Borchband the Voice is the Minor God of Rhetoric, venerated in the Reikland by agitators, politicians, and lawyers.
Politicians and other lawmakers in Reikland and Altdorf keep amulets of Borchband submerged in goblets of wine in the hopes of distracting the God from sending out agitators to thwart their plans. Common offerings to Bögenauer include written speeches, acorns, and quills. He has two temples and several shrines dedicated to him in Altdorf.
Though the warhorses bred in the Empire are fine mounts in battle, they pale before the magnificence of the Bretonnian Charger. Over 20 hands high, nobles are especially careful in the breeding of these steeds. Hence, these mounts are in high demand, and only the wealthiest nobles in the Empire can afford the bribes necessary to procure one.
During the exploratory expeditions in 1492, a few sailors brought this interesting species back to the Empire. Most of the plants couldn’t adapt to the colder climate, but a few survived in the gardens of those who could afford to maintain such exotic plants. After a few years, there were rumours of strange, nightly visitors in the areas around the gardens, not to mention the sharp decline in the bird population. And then people started disappearing. What exactly led the locals to attributing the cause of the disturbances to the flowers isn’t certain, but the specimens were all burned and their owners burned at the stake.
Though banned, some gardeners maintain these unusual plants for their nectar. It’s said that consuming a small measure of the fluid evokes powerful dreams and instils a deep sense of calm and tingling pleasure. No one uses the nectar for long as people who sample the fluid tend to disappear.
Friedrich von Tarnus was the first Magister Patriarch of the Bright Order. Excelling beyond all of Teclis' many proteges save Volans, Freidrich was there when the Colleges of Magic were formed. Before ascending to his position, the hot-headed wizard served as commander of the Carroburg Greatswords, but was cast out in shame when his magical talent came to light.
Since then, he began crafting magical items of great power, including the Silver Seal of the Emperor. Indeed, it was he who crafted the Staff of the Patriarchs for Volans, which would become the symbol of office for all Supreme Patriarchs thereafter.
In older editions, Friedrich von Tarnus was spelled Fredrick von Tarnus. Or Frederick. In 8th Edition, it's spelled Fredrik. It's also unclear whether his leaving the Carroburg Greatswords was self-imposed after his powers manifested (unable to cope with the shame), or if the regiment cast him out.
The Skurry-stabbers are one of Clan Treecherik's most murderous Clawpacks and they have slain more (many more) of their own clanmates than the enemy (in fact, it has been several years since they've killed anything not from Clan Treecherik). Their current Clawleader is Gristl Twitchslice, an imposing figure who has remained in command of the Skurry-stabbers for an impressive three days. If he can make it to four he will have broken the service record set by Sneer Throtskar over twenty years ago.
The Aschaffenbergs were granted the Patent of Nobility relatively recently, having been elevated to noble status by Magnus the Pious himself in the aftermath of the Great War Against Chaos. Graf Tobias Aschaffenberg is one of the most powerful members of the house, which is native to Ubersreik. His seat is a large, if somewhat ramshackle, peak-top castle south of the town, overlooking the confluence of waterways that converge to form the River Teufel. Tobias holds the title Marquis of Grey Lady Pass because the defence of that mountain corridor is the most sacred duty of his clan, entrusted to him centuries ago by Magnus himself. It is a duty the Graf takes very seriously indeed, and one he will do anything to fulfil.
The Graf's determination extends to every aspect of his line, of which he is so proud to be a scion. He is utterly ruthless in dealings with other noble households, especially those he regards as scheming against his own, and he has fought numerous duels against those he has fallen out with. As a native of Ubersreik, Graf Tobias regards it as only proper that should the town's status change, he should be the man to assume the mantle of liege.
"Fear, stupid man-thing. We make better. Improve-improve. Pain-pain. But, better-better! "
—Tichit, Master Moulder.
Master Moulders are the senior-ranking members of Clan Moulder, a rank just above the more common Packmasters.
The things created by these sadistic vermins within Clan Moulder's laboratories frighten even the powerful Grey Seers. Nothing is sacred to these vile Skaven. They blend the parts of hundreds of creatures to create something bigger, better, and stronger, a horror that will safeguard Moulder’s place at the top of the Under-Empire's cruel militaristic hierarchy.
