Voted best in category in the Users' Choice awards.
We are hiding these texts with the liber mortis and we know we are getting a young apprentice who we need to explain our things in small steps... So i doubt our collection of forbidden texts is under f in the personal library...
tbh I don't want to ever tell her unless maybe we die and hand it off to her there no reason to be that burden her with knowledge and the risk of her telling someone willing or unwilling
 
tbh I don't want to ever tell her unless maybe we die and hand it off to her there no reason to be that burden her with knowledge and the risk of her telling someone willing or unwilling
Oh it's gonna be a decision by the thread and I'm guessing it would only happen when Eike makes magister or maybe even lord magister. But it's definitely going to be a decision
 
Eike arrives at K8P and Matty shows her the place:
-"You'll be living here with me. This is the bedroom, this is the magical laboratory, this is the cell of Dr. Qrech the Skaven, and this is the holy doomtower I used to kill half a million greenskins. Be careful with it."
-"Yes, this is the library I run. Don't worry about the giant spider-librarians, I convinced them not to eat humans. Also, if you see the Dragon, tell it I just got the original and complete Creeping Flesh; I'm sure it'll be interested."
-"I'll be off for a few weeks, I have to meet with some of the brightest magical minds in the Old World to work out a continent-wide Dhar cleaning system. In the meanwhile, keep an eye on all these vampire skulls, just in case."

Meanwhile, EikeQuest players: *confused screaming*

I never felt so much empathy for those old wise masters that say 'you're not ready to learn what i have to teach' to the young novel protagonists.

Continuing the tradition of dumping the liber mortis after safely (????) dead is just continuing the theme of 'godawful dangerous things my teacher exposed me to'.
 
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Also here are few general thought and questions i had.

Is qrech dead yet? Did we do a burial?
I hope we have eikes graduation party with her grandmother.
Should we enchant some robes for Eike?
Do we introduce her to the rest of the waystone project?
... Do we get her a present for graduation?
 
Is qrech dead yet? Did we do a burial?
If that happens, either Boney offers it as an option for Social turn or it becomes an event that takes up our Random Social slot. Pretty sure he wouldn't just die offscreen without a mention. I don't know how Qretch wants his body to be interred. If it's a reasonable request then I'd be happy to grant it.
 
If that happens, either Boney offers it as an option for Social turn or it becomes an event that takes up our Random Social slot. Pretty sure he wouldn't just die offscreen without a mention. I don't know how Qretch wants his body to be interred. If it's a reasonable request then I'd be happy to grant it.
'As the person I hate-dislike the least, I ask that Lady Weber be the one to eat my remains.'
 
'As the person I hate-dislike the least, I ask that Lady Weber be the one to eat my remains.'
I'm not sure Skaven want to be eaten so much as they expect it from a societal/cultural aspect and participate in it. If he told us to do that I'm pretty sure Mathilde wouldn't be up for it.

God, this is reminding me of the twitter conversation over "Consensual Cannablism". I don't want to revisit that.
 
Should we enchant some robes for Eike?

I don't think so, it's been mentioned before that anything we enchant for her will either be too powerful for her to control, or too weak to be useful once she graduates to journeywoman, and a waste of resources.

Once her magic has grown and developed, however, there not a lot stopping us from arming her with a small armoury of magic items.

Do we introduce her to the rest of the waystone project?


This will probably happen at some point. As our apprentice, Eike will have to aid and assist us with our tasks, learning from our example. I see no reason why she would be excluded from the Waystone project, except maybe for the bits that deal in dark magic?
 
So Sea of Claws pdf came out a few days ago (wish C7 was better at saying when the pdfs are out) some interesting things in it are:


Timeline: (I really like that C7 trys to put these in every book in some way.)

-4550 IC: Elves from Ulthuan establish the fortress of Sith Rionnasc'namishathir at the mouth of the Reik and the trading port of Tor Alessi ( L'Anguille today) at the mouth of the Sannez.

-4540 IC: Kraka Ravnsvake is founded.

-4500 IC: Collapse of Polar Warpgates.

-4421 IC: According to legend, the mighty Dwarf ancestors Grimnir and Morgrim visit Kraka Ravnsvake during their journeys.

-4119 IC: Elves and Dwarfs combine armies to defy the forces of Chaos, The north the holds of the Norse Dwarfs are embattled and isolated.

-4000 IC: A millennia-long project to inscribe 'Expel Chaos' Master Runes on megaliths around the Krakas of the Norse Dwarfs is commenced.

-2839 IC: Dwarfs and Elves swear oaths of friendship. The sea wall, Vloedmuur, is raised around Sith Rionnasc'namishathir by the Dwarfs.

-1997 IC: The War of Vengeance/the War of the Beard.

-1997 IC: First Siege of Tor Alessi. Dwarf armies besiege Tor Alessi for the first time.

-1600 IC: The Elf Phoenix King Caledor II arrives in Tor Alessi. He vows to vanquish the Dwarfs and end the War of the Beard.

-1601 IC: Fourteenth Siege of Tor Alessi. Dwarf armies besiege Tor Alessi. Caledor II sallies forth at the head of his Elven Knights. He is slain by the Dwarf High King Gotrek Starbreaker and the Phoenix Crown is seized. Tor Alessi is razed, though its Lighthouse is left standing.

-1502 IC: Sith Rionnasc'namishathir falls to the Dwarfs after a lengthy siege. The fortress is razed.

-1501 IC: But for a few isolated forest communities, the Elves withdraw from the Old World.

-1000 IC: Norse Dwarfs begin trade with less violent Norscan tribes and fight skirmishes against the Skaven of Hell Pit. Over the following centuries they learn the degree to which the Human Norse venerate Chaos, and restrict trade to a few trusted tribes.

-700 IC: One of the horsetribes of the Bretonni settles in the lands around the ruins of Tor Alessi.

–20 IC: After his defeat by the Teutogens, Marius the Fen Wolf, first king of Jutonsryk, leads the Jutone tribe west from Nordland. He commences a campaign to rid the Reik marshes of marauding bands of Fimir.

–10 IC: Marius comes upon the ruins of Sith Rionnasc'namishathir and founds the city of Marienburg. The fortress of Rijker's Isle is built upon an island at the mouth of the Reik.

501 IC: Emperor Sigismund II earns the epithet of 'Conqueror' when he brings Marienburg into the Empire. The king of the Jutones becomes an Imperial noble, the baron of Westerland.

632 IC: Marienburg is sacked by raiding Norscans. Emperor Hasso commands the construction of the Empire's first formal navy in response.

765 IC: Althing of Traktatsey. The baron of Westerland and Norscan chieftains from the Bjornling, Skaeling, and Sarl tribes pledge to cease their mutual raiding.

767 IC: Wilhelm 'Bullshanks' of Middenland is granted lordship of the Silver Hills and all land to the coast. The Barony of Nordland is now part of the Empire.

888 IC: Losteriksson of the Bjornlings crosses the Great Ocean and becomes the first Old Worlder to land on the shores of Lustria.

