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While that is obviously the overarching event, the fact that Boris mentions them immediately next to each other nevertheless implies a deeper connection than just general vicinity, at least that's how I read that.
Yes. The deeper connection is that the center of worship and majority of clergy of those gods and the research and magic facility of the nation happened to be built in the same city that Asavar Kul razed to the ground and slaughtered every single citizen of.

Thats why they are mentioned in the same sentence, because, you know, when Praag fell, both magical and religious institution received the killing blow, leaving Kislev relying only Ice and Hag witches as casters and supplanting Ursun with Ulric. At least thats the easiest most ready to read interpretation to me.
 
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[X] [GREY] Scouting the forest with the krugs
[X] [GOLD] Patrolling the path with the city rotas
[X] [ICE] Guarding the forest rotas as they expand and fortify the path
 
In the Great War Against Chaos, the entire army of Kislev was wiped out, as was just about every defender of Praag. The defenders of Kislev City took ruinous casualties. The only Kislevites that got through it relatively untouched were the ones that, when Chaos came knocking, did not join the army, did not defend the city in the path of Chaos, and did not defend the capital of Kislev - instead, they defended the city furthest away from Asavar Kul's invasion path with easy escape routes into Ostland or the Sea of Claws. Pretty much every patriot, every true believer, anyone with courage and conviction in Kislev placed themselves in the path of Chaos and most of them died as a result, and in the aftermath the cowards greatly outnumbered the lucky. A lot of Kislevites blame the downturn in just about every Kislevite institution since then as much on the lack of character of those who survived as they do on the damage done by the Great War, and this lack of trust in the leadership of Kislevite institutions is what allowed the Gods of the Empire to get a foothold in Kislev.

I thought the implication in the quoted part was that the end of the Fire Spire and the downfall of the cults were somewhat linked if not outright synonymous.
While that is obviously the overarching event, the fact that Boris mentions them immediately next to each other nevertheless implies a deeper connection than just general vicinity, at least that's how I read that.

In the aftermath of the Great War that Kislev is still languishing in, there is no more Fire Spire magic, and no Dazh or Tor or Ursun Priests that are seen as brave and trustworthy. Only the Ice Witches were left relatively intact in population and reputation by the Great War, because the Ice Witches rallied to Kislev City instead of Praag because of their long-standing and well-known hostility towards the Fire Spire.
 
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[x] [GREY] Scouting the forest with the krugs
[x] [GOLD] Guarding the forest rotas as they expand and fortify the path
[x] [ICE] Standing ready to respond with the Tzar and Boyars
 
In the aftermath of the Great War that Kislev is still languishing in, there is no more Fire Spire magic, and no Dazh or Tor or Ursun Priests that are seen as brave and trustworthy. Only the Ice Witches were left relatively intact in population and reputation by the Great War, because the Ice Witches rallied to Kislev City instead of Praag because of their long-standing and well-known hostility towards the Fire Spire.
Makes sense, thanks for clearing that up.
 
In the Great War Against Chaos, the entire army of Kislev was wiped out, as was just about every defender of Praag. The defenders of Kislev City took ruinous casualties. The only Kislevites that got through it relatively untouched were the ones that, when Chaos came knocking, did not join the army, did not defend the city in the path of Chaos, and did not defend the capital of Kislev - instead, they defended the city furthest away from Asavar Kul's invasion path with easy escape routes into Ostland or the Sea of Claws. Pretty much every patriot, every true believer, anyone with courage and conviction in Kislev placed themselves in the path of Chaos and most of them died as a result, and in the aftermath the cowards greatly outnumbered the lucky. A lot of Kislevites blame the downturn in just about every Kislevite institution since then as much on the lack of character of those who survived as they do on the damage done by the Great War, and this lack of trust in the leadership of Kislevite institutions is what allowed the Gods of the Empire to get a foothold in Kislev.




