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1. What's the name of the Bright that fixed Mathilde's map spell?
2. What's the name of the bookseller clan?
3. What's the name of Qrech's humansona?
you sent a firkin of fine Dwarven ale to Lord Magister Olenus in appreciation for his work on the MAP
The Loathsome Chaos Dwarves and All Their Vile Kin, by L. Quirin Waramunt (UAlt), 2487.

Have answers for 1 and 3.
 
Myrmidian saints are canonically tits out.

You would think that the believers in a god of hammer would appreciate anything related to good smash and yet here we are.
Sigmatites seeng the statues: * puritan rage*
Actual Sigmar, remembering that one warrior queen he had to fuck to get her tribe to join his alliance: *visible confusion*
:V
I hope somewhere in the lore theres a case of Myrmidian's using the Phryne - Wikipedia legal defense.
If theres any religion in warhammer where "If I was a blasphemer, why did the gods make me so beautiful?" would fit in it would be there.
Unfortunately, the existance of Slaanesh and its tendency to make its champions supernaturally beautiful and alluring puts a damp on the plan.
 
Qrech has written his own take on the Chaos Dwarves as a study of their society, and at each strata Chaos Dwarves have their own entries, including the insignia and armament one can use to identify their role in the military apparatus of Zharr-Naggrund. There are still a great many parts of their society left uncovered, as Qrech's insights are mainly limited to their military and the parts that proved vulnerable to raids by Skaven or Grey Wizard.
Appropriately enough, it's the sort of thing an army book would cover.
 
I don't think they have ever been given a name, they are just "the Barak Varr booksellers".
Daemons run, when the Book Clan goes to war.
Shadows fall and move the sun
When the Book Clan goes to war

Her foe dies as coptor flies
Axe will fall, and our Thane will rise
When the Book Clan goes to war

Daemons run, but count the cost
The battle's won, but the silk is lost




Me, I like the deliberately anonymous Hochlander energy even without memeing incongruent references to The Book Clan.
 
Most Morrites consider cremation a blasphemy in most circumstances.
Where do morrites typically fall on the topic of mutants? Corrupted beyond hope, burn them all? Or do they want to try to give them a proper delivery to the afterlife, whatever their cursed fate in life? Wonder if they get into spats with witch hunters about all the burnings.
 
Where do morrites typically fall on the topic of mutants? Corrupted beyond hope, burn them all? Or do they want to try to give them a proper delivery to the afterlife, whatever their cursed fate in life? Wonder if they get into spats with witch hunters about all the burnings.

Mainstream doctrine says it's outside their jurisdiction, but there are extremists in both directions. Some call for interring everybody up to and including Beastmen and Orcs, others for rejecting anyone that isn't a pure untainted citizen of the Empire that died in good standing.
 
There are very few ways to legitimately transfer ownership of a skull, because it's believed that they belong in a Garden of Morr with the rest of the body or they may not be able to properly pass on to the afterlife. The bones of Saints (or whatever the Warhammer term for them was) are okay to be used by other members of their faith, because their deeds mean that they earned a divine chauffeuring to the afterlife instead of needing the public transit system that Morr provides. Vampires aren't ever properly dead so keeping parts of them around isn't interfering with their ability to pass on, it's just preventing them from getting up to further trouble.

So if you've got a skull-based fashion accessory without a proper chain of custody for the skull then you're at best an accessory after the fact to desecration of a corpse.
So, where would the Skull Charms mentioned on page 207 of Realms of Sorcery fall into among these categories?

"Skulls are a popular device and charm for soldiers of the Empire, for everyone knows the soul resides in the head. And, what better way is there to learn from your enemies than to capture their spirits? Often little more than a reflection of a people's obsession with death, a few of these skulls become magical over time, enhanced by the concentration of belief and veneration of the people about them. Priests of Morr ritually enchant the skulls to improve the resolve and skill of the soldiers who use them. The most remarkable Skull Charms are those that retain the capacity for speech, offering good(or bad) advice to their owners. When such a Skull speaks, it is only to its owner and forces the character to take a Terror Test."
 
So, where would the Skull Charms mentioned on page 207 of Realms of Sorcery fall into among these categories?

"Skulls are a popular device and charm for soldiers of the Empire, for everyone knows the soul resides in the head. And, what better way is there to learn from your enemies than to capture their spirits? Often little more than a reflection of a people's obsession with death, a few of these skulls become magical over time, enhanced by the concentration of belief and veneration of the people about them. Priests of Morr ritually enchant the skulls to improve the resolve and skill of the soldiers who use them. The most remarkable Skull Charms are those that retain the capacity for speech, offering good(or bad) advice to their owners. When such a Skull speaks, it is only to its owner and forces the character to take a Terror Test."
Weird to see something about Morrites apparently enabling the entrapment of souls to be forced to give advice forever? Sounds uncomfortably necromantic.
 