994 IC: Gilles the Uniter and his companions ride to relieve L'Anguille from besieging Norse. Lord Marcus of Bordeleaux challenges Svengar of the Skaelings to single combat. They fight atop the Lighthouse of L'Anguille. At length, Lord Marcus cuts Svengar down and the Norse abandon the siege — a pivotal battle in the founding of the Kingdom of Bretonnia.

1066 IC: Engineers in Kraka Ravnsvake learn important shipbuilding techniques through the study of several captured Norse longships. (only time I think I've read about Dwarfs learning about a craft from humans!, but it kind of makes sense, dwarfs don't boat well.)

1109 IC: Norscans resume raiding the Westerland. Marienburg is occupied by the warhird of the Skaeling chief Snorri Half-hand.

1111 IC: The Norscans abandon Marienburg as the Black Plague takes its toll on their armies.

1597 IC: Marienburg is seized by a Bretonnian army under the leadership of the duc de L'Anguille. For the next five years the occupation army is harassed by the locals. When the army of the Grand Duke of Middenland approaches Marienburg the Bretonnians abandon the cit

1604 IC: Baron van Buik grants seats on the Marienburg City Council to merchants and ship-owners, instigating a tradition of democratic institutions influencing Marienburg's government.

1607 IC: A Kraka Ravnsvake merchant ship visits Erengrad. In the following decades they are occasionally seen in a number of foreign ports.

1635 IC: The Battle of Castellet. A flotilla of seaborne marauders from the far north attack L'Anguille and are slaughtered by King Phillippe the Strong and an army of 10,000 knights.

1696 IC: Norse Dwarf engineers from Krakas Ravnsvake and Drak arrive at Karak Vlag where they learn about the blackpowder technology that is employed by the holds of Karaz Ankhor.

1850 IC: Norscan raids along the coast of the Sea of Claws increase. Marienburg is sacked.

1988 IC: Soldiers from the elector count of Nordland's army find the coastal town of Debneitz in ruins, its inhabitants' flayed corpses nailed to nearby rocks.

2007 IC: The Battle of Lamentations. From the far north the Chaos Lord Kharan the Blighted assembles a vast Plague Fleet, so foul it leaves the sea black in its wake. The fleet sails to the shores of Bretonnia, and the horde of Lord Kharan lays waste to Couronne. A relief force is organised by the Repanse de Lyonesse, who slays Lord Kharan and scatters his army.

2150 IC: Marienburg signs a treaty granting that city exclusive trading rights with Lothern. Elves soon inhabit a quarter of the city that becomes known as Elftown.

2292 IC: The Ungruvalk, Kraka Ravnsvake's secret network of underground canals, is completed.

2302 IC: The Great War Against Chaos. A fleet from Kraka Ravnsvake defeats a force of Norscans at the Battle of Skapa Fjord. Paulus van der Maacht, last baron of Westerland, joins Magnus the Pious in his campaign, and dies a valiant death in battle. Valmir Aesling leads a host to the Dwarf hold of Kraka Drak, commencing the War in the Mountains. King Silverbeard orders that the mountain itself be toppled to prevent Valmir from invading other Krakas. Trapped together in the depths, the Dwarfs struggle valiantly, but steadily lose ground. Refugees from the conflict swell the populations of other Norse Dwarf Krakas.

2305 IC: Magnus the Pious establishes the Province of Westerland. He appoints a governing council drawn from the burghers of Marienburg.

2350 IC: As the War in the Mountains rages on, Kraka Ravnsvake assumes command of the Norse Dwarf fleet at Sjoktraken.

2368 IC The Treaty of Schoninghagen. Baron Ludwig Nikse agrees to bring Nordland under the rule of the graf of Middenheim. (4ed stuff, not DL compatible)

2390 IC: Kraka Drak falls to the Aeslings, ending the War in the Mountains.

2391 IC: A riot occurs in Marienburg. Elves are accused of the summary arrest and imprisonment of a citizen of the city's Suiddock district. Before order is restored several Elves are killed.

2424 IC: Waaagh! Grom. Following attacks on Nuln and Middenheim, Grom leads his forces to the fens around Marienburg. The city prepares for a siege, but Grom's Goblins busy themselves with assembling a flotilla of ramshackle hulks, and sail west.

2429 IC: The City Council of Marienburg declares the Wasteland's secession from the Empire. Emperor Dieter IV ratifies their decision. He is deposed in favour of Wilhelm III, who musters an army to reclaim the province. Marienburg's forces defeat Wilhelm at the Battle of Grootscher Marsh.

2448 IC: Spring floods swamp Marienburg. The Vloedmuur defences are extended, and drainage improved. Dwarf runecraft and engineering combine to better control the water level.

2449 IC: Rioting breaks out in Marienburg in response to anti-Labour Guild laws passed at the behest of the city's merchants. There is widespread destruction and several murders before the Directorate agree to rescind the offending laws and limit strikes.

2478 IC: The Pirate Wars. Marienburg and Imperial ships form an alliance to break the pirate fleet of Red Maria. The conflict culminates in 2478 IC with the Battle of the Torpid Sea.

2490 IC: The necromancer Hela Half-dead (I see what you did there C7) leads a horde of shambling corpses into Troll Country, slaughtering every living thing she finds. Hela's horde is eventually intercepted and torn to pieces by Throgg and an army of Trolls.

2512 IC: Nordland regains its Electoral status and Theodoric Gausser becomes its elector. He vows to repay the Emperor's faith in him by championing the construction of a new fleet.
 
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An interesting thing that might be relevant (or not) with the Eonir:

A Task for Khyrathi Bayne

Instead (refers to getting revenge directly for the loss of two black arcs,The Ecstasy of Pain that was badly damaged after being caught between Bretonnian corsairs and a Nordlander navy, and part of its ramparts now makes up a tower of Castle Salzenmund and the Cleaver of Souls was wiped out by a punitive expedition led by Admiral Burnetz of Ostland, though she lost her life, alongside her whole fleet.) they are hatching a plan to appeal to the Elves of the Laurelorn to assist them in their vengeance. The Witch King has deemed it appropriate to send an agent, the assassin-corsair Khyrathi Bayne, to spy upon the denizens of the Laurelorn, and come up with a strategy that will lead to greater cooperation between Naggaroth and the Eonir.

Khyrathi is more interested in bloodshed than diplomacy, but she is a patient Elf and has some confidence that, should she succeed in her current mission, the Witch King will find her future work more in line with her tastes. She believes a potential area of common interest could be the Humans of Nordland.

If she can sow discord between them and the Elves, perhaps Queen Marrisith might take the first steps in fostering an alliance with the Dark Elves.

This might be a person that the stormwitch is talking too.
 
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So Sea of Claws pdf came out a few days ago (wish C7 was better at saying when the pdfs are out) some interesting things in it are:


Timeline: (I really like that C7 trys to put these in every book in some way.)

4550 IC: Elves from Ulthuan establish the fortress of Sith Rionnasc'namishathir at the mouth of the Reik and the trading port of Tor Alessi ( L'Anguille today) at the mouth of the Sannez.

4540 IC: Kraka Ravnsvake is founded.

4500 IC: Collapse of Polar Warpgates.

4421 IC: According to legend, the mighty Dwarf ancestors Grimnir and Morgrim visit Kraka Ravnsvake during their journeys.

