Voted best in category in the Users' Choice awards.
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Adhoc vote count started by NexusEye on Jul 16, 2020 at 6:40 PM, finished with 795 posts and 95 votes.

  • [x] Plan Keep It Classy
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan Fulfilling Obligations v2
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek out merchants who have travelled the Skull Road to learn what they know of it.
    --[x] COIN: The Gambler
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    [X] Plan Classy Navy
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start building a paramilitary river navy to ensure the coming trade explosion doesn't lead to a similar explosion in riverine banditry.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan Classy Ciphers
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [x] Plan Fulfill Obligations with Gretel
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Attempt to recruit Gretel and the Besiegers for the Karag Dum Expedition.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Do you want to meet an Icewitch?
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Study an artefact with one of the Journeymen: Lighting mechanism, stolen from Clan Skryre with Adela
    -[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey. (Overwork)
    -[x] Try to contact the Ice Witches of Kislev in the hopes they can provide clement weather for the Expedition.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan Classy Ciphers and Jade Magisters
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[X] DUCK: Panoramia's about ready to test for Magister, but she's putting it off because she doesn't have a lot of free time to prepare. Work with her to help make the most of every spare minute.
    -[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan: Chlof v2
    - [X] MAX: Study an artefact: Captured Clan Moulder Devices
    - [X] JOHANN: Study an artefact: Breathing apparatus, stolen from Clan Skryre.
    - [X] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    - [X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    - [X] Attend anti-Chaos training at the Grey College.
    - [X] Collate what useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    - [X] [OVERWORK] Seek out merchants who have travelled the Skull Road to learn what they know of it.
    - [X] Travel to the Grey College and attend lessons there: Runes and Runecraft
    - [X] [COIN] Study an artefact: Ranald's Coin
    - [X] [PENTHOUSE] Add security measures to your Penthouse to prevent forcible entry.
    - [X] [SERENITY] Write a paper: 1/2 of We Book
    - [X] Coin: Gambler
    [x] Plan Fulfilling Obligations
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek out merchants who have travelled the Skull Road to learn what they know of it.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Enchanting
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan Coin Study and Preparation
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Study an artefact: Lighting mechanism, stolen from Clan Skryre. (shared project with Adela)
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[X] Collate what useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Attend classes at the Grey College: Runes and Runecraft.
    -[X] Attend classes at the Grey College: Enchantment.
    -[X] Attend anti-Chaos training at the Grey College.
    -[X] [OVERWORK] Study an artefact: Ranald's Coin.
    --[x] COIN: The Gambler
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[X] SERENITY: We Book, Part 1
    [x] Plan Keep It Classy But Do the Job
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek volunteers from the Colleges to join the Expedition.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [x] Plan Planting the Seeds with Ciphers
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[x] JOHANN: Breathing apparatus, stolen from Clan Skryre
    -[x] DUCK: Study an artefact with one of the Journeymen: Lighting mechanism, stolen from Clan Skryre with Adela
    -[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek volunteers from the Colleges to join the Expedition.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [x] Plan Planting the Seeds
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[x] JOHANN: Breathing apparatus, stolen from Clan Skryre
    -[x] DUCK: Study an artefact with one of the Journeymen: Lighting mechanism, stolen from Clan Skryre with Adela
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek volunteers from the Colleges to join the Expedition.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Runes and Runecraft
    -[x] Study an artefact: Ranald's Coin
    --[x] COIN: The Gambler
    [X] Plan Coin pumped merchants and Windherder test
    -[x] Contains one Overwork action
    -[x] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
    -[X] JOHANN: Have him help Mat in making her enchanting project
    -[x] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
    -[X] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
    -[x] SERENITY: Write a paper: The We book (1/2)
    -[x] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
    -[x] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
    -[X] Seek out merchants who have travelled the Skull Road to learn what they know of it.
    --[x] COIN: The Deceiver - Use to coin to maintain a pretense and get closer to your targets than you ever could without it. With it you can fake real greed, desperation, or sympathy for the Khans, Chaos, of whatever else you need to pretend to be or believe in, so long as you scout your target well and prepare the lies in advance. Use it to get as much information from the traders as you can. Especially from the kind that wouldn't want to have anything to do with a Grey Wizard/Imperial or whomever you are pretending to be at the time, otherwise.
    -[x] Attend classes at the Grey College:
    --[x] Anti-Chaos Training
    --[x] Enchanting
    -[x] Attempt to enchant an object using both Chamon and Ulgu with Windherder
    --[x] Guard of Steel + Bewilder for Bewildering Guard of Steel: Upon activation, the orbs orbit as normal, but when struck in melee as they block, Bewilder strikes the attacker. Made with real steel balls, or whatever Mat and Johann come up with as best.
    [X] PLAN REAPER
    -[X] MAX: Write a paper: The psychology and social structure of the We. (FADED)
    -[X] JOHANN: Have him teach Adela what he knows of engineering.
    -[X] DUCK: Work with Panoramia to try to implement the Waaaghsoak Mushrooms as an aid to spellcasting.
    -[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
    -[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them. COIN
    -[X] Attend anti-Chaos training at the Grey College.
    -[X] Seek volunteers from the Colleges to join the Expedition.
    -[X] Seek out merchants who have travelled the Skull Road to learn what they know of it.
    -[X] Write a paper: select which. FREE PAPER: The physiology and venom of the We. (FADED)
    -[X] PENTHOUSE: Have firing platforms built around the Penthouse so that it can be defended from flyers or climbers without granting access to it. FREE
    -[X] The Gambler: specify an action this will apply to.
 
