Voted best in category in the Users' Choice awards.
Is it okay if I just pretend that isn't a thing?
I dunno if the double meanings were more of an elven thing than the Lingua, but I don't like the relative 1 to 1 ness as its presented. It makes the languages difficult to pronounce, but its not actually able to present the sort of difficulty where it becomes very difficult to wrap your head around the meaning of a sentence. E: Well I guess the first screenshot says they all hold many meanings but the third completely forgets that.
Which is kinda dissapointing.
 
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the third completely forgets that.
It doesn't. The reason the third screenshot doesn't present alternative meanings like the second screenshot does is simply because of page space limitations. It could have presented alternative meanings, but then there'd be less space to fit in new words. They still do have alternative meanings, we just don't get told what they are.
 
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Mirrorcatch Box:
[ ] Leave it behind; have Heideck come in and replace the containers as they fill.
Rereading it really strikes me what a disaster this could have been. We were basically filling the sunken palace with gasoline and were just lucky that no spark happened to ignite it. Even Heideck feeling especially emotionally as he was changing the containers might have done it and then we have a storm of magic in the middle of the city.
 
It doesn't. The reason the third screenshot doesn't present alternative meanings like the second screenshot does is simply because of page space limitations. It could have presented alternative meanings, but then there'd be less space to fit in new words. They still do have alternative meanings, we just don't get told what they are.
So what?
Hell, where the third page remembers makes their ommision of the double meanings worse not better as it says be careful about double meanings for they might invoke magical effects you didn't anticipate and then refuses to elaborate on any of those potential landmines is just a stupid idea if this were to be taken as the in universe writing it is presented as.
Even if we had half as many words I'd find them far more compelling.

They don't even expand on anything that might be interesting, like the conflation of the winds with actual colours. Because the winds are discreet but colours exist on a spectrum. Does that imply that I can say Dargiran and that is both the colour dark green as well as a unknown magical wind, or when I do this I can describe dark green as a colour however it loses the double meaning of magical winds, or does this become a nonsense word as Linguistia Presentia can only describe colours in those words akin to homers wine coloured ocean, or am I describing they Ghyran equivalent of necromancy.... But no, rather than talking about that they decided to tell me what Rage is twice.
They say its an aggumulative language then leave us to deduce prefixes and suffixes based on that father is Jeda but man is Je.

What about this new post makes Lingua Presentia more interesting than it was before rather than just a new explanation of old information with a clunky doomed to fail because it needs to express the complexities of a magical language in a way digestible for non magical readers dictionary?
 
It isn't an encyclopaedia, it's a short article made to give us a bit of flavour on a magic language. A multi-paragraph rant and a declaration that it shouldn't exist is absolutely not an appropriate reaction just because it doesn't have as much quantity of lore as you'd like.
 
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It isn't an encyclopaedia, it's a short article made to give us a bit of flavour on a magic language. A multi-paragraph rant and a declaration that it shouldn't exist is absolutely not an appropriate reaction just because it doesn't have as much quantity of lore as you'd like.
I didn't give a multiparagraph rant and say it shouldn't exist.
I said I felt like I'd rather ignore it.
And then I explained why I felt your defence was a poor one after you responded.

My response was
kinda dissapointing.
Which I feel is an appropriate reaction.
 
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Turn 43 Social - 2491 - Part 4
Fifteen years ago, Lutz Schaefer was a Sergeant of the Hornau Crossbow Regiment in his late twenties with a single child. After Stirland's crossbow regiments were disbanded as the new Elector Countess attempted to modernize her military, he and his squad joined the Karak Eight Peaks Expedition in the hopes of earning enough money to buy some land or purchase a commission in order to secure an income for his nascent family. The Expedition proved successful beyond most expectations, and instead of returning home with gold, he brought his wife and child down and established himself as an officer of the Undumgi. Today, Lutz Schaefer is a Lieutenant and a father of five.

The only part you know of this initially is his rank, because he's currently dressed in his ceremonial best as he very insistently batters at your door at a time in the morning that is only seconds after the point where it would have been rude to be battering at your door.

With your unplaited hair tied up in a hasty bun and hidden away under your hat, and your nightwear securely tucked away under your robes, you have the man brief you as you make your way down the stairs towards his residence. "Some of the children like to fossick in the lower levels," Lutz says to you, slightly out of breath. "Usually they only find a few bits and pieces, and the Dwarves humour them and give them fair value. But the lad has been finding a lot more than anyone else, enough that the Dwarves had started to take notice, and yesterday he dug his way through to what the Dwarves said is a..." He frowns and thinks. "'Dramatic upthrust of sheared selvage that was overlooked during the founding excavation', they said. But they also said that to their eyes, there was nothing to indicate it was there at all. He beelined straight towards it in a little tunnel he dug over weeks, saying the whole time he was sure there was something there, and he was right."

You carefully don't frown as you consider that. "He could have a Minor Talent for detecting metals - there are dowsers out there able to do that or something similar that make a very tidy living from it. But it could also be a subconscious expression of magical ability. If it is, that's a dangerous sort of thing to be doing without any instruction."

"That's what we thought," he confirms. "But he'd be able to learn to do it safely, right?"

"It's possible," you say cautiously as you try to decipher his tone. It takes you a moment not because it's especially cryptic, but because you're not used to the idea of a father being excited to learn that his son might one day be a Wizard. You adjust the planned arc of this conversation. "If he goes to the Colleges, his level of ability would be measured and he'll be given the level of training appropriate for his capabilities, as long as he's willing to learn. From what you've told me, it sounds like he could have a strong affinity for the Wind of Metal, that we call Chamon. If that is the case, he could one day become a Gold Wizard, like Johann and Maximillian."

"That's great news," he says with complete sincerity, and you very deliberately prevent yourself from lingering on how rare that reaction is, and how much more welcome it might have been for some than what they actually got. When you were one Apprentice among many, you'd heard many of the stories of your fellows awakening to their magical ability, and the reactions of their families. Some had stories that rivalled your own for traumatic experiences, but the most common version was of a family reacting with muted despair, as if being told that their child was crippled or dying. The only positive receptions you've heard of previously was among magical families like Panoramia's, or among those who had grown up in orphanages or on the streets.

Okay, maybe you weren't fully successful in keeping yourself from lingering on it.

"What was that?" you say to Lutz, who had just asked you something.

"Is a Wizarding education expensive?" he asks again. "We have some savings, but I don't know if that's, well, Wizard levels of money, you see..."

"I can say with confidence that it will be within your ability to pay," you respond, "and there are other options if you don't have the money on hand."

He seems more reassured by that than perhaps he should be. It's a complicated topic, the fees that students of the Colleges are charged and can sometimes accumulate over the length of their education. The Colleges would theoretically be able to sustain themselves from funding from the Emperor, tithes from their members and the various income streams specific to each College, but they charge Apprentices varying but always significant amounts for their education anyway. The amount is carefully calculated to be burdensome but not crippling for the student's family. If the family pays it, the theory goes, then they are made materially invested in the student's success and are less likely to get cold feet about it years later, when an Apprentice has been ensconced within the College for years and finally emerges with strange new quirks and physical properties. If the family does not pay, then it drives a wedge between the Apprentice and their family early on, bringing the matter to a head immediately instead of allowing an influence opposed to a magical education to linger in that Apprentice's life for years or decades. In either case, when the Apprentice becomes a Journeyman, they are more encouraged than they would otherwise be to pursue the more profitable paths available to them, and in doing so they not only repay the debt to the College or their family, but also have a larger income for the College to take its tithe from. The College may not directly prohibit someone with the potential to become a Magister from spending the rest of their life making a very safe living keeping a forge burning for a blacksmith or something, but it will give a nudge or two to try to prevent it.

You're not sure if you're entirely convinced by this logic. You suspect it may have come about in a time when the Colleges were less established and more in need of funding, and that it continues on at least partly because the Wizards making this decision had to deal with student debt in their youth, so they feel affronted at the idea that future students will not have to. Undoubtedly there are those that would argue it builds character.

Your musings on the topic last until you arrive at the family's dwelling, where you are introduced to a wife and an array of successively smaller children. Your attention goes straight to the boy whose feat had brought you here today, who very clearly doesn't know what he should be doing with himself, and he's fiddling with what you take to be a chunk of silver-bearing ore taken out of the deposit he discovered. You only need a glance to spot the ambient Chamon within the ore stirring at his touch. It takes a longer look to determine that the stirrings only partially correlate with the boy's movements, so it can't just be a natural physical affinity for the Yellow Wind - there must be an unseen variable exerting force upon the Winds, and the most likely candidate is the boy's will.

