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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105209</id>
		<title>Brobat &amp; Beesbok</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105209"/>
		<updated>2022-09-18T11:02:35Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Brobat_&amp;amp;_Beesbok.jpg]]&lt;br /&gt;
Brobat and Beesbok are the Patron Gods of the Pygmies.&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
According to the Pygmy myth, the world was created by thirteen short gods who then joined in an immense feast to celebrate. During the feast two half-brothers connived to murder the other eleven gods, and even to this day they still dine on the flesh of their former comrades.&lt;br /&gt;
&lt;br /&gt;
Of the two gods Brobat is the more thoughtful and sober and is depicted in legends as a devious schemer. He is intelligent, self-interested and wholly without morals. His sphere of influence is work, suffering, disease and death, political intrigue and the acquisition of power for its own sake. He appears as a huge Pygmy - fully six feet tall wearing crocodile skins, a feathered head-dress and carrying a stout wooden rod.&lt;br /&gt;
&lt;br /&gt;
Beesbok presents a much jollier image. He has no interest in working, scheming, thinking too hard or doing anything other than eat, drink and generally having a good time. His sphere of interest encompasses all the principle leisure activities, health and well-being, together with the promotion of lethargy. At five and a half feet he is tall for a Pygmy but short for a god. Beesbok is stocky, squat, dark-skinned, unwashed and he has an immense paunch. He is often naked, but may wear a simple loincloth and carry a club or blowpipe.&lt;br /&gt;
&lt;br /&gt;
Beesbok&#039;s symbol is a crude semicircle with its ends upwards (said to resemble a smiling mouth) while that of Brobat has the ends downwards. Many Pygmies carry this symbol on an item that can be quickly inverted, such as a shield, to that they can present the correct symbol if they should happen to meet either of the Witchdoctors.&lt;br /&gt;
&lt;br /&gt;
The names attributed to these gods vary from village to village. Brobat and Beesbok are revered (worshipped would be too strong a term) by Pygmies throughout Lustria.&lt;br /&gt;
&lt;br /&gt;
Temples&lt;br /&gt;
There are no temples as such, although the huts of the witchdoctors are considered holy places and the name of each god is never mentioned in the hut of his half-brother&#039;s disciple. There is no central organisation or communication between followers of the gods in neighbouring villages.&lt;br /&gt;
&lt;br /&gt;
Holy Days&lt;br /&gt;
There are no special holy days; praise is given to Beesbok whenever there is a large feast and respect is shown to Brobat whenever there is a death in the village.&lt;br /&gt;
&lt;br /&gt;
Strictures&lt;br /&gt;
Those professing to follow Beesbok must never refuse an offer of food unless they know it to be poisoned or otherwise dangerous, and must share their own food if requested. Followers of Brobat must never willingly give another food and must never eat in the sight of others (they frequently claim never to eat at all although this is entirely spurious). Both of the Witchdoctors must listen to the problems of any villagers who come to them (though they often pretend to be out when gossips or hypochondriacs come to visit), but need not necessarily give any advice or assistance.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: 40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105208</id>
		<title>Brobat &amp; Beesbok</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105208"/>
		<updated>2022-09-18T11:01:35Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Brobat_&amp;amp;_Beesbok.jpg]]&lt;br /&gt;
Brobat and Beesbok are the Patron Gods of the Pygmies.&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
According to the Pygmy myth, the world was created by thirteen short gods who then joined in an immense feast to celebrate. During the feast two half-brothers connived to murder the other eleven gods, and even to this day they still dine on the flesh of their former comrades.&lt;br /&gt;
&lt;br /&gt;
Of the two gods Brobat is the more thoughtful and sober and is depicted in legends as a devious schemer. He is intelligent, self-interested and wholly without morals. His sphere of influence is work, suffering, disease and death, political intrigue and the acquisition of power for its own sake. He appears as a huge Pygmy - fully six feet tall wearing crocodile skins, a feathered head-dress and carrying a stout wooden rod.&lt;br /&gt;
&lt;br /&gt;
Beesbok presents a much jollier image. He has no interest in working, scheming, thinking too hard or doing anything other than eat, drink and generally having a good time. His sphere of interest encompasses all the principle leisure activities, health and well-being, together with the promotion of lethargy. At five and a half feet he is tall for a Pygmy but short for a god. Beesbok is stocky, squat, dark-skinned, unwashed and he has an immense paunch. He is often naked, but may wear a simple loincloth and carry a club or blowpipe.&lt;br /&gt;
&lt;br /&gt;
Beesbok&#039;s symbol is a crude semicircle with its ends upwards (said to resemble a smiling mouth) while that of Brobat has the ends downwards. Many Pygmies carry this symbol on an item that can be quickly inverted, such as a shield, to that they can present the correct symbol if they should happen to meet either of the Witchdoctors.&lt;br /&gt;
&lt;br /&gt;
The names attributed to these gods vary from village to village. Brobat and Beesbok are revered (worshipped would be too strong a term) by Pygmies throughout Lustria.&lt;br /&gt;
&lt;br /&gt;
Temples&lt;br /&gt;
There are no temples as such, although the huts of the witchdoctors are considered holy places and the name of each god is never mentioned in the hut of his half-brother&#039;s disciple. There is no central organisation or communication between followers of the gods in neighbouring villages.&lt;br /&gt;
&lt;br /&gt;
Holy Days&lt;br /&gt;
There are no special holy days; praise is given to Beesbok whenever there is a large feast and respect is shown to Brobat whenever there is a death in the village.&lt;br /&gt;
&lt;br /&gt;
Strictures&lt;br /&gt;
Those professing to follow Beesbok must never refuse an offer of food unless they know it to be poisoned or otherwise dangerous, and must share their own food if requested. Followers of Brobat must never willingly give another food and must never eat in the sight of others (they frequently claim never to eat at all although this is entirely spurious). Both of the Witchdoctors must listen to the problems of any villagers who come to them (though they often pretend to be out when gossips or hypochondriacs come to visit), but need not necessarily give any advice or assistance.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105207</id>
		<title>Brobat &amp; Beesbok</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105207"/>
		<updated>2022-09-18T10:57:57Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Brobat_&amp;amp;_Beesbok.jpg]]&lt;br /&gt;
The Twin Brother Gods of the Pygmies in Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105206</id>
		<title>Brobat &amp; Beesbok</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Brobat_%26_Beesbok&amp;diff=105206"/>
		<updated>2022-09-18T10:56:38Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: Created page with &amp;quot;The Twin Brother Gods of the Pygmies in Warhammer Fantasy.  Category: Warhammer Fantasy&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Twin Brother Gods of the Pygmies in Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Pygmies_(Warhammer_Fantasy)&amp;diff=392372</id>
		<title>Pygmies (Warhammer Fantasy)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pygmies_(Warhammer_Fantasy)&amp;diff=392372"/>
		<updated>2022-09-18T10:55:21Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
[[File:Pygmy models 4.jpg|thumb|right|300px|Even the [[Grognard|Grogs]] must admit that some changes were for the better.]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Well kids, we all know that sometimes when GamesWorkshop miniatures get squatted, they&#039;re back again the very next year. That&#039;s why I&#039;m presenting this sworn affidavit that the Pygmies will never, ever return.|GamesWorkshop spokesperson Krusty}}&lt;br /&gt;
&lt;br /&gt;
Oh, boy. &lt;br /&gt;
&lt;br /&gt;
The genesis of [[Warhammer Fantasy]] is that of an excuse to sell overstocked [[Dungeons &amp;amp; Dragons]] models which evolved into its own setting under the guidance of number-crunchers who took and passed the early torches of modern tabletop gaming outside of the roleplaying medium as well as loremasters who combined their degrees in history with their love of then-contemporary fantasy like [[Tolkien]], [[Michael Moorcock]], and [[Conan the Barbarian]]. &lt;br /&gt;
Also, they were all British. &lt;br /&gt;
&lt;br /&gt;
Early Warhammer was wild and combined just about whatever the writers wanted, lacking a unified setting as it was just a cluster of ideas designed to inspire people to make their own continuity among each other. &lt;br /&gt;
&lt;br /&gt;
One of these ideas wound up unfortunately being one of the only depictions of black or Latino peoples in the setting. Most of the game takes place in &amp;quot;dialed up to 11 largely for the sake of comedy&amp;quot; Renaissance eras, both early and late, although it also has [[Tomb Kings|bronze age]], [[Orcs_&amp;amp;_Goblins#Varieties|stone age]], and [[High Elves (Warhammer Fantasy)|magic douchebag Atlantis types]] mixed in for flavor. So of course having a large chunk of the game taking place in eastern or southern Africa isn&#039;t entirely fitting, but the game doesn&#039;t have a distinct zoomed-in focus as [[Ogre Kingdoms|Mongols]] and [[Lizardmen|Aztec scalies]] get a fair amount of spotlight as well. &lt;br /&gt;
&lt;br /&gt;
This makes the presence of the Pygmies fairly embarrassing since they were a shockingly racist expy of Africans straight out of the colonial representation of the Congo (although to be fair, the highly parodical nature of many of the elements of Warhammer could indicate mockery of this concept rather than playing it straight). &lt;br /&gt;
&lt;br /&gt;
Pygmies first appeared in the second edition of Warhammer (it is worth noting that Warhammer didn&#039;t even have a true complete setting until 3rd edition) in the [[Warhammer Battle Bestiary]] supplement in 1984. They had the same stats of ordinary humans barring one point less of Strength and Toughness, but their point cost was so low that they were arguably one of the best options in the entire game at the time since you could easily create a huge horde of them that can outmatch almost anything. They appeared in the 2e scenario [[The Magnificent Sven]] in which they had successfully defeated a [[Warriors Of Chaos|Norse]] (bear in mind this is before Chaos existed in Warhammer) warriors consisting of 120, and the 121st was the guest of honor (unironically, as in he was given choice cuts and as much beer as he wanted) at a feast where they had cooked his companions (and his amputated leg) before letting him go free. These Pygmies live in [[Lustria]], or at least the 2e prototype of it. The artwork was stereotypical, but not completely offensive. They looked like dark-skinned Dwarfs dressed in a combination of Aztec and Zulu styles. They worshipped 2 Ancestor gods, although originally there were a little under 20, but 2 brothers, Beesbok and Brodat, conspired to kill and eat the others and take their power soon after the Pygmies arrived from space. Beesbok was about relaxation and food, Brobat was about war and work. The Pygmies loved Beesbok and feared Brobat. Their villages would have 2 shamans, one for each brother, who would pretend the other didn&#039;t exist. To please the gods, whenever a pygmy would ask for advice from one brother&#039;s shaman, he would also ask for advice from the other, even if it was contradictory, and attempt to do both, to mixed results.&lt;br /&gt;
