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		<id>http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327885</id>
		<title>Marienburg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327885"/>
		<updated>2023-05-17T05:22:48Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:6EC:203:192:42:116:217: Bits of fluff on merchant houses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}{{NeedsImages}}&lt;br /&gt;
[[File:Warhammer Fantasy - Marienburg, Empire City State.png|900px|center|]]&lt;br /&gt;
&#039;&#039;&#039;Marienburg&#039;&#039;&#039; is the not-Amsterdam of [[Warhammer Fantasy Battle]], the huge trade port that stands in the mouth of River Reik (not-Reyne of Warhammer) between [[Bretonnia]] and [[The Empire (Warhammer Fantasy)|The Empire]]. It&#039;s a capital of small but proudly independent country named &#039;&#039;&#039;The Wasteland&#039;&#039;&#039;, and fittingly the only big city of it. &lt;br /&gt;
== History ==&lt;br /&gt;
Like many other major coastal city in the Old World, Marienburg was originally a [[High Elf (Warhammer Fantasy Battle)|High Elven]] colony called &#039;&#039;&#039;Sith Rionnasc&#039;&#039;&#039; built amongst the swamps of [[Fimir]]. It was also the finest port the High Elves had in the old world.&lt;br /&gt;
&lt;br /&gt;
After the [[War of the Beard]], it was taken over by [[Dwarfs]], but they had to abandon the city after their empire collapsed. According to the novel version, Sith Rionnasc was destroyed by flooding when the Dwarfs catapult a powerful rune enhanced artillery at the city&#039;s dam. The Dwarf who ordered this assault was &#039;&#039;&#039;King Brynnoth&#039;&#039;&#039;, the ruler of Barak Var who did it out of retribution for the Elves killing their city&#039;s ancient rulelord &#039;&#039;&#039;Agrin Fireheart&#039;&#039;&#039;(it was caused by Malekith&#039;s agent and the greatest reason why the war was started), as well as for High Elves&#039; many assaults on the city of Barak Var.&lt;br /&gt;
&lt;br /&gt;
Roughly a millenia later, it was inhabited again by a tribe of primitive humans called &#039;&#039;&#039;Jutons&#039;&#039;&#039;, who migrated there to escape the enslavement by Teutogens (future [[Middenland|Middenlanders]]). They defeated the Fimir and founded their own realm called &#039;&#039;&#039;Jutonsryk&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike [[The Empire (Warhammer Fantasy)|their slowly rising neighbour]], Jutonsryk was essentially an incredibly primitive and isolationist state that barely even managed to expand beyond the capital. So naturally, in 501 IC it was steamrolled by an Emperor Sigismund II and turned into a thirteen [[Elector Count|Elector County]] named &#039;&#039;&#039;Barony of Westerland&#039;&#039;&#039;. With most of their borders secured (aside from the western one, which was at the time populated by wild [[Bretonnia|Bretonni]] people), Westerlanders turned to the sea, due to a sudden realisation of their trade importance and a start of &amp;quot;friendly&amp;quot; visits from [[Norsca|Norscan]] raiders.&lt;br /&gt;
&lt;br /&gt;
At first the whole trade was in the hands of nobility, but after several centuries of hedonistic and lazy lifestyle they handed all of their work to commoners. This, eventually, came to bite them in the ass, as trading companies of simple folk became so powerful that they started to crave for power, even requesting to join Baron&#039;s advisory council named &#039;&#039;&#039;Stadsraad&#039;&#039;&#039;, which started a major conflict between nobles and merchants. But then unexpectedly, the downfall of Marienburgian monachy was delayed when Baron Matteus van Hoogmans managed to sign a trading agreement with [[Ulthuan]], thus making this city the biggest trade hub in all of the Old World.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t last long, however.&lt;br /&gt;
&lt;br /&gt;
When some Marienburgian pirates found the donut island and razed an Asrai city, Elves decided to strike back. [[Aislinn]] sacked Marienburg, and while he was too inefficient to bring it down, the toll taken on the city (intermixed with [[Great War Against Chaos]]) was enormous. Soon after that Baron Paulus van der Maacht died without a heir, so Emperor-at-the-time [[Magnus the Pious]] had to abolish the monarchy and relegate the power to the Merchant Houses, as he was too afraid of a civil war inside the realm (both Counts of [[Talabecland]] and [[Nordland]] had claims to Marienburg and gathered armies to bring each other down, which would potentially ruin the Empire that was still recovering from a [[Chaos]] incursion).&lt;br /&gt;
&lt;br /&gt;
