http://wiki.olympusrpg.org/api.php?action=feedcontributions&user=Rigil+Kent&feedformat=atomOlympusRPG Wiki - User contributions [en]2024-03-29T02:29:03ZUser contributionsMediaWiki 1.31.1http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(GURPSHammer)&diff=6418Campaign Rules (GURPSHammer)2024-01-25T20:13:00Z<p>Rigil Kent: /* Starting */</p>
<hr />
<div>= Characters =<br />
<br />
=== Starting ===<br />
*Starting CPs: 150/-50/-5; This may change depending upon how the previous character died.<br />
**Human characters must have a [[Dooming]] - this ritual happens at or around ten years of age and involves a Priest of [[Morr]] who foretells your death. You can use one of your quirks for your Dooming as appropriate. More information will be found on the [[Dooming]] page.<br />
**Players are encouraged (but not ''required'') to randomly determine their original profession using the WFRP random character creation, and then build their new character to ensure that's covered.<br />
*Starting Money: This is handled special.<br />
*Tech Level: TL4.<br />
**Functional black-powder weapons are available to all characters, though they are more common with Dwarfs and Humans.<br />
*'''Setting-Specific:'''<br />
**Reference Language: Reikspiel; see [[:Category:Campaign Information#Campaign Languages|Campaign Information]] for others.<br />
**Reference Culture: Imperial; see [[:Category:Campaign Information#Campaign Cultures|Campaign Information]] for others.<br />
**Reference Area: [[Reikland|Reikland]]<br />
<br />
=== In Play ===<br />
*Forthcoming<br />
<br />
= Advancement =<br />
*1 point per session<br />
*Maximum of 1 point per session, between sessions, for "helping to tell the story" via the blog (or similar means)<br />
<br />
= New & Modified Rules =<br />
== Official Options In Effect ==<br />
*Forthcoming<br />
<br />
== House Rules In Effect ==<br />
*Forthcoming<br />
<br />
=== Miscellaneous Rulings===<br />
*Fortchoming<br />
<br />
=== New Maneuvers ===<br />
*New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; [http://forums.sjgames.com/showthread.php?p=653635&highlight=ready+move+step Reference]<br />
*New Maneuver: All-Out Ready; Standard AoA rules, no DX check req.; [http://forums.sjgames.com/showthread.php?p=653635&highlight=ready+move+step Reference]<br />
<br />
== Setting-Specific Mechanics ==<br />
*Prestige Ratings grant a modifier to Area Knowledge, Heraldry, etc. as follows: Very High/Extreme: no roll req); High: +4; Above Average: +2; Average: +0; Below Average: -2; Low: -4; Very Low: -6. May also affect Frequency of Recognition checks?<br />
*Magic: ''See [[The Aethyr]]''<br />
== Rank and Status ==<br />
<p>Feudal and Religious Rank replaces Status, per ''Social Engineering'' p. 13; cost for either is 10/Level. In all ways, improving your Rank/Status requires GM approval as the Empire is a very stratified society.</p><br />
===Feudal Rank/Status of Secular Officials===<br />
:8&nbsp;&nbsp;&nbsp;Emperor/Empress<br />
:7&nbsp;&nbsp;&nbsp;Grand Duke/Duchess<br />
:6&nbsp;&nbsp;&nbsp;Elector/Electress, Archduke/Archduchess<br />
:5&nbsp;&nbsp;&nbsp;Duke/Duchess, Prince(ss)<br />
:4&nbsp;&nbsp;&nbsp;Margrave/Margravine, Landgrave/Landgravine<br />
:3&nbsp;&nbsp;&nbsp;Count(ess) of the Empire, Count(ess) Palatine, Altgrave/Altgravine<br />
:2&nbsp;&nbsp;&nbsp;Burgrave/Burgravine, Baron(ess)<br />
:1&nbsp;&nbsp;&nbsp;Knight, Captain, Craftsman/Merchant<br />
:0&nbsp;&nbsp;&nbsp;Villein/Townsman<br />
:-1&nbsp;&nbsp;Serf, Rogue<br />
:-2&nbsp;&nbsp;Beggar<br />
<br />
===Chivalric or Templar Orders===<br />
Prerequisite Advantage: None<br />
Prerequisite Skill: Riding (Equine), Theology (Templar Orders only), and one weapon skill.<br />
<br />
:4&nbsp;&nbsp;&nbsp;Grand Master (Not suitable for PCs)<br />
:3&nbsp;&nbsp;&nbsp;Inner Circle Preceptor (Not suitable for PCs)<br />
:2&nbsp;&nbsp;&nbsp;Inner Circle Knight (Requires Status 3+)<br />
:1&nbsp;&nbsp;&nbsp;Preceptor (Requirest Status 2+)<br />
:0&nbsp;&nbsp;&nbsp;Knight<br />
<br />
===Religious Rank of Clerical Officials===<br />
Prerequisite Advantage: Warp Empathy (Magery)<br />
Prerequisite Skill: Theology & Religious Ritual<br />
<br />
:4&nbsp;&nbsp;&nbsp;Patriarch, High Theogonist, etc. (Not suitable for PCs)<br />
:3&nbsp;&nbsp;&nbsp;High Priest (Requires Status 3+)<br />
:2&nbsp;&nbsp;&nbsp;Annointed Priest (Requires Status 2)<br />
:1&nbsp;&nbsp;&nbsp;Priests (Requirest Status 1)<br />
:0&nbsp;&nbsp;&nbsp;Initiate<br />
<br />
===Military Rank (By Type)===<br />
Each Imperial City-State and Province is a semi-autonomous region, governed by an Elector or Burgomeister. The E are descended from the original tribal warlords appointed by Sigmar to govern the regions of his realm. Each Imperial province or City-State maintains a state regiment with its own rank and distinctive livery. Choices are: Middenheim, Hochland, Norland, Talabheim, Stirland, Reikland, Talabecland, Nuln, Ostland, Averland, Altdorf, Wissenland, Ostermark, and Middenland.<br />
<br />
Prerequisite Advantage: Legal Enforcement Powers<br />
Prerequisite Skill: Law & Any single Weapon Skill<br />
<br />
:8&nbsp;&nbsp;&nbsp;The Emperor (Not suitable for PCs)<br />
:7&nbsp;&nbsp;&nbsp;Reiksmarshall (Not suitable for PCs)<br />
:6&nbsp;&nbsp;&nbsp;Elector (Not suitable for PCs)<br />
:5&nbsp;&nbsp;&nbsp;General (Requires Status 4+)<br />
:4&nbsp;&nbsp;&nbsp;Commander (Requires Status 3)<br />
:3&nbsp;&nbsp;&nbsp;Captain (Requires Status 2)<br />
:2&nbsp;&nbsp;&nbsp;Petty Captain (Requires Status 1)<br />
:1&nbsp;&nbsp;&nbsp;Sergeant (Requires Status 0)<br />
:0&nbsp;&nbsp;&nbsp;Soldier (Requires Status 0)<br />
<br />
===Status of Household Members===<br />
*-0 Spouse<br />
*-1 Dowager<br />
*-1 Children<br />
*-½ Bastard<br />
*Min "household officer" Status 0 for Status 1 Household, 1 for 2-3, 2 for 4+<br />
Use Status instead of Feudal Rank for family members unless they have a position of authority beyond the household itself, or a courtesy title<br />
<br />
===See Also===<br />
*Ranks and forms of address in a [[Feudal_System#Ranks_and_forms_of_address|Feudal Region]]<br />
*Ranks and forms of address in a [[Free_City#Ranks_and_forms_of_address|Free City]]<br />
*Ranks and forms of address in a [[:Category:Guilds#Ranks_and_forms_of_address|Guild]]<br />
*Ranks and forms of address in the [[:Category:Heroes'_Guild_of_Imperia#Ranks_and_forms_of_address|Heroes' Guild]]<br />
*Ranks and forms of address in the [[:Category:Imperial_Church_of_the_Pantheon#Ranks_and_Forms_of_Address|Imperial Church]]<br />
*Ranks and forms of address in the [[:Category:Wizards'_Guild_of_Imperia#Ranks_and_Forms_of_Address|Wizards' Guild]]<br />
<br />
[[Category:GURPSHammer]][[Category:Campaign Information]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Category:Campaign_Information&diff=6416Category:Campaign Information2024-01-25T20:11:36Z<p>Rigil Kent: Rigil Kent moved page Campaign Information to Category:Campaign Information</p>
<hr />
<div>[[Image:WFRP-EmpireOfMan.JPG|500px|thumb]]<br />
= Setting =<br />
==Theme==<br />
<strong>The Enemy Within:</strong> The Enemy Within wears a human face, and walks among the everyday folk. While all eyes are on the enemy without, the enemy within walks freely, exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world. Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north, ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous. The society of the Empire is riddled with Chaos cults, great and small. Some, like the Purple Hand, are widespread, their plans vast and unguessable; others are small and local, and may not even know that they serve the Ruinous Powers. As the Characters progress through the campaign, they become more and more aware that anyone they meet could be an agent of Chaos in disguise.<br><br />
<strong>Human Frailty:</strong> <br><br />
<strong>Choices of Evils:</strong> <br><br />
<strong>Grim Fantasy:</strong> The Enemy Within is a low, dark fantasy; or ‘grubby fantasy’ as we used to call it before such terms were coined. WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games. Instead of gleaming towers of enchanted stone, the buildings of the Empire are half-timbered, huddled tight like the cities of medieval Europe. Magic is known in the world, but it is not widespread, and it’s dangerous to use. Monsters are known to live in the wildernesses between the islands of civilisation, but the most dangerous enemies are often close neighbours, most of whom are all too human.<br />
<br />
==Style==<br />
Grimdark medieval fantasy with slices of dark humor.<br />
<br />
==Central Tension==<br />
TBD<br />
<br />
===Inciting Incident===<br />
TBD<br />
<br />
==Expectations==<br />
*Expect social interactions with both lowborn and nobility/royalty<br />
*Expect brutal combat; anyone can die<br />
*Expect to get caught up in political intrigues well above your pay-grade<br />
*Expect to stay mostly within Reikland borders (for now)<br />
<br />
==Intended Features==<br />
*TBD<br />
<br />
==Tropes==<br />
<br />
<br />
==Reference==<br />
*Reference Language: Reikspiel<br />
*Reference Culture: Imperial<br />
<br />
= Campaign Languages =<br />
<br />
Nearly all realms that fall within the Imperia region are diglossic: speaking the common tongue for official purposes, or for foreigners, and their local tongue for casual or private conversation (and sometimes when cursing). In the realms of the non-human races, the population tends to speak its own language for all purposes, but are usually capable of also speaking Generic to foreigners. Non-human languages also tend to be more homogenous.<br />
*Reikspiel (aka "Common" for this campaign)<br />
*Bretonnian (think French)<br />
*Classical (think Latin)<br />
*Elthárin (Elf tongue)<br />
*Estalian (think Spanish)<br />
*Khazalid (Dwarf tongue; is <em>taught</em> to no-Dwarfs)<br />
*Magick (required for all spellcasters)<br />
*Tilean (think Italian)<br />
<br />
= Campaign Cultures =<br />
*Imperial (covers the citizens of the Empire)<br />
*Bretonnian (covers ... Bretonnia)<br />
*Non-human (Elvish, Dwarfish, Halfling, etc.)<br />
<br />
= Common Measurements =<br />
== Time ==<br />
;Hours<br />
Sunrise Bell (~06); Midmorning Bell (~09); Noon Bell (~12); Midafternoon Bell (~15); Sunset Bell (~18); Midevening Bell (~21); Midnight Bell (~00); Last Bell (~03)<br />
<br />
;Days of the Week<br />
:Angestag (Startweek); Festag (Holyday); Wellentag (Workday); Aubentag (Levyday); Bezahltag (Taxday); Konistag (Kingday)<br />
<br />
;Months<br />
''The dating system splits the 400-day year into twelve months of 32 or 33 days, and includes six important festival days, each of which lie between the months.''<br />
:The twelve months of the year are: Nachexen (After-Witching), Jahrdrung (Year-Turn), Pflugzeit (Ploughtide), Sigmarzeit (Sigmartide), Sommerzeit (Summertide), Vorgeheim (Fore-Mystery), Nachgeheim (After-Mystery), Erntezeit (Harvest-tide), Brauzeit (Brew month), Kaldezeit (Chill month), Ulriczeit (Ulric-tide), and Vorhexen (Fore-Witching).<br />
:The six extra days in the year are: Hexenstag (Witching Day – New Year's Day), Mitterfruhl (Start Growth – Spring Equinox), Sonnstill (Sun Still – Summer Solstice), Geheimnistag (Day of Mystery), Mittherbst (Less Growth – Autumn Equinox), and Mondstille (World Still – Winter Solstice).<br />
<br />
;Years<br />
:The Imperial Calendar is dated from the year of Sigmar's coronation as the first emperor, which serves as the year 1 Imperial Calendar (I.C.); the current year is 2512 I.C.<br />
<br />
;Other<br />
*Fortnight (2-weeks)<br />
<br />
== Distance ==<br />
;Rod<br />
:The rod is a historical unit of length equal to 5½ yards. It may have originated from the typical length of a mediaeval ox-goad.<br />
;Chain<br />
:4 rods (66 feet or 22 yards).<br />
;Furlong<br />
:(meaning furrow length) the distance a team of oxen could plough without resting. This was standardised to be exactly 40 rods or 10 chains.<br />
;Acre<br />
:four by 40 rods. An acre was the amount of land tillable by one man behind one ox in one day. Traditional acres were long and narrow due to the difficulty in turning the plough and the value of river front access.<br />
;Mile<br />
:8 furlongs<br />
;League<br />
:the distance a person could walk in an hour, most commonly defined as three miles.<br />
<br />
= Currency =<br />
*Brass Penny (d) = $1 ($62.50/lb.)<br />
*Silver Shilling (/) = $12 ($1,000/lb.)<br />
*Gold Crown (GC) = $240 ($20,000/lb.)<br />
Notes:<br />
*1 gold crown (1GC) = 20 silver shillings (20/-) = 240 brass pennies (240d)<br />
*1 silver shilling (1/-) = 12 brass pennies (12d)<br />
*Abbreviated to 1GC = 20/- = 240d<br />
<br />
= Miscellaneous =<br />
<br />
*Renaissance era tech, including guns<br />
<br />
[[Category:GURPSHammer]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Campaign_Information&diff=6417Campaign Information2024-01-25T20:11:36Z<p>Rigil Kent: Rigil Kent moved page Campaign Information to Category:Campaign Information</p>
<hr />
<div>#REDIRECT [[:Category:Campaign Information]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(GURPSHammer)&diff=6415Campaign Rules (GURPSHammer)2024-01-25T20:10:08Z<p>Rigil Kent: Created page with "= Characters = === Starting === *Starting CPs: 150/-50/-5; This may change depending upon how the previous character died. **Human characters must have a Dooming - this r..."</p>
<hr />
<div>= Characters =<br />
<br />
=== Starting ===<br />
*Starting CPs: 150/-50/-5; This may change depending upon how the previous character died.<br />
**Human characters must have a [[Dooming]] - this ritual happens at or around ten years of age and involves a Priest of [[Morr]] who foretells your death. You can use one of your quirks for your Dooming as appropriate. More information will be found on the [[Dooming]] page.<br />
**Players are encouraged (but not ''required'') to randomly determine their original profession using the WFRP random character creation, and then build their new character to ensure that's covered.<br />
*Starting Money: This is handled special.<br />
*Tech Level: TL4.<br />
