I have recently rekindled my interest for warhammer, I have been playing warhammer pc games and been reading many warhammer novels.
This is when I found out about the end time and the age of Sigmar.
If I ever acquire enough money to buy Warhammer this is how I would change it. View these changes as "my warhammer".
I was going to post this as well on warhammer.org.uk, but just last week they disabled the ability to register new accounts, just my luck
Perhaps someone here will post there so that they reactivate the ability.
Anyway tell me what you think
Each paragraph is stand alone and can be removed or changed as seen fit, nothing is written in stone.
The WorldI would bring back to the old warhammer fantasy world. That does not mean that age of Sigmar would be thrown out. Just as there is warhammer 40k and warhammer age of Sigmar, there would be warhammer fantasy of the old world in addition to that.
Unlike GW who constantly made everything darker and more grim because it is ”cool”, I want to install a bit more light and hope. Because I understand that you can not only have darkness and corruption with more corruption and darkness there needs to be light, there needs to be hope.
There would be less of the corruption and oppression that is currently described in the warhammer universe in the lands of men, because people who oppress others would surely be tempted by chaos and many of those who are oppressed would turn to chaos to gain power so to strike down their oppressors.
ReligionI would possibly decrease the number of human gods, since there are so many and modify, change some of the current gods. All the old world human deities would have the same name in all the old world nations. Affariche, Haendryk, Kalita, Mercopio, O Prospero who are all merchant gods would be merged into one god, female. Albaluea, the god of farming would change name and would be a male god.
The Farming GodA farming god would be the number one worshiped god of all humans everywhere including the Empire, Sigmar would be worshiped by the nobility in the Empire, but for the common man the farming god would be the predominant deity.
The farming gods priests would bless the land and crops giving many more harvests per year, possibly 5 in comparison to 1. Life (nature) magic wizards can do the same, however one needs to make sure they also ”heal” the soil so that one doesn’t get soil depletion, ”healing” soil is more magically difficult than ”speed growing” crops. The farming god is relatively ”new” something like maybe a few hundred years since the first peasants began worshiping him and first priests appeared or possibly less and maybe a few decades ago was when he became ”mainstream” and surpassed all other human deities as the nr 1 human god. And with him came the potato a revolutionary crop which increased food supply several times and most importantly of course booze, but only the people of Kislev know how to make booze from potatoes and possibly some Norsca farmers too. (In the real worlds history the potato changed everything because not only does it yield more food per planted square yard than grain, it also makes more potent alcohol, so in the real world a farmer needed to use more of his crops to get completely blastered but with potatoes he could get blastered on far less crops thereby allowing his wife and children more food so that they grow healthier and survived longer and in greater numbers. This is how the Nordic countries advanced.)
The Farmers of Kislev learned about the Potato before the Farming god was known, perhaps 50 years. And the people learnt to make Vodka long before the farming god came. Maybe 300 years before the first farming god priests were beginning to spread the word of the farming god.
The Merchant GodThe merchant god would have temples that operate like banks anyone could deposit money and withdraw money, it would be safe and guaranteed, the ownership would be checked with acolytes/priests sensing the aura of a person. This sensing would work for almost everyone without problems except magical users both arcane and divine who’s aura would grow/change, however skilled priests would be able to identify the aura. There would be almost no theft or alteration of records within the ”church” and those few who did usually did so because they had turned to chaos. With enough spells and prayers the real numbers can be recovered.
When depositing or withdrawing money from the merchant gods temple, the owner has a small ledger book where the acolyte / priests writes down the transaction. These ledger books are only formalities since the temple magically records the numbers. These records are then, somehow I don't know the details yet, transferred to other temples so a person can withdraw their money anywhere they like and deposit in any temple and it all adds up.
The merchant god does not offer magical transfer services between different people, so if a person wants to give money to another person, the money has to physically be transported. And one can not say I wish to deposit X amount into Y persons account. Each account is unique and can only be accessed by the owner.
The merchant gods temples would usually have marketplaces / squares, where traders, sellers and merchants could set up stands and sell their goods. Small sections would be free and larger ones would be charged a ”reasonable” rate. Sometimes around these squares shops will be established and that is how a merchant district grows, sometimes.
The merchant gods priests and acolytes also goes after people who shave, mill or in other ways damage coins with the purpose of fraudulent behavior.
VerenaPossibly splitting Verena into two gods, one would be Justice the other knowledge and learning.
Priests and acolytes of Verena would form a ”police force” where allowed, seldom in the Empire with its corruption, but quite often in Kislev, almost every large town in Kislev has at least one ”House of Verena”.