Right now, it's harmless. He can move it around, but without instruction it would take years for that to develop into enough grasp over it to twist it into the form of a spell. No, the actual danger is that his receptivity to Chamon will not necessarily remain restricted to Chamon. All it would take is some sort of meaningful event to give him even a small level of affinity for one of the other Winds - a nasty burn or beast attack, or the death of a loved one awakening his awareness of mortality, or something else along those lines - and he'll be inadvertently juggling two Winds within his soul, Winds that will have additional speed and turbulence for being within the soul of a nascent Wizard, propelled to and fro by the emotional turmoil of youth. That would put him on a gradual but inexorable path towards Dhar poisoning.

You explain as much to the parents, and while they're certainly concerned to hear it, they seem accepting of the reality of the matter - perhaps not unexpectedly, considering his most likely trajectory had been to follow his father into professional soldiering. You'd expected to face resistance when you explained that it would be best to get him into the mono-Wind environment of the Gold College as soon as possible, and that a delay might be fine but might also be disastrous, but they agree with it immediately. You're not sure whether you were especially convincing, or whether they just want to leap on what they see as a great opportunity for their son as quickly as possible. So you give them the rest of the day to say their farewells and prepare the boy to uproot his life.

---

That evening, you, the child, and Max board your Gyrocarriage to set off to Altdorf. Johann might have gotten along with the child more easily, but his example of Alchemical Thaumaturgy is perhaps a bit intense to be a child's first example of their future.

After some hesitance and awkwardness - not least of which because of the necessity of having to speak quite loudly to be heard over the sound of the engine - the two settle into a discussion about the theorized origins of mountains, from the passé 'the Gods did it' to the outré 'enough stone in one place causes gravity to reverse'. The two spend quite some time mocking the fringe belief in simple physical forces shaping the world over millions of years. The child perks up as the conversation touches on the relation between stone and Chamon, when he says something that causes you to turn your full attention to the conversation.

"The opposite of water?" you ask, prompting him to elaborate on his theory.

He blinks up at you. "Water likes to flow around on the surface, but if it can't do that it'll start sinking into what it's on. The looser it is, the easier it sinks in and moves around, and that's where you get well water. But it'll still sink into stone, just slower. The energy is the other way around - it'll sink into stone if it can, and if it can't then it'll sink slower into soil if the soil doesn't already have another energy in it, and only if there's nothing else for it to do does it flow around on the surface. The opposite of water." He smiles proudly at his theory, and looks closely at you for a reaction as you consider it.

The child is clearly only familiar with Chamon out of the Winds, which for his current circumstances is for the best. Once he's taught a more rounded understanding of them, 'water' could be easily replaced with Ghyran, which flows either like water or with water - the exact cause and effect there is debated. And from there you have an alternative theory of Wind cardinality, one where Chamon and Ghyran are cardinally opposed. The mainstream theory puts Chamon across from Shyish and Ghyran from Aqshy, putting the permanence of metal against the finality of death and the growth of life across from the consumption of fire, but while this depiction can be found in many places in the Colleges, it is far from unassailable, and other theories tend to find a ready audience. An alternate cardinality theory around the way the Winds interact with and flow through the physical world would be an intriguing beginning to a Wizard's career - it's very unlikely to one day rival the Elemental-Mystical-Cardinal triune that currently dominated Collegiate magical theory, but it could very well join the ranks of the numerous other models that have all kinds of niche uses in specific areas.

"That's a very interesting way of thinking about it," you say to the child. "You should keep it in mind, and develop it as you learn how the other Winds work."

From the expression on his face you feel confident that he'll do everything within his power to do so, and you smile. Despite the lack of an extended family, the child shows no evidence of the precocious maturity of an older child of a large family that has had to serve as an additional parent to his juniors. That speaks well of the support structures within the Undumgi - or, you hedge, at least the formerly Stirlandian portion of it. You'd say he has a better chance than most of taking well to the sudden change of environment into the alien structure of the Gold College.

You make a mental note to try to remember his name so you can follow his career with interest.

---

When you delivered a substantial bounty of Ithilmar, a metal with only one known source in the entire world, you were offered several methods of payment that would have made you fabulously wealthy. Each and every one of them has been spurned in favour of feeding the endless appetite of your beloved and growing library. The Queen has formalized your previous means of securing a trickle of Elvish wisdom and employed vast swathes of Tor Lithanel's comfortably bored underclass in churning out a copy of almost the entirety of the Library of Mournings. While you're kept quite busy organizing the incoming flood of Eltharin instruction into some semblance of proper organization, you're not so busy that you can't spot what is missing, and it turns out to be substantially less than you expected. While most books on strategy are notable for their absence, tomes talking about combat at smaller scale are numerous. Books on magical concepts are present but generally low-level, which you're mostly sure is a reflection of Laurelorn's power dynamics rather than a deliberate choice - the greatest understanding of magic belongs to the Grey Lords, and the penultimate tier to the local Temples of Hoeth and Hekarti and the Houses that dominate them.

It all amounts to a bounty of knowledge you could spend a lifetime perusing, and that you intend to spend a lifetime at least leafing through. You suspect that in your future, there will be very little you put your mind to that won't be assisted by some measure of Elvish insight.

While your library's security, having been constructed by Dwarven architects and residing within a Dwarven Karak, was judged as good enough for most purposes, there was one part of the Library of Mournings that requires a greater dedication to security, including a failsafe to destroy the contents should the vault that will contain them be forcibly breached. The scrolls in question are the largest you've ever seen, and covered with carefully-copied diagrams and notes in a language that seems entirely alien, even after you catch a glimpse of both Eltharin and Khazalid in its patterns. You get the impression that mere ink and vellum should be entirely incapable of containing the message within, and that it condescends to be contained in a merely mortal medium as an act of generous benevolence. It is beyond the peoples of the current era to even measure how many steps they are removed from the original lessons of the Old Ones, those that joined forces with the Dragons to shape this world and held back the onslaught of Chaos for long enough for life as you know it today to grow strong enough to take up the fight themselves.

In a letter to the Grey College, you briefly summarize the bounty of knowledge that you have acquired, and leave to them the titanic task of figuring out who in the Empire deserves to know about the secrets that have become available to anyone willing to make the journey to the edge of the continent.



Library Purchases:
[ ] [LIBRARY] Colleges of Magic
Name four magical, non-divine topics to acquire all available Empire books on.
[ ] [LIBRARY] Barak Varr booksellers
Name three public topics to acquire all available Empire and Dwarven books on.
[ ] [LIBRARY] Library of Mournings
Name two non-magical topics to hire Cityborn scribes to copy all available Laurelorn books on.

[ ] [LIBRARY] Back-fill.
Instead of seeking books on specific topics, give a very broad direction and have your bookselling contacts grab everything on it that you don't already have, with special attention to existing but incomplete topics. Possible categories: Dwarven religion, human religion, geography, war and combat, social science, natural science, applied science.

Dwarf Favour Purchases
Aethyric Vitae can be spent instead of favour at an exchange rate of 3 favour per gallon; for Rune-related purchases, this will also guarantee the cooperation of Runelords who may otherwise be disinterested. To use this, simply add 'paid by Vitae' or similar to an item you are voting for.
[ ] [DWARF] No purchase.
[ ] [DWARF] Write-in.

College Favour Purchases
[ ] [COLLEGE] No purchase.
[ ] [COLLEGE] Write-in.

Other Purchases
[ ] [PURCHASE] No purchase.
[ ] [PURCHASE] Write-in.



- There will be a fourteen hour moratorium.
- Despite the magical children that keep happening around Mathilde, the typical age for magical abilities to awaken in someone is 15 to 20. This kid rolled a 2 on a d100. Mathilde just keeps getting surrounded by outliers.
- The initiate's natural affinity for magic was rolled here.
- The library as it currently stands can be found under the Organizations threadmark. I have not constructed a list of what was acquired because doing so would have meant this would have taken even longer to be written. If someone is willing to perform the hard work and/or apply the technological know-how to derive said list, I'll be posting the current library and the library as it stood before the most recent additions shortly after this post. The list of new additions can be found in posts further down this page, with many thanks to @Abby Normal and @picklepikkl .
- Some of the Eonir-sourced books are listed as Eonir where they have developed significant unique insights of their own, and Asur where they have merely retained the knowledge they brought with them from Ulthuan. Undoubtedly there will be topics that should be present that I've overlooked, and if you think you've identified one, let me know.
 
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Here is the library as it was before and after I added the Ithilmar influx, as of the time of posting. The 'New Library' section will not contain additions and corrections made afterwards.