4119 IC: Elves and Dwarfs combine armies to defy the forces of Chaos, The north the holds of the Norse Dwarfs are embattled and isolated.

4000 IC: A millennia-long project to inscribe 'Expel Chaos' Master Runes on megaliths around the Krakas of the Norse Dwarfs is commenced.

2839 IC: Dwarfs and Elves swear oaths of friendship. The sea wall, Vloedmuur, is raised around Sith Rionnasc'namishathir by the Dwarfs.

1997 IC: The War of Vengeance/the War of the Beard.

1997 IC: First Siege of Tor Alessi. Dwarf armies besiege Tor Alessi for the first time.

1600 IC: The Elf Phoenix King Caledor II arrives in Tor Alessi. He vows to vanquish the Dwarfs and end the War of the Beard.

1601 IC: Fourteenth Siege of Tor Alessi. Dwarf armies besiege Tor Alessi. Caledor II sallies forth at the head of his Elven Knights. He is slain by the Dwarf High King Gotrek Starbreaker and the Phoenix Crown is seized. Tor Alessi is razed, though its Lighthouse is left standing.

1502 IC: Sith Rionnasc'namishathir falls to the Dwarfs after a lengthy siege. The fortress is razed.

1501 IC: But for a few isolated forest communities, the Elves withdraw from the Old World.

1000 IC: Norse Dwarfs begin trade with less violent Norscan tribes and fight skirmishes against the Skaven of Hell Pit. Over the following centuries they learn the degree to which the Human Norse venerate Chaos, and restrict trade to a few trusted tribes.

700 IC: One of the horsetribes of the Bretonni settles in the lands around the ruins of Tor Alessi.

–20 IC: After his defeat by the Teutogens, Marius the Fen Wolf, first king of Jutonsryk, leads the Jutone tribe west from Nordland. He commences a campaign to rid the Reik marshes of marauding bands of Fimir.

–10 IC: Marius comes upon the ruins of Sith Rionnasc'namishathir and founds the city of Marienburg. The fortress of Rijker's Isle is built upon an island at the mouth of the Reik.

501 IC: Emperor Sigismund II earns the epithet of 'Conqueror' when he brings Marienburg into the Empire. The king of the Jutones becomes an Imperial noble, the baron of Westerland.

632 IC: Marienburg is sacked by raiding Norscans. Emperor Hasso commands the construction of the Empire's first formal navy in response.

765 IC: Althing of Traktatsey. The baron of Westerland and Norscan chieftains from the Bjornling, Skaeling, and Sarl tribes pledge to cease their mutual raiding.

767 IC: Wilhelm 'Bullshanks' of Middenland is granted lordship of the Silver Hills and all land to the coast. The Barony of Nordland is now part of the Empire.

888 IC: Losteriksson of the Bjornlings crosses the Great Ocean and becomes the first Old Worlder to land on the shores of Lustria.

994 IC: Gilles the Uniter and his companions ride to relieve L'Anguille from besieging Norse. Lord Marcus of Bordeleaux challenges Svengar of the Skaelings to single combat. They fight atop the Lighthouse of L'Anguille. At length, Lord Marcus cuts Svengar down and the Norse abandon the siege — a pivotal battle in the founding of the Kingdom of Bretonnia.

1066 IC: Engineers in Kraka Ravnsvake learn important shipbuilding techniques through the study of several captured Norse longships. (only time I think I've read about Dwarfs learning about a craft from humans!, but it kind of makes sense, dwarfs don't boat well.)

1109 IC: Norscans resume raiding the Westerland. Marienburg is occupied by the warhird of the Skaeling chief Snorri Half-hand.

1111 IC: The Norscans abandon Marienburg as the Black Plague takes its toll on their armies.

1597 IC: Marienburg is seized by a Bretonnian army under the leadership of the duc de L'Anguille. For the next five years the occupation army is harassed by the locals. When the army of the Grand Duke of Middenland approaches Marienburg the Bretonnians abandon the cit

1604 IC: Baron van Buik grants seats on the Marienburg City Council to merchants and ship-owners, instigating a tradition of democratic institutions influencing Marienburg's government.

1607 IC: A Kraka Ravnsvake merchant ship visits Erengrad. In the following decades they are occasionally seen in a number of foreign ports.

1635 IC: The Battle of Castellet. A flotilla of seaborne marauders from the far north attack L'Anguille and are slaughtered by King Phillippe the Strong and an army of 10,000 knights.

1696 IC: Norse Dwarf engineers from Krakas Ravnsvake and Drak arrive at Karak Vlag where they learn about the blackpowder technology that is employed by the holds of Karaz Ankhor.

1850 IC: Norscan raids along the coast of the Sea of Claws increase. Marienburg is sacked.

1988 IC: Soldiers from the elector count of Nordland's army find the coastal town of Debneitz in ruins, its inhabitants' flayed corpses nailed to nearby rocks.

2007 IC: The Battle of Lamentations. From the far north the Chaos Lord Kharan the Blighted assembles a vast Plague Fleet, so foul it leaves the sea black in its wake. The fleet sails to the shores of Bretonnia, and the horde of Lord Kharan lays waste to Couronne. A relief force is organised by the Repanse de Lyonesse, who slays Lord Kharan and scatters his army.

2150 IC: Marienburg signs a treaty granting that city exclusive trading rights with Lothern. Elves soon inhabit a quarter of the city that becomes known as Elftown.

2292 IC: The Ungruvalk, Kraka Ravnsvake's secret network of underground canals, is completed.

2302 IC: The Great War Against Chaos. A fleet from Kraka Ravnsvake defeats a force of Norscans at the Battle of Skapa Fjord. Paulus van der Maacht, last baron of Westerland, joins Magnus the Pious in his campaign, and dies a valiant death in battle. Valmir Aesling leads a host to the Dwarf hold of Kraka Drak, commencing the War in the Mountains. King Silverbeard orders that the mountain itself be toppled to prevent Valmir from invading other Krakas. Trapped together in the depths, the Dwarfs struggle valiantly, but steadily lose ground. Refugees from the conflict swell the populations of other Norse Dwarf Krakas.

2305 IC: Magnus the Pious establishes the Province of Westerland. He appoints a governing council drawn from the burghers of Marienburg.

2350 IC: As the War in the Mountains rages on, Kraka Ravnsvake assumes command of the Norse Dwarf fleet at Sjoktraken.

2368 IC The Treaty of Schoninghagen. Baron Ludwig Nikse agrees to bring Nordland under the rule of the graf of Middenheim. (4ed stuff, not DL compatible)

2390 IC: Kraka Drak falls to the Aeslings, ending the War in the Mountains.

2391 IC: A riot occurs in Marienburg. Elves are accused of the summary arrest and imprisonment of a citizen of the city's Suiddock district. Before order is restored several Elves are killed.

2424 IC: Waaagh! Grom. Following attacks on Nuln and Middenheim, Grom leads his forces to the fens around Marienburg. The city prepares for a siege, but Grom's Goblins busy themselves with assembling a flotilla of ramshackle hulks, and sail west.