Thus, the Directorate was born - a parliament consisting of the wealthiest merchants in the city. They suffered heavily from Imperial taxation and other shit, so in a true &amp;lt;s&amp;gt;American&amp;lt;/s&amp;gt; Dutch style, the Directorate decided to split from the Empire by bribing Emperor Dieter IV. The fallout of this was insane, with Dieter being deposed and Wilhelm III, the newly elected Emperor, sending armies to Marienburg, which all were defeated. After several unsuccessful attempts, the Emperor recognised the newly independent republic, which is basically Marienburg of today (well, before the [[End Times]]).&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
The Directorate is the Executive Council of the Stadsraad, which meets in weekly sessions to make the major decisions affecting the Wasteland&#039;s affairs. Its meetings in the New Palace in Paleisbuurt are open to any citizen of Marienburg and its debates are a matter of public record. Decisions are made by a majority vote, with the Staadtholder voting in case of a tie. Its membership consists of the High Priests of Manaan, Verena, Shallya and Haendryk, the Rector of Baron Henryk&#039;s College and the heads of the ten wealthiest Merchant Houses. Its public image is of Marienburg&#039;s finest citizens working mightily in a dangerous world for the best interests of all the Wasteland&#039;s people. The reality is a microcosm of the squabbling petty struggles of imperial politics but focused on the fights between the merchant houses and international trade companies.&lt;br /&gt;
&lt;br /&gt;
=== Merchant Houses of Marienburg ===&lt;br /&gt;
&lt;br /&gt;
* House van de Kuypers: Richest family.&lt;br /&gt;
* House van Onderzoeker: Continental traders.&lt;br /&gt;
* House de Roelef: Matriarchal remnant of noble class.&lt;br /&gt;
* House van Haagen: Second wealthiest family.&lt;br /&gt;
* House van Scheldt: Fishermen and [[Cuisine|seafood sellers]].&lt;br /&gt;
* House Fooger: [[Dwarfs_(Warhammer_Fantasy)|Dwarf]] customs officers.&lt;br /&gt;
* House van den Nijmenk: Bankers &amp;amp; treasure hunters.&lt;br /&gt;
* House den Euwe: Specialty in [[Nippon|oriental]] imports.&lt;br /&gt;
* House van Raemerswijk: Current Staadtholders.&lt;br /&gt;
* House Rothemuur: [[Araby|Arabyan]] and [[Lustria|new world traders.]]&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
A summary of religion in marienburg would be that the cults of Manaan lord of the sea and Haendryk aka Handrich who represents all that is money, power, and influence are very influential in Marienburg as their leaders have a vote akin to the heads of the cult of Verena &amp;amp; Shallya. The difference being that Manaan &amp;amp; Handrich are directly tied to trade, the thing Marienburgers value the most, making these two cults the most powerful and on a side note that even if the cult of Sigmar is not outright banned it is looked down upon as any true Sigmarite will usually advocate for reunification. &lt;br /&gt;
&lt;br /&gt;
=== The Star chamber and Illegal Cults ===&lt;br /&gt;
&lt;br /&gt;
The star chamber also known as the temple court serve as the witch hunters of Marienburg who deal with crimes against religious dogma such as heresy, apostasy and worshipping cults proscribed as illegal. Accusations of consorting with demons, mutants and necromancers are judged in secret trials in a candlelit chamber beneath the court building. Defendants may not call witnesses on their own behalf and are allowed no counsel other than that appointed by the court itself. This has often led to the odd scene of a counsel for the defence referring to their clients as the &amp;quot;heretic&amp;quot; or the &amp;quot;chaotic filth&amp;quot;. The verdict is usually &amp;quot;Guilty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Major Cults ===&lt;br /&gt;
* Cult of [[Manann]] - The Cult of Manann is the most prominent Cult within Marienburg, due to their shared relations with trade and the sea.&lt;br /&gt;
* Cult of [[Haendryk]] - The second largest of the Cults, Haendryk is the God of Merchants and trade which are the lifeblood of Marienburg.&lt;br /&gt;
* Cult of [[Verena]] - The Cult of Verena has extensive reach within Marienburg, due to the city&#039;s close relations to Tilean ports &amp;amp; trade.&lt;br /&gt;
* Cult of [[Shallya]] - Nearly every city with large populations of people suffering poverty &amp;amp; abuse will always have a Cult of Shallya to nurse them.&lt;br /&gt;
* Cult of [[Ranald]] - The Cult of Ranald is prominent within Marienburg, due in most part to the cutthroat society of its inhabitants and the large amount of smuggling going on everyday.&lt;br /&gt;
&lt;br /&gt;
=== Minor Cults ===&lt;br /&gt;
* Cult of [[Sigmar]] - Being Imperial in origin, the people of Marienburg have had many dealings with the scions of Sigmar.&lt;br /&gt;
* Cult of [[Morr]] - The Cult of Morr is almost a common occurrence within every facet of Human society, and Marienburg is no exception.&lt;br /&gt;