**Functional black-powder weapons are available to all characters, though they are more common with Dwarfs and Humans.<br />
*'''Setting-Specific:'''<br />
**Reference Language: Reikspiel; see [[:Category:Campaign Information#Campaign Languages|Campaign Information]] for others.<br />
**Reference Culture: Imperial; see [[:Category:Campaign Information#Campaign Cultures|Campaign Information]] for others.<br />
**Reference Area: [[:Category:Reikland|Reikland]]<br />
<br />
=== In Play ===<br />
*Forthcoming<br />
<br />
= Advancement =<br />
*1 point per session<br />
*Maximum of 1 point per session, between sessions, for "helping to tell the story" via the blog (or similar means)<br />
<br />
= New & Modified Rules =<br />
== Official Options In Effect ==<br />
*Forthcoming<br />
<br />
== House Rules In Effect ==<br />
*Forthcoming<br />
<br />
=== Miscellaneous Rulings===<br />
*Fortchoming<br />
<br />
=== New Maneuvers ===<br />
*New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; [http://forums.sjgames.com/showthread.php?p=653635&highlight=ready+move+step Reference]<br />
*New Maneuver: All-Out Ready; Standard AoA rules, no DX check req.; [http://forums.sjgames.com/showthread.php?p=653635&highlight=ready+move+step Reference]<br />
<br />
== Setting-Specific Mechanics ==<br />
*Prestige Ratings grant a modifier to Area Knowledge, Heraldry, etc. as follows: Very High/Extreme: no roll req); High: +4; Above Average: +2; Average: +0; Below Average: -2; Low: -4; Very Low: -6. May also affect Frequency of Recognition checks?<br />
*Magic: ''See [[The Aethyr]]''<br />
== Rank and Status ==<br />
<p>Feudal and Religious Rank replaces Status, per ''Social Engineering'' p. 13; cost for either is 10/Level. In all ways, improving your Rank/Status requires GM approval as the Empire is a very stratified society.</p><br />
===Feudal Rank/Status of Secular Officials===<br />
:8&nbsp;&nbsp;&nbsp;Emperor/Empress<br />
:7&nbsp;&nbsp;&nbsp;Grand Duke/Duchess<br />
:6&nbsp;&nbsp;&nbsp;Elector/Electress, Archduke/Archduchess<br />
:5&nbsp;&nbsp;&nbsp;Duke/Duchess, Prince(ss)<br />
:4&nbsp;&nbsp;&nbsp;Margrave/Margravine, Landgrave/Landgravine<br />
:3&nbsp;&nbsp;&nbsp;Count(ess) of the Empire, Count(ess) Palatine, Altgrave/Altgravine<br />
:2&nbsp;&nbsp;&nbsp;Burgrave/Burgravine, Baron(ess)<br />
:1&nbsp;&nbsp;&nbsp;Knight, Captain, Craftsman/Merchant<br />
:0&nbsp;&nbsp;&nbsp;Villein/Townsman<br />
:-1&nbsp;&nbsp;Serf, Rogue<br />
:-2&nbsp;&nbsp;Beggar<br />
<br />
===Chivalric or Templar Orders===<br />
Prerequisite Advantage: None<br />
Prerequisite Skill: Riding (Equine), Theology (Templar Orders only), and one weapon skill.<br />
<br />
:4&nbsp;&nbsp;&nbsp;Grand Master (Not suitable for PCs)<br />
:3&nbsp;&nbsp;&nbsp;Inner Circle Preceptor (Not suitable for PCs)<br />
:2&nbsp;&nbsp;&nbsp;Inner Circle Knight (Requires Status 3+)<br />
:1&nbsp;&nbsp;&nbsp;Preceptor (Requirest Status 2+)<br />
:0&nbsp;&nbsp;&nbsp;Knight<br />
<br />
===Religious Rank of Clerical Officials===<br />
Prerequisite Advantage: Warp Empathy (Magery)<br />
Prerequisite Skill: Theology & Religious Ritual<br />
<br />
:4&nbsp;&nbsp;&nbsp;Patriarch, High Theogonist, etc. (Not suitable for PCs)<br />
:3&nbsp;&nbsp;&nbsp;High Priest (Requires Status 3+)<br />
:2&nbsp;&nbsp;&nbsp;Annointed Priest (Requires Status 2)<br />
:1&nbsp;&nbsp;&nbsp;Priests (Requirest Status 1)<br />
:0&nbsp;&nbsp;&nbsp;Initiate<br />
<br />
===Military Rank (By Type)===<br />
Each Imperial City-State and Province is a semi-autonomous region, governed by an Elector or Burgomeister. The E are descended from the original tribal warlords appointed by Sigmar to govern the regions of his realm. Each Imperial province or City-State maintains a state regiment with its own rank and distinctive livery. Choices are: Middenheim, Hochland, Norland, Talabheim, Stirland, Reikland, Talabecland, Nuln, Ostland, Averland, Altdorf, Wissenland, Ostermark, and Middenland.<br />
<br />
Prerequisite Advantage: Legal Enforcement Powers<br />
Prerequisite Skill: Law & Any single Weapon Skill<br />
<br />
:8&nbsp;&nbsp;&nbsp;The Emperor (Not suitable for PCs)<br />
:7&nbsp;&nbsp;&nbsp;Reiksmarshall (Not suitable for PCs)<br />
:6&nbsp;&nbsp;&nbsp;Elector (Not suitable for PCs)<br />
:5&nbsp;&nbsp;&nbsp;General (Requires Status 4+)<br />
:4&nbsp;&nbsp;&nbsp;Commander (Requires Status 3)<br />
:3&nbsp;&nbsp;&nbsp;Captain (Requires Status 2)<br />
:2&nbsp;&nbsp;&nbsp;Petty Captain (Requires Status 1)<br />
:1&nbsp;&nbsp;&nbsp;Sergeant (Requires Status 0)<br />
:0&nbsp;&nbsp;&nbsp;Soldier (Requires Status 0)<br />
<br />
===Status of Household Members===<br />
*-0 Spouse<br />
*-1 Dowager<br />
*-1 Children<br />
*-½ Bastard<br />
*Min "household officer" Status 0 for Status 1 Household, 1 for 2-3, 2 for 4+<br />
Use Status instead of Feudal Rank for family members unless they have a position of authority beyond the household itself, or a courtesy title<br />
<br />
===See Also===<br />
*Ranks and forms of address in a [[Feudal_System#Ranks_and_forms_of_address|Feudal Region]]<br />
*Ranks and forms of address in a [[Free_City#Ranks_and_forms_of_address|Free City]]<br />
*Ranks and forms of address in a [[:Category:Guilds#Ranks_and_forms_of_address|Guild]]<br />
*Ranks and forms of address in the [[:Category:Heroes'_Guild_of_Imperia#Ranks_and_forms_of_address|Heroes' Guild]]<br />
*Ranks and forms of address in the [[:Category:Imperial_Church_of_the_Pantheon#Ranks_and_Forms_of_Address|Imperial Church]]<br />
*Ranks and forms of address in the [[:Category:Wizards'_Guild_of_Imperia#Ranks_and_Forms_of_Address|Wizards' Guild]]<br />
<br />
[[Category:GURPSHammer]][[Category:Campaign Information]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Category:Campaign_Information&diff=6414Category:Campaign Information2024-01-25T17:44:34Z<p>Rigil Kent: Created page with "thumb = Setting = ==Theme== <strong>The Enemy Within:</strong> The Enemy Within wears a human face, and walks among the everyday folk. Whi..."</p>
<hr />
<div>[[Image:WFRP-EmpireOfMan.JPG|500px|thumb]]<br />
= Setting =<br />
==Theme==<br />
<strong>The Enemy Within:</strong> The Enemy Within wears a human face, and walks among the everyday folk. While all eyes are on the enemy without, the enemy within walks freely, exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world. Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north, ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous. The society of the Empire is riddled with Chaos cults, great and small. Some, like the Purple Hand, are widespread, their plans vast and unguessable; others are small and local, and may not even know that they serve the Ruinous Powers. As the Characters progress through the campaign, they become more and more aware that anyone they meet could be an agent of Chaos in disguise.<br><br />
<strong>Human Frailty:</strong> <br><br />
<strong>Choices of Evils:</strong> <br><br />
<strong>Grim Fantasy:</strong> The Enemy Within is a low, dark fantasy; or ‘grubby fantasy’ as we used to call it before such terms were coined. WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games. Instead of gleaming towers of enchanted stone, the buildings of the Empire are half-timbered, huddled tight like the cities of medieval Europe. Magic is known in the world, but it is not widespread, and it’s dangerous to use. Monsters are known to live in the wildernesses between the islands of civilisation, but the most dangerous enemies are often close neighbours, most of whom are all too human.<br />
<br />
==Style==<br />
Grimdark medieval fantasy with slices of dark humor.<br />
<br />
==Central Tension==<br />
TBD<br />
<br />
===Inciting Incident===<br />
TBD<br />
<br />
==Expectations==<br />
*Expect social interactions with both lowborn and nobility/royalty<br />
*Expect brutal combat; anyone can die<br />
*Expect to get caught up in political intrigues well above your pay-grade<br />
*Expect to stay mostly within Reikland borders (for now)<br />
<br />
==Intended Features==<br />
*TBD<br />
<br />
==Tropes==<br />
<br />
<br />
==Reference==<br />
*Reference Language: Reikspiel<br />
*Reference Culture: Imperial<br />
<br />
= Campaign Languages =<br />
<br />
Nearly all realms that fall within the Imperia region are diglossic: speaking the common tongue for official purposes, or for foreigners, and their local tongue for casual or private conversation (and sometimes when cursing). In the realms of the non-human races, the population tends to speak its own language for all purposes, but are usually capable of also speaking Generic to foreigners. Non-human languages also tend to be more homogenous.<br />
*Reikspiel (aka "Common" for this campaign)<br />
*Bretonnian (think French)<br />
*Classical (think Latin)<br />
*Elthárin (Elf tongue)<br />
*Estalian (think Spanish)<br />
*Khazalid (Dwarf tongue; is <em>taught</em> to no-Dwarfs)<br />
*Magick (required for all spellcasters)<br />
*Tilean (think Italian)<br />
<br />
= Campaign Cultures =<br />
*Imperial (covers the citizens of the Empire)<br />
*Bretonnian (covers ... Bretonnia)<br />
*Non-human (Elvish, Dwarfish, Halfling, etc.)<br />
<br />
= Common Measurements =<br />
== Time ==<br />
;Hours<br />
Sunrise Bell (~06); Midmorning Bell (~09); Noon Bell (~12); Midafternoon Bell (~15); Sunset Bell (~18); Midevening Bell (~21); Midnight Bell (~00); Last Bell (~03)<br />
<br />
;Days of the Week<br />
:Angestag (Startweek); Festag (Holyday); Wellentag (Workday); Aubentag (Levyday); Bezahltag (Taxday); Konistag (Kingday)<br />
<br />
;Months<br />
''The dating system splits the 400-day year into twelve months of 32 or 33 days, and includes six important festival days, each of which lie between the months.''<br />
:The twelve months of the year are: Nachexen (After-Witching), Jahrdrung (Year-Turn), Pflugzeit (Ploughtide), Sigmarzeit (Sigmartide), Sommerzeit (Summertide), Vorgeheim (Fore-Mystery), Nachgeheim (After-Mystery), Erntezeit (Harvest-tide), Brauzeit (Brew month), Kaldezeit (Chill month), Ulriczeit (Ulric-tide), and Vorhexen (Fore-Witching).<br />
:The six extra days in the year are: Hexenstag (Witching Day – New Year's Day), Mitterfruhl (Start Growth – Spring Equinox), Sonnstill (Sun Still – Summer Solstice), Geheimnistag (Day of Mystery), Mittherbst (Less Growth – Autumn Equinox), and Mondstille (World Still – Winter Solstice).<br />
<br />
;Years<br />
:The Imperial Calendar is dated from the year of Sigmar's coronation as the first emperor, which serves as the year 1 Imperial Calendar (I.C.); the current year is 2512 I.C.<br />
<br />
;Other<br />
*Fortnight (2-weeks)<br />
<br />
== Distance ==<br />
;Rod<br />
:The rod is a historical unit of length equal to 5½ yards. It may have originated from the typical length of a mediaeval ox-goad.<br />
;Chain<br />
:4 rods (66 feet or 22 yards).<br />
;Furlong<br />
:(meaning furrow length) the distance a team of oxen could plough without resting. This was standardised to be exactly 40 rods or 10 chains.<br />
;Acre<br />
:four by 40 rods. An acre was the amount of land tillable by one man behind one ox in one day. Traditional acres were long and narrow due to the difficulty in turning the plough and the value of river front access.<br />
;Mile<br />
:8 furlongs<br />
;League<br />
:the distance a person could walk in an hour, most commonly defined as three miles.<br />
<br />
= Currency =<br />
*Brass Penny (d) = $1 ($62.50/lb.)<br />
*Silver Shilling (/) = $12 ($1,000/lb.)<br />
*Gold Crown (GC) = $240 ($20,000/lb.)<br />
Notes:<br />
*1 gold crown (1GC) = 20 silver shillings (20/-) = 240 brass pennies (240d)<br />
*1 silver shilling (1/-) = 12 brass pennies (12d)<br />
*Abbreviated to 1GC = 20/- = 240d<br />
<br />
= Miscellaneous =<br />
<br />
*Renaissance era tech, including guns<br />
<br />
[[Category:GURPSHammer]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Sigmar&diff=6413Sigmar2024-01-18T22:21:59Z<p>Rigil Kent: </p>
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<div>[[Image:Sigmar.PNG|200px|thumb]]<br />
Sigmar, also called Sigmar Heldenhammer, meaning "Hammer of the Goblins" in Old Reikspiel, born as Sigmar Unberogen, sometimes called the "God-King" and who reigned as the first Emperor of Man, is a former mortal man who has become an ascended god of the Old World Pantheon, embodying the spread of civilisation and its protection. He is the founder of the Empire of Man, its first emperor and its current patron deity. Sigmar is the object of devotion for the state religion of the Cult of Sigmar, the most powerful religious institution of the Empire.<br />
<br />
Born over 2500 years ago to the Unberogen tribe, his coming having been heralded by the Twin-Tailed Comet, Sigmar, alone of the kings among the 12 barbaric tribes of Men who founded the Empire, was possessed of a singular drive to put an end to the bloody tribal conflict that had riven his people apart. Through words and deeds, Sigmar brought the tribes of Men together while casting aside those who defied him and then, with warhammer and fury, drove the enemies of Mankind from his homeland. After Sigmar had completed the unification, he was coronated as the first Emperor of Man by the Ar-Ulric himself, having been a deeply devout Ulrican in mortal life. For fifty years did Sigmar reign over the Empire -- it was a golden age that was just, fair and prosperous.<br />
<br />
Yet despite that, many challenges to the Empire's stability were faced and overcome by Sigmar's daring and leadership: the invasions of the Chaos-corrupted Norsii barbarians, and even the march of the Lord of the Undead, the Great Necromancer Nagash himself, whom Sigmar defeated in single-combat at the gates of his capital of Reikdorf. In the last year of his rule, and the anniversary of his coronation by the Ar-Ulric, Sigmar rose up from his throne and left the the lands of the Empire, heading eastwards towards the Worlds Edge Mountains. He was accompanied by a great wolf on one flank and a massive boar on the other, his visage a mask of grim determination. His destination and purpose were known only to himself.<br />
<br />