Except that this doesn't make any sense at all except as a handwave. It may make more sense in 40k (where they actually fit better despite originating from fantasy) but here? Here it makes no sense. Who is the chaos god of sadness and grief and despair and fear? no, it ain't Nurgle, he is apathy. It feels as if they made Tzeenetch the god of hope for the grimderps, it doesn't fit. Who is the chaos god of contentment and positive emotion? It cannot be Slaanesh, their hedonism and excess are drowning actual positive emotions in the sea of carnal emotions. Who is the god of determination and resoluteness? It cannot be Khorne, as the god of anger and fighting his way is all about being impulsive. Why are they all configured in a way that makes them evil, with no counterpart or exception? Why do they grind down the indivinduality of their followers, when that should be anathema to their nature? Why are emotions evil in a corruptive way? Why isn't there a god of emotions being good things or a god of logic if you want to go full "emotions are bad" as an opposing force? Why do they succeed if they are powerful personified emotions, they should still be beaten because of self sabotage. Why does the god of hope and change plan? Why is Khorne the god of fighting first rather than the god of anger? Why is Nurgle the god of plagues first rather than the god off planning? Why do they cooperate each other, Tzeenech and Khorne are opposites by this reading, as are Slaanesh and Nurgle. Why does Khorne gain no power from orcs?

Nurgle is the Chas God of sadness and grief and despair. In both Fantasy and 40K, the Chaos gods are fundamental emotional concepts from which, in the metaphysics, just about all other emotions and thoughts derive.

Khorne isn't just anger. He's honour and the desire for justice ad all sorts of good things as well as bad ones.

You're trying to shave down the chaos gods into being gods of bad stuff, when instead they're each meant to be gods of a significant fraction of the sapient experience. Collectively, the Chaos Gods cover all aspects of emotional/mental existence.

Slaneesh is the god of 'emotions are good things', because it's a subset of its nature as the god of 'sensation/experience is a good thing'.

You're also missing that gods aren't exclusive. Gods overlap. They're Venn diagrams over part of the Aethyr. Ulric overlaps with Khorne and Nurlge. Myrmidia overlaps with Khorne and Slaneesh and Tzeentch. The gods quite possibly are human created masks imposed on different sections of the collective unconscious.

At least according to many of the descriptions.
 
