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Huh, what's considered Dark Magic outside of Necromancy and Daemonology? Like, curses? Just, plain old Dhar energy bolts?

Probably the actual Lore of Dark Magic as used by the Druchii, which never included necromancy or daemonology. In 8E its spells heavily leaned towards blasts of dhar but also included a buff spell and a couple of debuffs based on inflicting pain and fear.
 
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To be fair, there were several attempts to retake K8Ps before Belegar's in canon, we just don't know when they were or how long they lasted.

On the high elf trading posts, I don't think they contradict anything. Marienberg had a monopoly on goods the elves imported from the New World, i.E. Lustria and Naggaroth. I don't think there's anything stopping Finubar from having established trading posts for goods from Ulthuan or the human realms to the south or east.

Just because they'd either gone by the time of old canon or were too insignificant to mention doesn't exclude their existence.

Vlag is pretty inexplicable.
That's a fair point. But Belegar's story never mentions that his father or grandfather had ruled over Eight Peaks. I could get it if his great-grandfather did, but either one of them is too close. Buregar, Belegar's fathers, was also one of the most cheered-for contenders for the Dragon Crown of Karaz-a-Karak, before Thorgrim returned with the Norse Dwarfs. If Karak Eight Peaks had been lost in the past decade or so, that doesn't seem like.

I don't have much of a problem with Talshunar, but I can't see the Bretonnians letting the High Elves have towns and fortresses on their coastlines. I could see them giving the High Elves quarters in Lyonesse or Castle Bordeleaux. But it seems absurd for the High Elves to have outright colonies on Bretonnia.

Hochland, Ostland, and Nordland are just gone, apparently. Sudenland exists, though.

The Border Princes are apparently actual states.

The Crooked Moon are now well north of Karaz-a-Karak, in the middle of a bunch of mountains, for some reason.

Estalia and Tilea aren't even worth naming on the map. Or putting any kind of info or detail on whatsoever, because...?

Seriously, even Skavenblight isn't on the map despite the space being there.

Laurelorn is just part of Westerland, now.

And the Red Eyez Tribe of greenskins somehow manages to exist despite being right next to Altdorf and sandwiched in between Altdorf, Talabecland, and Middenland.

Karak Vlag is, somehow, on the eastern side of the World's Edge Mountains and not nearly as far north.

And Karak Ungor is nowhere to be seen.

Oh, and Khazid Vosk is now a fallen dwarfhold right next to Karaz-a-Karak......somehow.

Oh, and the Empire has broken apart for some reason.
Other people mentioned it, but a lot of this is because The Old World is set in 2276 IC. It makes sense that greenskin tribes would migrate. The Crooked Moon only became a power in Karak Eight Peaks when Skarsnik took it over. This is the time of the Era of Three Emperors. It makes sense that the Empire would be chaotic to say the least.

The Border Princes having claimants is normal. The people the markers represent are exiles and the like.

Estalia and Tilea aren't on the map because they aren't factions in Warhammer: The Old World. I would preferred that they be mapped, but GW hasn't forgotten about them. There are Tilean and Estalian border princes at least. The Skaven are going to get rules, but they aren't one of the nine supported factions.

Karak Vlag is funny, the location where Vlag is close to its location in Total War: Warhammer. The Dwarf symbol north of it matches the location of Karak Vlag.

Khazid is just a term for village. It's not a full sized Karak. I believe that Khazid Vosk fell during the Troll Wars and wasn't invented for this map, but I can't find anything about that.

Laurelorn is also mapped as part of the Empire whenever it is mapped. That Westerland's borders includes Laurelorn probably is similar. It claims Laurelorn, but exerts minimal control over it. My greatest concern about it is that it shares the exact same token as Athel Loren. GW might retcon the Eonir.

Could easily be Walach Harkon, as a reference to the Vampire Counts army books where he's said to have defeated a dwarf king in single combat and drunk their blood.
The location changed though. It used to be in the Border Princes near the Black Mountains.

Oh god, some of the names and settlements are also clickable, but you can't tell which. Seems to only be in Bretonnia and Nehekhara so far.

