dysentery and influenza.
Estalian Pine: The sap can be distilled into an oil good for fighting infection and parasites.
Waaaghsoak Mushrooms: A variety of mushroom prized by greenskins for its ability to absorb magical energies.[/spoiler]


Maximilian de Gaynesford, Magister of the Gold Order

> Maximilian is quite self-centered, but he has a good heart and he's proven to have a suite of useful skills.
< Maximilian has accepted you as his superior in rank, ability, and knowledge, and is happy to be along for the ride.

Armament: None but magic; wears a bow as an affectation.
Speciality: Craftsman
Mission: Seeking dwarven favour to purchase an education in dwarven crafting techniques.
Languages: Reikspiel, Lingua Praestantia, Khazalid, written Queekish.
Diplomacy: 7 - While Maximilian is not unlikeable, he is prone to dramatics and petty feuds.
Martial: 13 - While relatively inexperienced in battle, he is rather dangerous with his Silver Arrows.
Stewardship: 15 - The Gold Order has no objection to profit, and Maximilian is no exception.
Intrigue: ???
Piety: ???
Learning: 18 - What he lacks in imagination he makes up for in logic and perseverance.
Magic: 4 - Maximilian is adept at tapping into the mystical aspects of [I]Chamon.[/I]

Amanuensis: Maximilian is developing his ability to turn another's insights into the formal language of scholarship.
Blacksmith: Maximilian is developing into quite the blacksmith under Dwarven tutelage.
Dawongrish: While not quite a full Dwarf-friend, he has learned their language and how to get along with them.
Patient: Maximilian is quite resistant to boredom, and is able to keep his attention focused on a single task for weeks or even months at a time.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Silver Bolts: Skilled marksman when using his props to fire [I]Silver Arrows.[/I]
[spoiler="Spells"]
Glowing Light
Aethyric Armour
Dispel
Magic Lock
Sleep
Text moved to lines 90-97
Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Form: At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Silver Arrows of Arha: Creates and fires silver arrows with supernatural accuracy.
Stoke the Forge: Causes a fire to burn as hotly as naturally possible and without consuming fuel for up to an hour.[/spoiler]


Johann, Magister of the Gold Order

> Johann is straightforward and somewhat lacking in book smarts, but underneath his easy likeability is ambition, willpower, and a thirst to prove himself.
Text moved to lines 23-26
< You're trustworthy and reliable, and that's what matters. Sure, you make things more complicated than they need to be, but everyone needs a hobby.

Armament: Handgun, Staff of Steel
Speciality: Fisticuffs
Mission: Reverse-engineering Skaven technology
Diplomacy: 19 - Johann is naturally likeable and gets along with most people.
Martial: 17 - There might be a point in the future where you'll regret not stopping this here and now.
Stewardship: 15 - Some might call gilding your body 'ludicrously expensive'. Johann considers it an investment.
Intrigue: 19 - When most of your body is gold, you learn not to draw attention.
Piety: ???
Learning: 16 - Johann has a tendency to lean heavily on magic to skip right to the discoveries.
Magic: 7 - Johann has a natural gift for elemental [I]Chamon.[/I]

Text moved with changes to lines 38-44 (95.1% similarity)
Blind: After successive failed gildings, Johann's eyes have been destroyed beyond all possibility of repair.
Disciple of the Pick: Johann has fallen under the tutelage of an order of Priests of Grungni that seek to emulate not the Ancestor-God, but the pick that the Ancestor-God wielded.
Gilded: Johann's skin from the neck down is made of gold, as are some of his internal organs.
Inflexible Magic: While his magic excels at a handful of tasks, some have proven to be completely out of his reach.
Magnetoreception: Johann has developed keen magical senses, especially when it comes to metals.
Packmaster: Johann is the proud father of five surprisingly friendly and gentle wolf-rats: Charyb, Deiamol, Tigris, Elthin, and Verdra.
Royal Boon (Moderate): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.