&lt;br /&gt;
For context, the term &amp;quot;Pygmy&amp;quot; first appears as an ancient Greek creature called the &amp;quot;Pygmaeus&amp;quot;, a type of short human-like monster which the Greek poet Homer said came from the region we now know to be India. It also referred to the distance between the fist and elbow for the purpose of measuring clothes/armor. The term was (much) later used during the time period where European superpowers aggressively colonized the world in all directions (but north obviously), being applied to various societies that were still in the stone or bronze age which due to less nutritious diets were usually shorter than the explorers. The term is considered racist, but there&#039;s no real alternative word that&#039;s caught on in the mainstream so seemingly the rule is that any group who has enough internet access to complain about it can&#039;t be called Pygmies anymore, for everyone else its fair game. Although the term was applied to South American tribes, today it only refers to groups in Africa and southeastern Asia. &lt;br /&gt;
&lt;br /&gt;
While that last bit could be theoretically used to excuse the concept since it wouldn&#039;t apply towards a real people, Citadel released models in 1985 by [[Alan and Michael Perry]] accompanied by artwork of the same minis in the Spring 1985 issue of [[Citadel Journal]]. This newly revised version of the Pygmies eschewed the defensible older artwork with the &amp;quot;Pickaninny&amp;quot; (or maybe &amp;quot;Gollywog&amp;quot; is a more fitting term, since GW came from the UK) style of highly exaggerated features. Who thought this was a good idea is unknown, particularly since not only were the models and artwork embarrassing but their status as a powerful faction with a supporting role in a major story was gone as well. While the visual style of the 3rd edition they were released for was to amp up the exaggeration in order to create unique models that stand out when viewed from a distance (as armies had gotten bigger in 3e) and to create a more signature style to help the Citadel brand, the rest of the models to get this treatment weren&#039;t based on ethnic stereotypes (at least since we stopped considering belligerent Irishmen a different race anyway). &lt;br /&gt;
&lt;br /&gt;
Pygmies were only mentioned a handful of times after 1985. The first, and only major appearance, came as a timed scenario for [[Games Day Convention]] 1997 written by [[Basil Barrett]] which was published in the 100th issue of [[White Dwarf]]. The scenario, entitled &amp;quot;[[The Hanging Gardens Of Bab-Elonn]]&amp;quot;, gives Pygmies a new origin as an alien race that arrived alongside the [[Old Ones]], also in giant floating pyramids from another dimension/outer space. The Pygmy culture devolved since then until now they were a stone age race of short cannibal humanoids who share Lustria with the [[Lizardmen|creations of the Old Ones]] who have similarly lost most (but not all) of the advanced super magic science they came to the world with. In the campaign, the Pygmy players explore one of the pyramids of their ancestors...which will blow up in 2 hours due to a self-destruct mechanism they accidentally triggered. &lt;br /&gt;
&lt;br /&gt;
Since then Pygmies have only been mentioned very sparingly, once in the [[Blood Bowl]] comics as being the team that the Amazons beat (and ate) in order to qualify for the Old World tourney. While the other highly racist Warhammer race, [[Hobgoblins (Warhammer Fantasy)|Hobgoblins]], simply had the more overt tones dropped and continued to be active in canon, Pygmies are more or less a relic of neckLongbeard Warhammer. The only small bit of lore that kinda reminds of Pygmies is the sole mention of dark-skinned people that inhabit [[Southlands]] (actial Africa this time) in the 6th Edition.&lt;br /&gt;
&lt;br /&gt;
Technically speaking they could be used today as they were never actually retconned thanks to surviving references, and their statline and use of blowguns as a main weapon pretty much makes them [[Lizardmen#Skinks|Skinks]]. Their models are not known for being particularly expensive on the secondary market unless buying a complete set, although their original packaging will increase the value substantially. &lt;br /&gt;
&lt;br /&gt;
As unlikely as it is, the idea of a fantasy race based off of African culture is still pretty interesting,what with Scottish-Viking Dwarfs and Mongolian Ogres, and as such, a very small minority of fans have wished that instead of pretending the Pygmies don&#039;t exist, that they would be rewritten with lore from actual Mbuti African Pygmy mythology and culture, being instead victims of cannibalism rather than practitioners of it, having a realistic appearance with being of actual human status, and having allies &amp;amp; enemies of actual creatures from the Mbuti Pygmy mythology, including Obrigwabibikwa, reptilian red Dwarfs capable of shapeshifting into any reptile, and the Negoogunogumbar, albino, cannibal ogres with reptilian features.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, did we forget to mention? Actual Mbuti pygmies, the little folk of Africa who are the biggest inspiration for them, aren&#039;t cannibals. Rather, they are the victims of both cannibalism AND slavery by the warring, split majority ethnic group of the Congo called the Bantu, who aren&#039;t even native to the Congo. Thanks, GeeDubs. [[https://en.wikipedia.org/wiki/African_Pygmies If you&#039;re curious about them, check out Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
== Giant Pygmies ([[Derp|yeah, really]]) ==&lt;br /&gt;
[[Ogre Kingdoms]] 6th Edition rulebook, released in 2005, for some reason briefly introduced them in a minor mention. Giant Pygmies come from Lemuria, small mysterious island somewhere in [[The Far Sea]] (may also be the same as Fabled Lumbria from the iconic 2004 Warhammer World map). They serve as mercenaries for Ogres, and that&#039;s pretty much everything we know. Are they related to different interpretations of Pygmies throughout the years (if related at all)? Maybe they&#039;re related to Ogres (because Ogres are basically giant Halflings in Warhammer, and Pygmies are considered to be halflings)? What is their height (even humans can be considered giants to Pygmies) or skin colour? Unless [[Warhammer: The Old World]] decides to remember them, it&#039;s unlikely we get any answers.&lt;br /&gt;
&lt;br /&gt;
== Age Of Sigmar(?) ==&lt;br /&gt;
&lt;br /&gt;
Due to increased non-white representation in Games Workshop&#039;s sequel to Warhammer Fantasy called [[Age of Sigmar]], some have joked that the Pygmies finally evolved (and managed to knock up some Dark &amp;lt;strike&amp;gt;Aelves&amp;lt;/strike&amp;gt; Elves). This is obviously not canon in any way, not only because it would be a PR nightmare for Games Workshop but also because its canon that the only things in Lustria that survived the destruction of the Warhammer World were what the Slann loaded onto their ships. On the other hand, it may be possible that some of the non-white characters in AoS may have been people from the Southlands (like Keiti Ouala in the 4th Edition), [[Kingdoms of Ind|Ind]], or [[Araby]] who were revived along with all the other humans; but &#039;&#039;never&#039;&#039; Pygmies.&lt;br /&gt;
&lt;br /&gt;
That being said...its canon that the Slann have recreated Lustria as constructs of light magic in their realm, which they send on raids against the enemies of Order. While the Slann and their obsession with the designs of the Old Ones may not have considered the Amazons worth creating construct copies of (although for all we know they have already), the fact that in the most current canon the Pygmies predate the Slann might mean that they would see them as just a natural and intended part of the Warhammer World. So...maybe they do exist still? At any rate it would give Games Workshop the chance to make some humans/humanoids to sell in the South American styles without the baggage of the current design of the Pygmies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Pygmy models 1.jpg&lt;br /&gt;
File:WH pygmies 1.jpg&lt;br /&gt;
File:WH pygmies 2.png&lt;br /&gt;
File:WH pygmies 3.png&lt;br /&gt;
File:WH pygmies 4.png&lt;br /&gt;
File:WH pygmies 5.png&lt;br /&gt;
File:WH pygmies 6.png&lt;br /&gt;
File:WH pygmies 7.png&lt;br /&gt;
File:WH pygmies 8.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Fantasy_Gods&amp;diff=556964</id>
		<title>Warhammer Fantasy Gods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Fantasy_Gods&amp;diff=556964"/>
		<updated>2022-09-18T10:54:15Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Pygmies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
{{Topquote|And then the Cataclysm came. King [[Taal]] rose from His Forest, and with Dark [[Morr]] muttering dire portents in His ear, He banished all immortals from the world. But the Cataclysm’s architects refused His order. [[Tzeentch|The Crow]], [[Khorne|the Hound]], [[Slaanesh|the Serpent]], and [[Nurgle|the Vulture]] were jealous of King Taal, and had tried to use the Great Gates to take what was His. They had failed. As the other immortals fled, the Four attacked, bitter and angry with their frustrations. Many died. After countless battles, King Taal was eventually surrounded. There were few still by his side. [[Ulric]] the Wolf. Noble [[Myrmidia|Margileo]]. Just [[Verena]]. [[Sotek]] the Snake. [[Manann]] of the Sea. And Gentle [[Shallya]], tear-stained and afraid. Even Smiling [[Ranald]] had fled, and now hid in the Places Between, fearful for the future. Then, just as the Four and their allies arrived for the Final Battle, [[Asuryan|Flaming Phoenix]], whom all had thought dead, returned from atop His Gleaming Pyramid, and He smote about Him. Thus the rebels were pushed behind the Great Gates, and were sealed there forever. But they were restless in their cage, and soon worked to escape.|Translated from the Obernarn Stone, now held in the Imperial Museum, Altdorf}}&lt;br /&gt;
&lt;br /&gt;
Like any other fantasy setting, Warhammer Fantasy has its own gods. &lt;br /&gt;
&lt;br /&gt;
Sporadically throughout the game, mainly in a few Chaos books and near [[The End Times|the end of its life]], it was stated that there are no other gods and only [[Chaos Gods]] exist. This is a typically [[Daemon|Daemonic]] twisting of the truth (although the claim was enough to make [[Archaon]] go full-[[Star Wars|Anakin Skywalker]]) and contradictive of other material. There is also some discrepancy between fans of [[Warhammer 40000]] who believe that Fantasy magic works in the same way that Psyker energy works in 40k. The final issue is [[The End Times]] and [[Age of Sigmar]] as well as their 8th edition lead-in, which changed quite a bit of existing lore as retcons disguised as &amp;quot;revealing the truth&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the nature of gods in both settings is one of the more skub-filled lore topics.&lt;br /&gt;
&lt;br /&gt;
=The Nature Of The Divine=&lt;br /&gt;
In early Warhammer lore gods simply existed and had their own faiths. Certain Chaos supplements suggested there were no gods and that only [[Chaos]] exists with the nature of the Chaos Gods being insane beings who pretend to be other personas in order to fight each other and themselves, like a giant 1000 character game of [[Dungeons &amp;amp; Dragons]] with no DM and only four people wearing blindfolds so nobody knows who is who other than [[Tzeentch|that one asshole with an actual case of multiple personality disorder who&#039;s peeking]]. As this only appears in a few Chaos supplements and nowhere else however, its authenticity is [[skub|questionable]] at best. &lt;br /&gt;
&lt;br /&gt;
