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X is for Xhotl

Xhotl is a fallen Temple-City in Lustria. Lustria is largely spoken in the Empire and the wider Old World as a mythical place beyond the horizon of the coastlines. Only fools chase the legend of great jungle bound ruins filled with gold and gems. As the gods are manifest, so to are many legends and myths. Finding the truth of these one must muster bravery, folly, and coin for ships, rations, and loyalty (for mutiny often befalls these expeditions!).  In Xhotl, the Slann Mage-Priests, an ancient race of reptile-like beings that worship and wield magic itself, can feel the shifting of the winds of magic caused by imbalances between Law and Chaos. The ruins of Xhotl are often the site of desperate defenses against Skaven, a mad race of rat-like creatures that infest the sewers of the Old World, or Chaos invasions seeking to steal ancient “Old One" artifacts of the Slann while the world’s attention is turned north to the Chaos gates in the expansive Chaos Wastes.

V is for the Varenka Hills

Lying above the delta of the Howling River in the Border Princes are the Varenka Hills. The Varenka Hills are north of the Dwarf Karak ("Hold") of Barak Varr, an elaborate trading port literally embedded in elaborate and highly secure cave system. The hills have become something of a refuge (depending on the Old World timeline).  In the years leading up to and during the Storm of Chaos c. 2522 IC, many fleeing the invasion from the Chaos Wastes, fled over the Black Mountains through Winter's Teeth Pass or Black Fire Pass. The Varenka Hills were a heaven compared to the Greenskin raiders of the mountain passes, the hordes of horrors in the Hvargir Forest, or still more Greenskin hordes on the tundra between the Khyprian Road and the Old Silk Road. The River Treblecz offers no refuge, only shoals, rapids, and falls. The refugees trade extensively with Barak Varr and the Dwarves are known to provide arms and training for defending and defeating the goblin and orc tribes that...

U is for Untergard

Untergard. Home of “tax cheats!" Former home of “tax cheats." Untergard, as the Graf Sternhauer knew the settlement on the River Taub, was founded by villagers running from the Graf's “unjust taxation." The settlement grew quickly and soon expanded across the river, building a robust hub of commerce with “fair tolls" to cross the river. Unfortunately, Untergard was besieged in the Storm of Chaos in 2522-23 IC. The bridge made it a strategic prize for the forces of Chaos marching toward Middenheim. Imperial forces were victorious, but it left one half of the town destroyed and the other half in ruins. The surviving residents attempted to rebuild, but soon abandoned what remained to the forest and the roving Beastmen hordes of the Drakwald. Today, Untergard's western ruins on the Taub is home to river pirates, Beastmen, and mutant “communes." The pirates, Beastmen, and mutants have taken to worshiping a “god" in the form of an idol made of wyrdstone...

T is for River Teufel

Flowing out the Grey Mountains on the western edge of the province of Reikland, the River Teufel runs red, literally, through the city of Übersreik and then north where it meet the River Reik at the Castle Reikguard. The color of the river is thought to be the result of the great deposits of iron ore in the mountains, mined by the dwarves at the river's source. It is most commonly thought to be the blood of great dwarven losses in their unceasing battles with the Greenskin hordes that besiege the dwarven holds. Which is superstition and which is fact remains debated. The river's confluence at Castle Reikguard is thought to be the most dangerous part of conducting commerce on the Teufel from Übersreik. It is often braved over the toll of the Grünberg Canal, the banditry on the roads that follow the river through town and village, or the creatures of the Reikland Forest.

S is for The Schmitterling

The mysterious Schmitterling is the leader of the Red Triangle, a cult of the chaos god Tzeentch. He has only been seen by the Company in the distance and spoken to through his corrupted followers. The Schmitterling makes no secret of his goals. They are in his name: The Butterfly. From cocoon to larve to beauty: change embodied in nature.  Change.  The very change in nature shows the beauty of Tzeentch’s perfect goal for the world.

R is for Ranald, patron god of Thieves and Tricksters

Of the sanctioned cults in the human realms, Ranald is not widely worshiped. Shrines and places of worship are hidden in dark alleys, snugs of “shrine clubs," and other quiet out of the way places. Priests and Initiates of Ranald are, simply, thieves and trickster. Most are wanderers, many are adventurers, and few still publicly known. The “priest" Pit van Karrs of Übersreik and proprietor of the Bricks Keller is an example. Known to the underground and well connected, his initiates run a wide reaching congregation from the tavern. The most publicly known center of worship is in Marienburg, a charter city-state, separate from the Empire. The temple to Ranald is a grand house of worship, rivaling the greatest temples to Sigmar and Ulric in Altdorf and Middenheim, respectively, with a grand, golden chancel and altar and towering vaulted ceilings. Ranaldans will often say a prayer with their index and second fingers crossed. The symbol is used not just in prayer but to invoke Ra...

Q is for Quentin

Quentin is the crank, kook, quack, eccentric, and inventive craftsman of the Institute. Quentin's gadgets are largely useless, but make a big show, and the show often results in an unmitigated disaster in the moment, but an equally unparalleled success that makes for Quentin's impeccable reputation. Recent devices included: The “Throat-Singer’s Deceiver" A stiff leather collar with a hidden reed-and-bellows mechanism tucked under the chin. The agent twists a small knob to activate it. It’s supposed to perfectly mimic any voice the wearer has heard that day; ideal for impersonating a guard captain or seductive noblewoman during a whispered conversation at a feast. How it actually works is the first twist makes the collar emit a loud, wet QUACK like a startled goose. Every subsequent word the agent tries to speak comes out as a ridiculous, warbling mix of their own voice and farm-animal sounds. The “Nightwalker’s Deception" Soft-soled leather boots with a heel-mounted c...