Natural Science

Anatomy +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Astronomy +5 - Extensive and Esoteric Imperial
Chemistry +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Geography +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Humorism +5 - Extensive and Esoteric Imperial
Hydrology +5 - Extensive and Esoteric Imperial
Logic +5 - Extensive and Esoteric Imperial
Mathematics +5 - Extensive and Esoteric Imperial
Meteorology +5 - Extensive and Esoteric Imperial
Mineralogy +5 - Extensive and Esoteric Imperial
Physics +5 - Extensive and Esoteric Imperial
Toxins +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

Fauna
Arthropods +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Canines +5 - Extensive and Esoteric Imperial
Dragons +9 - Extensive Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Rodents and Mustelids +6 - Extensive Imperial / Extensive and Antiquarian Skaven

Geography
Cathay +5 - Extensive and Esoteric Cathayan (T)
The Chaos Wastes +8 - Extensive and Antiquarian Imperial / Extensive and Antiquarian Dwarven
The Dark Lands +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven
Dragon Isles +2 - Extensive Dwarven
The Great Steppes +4 - Extensive Imperial / Extensive Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven
The Old World +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven


Social Science

Ethics +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Law +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Literature +5 - Extensive and Esoteric Imperial
Music +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Philosophy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Rhetoric +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Theology +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Civilized Realms
The Asrai of Athel Loren +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Druchii of Naggaroth +4 - Extensive Imperial / Extensive Bretonnian
The Empire of Man +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Eonir of Laurelorn +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven
The Halflings of the Moot +5 - Extensive and Esoteric Imperial
The Karaz Ankor +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Kingdom of Bretonnia +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Ten Kingdoms of Ulthuan +7 - Extensive Imperial / Extensive and Esoteric Dwarven
The Tzardom of Kislev +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The We +1 - Imperial

Enemies of Man
Beastmen +7 - Extensive Imperial / Extensive and Esoteric Dwarven
Chaos Dwarves +9 - Extensive and Obscure Imperial / Extensive and Esoteric Dwarven / Skaven (Only Esoteric)
Daemons +4 - Extensive Imperial / Extensive Dwarven
Greenskins +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Hobgoblin Khanates +4 - Extensive Imperial / Extensive Dwarven
Marauder Tribes +4 - Extensive Imperial / Extensive Dwarven
Ogre Kingdoms +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric
Vampires +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Obscure Vampiric


Applied Science

Agriculture +4 - Extensive Imperial / Extensive Dwarven
Architecture +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Engineering +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Extensive and Esoteric Skaven (T)
Metallurgy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Medicine +5 - Extensive and Esoteric Imperial
Textiles +5 - Extensive and Esoteric Eonir

War and Combat
Greatswords +10 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Tilean (T)
Logistics +1 - Skaven
Strategy +2 - Extensive Imperial
Tactics +3 - Extensive Imperial / Skaven


Magic

Teclisean Magic
Aethyr - The Warp +5 - Extensive and Esoteric Imperial
Sevir - The Winds of Magic +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Qhaysh - High Magic +2 - Extensive Imperial
Ghyran - Life Magic +5 - Extensive and Esoteric Imperial
Shyish - Death Magic +2 - Extensive Imperial
Ghur - Beast Magic +2 - Extensive Imperial
Chamon - Metal Magic +2 - Extensive Imperial
Aqshy - Fire Magic +6 - Extensive and Esoteric Imperial / Indic (T)
Azyr - Celestial Magic +5 -Extensive and Esoteric Imperial
Hysh - Light Magic +2 - Extensive Imperial
Ulgu - Shadow Magic +5 - Extensive and Esoteric Imperial

Advanced Magic
Divine Magic +4 - Extensive and Antiquarian Imperial
Elementalism +6 - Extensive and Esoteric Imperial / Asur
Enchantment +5 - Extensive and Esoteric Imperial
Familiars +2 - Extensive Imperial
Potions +5 - Extensive and Obscure Imperial / Extensive Kislevite
Power Stones +5 - Extensive and Esoteric Imperial
Rituals +5 - Extensive and Esoteric Imperial
Rune Magic +5 - Extensive and Esoteric Imperial
Waystones and Henges +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

Magical Phenomena
Apparitions +5 - Extensive and Esoteric Imperial
Elementals +6 - Extensive and Esoteric Imperial / Kislevite
Forest Spirits +5 - Extensive and Esoteric Imperial
Liminal Realms +5 - Extensive and Esoteric Imperial
Prophecy +6 - Extensive Imperial / Esoteric Vampiric

Dark Magic
Beastman Wild Magic +5 - Extensive and Esoteric Imperial
Chaos Sorcery +4 - Extensive Imperial / Extensive Dwarven
Gut Magic +2 - Extensive Imperial
Necromancy +2 - Extensive Imperial
Skaven Warp Magic +4 - Extensive Imperial / Extensive Dwarven
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven


Divinity

Old World Pantheon
The Lady of the Lake +2 - Extensive Bretonnian
Manann, Lord of the Seas +5 - Extensive and Esoteric Imperial
Morr, God of Death and Dreams +4 - Extensive and Antiquarian Imperial
Myrmidia, Goddess of Civilization and its Defence +3 - Extensive and Obscure Imperial
Ranald, God of Trickery and Thieves +7 - Extensive and Esoteric Imperial / Extensive Bretonnian
Rhya, Earth Mother +3 - Extensive and Obscure Imperial
Shallya, the White Dove of Mercy +5 - Extensive and Obscure Imperial / Extensive Bretonnian
Sigmar Heldenhammer +3 - Extensive and Obscure Imperial
Taal, King of the Wild +3 - Extensive and Obscure Imperial
Ulric, God of Winter and Wolves +5 - Extensive and Esoteric Imperial
Verena, Goddess of Wisdom and Justice +3 - Extensive and Obscure Imperial
Gods of the Halflings +1 - Imperial
Minor Gods of the Old World +5 - Extensive and Esoteric Imperial

The Gods of Kislev
The Ancient Widow +0
Ursun, the Great Bear +0
Tor, God of Thunder and Lightning +0
Dazh, God of Fire and Sun +2 - Extensive Kislevite
Salyak, Goddess of Healing and Comfort +0
Benign Spirits of Kislev +0

Dwarven Ancestor Gods
Grungni +3 - Extensive and Obscure Dwarven
Valaya +3 - Extensive and Obscure Dwarven
Grimnir +3 - Extensive and Obscure Dwarven
Thungni +1 - Dwarven
Smednir +1 - Dwarven
Morgrim +1 - Dwarven
Gazul +1 - Dwarven

Cadai and Cytherai
Hoeth, Lord of Wisdom +5 - Extensive and Esoteric Eonir
Hekarti, the Hydra Queen +5 - Extensive and Esoteric Eonir
Khaine, the Bloody-Handed God +1 - Imperial
Loec, the Shadow Dancer +5 - Extensive and Esoteric Eonir
Addaioth, Bringer of Wrath and Fire +2 - Asrai, Asur
Hukon, the Sunderer +2 - Obscure Asur

Nehekharan Cosmology
The Nehekharan Pantheon +0
The Mortuary Cult +0
Nehekharan Incantations +0
Nehekharan War-Statuary +0

Dark Gods
Great Maw +1 - Imperial
Hashut +3 - Extensive Imperial / Dwarven
Natural Science

Anatomy +15 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
Astronomy +7 - Extensive and Esoteric Imperial / Extensive Asur
Chemistry +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Ecology +5 - Extensive and Esoteric Eonir
Geography +7 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Humorism +5 - Extensive and Esoteric Imperial
Hydrology +5 - Extensive and Esoteric Imperial
Logic +5 - Extensive and Esoteric Imperial
Mathematics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Meteorology +5 - Extensive and Esoteric Imperial
Mineralogy +5 - Extensive and Esoteric Imperial
Physics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Toxins +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Fauna
Arthropods +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Birds of Prey +5 - Extensive and Esoteric Eonir
Canines +5 - Extensive and Esoteric Imperial
Dragons +9 - Extensive Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Equines +3 - Extensive and Obscure Asur
Rodents and Mustelids +6 - Extensive Imperial / Extensive and Antiquarian Skaven

Geography
Cathay +5 - Extensive and Esoteric Cathayan (T)
The Chaos Wastes +8 - Extensive and Antiquarian Imperial / Extensive and Antiquarian Dwarven
The Dark Lands +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven
Dragon Isles +2 - Extensive Dwarven
The Great Steppes +4 - Extensive Imperial / Extensive Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven
The Old World +11- Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven / Extensive Asur
Ulthuan +2 - Extensive Asur