Apparently Couronne and Artois are both ruled by Duchesses, according to the pop-up when you click their capitals.
Huh. I guess GW decided to do away with Bretonnia's sexism entirely, or at least a lot of it. I was still thinking that those women might have been "pretending to be men" with the whole polite fiction thing.
 
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if Sudenland is meant to be Solland, they switched it with Wissenland- Pfeildorf was the old capital of Solland.
 
The Border Princes are apparently actual states.
The major ones have entire decades of history!

Estalia and Tilea aren't even worth naming on the map. Or putting any kind of info or detail on whatsoever, because...?
Because they don't matter in general and have little lore.

And yet they still have wizards employed by the three emperors instead of burning them at the stake.
This one's old canon. Mordheim's ruler during that time built a big library full of magical texts.

They're really emphasizing the Tomb Kings and Bretonnians huh? Were they particularly popular in the old versions or something?
The last Warhammer Fantasy edition was 8th edition, and IIRC, the last Bretonnia army book was 6th edition.
 
Tor Anrok is a reference to the Gilead's Blood novels, where the eponymous Gilead came from. It was always a recently abandoned elven enclave in the Old World.

Isn't that the *stage whisper* Half-elf book? :V

Seriously if they brought that thing back I think half the fandom might riot. Personally I am of two minds about it. On the one hand the fact that warhammer does not have half-bloods makes it more distinct from other fantasy worlds and it allows elves to be a lot more alien, but on the other hand it would be kind of cool to have the option , especially with the high elves being merchant venturers. It might lead to some interesting characters and backstories, not just in the old world but beyond as well.
 
That's a fair point. But Belegar's story never mentions that his father or grandfather had ruled over Eight Peaks. I could get it if his great-grandfather did, but either one of them is too close. Buregar, Belegar's fathers, was also one of the most cheered-for contenders for the Dragon Crown of Karaz-a-Karak, before Thorgrim returned with the Norse Dwarfs. If Karak Eight Peaks had been lost in the past decade or so, that doesn't seem like.

I don't have much of a problem with Talshunar, but I can't see the Bretonnians letting the High Elves have towns and fortresses on their coastlines. I could see them giving the High Elves quarters in Lyonesse or Castle Bordeleaux. But it seems absurd for the High Elves to have outright colonies on Bretonnia.

On K8Ps, there's eighty years between the date of the map and the Great War of Chaos. It could be on the brink of falling for all we know. That's basically a dwarven generation.

On the elves, I could easily see the Bretonnian nobility leasing out islands off their coast to the high elves in return for various favours. It serves a lot of purposes for them, including keeping the elves far away from the great bulk of mainland peasants who might get foreign and dangerous ideas from contact with strange merchants. Particularly as under normal circumstances those islands would be particularly vulnerable to Norscan raids. Having elven trading forts there is a cheap way of getting security without admitting what you're doing. This is a a century before the major investment in the navy that gave them the strongest fleet in the world.

It's later on, but in 2422IC cooperation between Bretonnia and Ulthuan had apparently become so strong that Malkeith found it necessary to take steps to weaken the later by arming beastmen and greenskins and then sending dark elves to sack the coasts after they'd been stripped of troops.

In that context, the high elves having good enough relations with the Bretonnians to establish trading posts on their coastal islands doesn't seem that infeasible.

The location changed though. It used to be in the Border Princes near the Black Mountains.

A vampire blood knight border prince could well be driven from one demesne and establish another with the same name elsewhere.
 
They're really emphasizing the Tomb Kings and Bretonnians huh? Were they particularly popular in the old versions or something?
No, but they're the two factions that were rather famously squatted in their entirety during the transition into Age of Sigmar so GW is trying hard to hype up the revival of Warhammer Fantasy by bringing them back.
 
So, for future models of waystones, how would you come to building a stealthy waystone?

I mean the kind that could be built in hostile territory, like the Badlands, and hope to survive gribblies poking it by virtue of it not being noticed, sorta like tributaries.
 
On K8Ps, there's eighty years between the date of the map and the Great War of Chaos. It could be on the brink of falling for all we know. That's basically a dwarven generation.