2429 IC: The City Council of Marienburg declares the Wasteland's secession from the Empire. Emperor Dieter IV ratifies their decision. He is deposed in favour of Wilhelm III, who musters an army to reclaim the province. Marienburg's forces defeat Wilhelm at the Battle of Grootscher Marsh.

2448 IC: Spring floods swamp Marienburg. The Vloedmuur defences are extended, and drainage improved. Dwarf runecraft and engineering combine to better control the water level.

2449 IC: Rioting breaks out in Marienburg in response to anti-Labour Guild laws passed at the behest of the city's merchants. There is widespread destruction and several murders before the Directorate agree to rescind the offending laws and limit strikes.

2478 IC: The Pirate Wars. Marienburg and Imperial ships form an alliance to break the pirate fleet of Red Maria. The conflict culminates in 2478 IC with the Battle of the Torpid Sea.

2490 IC: The necromancer Hela Half-dead (I see what you did there C7) leads a horde of shambling corpses into Troll Country, slaughtering every living thing she finds. Hela's horde is eventually intercepted and torn to pieces by Throgg and an army of Trolls.

2512 IC: Nordland regains its Electoral status and Theodoric Gausser becomes its elector. He vows to repay the Emperor's faith in him by championing the construction of a new fleet.
So what I'm getting from this is that everyone but the empire can sack Marienburg... And that they do so frequently...
 
So Sea of Claws pdf came out a few days ago (wish C7 was better at saying when the pdfs are out) some interesting things in it are:


Timeline: (I really like that C7 trys to put these in every book in some way.)

4550 IC: Elves from Ulthuan establish the fortress of Sith Rionnasc'namishathir at the mouth of the Reik and the trading port of Tor Alessi ( L'Anguille today) at the mouth of the Sannez.

4540 IC: Kraka Ravnsvake is founded.

4500 IC: Collapse of Polar Warpgates.

4421 IC: According to legend, the mighty Dwarf ancestors Grimnir and Morgrim visit Kraka Ravnsvake during their journeys.

4119 IC: Elves and Dwarfs combine armies to defy the forces of Chaos, The north the holds of the Norse Dwarfs are embattled and isolated.

4000 IC: A millennia-long project to inscribe 'Expel Chaos' Master Runes on megaliths around the Krakas of the Norse Dwarfs is commenced.

2839 IC: Dwarfs and Elves swear oaths of friendship. The sea wall, Vloedmuur, is raised around Sith Rionnasc'namishathir by the Dwarfs.

1997 IC: The War of Vengeance/the War of the Beard.

1997 IC: First Siege of Tor Alessi. Dwarf armies besiege Tor Alessi for the first time.

1600 IC: The Elf Phoenix King Caledor II arrives in Tor Alessi. He vows to vanquish the Dwarfs and end the War of the Beard.

1601 IC: Fourteenth Siege of Tor Alessi. Dwarf armies besiege Tor Alessi. Caledor II sallies forth at the head of his Elven Knights. He is slain by the Dwarf High King Gotrek Starbreaker and the Phoenix Crown is seized. Tor Alessi is razed, though its Lighthouse is left standing.

1502 IC: Sith Rionnasc'namishathir falls to the Dwarfs after a lengthy siege. The fortress is razed.

1501 IC: But for a few isolated forest communities, the Elves withdraw from the Old World.

1000 IC: Norse Dwarfs begin trade with less violent Norscan tribes and fight skirmishes against the Skaven of Hell Pit. Over the following centuries they learn the degree to which the Human Norse venerate Chaos, and restrict trade to a few trusted tribes.

700 IC: One of the horsetribes of the Bretonni settles in the lands around the ruins of Tor Alessi.

–20 IC: After his defeat by the Teutogens, Marius the Fen Wolf, first king of Jutonsryk, leads the Jutone tribe west from Nordland. He commences a campaign to rid the Reik marshes of marauding bands of Fimir.
THe first half of the timeline should have a '-' sign in front of the dates.
 
there is actually a lot of lore in this book from all over the places that have a coast with the Sea of claws, so I'm not going to go over everything for every place.

but....

Baron Henryk's College:

Established in 1947 IC, Marienburg's premier institution of learning is one of the most renowned centres of education in the Old World. Located in a former palace in the Tempelwijk district, the College's musty halls are always bustling with academics, students, and their longsuffering servants.

The surrounding streets and plazas hold tea-houses, inns, taverns, and boarding houses, where wealthy young students and scholars can be found debating esoteric topics, getting drunk, or drunkenly debating esoteric topics. Study at Baron Henryk's is open to anyone who can afford the fees.

In addition to the standard three-year curriculum required to earn one's Magister Philosophiae Naturalis, the College also engages in advanced studies in medicine, law, and 'economicks' (a new science promoted by the Temple of Haendryk). However it is in the study of navigation and cartography that Baron Henryk's truly excels. In addition to teaching practical navigation skills, the College has sponsored many expeditions to distant lands, and the Cartography Department now has one of the greatest map collections in the Old World.

The College is also known for its 'Department of the Maritime Arts Magical'. Rumoured to have existed in some form before Teclis brought the gift of magic to the Empire, officially it was created in 2310 IC, as an 'adjunct campus' of the Altdorf Colleges of Magic.

Though Marienburg is now independent, the Department is still technically under the purview of the Altdorf Colleges. Students from Altdorf sometimes take a semester in Marienburg to study maritime magics, and students from Baron Henryk's often travel to Altdorf to finish their studies. Though lacking the breadth of magical knowledge found in Altdorf 's Colleges or Middenheim's Guild of Wizards, Baron Henryk's provides instruction in sea magics unknown elsewhere in the Old World.

Sea Magics (I removed the mechanic for copyright safety. cant use what I write to play the game.)
The Department of the Maritime Arts Magical warns apprentices that the Winds of Magic gather and flow in strange ways on the seas. Some Winds are harder to control, while others flow in overwhelming surges. Baron Henryk's is also known to teach spells particularly suited to life at sea not widely known beyond Marienburg.

Lore of Beasts: Ghur sinks below the waves, where it sits amongst the great beasts of the abyss. Amber wizards can draw upon this power, but it doesn't like to be disturbed, and may lash out.

Lore of Fire: Aqshy is hard to summon at sea. However, if a ship is on fire, what Aqshy there is in the environment floods towards it. This may explain why Bright Wizards have a terrible reputation amongst mariners.

Lore of Heavens: During stormy weather Azyr crashes down from the skies, and almost seems to want to be directed by a wizard's will. When the seas are calm, however, Azyr stubbornly refuses to be called, fighting any efforts to bend it into a spell.

Lore of Life: Ghyran saturates the seas, granting a Jade Wizard easy power. However, Ghyran ebbs and flows, and a wizard can lose control in an instant.

Spells:
Lore of Life The Druids of the Jade School may seem out of place aboard ship, but their presence is much welcomed by savvy captains. Ghyran flows through the seas, making a Jade Wizard a valuable addition to any crew.

Living Mire: CN: 8
Facing a ship at sea, you produce a stream of seaweed. The slimy algae surrounds the vessel, which becomes enmeshed.

Water Water Everywhere CN: 6
You gather Ghyran from the sea, taking small amounts of water with it. Cleansed of impurities, this water flows to the ship's stores, replenishing any empty barrels of water.

