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xking

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  1. Also from the book

    "WORKWAYS: Studies by the Council of the Forge showed that workers commuting to their factories by foot were inefficient. They’d often get distracted, or take indirect routes. Their movements caused traffic on the major roads, and valuable minutes were lost from work shifts. The workways solved that. These suspended, clanking mechanical belts link the upper floors of each major housing block to the factories of the Inner Circle. They’re relatively safe, sturdy, and secure, and they get tired workers efficiently between factory and domicile, any time of the day. Gridlock only occurs at the towering workway interchanges, where workers who don’t live near a direct line to their factory switch conveyor belts, but this is a rare case — employers own housing, and make sure they place their staff somewhere convenient. Services have sprung up to cater to the workways’ passengers. Vendors sell food, drink, and tobacco. Some sell beer to those on their way home. ‘Riding the Belt’ — stopping off at every belt-side tavern and bar between work and home — is one of the city’s favourite drinking games. ‘Hooking’ drunks — snagging them with long shepherd’s crooks, off a belt and into a pub — is a source of casual work for elders and youngsters alike. There’s even a scoreboard of the most successful ‘crooks’."

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  2. The AoS loremasters discord guys are doing math on the size of the Greywater Faatness.

    According to the book, the Outer Wall of the Greywater Faatness is divided into 12 sections of ten miles. Forming a perfect circle.

    They came up with this. It's a bunch of math stuff

    quotes

    "If so, radius is 60 miles then, and the area is about 11310 square miles via pi*r^2"

    "it’s like 37x the size of New York, right? Since NY is 300"

    "It’s about twice the size of Tokyo"

    "Wait, that’s not right. You calculated radius by halting the circumference. Radius is C/(2pi"

    "Radius is closer to 19 miles, It’s about 1146 square miles."

    "this city is twice the size of LA"

    "Nearly four times bigger than NYC"

     

     

     

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  3. More lore from the Greywater Fastness RPG book. From the AoS loremasters discord

    8 hours work shifts

    "The city never sleeps. There are three factory shifts of equal length, so the great machines never stop running and the furnaces never cease belching black smoke up into the sky. That means there’s always a need for entertainment — cheap, convenient, and offering the chance to blow off steam after eight hours of repetitive activity. Eateries and pubs operate at all hours, as do Greywater Fastness’s more esoteric entertainments, like the fighting pits where crude automata battle to the death with vicious weapons scavenged from factory assembly lines."

     

    "Since the bosses are also the food importers, food supplies are handled the same way. Some are sold on the open market, but a lot are reserved for each company’s workers, sold to them at a discount (which, again, takes money back from those damned inconvenient pay packets). It’s not usually the best food, but it’s cheap and filling, and it allows people to spend more of their money on entertainment and treats."

     

    "Aetherlight is a public ballroom, a windowless building in which it is always midnight and alcohol and other mood-enhancing substances flow freely. Many perfectly respectable dinners and balls are thrown in the homes of the wealthy, but with Aetherlight open around the clock there is always somewhere to drink and dance, and with the pressures of Greywater life always comes a need to let off steam. As well as its darkly glamorous reputation, Aetherlight is famous for its orchestra of automata which play without need for rest or applause, with a repertoire of over a hundred popular songs, accessed by inserting meticulously inscribed ‘score cylinders’ into the conductor’s base."

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  4. From the new Greywater FastnesRPG book

     

    ALARIELLE’S KISS "This healing potion is created by Alchemists who distil pilfered runoff from the city’s cyclestone refineries. Public warnings about the use of Alarielle’s Kiss have been circulating ever since the Grand Conclave caught wind of its existence, due to its unpredictable side effects and association with the Everqueen’s Sylvaneth followers. It’s typically sold at black market locations. Drinking the potion heals 4 Toughness, but you must also roll 1d6. On an odd result, the character ages that many years over the course of a few minutes. On an even result, they deage in the same way. Due to the nature of the cyclestone they may suffer additional side effects — the character may sprout a few leaves in their hair, see their fingernails growing more quickly, or feel a hunger they can’t rid themselves of for a few days."

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  5. This was posted on the AoS loremasters discord.