So, where would the Skull Charms mentioned on page 207 of Realms of Sorcery fall into among these categories?

"Skulls are a popular device and charm for soldiers of the Empire, for everyone knows the soul resides in the head. And, what better way is there to learn from your enemies than to capture their spirits? Often little more than a reflection of a people's obsession with death, a few of these skulls become magical over time, enhanced by the concentration of belief and veneration of the people about them. Priests of Morr ritually enchant the skulls to improve the resolve and skill of the soldiers who use them. The most remarkable Skull Charms are those that retain the capacity for speech, offering good(or bad) advice to their owners. When such a Skull speaks, it is only to its owner and forces the character to take a Terror Test."

Beats me. The book says they're made by Priests of Morr, but also that it happens naturally over time, but also that you need Academic Knowledge (Necromancy) to identify them, not Academic Knowledge (Religion). I try not to take responsibility for every bit of Warhammer lore that contradicts itself multiple times within the same paragraph.
 
On reflection, it might start to make more sense when one considers the most common enemies the State Troops fight are Orcs, Goblins and Beastmen, and barring the Morrite extremists who reckon every living thinking being ought to be interred upon death, I'd guess the legal and theological ramifications would be lessened by the trophy skulls being visibly not human (or elf, dwarf or halfling) in nature.

After all, the Skull Charm doesn't say anywhere in its description that they're human skulls...
 
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Beats me. The book says they're made by Priests of Morr, but also that it happens naturally over time, but also that you need Academic Knowledge (Necromancy) to identify them, not Academic Knowledge (Religion). I try not to take responsibility for every bit of Warhammer lore that contradicts itself multiple times within the same paragraph.

Its possible that there are two (or more) types of "skull charms", one caused by Dhar that reanimates the skull and is a necromancy effect, and the other is just a simple Sounds enchantment some priests put on their decorative skulls to recite hymns and the like, and the common layman just lumps it all together because they can't tell the difference.
 
Oh hey I just got an idea about windherding. Remember those horns we made for the K8P expedition? The one that was meant to just increase the volume but ended up summoning Spiders that ate enemies? Yeah I want to do something similar but better,

So I am thinking an Amber spell to control spiders (that is not We) and lace that with Smoke and Mirrors so closest giant spiders teleports to the horn blower if they are in range and gets controlled by the horn holder. S&M is supposed to latch to another spell anyway so that should ease the creation of such spell. IT would be rad as hell.
 
Oh hey I just got an idea about windherding. Remember those horns we made for the K8P expedition? The one that was meant to just increase the volume but ended up summoning Spiders that ate enemies? Yeah I want to do something similar but better,

So I am thinking an Amber spell to control spiders (that is not We) and lace that with Smoke and Mirrors so closest giant spiders teleports to the horn blower if they are in range and gets controlled by the horn holder. S&M is supposed to latch to another spell anyway so that should ease the creation of such spell. IT would be rad as hell.
I think making Smoke and Mirrors teleport someone else than the caster would be difficult?
 
I think making Smoke and Mirrors teleport someone else than the caster would be difficult?
I like the image of blowing a horn and having giant spiders teleport in like they were protoss from StarCraft. I have not tought deeply on the mechanics.

But if not Just having a horn that calls and controlls the giant spiders would be fine as well. We can pair it with mindhole so smarter spiders forget that they were ever controlled and won't seek revenge. Something like that would be an awesome weapon against forest goblins that rides Giant spider.
 
So fun fact, historically during the Muslim golden age apparently one of the things they did was pay their scholars for translating books the weight of the book they translated in gold.

Now obviously we aren't paying our scribes that much but it puts things into perspective.
 
The easiest way to achieve that would be apparition binding (because apparently there's no problem Diet Demonology can't solve).
Doesn't scale enough. Remember there were hundreads of spiders and killed similar number of goblins that time we used our own single use enchanted horns.

Truthfully just being able to repeat that would be enough, problem is they were not under controll so if there was not a river between them and army they would have attacked. And controlling spiders do fall under Amber magic while Mathilde can appearently call them with an enchanted horn, I want to bring them together in fashion as cool as possible. That is why I said S&M but just being able to turn spiders on goblins and beasmen would make forests much safer.
 
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