Whatever the truth of these legends, the simple fact remained that the Father of the Empire had gone. Within a generation of his passing, the people of his Empire clamoured around a wild-eyed Ulrican friar named Johann Helstrum who proclaimed that he had borne witness to a vision of [[Ulric]] himself, the god of war, winter, and wolves, placing the divine crown of godhood upon Sigmar's brow and elevating him to join the company of the deities of the Old World Pantheon. Thus was born the [[Cult of Sigmar]] -- the Men of the Empire claiming that their greatest lord had not fallen in the east, but had ascended boldly to rule the heavens. A new, ascended God-King, one born of mortal origins, but destined to protect his people so long as his Empire stood.<br />
<br />
Over millennia later, the [[Cult of Sigmar]] has become the most widespread and most powerful faith in all the Empire -- rivalled only by the ancient Cult of Ulric, and even then only in the northern provinces. Sigmar is said to constantly battle the Dark Gods, working to stem their malignant influence from infecting the realm of Men. The souls of all his worshippers martyred in a battle against the Northmen or other forces of Chaos make their way to his side, to aid him in his holy struggle.<br />
<br />
In Sigmar's divine, all-seeing wisdom, he sees the need for strength from his followers -- not only of sinew, but of will and of faith. Unholy threats assail his favoured nation, both from within and from without, and thus he channels his might into his mortal champions -- the mighty Warrior-Priests of Sigmar and the Witch Hunter Templars.<br />
<br />
Above all, however, it is faith that serves as the chief weapon of the Empire. Unwavering in their devotion, the warriors of the Empire stand strong against such horrors that would make lesser men go mad with fear. They need only hear the recitation of the verses of the sacred Sigmarite prayer known as the Deus Sigmar to drive them to commit unparalleled acts of heroism.<br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ranald&diff=6412Ranald2024-01-18T18:08:39Z<p>Rigil Kent: Created page with "thumb Ranald, also called "Smiling Ranald," the "God of Tricksters" and the "Trickster God," is the god of luck, fortune, mischief, tricksters, fre..."</p>
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<div>[[Image:Rainald.PNG|200px|thumb]]<br />
Ranald, also called "Smiling Ranald," the "God of Tricksters" and the "Trickster God," is the god of luck, fortune, mischief, tricksters, freedom, rogues, and thieves in the Old World Pantheon. Some scholars claim he is one of the Classical Gods who were introduced to the early Empire of Man by the nations of the south, while some Ranaldian factions vehemently argue that he was once a mortal. Ranald is the representative of many different aspects of life among the Men of the Old World, both positive and negative. Most commonly he is recognised as the divine patron of thieves and rogues, but aside from them his cult attracts gamblers and merchants, liars and tricksters, and the poor and downtrodden.<br />
<br />
The nature of Ranald is to never be what he seems. Fittingly, his cult is a curious one that, to many, barely seems like a religious cult at all. It lacks the trappings, the pomp and majesty, even the structure of other Human religious cults. His temples are the gaming halls, the brothels, the taverns, and other dens of iniquity, not the gilt structures of gold and marble. Prayers to invoke him often take the form of riddling, questioning, and considering conundrums and enigmas. Fittingly, Ranald's priests are thieves, tricksters, and gamblers, rather than the educated, effete elite so favoured by other deities. Indeed, Ranald and his priests are unlike any others found among Men -- a fact that is both distressing and delightful. Ranald may even see fit to reveal the great joke of life to his priests, inspiring irreverent laughter in his own devoted in the face of the unsettling, intimidating, and terrifying.<br />
<br />
The [[Cult of Ranald]] is, by general perception, a disorganised rabble of charlatans, thieves, and ne'er-do-wells. Authority figures loathe the worship of Ranald and do not embrace its clergy as they do those of other cults of the Old World, despising him as a god of thieves and scoundrels. Even the Empire's middle-class, who try to honour most of the gods equally to insure every aspect of their lives against calamity, dislike him, specifically the law-abiding folk.[6c] He is spoken of by the orthodox leaders of other cults as the wicked trickster god, a patron of "base personages."<br />
<br />
However, Ranald is a far more popular god than one could determine by counting temples in the street. His cult is more co-ordinated than it appears, popular throughout the Empire and the Old World among a broad swath of people. He is popular among the urban poor, is a hero to the masses, and is beloved by all those whose daily tasks revolve around money. Those who dislike him still ensure the proper coins are slipped to the right people so that he will turn his eye from their businesses, and because he so loves to see the mighty fall, powerful merchants who got where they are by prayer to Ranald are sure to donate a great deal of their wealth to his cult.<br />
<br />
Ranald blends truth and lies as if there were no difference. His priests are tricksters by nature, and those who call upon him often find themselves obsessed with change. Furthermore, Ranald may have some influence over the Winds of Magic, and a pact with him can prevent wizards from suffering the Curse of [[Tzeentch]]. And yet, as much as many in authority would like to see his cult dissipated, Ranald is in fact an official god of the Empire, and his cult permitted representation in the Grand Conclave of major Imperial religions. It even has Warrior Priests, typically master thieves, nimble rascals and military agents, who act on behalf of the Emperor.<br />
<br />
What sets Ranald apart from darker gods, or even just the likes of [[Khaine]], is that he is not evil or malicious. He is more a cheerful trickster than outright criminal, said to have a love of deflating pride with clever tricks and ruses, and ruled largely by his irrepressible sense of humour. His interest in larceny stems from his joy in the discomfiture of the pompous and self-important, rather than from avarice,[11a] and he considers anything that makes the authorities look like fools a job well done. Theft, cheating, lying, and skullduggery are all acceptable in his eyes,[1d] but he abhors violence of all kinds and prohibits it except as a last resort in self-defence and sometimes in cases of dishonor.<br />
<br />
According to myth, Ranald was once mortal, a gentle bandit who robbed from the rich and gave to the poor. This so charmed [[Shallya]] that the goddess fell in love. One fateful day, she found Ranald dying, fatally touched by the plagues of the [[Nurgle | Fly Lord]]. Unable to accept this, she let Ranald drink from her holy chalice, granting the rogue eternal life. But it was all a trick — Ranald<br />
had faked it all — and, laughing, the new god gleefully danced into the heavens. <br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Rainald.PNG&diff=6411File:Rainald.PNG2024-01-18T18:00:00Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Manaan&diff=6410Manaan2024-01-18T17:58:26Z<p>Rigil Kent: Created page with "thumb Manann, also sometimes spelled Manaan, also known as the Lord of the Seas, King of the Sea, Summoner of Storms, King of Storms, and Master of..."</p>
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<div>[[Image:Manaan.PNG|200px|thumb]]<br />
Manann, also sometimes spelled Manaan, also known as the Lord of the Seas, King of the Sea, Summoner of Storms, King of Storms, and Master of the Maelstroms, is the god of the sea, oceans and tides in the Old World Pantheon.<br />
<br />
Tileans use a different name for Manann, for they call him Mathann, similar to the name for the Elven god Mathlann, probably due to their translation of the ancient scrolls left by the High Elves in the colonies they established in what is now Tilea.<br />
<br />
Manann is the chief god of the wayward Imperial province of the Wasteland and its great commercial capital Marienburg. The sea god also holds sway over the Empire's northern coasts and its rivers as far as the tide can be felt. The Cult of Manann administrates his worship.[1a] In divine myth, he is the son of the gods of nature [[Taal]] and [[Rhya]].<br />
<br />
As the god of the sea Manann is also Lord of the Oceans. Like his element he is volatile and unpredictable. He is powerful, wilful, and ferocious, but capable of acts of great beneficence, tenderness, and even playfulness -- providing sustenance for his worshippers and bringing them safe to port. When his mood shifts, his jealousy and rage can be ruinous. The priests of the [[Cult of Manann]] admire their god for his strength and revere him to placate his moods, but none love Manann as they do [[Shallya]], [[Sigmar]], or the other gods in the Old World Pantheon.<br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Manaan.PNG&diff=6409File:Manaan.PNG2024-01-18T17:57:07Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Rhya&diff=6408Rhya2024-01-18T17:55:00Z<p>Rigil Kent: </p>
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<div>[[Image:Rhya.PNG|200px|thumb]]<br />
Rhya is the goddess of summer, agriculture, fertility, love and nature in the Old World Pantheon, one of the older gods of the Human tribesmen that created the Empire. She is often worshipped in conjunction with [[Taal]], the god of nature, as his wife, and is seen as the more merciful and gentle of the pair. As a result, she is often asked to intercede with her husband to calm his rages, cooling his wrath and ameliorating his stubbornness. She and Taal are the parents of [[Manann]], the god of the sea, and countless nature spirits of forest, meadow, and valley.<br />
<br />
Although she is most often depicted as Taal's wife, Rhya is an ancient goddess in her own right with roots that, according to eminent scholars, go back as far as the Old Faith. Thus, there are a wide variety of myths concerning her, many of which place her in child-bearing relationships with other gods. While it is true that Rhya has had children with other gods, so too does Taal. Rhya is both his consort and equal, and their relationship remains harmonious even as neither is strictly monogamous. As a good wife, she is beholden to his will, so oftentimes frost kills the lambs or floods take the crops, but in legend Rhya is known to keep secrets from Taal or outright stand in defiance of him until he relents.<br />
<br />
Rhya is a modern incarnation of the goddess venerated in the Old Faith as the Mother Goddess or simply The Mother, who symbolises the earth and the fertility of nature, although this conception seems not to be a deity in the natural sense but an abstraction of the natural world and the life-sustaining magical energies wielded by druids. Many Jade Wizards are devoted to both Rhya and Taal in their original, combined identity of Ishernos.<br />
<br />
The Tileans use a different name for Rhya, who in their northern territories is a determined protector of granaries against the attentions of rats. They call her Ishea, similar to the Elven goddess of nature and fertility Isha, probably due to their translations of the ancient scrolls left by the High Elves in their former colonies that once existed in what is now the southern realm of Tilea.<br />
<br />
Several Imperial scholars have scoffed that Bretonnia's Lady of the Lake is clearly a misinterpretation of Rhya by people who eat too much cheese.<br />
<br />
Rhya is also called "Bountiful Rhya", "Taal's Wife", the "Goddess of Fertility and Summer", "Mother of the Earth", and "She Who Sustains Life." Her title of "Earth Mother" is possibly tied back to the Old Faith interpretation of her and to the ancient times when the early tribes of Men gave up their nomadic lives to settle and farm the land.<br />
<br />
Rhya is the goddess of community, well-being, love, life, health, fertility, and birth. She is the goddess of gentle nature often associated with its providential and giving side,[10a] the nurturer of people and the land. She is the huntress who provides for her kin, but also the goddess of farming and the harvest who taught Humans how to plant and harvest, and it is she who makes the grain grow each season and makes the fruit ripen on the branch.<br />
<br />
Rhya is the goddess of the lands that Men have tamed, and cultivated lands are her domains. Where Taal makes the wild lands develop unchecked, Rhya looks after the fields, orchards, and livestock of Humans, instilling growth for healthy crops and meat for all. Rhya tames the wildness blessed and embodied by her husband, transforming it into maturity and wisdom.<br />
<br />
Rhya is also the patroness of romantic love. Her purview includes procreation and she governs carnal acts, though few worship her openly in such a manner -- indeed such thoughts are considered scandalous and rude among most people of the Old World. Lovers may utter her name during passionate moments, which priestesses of Rhya claim is sufficient respect for the goddess. Rhya is the heartbeat which quickens in a mother's belly, the first birdsong of spring, and the bleat of newborn lambs.<br />
<br />
Rhya's most devoted followers are farmers and hunters, but her worshipers can also be found among fishermen, and young lovers everywhere. When farmers pray to her for springtime rains, lads and lasses entreat her to turn the hearts of their beloved ones toward them. Rustic life is said to be "under Rhya's care" for good reason. If an individual lives in the countryside, she accompanies them from birth, as they grow, find love, marry and bear children of their own. Even at death she hands their soul to [[Morr]], the god of the dead, and, in some traditions, expects their body to be buried to sustain future life from the soil.<br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Rhya&diff=6407Rhya2024-01-18T17:54:41Z<p>Rigil Kent: Created page with "thumb Rhya is the goddess of summer, agriculture, fertility, love and nature in the Old World Pantheon, one of the older gods of the Human tribesmen t..."</p>