In the aftermath of the Great War that Kislev is still languishing in, there is no more Fire Spire magic, and no Dazh or Tor or Ursun Priests that are seen as brave and trustworthy. Only the Ice Witches were left relatively intact in population and reputation by the Great War, because the Ice Witches rallied to Kislev City instead of Praag because of their long-standing and well-known hostility towards the Fire Spire.
Speaking of Kislev. Are you enjoying Warhammer 3? What's your playthrough been like?
 
Yes he was the one who did that. It got him kicked out of his position. He still somehow managed to get estates in Talabecland and stayed a big shot there and you know the rest, since we did help his family just recently.
I assume he simply already had estates in Talabecland. And canonically he remained important becvause he had enough support that otherwise civil war would have occurred. Why he had that support is a different question, but I find it likely it was because nobles greatly dislike privileges being stripped from any of them, lest it set a precedent.
 
Speaking of Kislev. Are you enjoying Warhammer 3? What's your playthrough been like?
I decided what the most lore correct buildings for Kislev City would be and knocked down all my military infrastructure to make way for it. Experienced strategists might notice a flaw in that approach. Also the new minor settlement battles are kicking my ass because apparently a bug lets the AI rebuild defensive towers much faster than they should be able to. Will probably take a run at Cathay tomorrow.

It's going to be a bloody good game after patches and workshop support, and a great one when Immortal Empires comes out.
 
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I decided what the most lore correct buildings for Kislev City would be and knocked down all my military infrastructure to make way for it. Experienced strategists might notice a flaw in that approach. Also the new minor settlement battles are kicking my ass because apparently a bug lets the AI rebuild defensive towers much faster than they should be able to. Will probably take a run at Cathay tomorrow.

It's going to be a bloody good game after patches and workshop support, and a great one when Immortal Empires comes out.
If I may provide some advice, I recommend keeping Harmony active as much as possible, which requires some forethought. A recommendation that I have is to keep your eye on the Lord Magistrate. He looks decidedly sub par in cocmparison to the Shugengan Lords, but he provides +3 Yin or Yang for a much lower Recruitment and upkeep cost, and he has some good skills for buffing his troops. You can use him to keep Harmony and do things like occupy the Bastion if you're playing Miao Ying.

I also have a feeling you'll love the Caravan mechanic. Fun fact, every time you choose a new path, you get a Unique item for completing the trip based on the destination. You only get this the first time you choose a specific destination and complete the trip, so the optimal play is to choose every destination eventually. The best first choice is Castle Drakenhof, which gives you the Von Carstein Sword, which is a ridiculously strong weapon.

I personally find the idea of Mannfred chucking a family heirloom at you for giving him cargo to be incredibly amusing.
 
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[x] [GREY] Scouting the forest with the krugs
[x] [GOLD] Guarding the forest rotas as they expand and fortify the path
[x] [ICE] Standing ready to respond with the Tzar and Boyars
 
If the Colleges can make enchantments that produce mono-Wind environments, I wonder how they do it.

I'd assumed this was the domain of high magic or runecraft, because mono-Wind environments must be the result of enchantments that effect multiple Winds of Magic at the same time - at least seven if not eight.

If obsidian is a magical insulator as is suggested in Realms of Sorcery, perhaps you could manage something with a sealed room lined with it and powerstones/batteries of the required Wind, along with a set of minor magic items of each of the undesired Winds that consumes any of them that comes in through the air vents or when the door is open.
 
If the Colleges can make enchantments that produce mono-Wind environments, I wonder how they do it.

I'd assumed this was the domain of high magic or runecraft, because mono-Wind environments must be the result of enchantments that effect multiple Winds of Magic at the same time - at least seven if not eight.

If obsidian is a magical insulator as is suggested in Realms of Sorcery, perhaps you could manage something with a sealed room lined with it and powerstones/batteries of the required Wind, along with a set of minor magic items of each of the undesired Winds that consumes any of them that comes in through the air vents or when the door is open.