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This... still doesn't make any sense at all except as a handwave. It may make more sense in 40k (where they actually fit better despite originating from fantasy) but here? Here it makes no sense.

Who is the chaos god of sadness and grief and despair and fear? no, it ain't Nurgle, he is apathy. It feels as if they made Tzeenetch the god of hope for the grimderps, it doesn't fit. Who is the chaos god of contentment and positive emotion? It cannot be Slaanesh, their hedonism and excess are drowning actual positive emotions in the sea of carnal emotions. Who is the god of determination and resoluteness? It cannot be Khorne, as the god of anger and fighting his way is all about being impulsive. Why are they all configured in a way that makes them evil, with no counterpart or exception? Why do they grind down the indivinduality of their followers, when that should be anathema to their nature? Why are emotions evil in a corruptive way? Why isn't there a god of emotions being good things or a god of logic if you want to go full "emotions are bad" as an opposing force? Why do they succeed if they are powerful personified emotions, they should still be beaten because of self sabotage. Why does the god of hope and change plan? Why is Khorne the god of fighting first rather than the god of anger? Why is Nurgle the god of plagues first rather than the god off planning? Why do they cooperate each other, Tzeenech and Khorne are opposites by this reading, as are Slaanesh and Nurgle. Why does Khorne gain no power from orcs?

The catalogue won't stop. If GW wants to claim that they are somehow different than most other gods, it just raises way, waaaay too many questions. At least in W40K, you could read them as their worst parts being dominant because the universe is such a shit place and enpowers those parts, but in fantasy it makes no sense to claim they are somehow more primal than the other gods while not even really being worshipped, with no good counterparts, while having a united front, and wuthout representing even half of the breadth of human emotion.

It basically comes down to an Aristotelian view of good and evil, evil is extremes of emotion and passions, good is balance and self control. The Realm of Chaos entourages the former and not the latter since the more extreme the emotion the more power you get. Thus order gods are self-limiting shallow and lesser, not using their environment to its fullest potential and that is why Chaos is stronger. The opposite of Chaos is not Order, Order is a pale imitation, a compromise with the Aethir rather than embracing it.
 
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It basically comes down to an Aristotelian view of good and evil, evil is extremes of emotion and passions, good is balance and self control. The Realm of Chaos entourages the former and not the latter since the more extreme the emotion the more power you get. Thus order gods are self-limiting shallow and lesser, not using their environment to its fullest potential and that is why Chaos is stronger. The opposite of Chaos is not Order, Order is a pale imitation, a compromise with the Aethir rather than embracing it.

As you say, Order isn't the opposite of Chaos, it's the various points of balance, different golden means between the extreme poles the Chaos Gods embody/represent.
 
Nurgle is the Chas God of sadness and grief and despair. In both Fantasy and 40K, the Chaos gods are fundamental emotional concepts from which, in the metaphysics, just about all other emotions and thoughts derive.

Khorne isn't just anger. He's honour and the desire for justice ad all sorts of good things as well as bad ones.

You're trying to shave down the chaos gods into being gods of bad stuff, when instead they're meant to be gods of a significant fraction of the sapient experience.

Slaneesh is the god of 'emotions are good things', because it's a subset of its nature as the god of 'sensation/experience is a good thing'.

You're also missing that gods aren't exclusive. Gods overlap. They're Venn diagrams over part of the Aethyr. Ulric overlaps with Khorne and Nurlge. Myrmidia overlaps with Khorne and Slaneesh and Tzeentch. The gods quite possibly are human created masks imposed on different sections of the collective unconscious.

At least according to many of the descriptions.

I am trying to shave the chaos gods into being gods of bad stuff because in practice, that is what they are. If they were more ambiguous, again, like they are in 40k, they wouldnt get shoved on that box. I am not buying that those gods, except maybe Khorne, represent those other emotions because they discourage them and smother them. And there are still emotions missing.