<hr />
<div>[[Image:Rhya.PNG|200px|thumb]]<br />
Rhya is the goddess of summer, agriculture, fertility, love and nature in the Old World Pantheon, one of the older gods of the Human tribesmen that created the Empire. She is often worshipped in conjunction with [[Taal]], the god of nature, as his wife, and is seen as the more merciful and gentle of the pair. As a result, she is often asked to intercede with her husband to calm his rages, cooling his wrath and ameliorating his stubbornness. She and Taal are the parents of [[Manann]], the god of the sea, and countless nature spirits of forest, meadow, and valley.<br />
<br />
Although she is most often depicted as Taal's wife, Rhya is an ancient goddess in her own right with roots that, according to eminent scholars, go back as far as the Old Faith. Thus, there are a wide variety of myths concerning her, many of which place her in child-bearing relationships with other gods. While it is true that Rhya has had children with other gods, so too does Taal. Rhya is both his consort and equal, and their relationship remains harmonious even as neither is strictly monogamous. As a good wife, she is beholden to his will, so oftentimes frost kills the lambs or floods take the crops, but in legend Rhya is known to keep secrets from Taal or outright stand in defiance of him until he relents.<br />
<br />
Rhya is a modern incarnation of the goddess venerated in the Old Faith as the Mother Goddess or simply The Mother, who symbolises the earth and the fertility of nature, although this conception seems not to be a deity in the natural sense but an abstraction of the natural world and the life-sustaining magical energies wielded by druids. Many Jade Wizards are devoted to both Rhya and Taal in their original, combined identity of Ishernos.<br />
<br />
The Tileans use a different name for Rhya, who in their northern territories is a determined protector of granaries against the attentions of rats. They call her Ishea, similar to the Elven goddess of nature and fertility Isha, probably due to their translations of the ancient scrolls left by the High Elves in their former colonies that once existed in what is now the southern realm of Tilea.<br />
<br />
Several Imperial scholars have scoffed that Bretonnia's Lady of the Lake is clearly a misinterpretation of Rhya by people who eat too much cheese.<br />
<br />
Rhya is also called "Bountiful Rhya", "Taal's Wife", the "Goddess of Fertility and Summer", "Mother of the Earth", and "She Who Sustains Life." Her title of "Earth Mother" is possibly tied back to the Old Faith interpretation of her and to the ancient times when the early tribes of Men gave up their nomadic lives to settle and farm the land.<br />
<br />
Rhya is the goddess of community, well-being, love, life, health, fertility, and birth. She is the goddess of gentle nature often associated with its providential and giving side,[10a] the nurturer of people and the land. She is the huntress who provides for her kin, but also the goddess of farming and the harvest who taught Humans how to plant and harvest, and it is she who makes the grain grow each season and makes the fruit ripen on the branch.<br />
<br />
Rhya is the goddess of the lands that Men have tamed, and cultivated lands are her domains. Where Taal makes the wild lands develop unchecked, Rhya looks after the fields, orchards, and livestock of Humans, instilling growth for healthy crops and meat for all. Rhya tames the wildness blessed and embodied by her husband, transforming it into maturity and wisdom.<br />
<br />
Rhya is also the patroness of romantic love. Her purview includes procreation and she governs carnal acts, though few worship her openly in such a manner -- indeed such thoughts are considered scandalous and rude among most people of the Old World. Lovers may utter her name during passionate moments, which priestesses of Rhya claim is sufficient respect for the goddess. Rhya is the heartbeat which quickens in a mother's belly, the first birdsong of spring, and the bleat of newborn lambs.[10a]<br />
<br />
Rhya's most devoted followers are farmers and hunters, but her worshipers can also be found among fishermen, and young lovers everywhere. When farmers pray to her for springtime rains, lads and lasses entreat her to turn the hearts of their beloved ones toward them. Rustic life is said to be "under Rhya's care" for good reason. If an individual lives in the countryside, she accompanies them from birth, as they grow, find love, marry and bear children of their own. Even at death she hands their soul to [[Morr]], the god of the dead, and, in some traditions, expects their body to be buried to sustain future life from the soil.<br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Rhya.PNG&diff=6406File:Rhya.PNG2024-01-18T17:48:49Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Taal&diff=6405Taal2024-01-18T17:46:31Z<p>Rigil Kent: Created page with "thumb Taal is the god of nature, beasts, mountains and forests in the Old World Pantheon, one of the older gods of the Human tribesmen that created th..."</p>
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<div>[[Image:Taal.PNG|200px|thumb]]<br />
Taal is the god of nature, beasts, mountains and forests in the Old World Pantheon, one of the older gods of the Human tribesmen that created the Empire. He is a member of the "northern" or "country" family of gods, husband to [[Rhya]], the Earth Mother, goddess of agriculture, fertility and nature, brother to [[Ulric]], the god of war, winter and wolves, and father to [[Manann]], the god of the sea.<br />
<br />
Having been worshipped since the earliest days of Human occupation of the lands of the Empire, there are many local names for Taal that honoured a particular aspect of him. Some minor, regional deities are aspects of an official Imperial deity, and thus tolerated by the official cults. Human fishermen and those living on the river honour him as the god of forests and rivers, Karog, which was possibly the name of an ancient Kislevite deity.<br />
<br />
Hunters and trappers of Talabecland and Middenland meanwhile make sacrifices to Taal as the god of beasts, Karnos. Karnos is also the Tilean name for Taal, similar to the Elven god Kurnous, also called Karnos, probably due to the Tileans' translations of the ancient scrolls left by the High Elves in their Old World colonies in the southern realm that is now Tilea. Kharnos could be another name of the deity in the Classical tongue, since this is the name of a constellation and of a forest in the Border Princes. Notably, the Wood Elves of Laurelorn know Taal in a feminine aspect as the goddess of rain and rivers called Torothal.<br />
<br />
Many [[Ghyran | Jade Wizards]] are devoted to both Taal and Rhya in their original, combined identity of Ishernos.<br />
<br />
Taal is also known as "Father Taal," "God of the Wild," "God of Wild Places and Animals," "King of Nature," and "Lord of Nature." As Karnos he was known as "Lord of Beasts" or "Lord of the Beasts." As Karog he was named "God of Rivers" while in [[Talabheim]], a city founded on river trade where he was the chief god, he is called the "Father of Rivers." Taal was also called "All-Father," and considered the "King of the Gods" by his followers in the [[Cult of Taal]] and Rhya, a title disputed by the other cults of the Old World.<br />
<br />
Taal rules nature and all aspects of nature are under his purview, from the snaking rivers to the tallest mountains, from the smallest insect to the greatest beast. He is the lord of beasts, forests, and mountains, the power behind gales and downpours, waterfalls and rapids, avalanches and landslides. He makes the rain fall from the sky, the rivers flow, the animals breed and multiply, and the plants grow. Taal claims the wild places as his domain and makes them develop unchecked by civilisation.<br />
<br />
Taal represents the power and majesty of nature, not only of the physical world of stone and wood, but also the primal urge of life within all creatures. He is not only the physical heart of a person, but also the spark that makes the heart pump. Taal represents vigour and growth in all its forms -- especially the transitions from childhood and adulthood, when life is at its peak. Taal inspires wildness; the primal fury of the beast is his domain and he is primarily worshipped by hardy woodsmen, trackers, and rangers.<br />
<br />
[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Taal.PNG&diff=6404File:Taal.PNG2024-01-18T17:42:55Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Myrmidia&diff=6403Myrmidia2024-01-18T17:40:04Z<p>Rigil Kent: Created page with "thumb Myrmidia is the Human goddess of honourable war, civilisation,, strategy, soldiers, and officers in the Old World Pantheon. Her worship has..."</p>
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<div>[[Image:Myrmidia.PNG|200px|thumb]]<br />
Myrmidia is the Human goddess of honourable war, civilisation,, strategy, soldiers, and officers in the Old World Pantheon. Her worship has spread into the Empire from the southern lands of Tilea and Estalia in the Old World, where she is also known as the goddess of vengeance, beauty, art and honour. She is also revered as the "Queen of Muses" and "Mother of Invention." <br />
<br />
Myrmidia acts as the patron deity of both the Estalian kingdoms and the Tilean city-states, and is fanatically worshipped in both of those realms. Because of this, the [[Cult of Myrmidia]] is the largest in the Old World, for all it has a limited presence in the Empire.<br />
<br />
Myrmidia embodies the civilised tactics and strategies of warfare in comparison to the barbaric savagery of [[Cult of Ulric | Ulrican]] warriors and the fanatical zeal of the [[Cult of Sigmar | Sigmarites]]. Hers is the domain of tactics, formation and strategy, the order within the chaos that is the battlefield. Myrmidia does not favour brute force or mindless bloodshed. She is patron of the art and science of war, who recognises both the elegance of single-combat and the sweeping vision of grand strategy.<br />
<br />
She rewards those who fight their wars with honour. She endorses the pursuit of wisdom in warfare and inspires commanders with tactical brilliance on the battlefield, and individual fighters with quick-witted swordplay.<br />
<br />
Myrmidia is also the patron of the cunning ruse and well-timed ambush, but she is not a cruel goddess. The defeated enemy must be granted clemency if they submit and captured towns and cities must be spared the ravages of sacking. She grants victory to the honourable but is the staunch nemesis of hubristic conquerors who visit woe upon the vanquished.<br />
<br />
Myrmidia is reported by some sacred texts to once have walked the earth clad in mortal flesh. She is a goddess from the Classical age of ancient Tilea, depicted as the daughter of [[Verena]] and [[Morr]], and is said to have been given to mortal parents as a child. At this point she was, like her sister [[Shallya]], a pacifist. Sacred texts claim that when Myrmidia, as a mortal woman, was born, her parents died early and she had to live with her aunt and uncle. Both treated her poorly and forced her to work from dawn till dusk. Eventually, they sold her off to a local lord, under whom she suffered many indignities before killing him with a ceremonial spear.<br />
<br />
Myrmidia would allegedly grow into a warrior maiden and rally the people of the southern Old World against all enemies. Tileans claim she was born in Remas and conquered Estalia, while the Estalians claim she was born in Magritta and conquered Tilea. Regardless of which version is true, she united the southern civilisations. The day she was crowned queen of the southern realms, however, she was assassinated. When Myrmidia lay dying from her wounds, she ordered a great ship be built, and, it is said, sailed west upon it, there to return to her home amongst the gods, known now, and forever after, as a goddess of war.<br />
<br />
The similarity between Myrmidia and the rise of [[Sigmar]] sparked heavy religious controversy in the Empire. The southern people claimed that Myrmidia, in contrast to Sigmar, had always been a god that had chosen to incarnate herself in the mortal world to better know the ways of Men, in contrast to Sigmar who was born as a man and later ascended to godhood during his life. Heresies appeared that claimed that Sigmar had been a god as well before and was actually the son of [[Ulric]]. The [[Cult of Sigmar]] tried to quell these stories, but they proved a popular myth.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Myrmidia.PNG&diff=6402File:Myrmidia.PNG2024-01-18T17:34:54Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Verena&diff=6401Verena2024-01-18T17:32:57Z<p>Rigil Kent: Created page with "thumb Verena is the goddess of knowledge, science, learning, wisdom, law and justice in the Old World Pantheon, and one of the most commonly cited o..."</p>
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<div>[[Image:Verena.PNG|200px|thumb]]<br />
Verena is the goddess of knowledge, science, learning, wisdom, law and justice in the Old World Pantheon, and one of the most commonly cited of the Classical Gods who were introduced to the early Empire by the nations of the south. She is in several myths said to be the husband of [[Morr]], god of death, and as unlikely a pairing as it would seem at first, the two are united by the common themes of judgement and simply oversee different aspects of the concept, Morr judging the dead and it falling to Verena to judge the living. She and Morr are the parents of the goddesses [[Myrmidia]] and [[Shallya]], deities of warfare and mercy, respectively.<br />
<br />