Whirlpool CN: 6+ (the more you over cast it, the bigger it gets, up to a whats described as 'The Maelstrom')
You pull on the Ghyran surrounding the target area, moving it around and around. The water starts to churn, and a whirlpool forms in the target area. The spell creates an area of Gentle Rotation, but overcasting can be spent on making the whirlpool larger as per the Overcasting rules.

Lore of Heavens
Celestial Wizards often seem aloof and bookish to the crew of a ship, but some have come to love life at sea. On the open ocean an Astromancer can commune with Azyr in ways unheard of on land. They often climb to the crow's nest to contemplate their arts, tracing the twists and turns of the Blue Wind with their fingers.

Blessings of Bel Shanaar CN: 2
This spell must be cast while on a journey with a set destination, the location of which is known to the caster. Closing your eyes, you focus your Second Sight on the heavens, tracing Azyr's path as it crackles across the sky, seeming to jump from star to star. For an instant a bolt of Azyr connects you to your destination, leaving a shimmering blue afterimage in your vision.

Niezlib's Optimal Firing Solution CN: 6
This spell is a variation of one created by Lord Astromancer Wilfried-Gotthelm Niezlib, who sought to use it to prove his theories about the movement of celestial objects. He later realised it had more practical applications, and modified it to determine the exact moment a ship should fire a broadside. The caster can calculate the roll of the ship, distance to the target, weight of the cannonballs, and the power of each shot.

Sea of Glass CN: 10
You call on everyone on your vessel to be quiet, then close your eyes. An eerie silence envelops first your ship, then the surrounding sea. The sails go slack and the waves calm.
 
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there is actually a lot of lore in this book from all over the places that have a coast with the Sea of claws, so I'm not going to go over everything for every place.

but....

Baron Henryk's College:

Established in 1947 IC, Marienburg's premier institution of learning is one of the most renowned centres of education in the Old World. Located in a former palace in the Tempelwijk district, the College's musty halls are always bustling with academics, students, and their longsuffering servants.

The surrounding streets and plazas hold tea-houses, inns, taverns, and boarding houses, where wealthy young students and scholars can be found debating esoteric topics, getting drunk, or drunkenly debating esoteric topics. Study at Baron Henryk's is open to anyone who can afford the fees.

In addition to the standard three-year curriculum required to earn one's Magister Philosophiae Naturalis, the College also engages in advanced studies in medicine, law, and 'economicks' (a new science promoted by the Temple of Haendryk). However it is in the study of navigation and cartography that Baron Henryk's truly excels. In addition to teaching practical navigation skills, the College has sponsored many expeditions to distant lands, and the Cartography Department now has one of the greatest map collections in the Old World.

The College is also known for its 'Department of the Maritime Arts Magical'. Rumoured to have existed in some form before Teclis brought the gift of magic to the Empire, officially it was created in 2310 IC, as an 'adjunct campus' of the Altdorf Colleges of Magic.

Though Marienburg is now independent, the Department is still technically under the purview of the Altdorf Colleges. Students from Altdorf sometimes take a semester in Marienburg to study maritime magics, and students from Baron Henryk's often travel to Altdorf to finish their studies. Though lacking the breadth of magical knowledge found in Altdorf 's Colleges or Middenheim's Guild of Wizards, Baron Henryk's provides instruction in sea magics unknown elsewhere in the Old World.

Sea Magics (I removed the mechanic for copyright safety. cant use what I write to play the game.)
The Department of the Maritime Arts Magical warns apprentices that the Winds of Magic gather and flow in strange ways on the seas. Some Winds are harder to control, while others flow in overwhelming surges. Baron Henryk's is also known to teach spells particularly suited to life at sea not widely known beyond Marienburg.

Lore of Beasts: Ghur sinks below the waves, where it sits amongst the great beasts of the abyss. Amber wizards can draw upon this power, but it doesn't like to be disturbed, and may lash out.

Lore of Fire: Aqshy is hard to summon at sea. However, if a ship is on fire, what Aqshy there is in the environment floods towards it. This may explain why Bright Wizards have a terrible reputation amongst mariners.

Lore of Heavens: During stormy weather Azyr crashes down from the skies, and almost seems to want to be directed by a wizard's will. When the seas are calm, however, Azyr stubbornly refuses to be called, fighting any efforts to bend it into a spell.

Lore of Life: Ghyran saturates the seas, granting a Jade Wizard easy power. However, Ghyran ebbs and flows, and a wizard can lose control in an instant.

Spells:
Lore of Life The Druids of the Jade School may seem out of place aboard ship, but their presence is much welcomed by savvy captains. Ghyran flows through the seas, making a Jade Wizard a valuable addition to any crew.

Living Mire: CN: 8
Facing a ship at sea, you produce a stream of seaweed. The slimy algae surrounds the vessel, which becomes enmeshed.

Water Water Everywhere CN: 6
You gather Ghyran from the sea, taking small amounts of water with it. Cleansed of impurities, this water flows to the ship's stores, replenishing any empty barrels of water.

Whirlpool CN: 6+ (the more you over cast it, the bigger it gets, up to a whats described as 'The Maelstrom')
You pull on the Ghyran surrounding the target area, moving it around and around. The water starts to churn, and a whirlpool forms in the target area. The spell creates an area of Gentle Rotation, but overcasting can be spent on making the whirlpool larger as per the Overcasting rules.

Lore of Heavens
Celestial Wizards often seem aloof and bookish to the crew of a ship, but some have come to love life at sea. On the open ocean an Astromancer can commune with Azyr in ways unheard of on land. They often climb to the crow's nest to contemplate their arts, tracing the twists and turns of the Blue Wind with their fingers.

Blessings of Bel Shanaar CN: 2
This spell must be cast while on a journey with a set destination, the location of which is known to the caster. Closing your eyes, you focus your Second Sight on the heavens, tracing Azyr's path as it crackles across the sky, seeming to jump from star to star. For an instant a bolt of Azyr connects you to your destination, leaving a shimmering blue afterimage in your vision.

Niezlib's Optimal Firing Solution CN: 6
This spell is a variation of one created by Lord Astromancer Wilfried-Gotthelm Niezlib, who sought to use it to prove his theories about the movement of celestial objects. He later realised it had more practical applications, and modified it to determine the exact moment a ship should fire a broadside. The caster can calculate the roll of the ship, distance to the target, weight of the cannonballs, and the power of each shot.

Sea of Glass CN: 10
You call on everyone on your vessel to be quiet, then close your eyes. An eerie silence envelops first your ship, then the surrounding sea. The sails go slack and the waves calm.
Those are some cool spells and i like that they did give them some unique ones.
 
KRAKA RAVNSVAKE: Proudest Remaining Norse Dwarf Hold and Home of their Greatest Navy (too say that its is not 2ed compatible is an understatement)

Kraka Ravnsvake is the southernmost Dwarfhold located in eastern Norsca, and a home base for the Norse Dwarf navy. Following the fall of Kraka Drak to Chaos in 2390 IC refugees found sanctuary in the lands controlled by Kraka Ravnsvake and it became foremost of the Norse Dwarfholds. In recent years many of these refugees have returned to Kraka Drak, hoping to clear the halls and repopulate the hold...