On the elves, I could easily see the Bretonnian nobility leasing out islands off their coast to the high elves in return for various favours. It serves a lot of purposes for them, including keeping the elves far away from the great bulk of mainland peasants who might get foreign and dangerous ideas from contact with strange merchants. Particularly as under normal circumstances those islands would be particularly vulnerable to Norscan raids. Having elven trading forts there is a cheap way of getting security without admitting what you're doing. This is a a century before the major investment in the navy that gave them the strongest fleet in the world.

It's later on, but in 2422IC cooperation between Bretonnia and Ulthuan had apparently become so strong that Malkeith found it necessary to take steps to weaken the later by arming beastmen and greenskins and then sending dark elves to sack the coasts after they'd been stripped of troops.

In that context, the high elves having good enough relations with the Bretonnians to establish trading posts on their coastal islands doesn't seem that infeasible.

A vampire blood knight border prince could well be driven from one demesne and establish another with the same name elsewhere.
The Old World logo states 2276. Thorgrim was crowned 2305 IC. Karak Eight Peaks being reclaimed, then lost, really does not fit Buregar's popularity.

They didn't lease out just islands. There are two High Elf fortresses on the coast of Bretonnia. Several of them are in strategic positions. Tor Soleil is on the north west coast of Lyonesse. Tor Martel is on islands covering the sea-route between Lyonesse and Castle Bordeleaux. The Silent Isle is literally right off the coast of Castle Bordeleaux. Tor Bidouze is on the coast of Aquitaine near its border with Brionne. I wouldn't be surprised about elf quarters, but outright territorial concessions are just nonsense.

The European powers got those out of the Qing Dynasty by force, not by being friendly.

I quoted the wrong post there. I was talking about Tor Anrok.

So, for future models of waystones, how would you come to building a stealthy waystone?

I mean the kind that could be built in hostile territory, like the Badlands, and hope to survive gribblies poking it by virtue of it not being noticed, sorta like tributaries.
I don't think that can happen. I doubt there are many functioning nexuses in the Badlands. Far as I'm concerned, just treat the waystone network there as something to loot.
 
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Eh, personally I am just glad WHF is getting a new line-up even if it is a prequel 'the end is inevitable' sort of deal. More inspiration for the fandom and who knows GW may let a good novel slip through, it has been known to happen. :V
 
So, for future models of waystones, how would you come to building a stealthy waystone?

I mean the kind that could be built in hostile territory, like the Badlands, and hope to survive gribblies poking it by virtue of it not being noticed, sorta like tributaries.
As long as it draws magic it's hard being stealthy and if it doesn't it's not a good way stone.
 
The Old World logo states 2276. Thorgrim was crowned 2305 IC. Karak Eight Peaks being reclaimed, then lost, really does not fit Buregar's popularity.

They didn't lease out just islands. There are two High Elf fortresses on the coast of Bretonnia. Several of them are in strategic positions. Tor Soleil is on the north west coast of Lyonesse. Tor Martel is on islands covering the sea-route between Lyonesse and Castle Bordeleaux. The Silent Isle is literally right off the coast of Castle Bordeleaux. Tor Bidouze is on the coast of Aquitaine near its border with Brionne. I wouldn't be surprised about elf quarters, but outright territorial concessions are just nonsense.

The European powers got those out of the Qing Dynasty by force, not by being friendly.

Things look different to feudal states particularly pre-nationalism. Territory being leased or pledged or exchanged isn't historically uncommon between European kingdoms. Look at how Orkney and Shetland ended up Scottish or how Corsica was purchased by the French. Or even how later the British swapped Heligoland to the Germans in return for acknowledgment of their claim to Zanzibar.
 
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So, for future models of waystones, how would you come to building a stealthy waystone?

I mean the kind that could be built in hostile territory, like the Badlands, and hope to survive gribblies poking it by virtue of it not being noticed, sorta like tributaries.
Part of me wants to say that in a hostile territory that will likely never stop being hostile, such as the Badlands, make the Waystones hostile right back. Attach an overcharged enchantment powered directly by the Waystone that kills anything that approaches. Not with Dhar of course, but the regular Winds have effects that'd suffice with half a continent's magic to draw upon.
 