The nature of all the gods was explained differently over the years. In the earliest instances, when Warhammer was &#039;&#039;only&#039;&#039; Fantasy, gods didn&#039;t exist until the collapse of the Warpgates, and were more akin to extremely powerful angels and daemons than actual deities. Another one of the oldest tellings suggests there is one supremely powerful being at the center of the Warp, and that all gods, evil and good, originate from that single force. In others, the gods always existed, even before the Old Ones. As mentioned above, a few Chaos books suggested all gods were only fractions of larger Chaos gods, whose own origins were unclear. A few other explanations say the benevolent gods (Order) were made by or enserved to the Old Ones, while the malevolent gods (Chaos, Destruction) were rebels. If you take 40K as valid for both its own gods and Fantasy&#039;s, it states that gods are actually the coalesced belief and emotion of mortal beings, sort of a psychic gestalt. Whatever the source, it was always left intentionally vague and contradictive which explanation, if any provided, was valid, and there was a sense that the true nature of the divine was something beyond the understanding of the mortals &amp;quot;telling&amp;quot; the story (lore) of the world.&lt;br /&gt;
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In truth, or at least according to the last entries of the setting, all non-material plane things are made of magic. Souls are magic, the Winds of Magic are magic, Daemons are magic, and so are all the Gods. This is apparently(?) the &amp;quot;truth&amp;quot; that Archaon learned, because the teachings of his faith are that magic is [[Heresy]] and apparently gods were just shitting miracles out of scientific stardust or something.&lt;br /&gt;
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The End Times event revealed quite a bit, all of which is fairly skubby. The history of Warhammer is that the [[Old Ones]] descended from some unknown place, possibly another dimension, planet, or place in the timeline, on a primitive world full of [[Dinosaur]]s, [[Dragon]]s, and [[Neanderthal]] versions of the classic Fantasy races then created the [[Warp|Warp Gates]] to suck magic from the Warp which they used to alter the world and create a race capable of fighting Chaos (which would eventually come regardless) before the Gates collapsed causing Chaos to arrive much sooner on an unfinished world whereupon the Old Ones fucked off to who knows where or died. The new lore is that this isn&#039;t the first time this has happened; Warhammer existed in a time loop, with the Old Ones stealing magic from Chaos which causes the Chaos Gods to feel entitled to own the material plane like [[Slaanesh]] to the [[Eldar]] in 40k, where they spend the rest of their history draining magic from the local gods until a cataclysmic event where a handful of Elves survive on a world outside of existence and guide evolution until the Old Ones show up again, rinse and repeat. This cycle was broken finally by [[Be&#039;lakor]] (who&#039;s time-travel and alternate universe fuckery is apparently something new to these timelines, despite the &amp;quot;it always existed because there is no time&amp;quot; nature to Chaos because GW writers can&#039;t into consistency) who did...&#039;&#039;something&#039;&#039; to the new Elf gods in the next world which altered the cycle. The new cycle involves far more than just the Elves, as many characters survived the old setting and became gods in the new one (some didn&#039;t become gods, why isn&#039;t clear). &lt;br /&gt;
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Gods exist that aren&#039;t part of the cycle as well. Sigmar for example was a mortal man who became trapped in the magic of the Heavens Wind, greatly limiting his power to affect the mortal world but giving him godhood. Gork and Mork ([[Meme|or is it Mork and Gork?]]) have no proper origin, but are somehow able to grant godhood to members of their own pantheon such as through the Spider God who was just an ordinary spider who bit Gork (or possibly Mork). Some of the Elf gods were survivors of the old setting, some have unknown origins and others were just an existing god mistaken as a separate entity. Ranald gambled his way into divinity after tricked some goddess to give him the blessing. Ulric probably became a god after accidentally tempted with one of the old one&#039;s warp devices (the one that house the flame of Ulric) as discovered by Archaon in the end times.&lt;br /&gt;
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=Pantheons=&lt;br /&gt;
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==Elves==&lt;br /&gt;
{{Topquote|M: Do you know much about the elven gods, sir?&amp;lt;br&amp;gt;V: Only that they are degenerates, who bicker amongst themselves instead of opposing the true foe.&amp;lt;br&amp;gt;M: As with the mortals, so with the gods, is that it?&amp;lt;br&amp;gt;V: Indeed. Would that Sigmar could return and show them the error of their ways.| [[vermintide 2|Markus Kruber &amp;amp; Victor Saltzpyre]], questioning the Elven gods&#039; liability}}&lt;br /&gt;
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The Elf pantheon is divided between the Cadai (positive gods) and Cytherai (negative gods). Some of them are shared with 40k, although beyond portfolio and name they are entirely different. &lt;br /&gt;
High Elves worship the Cadai light gods and simply try not to piss off the Cytharai by being pansies (which they fail at). Wood Elves worship some, and the others they&#039;ve modified the mythos of to be more Wood Elf-y (see how they have got Isha and Kurnous bought back to their &#039;earthy roots). Dark Elves entirely ignore the light side of the pantheon, and worship the darkest aspects of the darker gods (who don&#039;t seem to care much about the twisting of the myth since the DEs are the only ones actively worshiping them, and someone getting your myths wrong is better than nobody). &lt;br /&gt;
The humans of Albion worship their own version of a few of the Elf gods as well, and it&#039;s possible some masquerade as the gods of the Old World. As revealed in the end times, the Lady is Lileath! Shock, horror. &lt;br /&gt;
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Each name-rune that represents them doubles as a picture of themselves in abstract, as well as a few hidden images (like Lileath being both the devil horned invocation of magic that early High Elf models had, the twin moons, herself seated in an elegant pose, and a few standard High Elf runes mixed throughout). Many of these emblems appear fully on High Elf shields, banners, capes, and any other flat or ripply surface really. &lt;br /&gt;
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In the [[Black Library]] series [[Defenders of Ulthuan/Sons of Ellyrion]] the Elf gods are portrayed as very real and very powerful, but outside of that series they are described as dying, faded, or outright consumed by Chaos. &lt;br /&gt;
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===Cadai===&lt;br /&gt;
* &#039;&#039;&#039;[[Asuryan|Asuryan, the Creator, Emperor of the Heavens]]&#039;&#039;&#039; Father god, survivor of the old setting. Despite always being portrayed as the creator of the Elves he was actually not their literal father and is more the creator of their culture...sort of (thanks to a retcon mess; Wood Elves are the true culture of the Elves, High Elves were what Asuryan created to fight Chaos but the Dark Elves are the result of Khaine and Chaos influence as well as what Asuryan&#039;s desired end goal for Elves to be was. Don&#039;t think too much about it, its a fucking mess). Zeus expy, although rather than fuck everything he basically [[Tzeentch|sat on his throne and plotted]]. His priesthood were warrior monks with halberds that cared for the Phoenixes of Ulthuan and maintain a chronicle of history including every single event that ever has or will happen. In a very [[Skub|skubby]] part of the lore he possessed [[Malekith]] rather than [[Tyrion]] in End Times, and faded into Malekith&#039;s being which possibly made him a nobler and less Darth Vader-like being. &lt;br /&gt;
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* &#039;&#039;&#039;[[Vaul|Vaul, the Maker]]&#039;&#039;&#039; Smith god. Saved Isha and Kurnous from Khaine after they saved the mortal Elves, forged the [[Widowmaker]]. Crippled and shackled to his anvil, just like Hephaestus/Vulcan from Greek-Roman mythology. Status as real unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Isha|Isha, the Mother]]&#039;&#039;&#039; Mother god, survivor of the old setting. Gave birth to Lileath as well as the first mortal Elves. Lived in Avelorn in Ulthuan until an unknown point in time when she relocated to [[Athel Loren]] then thanks to the draining of Chaos lost much of her divine power and became [[Ariel]]. Due to retcons there&#039;s a snarl as to what exactly the [[Everqueen]] connection to her is; previously, she existed as an entity within the Everqueen surrounded by the souls of all other Everqueens and was able to fight Slaanesh as an equal when fully charged up. As of End Times it was revealed that Lileath actually poisoned her with a shard of eternal ice, slowly killing her until the Everqueen could consume her soul while Lileath absorbed her power. &lt;br /&gt;
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* &#039;&#039;&#039;[[Kurnous|Kurnous, the Hunter]]&#039;&#039;&#039; Father god, survivor of the old setting. The actual father of the mortal Elves. Lived with Isha in Avelorn until they traveled to Athel Loren. Became [[Orion]] with the weakening of Chaos. Due to retcon fuckery, there&#039;s an issue where he apparently also dwells in Ellyrion and selects champions from the Elves there to lead the fight against Dark Elves and Chaos even though he spends most of his time in Athel Loren killing Bretonnians and Beastmen for the lulz in the Wild Hunt. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hoeth|Hoeth, Lord of Wisdom]]&#039;&#039;&#039; Scholar god. Conflicting sources tie him as part of the reason magic behaves the way it does, and attribute various things to him. Status as real unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Lileath|Lileath, the Maiden]]&#039;&#039;&#039; Daughter of Isha and Kurnous, sister to the entire Elf race. Goddess of prophesy to a degree that her father who is omniscient can be surprised by her, somehow. Took on a villainous role in End Times for engineering events that caused massive failures and deaths across the setting while trying to protect the cycle and send her Wood Elf husband [[Araloth]] as the new Asuryan/Kurnous, the High Elf Prince(ss) [[Eldyra]] as the new Isha, and her children with Araloth to be the rest of the pantheon of the new world which was destroyed somehow by Be&#039;lakor making all of her sacrifice and sabotage for nothing. Was also The Lady of Bretonnia and using their entire race as her pawns, and had the persona of Ladrielle as well. &lt;br /&gt;
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* &#039;&#039;&#039;[[Loec|Loec, the Shadow Dancer]]&#039;&#039;&#039; Trickster god, created several magical artifacts. Status as real unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Mathlann|Mathlann, Lord of the Deeps]]&#039;&#039;&#039; God of the sea, confirmed to be a real god in End Times although unknown if he is a survivor of the previous setting or not. Known for saving his champion [[Sea Lord Aislinn]] from death constantly, later revealed to actually be Sea Lord Aislinn. Considered a positive aspect of Ellinill in retconned lore.&lt;br /&gt;
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===Cytharai===&lt;br /&gt;
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Probably from the Welsh &#039;&#039;cythrawl&#039;&#039; meaning ‘devil; demon; evil spirit’.&lt;br /&gt;
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* &#039;&#039;&#039;[[Khaine|Khaine, the Bloody-Handed God]]&#039;&#039;&#039; Evil Asuryan. Confirmed to be real, unknown if he is a survivor god or not. [[Khorne]] but with magic, he spent most of his time fighting Asuryan for control of the Elves as well as Isha and Kurnous, and just generally being a prick who fucked everything up. Although not on the side of Chaos, he didn&#039;t focus any efforts on fighting them and instead caused Elves to fight each other and lose their ability to fight Chaos effectively. Manifested himself in the bloodline of [[Aenarion]], in a very [[Skub|skubby]] part of the lore he possessed [[Tyrion]] rather than [[Malekith]] in End Times and died when Asuryan/Malekith killed Tyrion (Tyrion got better, Khaine died). &lt;br /&gt;