Verena is known by many titles, including "Lady Verena," "Wise Verena," and the "Goddess of Learning and Justice." The majority of the [[Cult of Verena | Cult of Verena's]]'s priests revere her as "Verena the Wise," and practice a balanced approach that both uncovers injustice and shows she is a goddess of wisdom and intelligence. Most temples favor "Verena the Judge" and prefer to follow Imperial law, while some controversially espouse that all that matters is what is right and not necessarily what is legal, calling on the aspect of "Verena the Just."<br />
<br />
As scholars rightly believe, Verena was once a member of the pantheon known as the Gods of Law in her ancient aspect of Daora, the representation of pure, total knowledge and patron of ultimate wisdom and enlightenment. It is also believed by some scholars that Verena could be a Human aspect of the Elven god of wisdom Hoeth, their worship potentially instituted among Men by the High Elves through the ancient scrolls left in their Old World colonies, which were then translated in the southern realm that is now Tilea.<br />
<br />
Verena is worshipped throughout the Old World, especially in the south. Her devout followers include scholars, lawyers, and magistrates, as well as some wizards of the Colleges of Magic, particularly of the [[Ulgu | Grey Order]] and [[Hysh | Light Order]]. Some of her followers focus on her aspect as the judge and arbiter, believing justice is more important than learning and acting as mediators, while others focus on her apect as the guardian of knowledge, believing learning is more important than justice and usually acting as librarians and scholars.<br />
<br />
Verena is especially popular among the learned and studious. She is regarded as a wise teacher, for it is said that she lifted Mankind from its barbarous roots with the giving of writing. It is for this act that she is also held as the mother of learning, reason, and discourse. The illiterate masses of the Old World have little interest in Verena despite her cult sometimes organising missions to educate them.<br />
<br />
At the same time, Verena is the patron of just decisions and impartial balance. She is in all her aspects concerned with absolute fairness and balanced judgement and so is popular amongst peoples of all social classes. Her cult is responsible for the Imperial magistrates who travel on a circuit through villages and towns seeing cases and passing judgement on minor crimes. It is a matter of Verenean dogma that magistrates are always as even-handed and as fair as they can possibly be, and though Verena is revered as a guardian of the laws that maintain privilege by the nobility, her creed holds even if it means making enemies of the powerful and influential. For this reason, the judgement of Verena is held in higher regard among the common folk than judgements made by the more enthusiastic followers of [[Sigmar]].<br />
<br />
The Old World faces calamity with disturbing regularity, and it is the rule of law and ordered society that enables the mortal nations to not only survive, but thrive. Yet as the patron of justice, Verena is concerned with fairness rather than the letter of the law, and she opposes oppression as much as crime. Those who venerate Sigmar are to some extent concerned with violence and war, and while Verena (as a deity of justice and in spite of her benevolence and civility) has a definite martial streak of her own, it is the philosophical doctrines of justice espoused by her priests that prevents the Empire from sliding into complete tyranny.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Morr&diff=6400Morr2024-01-18T17:27:18Z<p>Rigil Kent: </p>
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<div>[[Image:Morr.PNG|200px|thumb]]<br />
Morr is the god of the dead, death, prophecy, dreams, and dreamers in the Old World Pantheon. He holds sway over illusions and all things that are not what they seem. A contemplative god, Morr guards the souls of the departed from absorption by Chaos and unholy use by necromancers, just as his priests guard the corpses buried in the Gardens of Morr, and protects the dreams of the sleeping from Daemons that would pervert them.<br />
<br />
Morr and his devoted followers are the eternal enemies of the Undead, and guardians against grave and tomb robbers. The [[Cult of Morr]] is not a popular one, but is of singular importance in the religious life of the Old World, for all come to Morr's gate eventually.<br />
<br />
Morr is one of the Old Gods later absorbed by the Classical Pantheon of ancient Tilea. Some myths hold that Morr is the husband of [[Verena]], the goddess of knowledge, brother of [[Khaine]], the god of murder, and father of [[Myrmidia]], the goddess of war and [[Shallya]], the goddess of healing and mercy. He is usually depicted as a tall, aristocratic Human male with dark hair and an aura of intensity and sometimes as a faceless figure draped in a deep, black hood and cloak carrying a scythe.<br />
<br />
The original name of Morr is lost in the depth of time, instead people of the Old World use his name derived from the Classical language of ancient Tilea. Pirates of Sartosa worship Morr near as much as they do gold, and they refer to him as "King Death" like other Tilean mariners.<br />
<br />
Forsagh, the god of prophecy in the Old World, is an aspect of Morr worshipped as the minor deity of auguries within the Empire of Man.<br />
<br />
"Saved by Morr," is a way to say "dead" by folk in the Empire. At the same time, "Morr damn you!" is a popular Imperial expletive.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Verena.PNG&diff=6399File:Verena.PNG2024-01-18T17:27:02Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Morr&diff=6398Morr2024-01-18T17:25:26Z<p>Rigil Kent: Created page with "thumb Morr is the god of the dead, death, prophecy, dreams, and dreamers in the Old World Pantheon. He holds sway over illusions and all things that a..."</p>
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<div>[[Image:Morr.PNG|200px|thumb]]<br />
Morr is the god of the dead, death, prophecy, dreams, and dreamers in the Old World Pantheon. He holds sway over illusions and all things that are not what they seem. A contemplative god, Morr guards the souls of the departed from absorption by Chaos and unholy use by necromancers, just as his priests guard the corpses buried in the Gardens of Morr, and protects the dreams of the sleeping from Daemons that would pervert them.<br />
<br />
Morr and his devoted followers are the eternal enemies of the Undead, and guardians against grave and tomb robbers. The [[Cult of Morr]] is not a popular one, but is of singular importance in the religious life of the Old World, for all come to Morr's gate eventually.<br />
<br />
Morr is one of the Old Gods later absorbed by the Classical Pantheon of ancient Tilea. Some myths hold that Morr is the husband of [[Verena]], the goddess of knowledge, brother of [[Khaine]], the god of murder, and father of [[Myrmidia]], the goddess of war and [[Shallya]], the goddess of healing and mercy. He is usually depicted as a tall, aristocratic Human male with dark hair and an aura of intensity and sometimes as a faceless figure draped in a deep, black hood and cloak carrying a scythe.<br />
<br />
The original name of Morr is lost in the depth of time, instead people of the Old World use his name derived from the Classical language of ancient Tilea. Pirates of Sartosa worship Morr near as much as they do gold, and they refer to him as "King Death" like other Tilean mariners.<br />
<br />
Forsagh, the god of prophecy in the Old World, is an aspect of Morr worshipped as the minor deity of auguries within the Empire of Man.<br />
<br />
"Saved by Morr," is a way to say "dead" by folk in the Empire.[5h] At the same time, "Morr damn you!" is a popular Imperial expletive.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Morr.PNG&diff=6397File:Morr.PNG2024-01-18T17:23:41Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Shallya&diff=6396Shallya2024-01-18T17:20:16Z<p>Rigil Kent: Created page with "thumb Shallya, known as the "White Dove of Mercy" and the "Lady in White," is the goddess of mercy, compassion and healing in the Old World Pantheo..."</p>
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<div>[[Image:Shallya.PNG|200px|thumb]]<br />
Shallya, known as the "White Dove of Mercy" and the "Lady in White," is the goddess of mercy, compassion and healing in the Old World Pantheon. She is one of the family of Classical Gods, the daughter of [[Morr]], the god of the dead and [[Verena]], the goddess of knowledge and justice, and sister to [[Myrmidia]], the goddess of war and strategy.<br />
<br />
She is portrayed as a fair, young maiden whose eyes perpetually well with tears for the sufferings of the mortal world. Ever-merciful, she is characterised in myth by an almost naive trust, displayed when [[Ranald]], the god of fortune, tricked her through a romantic entanglement and a claim of a mortal illness caused by [[Nurgle]] into allowing him to gain apotheosis as a god, or when [[Manaan]], the god of the sea, trapped her at the bottom of the ocean.<br />
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The Old World is a hard place in which to live. Disease, injury, or extended bad fortune can drive a man or woman to the brink of despair, bereft of any hope. These people turn to Shallya, who cries tears that bring the promise of mercy and comfort. To those confined to prison or a sickbed, to people condemned to death or who are dying on or off the battlefield, Shallya and her priestesses and priests -- for a few men serve her order too -- bring peace and forgiveness, and a promise of a better life in the next world.[1a]<br />
<br />
The [[Cult of Shallya]] has a presence throughout the Old World, and her temples double as hospitals for those too poor to afford a physician's house calls. In the Empire, each of the cities and major towns has a whitewashed temple to Shallya and, even in small towns and villages, the temples and shrines to the other gods will often contain a small chapel dedicated to the Lady in White.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Shallya.PNG&diff=6395File:Shallya.PNG2024-01-18T17:17:47Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ulric&diff=6394Ulric2024-01-18T17:13:46Z<p>Rigil Kent: </p>
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<div>[[Image:Ulric.PNG|200px|thumb]]<br />
Ulric is the god of war, winter and wolves in the Old World Pantheon, one of the older gods of the Human tribesmen that created the Empire of Man. Once the foremost god of the Men of the Old World, looked to by its people in times of war and seen as the patron deity of the early Empire, his influence in the southern regions of the Empire has been fading, mostly overshadowed and overtaken by the [[Cult of Sigmar | Sigmarite]] faith in political presence and further struggling even for control over the portfolio of war with the foreign [[Cult of Myrmidia | Myrmidian]] cult. Despite this decline in worship, Ulric retains a stronghold in the northern lands of the Empire, particularly [[Middenland]], and his faithful remain in a position of undeniable political power in the present-day Empire. In some of the north he is venerated above even Sigmar by peasants and nobles alike, his devout sure that there is only one true divine warrior amongst the heavens.<br />
<br />
Having been worshipped since the earliest days of Human occupation of the lands of the northern and central Old World that became the Empire, there are many local names for Ulric that honour a particular aspect of his nature. Some minor, regional deities are aspects of an official Imperial deity like Ulric, and thus tolerated by the official Imperial cults. For instance, Ulric "Blood-hand", the personification of berserk fury, is popular with footmen and templars who lose themselves in rage on the battlefield and often become a danger to their friends as much as their foes. The domain of Ulric "Snow King", by contrast, is winter, and his followers, scattered throughout the colder regions of [[Nordland]], [[Ostland]], Kislev and southern Norsca, are ascetics more focused on the struggle to survive the rigours of winter than battle.<br />
<br />
There existed a bloodier interpretation of Ulric among the Norscans called Olric, a name also often used among the poorest citizens of the northern Imperial province of Nordland. A purely Norscan sect venerated Ulric as a hunter of bears, which often raid Norscan farmsteads, known as Ursash. There was also potentially an early aspect of Ulric in the form of the predator god Lupos the Wolf, which was undergoing a resurgence in [[Hochland]] and possibly tied Ulric back to the ancient nature deity Ishernos.<br />
<br />
Ulric is sometimes called "Lord Ulric", "Ulric the Wolf", "Great Wolf", the "White Wolf", the "Wolf God of Winter", the "Winter God", "Lord of Winter", "God of Battle", and "God of War". In the days of [[Sigmar]], Ulric was known to be personified as the "Wild Wolf". As Lupos, he is known as the "Lord of Predators" or "God of Predators" rather than god of winter or more specifically the god of wolves. According to Ulrican lore, he was the "King of the Gods", although other cults dispute this.<br />
<br />
While it is true that the highly organised [[Cult of Ulric]] is limited to Middenland, specifically its capital city of Middenheim, let there be no mistake: Ulric is a powerful and important god, prayed to by every man or woman who has to do battle, and in the Old World, sooner or later, that is everyone. Ulric the mighty, Ulric the proud, Ulric the wolf as white as snow, is the god of battle and destruction and the patron of soldiers and wolves, and his followers fight with their ferocity.<br />
<br />
Southern folk often mock the devotees of the White Wolf for their bestial nature, but Ulricans pay little heed to such sentiments. Indeed, Ulric is a harsh god, but so too is the mortal world a harsh one, and when the winters come and icy storms grip the land, it is the wolves who survive while the lambs perish. It is little wonder then, that such a place as Middenland has a deity as harsh as Ulric for its patron. The Wolf God is as unforgiving as the country he watches over, demanding of his followers the strength they need to survive there, such is the simple reason behind their veneration.<br />