Social Science

Ethics +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Law +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Literature +7 - Extensive and Esoteric Imperial / Extensive Asur
Music and Poetry +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Philosophy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Rhetoric +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Theology +8 - Extensive and Esoteric Imperial / Extensive Dwarven / Asur
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Civilized Realms
The Asrai of Athel Loren +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Druchii of Naggaroth +4 - Extensive Imperial / Extensive Bretonnian
The Empire of Man +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Eonir of Laurelorn +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven
The Halflings of the Moot +5 - Extensive and Esoteric Imperial
The Karaz Ankor +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Kingdom of Bretonnia +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Old Ones +3 - Extensive and Obscure Asur
The Ten Kingdoms of Ulthuan +10 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
The Tzardom of Kislev +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The We +2 - Imperial / Dwarven

Enemies of Man
Beastmen +12 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Chaos Dwarves +9 - Extensive and Obscure Imperial / Extensive and Esoteric Dwarven / Skaven (Only Esoteric)
Daemons +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Greenskins +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Asur
Hobgoblin Khanates +4 - Extensive Imperial / Extensive Dwarven
Marauder Tribes +4 - Extensive Imperial / Extensive Dwarven
Ogre Kingdoms +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric
Vampires +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Obscure Vampiric


Applied Science

Agriculture +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Architecture +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Carpentry +5 - Extensive and Esoteric Eonir
Engineering +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Extensive and Esoteric Skaven (T)
Forestry +5 - Extensive and Esoteric Eonir
Metallurgy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Medicine +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Textiles +5 - Extensive and Esoteric Eonir

War and Combat
Archery - Extensive and Esoteric Eonir
Greatswords +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Tilean (T) / Extensive Asur
Logistics +3 - Extensive Asur / Skaven
Polearms +3 - Extensive and Obscure Asur
Strategy +5 - Extensive Imperial / Extensive and Obscure Asur
Swords +3 - Extensive and Obscure Asur
Tactics +8 - Extensive Imperial / Extensive and Esoteric Eonir / Skaven


Magic

Teclisean Magic
Aethyr - The Warp +7 - Extensive and Esoteric Imperial / Extensive Asur
Sevir - The Winds of Magic +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Qhaysh - High Magic +3 - Extensive Imperial / Asur
Ghyran - Life Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Shyish - Death Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ghur - Beast Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Chamon - Metal Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Aqshy - Fire Magic +9 - Extensive and Esoteric Imperial / Indic (T) / Extensive and Obscure Asur
Azyr - Celestial Magic +8 -Extensive and Esoteric Imperial / Extensive and Obscure Asur
Hysh - Light Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ulgu - Shadow Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur

Advanced Magic
Divine Magic +4 - Extensive and Antiquarian Imperial
Elementalism +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Enchantment +7 - Extensive and Esoteric Imperial / Extensive Asur
Familiars +7 - Extensive Imperial / Extensive and Esoteric Eonir
The Old Ones +3 - Extensive and Obscure Asur
Potions +10 - Extensive and Obscure Imperial / Extensive Kislevite / Extensive and Esoteric Eonir
Power Stones +5 - Extensive and Esoteric Imperial
Rituals +5 - Extensive and Esoteric Imperial
Rune Magic +5 - Extensive and Esoteric Imperial
Terraformation +2 - Extensive Eonir
Waystones and Henges +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Asur

Magical Phenomena
Apparitions +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Elementals +6 - Extensive and Esoteric Imperial / Kislevite
Forest Spirits +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Liminal Realms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Prophecy +6 - Extensive Imperial / Esoteric Vampiric

Dark Magic
Beastman Wild Magic +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Chaos Sorcery +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Gut Magic +2 - Extensive Imperial
Necromancy +2 - Extensive Imperial
Skaven Warp Magic +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven


Divinity

Old World Pantheon
The Lady of the Lake +2 - Extensive Bretonnian
Manann, Lord of the Seas +5 - Extensive and Esoteric Imperial
Morr, God of Death and Dreams +4 - Extensive and Antiquarian Imperial
Myrmidia, Goddess of Civilization and its Defence +3 - Extensive and Obscure Imperial
Ranald, God of Trickery and Thieves +7 - Extensive and Esoteric Imperial / Extensive Bretonnian
Rhya, Earth Mother +3 - Extensive and Obscure Imperial
Shallya, the White Dove of Mercy +5 - Extensive and Obscure Imperial / Extensive Bretonnian
Sigmar Heldenhammer +3 - Extensive and Obscure Imperial
Taal, King of the Wild +3 - Extensive and Obscure Imperial
Ulric, God of Winter and Wolves +6 - Extensive and Esoteric Imperial / Eonir
Verena, Goddess of Wisdom and Justice +3 - Extensive and Obscure Imperial
Gods of the Halflings +1 - Imperial
Minor Gods of the Old World +5 - Extensive and Esoteric Imperial

The Gods of Kislev
The Ancient Widow +0
Ursun, the Great Bear +0
Tor, God of Thunder and Lightning +0
Dazh, God of Fire and Sun +2 - Extensive Kislevite
Salyak, Goddess of Healing and Comfort +0
Benign Spirits of Kislev +0

Dwarven Ancestor Gods
Grungni +3 - Extensive and Obscure Dwarven
Valaya +3 - Extensive and Obscure Dwarven
Grimnir +3 - Extensive and Obscure Dwarven
Thungni +1 - Dwarven
Smednir +1 - Dwarven
Morgrim +1 - Dwarven
Gazul +1 - Dwarven

Cadai
Asuryan, the Creator +5 - Extensive and Esoteric Eonir
Eldrazor, Lord of Blades +2 - Extensive Asur
Hoeth, Lord of Wisdom +5 - Extensive and Esoteric Eonir
Isha, the Mother +2 - Extensive and Esoteric Eonir
Kurnous, Father of the Wilds +2 - Extensive Asur
Ladrielle, Lady of Mists +2 - Extensive Asur
Lileath, Maiden of Dreams +2 - Extensive Asur
Loec, the Shadow Dancer +5 - Extensive and Esoteric Eonir
Vaul, the Maker +2 - Extensive Eonir

Cytherai
Anath Raema, the Savage Huntress +2 - Extensive Asur
Atharti, Lady of Desire +5 - Extensive and Esoteric Eonir
Ereth Khial, the Pale Queen +2 - Extensive Asur
Hekarti, the Hydra Queen +5 - Extensive and Esoteric Eonir
Khaine, the Bloody-Handed God +3 - Imperial / Extensive Asur
Nethu, Keeper of the Last Door +2 - Extensive Asur

Ellinill and the Ellinilli
Ellinill, Lord of Destruction +2 - Extensive Asur
Addaioth, Bringer of Wrath and Fire +2 - Asrai, Asur
Drakira, Queen of Vengeance +2 - Extensive Asur
Estreuth, Herald of Famine +2 - Extensive Asur
Hukon, the Sunderer +3 - Extensive and Obscure Asur
Mathlann, Lord of the Deeps +2 - Extensive Eonir

Nehekharan Cosmology
The Nehekharan Pantheon +0
The Mortuary Cult +0
Nehekharan Incantations +0
Nehekharan War-Statuary +0

Dark Gods
Great Maw +1 - Imperial
Hashut +3 - Extensive Imperial / Dwarven
 
Last edited:
Here is the library as it was before and after I added the Ithilmar influx.

