I think that Order Gods can't really... 'do' direct interventions, outside of certain circumstances. They're capable of doing them, at least (Ulric unleashing spirit wolves upon the first Norsii invasion of Middenheim, for example), but they don't seem to bother unless the stakes are high.
True but there is something else hampering them. Something that'll likely be be advanced by the general Rationalisme the thread wants to spread.
 
@torroar

Do you hear it? It's the sound of magic in a wrestling ring..AND IT'S SCREAMING FOR HULKOMANIA.

EDIT:

[X] Escort

Slow and Steady wins the race.
 
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Like I said, the Cult of Sigmar can be a problem, Sigmar himself though is awesome.

The only downside is the whole "Magic = Bad" thing. But on the other hand. He's right. Even the best trained wizards still take death or worse in their hands every time they use their powers. On the other hand, so do engineers when working with powder.

I suspect that the "Compromise" to make that work is "Magic is bad, but Wizards are not neccessarily the same, as the techniques passed down by Teclis are capable of taming that fell beast and making it work for the Empire"
 
By the is it possible to revive the cult around the Nekharren Goddess of Magic? Would it be heresy in the eyes of the church?
 
I just read the Joanna in Cathay Omake. Really enjoyed it, but with a minor nitpick:

Even though Cathay isn't exactly China, Guan Yu would be styled General Guan, or Lord Guan, not General Yu.
 
Like I said, the Cult of Sigmar can be a problem, Sigmar himself though is awesome.

The only downside is the whole "Magic = Bad" thing. But on the other hand. He's right. Even the best trained wizards still take death or worse in their hands every time they use their powers. On the other hand, so do engineers when working with powder.

I suspect that the "Compromise" to make that work is "Magic is bad, but Wizards are not neccessarily the same, as the techniques passed down by Teclis are capable of taming that fell beast and making it work for the Empire"

Not going to work. Signar's view on magic is a composite of the opinions of all his worshipers. The vast majority of those worshipers are unwashed fanatics who do not have the wit to make that distinction.
 
By the is it possible to revive the cult around the Nekharren Goddess of Magic? Would it be heresy in the eyes of the church?
Assuming this work out via ????

Foreign, Magic and actively undermining the two other Major Cults and the Colleges. Man, you really want people to call a Crusade against us.
 
We know. We're all just ragging on Magnus and his faith because he's practically like Freddy except for Piety. And as far Freddy thinks, Piety sucks and the Gods can go shove it.
Magnus is a lot more defence-minded though.

And more aware of what is "proper"

Guess that's what happens when you don't grow up in a smithy in the woods...
 
I just read the Joanna in Cathay Omake. Really enjoyed it, but with a minor nitpick:

Even though Cathay isn't exactly China, Guan Yu would be styled General Guan, or Lord Guan, not General Yu.

....Guan Yu?

No.

It's General Yu, a now dead 2nd Generation NPC. He was an old guy, who used two short swords.

A slanneshi agent who had impersonated his wife cut his dick off and ripped his intestines out through the ragged hole.
 
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....Guan Yu?

No.

It's General Yu, a now dead 2nd Generation NPC. He was an old guy, who used two short swords.

A slanneshi agent who had impersonated his wife cut his dick off and ripped his intestines out through the ragged hole.

Damn. Did the agent in turn get hacked to bits by angry chinese people or something? Or was it just a random assasin?
 
Really, the only 'solution' to magic hate isn't printing press or education(considering the primary users of both are likely to cement attitudes further anyway). It's both simpler and harder to accomplish.

1) Have lots of wizards who never fuck up.
2) Have every wizard who DOES go wrong, get flattened before a fuss can be raised
 
Dutch's Imperial Culture Corner: Averland
Dutch's Imperial Culture Corner


Our journey south continues. Next up, Averland.

Averland
When Solland fell, most of the surviving nobles fled to Averland, and the province added the sun to its banner.

Previous banner.




Averland lacks the great forests that cover the rest of the Empire, instead the land is filled with great plains in the east and hills in the west that lead into the Black and World's Edge mountains. The province is a fertile place and one of the breadbaskets of the Empire, flooding from the rivers bordering the province provides it with water, however sometimes when the waters are higher than expected this leads to the flooding of villages and towns along the riverbanks. The Averlanders see this as a price to pay for having an overflow of food. In the center of the province the Old Dwarf road meets the Agbeiten road at Heideck





The center of Averland is covered in small villages. And in both the western and north-central portions of the province, nobles devote themselves to the management of the famed Averlander longhorn cattle. Each year whole herd are led to the stockyards of Averheim and Loningsburg for slaughter and export. Among the more conservative and traditional noble families leading the cattle is considered a point of honor.