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* &#039;&#039;&#039;[[Ereth Khial|Ereth Khial, the Pale Queen]]&#039;&#039;&#039; Survivor god of the old setting, fate unknown. Goddess of death for the Elves although thanks to Chaos she gets almost no Elf souls (lore contradiction as apparently the Death Wind contains the bulk of the souls of the dead, even though lore also says Slaanesh eats almost every Elf soul and apparently Ereth Khial was gone or faded by the time of End Times despite Elves that should have already been trapped in the Wind or consumed by Slaanesh appearing as ghosts; arguments can be had in any direction). Suffered in the cold darkness of the new world with Isha and chose to remain alone rather than cling together for comfort as Isha wanted until the new world began with the coming of Asuryan, desired to have him as her husband but he rejected her causing her to hate all beings and torture the Elf souls far worse than Chaos (which represents oblivion rather than suffering). Her domain is called Mirai. &lt;br /&gt;
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* &#039;&#039;&#039;[[Nethu|Nethu, Keeper of the Last Door]]&#039;&#039;&#039; Son of Ereth Khial, father unknown. Keeper of the gates of the Mirai and comparable to a Grim Reaper figure. Since Morr is described as an Elf god in a [[Warhammer Fantasy Roleplay]] supplement, this may be his true identity. Otherwise his status as real or not is unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Anath Raema|Anath Raema, the Savage Huntress]]&#039;&#039;&#039; Evil Kurnous, whips around the savage parts of the hearts of the Elves until they go on a Great Hunt but unlike Kurnous she sees all things as game. Given that the lore surrounding Kurnous became fairly evil in regards to his hunts, Anath Raema only represents a lack of concern with preservation and balance rather than outright evil. Status as real or not unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Morai-Heg|Morai-Heg, the Crone]]&#039;&#039;&#039; An old and wrinkled Elf goddess (yes, apparently they can age) of prophesy who&#039;s primary shrine is on an island of Elf amazons who bewitch men to come to the shores that sail too closely then kill them and pave the island with their bones. Status as real or not unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hekarti|Hekarti, Mistress of Magic]]&#039;&#039;&#039; Goddess of magic, evil Hoeth. Revealed to be [[Morathi]] in End Times, whether she is a survivor god or not is unknown. &lt;br /&gt;
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* &#039;&#039;&#039;[[Atharti|Atharti, Lady of Desire]]&#039;&#039;&#039; Goddess of pleasure, twin sister of Hekarti. Worship of one of them without equal worship of the other causes the less loved one to curse the favoring devotee. Created in 7th edition because Dark Elves worshiping Slaanesh was against [[Gav Thorpe]]&#039;s vision for the race, which is better is the subject of much Skub (although players of the [[Cult Of Slaanesh]] army are strongly against it). Morathi went from being Slaanesh&#039;s high priestess and favored mortal to being the biggest worshiper of both Hekarti and Atharti. With the reveal that Morathi IS Hekarti, its left unknown who exactly Atharti is and who punishes you if you prefer Hekarti. Given that in End Times Morathi went quite insane and a little senile after coming under the delusion that first her son Malekith was Aenarion, then the Khaine-possessed Tyrion was Aenarion, Morathi may have been both entities. &lt;br /&gt;
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* &#039;&#039;&#039;[[Ladrielle|Ladrielle, Lady of Mists]]&#039;&#039;&#039; A persona of Lileath, a master manipulator. Given that this is a Cytherai and thus one of the less pleasant gods, this may be a better description of Lileath. &lt;br /&gt;
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* &#039;&#039;&#039;[[Ellinill, Lord of Destruction]]&#039;&#039;&#039; God of destruction, once a very powerful god with hundreds of children who ran amok throughout the world with him. Drakira tricked Isha into asking Loec to trick him into believing his children were going to revolt, and he went about killing and eating as many as he could. His strength was greatly diminished in his battles. Unknown if real or not. His children are known as the Ellinilli and the only ones that survived are those who hid in the mortal world. Unknow if real or not. &lt;br /&gt;
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* &#039;&#039;&#039;[[Estreuth|Estreuth, Lord of Hunger]]&#039;&#039;&#039; God of famine. One of the Ellinilli. Almost no lore given.&lt;br /&gt;
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* &#039;&#039;&#039;[[Addaioth|Addaioth, Bringer of Fire]]&#039;&#039;&#039; God of fire. One of the Ellinilli. Decided to fight his father rather than hide, and was almost killed until Ladrielle (AKA Lileath) saved him and hid him in the mortal world with his siblings. Has prepared to kill his father ever since, thinking of himself as Vaul 2.0 but only creating shitty arms and armor. Unknown if real or not. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hukon|Hukon, the Sunderer]]&#039;&#039;&#039; God of earthquakes. One of the Ellinilli. Almost no lore given. &lt;br /&gt;
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* &#039;&#039;&#039;[[Drakira|Drakira, Queen of Vengeance]]&#039;&#039;&#039; Goddess of revenge, one of the Ellinilli who was picked on by her siblings and neglected by her father. Manipulated Isha&#039;s sorrow at the suffering her family caused mortals into becoming hatred, and all beings have been careful not to offend her ever since. Worshiped heavily by Dark Elves, but loves all Elves equally and keeps part of them any time they make a deal with her. Unknown if real or not. &lt;br /&gt;
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* &#039;&#039;&#039;[[Eldrazor|Eldrazor, Lord of Blades]]&#039;&#039;&#039; A god of war and duels. Although he doesn&#039;t seek war, once it begins there is nothing out of bounds for him. Basically a more reserved and less aggressive Khaine. Unknown if real or not.&lt;br /&gt;
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==Dwarfs==&lt;br /&gt;
The gods of the [[Dwarfs]] are mortal Dwarfs who attained godhood, and as such are referred to as Ancestor Gods. They have only three main ones with lesser ones as their family (plus one guy who’s just kind of there) , but Dwarfs can invoke the names of their own heroes and ancestors religiously as well. &lt;br /&gt;
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* &#039;&#039;&#039;[[Valaya]]&#039;&#039;&#039; Goddess of hearth, home, brewing, healing, defending against Chaos, and basically every single other thing the other two don&#039;t do. Settled the first and greatest Dwarf Holds, ancestor of the greatest Dwarfs, invented the Dwarf written language and every other aspect of their culture. The least important god because...[[Fail|reasons]]. In End Times she was discovered to be slumbering by [[Queen Neferata]] in a long-forgotten Vault in a ritual to charge up a magic gate and create a new golden age for Dwarfkind. After a battle between Nef, [[Night Goblins]], and [[Thorek Ironbrow]] the Dwarfs were left dead and Valaya&#039;s divine power was consumed by [[Nagash]]. She didn&#039;t receive an [[Age of Sigmar]] resurrection, because [[Fail|reasons]]. &lt;br /&gt;
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* &#039;&#039;&#039;[[Grungni]]&#039;&#039;&#039; Dwarf smith god. After Valaya invented runes, he figured out how to smith them into objects to give Dwarfs magic. Fought in End Times, but survived into Age of Sigmar.&lt;br /&gt;
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* &#039;&#039;&#039;[[Grimnir]]&#039;&#039;&#039; Dwarf god of war. After Valaya invented [[Book of Grudges|Grudgekeeping]] he became the patron of them. Became the first [[Slayer]], has a fortress inside of the Warp where he endlessly slaughters the forces of Chaos. Gave up his divinity to [[Gotrek &amp;amp; Felix|Gotrek]] in order to die in the final battle after Gotrek died and avenged his own sin, and in the final battle all Grudges were considered resolved. Gotrek/Grimnir survived into Age of Sigmar where he sat on Sigmar&#039;s council until he got bored and was sent to kill a giant monster, causing both to explode and spread throughout the Realms whereupon the mortal Dwarfs who are his devotees collect his parts to reassemble him. Judging by Realmslayer, the Grimnir seen in AoS was the original one with Gotrek merely acting as a vessel for his power, although it seems like Grimnir might have had further plans for Gotrek that have yet to be revealed.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gazul]]&#039;&#039;&#039; The Dwarf god of Death. Lived in the time of the trinity, and created the written version of their names as well as the concept of venerating your ancestors. His faith includes the &#039;&#039;&#039;Order Of Guardians&#039;&#039;&#039;, the Dwarf equivalent of Witch Hunters. Every Hold and most settlements, any place that has a place to honorably bury dead Dwarfs in fact, has a shrine or temple to him. &lt;br /&gt;
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* &#039;&#039;&#039;[[Morgrim]]&#039;&#039;&#039; God of Engineering. Oldest child of Valaya with Grimnir, personally invented Bolt Throwers and Dwarf Catapults/Stone Throwers (which later became Grudge Throwers). Was Grimnir&#039;s companion on the way to close the Warp Gate, but Grimnir forced him to turn back and return home. All Engineers are basically priests of Morgrim, since his teachings are a code of conduct for the craft. Liberal Engineers are considered heretics (but not the kind you shoot, just the kind you shout at) by conservative Dwarfs for their loose interpretations of scripture. &lt;br /&gt;
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* &#039;&#039;&#039;[[Smednir]]&#039;&#039;&#039; God of smelting and metalworking. Middle son of Grungni and Valaya. Smednir created the tools that Thungni and Grungni inscribed their rune magic on, and among the greatest creations of the trio of laborers is [[Ghal Maraz]] itself. Smednir&#039;s shrines and temples are basically just extensions of those of Grungni&#039;s, since the two are inseparable in theme. &lt;br /&gt;
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* &#039;&#039;&#039;[[Thungni]]&#039;&#039;&#039; God of Runesmithing. Youngest son of Grungni and Valaya. During the settling of the first Holds he descended into a mystical realm called &amp;quot;Ankor Byrn (Glittering Realm)&amp;quot; where he discovered the ability to forge his mother&#039;s language with magic to create runes, although it was his father who later turned the discovery into a science and art. Only descendants of Grungni like himself were capable of learning Runesmithing. All Runesmiths are basically priests of Thungni, like Morgrim&#039;s Engineers. Unlike all the other gods who are friendly with the faiths of the allies of the Dwarf race and enemies of those who are Dwarf enemies, Thungni&#039;s cult has an additional enemy; non-Dwarfs who try to learn or succeed at making rune magic. This includes human wizards.&lt;br /&gt;
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*It should be noted that the eldest son of Valaya (with Grungni) is [[Grombrindal|Snorri Whitebeard]]. He did not get to be a god as he had the duty of ruling the Karaz Ankor after his parents departed.&lt;br /&gt;
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* &#039;&#039;&#039;[[Horned Rat|Skavor]]&#039;&#039;&#039; An ancestor god who had no talent in crafting using non-living materials but a talent for fleshcrafting and chaos magic. His use of fleshcrafting and chaos magic got him exiled by the rest of the ancestor gods so he fleshcrafted himself into a rat-like abomination and created the Skaven to wipe out the rest of the dwarves out of spite. This is the only known Ancestor God that is shunned and hated by the dwarfs.&lt;br /&gt;