* Cult of [[Solkan]] - An ancient and almost forgotten Cult which was once worshipped as a vengeful deity of Light.&lt;br /&gt;
* Cult of [[Ulric]] - There are few worshippers of Ulric within Marienburg, &amp;amp; those who do worship him are usually former Norscans.&lt;br /&gt;
* Cult of [[Myrmidia]] - A Tilean Cult brought about by close interactions with Tilean merchants and trade.&lt;br /&gt;
&lt;br /&gt;
==In Mordheim==&lt;br /&gt;
Marienburgers are one of the three &amp;quot;subfactions&amp;quot; that a player can choose for their Human Mercenaries warband in [[Mordheim]], alongside [[Reikland]] and [[Middenland]]. A Marienburg Mercenaries warband gains two special rules to reflect their origins. Firstly, they gain a +1 bonus when attempting to find rare items. Secondly, they start play in a campaign with +100 gold crowns to amass their warband with. These traits represent their connections to the merchant&#039;s network of Marienburg, and the subsequent wealth it gives them.&lt;br /&gt;
&lt;br /&gt;
== Total Warhammer ==&lt;br /&gt;
&lt;br /&gt;
The city can define relations between the empire and bretonnia its occupation by bretonnia can lead to the would be allies going to war over the city.&lt;br /&gt;
Marienburg is an extremely profitable settlement because of its port. When playing as Louen or Karl Franz, Marienburg should be conquered as quickly as possible. This is much easier for Louen than Franz as of the Empire Undivided patch.&lt;br /&gt;
&lt;br /&gt;
{{Provences_of_the_Empire}}&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2001:67C:6EC:203:192:42:116:217</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Prospect&amp;diff=390154</id>
		<title>Prospect</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Prospect&amp;diff=390154"/>
		<updated>2023-05-17T05:02:55Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:6EC:203:192:42:116:217: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
{{topquote|Votann set us amidst the heavens. The Ancestors mastered the void. The darkness between the stars holds no terror for us, for we are as much at home in the vacuum of space as we are with our boots firm upon planetary bedrock.|Grimnyr Yôtunn  before the departure of tarvemm&#039;s prospect.}}&lt;br /&gt;
{{topquote|There&#039;s gold in them thar hills| Ancient terran proverb}}&lt;br /&gt;
&lt;br /&gt;
A Prospect is a militarised exploratory &amp;amp; commercial fleet owned by the [[Squats|Squats]]. Various of these prospecting companies exist across the [[Imperium]] and to a lesser extent the [[Tau|Tau Empire]]. These expeditions seek out new mineral and energy deposits, trade routes and other lucrative opportunities for the Kin. &lt;br /&gt;
&lt;br /&gt;
=== Notable Prospects ===&lt;br /&gt;
*[[Necromunda|Ironhead Squat Prospectors]]- The Ironheads were invited to Necromunda around M31 in a deal where the squats would receive priviliged mining rights in exchange for their service in repairing the wartorn world. The name of each [[Charter_Master|Chartermaster]] is added to their clans copy of the charter detailing this contract.&lt;br /&gt;
&lt;br /&gt;
*[[Demiurg]] - The &amp;quot;Demiurg&amp;quot; were a prospect wrongly registered as xenos by both the Imperium and the T&#039;au Empire. They formed an alliance of convenience with the T&#039;au and were their first providers of Ion Weapons even so they kept the most advanced of these weapons for their own. Their mindset and physiology is rumored to be alien to that of their old [[Squats|kin]] they have diverged further from their roots than humans under tau rule. To most kin this is [[heresy|abhorrent]] but to others the demiurg are an opportunity to [[Capitalism|profit from trade with a naive species]].&lt;br /&gt;
&lt;br /&gt;
*Gnostari - The Gnostari are an obscure Prospect fleet that was erroneously identified by the Imperium as a xenos species unrelated to the [[squats|kin]]. They are known by the galaxy at large for raiding vessels in the middle of wars. &lt;br /&gt;
&lt;br /&gt;
*Grome - Grome is a vulgar name for the Kin of the Leagues of Votann that has been used by many spacefaring peoples.&lt;br /&gt;
&lt;br /&gt;
*Kreg - The &amp;quot;Kreg&amp;quot; are a Prospect fleet of the Leagues of Votann that is hostile to Imperials and [[eldar|Craftworld Eldar]] their relation to the [[Squats|kin]] is unknown to many and as such they are wrongly classified as xenos.&lt;br /&gt;
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*Squats of [[Vordine]] - The Imperial planet Vordine has a large population of Kin descended from a Prospect they are called [[Squats]] by Imperial authority. They have lived on the planet ever since the start of Imperial records on that world.&lt;br /&gt;
&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2001:67C:6EC:203:192:42:116:217</name></author>
	</entry>
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