Natural Science

Anatomy +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Astronomy +5 - Extensive and Esoteric Imperial
Chemistry +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Geography +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Humorism +5 - Extensive and Esoteric Imperial
Hydrology +5 - Extensive and Esoteric Imperial
Logic +5 - Extensive and Esoteric Imperial
Mathematics +5 - Extensive and Esoteric Imperial
Meteorology +5 - Extensive and Esoteric Imperial
Mineralogy +5 - Extensive and Esoteric Imperial
Physics +5 - Extensive and Esoteric Imperial
Toxins +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

Fauna
Arthropods +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Canines +5 - Extensive and Esoteric Imperial
Dragons +9 - Extensive Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Rodents and Mustelids +6 - Extensive Imperial / Extensive and Antiquarian Skaven

Geography
Cathay +5 - Extensive and Esoteric Cathayan (T)
The Chaos Wastes +8 - Extensive and Antiquarian Imperial / Extensive and Antiquarian Dwarven
The Dark Lands +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven
Dragon Isles +2 - Extensive Dwarven
The Great Steppes +4 - Extensive Imperial / Extensive Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven
The Old World +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven


Social Science

Ethics +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Law +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Literature +5 - Extensive and Esoteric Imperial
Music +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Philosophy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Rhetoric +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Theology +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Civilized Realms
The Asrai of Athel Loren +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Druchii of Naggaroth +4 - Extensive Imperial / Extensive Bretonnian
The Empire of Man +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Eonir of Laurelorn +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven
The Halflings of the Moot +5 - Extensive and Esoteric Imperial
The Karaz Ankor +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Kingdom of Bretonnia +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Ten Kingdoms of Ulthuan +7 - Extensive Imperial / Extensive and Esoteric Dwarven
The Tzardom of Kislev +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The We +1 - Imperial

Enemies of Man
Beastmen +7 - Extensive Imperial / Extensive and Esoteric Dwarven
Chaos Dwarves +9 - Extensive and Obscure Imperial / Extensive and Esoteric Dwarven / Skaven (Only Esoteric)
Daemons +4 - Extensive Imperial / Extensive Dwarven
Greenskins +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Hobgoblin Khanates +4 - Extensive Imperial / Extensive Dwarven
Marauder Tribes +4 - Extensive Imperial / Extensive Dwarven
Ogre Kingdoms +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric
Vampires +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Obscure Vampiric


Applied Science

Agriculture +4 - Extensive Imperial / Extensive Dwarven
Architecture +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Engineering +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Extensive and Esoteric Skaven (T)
Metallurgy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Medicine +5 - Extensive and Esoteric Imperial
Textiles +5 - Extensive and Esoteric Eonir

War and Combat
Greatswords +10 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Tilean (T)
Logistics +1 - Skaven
Strategy +2 - Extensive Imperial
Tactics +3 - Extensive Imperial / Skaven


Magic

Teclisean Magic
Aethyr - The Warp +5 - Extensive and Esoteric Imperial
Sevir - The Winds of Magic +7 - Extensive and Esoteric Imperial / Extensive Dwarven
Qhaysh - High Magic +2 - Extensive Imperial
Ghyran - Life Magic +5 - Extensive and Esoteric Imperial
Shyish - Death Magic +2 - Extensive Imperial
Ghur - Beast Magic +2 - Extensive Imperial
Chamon - Metal Magic +2 - Extensive Imperial
Aqshy - Fire Magic +6 - Extensive and Esoteric Imperial / Indic (T)
Azyr - Celestial Magic +5 -Extensive and Esoteric Imperial
Hysh - Light Magic +2 - Extensive Imperial
Ulgu - Shadow Magic +5 - Extensive and Esoteric Imperial

Advanced Magic
Divine Magic +4 - Extensive and Antiquarian Imperial
Elementalism +6 - Extensive and Esoteric Imperial / Asur
Enchantment +5 - Extensive and Esoteric Imperial
Familiars +2 - Extensive Imperial
Potions +5 - Extensive and Obscure Imperial / Extensive Kislevite
Power Stones +5 - Extensive and Esoteric Imperial
Rituals +5 - Extensive and Esoteric Imperial
Rune Magic +5 - Extensive and Esoteric Imperial
Waystones and Henges +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven

Magical Phenomena
Apparitions +5 - Extensive and Esoteric Imperial
Elementals +6 - Extensive and Esoteric Imperial / Kislevite
Forest Spirits +5 - Extensive and Esoteric Imperial
Liminal Realms +5 - Extensive and Esoteric Imperial
Prophecy +6 - Extensive Imperial / Esoteric Vampiric

Dark Magic
Beastman Wild Magic +5 - Extensive and Esoteric Imperial
Chaos Sorcery +4 - Extensive Imperial / Extensive Dwarven
Gut Magic +2 - Extensive Imperial
Necromancy +2 - Extensive Imperial
Skaven Warp Magic +4 - Extensive Imperial / Extensive Dwarven
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven


Divinity

Old World Pantheon
The Lady of the Lake +2 - Extensive Bretonnian
Manann, Lord of the Seas +5 - Extensive and Esoteric Imperial
Morr, God of Death and Dreams +4 - Extensive and Antiquarian Imperial
Myrmidia, Goddess of Civilization and its Defence +3 - Extensive and Obscure Imperial
Ranald, God of Trickery and Thieves +7 - Extensive and Esoteric Imperial / Extensive Bretonnian
Rhya, Earth Mother +3 - Extensive and Obscure Imperial
Shallya, the White Dove of Mercy +5 - Extensive and Obscure Imperial / Extensive Bretonnian
Sigmar Heldenhammer +3 - Extensive and Obscure Imperial
Taal, King of the Wild +3 - Extensive and Obscure Imperial
Ulric, God of Winter and Wolves +5 - Extensive and Esoteric Imperial
Verena, Goddess of Wisdom and Justice +3 - Extensive and Obscure Imperial
Gods of the Halflings +1 - Imperial
Minor Gods of the Old World +5 - Extensive and Esoteric Imperial

The Gods of Kislev
The Ancient Widow +0
Ursun, the Great Bear +0
Tor, God of Thunder and Lightning +0
Dazh, God of Fire and Sun +2 - Extensive Kislevite
Salyak, Goddess of Healing and Comfort +0
Benign Spirits of Kislev +0

Dwarven Ancestor Gods
Grungni +3 - Extensive and Obscure Dwarven
Valaya +3 - Extensive and Obscure Dwarven
Grimnir +3 - Extensive and Obscure Dwarven
Thungni +1 - Dwarven
Smednir +1 - Dwarven
Morgrim +1 - Dwarven
Gazul +1 - Dwarven

Cadai and Cytherai
Hoeth, Lord of Wisdom +5 - Extensive and Esoteric Eonir
Hekarti, the Hydra Queen +5 - Extensive and Esoteric Eonir
Khaine, the Bloody-Handed God +1 - Imperial
Loec, the Shadow Dancer +5 - Extensive and Esoteric Eonir
Addaioth, Bringer of Wrath and Fire +2 - Asrai, Asur
Hukon, the Sunderer +2 - Obscure Asur

Nehekharan Cosmology
The Nehekharan Pantheon +0
The Mortuary Cult +0
Nehekharan Incantations +0
Nehekharan War-Statuary +0

Dark Gods
Great Maw +1 - Imperial
Hashut +3 - Extensive Imperial / Dwarven
Natural Science

Anatomy +15 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
Astronomy +7 - Extensive and Esoteric Imperial / Extensive Asur
Chemistry +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Ecology +5 - Extensive and Esoteric Eonir
Geography +7 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Humorism +5 - Extensive and Esoteric Imperial
Hydrology +5 - Extensive and Esoteric Imperial
Logic +5 - Extensive and Esoteric Imperial
Mathematics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Meteorology +5 - Extensive and Esoteric Imperial
Mineralogy +5 - Extensive and Esoteric Imperial
Physics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Toxins +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Fauna
Arthropods +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
Birds of Prey +5 - Extensive and Esoteric Eonir
Canines +5 - Extensive and Esoteric Imperial
Dragons +9 - Extensive Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
Equines +3 - Extensive and Obscure Asur
Rodents and Mustelids +6 - Extensive Imperial / Extensive and Antiquarian Skaven

Geography
Cathay +5 - Extensive and Esoteric Cathayan (T)
The Chaos Wastes +8 - Extensive and Antiquarian Imperial / Extensive and Antiquarian Dwarven
The Dark Lands +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven
Dragon Isles +2 - Extensive Dwarven
The Great Steppes +4 - Extensive Imperial / Extensive Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven
The Old World +11- Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven / Extensive Asur
Ulthuan +2 - Extensive Asur


Social Science

Ethics +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Law +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Literature +7 - Extensive and Esoteric Imperial / Extensive Asur
Music and Poetry +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Philosophy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Rhetoric +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Theology +8 - Extensive and Esoteric Imperial / Extensive Dwarven / Asur
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Civilized Realms
The Asrai of Athel Loren +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Druchii of Naggaroth +4 - Extensive Imperial / Extensive Bretonnian
The Empire of Man +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Eonir of Laurelorn +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven
The Halflings of the Moot +5 - Extensive and Esoteric Imperial
The Karaz Ankor +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Kingdom of Bretonnia +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Old Ones +3 - Extensive and Obscure Asur
The Ten Kingdoms of Ulthuan +10 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
The Tzardom of Kislev +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The We +2 - Imperial / Dwarven