I mean we do have the grey tower which is just that, a pure Ulgu tower, @Boney also said even their predecessor traditions knew enough to make holy groves and such that could kind of do the same thing but less effective. Hell a few updates ago we met an old woman who lives in a place as suffused with the magic of the Hedge as the Colleges are with the Eight Winds. Mortal practitioners might not be able to do it as well as the elder races, but they can do it well enough to get more results than explosions apparently.
 
I'd assumed this was the domain of high magic or runecraft, because mono-Wind environments must be the result of enchantments that effect multiple Winds of Magic at the same time - at least seven if not eight.
I don't think it is the case. My take on this is that you need to be great at one wind to create monowind enviroment for that wind. Empire was at catch-22 before Teclis came along since they had no-one great at any winds that could create monowind enviroment, and no monowind enviroment to train great wind users.
I've got a bunch of reference books on IRL mystic and magical traditions that I'll dip into as needed
That sounds interesting. Can you share a list of the books you have if that is okay with you? I might take a look a them myself.
 
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Thinking about it. The only pre teclis old world magic tradition that has anything to do with fire... Is the Ogres... Which is just downright weird.
 
In the aftermath of the Great War that Kislev is still languishing in, there is no more Fire Spire magic, and no Dazh or Tor or Ursun Priests that are seen as brave and trustworthy. Only the Ice Witches were left relatively intact in population and reputation by the Great War, because the Ice Witches rallied to Kislev City instead of Praag because of their long-standing and well-known hostility towards the Fire Spire.
You would think that with the gumption Kislevites have for fixing and resettling Praag they would have similar one to rebuild their fallen religion. Shame that.
 
Thinking about it. The only pre teclis old world magic tradition that has anything to do with fire... Is the Ogres... Which is just downright weird.
Ogres are not really Old World, and Firebellies especially. They live in the Mountains of Mourne right next to the Far East.

Pre-Teclisean Fire semi-Old World (Araby is closer to Southlands and I'm not sure if Norsca even counts as Old World) casters would be Elementalists and Vitkis/former Kurgan Shamans and Chaos Sorcerors. All of them likely figured out flames. Araby also figured out Elementalism, except they supplement it with Djinn.
 
If I may provide some advice, I recommend keeping Harmony active as much as possible, which requires some forethought. A recommendation that I have is to keep your eye on the Lord Magistrate. He looks decidedly sub par in cocmparison to the Shugengan Lords, but he provides +3 Yin or Yang for a much lower Recruitment and upkeep cost, and he has some good skills for buffing his troops. You can use him to keep Harmony and do things like occupy the Bastion if you're playing Miao Ying.

I also have a feeling you'll love the Caravan mechanic. Fun fact, every time you choose a new path, you get a Unique item for completing the trip based on the destination. You only get this the first time you choose a specific destination and complete the trip, so the optimal play is to choose every destination eventually. The best first choice is Castle Drakenhof, which gives you the Von Carstein Sword, which is a ridiculously strong weapon.

I personally find the idea of Mannfred chucking a family heirloom at you for giving him cargo to be incredibly amusing.
I will say that, while I am getting a kick out of learning and experiencing a new Warhammer faction, I don't actually like there play style.

Having to keep your Yin and Yang units near each other to get the bonuses (e.g bows behind spears or swords behind gunners etc) on paper sounds interesting. But actually only really restricts how you can play them.

On the other side, Kislev units are super flexible, Whitch makes them super good at on the fly ideas and taking advantage of misplays.

Haven't play any others yet, life has kept me away from play gaming pc…
 
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Ogres are not really Old World, and Firebellies especially. They live in the Mountains of Mourne right next to the Far East.

Pre-Teclisean Fire semi-Old World (Araby is closer to Southlands and I'm not sure if Norsca even counts as Old World) casters would be Elementalists and Vitkis/former Kurgan Shamans and Chaos Sorcerors. All of them likely figured out flames. Araby also figured out Elementalism, except they supplement it with Djinn.
Ah, I thought old world was more meant for the continent. And I kinda forgot about araby. Eh, I still like my idea of "the bright college has a annual "dress like an ogre" day."
 