(I'm honestly not sure how much of any of this can be hammered to fit with DL's lore constiering that in DL's The Norse Dwarfs are dead.)

Kraka Ravnsvake is located on a ridge overlooking two drainage basins: River Dypvann (Dumaraz) to the west and Draksfjord to the east. An underground passageway of canals (Ungruvalk) beneath Kraka Ravnsvake was completed in 2292 IC, connecting the two drainage basins. Concealed entrances, guarded by protective runes, open to the east and west. The eastern entrance can be found on the bend of the river emptying into the lake Varn Wyraz, with an outlet river that flows to Draksfjord and the Dwarf seaport of Sjoktraken.

The western gate of Ungruvalk lies in the forest west of Kraka Ravnsvake on the southern fork of Upper Dypvann. There is a subterranean riverport, Khazid Vulkhrund, that provides a secondary line of defence for the western gate. The Draksfjord route allows the Norse Dwarf fleet access to the Frozen Sea as well as the north-flowing rivers leading to other Norse Dwarfholds. It's also useful for raids against the hated Aeslings. The Dypvann route extends the fleet's reach to the Sea of Claws where it can protect its mercantile interests, as well as conduct raids on Norscan tribes.

Norse Dwarfs did not take to the sea as early as those in Barak Varr. Once they decided to contact the southern lands, Norse Dwarfs captured Norscan longships to understand their construction and create their own fleet. Kraka Ravnsvake knew of a subterranean feeder river to the Dypvann and began to construct a hidden harbour for the ships being built. Norse seafarers provided the Dwarfs with knowledge of the sea, but they also needed experience. Norse Dwarfs of Kraka Ravnsvake and Sjoktraken would spend centuries mastering sailing on rivers and coastal waters before venturing across the seas.

NORSE DWARFS:

In –4420 IC Morgrim Grimnirsson returned to Karaz Ankor (the Everlasting Realm, as Dwarfs call the empire ruled by their High King). This was during the Coming of Chaos, and the fate of the Norse Dwarfs would be unknown to their southern kin for millennia. The forces of Chaos effectively isolated Norse Dwarfs for centuries as their holds were surrounded and assumed lost. The Norse Dwarfs suffered greatly during this time, but they were also spared the destruction of the War of Vengeance with the Elves and the Goblin Wars which followed.

Instead, they battled against warlike Norscan tribes, Chaos beasts, and the Skaven of Clan Moulder. In time, Norse Dwarfs began trading with the more outgoing Norscan tribes, such as the Roppsmenn and Bjornlings, teaching them how to brew beer and ferment honey into mead. Relations with the Human Norse have always been strained.

Norse Dwarfs are generally thought easygoing by Dwarf standards, but they still record their grievances and seek recompense for them. Over the years the depredations of the Human Norse (called 'Dumumgi' by the Dwarfs) have filled chapters of the Books of Grudges held by the Krakas, just as the settling of these grudges has incited further violence from the tribes of the Norse. Norse Dwarfs spied on Norscans, even as they fortified their holds, and destroyed trading routes leading to the enemy's settlements. The Norscans kept their predatory gaze towards the soft southern lands. Norse Dwarfs learned of the world beyond from runaways or captives. The knowledge of non–Chaos worshipping Humans gave Norse Dwarfs hope for potential allies as well as trading partners. Moreover, establishing relationships with people from the south could bring information of the Norse Dwarfs' lost brethren. Norse Dwarfs do not tolerate the overt worship of Chaos but overlook the more closeted reverence practised by the less bloodthirsty Norse tribes. Presently the Norse Dwarfs are in a state of low-intensity protracted war with the Bearsonlings, Sarl, Graelings, Skaelings, Vargs, and Aeslings, but they do abide by several (albeit strained) treaties of trade and non-hostility with the Bjornlings.

Trade and War
The major impetuses for Norse Dwarf seafaring are trade and war. Though they have been engaged more in the latter than the former through much of their isolation, Norse Dwarfs were able to open trading routes to Erengrad within decades of taking to the sea. In time, Norse Dwarfs established trading routes to Marienburg, L'Anguille, and a scattering of smaller Imperial ports on the Sea of Claws, such as Norden. Norse Dwarfs also learned of Karaz Ankor from their time in Erengrad and opened an overland trade route to Karak Vlag, then the northernmost Karaz Ankor Dwarfhold. The partially underground road to Karak Vlag allowed gunpowder weapon technology to make its way into the Norse Dwarfholds. Although no longer isolated, Norse Dwarfs remained surrounded by their enemies. Warships allowed Norse Dwarfs to expand the theatre of war, particularly against the Norscan tribes whose raids on Dwarf lands continued. Moreover, Norse Dwarfs could engage in warfare on the open sea and sink many Norscan raiding ships before their enemies could reach their destinations. Smaller warships traversed Varn Wyraz to keep a lookout for Skaven.

Relations with Karaz Ankor

The Norse Dwarfs established relations with Karaz Ankor through their trade with Karak Vlag. In due course, a message came from the High King declaring the longlost Norse Dwarfs owed him fealty as they did the High King before the Coming of Chaos. The Norse Dwarf kings answered that the last High King they owed fealty was Grungni himself, and their fealty remained with the Ancestor God. The High King raged at the response but could not deny its logic nor his northern kin.

Human observers may find little to distinguish Norse Dwarfs from their southern kin, but due to their history and isolation there are subtle differences in culture and temperament. Norse Dwarfs are more proudly independent than even the Karaz Ankor Dwarfs. They are said to be slower to anger (though not much slower) than other Dwarfs, and somewhat more likely (though only barely) to regard a debt as settled. Norse Dwarfs are also notorious for their wild drinking binges, to the extent that even other Dwarfs regard them as 'a mite too unruly with the ale at times'. The Dwarf drinking celebrations of First Quaff (33rd of Plugzeit), Second Breach (33rd of Brauzeit), and Keg End (33rd of Vorhexen) are even more pronounced for their drunken revelry than they are in Karaz Ankor. The celebration of Saga (33rd of Vorgeheim) also has a distinct character, as the Norse Dwarfs solemnly recount their many sufferings at the hands of the followers of Chaos at this time.

Kraka Ravnsvake was the first of the Norse Dwarfholds to see the value of reaching the sea. The hold's king directed engineers and miners to use the underground streams and caverns to create a harbour beneath the stronghold and construct a series of subterranean canals leading to River Dypvann. Later, the engineers built additional canals and diverted underground rivers in the opposite direction to complete Ungruvalk, thereby allowing Kraka Ravnsvake access to Draksfjord.

Ravnshafnaz
Ravnshafnaz ('Raven's Harbour') lies in one of the Underdeep levels beneath Kraka Ravnsvake. The harbour contains the oldest shipyard, supporting craftsmen and a fair number of taverns. Many clear quartz gems inscribed with Runes of Light illuminate the cavern. Outsiders travelling on the Dypvann are granted access to Ravnshafnaz if they receive a passport etched onto metal foil at the riverport of Khazid Vulkhrund. Norse Dwarfs tolerate Elves better than their southern kin. They see the Asur as people with whom they can trade, but still find
their extended company burdensome. Entrances to the Dwarfhold proper and Ungruvalk are heavily guarded and only Norse Dwarfs may pass through.