Part of me wants to say that in a hostile territory that will likely never stop being hostile, such as the Badlands, make the Waystones hostile right back. Attach an overcharged enchantment powered directly by the Waystone that kills anything that approaches. Not with Dhar of course, but the regular Winds have effects that'd suffice with half a continent's magic to draw upon.
Problem is some brilliant ork will get the idea to chuck rocks at the "Evel stone!" And that might just make it worse...
 
Part of me wants to say that in a hostile territory that will likely never stop being hostile, such as the Badlands, make the Waystones hostile right back. Attach an overcharged enchantment powered directly by the Waystone that kills anything that approaches. Not with Dhar of course, but the regular Winds have effects that'd suffice with half a continent's magic to draw upon.

Orc Shaman: Dat dere rock's Dead Killy. I'm a make a Idol a' Gork outa it. :V

In by opinion in places like the badlands it makes no sense to waste our time patching up the network for the same reason we are not sending boats to the Land of Chill to surreptitiously raise Waystones there. If you do not control the territory don't build valuable and expensive infrastructure on it.
 
They're really emphasizing the Tomb Kings and Bretonnians huh? Were they particularly popular in the old versions or something?

Huh, what's considered Dark Magic outside of Necromancy and Daemonology? Like, curses? Just, plain old Dhar energy bolts?

I think it's because neither made it into Age Of Sigmar in any form and thus Bret Fans and TK fans have been in a bit of a bad spot for a while.

Maybe that's a good thing because they could have lumped them, and a floating undead grail reliquary desecrated with pseudo-Egyptian glyphs would have only pissed off both sides methinks.
 
I think I recall us receiving confirmation that we can just build a Big Haunted Rock using apparitions that have a blanket permission to go after whatever their target is.

Considering that apparitions are fairly unmurderable under normal circumstances, I think a spell of Important Rock Protection would be pretty reasonable to set up on something that isn't going to be existing in well-traveled areas. Those rocks are usually the ones evil spellcasters like to mess around with even in areas where we're not expecting enemy forces to come across them, so having a surprise Black Fog helping them out with their involuntary smoke machine cosplay would only be a plus.

( I just want to set up deadly haunted murder obelisks. That there's a real perceivable benefit to doing so such that we can be congratulated for coming up with the implementation is only the icing on the cake. )

( The cake part of the cake is ~The Obelisk~. )
 
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The Dwarves of the Golden Age drained the Black Water for a time to mine out much of the gromril, but enough caverns and crevasses remained submerged for the myriad forms of ancient and malevolent life to survive and nurse their grudges in, allowing them to repopulate the resurgent waters. While the Dwarves are quite practised at warding off attacks from the worst of these beasts, a more exotic concern is that some of the smaller examples of this uniquely foul ecosystem might colonize the rivers of the Reik Basin. It's hard to imagine worse than the likes of Stirpikes, Reik Eels, and Bog Octopi, let alone the interlopers from the Sea of Claws, but you don't doubt that the depths of the Black Water would be up to the challenge.

In the face of Dwarven obstinance and ingenuity, these obstacles have been dispatched at a cost of several years of additional work
I'm going to honest, I sort of just accepted that the canal project is going to allow invasive and potentially dangerous species to transfer back and forth.
The canal that connects the Mississippi basin rivers and the great lakes near Chicago has some sort of ridiculous multiphase electrofishing setup designed to scare away invasive species from transferring through and kill any that try, and that's repeatedly had partial failures that shouldn't have been possible that lead them to need to shut the whole canal down and kill anything that's alive between two of the electrified bands, in Mathilde's era it's probably impossible to keep mutant fish from using a canal and any dwarves who have promised to succeed at that are setting themselves up for a world of pain as they fail to live up to the unreasonably high standards for engineering that they've set themselves.
 
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The 6 to 8 meter ( up to 20 to 26 for imperial) Riek basin eel is one of the most common problems and will maybe spread. But these is Malus, it is a death world already. We could get the Ghur order to police the river or the empire to implement river wardens.
 
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