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==Humans==&lt;br /&gt;
Like in all other things, Humanity is really diverse when it comes to religion, ranging from worshipping the [[Chaos Gods]] to worshipping [[Lady of the Lake|an Elf God pretending to be a goddess of chivalry]]. Although some gods are argued to be the [[Sigmar|God of Mankind]], there is no united Human pantheon, just many many different gods for many many different nations. The Old World Pantheon is the collection of Gods worshipped by humans of Old World (which is the closest thing we can get to Human Pantheon). This pantheon mainly divided into two &amp;quot;families&amp;quot;, namely &#039;&#039;&#039;Northern Gods&#039;&#039;&#039; and &#039;&#039;&#039;Southern Gods&#039;&#039;&#039;. There is also the Patron Gods of nations that don&#039;t fit these two families; Sigmar for [[the Empire (Warhammer Fantasy)|the Empire]], Lady of the Lake for [[Bretonnia]] and Ursun for [[Kislev]]. Other than them, there are also some other pantheons like [[Nehekhara|Nehekharan]] Pantheon and thousands of different local gods unrelated to any pantheon. As I said before, Humanity is diverse.&lt;br /&gt;
Note also that while the various Human nations may worship ostensibly different gods with different names and different rituals, that these may in fact be local aspects of a smaller number of universal gods. The confirmed example is that of the Old Worlder god of death: when Nehekharan god [[Usirian]] was destroyed this also destroyed the god known in the Empire under the name [[Morr]], for unbeknownst to both sets of worshippers the two gods were simply culturally-specific variants of the same deity. Similar pairings are suspected to exist among other deities (the trade god  known as [[Handrich]] to Imperials, but Mercopio to Tileans), and it is thus possible that the bewildering array of human gods may in fact be reducible down to a smaller pantheon of common major deities.&lt;br /&gt;
===Empire===&lt;br /&gt;
[[the Empire (Warhammer Fantasy)|Empire of Man]] has a patron god named [[Sigmar]], the mortal founder of Empire who is believed to be ascended to godhood after he vanished. But unlike [[Imperium of Man|his space faring brother]], the Empire is a polytheistic nation, worship of other gods (except [[Chaos Gods]] and [[Khaine]]) is allowed, although the Cult of Sigmar is the state religion. So most of the Old World Pantheon is also worshipped in Empire or at least respected. The list of the Imperial Gods starting with their Patron God goes as;&lt;br /&gt;
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* &#039;&#039;&#039;[[Sigmar]]&#039;&#039;&#039;, Warrior-God of Mankind, is the founder of [[the Empire (Warhammer Fantasy)|the Empire]], its first Emperor and the most badass human ever lived. His deeds of badassery includes but not limited to; uniting human tribes of Old World, defeating biggest WAAAGH ever happened with said united army, earning the respect of the Dwarfs (by far the hardest one to do), breaking the [[Warriors of Chaos|Norsii]] siege of Middenheim and fighting a fucking [[Bloodthirster]] in there, bashing the skull of [[Nagash]] (doing that by using Nagash&#039;s own crown also counts) and destroying his undead army. After establishing a rather stabilized state in Old World, Sigmar left the Empire and never seen again, presumed dead by his people. Years after his departure, some guy named Johann Helsturm proclaimed that he saw the vision of Sigmar being crowned to godhood by [[Ulric]] and joined him among the divinity. Helsturm pretty much created the Cult of Sigmar which gained power among centuries and became the most popular and influental religion in the Empire. Today the Cult of Sigmar holds a major bureaucratic power within the Empire, for example the head of the Sigmarite Church, the Grand Theogonist, is able to cast 3 votes in Emperor&#039;s election. Sigmar is worshipped by Imperials as the God of War, Mankind, Heroism, Courage and Empire itsef. He is respected by everyone in the Empire, even the Ulricians of Northern Empire proudly call themselves the sons of Sigmar. His holy symbols are Ghal Maraz (or just a warhammer), the Twin-Tailed Comet and Gryphon. His chants are effective against Daemons and Undead. He is mainly worshipped in Reikland but his worshippers can be found everywhere in the Empire (and probably never found among non-Imperial humans). In the End Times, Sigmar&#039;s ascension to godhood is confirmed but [[Tzeentch]] trapped him inside the Winds of Heaven [[Not as planned|which actually supercharged Sigmar with magic]]. In short Sigmar is basicly Conan the Barbarian/Charlemagne/Jesus of Warhammer Fantasy and also Thor to Ulric&#039;s Odin.&lt;br /&gt;
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====Northern Gods====&lt;br /&gt;
The &#039;&#039;&#039;Northern Gods&#039;&#039;&#039; aka the &#039;&#039;&#039;Elder Gods&#039;&#039;&#039; or the &#039;&#039;&#039;Country Gods&#039;&#039;&#039; are the gods of pre-Imperial human tribes and during Sigmar&#039;s reign. They are quite old, worship of Elder Gods stratches back to several millenia. Although they are losing favor to Sigmar, their worship is still widespread, especially in the countryside. These gods are Ulric, Taal, Rhya and Manann.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ulric]]&#039;&#039;&#039;, the God of Winter, Wolves and Warfare, younger brother of Taal. He is generally worshipped by non-Chaos [[Vikings]] of Warhammer Fantasy who live in Middenland, Nordland and Ostland. Ulric is the second most popular god of the Empire and was actually the most popular one during the times before Sigmar, being worshiped by all human tribes in one way or another. Actually Sigmar himself was a devout worshipper of him too, all sagas emphasise him being blessed and protected by Ulric. Today, Ulricans are still a powerful group, his worship is quite common and the Viking Pope, Al-Ulric, is able to cast one vote in Emperor&#039;s election. When it comes to Sigmar, Ulricians are divided into two. Some of them just don&#039;t believe Sigmar is a God and rejects Sigmarites all together and the others believes Sigmar is a God but venerate Ulric more as he is the traditional god of mankind but all of them respect Sigmar all the same as he definitely was Ulric&#039;s mortal champion before his ascension to godhood. Ulric is a god of martial skill, not unlike [[Khorne|his evil counter part]] (main difference is Ulric cares whose blood being spilled, preferably his enemies&#039;) he favors natural strength; gunpowder weapons and crossbows are to be shunned for they don&#039;t require any skill to use. His holy symbol is the White Wolf he manifests. In End Times, [[Teclis]] stole the Flame of Ulric in Middenheim and used it to heal [[Tyrion|his brother]] which caused Middenheim&#039;s fall and eventually killed Ulric. [[Eldrad|What a dick]]. It is also revealed that his ascension to the godhood may have to do with the old one device hosting his flame (which may or may not belonging to the ancient Elven colonist before the rise of man and the war of beard that forced the elves to abandoned the old world) as discovered by Archaon in the end times. &lt;br /&gt;
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* &#039;&#039;&#039;[[Taal]]&#039;&#039;&#039;, the God of Wilds, Nature and Beasts, older brother of Ulric and husband of Rhya. Being a Warhammer God, Taal isn&#039;t some pesky hippy, he believes in the survival of the fittest. So if you can kill it (in a fair way) all animals are willing to serve you as food and fur. Like Ulric, he favors natural strength and forbids use of gunpowder and adds it the use of metal armor too, only skin and fur of his animals is to be used for clothing. His worshippers are against anything unnatural starting with [[Chaos]] and [[Mutant|Mutants]] to even cities and money in extreme cases. Taal is, like beasts and nature itself, known for being indifferent to morality. His holy symbol is a Stag or just antlers. His worship is almost completely tied with worship of Rhya, which is together called Cult of Taal and Rhya. The two complete eachother as manifestation of Nature; Taal is the animals while Rhya is the plants, Taal is the wrathful natural disasters while Rhya is the generous and fertile soil. He is, like his wife, mainly worshipped in Talabecland. He also has a number of paralells with Kurnous, the Elven god of the hunt.&lt;br /&gt;
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* &#039;&#039;&#039;[[Rhya]]&#039;&#039;&#039;, the Earth Mother, Goddess of Plants, Farming and Hunting, wife of Taal. She domains over all things that grow, so pretty much Demeter of Warhammer Fantasy. Her worship is a part of Cult of Taal and Rhya which mainly practiced Talabecland. Her holy symbol is a sheaf of wheat and bow and arrow. As said above, worship of Rhya and Taal is tied to eachother though Ryha seems to be less important and [[-4 STR|less powerful]] of the two.&lt;br /&gt;
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* &#039;&#039;&#039;[[Manann]]&#039;&#039;&#039;, the God of Seas and Tides, son of Taal and Rhya. Worshipped by sailors and fishermen, Manann is not really different than Poseidon of our world. He is quite fickle and dickish, judging his subjects arbitrarily (like Poseidon). Manann&#039;s strictures are nothing more than generic sailor superstitions which changes based on sailor, priest and Manann&#039;s mood at the time. His holy symbols are wave patterns, albatrosses and his five tinned crown. He is mainly worshipped in Marienburg and other coastal cities although human sailors all around the Old World worship him. Also he is completely identical to [[Mathlann]], the Elven Sea God, and may in fact just be the same deity under a different name.&lt;br /&gt;
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====Southern Gods====&lt;br /&gt;
The &#039;&#039;&#039;Southern Gods&#039;&#039;&#039; aka the &#039;&#039;&#039;Classical Gods&#039;&#039;&#039; or the &#039;&#039;&#039;Town Gods&#039;&#039;&#039; are newer ones among the Old World Pantheon (still older than Sigmar) they are actually not really among the common worship in the Empire (with exception of Morr who is third most popular Imperial God). They are generally worshipped in more civilized and urban areas of South Old World like [[Tilea]] and [[Estalia]]. These gods are Morr, Verena, Myrmidia, Shallya, Ranald and Khaine.&lt;br /&gt;
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* &#039;&#039;&#039;[[Morr]]&#039;&#039;&#039;, the God of the Dead, Afterlife and Dreams, older brother of [[Khaine]], husband of Verena and father of Myrmidia and Shallya. Similar to Greek Mythology, at the beginning of time the three gods, Ulric, Taal and Morr divided the world between eachother. Ulric and Taal started fighting for the living world while Morr simply settled the realm of the dead. Then the Gods of Mortal Realm and Morr made an agreement to balance things out; Morr and his subjects, the dead, will not tresspass into Mortal Realm and in return, Ulric and Taal will ultimately send all the living to Morr. [[FAIL|Well, when you think about it you can realize this agreement actually gives no benefit to Morr,]] because while Ulric and Taal don&#039;t have to do anything for their part (because mortals, naturally, always die), Morr will both have to protect the souls of the dead from being consumed [[Chaos Gods]] and fight the necromancers and undead to do his part of the agreement. Yet again, Morr, being one of the few responsible gods who actively tries to [[gets shit done|do his job,]] maybe took this responsibility willingly. Although he is a less known god among the fans, Morr&#039;s worship is the most widespread in the Warhammer world as he is worshipped by all major races and nations even if he is known to them by different names. His symbols are ravens, hourglasses and black roses. His seat of power is in Luccini, Tilea. In End Times, his [[Nehekhara|Nehekharan]] counterpart, Usirian was devoured by [[Nagash]] which killed Morr too.&lt;br /&gt;