Enemies of Man
Beastmen +12 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Chaos Dwarves +9 - Extensive and Obscure Imperial / Extensive and Esoteric Dwarven / Skaven (Only Esoteric)
Daemons +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Greenskins +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Asur
Hobgoblin Khanates +4 - Extensive Imperial / Extensive Dwarven
Marauder Tribes +4 - Extensive Imperial / Extensive Dwarven
Ogre Kingdoms +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Skaven +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric
Vampires +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Obscure Vampiric


Applied Science

Agriculture +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Architecture +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Carpentry +5 - Extensive and Esoteric Eonir
Engineering +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Extensive and Esoteric Skaven (T)
Forestry +5 - Extensive and Esoteric Eonir
Metallurgy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Medicine +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Textiles +5 - Extensive and Esoteric Eonir

War and Combat
Archery - Extensive and Esoteric Eonir
Greatswords +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Tilean (T) / Extensive Asur
Logistics +3 - Extensive Asur / Skaven
Polearms +3 - Extensive and Obscure Asur
Strategy +5 - Extensive Imperial / Extensive and Obscure Asur
Swords +3 - Extensive and Obscure Asur
Tactics +8 - Extensive Imperial / Extensive and Esoteric Eonir / Skaven


Magic

Teclisean Magic
Aethyr - The Warp +7 - Extensive and Esoteric Imperial / Extensive Asur
Sevir - The Winds of Magic +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Qhaysh - High Magic +3 - Extensive Imperial / Asur
Ghyran - Life Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Shyish - Death Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ghur - Beast Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Chamon - Metal Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Aqshy - Fire Magic +9 - Extensive and Esoteric Imperial / Indic (T) / Extensive and Obscure Asur
Azyr - Celestial Magic +8 -Extensive and Esoteric Imperial / Extensive and Obscure Asur
Hysh - Light Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ulgu - Shadow Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur

Advanced Magic
Divine Magic +4 - Extensive and Antiquarian Imperial
Elementalism +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Enchantment +7 - Extensive and Esoteric Imperial / Extensive Asur
Familiars +7 - Extensive Imperial / Extensive and Esoteric Eonir
The Old Ones +3 - Extensive and Obscure Asur
Potions +10 - Extensive and Obscure Imperial / Extensive Kislevite / Extensive and Esoteric Eonir
Power Stones +5 - Extensive and Esoteric Imperial
Rituals +5 - Extensive and Esoteric Imperial
Rune Magic +5 - Extensive and Esoteric Imperial
Terraformation +2 - Extensive Eonir
Waystones and Henges +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Asur

Magical Phenomena
Apparitions +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Elementals +6 - Extensive and Esoteric Imperial / Kislevite
Forest Spirits +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Liminal Realms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Prophecy +6 - Extensive Imperial / Esoteric Vampiric

Dark Magic
Beastman Wild Magic +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Chaos Sorcery +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Gut Magic +2 - Extensive Imperial
Necromancy +2 - Extensive Imperial
Skaven Warp Magic +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven


Divinity

Old World Pantheon
The Lady of the Lake +2 - Extensive Bretonnian
Manann, Lord of the Seas +5 - Extensive and Esoteric Imperial
Morr, God of Death and Dreams +4 - Extensive and Antiquarian Imperial
Myrmidia, Goddess of Civilization and its Defence +3 - Extensive and Obscure Imperial
Ranald, God of Trickery and Thieves +7 - Extensive and Esoteric Imperial / Extensive Bretonnian
Rhya, Earth Mother +3 - Extensive and Obscure Imperial
Shallya, the White Dove of Mercy +5 - Extensive and Obscure Imperial / Extensive Bretonnian
Sigmar Heldenhammer +3 - Extensive and Obscure Imperial
Taal, King of the Wild +3 - Extensive and Obscure Imperial
Ulric, God of Winter and Wolves +6 - Extensive and Esoteric Imperial / Eonir
Verena, Goddess of Wisdom and Justice +3 - Extensive and Obscure Imperial
Gods of the Halflings +1 - Imperial
Minor Gods of the Old World +5 - Extensive and Esoteric Imperial

The Gods of Kislev
The Ancient Widow +0
Ursun, the Great Bear +0
Tor, God of Thunder and Lightning +0
Dazh, God of Fire and Sun +2 - Extensive Kislevite
Salyak, Goddess of Healing and Comfort +0
Benign Spirits of Kislev +0

Dwarven Ancestor Gods
Grungni +3 - Extensive and Obscure Dwarven
Valaya +3 - Extensive and Obscure Dwarven
Grimnir +3 - Extensive and Obscure Dwarven
Thungni +1 - Dwarven
Smednir +1 - Dwarven
Morgrim +1 - Dwarven
Gazul +1 - Dwarven

Cadai
Asuryan, the Creator +5 - Extensive and Esoteric Eonir
Eldrazor, Lord of Blades +2 - Extensive Asur
Hoeth, Lord of Wisdom +5 - Extensive and Esoteric Eonir
Isha, the Mother +2 - Extensive and Esoteric Eonir
Kurnous, Father of the Wilds +2 - Extensive Asur
Ladrielle, Lady of Mists +2 - Extensive Asur
Lileath, Maiden of Dreams +2 - Extensive Asur
Loec, the Shadow Dancer +5 - Extensive and Esoteric Eonir
Vaul, the Maker +2 - Extensive Eonir

Cytherai
Anath Raema, the Savage Huntress +2 - Extensive Asur
Atharti, Lady of Desire +5 - Extensive and Esoteric Eonir
Ereth Khial, the Pale Queen +2 - Extensive Asur
Hekarti, the Hydra Queen +5 - Extensive and Esoteric Eonir
Khaine, the Bloody-Handed God +3 - Imperial / Extensive Asur
Nethu, Keeper of the Last Door +2 - Extensive Asur

Ellinill and the Ellinilli
Ellinill, Lord of Destruction +2 - Extensive Asur
Addaioth, Bringer of Wrath and Fire +2 - Asrai, Asur
Drakira, Queen of Vengeance +2 - Extensive Asur
Estreuth, Herald of Famine +2 - Extensive Asur
Hukon, the Sunderer +3 - Extensive and Obscure Asur
Mathlann, Lord of the Deeps +2 - Extensive Eonir

Nehekharan Cosmology
The Nehekharan Pantheon +0
The Mortuary Cult +0
Nehekharan Incantations +0
Nehekharan War-Statuary +0

Dark Gods
Great Maw +1 - Imperial
Hashut +3 - Extensive Imperial / Dwarven
Edit: 8/31 check farther down this post for more up to date info :p

Well here's a diffchecker, i'll write up the changes more succinctly in a bit but i literally just got out of bed :p
www.diffchecker.com

Diffchecker - Compare text online to find the difference between two text files

Diffchecker will compare text to find the difference between two text files. Just paste your files and click Find Difference!

Note/Disclaimer at 920 eastern: My 'pause for breakfast and shower' turned into 'pause while boney goes through any suggestions for more books to add' :V So the below is incomplete even for the 'original' changes. Probably around lunch time i'll check back and if it looks like boney's about done adding new things i'll go about finishing this :p

Here's the diffchecker for whats been added since the original drop: Diffchecker - Compare text online to find the difference between two text files


Edit 8/31: After Thousands of Years i have escaped the mixture of chores, millennia, and everything else thats distracted me...and by now i think its safe to take the current org sheet as the final version of the eonir gains :V

So here's the final "before and after" diffchecker for the Eonir library gains (+newly written books about the We)

Edit: @mathymancer helpfully pointed out that i (somehow; i'm blaming SVs saved draft function) had the penultimate version of the org sheet, not the actual final one, so here's the fixed diffchecker, and i'll be adding in the Arthropods and Serpents books to the tables below.
www.diffchecker.com

Diffchecker - Compare text online to find the difference between two text files

Diffchecker will compare text to find the difference between two text files. Just paste your files and click Find Difference!
www.diffchecker.com

Diffchecker - Compare text online to find the difference between two text files

Diffchecker will compare text to find the difference between two text files. Just paste your files and click Find Difference!