    "AGRICHAMBERS: There’s little urban green space within Greywater Fastness. The glass and iron agrichambers scattered throughout the city on rooftops and along the Spoke Roads are the closest thing to parks. They’re open to the public for a few hours in the morning and evening, and they’re favourite spots for courting couples. The agrichambers collect rainwater, filter the pollutants, and pump it over the crops within. The wastewater feeds back into the city’s purification systems for processing, and bees buzz amongst the flowering plants, their honey turned into mead. Most of the farmers and gardeners are Wanderers who prefer the greenery to the smoke and heat of industry, but several Humans and Duardin work in the agrichambers too. The food supplies they provide tide the city over between deliveries from outside, and are the only reliable reserves they have in the event of a siege. The Aelves and the agrichambers are essential to the city but they’re also objects of suspicion. People whisper that there are Spites and other Sylvaneth creatures hidden amongst the greenery, spying for the Treelords. Every failed crop gives rise to another rumour of Sylvaneth sabotage, and every abundant harvest garners accusations about borrowed Sylvaneth magic. The greatest secret behind the agrichambers isn’t any strange fey magic, it’s how ineffective they are. They provide enough fresh greens that most Grits don’t suffer from serious vitamin deficiencies, but the idea that they could be converted to efficiently grow cereal crops is delusional. If Greywater Fastness relied exclusively on the agrichambers, it would starve."

     

    According to sagemutt/sageking.  "Greywater does hydroponics better than every planet of the Imperium"

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  6. 27 minutes ago, Enoby said:

    While I personally don't mind CoS being related to Sigmar, I will at least put in some defence of the "antitheist" stance as it was what put me off Vampires. 

    So, to begin, AoS is definitely a god-focussed setting. I myself play Slaanesh which is very god aligned, though it could be argued that the Chaos gods are rather unique in their less-humanoid manifeststions compared to the other gods. In a world of infinite realms it could be argued that you need gods to tell a story - after all, the only beings capable of making a noticeable impact would be deities (or not far off). Personally, I love the Chaos goes and the callous way they interact with their followers - awful, inhuman clouds of emotion that use and discard the lost and the damned at will. 

    So why am I making at least a bit of a stand for the "antitheist" opinion in AoS?

    In 2015, I started the game playing Vampire Counts after reading and enjoying Neferata. At the time I started, there wasn't much lore at all and I didn't even realise there was a core book for the first month. Regardless, a few months in I learned that "all was one in Nagash" - aka Nagash was the head honcho of Death and the dearly departed were just extensions of his will. In many ways, this is similar to Chaos. I, however, didn't like this - in fact, it (alongside no updates) put me off Death and I've not looked back. Why? Well because I think Nagash is kind of lame and I didn't want my guys to have anything to do with him. And his hat sucks. 

    As mentioned before, many of the AoS specific gods are pretty mortal - like the Greek gods. In some ways this allows you to have more engaging stories with them where they can make mistakes and learn from them. Unlike the Chaos Gods, these guys are actually characters who have plans that are comprehensible and so can become a fully-fleshed out part of the narrative. However the issue can come when you make a faction have too much to do with a humanoid god. Simply put, if the god is done poorly then it reflects badly on the entire faction. If Sigmar was suddenly rewritten to be an arrogant drunk idiot who kicks puppies and punts orphans into the sun, then Stormcast players may well feel robbed of their faction because their head-honcho dictates the direction of them. Even if you wanted Stormcast to be heroic, Drunk-Sigmar would be hard to reconcile with that.  

    So basically, gods can be a good tool to tell a story in a large setting but if they're too intertwined with their faction then their presence can take away the personality of the individual characters. If you love Neferata but hate Nagash, then you'd struggle much more to enjoy Death than if it were the other way around.

    TL;DR - Gods can be a cool narrative tool but sometimes individual gods are lame and that reflects badly on the faction they represent.

    "Nagash is all and all are one in Nagash!"

     

     

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  7. 27 minutes ago, Neverchosen said:

    Yeah I love the use of gods in the setting! It feels like the Mahabharata or the Epic of Gilgamesh more-so than say the Trojan war. I do think that the timeline of the narrative is a little alienating though as it makes sense that Malerion would hide away for thousands of years until his army gets the right mix of angsty post punk/goth aesthetic nailed down... but in our real world time line it is taking too long! Oh and I guess narratively it makes having central mortal characters a little difficult if the stretch of eons are but a drop in the bucket for a god.

    I think it is funny that people flock to primarch's who are functionally gods, but are weirded our when cults of worship develop around similar beings in a medieval themed environment? I do wish that they made it more clear if the embodiment on the table top was the literal god or an aspect or avatar of the God. Because having Teclis get defeated by a swarm of skink blow-darts or Nagash defeated by standing next to dangerous terrain would likely impact their cults to some extent? But if it was a temporary expression of their power that had appeared temporarily on the battle field it would be an easier pill to swallow and would make me more inclined to use them... without wondering about the strange narrative implication of the Goddess of Life is personally digging into a rat burrow to toss hands with a swarm of rodents.

    I do construct my narratives in a way where the gods are not known to the extent that people do in the lore. Like I try to refer to Sigmar as the Storm God or Warrior King... I just like to have my narrative feel like it is more timeless and less orthodoxly tied to lore. But I simultaneously feel like Be'Lakor would make a great general for my army and not create any contradiction in referring to him as the 'Sovereign Shadows' or some silly thing like that?