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* &#039;&#039;&#039;[[Verena]]&#039;&#039;&#039;, the Goddess of Knowledge, Science, Law and Justice, wife of [[Morr]], mother of Myrmidia and Shallya. We all know the Old World is a fucking mess; the civil lands are constantly under siege by the [[Orcs &amp;amp; Goblins|barbarians]] and [[Beastmen|anarchists]] while being ruled by zealots, ignorants, tyrants and decadants. Among this madness, Verena and her worshippers shine as a beacon of reason and intellectuality. Despite being literally the goddess of paperwork, Verena isn&#039;t some kind of pacifist (that&#039;s [[Shallya|her daughter]]&#039;s gimmick), she dictates her followers to take arms in the face of injustice, tyranny and of course Chaos. Her worshippers usually work as judges, lawyers, scholars, bureaucrats and prone to becoming [[Lawful Stupid]]. Her symbols are owls and scales. Verena doesn&#039;t have a seat of power but is mainly being worshipped in big bureaucratic capitals like Altdorf. Also she is probably the same god with [[Hoeth]].&lt;br /&gt;
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* &#039;&#039;&#039;[[Myrmidia]]&#039;&#039;&#039;, the Goddess of War, Strategy and Military, sister of [[Shallya]]. Yet another god of war, which is normal, considering [[Grimdark|how dominant and constant the war is]]. Myrmidia is rivals with other two Gods of War, [[Ulric]] and [[Sigmar]] but the three actually stand for different aspects of war:  Ulric is the down-to-earth part of it, the actual combat, martial prowess and [[Khorne|bloodlust]], Myrmidia is the science of war, strategy and tactics are in her domain and Sigmar stands for the reason behind the war; heroism, patriotism, empire-building, zeal and even self-defence as the Empire never actually seeks for more war. Her worship spreads throught the Empire from Estalia and Tilea, there is even one knightly order that worships to her, the Order of the Blazing Sun which converted during the Crusades. She is mainly worshipped by the generals and strategists rather than  the soldiers themselves. Her symbol is a spear behind a shield and an eagle. Lastly if you are retarded and haven&#039;t noticed yet, Myrmidia is a shameless ripoff of Athena with no difference other than the name. &lt;br /&gt;
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* &#039;&#039;&#039;[[Shallya]]&#039;&#039;&#039;, the Goddess of Mercy and Healing, sister of [[Myrmidia]]. Shallya is probably the most [[Noblebright]] thing in Warhammer Fantasy. She offers mercy to all the suffering; the sick, the injured, the beggar, the orphan, the whore, the prisoner, the maimed, the unclean, just all of them. They even believe mutants can be cured, Shallyites actually established a secret mutant village to protect them from the witch hunters. They are right to a some extent because actually some of the mutants are normal mutants like in our world and not corrupted by Chaos at all. [[Grimdark|So probably thousands of humans was burnt on stick just because they are sick]]. She is generally worshipped by doctors and healers or more precisely her worshippers and priests became doctors and healers. Her symbols are a white dove and a heart with a single blood drop. Also she is quite similar to the Elven god [[Isha]].&lt;br /&gt;
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* &#039;&#039;&#039;[[Ranald]]&#039;&#039;&#039;, the God of Fortune, Luck and Mischief. One of the main problems with [[The Empire (Warhammer Fantasy)|the Empire]] is, while it is still as oppressive as any feudal kingdom it lacks the organized police force to make it effectively like the [[Nazi|modern dictatorships]] did. So there is incredible amouths of criminal activity going on in the Empire. So much, there is a god of it. Although Ranald is the god that stands for freedom against that oppression, he is mainly worshipped by thieves, gamblers and charlatans. Also you may thought his name is nothing fancy, just a generic medieval name, which makes sense because actually Ranald was a mortal that convinced, or tricked, Shallya to let him drink one of her tear vials which ascended Ranald to godhood. Ranald&#039;s symbols are a hand with crossed fingers, an X, a black cat and a crow. He is mainly worshipped in big cosmopolitan cities like Marienburg.&lt;br /&gt;
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* &#039;&#039;&#039;[[Khaine]]&#039;&#039;&#039;, the God of Murder, Violance and Cruelty, younger brother of [[Morr]]. Khaine is in interesting position in the Old World pantheon, while other Elven gods are at least have different human names, Khaine is simply Khaine, the god that Dark Elves worship. Also the worship of Khaine is one of the few outlawed religions in the Empire (only worshipped secretly by cultists) because most human theologians believe Khaine is none other than [[Khorne|the Blood God]] himself. But Khainites know that there is a distinction between Khaine and Khorne; Khorne is more about senseless slaughter, the mass killings happening in the battlefields are what really pleases him. But Khaine is more about the killing of the individuals, the ritualistic art of murder and torture is what really pleases him, yet again battlefields are sacred for him too as the war is nothing more than industialized murder. Also in the End Times, Khaine and Khorne are confirmed to be separate entities but Khaine is still the god of [[murderhobos]] and it is better to outlaw his worship. Khaine is also worshipped as a God of Death, believed to be forever in conflict with his brother, Morr. Being a secret cult, Khaine don&#039;t have an openly displayed symbol but a scorpion stinger and a serpentine dagger are symbols generally associated with him. Khaine is commonly worshipped by sadists and serial killers but a few of his worshippers can be found among the soldiery.&lt;br /&gt;
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===Bretonnia===&lt;br /&gt;
[[Lady of the Lake]] is the patron goddess of the [[Bretonnia|Kingdom of Bretonnia]]. Cult of the Lady is the state-religion and holds major political power within Bretonnia and yet the Lady isn&#039;t the most widespread worshipped God in Bretonnia. Being a feudal  shitland, everything in Bretonnia is divided between [[Noble|Nobility]] and [[Peasant|Peasantry]] (and almost non-existent middle class consisting scholars and merchants) this of course includes the religion too. Peasants are prohibited from the worship of Lady as they are not seen more than vermin and shouldn&#039;t bother the Lady with their petty prayers. The middle class is allowed but have to pay tithe to worship in shrines and temple. In short, the cult of the Lady is only open to the Nobility of Bretonnia. This lead the peasantry to worship the Gods of the Old World Pantheon. Bulk of the peasantry (which is also the bulk of Bretonnia&#039;s population) worship [[Shallya]] the Goddess of Mercy and Healing. Unlike the Lady of the Lake, Shallya offers confort for everyone especially to the oppressed, suffering people like the peasants of Bretonnia. This made Shallya very popular among the peasants, some of them even believe Shallya is just another aspect of the Lady (basicly her peasant equilavent) which worshippers of the Lady [[Blam|didn&#039;t take tolerantly]]. Other than Shallya, Myrmidia is common among the men-at-arms, Taal and Rhya among the farmers, Verena among the scholars etc. Interestingly, worship of Sigmar is almost non-existent within Bretonnia which is weird as Cult of Sigmar, like Cult of Shallya, is a peoples cult, open to everyone. The reason behind this is probably the Bretonnian nobility&#039;s xenophobia towards [[the Empire (Warhammer Fantasy)|the Empire]]. Anyway about the Lady of the Lake:&lt;br /&gt;
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*&#039;&#039;&#039;[[Lady of the Lake]]&#039;&#039;&#039;, the Goddess of Chivalry, Purity and Nobility, the Patron Goddess of [[Bretonnia]]. The Lady of the Lake is basicly the [[Waifu|idealized woman]] that every Bretonnian knight loves. They love her so much many knights are willing to abdicate all their titles and go on a Waifu Quest to find her. Almost all of these Questing Knights die horribly to monsters and other shit they have to fight, before even getting close to her. But most powerful of them find her eventually and when that happens, the Lady of the Lake offers them to drink from the Holy Grail she holds which turns Questing Knights into [[Mary Sue|mary sues]] or Grail Knights as they mostly known as. The Lady of the Lake is only worshipped by the Bretonnian Nobility and her symbols are the Holy Grail and [[Sisters of Battle|Fleur-de-lis]]. In End Times, it was revealed that the Lady of the Lake is none other than the Elven God [[Lileath]], she and the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] been using Bretonnians as a bulwark against [[Chaos]] and a cat&#039;s paw when they don&#039;t feel like to risk elf lives. All that  holy Grail Knights and lowly peasantry shit was to eliminate the weak and create the best of humanity, worthy of being used by Elves. [[Just as Planned|So the entire culture, religion and politics of Bretonnia is just part of an Elven eugenics programme.]] Also do I have to mention that she was &amp;quot;inspired&amp;quot; from Arthurian legends, like everything else in Bretonnia?&lt;br /&gt;
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===Kislev===&lt;br /&gt;
[[Kislev]] has his own little pantheon of gods consist of three gods: &#039;&#039;&#039;Ursun&#039;&#039;&#039;, &#039;&#039;&#039;Dazh&#039;&#039;&#039; and &#039;&#039;&#039;Tor&#039;&#039;&#039;. It isn&#039;t like an established Kislevite Pantheon, more like a group of local gods unique to Kislev. While almost all of the Kislevites only worship these three, some other gods have been worshipped by Kislevites too. Northern Gods of the Old World Pantheon is relatively common, mostly [[Ulric]] and Taal mainly because of Kislev&#039;s geographical closeness to [[the Empire (Warhammer Fantasy)|Northern Empire]]. Like in the Empire, many local gods and spirits are venerated too. Interestingly, Kislev is also the only place in the Old World to worship [[Necoho|Ma]][[Zuvassin|lal]]. The Temple of the Ancient Allies in the Kislevite city of Bolgasgrad is the only known temple dedicated to Necoho and Zuvassin, and the city is home to only known worshippers of them. But, to be clear, it isn&#039;t like they are commonly worshipped in Kislev, their worshippers are probably even less than their fans in real life. So about the real gods of Kislev:&lt;br /&gt;
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*&#039;&#039;&#039;[[Ursun]]&#039;&#039;&#039;, the God of [[Bear Lore|Bears]] and Strength, Patron God of Kislev. Ursun is the most commonly worshipped god in Kislev, like Sigmar he&#039;s worsipped by everyone from wealthy cityfolk to nomads of the oblast. But in doctrine, Ursun has  more common in [[Ulric]] and Taal than Sigmar. Like Ulric, Ursun is all about strenght, he prefers warriors over priests, acts over prayers. And like Taal, Ursun is more of the God of Bears than a God of man, bears are his sacred beast it is a privilege to hunt them, not a right given to humans. Like Taal dictates, bear hunts should be fair, no traps or hunting dogs allowed. One of the reasons that worship of Ursun is so common in Kislev is that Kislev is full of bears and worshipping the God of Bears makes things smoother between man and the beasts (and angering him gets you [[RIP AND TEAR|ripped apart by bears]]). His worshippers are rivals with Ulric&#039;s, but mutual respect exists between them. Ursun is practically worshipped by all of the Kislev and only in Kislev. His holy symbol is a bear or a bear&#039;s face.&lt;br /&gt;