<br />
Ulric is also the divine spirit of winter, and is known to be personified as the savagery of the piercing winter's chill. By the autumn equinox celebration of "Less Growth," his brother [[Taal]], the god of nature, animals and the wilds and Taal's wife [[Rhya]], the goddess of agriculture, love, fertility and nature, are said to hand their power over the land to him. A portion of the harvest and some form of animal were quietly sacrificed to Ulric to keep his wolves at bay in the bitterness of winter. Around this time frost begins to creep over the land, and in ancient Teutogen folklore, Skoll, the legendary wolf companion of Ulric himself, soon chases away the sun to allow the onset of winter.<br />
<br />
By the winter equinox, also called "World Still," Ulric is at his height in the Old World, and hungry wolves begin searching for easy meals of livestock and the occasional Human victim. Bonfires are lit in hopes of guiding Taal and Rhya back into the world, and in the farthest reaches of the Empire, the pelts of wolves are raised on sticks outside village perimeters, both as a sign of respect for Ulric and a warning for his "children" to stay far away. During Sigmar's time the people waited for Ulric to return to his frozen realm in the heavens, and for Taal to bring balance to the world in the spring. By the spring equinox or "Start Growth," Ulric's reign of ice and snow ends[1e][9c] and he returns the world to Rhya.<br />
<br />
Yet, some Ulrican myths do not portray all this as a smooth or certain process. There exist invocations to Rhya to intercede with Ulric to force him to relinquish the land when spring comes,[16a] and it is said that if the Sacred Flame of Ulric in Ulric's Middenheim temple were to ever go out, then the next winter would last a whole year or possibly even forever. Ragnarites, followers of Ulric in his aspect as the "Snow King," believe that winter is simply a training ground for Evernacht, an eternal winter that will choke the life from Ulric's greatest enemies, the Ruinous Powers of Chaos. Some extremists of the order believe it is their duty to prepare the mortal world for this imminent cleansing, and so sacrifice food raided from silos across the north in Ulric's name, a practice few appreciate.<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Ulric.PNG&diff=6393File:Ulric.PNG2024-01-18T17:06:55Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ulric&diff=6391Ulric2024-01-18T17:04:35Z<p>Rigil Kent: Rigil Kent moved page Religion and Belief to Ulric</p>
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<div>The people of the Old World recognise many deities. Some are worshipped across the whole of the Old World; some are restricted to one nation or region; and some are patrons of just a single town or occupation. <br />
<br />
== Gods of the Empire ==<br />
<br />
In the Empire, the pantheon of gods is split into three broad categories: the Old Gods, the Classical Gods, and the Provincial Gods. Standing apart from these is Sigmar, the first Emperor, and<br />
patron deity of the Empire as a whole.<br />
<br />
== The Old Gods ==<br />
<br />
The Old Gods refer to the pantheon of deities worshipped when the Empire was unbroken forest populated by wandering tribes of barbarians. Many Old Gods stood as patrons to one of the tribes, and to this day some are still associated with the old geographical hunting grounds of those ancient peoples. Although few say so out loud, many citizens of the Empire regard the Old Gods as the true deities of the Empire, and the Classical Gods as relative newcomers.<br />
<br />
As time passed, five gods rose to prominence amongst the Old Gods, worshipped by dominant cults spread from one end of the Empire to the other: [[Ulric]], [[Taal]], [[Rhya]], [[Manaan]], and [[Morr]], representing the primal spheres of war, nature, fertility, seas, and death.<br />
<br />
== The Classical Gods ==<br />
<br />
The Classical Gods spread from the southern lands of Tilea, Estalia, and the Border Princes through trade and diplomatic contact. Today, their worship is popular in the cosmopolitan towns and cities, and some nobles and townsfolk secretly regard them as more sophisticated than the Old Gods — though few would risk voicing such opinions aloud!<br />
<br />
The most widespread cults of Classical Gods in the Empire are dedicated to [[Verena]], [[Myrmidia]], [[Shallya]], and [[Ranald]], patrons of wisdom, strategy, mercy, and trickery. Hiding behind these, there is also [[Khaine]], the God of Murder, though his cult is outlawed in most places.<br />
<br />
== The Provincial Gods ==<br />
<br />
The Empire hosts a wide variety of deities — patrons of provinces, towns, forests, lakes, rivers, crafts, and much more besides. Formed into complicated pantheons by local legends and myths, the Provincial Gods often have small cults dedicated to them, but few have much influence. However, there are exceptions: standing high above other Provincial Gods, worship of Handrich, the God of Trade, has spread significantly with commerce and now boasts a significant cult-presence amongst the Empire’s rising merchant class.<br />
<br />
== Sigmar ==<br />
<br />
[[Sigmar]] founded the Empire over two-thousand years ago, and his legend recounts how he conquered unthinkable foes and overcame impossible odds. Reigning for fifty years, he eventually abdicated and turned east to return his magical warhammer, Ghal-Maraz, to its forgers: his old allies, the Dwarfs. He was never seen again. Not long after, oracles and prophets claimed Sigmar had ascended to godhood, invested by Ulric before the entire pantheon of old gods and new. Today, many centuries later, the cult of Sigmar, patron of the Empire, has spread to such an extent that its leader, the Grand Theogonist, is arguably more powerful than the emperor himself.<br />
<br />
== Other Pantheons ==<br />
<br />
The different countries and species of the Old World all have deities of their own. Some, according to theologians, are aspects of other deities worshipped under different names. Others are particularly revered by a particular species: examples include Grungni, the Dwarfen God of Mining and Dwarf Pride; Isha, a Goddess of Fertility and Nature who is seen as the mother of all Elves; and Esmerelda, the Halfling Goddess of Hearth, Home, and Family.<br />
<br />
== The Chaos Gods ==<br />
<br />
The Daemonic gods of the Realms of Chaos are the greatest threat to the Old World, each determined to bring absolute ruin to the mortal realm. Their worship by lost and damned souls is pervasive and clandestine, with uncounted dark cultists infiltrating all levels of society. [[Khorne]], [[Nurgle]], [[Tzeentch]], and [[Slaanesh]]: Gods of Rage, Despair, Ambition, and Excess. Few dare whisper their twisting names, for they harbour malevolent power, and leave mutation and horror in their wake. They are known as the Ruinous Powers for a very specific reason.<br />
[[Category:GURPSHammer | GURPSHammer]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Religion_and_Belief&diff=6392Religion and Belief2024-01-18T17:04:35Z<p>Rigil Kent: Rigil Kent moved page Religion and Belief to Ulric</p>
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<div>#REDIRECT [[Ulric]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Category:Religion_and_Belief&diff=6390Category:Religion and Belief2024-01-18T17:02:53Z<p>Rigil Kent: Created page with "The people of the Old World recognise many deities. Some are worshipped across the whole of the Old World; some are restricted to one nation or region; and some are patrons of..."</p>
<hr />
<div>The people of the Old World recognise many deities. Some are worshipped across the whole of the Old World; some are restricted to one nation or region; and some are patrons of just a single town or occupation. <br />
<br />
== Gods of the Empire ==<br />
<br />
In the Empire, the pantheon of gods is split into three broad categories: the Old Gods, the Classical Gods, and the Provincial Gods. Standing apart from these is Sigmar, the first Emperor, and<br />
patron deity of the Empire as a whole.<br />
<br />
== The Old Gods ==<br />
<br />
The Old Gods refer to the pantheon of deities worshipped when the Empire was unbroken forest populated by wandering tribes of barbarians. Many Old Gods stood as patrons to one of the tribes, and to this day some are still associated with the old geographical hunting grounds of those ancient peoples. Although few say so out loud, many citizens of the Empire regard the Old Gods as the true deities of the Empire, and the Classical Gods as relative newcomers.<br />
<br />
As time passed, five gods rose to prominence amongst the Old Gods, worshipped by dominant cults spread from one end of the Empire to the other: [[Ulric]], [[Taal]], [[Rhya]], [[Manaan]], and [[Morr]], representing the primal spheres of war, nature, fertility, seas, and death.<br />
<br />
== The Classical Gods ==<br />
<br />
The Classical Gods spread from the southern lands of Tilea, Estalia, and the Border Princes through trade and diplomatic contact. Today, their worship is popular in the cosmopolitan towns and cities, and some nobles and townsfolk secretly regard them as more sophisticated than the Old Gods — though few would risk voicing such opinions aloud!<br />
<br />
The most widespread cults of Classical Gods in the Empire are dedicated to [[Verena]], [[Myrmidia]], [[Shallya]], and [[Ranald]], patrons of wisdom, strategy, mercy, and trickery. Hiding behind these, there is also [[Khaine]], the God of Murder, though his cult is outlawed in most places.<br />
<br />
== The Provincial Gods ==<br />
<br />
The Empire hosts a wide variety of deities — patrons of provinces, towns, forests, lakes, rivers, crafts, and much more besides. Formed into complicated pantheons by local legends and myths, the Provincial Gods often have small cults dedicated to them, but few have much influence. However, there are exceptions: standing high above other Provincial Gods, worship of Handrich, the God of Trade, has spread significantly with commerce and now boasts a significant cult-presence amongst the Empire’s rising merchant class.<br />
<br />
== Sigmar ==<br />
<br />
[[Sigmar]] founded the Empire over two-thousand years ago, and his legend recounts how he conquered unthinkable foes and overcame impossible odds. Reigning for fifty years, he eventually abdicated and turned east to return his magical warhammer, Ghal-Maraz, to its forgers: his old allies, the Dwarfs. He was never seen again. Not long after, oracles and prophets claimed Sigmar had ascended to godhood, invested by Ulric before the entire pantheon of old gods and new. Today, many centuries later, the cult of Sigmar, patron of the Empire, has spread to such an extent that its leader, the Grand Theogonist, is arguably more powerful than the emperor himself.<br />
<br />
== Other Pantheons ==<br />
<br />
The different countries and species of the Old World all have deities of their own. Some, according to theologians, are aspects of other deities worshipped under different names. Others are particularly revered by a particular species: examples include Grungni, the Dwarfen God of Mining and Dwarf Pride; Isha, a Goddess of Fertility and Nature who is seen as the mother of all Elves; and Esmerelda, the Halfling Goddess of Hearth, Home, and Family.<br />
<br />
== The Chaos Gods ==<br />
<br />
The Daemonic gods of the Realms of Chaos are the greatest threat to the Old World, each determined to bring absolute ruin to the mortal realm. Their worship by lost and damned souls is pervasive and clandestine, with uncounted dark cultists infiltrating all levels of society. [[Khorne]], [[Nurgle]], [[Tzeentch]], and [[Slaanesh]]: Gods of Rage, Despair, Ambition, and Excess. Few dare whisper their twisting names, for they harbour malevolent power, and leave mutation and horror in their wake. They are known as the Ruinous Powers for a very specific reason.<br />
[[Category:GURPSHammer]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Sigmar&diff=6389Sigmar2024-01-18T17:02:20Z<p>Rigil Kent: Created page with "thumb Sigmar, also called Sigmar Heldenhammer, meaning "Hammer of the Goblins" in Old Reikspiel,[6a] born as Sigmar Unberogen, sometimes called the..."</p>
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<div>[[Image:Sigmar.PNG|200px|thumb]]<br />
Sigmar, also called Sigmar Heldenhammer, meaning "Hammer of the Goblins" in Old Reikspiel,[6a] born as Sigmar Unberogen, sometimes called the "God-King" and who reigned as the first Emperor of Man [19a], is a former mortal man who has become an ascended god of the Old World Pantheon, embodying the spread of civilisation and its protection. He is the founder of the Empire of Man, its first emperor and its current patron deity. Sigmar is the object of devotion for the state religion of the Cult of Sigmar, the most powerful religious institution of the Empire.<br />
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Born over 2500 years ago to the Unberogen tribe, his coming having been heralded by the Twin-Tailed Comet, Sigmar, alone of the kings among the 12 barbaric tribes of Men who founded the Empire, was possessed of a singular drive to put an end to the bloody tribal conflict that had riven his people apart. Through words and deeds, Sigmar brought the tribes of Men together while casting aside those who defied him and then, with warhammer and fury, drove the enemies of Mankind from his homeland. After Sigmar had completed the unification, he was coronated as the first Emperor of Man by the Ar-Ulric himself, having been a deeply devout Ulrican in mortal life. For fifty years did Sigmar reign over the Empire -- it was a golden age that was just, fair and prosperous.<br />