    Sigmar is worshiped in thousands of different ways and has several aspects already.

    Here are some from the lore.

    "Caretaker of Humanity"

    This aspect is worshipped by the Order of the Dove, whose priests and priestesses tend to the wounded, sick and injured. https://ageofsigmar.lexicanum.com/wiki/Order_of_the_Dove

    "Sahg'mahr"

    This is his title in Shu’gohl, the Crawling City where he continued to be worshiped through the Age of Chaos through the Vurmite Order - The Order of the Worm. A ­large temple complex to the god was raised in the Sahg’gohl, the Storm-Crown. Following the worm cities liberation from the Skaven, Lector Calva was sent by the Grand Theogonist herself to see to the reorganization of the Order.

    "Sigmar the Builder"

    This was the aspect of Sigmar known to and worshiped by the Everdawn Tribe, the tribe to which Tornus the Redeemed belonged to before he was transformed into Torglug the Despised and subsequently reforged into a Stormcast. To the Everdawn Sigmar is a wise and compassionate god.

    "Sigmar the Wrathful"

    Sigmar at war, this aspect is favoured by some Warrior-Priests

    "Wind-Walker"

    The Wind-Walker is the aspect of Sigmar worshipped by the Zirc of Lyrra, a nomadic people native to the Zircona Desert. He is said to wear the firmament the same way nomads wear robes. This aspect has very little in common with the gold-clad aspect preferred by the Azyrites.

    "Zi'Mar"

    How the God-King is known to the Sky Seeker tribe in the Realm of Ghur.

     

     

    "They are who I am – the Vurmite Order. The Order of the Worm. When the foe burst upon us, we Vurmites defended the holy segments, for the grace and the light of Sahg’mahr, as was our oath and duty. Under a guard of forty, we sent off the most valuable tomes in their possession. The rest fought here, and gave their lives on the steps of the Libraria Vurmis in the name of our Lord Sahg’mahr."

    ~ Nyoka Su'al'gohl.

     

     

    The God-king himself is an aspect, It is the current ascendant aspect of Sigmar.

    "The God-King stood before him, arrayed in golden war-plate. The air twisted about him, as if the realm were not quite able to bear his weight. He stood half a head higher than the tallest of his warriors, and there was an elemental strength to him – as if he were the raw fury of the storm, given solid form. But his presence was not merely physical. Sigmar’s immensity stretched beyond the boundaries of the corporeal, into spheres beyond the sight of mortal men. He was the cold gaze of the moon and the warm laugh of the sun. He was the sound of clashing steel, of avalanches and howling winds.

    To one possessing storm-sight, Sigmar appeared as a shard of the firmament itself. A being of pure starlight, impossible to look at for long. The God-King was Azyr, given mind and voice. In his merest gesture was the movement of worlds, and in his gaze, the flare of falling stars. Balthas blinked, trying to ignore what lay behind the mask of broad, too-human features. The face of a man aeons dead, out of whom a god had emerged.."

    ~ A description of Sigmar by Balthas Arum.

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  8. 26 minutes ago, zilberfrid said:

    I hate religion. Reducing Freeguild to just some mindless godsuckers while breaking down Cities would be my worst case scenario. The last order human models almost all were some flavour of religious, so that's one foot off the cliff. So if that continues, I don't see myself getting another set of them.

    My hope is on Kharadron, but they started tainting them with god as well. Plus they are quite clear in using rejected sculpts as "new" heroes.

    Your own hatred is a form of zealously itself with how you're acting on here sometimes when it comes to the setting. You're in the wrong game sir, if the mere presence of deities bothers you. Age of Sigmar is Clash of the Titans.

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  9. 6 hours ago, zilberfrid said:

    This is an interesting discussion, but shall we agree to leave it here? We're not going to convince one another, and it isn't on topic. It started because I wanted to explain one of the reasons I hate everything space marine. That has been established, and it has been established you do not agree with me.

    I agree settings need to evolve, but we disagree on the effect that departure from satire has had.

     Stormcast might have been designed originally as AoS's Space Marines, they are a lot less problematic. I may dislike Sigmar for his similarity to the Emperor, but he at least is dr Frankenstein making lightning golems powered by human souls, instead of a corpse on a throne powered by said human souls.

    Back on topic:

    I would like Hashut vs Dawnbringers, two new factions of which I like one, but GW would need to be careful with the mesopotamian look of early chorfs, otherwise that crusade would really be on the nose. 

    The current hobgrots and horns seem to be far enough removed, keeping only a few elements that weren't popular in the real world at the time of the crusades (still hate the term crusades for a faction without crosses. Jihad would fit better).

    Sigmar is not like the Emperor, their personalities are not even close.  

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