Natural Science

(Uncategorized)​
SubjectGainChangeAsurEonir
Anatomy312 to 15Extensive and Obscure
Astronomy25 to 7Extensive
Ecology5New SubjectExtensive and Esoteric
Geography27 to 9Extensive
Mathematics35 to 8Extensive and Obscure
Mineralogy55 to 10Extensive and Esoteric
Physics35 to 8Extensive and Obscure
Toxins210 to 12Extensive
Category Total251 New Subject1312

Fauna​
SubjectGainChangeAsurEonir
Arthropods*510 to 15Extensive and Esoteric
Birds of Prey5New SubjectExtensive and Esoteric
Centaurs, Minotaurs, and Harpies2New SubjectExtensive
Chaos Spawn5New SubjectExtensive and Esoteric
Dragons and Draconids49 to 13ExtensiveExtensive
Equines3New SubjectExtensive and Obscure
Gors and Ungors5New SubjectExtensive and Esoteric
Ungulates5New SubjectExtensive and Esoteric
Serpents*5New SubjectExtensive and Esoteric
Category Total397 New Subjects732
*Note that the Arthropods and Serpent books were missed the first time i wrote up these tables

Flora (New Category)​
SubjectGainChangeAsurEonir
Old World Forests5New SubjectExtensive and Esoteric
Category Total51 New Subject, New Category05

Geography​
SubjectGainChangeAsurEonir
The Old World29 to 11Extensive
Ulthuan2New SubjectExtensive
Category Total41 New Subject40

Hydrography (New Category)​
SubjectGainChangeAsurEonir
The Far Sea2New SubjectExtensive
The Great Ocean2New SubjectExtensive
The Sea of Claws4New SubjectExtensiveExtensive
The Sea of Dread2New SubjectExtensive
Category Total104 New Subjects, New Category82
SubjectGainChangeAsurEonir
Natural Science Total832 New Categories, 14 New Subjects3251
Edit 9/2: Realized i mistotaled the new subject count and had 13 instead of 14

Social Science

(Uncategorized)​
SubjectGainChangeAsurEonir
Ethics27 to 9Extensive
Law27 to 9Extensive
Literature25 to 7Extensive
Music and Poetry510 to 15Extensive and Esoteric
Philosophy210 to 12Extensive
Rhetoric210 to 12Extensive
Theology17 to 8Basic
Category Total16115

Civilized Realms​
SubjectGainChangeAsurEonir
The Karaz Ankor212 to 14Extensive
The Old Ones3New SubjectExtensive and Obscure
The Ten Kingdoms of Ulthuan37 to 10Extensive and Obscure
The We*11 to 2
Category Total*8 (9*)1 New Subject80
*Note that the books about the We are Dwarven, not Eonir or Asur.

Enemies of Man​
SubjectGainChangeAsurEonir
Beastmen57 to 12Extensive and Esoteric
Daemons24 to 6Extensive
Greenskins112 to 13Basic
Skaven213 to 15Extensive
Category Total1055


SubjectGainChangeAsurEonir
Social Science Total341 New Subject2410



Applied Science

Uncategorized​
SubjectGainChangeAsurEonir
Agriculture24 to 6Extensive
Architecture27 to 9Extensive
Carpentry5New SubjectExtensive and Esoteric
Engineering214 to 16Extensive
Forestry5New SubjectExtensive and Esoteric
Leatherworking5New SubjectExtensive and Esoteric
Metallurgy210 to 12Extensive
Medicine35 to 8Extensive and Obscure
Category Total263 New Subjects1115

War and Combat​
SubjectGainChangeAsurEonir
Archery5New SubjectExtensive and Esoteric
Greatswords210 to 12Extensive
Logistics21 to 3Extensive
Polearms3New SubjectExtensive and Obscure
Strategy32 to 5Extensive and Obscure
Swords3New SubjectExtensive and Obscure
Tactics53 to 8Extensive and Esoteric
Unarmed5New SubjectExtensive and Esoteric
Category Total284 New Subjects1315

Note for Boney: Tactics has Skaven listed/sorted after eonir, while the Enemies of Man: Skaven subject up above has Skaven sorted before Eonir.

SubjectGainChangeAsurEonir
Applied Science Total547 New Subjects2430



Magic

Teclisean Magic​
SubjectGainChangeAsurEonir
Aethyr - The Warp25 to 7Extensive
Sevir - The Winds of Magic27 to 9Extensive
Qhaysh - High Magic12 to 3Basic
Ghyran - Life Magic35 to 8Extensive and Obscure
Shyish - Death Magic32 to 5Extensive and Obscure
Ghur - Beast Magic32 to 5Extensive and Obscure
Chamon - Metal Magic32 to 5Extensive and Obscure
Agshy - Fire Magic36 to 9Extensive and Obscure
Azyr - Celestial Magic35 to 8Extensive and Obscure
Hysh - Light Magic32 to 5Extensive and Obscure
Ulgu - Shadow Magic35 to 8Extensive and Obscure
Dhar - Dark Magic2New SubjectExtensive
Category Total311 New Subject292

Advanced Magic​
SubjectGainChangeAsurEonir
Elementalism26 to 8Extensive and Obscure*
Enchantment25 to 7Extensive
Familiars52 to 7Extensive and Esoteric
The Old Ones3New SubjectExtensive and Obscure
Potions55 to 10Extensive and Esoteric
Terraformation2New SubjectExtensive
Waystones and Henges510 to 15Extensive and Esoteric
Category Total242 New Subjects717
*Note that we had basic (+1) Asur for Elementalism already

Magical Phenomena​
SubjectGainChangeAsurEonir
Apparitions35 to 8Extensive and Obscure
Forest Spirits55 to 10Extensive and Esoteric
Liminal Pathways2New SubjectExtensive
Liminal Realms55 to 10Extensive and Esoteric
Category Total151 New Subject312

Dark Magic​
SubjectGainChangeAsurEonir
Beastman Wild Magic55 to 10Extensive and Esoteric
Chaos Sorcery24 to 6Extensive
Skaven Warp Magic24 to 6Extensive
Category Total945

SubjectGainChangeAsurEonir
Magic Total794 New Subjects4336



Divinity

Old World Pantheon​
SubjectGainChangeAsurEonir
Ulric1Basic
Category Total101

Dwarven Ancestor Gods​
SubjectGainChangeAsurEonir
Grungni2Extensive
Valaya2Extensive
Grimnir2Extensive
Thungni1Basic
Smednir1Basic
Morgrim1Basic
Category Total990

Cadai​
SubjectGainChangeAsurEonir
Asuryan, the Creator5New SubjectExtensive and Esoteric
Eldrazor, Lord of Blades2New SubjectExtensive
Isha, the Mother5New SubjectExtensive and Esoteric
Kurnous, Father of the Wilds2New SubjectExtensive
Ladrielle, Lady of Mists2New SubjectExtensive
Lileath, Maiden of Dreams2New SubjectExtensive
Morai-Heg, the Keeper of Souls5New SubjectExtensive and Esoteric
Vaul, the Maker2New SubjectExtensive
Category Total258 New Subjects817

Cytherai​
SubjectGainChangeAsurEonir
Anath Raema, the Savage Huntress2New SubjectExtensive
Atharti, Lady of Desire5New SubjectExtensive and Esoteric
Ereth Khial, the Pale Queen2New SubjectExtensive
Khaine, the Bloody-Handed God21 to 3Extensive
Nethu, Keeper of the Last Door2New SubjectExtensive
Category Total134 New Subjects85

Ellinill and the Ellinilli​
SubjectGainChangeAsurEonir
Ellinill, Lord of Destruction2New SubjectExtensive
Addaioth, Bringer of Wrath and Fire12 to 3Extensive*
Drakira, Queen of Vengeance2New SubjectExtensive
Estreuth, Herald of Famine2New SubjectExtensive
Hukon, the Sunderer12 to 3Extensive*
Mathlann, Lord of the Deeps2New SubjectExtensive
Category Total104 New Subjects82
*Note that we had Basic (+1) Asur for both Addaioth and Hukon already.

SubjectGainChangeAsurEonir
Divinity Total5816 New Subjects3325




Final Summary

SubjectGainChangeAsurEonir
Natural Science832 New Categories, 14 New Subjects3251
Social Science341 New Subject2410
Applied Science547 New Subjects2430
Magic794 New Subjects4336
Divinity5816 New Subjects3325
Library Total3082 New Categories, 42 New Subjects156152

Edit 9/2: Fixed how i miscounted the new subjects for the Natural Science category and had it listed as 13 instead of 14.


Trivia

-We received the full "Extensive and Esoteric" bonus for 27 different subjects, all from Eonir sources
--9 in Natural Science
--2 in Social Science
--6 in Applied Science
--6 in Magic
--4 in Divinity

-Only 21 subjects received 'obscure' bonuses from the Asur:
-4 in Natural Science
-2 in Social Science
-4 in Applied Science
-11 in Magic
-None in divinity

-There were only 7 subjects that only had basic books available: Ulric books from the Eonir, and Asur books for Theology, Greenskins, Qhaysh, Thungni, Smednir, and Morgrim

-The only topics to have *both* Eonir and Asur books listed are 'Dragons and Draconids' and 'The Sea of Claws'






Ok. I think thats everything done. I need to get lunch and get ready to go to a friends wedding, so please tell me if anything is missing/typoed, but i wont be able to fix it until tomorrow :p
 
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You make a mental note to try to remember his name so you can follow his career with interest.
Ten years from now when Mathilde drops in to check:
"Hello I left an apprentice here years ago, first name the, second name child."
E:
Literature +7 - Extensive and Esoteric Imperial / Extensive Asur
Boney you forgot the skaven literature. :V:V:V
I assume the addition of dwarven we books was just due to happen anyway, not because the Libary of Mourning was sitting on a pile of stolen Golden age writings about Eusocial Cave Spiders :p but its funnier to believe otherwise.
 