Text moved with changes to lines 45-55 (95.5% similarity)
[spoiler="Spells"]
Silence
Aethyric Armour
Magic Missile
Breach the Unknown: Unlocks all secrets of an object, from material composition to its properties, including that of magical items.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Rigidity of Body and Mind: You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
Tale of Metal: By touching a metal object, you can see the circumstances of its creation as if you were there.
Trial and Error: Magically guide the actions of allies near you, giving them a reroll.[/spoiler]


Adela Burgstaller, Journeywoman of the Bright Order
Armament: Wand
Speciality: Steam
Mission: Engineering
Diplomacy: 12 - Not her strong suit, but she can be convincing when it occurs to her.
Martial: 17 - Increased accuracy and speed has made Adela a genuine threat on the battlefield.
Learning: 20 - Adela has an affinity for both the fires of [I]Aqshy[/I] and industry.
Magic: 4 - Her reach is impressive, but she really should let her grasp catch up.

Burgher: Adela comes from a middle-class urban family.
Familial Ties: Adela has strong ties and sense of responsibility to her family, that sometimes overshadow her career as a Wizard.
Flame Saber: Adela is growing increasingly skilled with the [I]Flaming Sword of Rhuin.[/I]
Adaptable Mechanic: Adela has begun to fuse the engineering knowledge of the Dwarves and the Empire with the insight of the Gold Wizards.
Royal Boon (Minor): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Tempered Boldness: Though [I]Aqshy[/I] and her temperament feed off each other, she's learned to control her impetuosity when it matters.
Wand of [I]Aqshy[/I]: Adela's self-created and very short 'staff' is filled with gaseous [I]Aqshy,[/I] allowing her to rapidly cast spells that manifest as various forms of fire.
Uncanny Memory: Adela has an amazing ability to retain information.

Known Spells:
Aethyric Armour
Fires of U'Zhul
Flaming Sword of Rhuin
Flashcook
Inextinguishable Flame


Hubert Denzel, Journeyman of the Celestial Order
Armament: Sword and lightning
Speciality: ???
Mission: Glory
Diplomacy: 16 - He grew up being taught to navigate the relationships of the Empire's nobility.
Martial: 19 - Eager for battle and skilled with a blade.
Learning: 14 - He's not dumb, but he has no affinity for book learning.
Magic: 3 - Hubert has yet to fully embrace the gift of magic.

Envoy: Hubert is employed as the point of contact between Ulrikadrin and Karak Eight Peaks.
Noble: Hubert is from a noble family of Middenheim, and technically bears the title of Freiherr, though he does not use it.
Swordsman: Hubert has blended the fencing of Middenheim nobles with the more serious swordplay of Bretonnian knights.
Ulrican: Unusually for a Wizard, Hubert is a devout Ulrican.
Text moved with changes to lines 116-126 (90.7% similarity)

Known Spells:
Aethyric Armour
Lightning Bolt
Wings of Heaven


Gretel Maurer, Journeywoman of the Amethyst Order
Armament: Summoned scythe
Speciality: ???
Mission: Wealth
Martial: 20 - Her talents in combat are blossoming into a most terrible flower.
Intrigue: 21 - She's small, thin, and quiet. It's not easy to look past those explanations to the genuine skill underneath.
Learning: 17 - She's whip-smart and very well read in the Lores of [I]Shyish[/I] and Morr.
Magic: 4 - She has superb control and growing power over the Wind of Death.

Grim Harvester: Gretel has twin talents for deft work with the summoned scythe of [I]Shyish [/I]and the manipulation of stolen life-energies[I].[/I]
Mercenary: Gretel often works with the Tilean mercenary company known as Braganza's Besiegers.
Morrite: Like many Amethyst Wizards, Gretel worships the God of Death and Dreams.
Royal Boon (Minor): For their part in the Karak Eight Peaks campaign, they have earned a boon they have yet to call in.
Thief: Whatever the circumstances of her upbringing, they left her with a gift for stealth, an affinity with locks, and a hunger for the finer things in life.
Unnerving Appearance: Gretel's limbs appear too long for her body.

Known Spells:
Aethyric Armour
Reaping Scythe
Limbwither
Steal Life
Swift Passing
The Icy Gale of Death: A freezing wind threatens to paral