It basically comes down to an Aristotelian view of good and evil, evil is extremes of emotion and passions. good is balance and self control. The Realm of Chaos entourages the former and not the latter since the more extreme the emotion the more power you get. Thus order gods are self-limiting shallow and lesser, not using their environment to its fullest potential and that is why Chaos is stronger. The opposite of Chaos is not Order, Order is a pale imitation, a compromise with the Aethir rather than embracing it.

That should still mean the chaos gods are powerful idiots in comparison to the order gods. So why is Tzeencth the god of planning? At best they should be the god of base cunning or plotting, not the magnificent bastard that is smarter that the side that, according to Aristotles, is the smart and measured one. By that reading, they are still too threatening, because they do not get outmaneuered constantly the way they should be if they were raw excess and power.
 
That should still mean the chaos gods are powerful idiots in comparison to the order gods. So why is Tzeencth the god of planning? At best they should be the god of base cunning or plotting, not the magnificent bastard that is smarter that the side that, according to Aristotles, is the smart and measured one. By that reading, they are still too threatening, because they do not get outmaneuered constantly the way they should be if they were raw excess and power.

Tzeench is an idiot, his defining feature is messing up his own plans.
 
So why is Tzeencth the god of planning?
Essentially he's not. He's the god of making people do bad things and then claiming that they were all part of a master plan, but it's so uselessly vague that it's indistinguishable from random chance. They claim to have so many irons in the fire that they don't actually have any, they're just generally making it an iron-ish fire and then taking credit for anything that results.
 
I am trying to shave the chaos gods into being gods of bad stuff because in practice, that is what they are. If they were more ambiguous, again, like they are in 40k, they wouldnt get shoved on that box. I am not buying that those gods, except maybe Khorne, represent those other emotions because they discourage them and smother them. And there are still emotions missing.



That should still mean the chaos gods are powerful idiots in comparison to the order gods. So why is Tzeencth the god of planning? At best they should be the god of base cunning or plotting, not the magnificent bastard that is smarter that the side that, according to Aristotles, is the smart and measured one. By that reading, they are still too threatening, because they do not get outmaneuered constantly the way they should be if they were raw excess and power.
Part of the reason a lot of these problems exist is that in bot 40K and Fantasy, the Chaos gods are for all intents and purposes pure evil. The way they're set up to be though is from an earlier time in Warhammer history, when the setting was envisioned to be far more Moorcockian. They were supposed to represent one half of the Order/Chaos divide but over time as the settings grew, that worldbuilding fell away in favour of more black and white, good and evil style conflicts, because those are easier to hang stories around.
 
Part of the reason a lot of these problems exist is that in bot 40K and Fantasy, the Chaos gods are for all intents and purposes pure evil. The way they're set up to be though is from an earlier time in Warhammer history, when the setting was envisioned to be far more Moorcockian. They were supposed to represent one half of the Order/Chaos divide but over time as the settings grew, that worldbuilding fell away in favour of more black and white, good and evil style conflicts, because those are easier to hang stories around.

Thats a good Doylist reading but it doesn't help Watsonially.
 
I am trying to shave the chaos gods into being gods of bad stuff because in practice, that is what they are. If they were more ambiguous, again, like they are in 40k, they wouldnt get shoved on that box. I am not buying that those gods, except maybe Khorne, represent those other emotions because they discourage them and smother them. And there are still emotions missing.

That should still mean the chaos gods are powerful idiots in comparison to the order gods. So why is Tzeencth the god of planning? At best they should be the god of base cunning or plotting, not the magnificent bastard that is smarter that the side that, according to Aristotles, is the smart and measured one. By that reading, they are still too threatening, because they do not get outmaneuered constantly the way they should be if they were raw excess and power.

In canon, the evidence that most of the Order Gods even exist as beings with agency at all is left very unclear, deliberatly, for much of the run of the setting. For a long time it was intentionally unclear if they existed at all apart from in the faith of their worshippers.

The Chaos Gods aren't just gods of bad stuff. That's how they hook in their cultists. Artists and social reformers and honourable warriors who take things just a step too far become part of the feedback loop of obsessions and then excess that leads to corruption. ALl those good things lead to bad things when taken too far in this metaphysic.