Hardrak Shipyard
As old as the Norse Dwarf navy, Hardrak Shipyard is currently run by Shipmaster Berita Frodensdottir, a hardnosed member of the Dwarf Engineers Guild. Berita's two sons, Marek and Einam Odvarsson, are positioned to take over the shipyard when Berita decides to hang up
her tools. Hardrak is no longer as busy as the shipyards as Khazid Vulkhrund or Kazad Ungorhafnaz where normal repair work is handled. Instead, Hardrak Shipyard is where new prototypes of ships or armaments are being designed and tested. Berita works closely on such projects
with the fleetmaster.

(there is more, but it gets into the mechanics of norse dwarf ships, and story prompts, so ill leave it.)
 
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I do not expect to, nor do i want to, tell Eike about Liber Mortis.

Not for decades, at least, if ever. My current opinion is that in case we happen to die, we bequeath it back to either Roswita, Belegar or Grey Order, in no particular order of preference.
 
I do not expect to, nor do i want to, tell Eike about Liber Mortis.

Not for decades, at least, if ever. My current opinion is that in case we happen to die, we bequeath it back to either Roswita, Belegar or Grey Order, in no particular order of preference.
I vote vehemently against the grey order... I think giving it back to the van Hals is the best option. If we have real problems with the current vanhals then belegar for safe keeping.
 
THE CULT OF MANANN: extended.

The Sea God Manann is Lord of the Oceans. Like his element he is volatile and unpredictable. He is powerful, wilful, and ferocious, but capable of acts of great beneficence, tenderness, and even playfulness — providing sustenance for his worshippers and bringing them safe to port. When his mood shifts, his jealousy and rage can be ruinous. The priests of the Cult of Manann admire him for his strength and revere him to placate his moods, but none love Manann as they do Shallya, Sigmar, or the other gods in the Old World pantheon.

Manann's cult is prevalent in coastal regions, and in communities relying on the sea, but is less significant as one moves inland. It is most influential in Marienburg, where worship of Manaan is related to trade, defence, diplomacy, and survival. The cult has a prominent role in Nordland as well. In Bretonnia, the Cult of Manann is a peasant's religion, although in coastal cities such as L'Anguille and Bordeleaux, the nobility pay him respects. In Tilea he is known as Mathann. The cult plays a significant role in the public life of Miragliano and Remas.

There is no formal hierarchy of the cult, although the Matriarch of the Sea is nominally regarded as supreme priest by most followers. Unlike most cults in the Old World, there is no central authority or dogma — just a core of common belief amongst his priests and worshippers. Mutual respect and alliance is more important to the cult than formal relationships between temples. People ask priests to intercede with Manann on their behalf when they want smooth passage on a journey, safety for loved ones, trade and food from the sea, and protection from seaborne threats.

The practice of worship is diverse and, like the oceans, Manann has many aspects. Sub-cults proliferate, worshipping Manann in many guises.

Manalt is the Lord of the Bounty of the Sea, who brings prosperity to his devout and fish to their nets.

The aspect of Manas is God of Tides, respected by pilots and navigators who implore the god to guide their way.

Some even whisper that darker gods such as Stromfels and Mermedus are Manann in his more malevolent aspects.

Manann is usually depicted as a bearded man with a trident and five-pointed crown. He is sometimes represented with a fish tail or riding a chariot pulled by dolphins. He supposedly dwells in a great hall on the seafloor, from where he commands the creatures and spirits of the sea, while his every breath creates the tides.

THE LEGEND OF MANNSLIEB
Manann fell in love with a woman, Lileath, who was always out of his reach, floating high in the sky, so he had to admire her from afar. Each night, the woman appeared and Manann reached out to her, but she remained aloof and oblivious to the Sea God's love. Manann's rages are born from this entirely unrequited adoration.

History of the Cult

Manann's first worshippers lived in prehistoric times, before Humans could write or record anything of their religious lives. The first Humans surely worshipped sea spirits and gods wherever their lives depended on the ocean, so a primitive cult arose in fear and awe of the sea. As Humans spread throughout the Old World, they brought their sea gods with them. They built shrines and made sacrifices in exchange for fish, safety on the waves, and protection from seaborne raiders.

Primitive remains dot the coastline today — sacred grottos and seahenges bearing crude carvings and eroded markings. Before Sigmar was born, Manann emerged as the patron god of the Endals, a tribe dwelling on the northern coasts of what is now the Empire. Likewise, the god Olovald was sea god of the neighbouring Jutone tribe to the east. The Norsii's dark pantheon had its own brutal equivalent, the harsh, inhuman embodiment of the Sea of Claws. To the south, the first people of Tilea seem to have taken inspiration from the Asur ruins where they made their home, worshipping a god which resembles the Elven diety Mathlann.

As peoples came together and early sailors travelled the Old World's rivers, the cults of water deities met one another. Professor Malwurt of Nuln University asserted that Manann's cult swallowed up the others — relegating their idols to his offspring (river gods like Grandfather Reik), aspects of Manann (such as Manalt), legendary holy figures (such as Olovald), or rivals (such as Stromfels). Professor Malwurt never expanded on his theory, as he somehow drowned in his study on the fifth floor of the university.

The Empire stabilised after Sigmar, and the Cult of Manann became slightly more unified, but never to the extent of other cults — local traditions still prevailed. In Westerland, Manaan absorbed Olovald to become a state religion of sorts. In Tilea, Mathann took on a classical character alongside Myrmidia and Verena, his representation echoing the shrines of Mathlann found along the coast. In Miragliano, the maritime prince built a grand chapel, decorated with mosaics and frescoes.

During the Age of Wars and Time of Three Emperors, the Cult of Manann turned its eyes away from the troubled landlubbers and their endless politics, with most priests refusing to support even Marienburg's counts. Instead the cult heralded a time of exploration and seabound adventure. Temples sponsored explorers and merchants to go forth from the Old World, with priests joining crews voyaging to far off lands.

At first the priests of Manann mocked Magnus's attempt to unify the Empire during the Incursions of Chaos. This displeased the Sea God and he sent strange tides to Marienburg, and even dispatched his son Triton. Soon the Cult stood alongside the other Imperial cults to battle the armies of the Ruinous Powers.

During the Battle of Manann's Teeth, the Imperial and Bretonnian navies joined forces with the Cult of Manann to defeat a huge Plague Fleet sailing towards the Old World. To the east, a circle of Manann's priests undertook a ritual to rouse the Sea of Claws against the incursions of Norse raiders.

In the late 25th century IC, the Cult of Manaan in Marienburg declared a crusade against the piratical followers of Stromfels. Hundreds of devout followers sailed from ports around the Old World to engage with the enemy. An unsuccessful expedition even set sail to Sartosa to strike at the Pirate Lords themselves. The Pirate Wars did eliminate several notorious pirates, but there was no lasting effect — the adversary was not a unified navy that could be defeated.

In more recent years, the Manaanites' growing political power in Marienburg has caused something of a rift within the Cult. Priests in the Empire, Tilea, Bretonnia, and Kislev feel little affinity with the grandiose greed of the Marienburg cult.