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Yet despite that, many challenges to the Empire's stability were faced and overcome by Sigmar's daring and leadership: the invasions of the Chaos-corrupted Norsii barbarians, and even the march of the Lord of the Undead, the Great Necromancer Nagash himself, whom Sigmar defeated in single-combat at the gates of his capital of Reikdorf. In the last year of his rule, and the anniversary of his coronation by the Ar-Ulric, Sigmar rose up from his throne and left the the lands of the Empire, heading eastwards towards the Worlds Edge Mountains. He was accompanied by a great wolf on one flank and a massive boar on the other, his visage a mask of grim determination. His destination and purpose were known only to himself.<br />
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Whatever the truth of these legends, the simple fact remained that the Father of the Empire had gone. Within a generation of his passing, the people of his Empire clamoured around a wild-eyed Ulrican friar named Johann Helstrum who proclaimed that he had borne witness to a vision of [[Ulric]] himself, the god of war, winter, and wolves, placing the divine crown of godhood upon Sigmar's brow and elevating him to join the company of the deities of the Old World Pantheon. Thus was born the [[Cult of Sigmar]] -- the Men of the Empire claiming that their greatest lord had not fallen in the east, but had ascended boldly to rule the heavens. A new, ascended God-King, one born of mortal origins, but destined to protect his people so long as his Empire stood.<br />
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Over millennia later, the [[Cult of Sigmar]] has become the most widespread and most powerful faith in all the Empire -- rivalled only by the ancient Cult of Ulric, and even then only in the northern provinces. Sigmar is said to constantly battle the Dark Gods, working to stem their malignant influence from infecting the realm of Men. The souls of all his worshippers martyred in a battle against the Northmen or other forces of Chaos make their way to his side, to aid him in his holy struggle.<br />
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In Sigmar's divine, all-seeing wisdom, he sees the need for strength from his followers -- not only of sinew, but of will and of faith. Unholy threats assail his favoured nation, both from within and from without, and thus he channels his might into his mortal champions -- the mighty Warrior-Priests of Sigmar and the Witch Hunter Templars.[8a]<br />
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Above all, however, it is faith that serves as the chief weapon of the Empire. Unwavering in their devotion, the warriors of the Empire stand strong against such horrors that would make lesser men go mad with fear. They need only hear the recitation of the verses of the sacred Sigmarite prayer known as the Deus Sigmar to drive them to commit unparalleled acts of heroism.[8a]<br />
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[[Category:GURPSHammer]] [[Category:Religion and Belief]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Category:GURPSHammer&diff=6388Category:GURPSHammer2024-01-18T16:58:32Z<p>Rigil Kent: </p>
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On the surface, the Empire of Man is all but invincible. It is the greatest of the Old World’s realms, both in extent and in military might. <br />
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Founded two and a half millennia ago, it has withstood countless assaults by Greenskins, Skaven, Chaos, and its many neighbours. Beneath the banner of the twin-tailed comet, emblem of its founder-god [[Sigmar | Sigmar Heldenhammer]], the State Armies of the Empire take to the field behind their mighty Griffon-riding Emperor, confident of victory. <br />
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However, scratch the surface and peer just beneath, and things take on a different aspect. There are worrying rumours concerning the Emperor’s health, and he hasn’t been near his Griffon for months. Deep in the remote forests of this vast realm, Beastmen and worse still lurk, even though the forces of Chaos were expelled from the land two centuries ago. The taint of Chaos touches everywhere, inflicting strange mutations that force good folk to hide from their neighbours or face the flames of the witch hunters. Strange and secretive cults worship blasphemous gods with titles like ‘the Changer of the Ways’, ‘the Prince of Pleasure’ and ‘the Father of Decay’. <br />
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Beyond the Empire’s borders, past the icy fringes of Kislev and Norsca, the swelling forces of Chaos inhabit the twisted and unnatural Northern Chaos Wastes. Leaders rise and fall, amassing armies to raid and plunder, only to have them disperse again.<br />
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It has been two centuries since any Champion of Chaos has arisen with the strength to unite the Enemy Without. But rumour suggests a new Chosen of the Ruinous Powers walks the north, and is binding the warlike tribes together. So, the rulers of the Old World do not relax their vigilance. They keep their eyes steadily on this terrible external threat. <br />
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And, in doing so, they overlook the Enemy Within.</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Sigmar.PNG&diff=6387File:Sigmar.PNG2024-01-18T16:57:50Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Nordland&diff=6386Nordland2024-01-18T16:09:24Z<p>Rigil Kent: Created page with "thumb Nordland, officially the Grand Barony of Nordland, is an Electoral Province of the Empire that lies on the northwestern shores of that realm..."</p>
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<div>[[Image:Nordland.PNG|200px|thumb]]<br />
Nordland, officially the Grand Barony of Nordland, is an Electoral Province of the Empire that lies on the northwestern shores of that realm. The lands of Nordland did not truly exist during the founding of the Empire, for the Was Jutones of both Nordland and Westerland refused Emperor [[Sigmar | Sigmar's]] invitation to his Empire. It wasn't until the 8th century IC that the Was Jutones were finally subjugated and forced into the Empire as a new province by Emperor Sigismund II.<br />
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Since its incorporation as a province, Nordland has become famous for hosting the Second Fleet of the Imperial Navy and its heavily tolled coastal roads, which provide both safe passage for rich merchants heading towards the city of Marienburg and the main source of income for its provincial government. Many sea fortresses and watch-towers line the coast of Nordland, as Norscan raiders from across the Sea of Claws are an all-too-common threat that can't be ignored without dire consequences. Raids and retaliatory raids between the Nordlanders and their cousins across the seas are so ingrained upon their history and culture, that none can fathom any other way of living.<br />
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The State Troops of Nordland, including the Nordland Marines, wear the distinctive blue and yellow uniforms of their province. The provincial banner, on the other hand, bears a depiction of a Sea Eagle clutching a shield with an image of an Imperial warship, the heraldry also used as the coat of arms of the province's Elector Count Theoderic Gausser. Traditionally the noble who serves as Elector Count of Nordland is also the prince of Marienburg as well, and this has been a point of contention since that city-state seceded from the Empire in 2429 IC. Other oft-seen emblems of Nordland include the Imperial Cross, various ships, anchors or fish icons, and the five-pointed crown of the sea god Manann.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Nordland.PNG&diff=6385File:Nordland.PNG2024-01-18T16:08:24Z<p>Rigil Kent: </p>
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<div>[[Image:Wissenland.PNG|200px|thumb]]<br />
Wissenland, formally the Grand County of Wissenland, is a founding Electoral Province of the Empire that lies in the southern reaches of that realm. The province of Wissenland is considered the armoury of the Empire, for it holds within its borders the city-state of Nuln, the largest industrial city within the Old World. From its workshops and factories, the city of [[Nuln]] churns out some of the most devastating black-powder weaponry known to Mankind.<br />
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Wissenland's territories was originally confined between the Grey Mountains and the River Soll, but following the destruction of Solland in 1707 IC, the territories of Solland were given to Wissenland. Ever since then, the people of Wissenland have expressed a degree of sorrow and remembrance for their neighbors, going as far as to add the flag of Solland upon their own banners as a sign of respect for their fallen countrymen.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Talabecland&diff=6383Talabecland2024-01-18T16:07:09Z<p>Rigil Kent: </p>
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<div>[[Image:Talabecland.PNG|200px|thumb]]<br />
Talabecland, formally known as the Grand Duchy of Talabecland or the Grand Freistadt of Talabecland, is one of the founding Electoral Provinces of the Empire and is located at its geographical centre. The provincial capital city of Talabecland is [[Talabheim]], a large city-state built inside a titanic meteorite crater miles upon miles wide. The very province itself is named after [[Taal]], the god of the wilderness of the Old World Pantheon, and he is considered the province's patron god after [[Sigmar]] himself.<br />
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Talabecland is perhaps one of the largest of the Imperial provinces, and its dominant features include its dominion over the River Stir and the River Talabec, as well political control over nearly all of the Great Forest. Much of the province's trade flows along these rivers, as well as trade that flows through to the north and south along the Great Forest Road.<br />
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When times are relatively tranquil, the province is a thriving centre of commerce and the many coaching inns that line the roads of Talabecland are typically filled to capacity with merchants and tradesmen of all kinds and nationalities. In Talabecland lies the major fortress-city of Heldenhame Keep, which is situated on several key trade routes.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Stirland&diff=6382Stirland2024-01-18T16:06:54Z<p>Rigil Kent: </p>
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Stirland, officially the Grand County of Stirland, is a founding Electoral Province of the Empire that extends to the eastern frontier of that nation. Stirland is a rugged highland province famous for its rural backwater society and the province's close affiliation with death. Such attitudes stem from the province's close association with its constituent County of Sylvania, a haunted land defined by misty forests, ancient castles resting on craggy peaks like circling vultures and the tendency of its dead to emerge from their graves at regular intervals.<br />
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Ever since the end of the Vampire Wars, the province of Stirland has been given the rights by the Imperial crown to all the lands of eastern Sylvania. This essentially doubled the size of the province, but did little to improve the province's fortunes. Indeed, Stirland is a relatively poor country in comparison to its close southern neighbours such as Averland or Wissenland.<br />
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The citizenry of Stirland are a conservative and superstitious lot, known for their backwards outlook and religious intolerance. The banner of Stirland shows a skeleton sounding a hunting horn, signifying a call to battle. The skeleton itself is a common symbol of the lands, an expression of both the Stirlander battle cry "Victory or Death" and a grim reminder of the lands of Sylvania that they share borders with.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Reikland&diff=6381Reikland2024-01-18T16:06:25Z<p>Rigil Kent: </p>
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Reikland, officially the Grand Principality of Reikland, is one of the founding Electoral Provinces of the Empire. It is located in the southwestern Empire in the centre of the Old World continent. Reikland has been the most important state of the Empire for nearly one hundred years, for it surrounds [[Altdorf]], the current Imperial capital city, and its state armies are those under the command of the Emperor Karl Franz I himself.<br />
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Reikland was one of the provinces created at the founding of the Empire during the reign of its first emperor, Sigmar Heldenhammer. Indeed, in the eyes of the Imperial citizenry, the territories of the Reikland are considered the heartland of the Empire culturally, politically, economically, religiously and in every other way that matters.<br />
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The Reiksguard, pride of the province's state army and the most powerful and prestigious regiment in the Empire, are the bodyguard of the Emperor himself.[1a] The Emperor is able to provide the finest equipment and training available for his own state army; as a result, the armies of Reiksguard are said to be the most disciplined troops in the Empire. They are famous for their precise coordination and their steady resolve: few foes can perturb the valiant men of Reikland.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ostland&diff=6380Ostland2024-01-18T16:06:10Z<p>Rigil Kent: </p>
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Ostland, formally the Grand Principality of Ostland, is a founding Electoral Province of the Empire that makes up much of the northern border of that nation. Ostland is a realm of damp, creeping mists and shifting shadows, and is covered almost entirely by the dark canopy of the Forest of Shadows. The people of this land have learned to live out a rugged life among the ancient trees, clearing patches of land for their farms and settlements, and keeping a watchful eye on the dark depths of the forest.<br />