IIRC, that's part of why standard Warhammer is a proper polytheism of Order gods, where everyone worships just about every legal god in their spehere of influence, even if they have personal favourites, as when you commit to a single god too hard, that's when you can cross the line and start hitting the point where you aren't balanced any more and start tipping into the mindset where you become a cultist to the chaos god that sits behind that order god.
 
Here's all our greatsword traits:
Master Swordswoman: You have blended sword techniques from the Empire and the Karaz Ankor into a style entirely your own, and tested it - and yourself - in battle. +2 Martial, +10 martial when fighting against enraged or unthinking opponents, or when holding a physical choke-point such as a doorway or tunnel.
Advanced Greatsword: You have married the techniques of the Empire's Greatswords as taught by the Champion of Stirland to that of the Dwarven witch-hunter group, the Order of the Guardians. +3 Martial
That's a flat +5 to our martial, plus another +10 against foes in certain circumstances... but it doesn't actually say that we need to be using a sword to get either of them, which is weird. Like, it's easy to guess that they do need that, but I'm not sure to what extent.

@BoneyM, there seem to be two benefits here; a flat +5 to our martial from the two traits, and another +10 against certain kinds of foes and situations. It would straightforward that the +10 would only come while using the greatsword, but do the martial bonuses come from physical conditioning and tactical reasoning, or are they also something we'd lose out on if we were using a different weapon? Basically, are there benefits from cross training?
 
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Part of the reason a lot of these problems exist is that in bot 40K and Fantasy, the Chaos gods are for all intents and purposes pure evil. The way they're set up to be though is from an earlier time in Warhammer history, when the setting was envisioned to be far more Moorcockian. They were supposed to represent one half of the Order/Chaos divide but over time as the settings grew, that worldbuilding fell away in favour of more black and white, good and evil style conflicts, because those are easier to hang stories around.

The Chaos Gods are evil. As described, this s Aristotelean morality. Evil is an excess or lack of a moral quality. Good is having a moderate amount. THe Chaos gods are all about lack of moderation.
 
[X] Plan Keep It Classy

Guess I'll have to wait a bit longer for a plan than includes preserving the Grand Urbaz coins to come along.
 
That is really old lore, it's debatable if they exist in this quest.
I believe that Boney's last word is that they don't up until he thinks of a way to use them, but even then, they'll just be regular gods, not "Chaos without the chaos".

I think that was almost entirely about Solkan though, I don't recall the other two being in the conversation at all.
 
Thats a hilarious idea, and it reminds me of Gandalf in Moria, I 100% approve.
How about we put a mushroom on the top?
Oh, absolutely. I was just responding to the specific notion of replicating the mask and distributing it to the expedition. I agree that the insights from studying the gas mask are valuable.

I mean. They'd better be. We killed an awful lot of skaven, trolls, and greenskins to get it :V
Killing skaven, trolls, and greenskins is it's own reward.
 
This... still doesn't make any sense at all except as a handwave. It may make more sense in 40k (where they actually fit better despite originating from fantasy) but here? Here it makes no sense.

Who is the chaos god of sadness and grief and despair and fear? no, it ain't Nurgle, he is apathy. It feels as if they made Tzeenetch the god of hope for the grimderps, it doesn't fit. Who is the chaos god of contentment and positive emotion? It cannot be Slaanesh, their hedonism and excess are drowning actual positive emotions in the sea of carnal emotions. Who is the god of determination and resoluteness? It cannot be Khorne, as the god of anger and fighting his way is all about being impulsive. Why are they all configured in a way that makes them evil, with no counterpart or exception? Why do they grind down the indivinduality of their followers, when that should be anathema to their nature? Why are emotions evil in a corruptive way? Why isn't there a god of emotions being good things or a god of logic if you want to go full "emotions are bad" as an opposing force? Why do they succeed if they are powerful personified emotions, they should still be beaten because of self sabotage. Why does the god of hope and change plan? Why is Khorne the god of fighting first rather than the god of anger? Why is Nurgle the god of plagues first rather than the god off apathy? Why do they cooperate with each other, Tzeenech and Khorne are opposites by this reading, as are Slaanesh and Nurgle. Why does Khorne gain no power from orcs?