Personalities of the Cult:

Odrall the Devout
A senior priest from Marienburg in the 10th century IC. He was renowned for his piety and a holy obsession with exploration. He pioneered navigation and maritime cartography. Odrall voyaged far and wide, founding chapels and shrines along the coast of the Sea of Claws. He is the spiritual founder of the Order of the Albatross.

The Sea Maid of Bordeleaux
The Sea Maid is a holy figure amongst Bretonnian worshippers, little known beyond the west coast of Bretonnia. The maid was a young woman who walked from the sea and entered the Temple of Manann in Bordeleaux. She seldom spoke, but her song calmed the ocean and her blessings guaranteed a safe return for sailors. She lived for many years in the Temple and did not age. In 1423 IC she returned to the ocean, never to be seen again. Many Bretonnians insist she was a Grail Damsel and had nothing to do with Manann.

Admiral Ludovico Dandola A Reman commander and brilliant sailor who sank a flotilla of the Tomb King Settra's warfleet in 1823 IC and defeated countless pirates around Sartosa. On his last voyage, he seized a vast haul of treasure from an Arabyan corsair and sailed to Miragliano rather than his home port of Remas. He donated the gold to the Cult of Manann which used it to build the magnificent Grand Chapel around the site of the old Miragliano temple.

Wave Lord Harald Redesson
Priests of Manann are men and women of action. Redesson was an itinerant high priest in Ostland and Kislev, striding along the coast telling angry tales of Manann and issuing dire warnings. When a ship hit the rocks, Redesson was first to tear off his robes and dive into the waves to rescue the crew. When raiders beached their longships, Redesson stripped to his waist and waded into the fight without hesitation. He had a deep loathing of Stromfels's followers — stories tell of the time he strangled a shark with his bare arms and threw the carcass at a coastal lord who was in league with wreckers.

Matriarch of the Sea, Camille Dauphina
The current Matriarch in Marienburg. According to the High Temple in Marienburg, she has dominion over the whole cult, but outside the Wasteland, many priests see her as just a favoured cleric of their god ('I have no master but the Holy Sea', says Wave Lord Otto Sider). She oversees the extreme wealth of the Marienburg cult and has full authority over the Order of the Albatross and Knights Mariner. Dauphina has considerable influence on Marienburg's Directorate.

Priestess Elsa Udermar
Pirate turned priestess. When Udermar's ship was captured by the Imperial Navy, by some miracle she survived walking the plank. She clung to wreckage for many weeks and was fed by an albatross — a sign Manann had chosen her for a higher purpose. When Udermar washed ashore she was a changed woman. She joined the priesthood and now captains the Vengeance of Manann, a mobile shrine from which she hunts down pirates.

Grand Master of the Knights Mariner, Dietrich Ogg
The Knights Mariner are quartered in Marienburg, where Ogg takes orders from Matriarch Dauphina. He is a faintly disreputable figure, but impressive in combat and feared by his Order — knights not known for subservience to authority. Ogg has a small trident in place of one hand.

Grand Admiral Hrofil Halfdan
The grandmaster of the Sons of Manann, Halfdan is a huge knight who leads the Order from their chapterhouse in Salkalten. He is a Bjornling who once fought as a mercenary before pledging himself to Manann as a templar. Halfdan worked his way up through the ranks to lead the Order, and most knights respect his leadership.

Wave Lord Otto Sider
The high priest in Nordland is an important figure in Salzenmund and arguably the most influential Manannite in the Empire today. He played an important but subtle role in supporting Grand Count Theodoric Gausser's coup to take Nordland and relishes the expansion of the Second Fleet at Dietershafen.

Beliefs and Holy Books

There are as many ways to follow the Sea God as there are ships at sea. This is further confused by the whims of Manann, making what pleases or angers him unpredictable. That said, there are core beliefs common to all followers.

Tales of the Albatross is composed of lengthy descriptions of rituals and prayers permitted by Manann for navigation at sea, written in story form with a recurring theme of a sacred albatross throughout the book.

Of Sea and Man ('The 1000 Chanties') is a collection of songs, hymns, and chanties collected by priests around the Old World, copied and shared amongst temples.

Liber Manann
is an 11 volume myth cycle of Manann, recounting every legendary deed of the god. It has been written by many hands and there are contradictions, repetitions, and yarns taken from many different sea god traditions.

Acta Nautica Ex Odrallus recalls Odrall's two celebrated voyages of discovery. The first recounts a trip to Albion. After a number of misadventures, which may be more allegorical than factual, Odrall and his crew make landfall on the southern coast of the mist-shrouded isle and celebrate the festival of the spring equinox on the shore. The second voyage is far longer and composed from ancient ship's logs. The priest sails counter-clockwise around the Sea of Claws and into the Sea of Chaos, where he makes landfall on a lost island sacred to Manann

Major Cult Centres:

Cathedral of Manaan
Marienburg The High Temple in Marienburg is the sea god's most significant site. All temples send a tithe to the cult here — a stricture respected by even the most rebellious priests, for they fear the wrath of their god otherwise. High Matriarch/Patriarch holds court here. Maintaining a tight circle of five senior priests to govern the cult and advise on matters spiritual and practical. The Cult of Manaan in Marienburg is a power broker. It has gold, warships, and the Order of the Mariner's knights to project its influence.

Grand Chapel of Mathann, Miragliano.
The Chapel in Miragliano is second in prominence only to the Cathedral in Marienburg. It claims supreme authority in the southern Old World, although the cult in Tilea and Estalia is scarcely unified. Mathann has a more classical character in Tilea than Manann in the Empire. The temple is a tall colonnaded building covered in painted frescoes of Mathann and his many aquatic servants. There is an undeniably Elven influence to the slender towers and elegant arches — this is the Sea God as patron of the placid Middle Sea rather than the raging Sea of Claws.

The statue of Mathann is a work of great beauty, sculpted by Leonardo da Miragliano from white marble shot through with veins of turquoise. It portrays Mathann in his chariot, pulled by dolphins and accompanied by beautiful Naiads and sea creatures. The statue stands in a seawater pool which, by some ingenious contrivance, laps at the statue in waves.

The priesthood in Miragliano is preoccupied with trade and countering the Stromfels-worshipping pirates of Sartosa. They try to stay neutral on nautical matters in relation to the rival city of Remas, but local pride fosters some factionalism against the temple there.

Manannsheim (of interest to library)
Manannsheim is a monastery on an island of the same name off the Nordland coast. It belongs to the monastic Order of the Triton, who are mostly retired seamen drawn from educated followers of Manann — former navigators, naval cartographers, and scholars of naval strategy. The abbot, Luther Bruggeman, is concerned about the future of the monastery — the sea is gradually eroding away the island and some outbuildings have toppled into the waves. Father Bruggeman is unsure whether the monastery can survive another winter. He wonders whether Manann is punishing the monks for some unrecognised blasphemy. The monastery's library has an extensive collection of sea charts, histories of ocean travel, and copies of all Manann's holy books. The temple altar is a wave-smoothed white block which the Order of the Triton claim comes from Manann's hall on the seafloor.
 
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