Through the techniques of fleshmoulding, these Master Moulders create a menagerie of deadly creatures. Ever evolving, this process involves a combination of surgery and exposure to warp energy to create something new and terrifying. Trained in flesh-shaping techniques passed down generation after generation, they are responsible for Giant Rats, Rat Ogres, and any number of other abominations.
These burly commanders often personally lead their beasts to battle to better inspect the performance of both pack and Packmaster. Master Moulders instill great control and discipline in a pack, largely on account of their ability to cause even more severe pain. Many Master Moulders bear unique (if not downright horrific) tools of their trade, such as the things-catcher - a wicked looking prod with a mechanical grabber.
The Wasting Sickness infests corpses, especially those left long undisturbed. Scholars and surgeons theorize this disease is the result of the stale air found in crypts combined with the unwholesomeness of a decaying body not properly prepared for burial. Cases of the disease can be found recorded in the history of Kislev and Sylvania. One of the most deadly instances swept Erengrad ages ago, killing thousands. It was only stopped through the intercession of the Grand Theogonist, Lothar the Healer, who feared it would spread to the Empire. No one is certain what he did to halt the spread, but stories tell of the divine intercession of Sigmar himself with the more far-fetched ones describing a purging fire from heaven that was given to Lothar by Sigmar himself to cure the sickness.
This disease eats away at the flesh, increasing the subject’s metabolism to a point where it is almost impossible for them to intake enough food to stay alive. Victims become furtive and stressed to the point of insanity, eventually wasting away to nothing, even after gorging themselves for weeks. Many are mistaken for ghouls and are killed in the late stages of the disease by superstitious common folk or misinformed Witch Hunters.
Barley Motte is in the north of Lyonesse, close to the border with L'Anguille. Two centuries ago it was the home of the D'ayvle lords, who cooperated with the Ruinous Powers and plotted to bring down the nation. They were defeated by a group of bold adventurers, one of whom was rewarded with the fief.
He was driven mad by the spirits of the D'ayvles, and another group of adventurers defeated the Undead. Once again, the Bretonnian knight among them was rewarded with the fief. A few years later, the knight was revealed to be trafficking with a Dark God, butchering his peasants to keep the fiend happy. The neighbouring lords drove him out, and the Garlonds put a steward in place. The steward betrayed his lords to their deaths a few years later but was himself killed in the ensuing battles.
This time, no one wanted the place, so it was abandoned. Over the following years bandits, Necromancers, and Chaos cults have all taken up residence there. They have been driven out, but anyone who takes possession of the place seems to fall to evil. Most people now believe it to be cursed.
Thieves belong to Thieves' Guilds. They have little choice – the guilds are much better at finding thieves than the watch, and insist that all active criminals take advantage of the benefits of membership.
If a city has more than one guild, both normally insist that every thief join them, and not the other. This leads to gang warfare, so in a few cities two guilds ignore each others' existence. Thieves in the city must belong to both, but pretend not to know about the other guild. The masters of one guild are low-ranking members of the other, and are generally left alone. Thieves have to pay two sets of dues, and may be given tasks by both guilds at once, making it difficult for them to avoid offending someone.
In a few cases the guild has become rich through respectable businesses, and has a great deal of influence with the legitimate government of the town. Indeed, a handful of towns are actually run by the thieves' guild, in which case the watch is only concerned with unlicensed criminality. Normally, such towns collapse into anarchy, as the guild allows too much crime, but in a few cases the leadership impose stability and a reasonable level of lawbreaking. This often leads to a splinter guild forming, to protect the rights of dishonest thieving folk.
Travelling thieves have to come to an arrangement with every guild they meet. Sometimes this is easy, if the guild requires nothing but a percentage. Others, the majority, impose significant ordeals on potential members, and taking one of those trials every couple of weeks is bad for the health. Travelling thieves thus often try to avoid the notice of guilds as well as the watch.
Warhammer Fantasy is a high fantasy fictional universe created by Games Workshop and used in many of its games, including the table top wargame Warhammer Fantasy Battle, the Warhammer Fantasy Roleplay (WFRP) pen-and-paper role-playing game, and the MMORPG Warhammer Online: Age of Reckoning.
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