In the south-central and eastern regions, cattle herding gives away to winemaking and viticulture (grape farming/growing/whatever), the grapes are either used to make wines at the estates or sold to merchants in the villages surrounding the estates. Famous Averlander wines include the more expensive Grenzstadter White and Loningbruck "Ruby" wine, which is popular with beggars across the Empire.

In recent years the northern province of Ostland has recently begun to challenge and in many cases outright defeat these traditions with its own. It is a source of minor contention amongst wine and beer merchants up and down the Empire as to which makes better drink - Ostland or Averland - with the new drink ostka becoming ever more popular. The fact that Ostland has somehow managed to get a series of world famous dwarf brewmasters to take root right next to their capital of Wulfenburg may have had something to do with the rising star in the world of alcohol...and the recent downturn of Averland's own fortunes in that regard.



The mountainous edges of the province is the home to a large amount of traders in gems, mineral and furs. Averlanders mine the edges of the Black and World's Edge mountains, and a portion of the goods are given to the local lord in return for being allowed to work the mine. However, they don't venture too far into the mountains, less they trespass on dwarven claims. The Electors of Averland have instructed their local vassals to do whatever it takes to keep the dwarfs happy.

Furs brought back from the mountains are otter, beaver, and the rare Blue Mink.

The Averlanders claim that their ancestors arrived in the province during the great migrations around -1000 IC. Master of horses and chariot warfare, the Brigundians drove out the existing tribes and made themselves lords of the region. From their great camp and fort at the future site of Averheim, they fought against the Unberogen (Reikland), Asoborns (Stirland), Merogen (Wissenland), and invading bands of Orcs and Goblins. They developed good relations with the dwarfs and often provided cavalry for their armies. The Brigundians developed a reputation as fierce warriors and held the respect of even their most bitter rivals. It was their leader, Siggurd, who was given the honor of accompanying Sigmar during the final charge during the battle of Black Fire Pass.

While new blood has entered the province over the years, the Brigundian traditions remain strong. Though no longer raiding their neighbors or using chariots, Averlander discipline is notorious and keeps their troops cool headed and steady in the most dangerous situations.

Averlanders are a curious lot, but many fear that the old bloodlines of the Brigundians have spoiled, with time and inbreeding. Many within the Empire consider Averlanders to be a little "moon-touched". At their best, Averlanders are considered open, passionate and honest about what they're thinking. If they think a funeral is funny, they'll laugh. If someone upsets them, they'll let them know. They are also known to be generous, especially to entertainers. Dwarfs are welcome in Averland, and their plain way of talking is admired.

At their worst Averlanders are contradictory, flighty and changeable. Astrology and other superstitions are popular, and merchants are known to ditch deals made under bad circumstances. Even troll slayers think that Averlanders are a little "odd in the head."

Their changeable nature has resulted in many jokes at their expense, including jokes about their regiments retreating in the face of fear, an implication that they resent to no end. Averlanders are also known for their intolerance towards lawyers and contracts, since a man might change his mind. People dealing with Averlanders often find that they want everything confirmed "on honor" as an insurance that neither will go back on their deal.

Averlanders have an almost sing-song element in their speech. They tend to soften harsh words and enlongate vowels. Many artists and young nobles who make poetry imitate an Averlander accent, in the belief that all great geniuses are touched by madness.

 
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1) Have lots of wizards who never fuck up.
2) Have every wizard who DOES go wrong, get flattened before a fuss can be raised

Because number one is going to be possible and number two is any better than how people feel about wizards already?

Using any of the winds of magic invites the possibility of failure, of something going wrong. It varies with the spell, but still, magic is yet another 'damned if you do, damned if you don't' kind of thing in warhammer.
 
[X] Escort: Zhufbar was literally one more round of night goblin charges up to their positions before running out. While they managed to confirm the vault was secure – so they can come back later – they will certainly need assistance on the way back. If you've learned anything about this hold…it's that it is infested with things that could attack them on the way back.
We aren't retreating, we are hunting in the direction of the supply depot
 
Because number one is going to be possible and number two is any better than how people feel about wizards already?

Using any of the winds of magic invites the possibility of failure, of something going wrong. It varies with the spell, but still, magic is yet another 'damned if you do, damned if you don't' kind of thing in warhammer.

wsdfers k.m wbuguggu
 
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