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*&#039;&#039;&#039;[[Dazh]]&#039;&#039;&#039;, the God of Sun, Fire and Hospitality. When you live in a frozen wasteland where winters are 10 months long and full of bears, fire and Sun is just what really matters to survive. So you should worship the God of Sun in the second coldest place of the world after [[Chaos Wastes|literally frosty hell]] itself, not some [[Ulric|God of Winter]]. Actually this is why Dazhinyi (and Kislevites in general) despise Ulricans: they are like middle-class children who want winter to come because of Christmas and to play in snow while Kislevites are like homeless people who don&#039;t want to freeze to death during winter.  Sure, worshipping the God of Winter would probably fix all of that for them, but this is Warhammer so common sense is still [[Heresy|not tolerated]].  Dazh is, like Ursun, widely worshipped by Kislevites but with a bit of change. In the cold harsh tundras of north, Dazh symbolizes the struggle against the nature and his worship is essential to survive Kislevite winters as every campfire and torch lights brightly because of him. In rather civilized south, he is the God of Hospitality, more about hearths and being kind to guests. Dazh&#039;s holy symbol is the Sun or a flame. Judging by the Usirian = Morr logic in the End Times, one could say that Ptra and Dazh are the same person due to being primary god of human. Just don&#039;t tell Settra about it or he is going to lit Kislev on fire (might be a good thing actually). He is based on Slavic sun god Dazhbog.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tor]]&#039;&#039;&#039;, the God of Thunder and Lightning. The least inspired name ever given to a god of lightning. But at least he isn&#039;t just same with the [[Viking|Norse]] God Thor: Tor isn&#039;t a hammer wielding God of Heroism and War (that&#039;s [[Sigmar]]&#039;s job) (also Tor prefers an axe), he is more of a force of nature. He is more about saying &amp;quot;Tor is angry today&amp;quot; during a lightning storm than prayers and systematic worship. Well, also a God of Lightning has nothing to offer to humans other than &#039;&#039;not&#039;&#039; striking them with a thunder bolt. Also his stricture is single, simple but smart: &amp;quot;Never stand under a tree in a thunderstorm.&amp;quot; Tor&#039;s holy symbols are a thunderbolt and a silver axe.&lt;br /&gt;
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===Nehekhara===&lt;br /&gt;
[[Nehekhara]], being &#039;&#039;&#039;THE&#039;&#039;&#039; human civilization of the world (meaning they are the original human civilization that was created and established by the [[Old Ones]] themselves) has their own unique and sophisticated take on religion and gods. The Priest Kings of Nehekhara and [[Tomb Kings]] of &amp;lt;s&amp;gt;[[Tomb Kings#Death of an Era|old]]&amp;lt;/s&amp;gt; today worshipped the &#039;&#039;&#039;Nehekharan Pantheon&#039;&#039;&#039; also known as the Desert Gods. Nehekarans believed that in the dawn of time, the world was once dark and cold, it was their gods that enlightened the world and created humanity, which is quite a similar story to how the Old Ones created humanity and other races. Almost all of the gods [[Furry|have animal heads or are outright animals]] much like the Egyptian gods. Long ago, the Nehekharan Pantheon consisted of hundreds of different gods and hundreds of different cults dedicated to them, but after [[Nagash]] necro-nuked all of Nehekhara, killing every living thing and reanimating them as [[Undead]], only a handful of Gods remain (unknown if the other gods are dead too, or weren&#039;t real to begin with and were simply forgotten) and only the most widespread cult remains today, the Mortuary Cult, a cult dedicated to Usirian. The cult studied death and the afterlife, and also searched for immortality. First they managed to preserve a dead body with mummification (which they learned from the [[Lizardmen]] of the Southlands) then communicating with the dead souls using the [[Warhammer Magic|Wind of Death]] and lastly summoning the dead and binding them to corporal bodies. All of their study lead to Nagash&#039;s creation of Necromancy via mixing Dark Magic with the Wind of Death. Anyway about the pantheon:&lt;br /&gt;
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*&#039;&#039;&#039;Ptra&#039;&#039;&#039;, the God of Sun, Patron God of Nehekhara, husband of Neru. Although he is the most important god of Nehekharan Pantheon, there isn&#039;t much to say about him. Ptra is basicly Ra of our world, he rides his chariot in the sky from dawn till dusk, following his love, Neru the Moon Goddess. Unlike other gods of the pantheon, he doesn&#039;t have an animal form, or an animal headed form, only appearing in a human form. He is also the creator of humanity, according to Nehekharans. [[Settra the Imperishable]] is his most known (and of course greatest) worshipper because no God is worthy of being worshipped by Settra, other than the King of Gods himself.&lt;br /&gt;
*&#039;&#039;&#039;Neru&#039;&#039;&#039;, the Goddess of [[Mannslieb|Moon]] and Protection, wife of Ptra. Boring ass wife of the boring ass god up there. Again not much to say about her, she is actively running away from her husband (for some reason), creating the day and night cycle of the world.&lt;br /&gt;
*&#039;&#039;&#039;Sakhmet&#039;&#039;&#039;, the Goddess of the [[Morrslieb|Green Moon]], concubine of Ptra. Also called the Green Witch, Sakhmet envies Ptra&#039;s love of Neru, his wife, and all of humanity. During nights, Neru and Sakhmet fight for the domination of the sky, Neru wins most of the time so only Mannslieb appears in the sky but when Sakhmet wins both Mannslieb and Morrslieb appears in the sky, causing days known as Hexenstag and Geheiminstag to the [[the Empire (Warhammer Fantasy)|Imperials]]. She is seen as a malevolant god by the Nehekharans because she, as said, envies Ptra&#039;s love for humanity. While the name is almost same with the Egyptian God Sekhmet, Sakhmet isn&#039;t really similar to her other than this: the duality of Sakhmet and Neru resembles how the bloodthirsty lion-headed Goddess of War Sekhmet and the merciful cow-headed Goddess of Love Hathor is the same goddess with a split personality disorder, even so Sakhmet and Neru are certainly not the same goddess at all. Ironically, she had a beastmen follower called &#039;&#039;&#039;Moonclaw&#039;&#039;&#039; who referred to the green moon as his own mother. During the End Times, chunks of Morrslieb descend up the world after the Skaven&#039;s reckless demolition. With that, is safe to say that Sakhmet is officially about as dead as Usirian. But it&#039;s not like the moon was alive like the other gods anyway.&lt;br /&gt;
*&#039;&#039;&#039;Usirian&#039;&#039;&#039;, the God of the Underworld. Usirian&#039;s worship is as widespread as that of Ptra in Nehekhara, since the rise of the Mortuary Cult. As the lord of the Realm of Souls, Usirian judges souls of the living, particullarly the Priest Kings, upon their death; based on their lives, they may make it to the paradise filled with golden palaces to live in and their subjects to tyrannize (two things Priest Kings love the most) or if they didn&#039;t had any virtues in life (or [[Peasant|wasn&#039;t a nobleborn]]) they probably end up in the deepest pits of the Underworld, [[Grimdark|where millions of beetles will gnaw their skin and entrails forever]] (This sounds eerily similar to Abrahamic religions). Another privilege nobles get is that if they fuck up, Priests of Usirian will try to bargain with Usirian to mitigate their punishments. Khepra Beetles are said to be Usirians agents in the living realm, he monitors the mortals from the beetles&#039; eyes, seeing all sins of the men and because said beetles are everywhere in Nehekhara, [[1984|every man and woman are being watched by him 7/24]]. On the other hand this also means using a bug sprey lets you trick the God of Dead. Usirian is also never physically represented as that would be [[heresy]] (now it is really similar to one particular Abrahamic religion). His most known worshipper is the Grand Hierophant Khatep who is the High Priest of the Mortuary Cult, Prophet of the Lord of the Tomb, Master of Awakenings but most importantly Settra&#039;s advisor during his life. Lastly in the [[End Times]], Usirian was devoured by Nagash which killed [[Morr]] too, this confirms that they were indeed the same god (in fact all Gods of Dead are probably the same god).&lt;br /&gt;
*&#039;&#039;&#039;Djaf&#039;&#039;&#039;, the God of Death and War. While he is an important god, he is the god of death of undead egyptians after all and his ushabtis are one of the most common ones, not much is known about him. Considering another similar God, Usirian, is venerated much more than him and that he is also a God of War, Djaf is probably more abouth down-to-earth part of death not its concept or spiritual side. Djaf usually takes form of a jackal headed man or a large black jackal so he is basicly the Egyptian God of Death, Anubis.&lt;br /&gt;
*&#039;&#039;&#039;Asaph&#039;&#039;&#039;, the Goddess of Beauty and Asps. When to be seen, Asaph takes the form of a seductive woman or [[Furry|an asp but still looking as seductive as woman]]. Lorewisely, the most important thing she did was saving [[Queen Khalida]] from becoming a [[vampire]] which made her the greatest worshipper of Asaph. Other than that, Asaph is really similar to the Chaos God [[Slaanesh]], both being gods of beauty and has a strong association with snakes. Unknown if there is a connection or not.&lt;br /&gt;
*&#039;&#039;&#039;Geheb&#039;&#039;&#039;, the God of Earth and Strenght. As a god worshipped by warriors and soldiers, Geheb takes form of a lion or a big hunting dog in animal form and a musclar man with a thick beard in human form. Again another god with a Chaos God similarity, both [[Khorne]] and Geheb is worshipped by great warriors and has hunting dogs as their sacred animal. Also worship of Geheb involves a blood ritual which the worshippers drink the blood of a newly sacrificed ox.&lt;br /&gt;
*&#039;&#039;&#039;Tahoth&#039;&#039;&#039;, the God of Knowledge and Wisdom. Tahoth usually takes the form of an ibis headed man, or a silver colored ibis which makes him quite similar to [[Tzeentch]], the other bird headed god of knowledge. But this time this is probably because Tzeentch is inspired by the Egyptian God of Knowledge Thoth while Tahoth is just Thoth with a different name.&lt;br /&gt;
*&#039;&#039;&#039;Sokth&#039;&#039;&#039;, the God of Scorpions, Thieves and Assassins. Although he is the protector of thieves, Sokth forbids grave-robbing and his sons (scorpions) guard the royal tombs along with Usirian&#039;s beetles. It&#039;s believed that the Nehekharan scorpions will never sting a true follower of Sokth but I&#039;m sure nobody dares to test that. Sokth usually appears as a giant black scorpion or a man with pure black eyes.&lt;br /&gt;
*&#039;&#039;&#039;Phakth&#039;&#039;&#039;, the God of Sky and Justice. Phakth usually takes the form of a hawk headed man or a blue hawk with golden eyes so he is practically the same god as Horus ([[Horus Lupercal|no, not that one]]).&lt;br /&gt;
*&#039;&#039;&#039;Basth&#039;&#039;&#039;, the Goddess of Cats and Love. Usually appears as [[Furry|a cat headed woman]] or as [[Catgirl|a woman with cat-like features]]. She is the Egyptian Goddess of Cats, Bastet, of Warhammer Fantasy.&lt;br /&gt;