ShallyaShallya would have both male and female priests, there would be more female acolytes with lower level of power than men, and more female clergy overall however at the upper levels of divine magical power it would be equal. So more females overall in the organization, more females with low amount of power, then as the power each individual increases so does the amount of men , and equal amount at the top tier of power.
Temples of Shallya are where people go to learn about healing and medicine, anyone who wants to learn about treating sick people and curing people with non magical aid, studies in a temple of Shallya. Basically temples of Shallyas do what medical schools do today, plus of course divine magic for those who can wield it. And possibly the temples teach arcane magical healers as well.
Priests of Shallya do not weep in their sleep.
SigmarSigmar priest are split something like 70/30 or 80/20 between male and female priests
Priests of Sigmar can not cast healing spells. (Not certain about this one, maybe they can but only ”weak” versions.
MorrPriests of Morr can not cast spells that reanimate undead.
MyrmidiaMyrmidia would have both male and female priests, 50/50 split.
MoneyThe money system would be changed, 100 coppers would be 1 silver and 100 silvers would be 1 gold, not how it is now with 12 coppers being 1 silver and 20 silver being 1 gold as described on page 103 in the 2nd edition of warhammer fantasy roleplay.
Dwarf coins would be the most difficult to shave, mill or damage, second would be elven coins, then after that maybe Kislev or Estalian coins, and Empire coins being the ”easiest”. The coins would be protected in different degrees by special manufacturing techniques that makes them very damage resistant, especially dwarven coins.
An average peasant who doesn’t get magical aid, divine or arcane, revenue per year is 1.25 gold, and that is revenue not profit. The profit is something like 5-15 silvers depending on skill and equipment. The peasant can feed his family and the ”profit” is how much he has left after that expense is factored in as well. So the profit is coin in hand so to speak. When you factor in the farming gods aid the revenue increases but market forces of supply and demand fight back so even though they get 5 harvests the profits ”only” increase 2,5 or so times. And that if he is not planting potatoes, potatoes give him even more revenue and profit and booze! These are just market theories and would need way more refinement but it is a start.
MagicMagic would be a bit different, there would be a clear difference from when The Empire didn't allow magic and now when it does, a significant difference in fighting ability.
Anyone can join any priesthood, if they are of the correct alignment and spirit, however some are more naturally gifted with divine magic than others so some will progress further with divine magical abilities than others.
Some people are born with a gift for magic and they are the ones who can learn arcane magic, unlike now where anyone can learn but some better than others.
Acolytes in collages of magic are taught minor spells and as one advances one is though more complicated spells, but everyone is taught spells, unlike now where an acolyte can possibly never be taught a single spell.
Less chance of magical miscast, once a person knows a spell he can cast it as much as he likes, the problem comes when trying to cast a spell the requires more power than one can control or summon forth, that is when there is a risk of miscast. Not how it is described in the warhammer fantasy roleplay rulebook with a 1 in 10 chance of miscast for a lower level mage and then rolling on the miscast table risking corruption and whatnot. Because with the 1 in 10 chance basically it is guaranteed that the wizard will become severely damaged after casting only 1000 spells which might sound like a lot until you think how often one most practice per day to just master 1 spell, if you only cast 3 times a day well after 1 year you have reached 1000, basically it might be good for an rpg adventure where the character only ”lives” during that adventure but not for the back story of warhammer.
Light magic would offer healing like it has done in 7th edition and earlier versions of warhammer and it would not be as ”magically expensive” to cast as is described but the same amount of effort as other schools of magic. Life magic which is nature magic would possibly have some healing spells but far less potent that light magic spells, more in the line of thinking that you can achieve the same result by 2 different means. Example you can cast a fireball on a tree and the tree will start burning, you can cast a lighting bolt on a tree and it might start burning, same end result but different ways. Life magic would have abilities to ”heal” trees and plants restore their functions etc, and this could be used to heal people but far more magically expensive and less effective than light magic spells, and light magic spells could ”heal” trees and plants but less effective than life magic.
Healing magic both divine and arcane can regrow limbs and teeth, of course it takes time and is somewhat difficult, but possible. So to regrow an arm that has been cut at the elbow would take 3-4 hours for an average skilled acolyte who has studied magic for about 3-4 years. Reattaching the cut off arm however is much easier, even if it has been a few hours since it happened or even days, just even having the bones help. However one can not attach a body part from another person or creature the magic doesn’t work that way, it needs to be the persons own body part, the blood vessels don’t line up and the “auras” aren’t the same. That type of magic would be necromancy and dark magic to do such things. Not certain however about internal organs such as livers kidneys could be put from one person into another, but external parts, definitely no.
Gold/Metal magic cant change one metal into another. Also possibly the removal of metal magic.