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You're not sure if you're entirely convinced by this logic. You suspect it may have come about in a time when the Colleges were less established and more in need of funding, and that it continues on at least partly because the Wizards making this decision had to deal with student debt in their youth, so they feel affronted at the idea that future students will not have to. Undoubtedly there are those that would argue it builds character.

Come on Mathilde, don't be like that, you know it does build character. It built your character as a thief, liar and embezzler. :V
 
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I can't express how excited I am wheeeee

Mathilde, the herald of wizard children. She who yoinks kids into the Colleges. Honestly not the worst set of coincidences, it's easier to adapt and reshape the rest of your life plans when something as significant as that is discovered early.
 
The two spend quite some time mocking the fringe belief in simple physical forces shaping the world over millions of years.
magic-denying conspiracy theorists, am I right

Here's the delta for our library:
+3 Anatomy (Asur)
+2 Astronomy (Asur)
+5 Ecology (Eonir)
+2 Geography (Asur - @Boney, this isn't incorporated into the numerical bonus)
+3 Mathematics (Asur)
+3 Physics (Asur)
+2 Toxins (Eonir)
+5 Birds of Prey (Eonir)
+3 Equines (Asur)
+2 The Old World (Asur)
+2 Ulthuan (Asur)
+2 Ethics (Asur)
+2 Law (Asur)
+2 Literature (Asur)
+5 Music and Poetry (Eonir)
+2 Philosophy (Asur)
+2 Rhetoric (Asur)
+1 Theology (Asur)
+3 The Old Ones (Asur)
+3 The Ten Kingdoms of Ulthuan (Asur)
+1 The We
+5 Beastmen (Eonir)
+2 Daemons (Asur)
+1 Greenskins (Asur)
+2 Agriculture (Asur)
+2 Architecture (Asur)
+5 Carpentry (Eonir)
+5 Forestry (Eonir)
+2 Metallurgy (Asur)
+3 Medicine (Asur)
+5 Archery (Eonir - @Boney this is missing a numerical bonus)
+2 Greatswords (Asur)
+2 Logistics (Asur)
+3 Polearms (Asur)
+3 Strategy (Asur)
+3 Swords (Asur)
+5 Tactics (Eonir)
+2 Aethyr (Asur)
+2 Sevir (Asur)
+1 Qhaysh (Asur)
+3 all eight Winds (Asur)
+2 Elementalism (Asur)
+2 Enchantment (Asur)
+5 Familiars (Eonir)
+3 The Old Ones (Asur - @Boney is this the same category as before listed twice, or a separate one?)
+5 Potions (Eonir)
+2 Terraformation (Eonir)
+5 Waystones and Henges (Asur) (!!!!)
+3 Apparitions (Asur)
+5 Forest Spirits (Eonir)
+5 Liminal Realms (Eonir)
+5 Beastmen Wild Magic (Eonir)
+2 Chaos Sorcery (Asur)
+2 Skaven Warp Magic (Asur)
+1 Ulric (Eonir)
+5 Asuryan (Eonir)
+2 Eldrazor (Asur)
+5 Isha (Eonir - @Boney wrong numerical bonus)
+2 Kurnous (Asur)
+2 Ladrielle (Asur)
+2 Lileath (Asur)
+2 Vaul (Asur)
+2 Anath Raema (Asur)
+5 Atharti (Eonir)
+2 Ereth Khial (Asur)
+2 Khaine (Asur)
+2 Nethu (Asur)
+2 Ellinill (Asur)
+2 Drakira (Asur)
+2 Estreuth (Asur)
+1 Hukon (Asur)
+2 Mathlann (Asur)
 
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I liked the idea of the omake about the growth of Sonnigwiese.
Can we include a purchase in the meaning of

[ ] [PURCHASE] Building plan for the manor to be replaced with stone fortification (high enough to prevent leaping monsters, thin enough to be vunerable to siege) and enough enclosed ground to get the majority of flocks inside.

A plan because the cost of getting good stone there would be substantial. And there are most likely additional parts that other questers would think of to include.
 
Off the wall topic that the Eonir might have written up in detail is the elven perspective on the dwarven deities. The elven colonists were in close contact with the dwarves for thousands of years, sharing cities and their archmages even collaborating with the dwaves on runecraft.

They're bound to have learned and speculated a lot and probably written some of it down. Most of it probably wouldn't be considered sensitive either.
 
"That's great news," he says with complete sincerity, and you very deliberately prevent yourself from lingering on how rare that reaction is, and how much more welcome it might have been for some than what they actually got.
I love this so dearly. It's very clear that the Undumgi see wizards as something positive, reputable, and foremost profitable. A reputation that the wizards of K8P have been working at for a decade. I have nothing but joy for this, and I do hope the kid will follow the example of reaching out to communities around him.

Edit: Just realized that there are few priests (aside from the Ulrikian heresy) and even fewer witch hunters around. Might be that.
 
I love this so dearly. It's very clear that the Undumgi see wizards as something positive, reputable, and foremost profitable. A reputation that the wizards of K8P have been working at for a decade. I have nothing but joy for this, and I do hope the kid will follow the example of reaching out to communities around him.

Edit: Just realized that there are few priests (aside from the Ulrikian heresy) and even fewer witch hunters around. Might be that.
I imagine they're at least partly absorbing the K8P dwarfen attitude to wizards, which can be essentially summarised as 'don't try to understand them, just be glad they're on our side'.
 
I love this so dearly. It's very clear that the Undumgi see wizards as something positive, reputable, and foremost profitable. A reputation that the wizards of K8P have been working at for a decade. I have nothing but joy for this, and I do hope the kid will follow the example of reaching out to communities around him.

Edit: Just realized that there are few priests (aside from the Ulrikian heresy) and even fewer witch hunters around. Might be that.

Witch hunters do not shape public opinion, they are very much the weirdos with big hats that show up once in a blue moon and sometimes find monsters, sometimes tell you to burn your neighbors, often both. Old World human fear of magic is very much a grassroots phenomenon based in part on how humans in general react to magic (mostly very badly) and internalized religious doctrine (Sigmar/Ulric etc... hate witches).
 
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The We: Dwarven (+1) [1 -> 2, not part of the Eonir deal but yay dwarven writing about the We :) ]

This is also the We writing about the We, their contributions are categorized under Dwarven because the only known We are citizens of the Karaz Ankor.

+3 The Old Ones (Asur - @Boney is this the same category as before listed twice, or a separate one?)

Separate. One is what little is known about the Old Ones as a people, one is the awed notes on what little remains intact of their magics.

I liked the idea of the omake about the growth of Sonnigwiese.
Can we include a purchase in the meaning of

[ ] [PURCHASE] Building plan for the manor to be replaced with stone fortification (high enough to prevent leaping monsters, thin enough to be vunerable to siege) and enough enclosed ground to get the majority of flocks inside.

A plan because the cost of getting good stone there would be substantial. And there are most likely additional parts that other questers would think of to include.

Sure.

Off the wall topic that the Eonir might have written up in detail is the elven perspective on the dwarven deities. The elven colonists were in close contact with the dwarves for thousands of years, sharing cities and their archmages even collaborating with the dwaves on runecraft.

They're bound to have learned and speculated a lot and probably written some of it down. Most of it probably wouldn't be considered sensitive either.

Adding.
 
I imagine they're at least partly absorbing the K8P dwarfen attitude to wizards, which can be essentially summarised as 'don't try to understand them, just be glad they're on our side'.
Absolutely, but that's also part of the stellar reputation of the wizards of K8P. We have gone from a mindset of "Grips the axe tighter, just in case." to "Eccentric scientist that lives down the street who on occasion will have council with the president,".
I.E: Not perfectly safe in their laboratory, but you're not telling your kids to stay away from them.
 
@Boney, I'd like to suggest swapping the positions of Social Science and Applied Science, because Applied Science is somewhat related to natural Science. Right now I looked at Anatomy and had to skip over Social Science to go look at Medicine.
 
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