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As the first line of defence for the Empire's northern frontier, the province of Ostland is in a state of near-constant war. Chaos warbands and Norscan marauders raiding from the north are simply a fact of life for Ostlanders, and such harsh living has created a militaristic society in Ostland similar to those which exist in the neighbouring provinces of [[Nordland]] and [[Middenland]].<br />
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As the descendants of the ancient tribe of Men known as the Udoses who inhabited what would become Ostland in the times of [[Sigmar]] over two and a half millennia ago, Ostlanders have since earned a reputation amongst the peoples of the other Imperial provinces as a stubborn yet patriotic citizenry, who have fought, bled, and endured countless invasions since before the founding of the Empire.<br />
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A popular Ostlander phrase is "A wolf at the door is still a wolf."<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ostermark&diff=6379Ostermark2024-01-18T16:05:28Z<p>Rigil Kent: </p>
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Ostermark, officially the League of Ostermark, but sometimes called the "East March," is an Electoral Province of the Empire that was formally founded only very late in Imperial history. It lies at the far north-eastern corner of the Empire.<br />
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Though Ostermark existed at the time the Empire was founded by [[Sigmar]], the League of Ostermark itself was formed out of the chaos of the late 19th century IC, when its former capital of Mordheim was struck by a comet of tremendous size. The resulting destruction of the province's central government and the death of its ruling family led the remaining towns and villages of the lands of Ostermark to band together and form a new, oligarchic government which would later become known as the League of Ostermark.<br />
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As the homeland of the ancient tribe of the Ostagoths in Sigmar's time, the territories of Ostermark, often referred to as the Empire's "East March," is considered a highly fertile if sometimes hostile landscape.<br />
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This is because Ostermark is the eastern frontier of the Empire, surrounded on three sides by Kislev, Sylvania and the Worlds Edge Mountains. Neverthless, the people of Ostermark are a valiant breed, and through their determination, Ostermark has survived the onslaught of invasions that has followed since its founding<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Middenland&diff=6378Middenland2024-01-18T16:05:15Z<p>Rigil Kent: </p>
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Middenland, officially the Grand Duchies of Middenland and Middenheim, is a founding Electoral Province of the Empire that lies in the north-central region of that realm. Towering above the gloomy canopies of the Drakwald Forest is a sheer-sided pinnacle of white rock atop which sits the fortress city-state of [[Middenheim]], capital of Middenland and the sacred City of the White Wolf. The White Wolf is the holy symbol of [[Ulric]], the Imperial god of war, winter and wolves.<br />
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[[Ulric]] is the patron warrior god of the northern Empire, the Cult of Ulric being centred on the region. The impressive Temple of Ulric is a wonder of the city that attracts pilgrims from many realms. A powerful army, clothed in the city-state's colours of blue and white, garrisons the nigh-impregnable walls and tirelessly patrols the roads leading to the Ulricsberg, the fortress that lies on the high hill at the city's heart.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Hochland&diff=6377Hochland2024-01-18T16:05:02Z<p>Rigil Kent: </p>
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<div>[[Image:Hochland.PNG|200px|thumb]]<br />
Hochland, officially the Grand Barony of Hochland, is one of the founding Electoral Provinces of the Empire. It lies in the north-central region of the Old World. Within the boundaries of Hochland, like its neighbor Ostland, lies a portion of the Middle Mountains and vast tracts of untamed wilderness.<br />
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Because of these similarities, Hochland is often compared to its larger and wealthier northern neighbor. "Ostland's little brother" is a term often used to describe the Grand Barony, although never in Hochland itself.<br />
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Despite their backwards reputation within the Empire's more cosmopolitan regions, the people of Hochland are no less sturdy nor skilled than their Imperial neighbours in terms of military capability, as many of the best archer and marksmen regiments within the Empire's military are native to Hochland.<br />
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Like their brethren in neighboring provinces, Hochlanders are amazingly resourceful people, a trait that is common to the folk of the Grand Barony starting in childhood. Hochlanders are also amazing hunters and trackers, skills that originated with the tribal traditions of the Cherusen people who originally settled the region.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Averland&diff=6376Averland2024-01-18T16:04:47Z<p>Rigil Kent: </p>
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<div>[[Image:Averland.PNG|200px|thumb]]<br />
Averland, formally the Grand County of Averland or the Grand Duchy of Averland, is a founding Electoral Province of the Empire that lies in the south-eastern corner of that realm. As with the province of Ostermark, Averland has an economy based mostly on agriculture and the raising of cattle and livestock. Unlike most of the other states in the Empire, Averland contains large stretches of unbroken, fertile plains and few woodlands. While this territory is not as fertile as that in Ostermark, it has proved valuable as grazing land for the infamous Averlander cattle herds.<br />
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Averland also has the "honour" of defending the site of Black Fire Pass, where the God-King [[Sigmar]] won his greatest victory against the Greenskins millennia ago, which cuts through the Worlds Edge Mountains to the Dark Lands.<br />
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This is the clearest pass through those mountains for thousands of miles and as such, is a popular route for marauding Orcs and Goblins. As a result of years of defending it, the Averlanders are held in high esteem in the art of siege defence.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ostland&diff=6375Ostland2024-01-18T16:04:06Z<p>Rigil Kent: Created page with "thumb Ostland, formally the Grand Principality of Ostland, is a founding Electoral Province of the Empire that makes up much of the northern border..."</p>
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<div>[[Image:Ostland.PNG|300px|thumb]]<br />
Ostland, formally the Grand Principality of Ostland, is a founding Electoral Province of the Empire that makes up much of the northern border of that nation. Ostland is a realm of damp, creeping mists and shifting shadows, and is covered almost entirely by the dark canopy of the Forest of Shadows. The people of this land have learned to live out a rugged life among the ancient trees, clearing patches of land for their farms and settlements, and keeping a watchful eye on the dark depths of the forest.<br />
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As the first line of defence for the Empire's northern frontier, the province of Ostland is in a state of near-constant war. Chaos warbands and Norscan marauders raiding from the north are simply a fact of life for Ostlanders, and such harsh living has created a militaristic society in Ostland similar to those which exist in the neighbouring provinces of [[Nordland]] and [[Middenland]].<br />
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As the descendants of the ancient tribe of Men known as the Udoses who inhabited what would become Ostland in the times of [[Sigmar]] over two and a half millennia ago, Ostlanders have since earned a reputation amongst the peoples of the other Imperial provinces as a stubborn yet patriotic citizenry, who have fought, bled, and endured countless invasions since before the founding of the Empire.<br />
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A popular Ostlander phrase is "A wolf at the door is still a wolf."<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Ostland.PNG&diff=6374File:Ostland.PNG2024-01-18T16:02:59Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Ostermark&diff=6373Ostermark2024-01-18T16:01:23Z<p>Rigil Kent: Created page with "thumb Ostermark, officially the League of Ostermark, but sometimes called the "East March," is an Electoral Province of the Empire that was forma..."</p>
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<div>[[Image:Ostermark.PNG|400px|thumb]]<br />
Ostermark, officially the League of Ostermark, but sometimes called the "East March," is an Electoral Province of the Empire that was formally founded only very late in Imperial history. It lies at the far north-eastern corner of the Empire.<br />
<br />
Though Ostermark existed at the time the Empire was founded by [[Sigmar]], the League of Ostermark itself was formed out of the chaos of the late 19th century IC, when its former capital of Mordheim was struck by a comet of tremendous size. The resulting destruction of the province's central government and the death of its ruling family led the remaining towns and villages of the lands of Ostermark to band together and form a new, oligarchic government which would later become known as the League of Ostermark.<br />
<br />
As the homeland of the ancient tribe of the Ostagoths in Sigmar's time, the territories of Ostermark, often referred to as the Empire's "East March," is considered a highly fertile if sometimes hostile landscape.<br />
<br />
This is because Ostermark is the eastern frontier of the Empire, surrounded on three sides by Kislev, Sylvania and the Worlds Edge Mountains. Neverthless, the people of Ostermark are a valiant breed, and through their determination, Ostermark has survived the onslaught of invasions that has followed since its founding<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Ostermark.PNG&diff=6372File:Ostermark.PNG2024-01-18T16:00:19Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Wissenland&diff=6371Wissenland2024-01-18T15:59:11Z<p>Rigil Kent: Created page with "thumb Wissenland, formally the Grand County of Wissenland, is a founding Electoral Province of the Empire that lies in the southern reaches of t..."</p>
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<div>[[Image:Wissenland.PNG|400px|thumb]]<br />
Wissenland, formally the Grand County of Wissenland, is a founding Electoral Province of the Empire that lies in the southern reaches of that realm. The province of Wissenland is considered the armoury of the Empire, for it holds within its borders the city-state of Nuln, the largest industrial city within the Old World. From its workshops and factories, the city of [[Nuln]] churns out some of the most devastating black-powder weaponry known to Mankind.<br />
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Wissenland's territories was originally confined between the Grey Mountains and the River Soll, but following the destruction of Solland in 1707 IC, the territories of Solland were given to Wissenland. Ever since then, the people of Wissenland have expressed a degree of sorrow and remembrance for their neighbors, going as far as to add the flag of Solland upon their own banners as a sign of respect for their fallen countrymen.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=File:Wissenland.PNG&diff=6370File:Wissenland.PNG2024-01-18T15:58:23Z<p>Rigil Kent: </p>
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<div></div>Rigil Kenthttp://wiki.olympusrpg.org/index.php?title=Talabecland&diff=6369Talabecland2024-01-18T15:57:14Z<p>Rigil Kent: Created page with "thumb Talabecland, formally known as the Grand Duchy of Talabecland or the Grand Freistadt of Talabecland, is one of the founding Electoral Pro..."</p>
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<div>[[Image:Talabecland.PNG|400px|thumb]]<br />
Talabecland, formally known as the Grand Duchy of Talabecland or the Grand Freistadt of Talabecland, is one of the founding Electoral Provinces of the Empire and is located at its geographical centre. The provincial capital city of Talabecland is [[Talabheim]], a large city-state built inside a titanic meteorite crater miles upon miles wide. The very province itself is named after [[Taal]], the god of the wilderness of the Old World Pantheon, and he is considered the province's patron god after [[Sigmar]] himself.<br />
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Talabecland is perhaps one of the largest of the Imperial provinces, and its dominant features include its dominion over the River Stir and the River Talabec, as well political control over nearly all of the Great Forest. Much of the province's trade flows along these rivers, as well as trade that flows through to the north and south along the Great Forest Road.<br />
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When times are relatively tranquil, the province is a thriving centre of commerce and the many coaching inns that line the roads of Talabecland are typically filled to capacity with merchants and tradesmen of all kinds and nationalities. In Talabecland lies the major fortress-city of Heldenhame Keep, which is situated on several key trade routes.<br />
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[[Category:GURPSHammer]] [[Category:Empire of Man]]</div>Rigil Kent