Not only can a wizard access the winds of magic but he also generates his own magic and this is of course one of the 8 if he is a human wizard, or several if elven wizard, not certain yet about elves.
Arcane magic is not spoken but quiet, divine magic is spoken and in uses specific words, possibly the language of the gods or language of that specific deity. The better you know and pronounce the language the better ”connection” you get to the good and the stronger your spells are.
All magic wizards ”heal” themselves a little, basically they can function on less food than a normal person, a wizard will live longer than a normal person and recover from wounds a bit faster, light magic wizards are the ones who heal the fastest can go the longest on less food and live the longest. A non light or life wizard will live to an average of 130 years, a life wizard average of 170 and an average light wizard can live to 300. A light wizard can theoretically live forever however that would require serious skill and of course not dying in battle which is the far more common cause of death for a wizard than high age.
Because all mages “heal” themselves a bit, they grow taller, healthier and stronger than an average person, because the magic helps them a bit to cover not eating optimal food, not sleeping at optimal intervals etc etc. Therefore light magic wizards are often tall and physically strong individuals.
Most if not all light mages are good or neutral, a majority good, a minority neutral. Don't know the %.
Most if not all life mages are neutral and good, a majority neutral a minority good. Don't know the %.
Light magic can not cause earth quakes those spells belong to Jade and of course its sub category Earth magic.
The more magic a wizard uses the more tired he gets, so casting many spells or powerful spells makes a wizard feel drained and fatigue. However if a wizard does not cast or practice any spells he would require less sleep, than a normal person, because of the wizards ”natural healing”. Practice, skill and natural ability determine how much a wizard can cast per day.
Fire magic is by far the most common magic type for humans.
Magical schools are free and there is no 40 gold debt when a wizard begins to adventure like now in the Empire.
Human wizards are ”specialists” and can theoretically exceed elves in their specific field of learning. For example a human wizard of average ability can become better than an average elf if they studied for the exact amount of time. However since elves live longer and have a far greater collection of written magical lore and a more established teaching system, than this seldom happens, but theoretically it could.
Human magic before Teclis taught would be a mix of elamentalist magic as described by ”mad albert” and the warhammer fantasy supplement from 1995, Realms of Sorcery, plus a splash of how warhammer magic works now, possibly healing schools, defensive schools, something half similar to how the 8 split is done but not exactly like it.
The collages of magic in Kislev have always studied the nature of magic to understand it better than the Empire and Marienburg collages and the Kislev wizards have a deeper understanding of the essence of magic that all other nations of the old world with the possible exception of Albion.
The collages of magic in Marienburg have always studied the nature of magic to understand it better and they have made some progress towards understanding it, less than those in Kislev, but more than those in the Empire.
The collages of magic in Altdorf have begun to study the nature on magic, not as much as the mages of Kislev and Marienburg have done but more than the current warhammer world describes.
The schools of magic that existed in the empire before Teclis can basically be seen as sub categories of the 8 collages of magic. With the exception of fire magic which is fire magic.
Wind magic is sub specialization of some of the celestial magic.
Water magic is a sub specialization of some of Jade magic
Earth magic is a sub specialization of some of Jade magic, earth quake spells are very difficult to cast and very very few mages posses that ability, and when they do manage to cast them they are ”reasonable” earth quakes, the earth quakes do not shake the tectonic plates but possibly just the tops soil of the ground maybe a foot or maybe less down, but the ground does shake.
Healing magic a sub category of some of light magic.
Death magic mages or Priests of Morr can not communicate in other peoples dreams.
Death magic mages telepathy would possibly be removed or weakened a bit.
Possibly only the Slann are capable of telepathy.
Necromancy would be a bit different, currently a necromancer or vampire can raise a limitless amount of bodies if only they are close enough and instantly, this for me is much to powerful because all that he needs to do is raise and attack raise and attack continuously and do serious damage, even if he is defeated then the next necromancer or vampire that comes around a few years later could do the same thing. My changes would be that an ok skilled necromancer needs about 8-10 days to create 1 walking corpse, if he works about 10 hours a day and if there are “raw materials” available. So after 10 years of work he would have about 300-400 corpses and could with that army and his own magic he could harass several villages and do serious damage. A skilled necromancer can maybe create a corps in 3-5 days but he can also create bigger “constructs”.
Possibly removal of all teleportation spells, except when a daemon is destroyed, and possibly allow Slann to be able to teleport some distance away if they are about to fall in battle.
Possibly the removal of the Skaven escape teleportation spell, or have it be a mix of arcane and divine spell which the Horned rats sometimes grants its servants if they prey for it.