The catalogue won't stop. If GW wants to claim that they are somehow different than most other gods, it just raises way, waaaay too many questions. At least in W40K, you could read them as their worst parts being dominant because the universe is such a shit place and enpowers those parts, but in fantasy it makes no sense to claim they are somehow more primal than the other gods while not even really being worshipped, with no good counterparts, while having a united front, and wuthout representing even half of the breadth of human emotion.

On this topic... I have a few thoughts onto how it all shook out.

If I were to speculate, it's that the Chaos Gods only represent hostile concepts because those are the ones that are eventually going to hit critical mass when resources are unlimited and not expended in the long run. Game Theory operating on a divine scale. The negative feelings and thoughts will inevitably stab out, the winner gets stronger, and is in a better position to overcome other forces. Cooperation gains a godling nothing, it just prevents them from losing.

In the end, four clusters of thought and emotion congealed that devoured or co-opted everything else. The idea of bloodshed, the idea of disease, the idea of excess, and the idea of treachery. Anything else that springs up gets devoured or broken up into uselessness, but the four are too well balanced to be able to contest one another, since any clashes will have both sides simply trading memes in the end because they're too big to subsume each other, and equally balanced so that each attack loses as much as it gains. They're also too incapable of cooperating by nature of the mechanism through which they rose to power so they don't understand the idea of ganging up on a weaker party and sharing the load, so if one god ever gets in a position of weakness it gets a chance to recover because the other three start infighting instead of devouring.
 
i mean if the chaos gods were just embodiments of their emotions it would not realy make sense that they are evil(they would not have a mind). So my personal belief is that they are very powerful beings, that have decided on what they would feed, and now try to get as much as they can.
They existed before the first ones breacht the warp so maybe there are still many more than the four known?
OOC it's just GWs inconsistent and sometimes pretty crappy lore.
 
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Thats a good Doylist reading but it doesn't help Watsonially.
That's true, but I will point out that a lot of this stuff was never intended to be justified in-universe. Warhammer is a game first. A wargame at that. Now, that doesn't undermine your point, that these mechanics are very poorly explained when they're explained at all.

The Chaos Gods are evil. As described, this s Aristotelean morality. Evil is an excess or lack of a moral quality. Good is having a moderate amount. THe Chaos gods are all about lack of moderation.
While it was certainly intended to be that way (see the idea of the Gods of Law) I feel the setting moved away from that. Luthor Huss is a fanatical maniac who has basically zero chill, but he's absolutely written as a hero.
 
On this topic... I have a few thoughts onto how it all shook out.

If I were to speculate, it's that the Chaos Gods only represent hostile concepts because those are the ones that are eventually going to hit critical mass when resources are unlimited and not expended in the long run. Game Theory operating on a divine scale. The negative feelings and thoughts will inevitably stab out, the winner gets stronger, and is in a better position to overcome other forces. Cooperation gains a godling nothing, it just prevents them from losing.

In the end, four clusters of thought and emotion congealed that devoured or co-opted everything else. The idea of bloodshed, the idea of disease, the idea of excess, and the idea of treachery. Anything else that springs up gets devoured or broken up into uselessness, but the four are too well balanced to be able to contest one another, since any clashes will have both sides simply trading memes in the end because they're too big to subsume each other, and equally balanced so that each attack loses as much as it gains. They're also too incapable of cooperating by nature of the mechanism through which they rose to power so they don't understand the idea of ganging up on a weaker party and sharing the load, so if one god ever gets in a position of weakness it gets a chance to recover because the other three start infighting instead of devouring.
So... you're saying they need to learn Skaven Number Theory from the Horned Rat? :V
 
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