Ah, I thought old world was more meant for the continent. And I kinda forgot about araby. Eh, I still like my idea of "the bright college has a annual "dress like an ogre" day."
The Old World generally refers to everything on the continent west of the World's Edge Mountains, which may-or-may-not include the Dwarfs in the mountains themselves.

So, the Empire, Kislev, Marienburg, Bretonnia, Estalia, Tilea, and the Border Princes, along with the Black, Grey, and Middle Mountains.
 
I decided what the most lore correct buildings for Kislev City would be and knocked down all my military infrastructure to make way for it. Experienced strategists might notice a flaw in that approach. .
actually that's what you have to do late game as capitals are the only places that you can build some of the higher level/ unique structures.

Now, doing that before you tier three all the basic military buildings in one of your towns as the dedicated recruiting town on the other hand…

Edit: Also, I guess Kislev city, Pragg, and slave town aren't really the best examples for this as mega cities
 
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I will say that, while I am getting a kick out of learning and experiencing a new Warhammer faction, I don't actually like there play style.

Having to keep your Yin and Yang units near each other to get the bonuses (e.g bows behind spears or swords behind gunners etc) on paper sounds interesting. But actually only really restricts how you can play them.
I enjoy the restrictions because it's loreful and gives them a unique identity. Sure it restricts some of your choices, but you still have a good variety of units, formations and tactics to play around with. It's really no worse than the Empire's playstyle incentivising Artillery spam with melee soldiers only for holding the line. The Empire is honestly about as restrictive if you think about it. That's just how it is with combined arms factions. The need to diversify and balance out your army makes your choices limited.
 
The Old World generally refers to everything on the continent west of the World's Edge Mountains, which may-or-may-not include the Dwarfs in the mountains themselves.

So, the Empire, Kislev, Marienburg, Bretonnia, Estalia, Tilea, and the Border Princes, along with the Black, Grey, and Middle Mountains.
West of the World's Edge Mountains and north of the Black Gulf, if you want to include the southern boundary too.
 
I enjoy the restrictions because it's loreful and gives them a unique identity. Sure it restricts some of your choices, but you still have a good variety of units, formations and tactics to play around with. It's really no worse than the Empire's playstyle incentivising Artillery spam with melee soldiers only for holding the line. The Empire is honestly about as restrictive if you think about it. That's just how it is with combined arms factions. The need to diversify and balance out your army makes your choices limited.
I think the problem for me is that I like cavelrly and the movement and zoning it can give me.

And even if artillery spam is the best thing to do with empire, it's other styles can function. Outrider hit and run blocks and heavy cavalry clean up can work.

Greatsword change with arrows work

Milita ambushes work.

I don't really feel the same with Cathay.

Horse men can only be useful hitting engaged enemies from the side, not even the back, because they won't get in Range of the Yin units half the time if the enemy unit is to big.

And they just don't function without harmony. I sent jade lansers after a lone Archer unit that wasn't getting close enough to my line but still hitting the front.

They lost, and this wasn't Kislev or blue horrors, it was wild orc archers… the meme themselves.
 
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I think the problem for me is that I like cavelrly and the movement and zoning it can give me.

And even if artillery spam is the best thing to do with empire, it's other styles can function. Outrider hit and run blocks and heavy cavalry clean up can work.

Greatsword change with arrows work

Milita ambushes work.

I don't really feel the same with Cathay.

Horse men can only be useful hitting engaged enemies from the side, not even the back, because they won't get in Range of the Yin units half the time if the enemy unit is to big.

And they just don't function without harmony. I sent jade lansers after a lone Archer unit that wasn't getting close enough to my line but still hitting the front.

They lost, and this wasn't Kislev or blue horrors, it was wild orc archers… the meme themselves.
That's because Cavalry in WH3 sucks. There's some super weird collision/anti large stuff that completely destroys cav and a bunch of bugs that mess with mass. You'll find that outside Bear Cavalry or Ogre Cavalry most cav units are garbage. Jade Lancers have almost the exact same stats as Empire Cavalry.
 
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