*&#039;&#039;&#039;[[Nagash]]&#039;&#039;&#039;, the Supreme Lord of Undeath. Before I start let me explain why I decided to add Nagash to the list: Not because Nagash ascended to godhood in [[Age of Sigmar]] but because he has been worshipped as a god before that, since his first defeat, by priest kings to vampires, by crazed cultists to great necromancers. You may argue that Nagash is clearly not a god, as he is trying to become a god, so he has no place in here and I would say half of the gods listed here probably don&#039;t even exist or are a [[Chaos God]] in disguise so listen up. While not being a part of the Nehekharan Pantheon, Nagash has been (secretly) worshipped as a God by Nehekharans for millenia. Worship of Nagash, or Nagashism as it&#039;s named in [[Total War: WARHAMMER|Total War: Warhammer]], stretchs back to his first defeat. After dying in the desert and resurrecting himself as some sort of [[Lich]], Nagash deceived some mountain tribes into worshipping him as a god. After that, said tribesmen and his undead minions built the great fortress of Nagashizzar under the command of Nagash. Even today, in the highest chamber of the fortress, [[God-Emperor of Mankind|the corpse of Nagash sits on his throne with hundreds of zealous cultists worshipping him as a God]], listening to his whispers, doing his bidding. Since then, thinking being worshipped is quite handy, Nagash disguises himself as a god to manipulate humans. It is known that he has been willingly worshipped by many necromancers and vampires (which is actually rare, as vampires generally don&#039;t accept anyone as his/her superior). Nagash may also interfere with the wizards of the Wind of Death, especially Mortuary Priests, presenting himself as Usirian, the Nehekharan God of the Dead or [[Morr]], the Imperial God of the Dead, and use them to further his schemes. But he usually does that when he doesn&#039;t have a corporeal form because when he is in the mortal realm there is no need to trick anyone into believing he is a god. As said above, in the End Times he ascended to godhood and became the only [[Tomb King]] that made it to [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
===Northmen===&lt;br /&gt;
Although many Norscan tribes venerate all the gods, most tend to favour one of the Four for his blessings. Below them are various Daemon Princes, fallen ancestors and Chaos Champions, and other lesser spirits alongside the Big Four.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khorne]]&#039;&#039;&#039; - The Hound, Kharnath, Lord of Rage, Akhar, Kjorn, the Axefather, Khorgar, the Bloodwolf, and the Wolf-Father and many more names. In such a brutal, warlike culture moulded by harsh climate and monsters, he is the most popular deity in Norsca.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzeentch]]&#039;&#039;&#039; - The Eagle, Tchar, the Raven God and expy of [[Odin]]. Patron deity of the seers and &#039;&#039;vitki&#039;&#039; (sorcerers), he is distrusted by most Norscans. However, because he is also the god of the winds of Magic and physical currents, he is venerated before the Norscans board their longships.&lt;br /&gt;
*&#039;&#039;&#039;[[Nurgle]]&#039;&#039;&#039; - The Crow, Neiglen, Nurglitch, Onogal. Usually prayed to for avoiding plagues, or to spare themselves from the worst of the plagues by dedicating themselves to him.&lt;br /&gt;
*&#039;&#039;&#039;[[Slaanesh]]&#039;&#039;&#039; - The Serpent, Shornaar, Lanshor. Invoked at the feasts and marriages that occur after battles.&lt;br /&gt;
*&#039;&#039;&#039;Mermedus&#039;&#039;&#039; - a caricature of Mannan, this monstrous sea horror is invoked to avoid his wrath when Skaelings sail. Prisoners are sacrificed to Mermedus by being drowned with heavy weights, and to die at sea is to sink into Mermedus&#039; domains, deprived from the glorious halls of the Four.&lt;br /&gt;
&lt;br /&gt;
The Norscans believe that they must become strong and cruel, to win the favour of the Four Gods after they die and enter their halls for an eternity of feasting and brawling. Should they die as cowards or without their hands and weapons, they might instead be chased around in the afterlife as playthings for Daemons.&lt;br /&gt;
&lt;br /&gt;
===Minor Nations===&lt;br /&gt;
Even if they have never seen the light of the day, [[End Times|and never will]], there are human nations other than [[the Empire (Warhammer Fantasy)|the Empire]], [[Bretonnia]] and [[Warriors of Chaos|Northmen]]: the myst shrouded island of Albion, the Great Sultanate of Araby, Democratic City-States of [[Tilea]], Ever-warring kingdoms of [[Estalia]], Feudal Kingdom of [[Nippon]], Grand Empire of [[Cathay]], Kingdoms of Ind, the Hinterlands of Khuresh and more. While collective lore on these are less than any playable faction&#039;s, some of these factions&#039; religious practices are known and some what interesting.&lt;br /&gt;
*&#039;&#039;&#039;[[Tilea]]&#039;&#039;&#039; worships the Southern Gods of the [[Old World]] Pantheon, mainly [[Myrmidia]], the Goddess of War and Strategy. Tileans are sailors and pirates, so Manann, the God of Seas, is also worshipped by many. Other than them, local gods of city-states are among common worship. Like Luccan and Luccina, the founders of the City-State of Luccini, is the most worshipped God in said city (You know [[Roman Empire|Romulus and Remus]]?). As a cosmopolitan country, Tilea also been influenced by other cultures and even races, like in Tobaro, people living in the underground tunnels of the city commonly worship il Grungnio or Grungni, the Dwarf God of Miners as he known to the [[Dwarfs (Warhammer Fantasy)|Dwarfs]]. Even so, Tileans are said to be &amp;quot;casual&amp;quot; worshippers, not taking the religion so seriously, unlike the Imperials and Bretonnians.&lt;br /&gt;
*&#039;&#039;&#039;[[Estalia]]&#039;&#039;&#039;, being same as Tileans but with Spanish names, worships the Southern Gods of the Old World Pantheon, again mainly [[Myrmidia]]. But this didn&#039;t have a unifying effect on Estalians and Tileans, they have been fighting for centuries by now. Both sides claim that they are the real sons of Myrmidia.&lt;br /&gt;
*&#039;&#039;&#039;Araby&#039;&#039;&#039; is known to be worshipping a single god, being one of the very few monotheistic nations in the world. He chooses prophets among the people to teach his gospel to the Arabyans. A warrior-cult known as Dervishers is dedicated to that God, fan-named Ohrmazd (which is another name of Ahura Mazda, the God of Zoroastrianism) and said to be &amp;quot;too willing&amp;quot; to die for their god [[FAIL|which is a bit stupid because real life Dervishs (Islamic Monks) while very religious, were also pacifists and humanists]]. Another possibility would be that the Nehekharan gods might also be worshipped in Araby, as Araby is technically Nehekhara&#039;s living successor. Among the deities attested in canon venerated by the Arabyans include:&lt;br /&gt;
** &#039;&#039;&#039;the Djinn&#039;&#039;&#039;, which are actually Daemons.&lt;br /&gt;
** &#039;&#039;&#039;Ancient deities&#039;&#039;&#039; older than the Nehekharan gods, promoted by another prophet known as Mullah Aklan&#039;d, who was also Araby&#039;s first Great Sultan and unifier.&lt;br /&gt;
*&#039;&#039;&#039;[[Cathay]]&#039;&#039;&#039; is, surprisingly, a semi-atheist country, where the Dragon Emperor commands his people to see him just as a mighty all-knowing leader without any godhood nonsense. [[Emperor|This seems very familiar, doesn&#039;t it?]] However, Big D can&#039;t control literally everyone, so cults in his name do exist in some remote regions. [[Tzeentch]] worship is also still present, and is a major problem in this country.&lt;br /&gt;
*The Kingdoms of &#039;&#039;&#039;Ind&#039;&#039;&#039; are also called the Land of a Thousand Gods. Shit goes down in Ind because it is literally the land of a thousand gods and at least most of the gods are real and very active. They are said to be very fickle and quick to anger, judging and punishing their worshippers swiftly. So every part of the Indian life is a ritual: like if you overcook a [[Meatbread|meal]] a bit, you may be struck down by the God of Food or if you don&#039;t [[THIN YOUR PAINTS|thin your paints]], the [[Duncan Rhodes|God of Thin Paints]] may visit you at night. Leopold Riogillo, a merchant prince, notes that Indians see the tiger-headed [[beastmen]] of their land as holy spirits, yet again it is known that at least one god, the four-armed Bharmir, despises [[Chaos]].&lt;br /&gt;
** &#039;&#039;&#039;Brahmir&#039;&#039;&#039; - not-Brahman (or more like Vishnu), his holy statues can scare the Warp out of Chaos-worshippers.&lt;br /&gt;
** &#039;&#039;&#039;She&#039;ar Khawn&#039;&#039;&#039; - not-Narasimha, a popular deity whose eight-armed statues are found in almost every temple in Ind.&lt;br /&gt;
** &#039;&#039;&#039;Gilgadresh&#039;&#039;&#039; - his temple was looted by Lokhir Fellheart.&lt;br /&gt;
*&#039;&#039;&#039;Amazons&#039;&#039;&#039;, the warrior tribeswoman of [[Lustria]], worships the same pantheon of gods as the [[Lizardmen]] who are the [[Old Ones]]. Not much is known other than that.&lt;br /&gt;
** &#039;&#039;&#039;Rigg&#039;&#039;&#039;, one of the Old Ones and the mother of Kalith, she is their goddess of war.&lt;br /&gt;
** &#039;&#039;&#039;Kalith&#039;&#039;&#039;, the daughter of Rigg and the Elven sea god Amex, her functions and powers are unknown.&lt;br /&gt;
&lt;br /&gt;
==Lizardmen==&lt;br /&gt;
Lizardmen revere the [[Old Ones]] as their gods. Lizardmen are brought fully formed into the world as full fighting units from magical spawning pools, some of these units have somehow been marked by one or more of the Old Ones for some specific purpose these are known as sacred spawnings. Albino Lizardmen are said to have the mark of the Old Ones and are believed to be destined for greatness. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Sotek]]&#039;&#039;&#039; Unlike the other Old Ones Sotek was not among the original pantheon that created the Lizardmen and uplifted the humans, elves and dwarves. Sotek was brought into the world during the invasion of Lustria by the Skaven clan Pestilence. After numerous blood sacrifices [[Khorne|turning rivers red]] by the Lizardmen, a gargantuan snake appeared and chased the Skaven out of Lustria. Those marked by Sotek have a red stripe on top of their heads and sometimes running down their backs, they are fiercer than other Lizardmen. Sotek is the only Old One known to have sacred spawnings of skinks, fitting as it was these little WS 2 T 2 shits that made rivers run red with rat blood. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chotec&#039;&#039;&#039; God of the sun. Those of Chotec&#039;s sacred spawning are marked by the colour orange and are more energetic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Huanchi&#039;&#039;&#039; Jaguar god of stealth &amp;amp; ambush. The blessed spawning of Huanchi have darker coloured scales, possibly black or brown, they are experts at hunting down prey. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Itzl&#039;&#039;&#039; God of cold-blooded beasts. Those of Itzl&#039;s sacred spawning are marked by bony crests and a distinct smell and are great beastmasters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tepok&#039;&#039;&#039; Depicted as a feathered serpent, Tepok is the god of mystery. Those of Tepok&#039;s sacred spawning have purple scales on their backs and are protected against magic.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tzunki&#039;&#039;&#039; God of water. The blessed spawnings of Tzunki have green scales on their backs and are known to be blessed with gills and flippers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tlazcotl&#039;&#039;&#039; God of stoicism. The blessed spawning of Tlazcotl have yellow scales along the main of their headcreasts and down along the crests of their back. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quetzl&#039;&#039;&#039; God of protection. The blessed spawning of Quetzl have thick scales. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xhotl&#039;&#039;&#039; Possibly a God of retribution given what their blessing does. Saurus are not spawned with it since the eponymous temple city of Xhotl was destroyed in the aftermath of the collapse of the polar gates, with Kroq-gar as the last survivor of it and bearer of the spawning, which grants a magical forcefield to its bearer and strikes back at anything that gets through.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Deities&#039;&#039;&#039; Many more Old Ones, like Tlanxla, are mentioned briefly in fluff but they&#039;ve had very little impact as they&#039;ve been dead or gone for ages. In rare cases a single saurus or skink will emerge alone from a spawning pool, completely albino of scale, and marked for greatness by all the Old Ones at once.&lt;br /&gt;
&lt;br /&gt;
==Greenskins==&lt;br /&gt;
The Greenskins have two universal Gods; with several others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gork]]&#039;&#039;&#039;: He&#039;s Brutally Cunning.&lt;br /&gt;
*&#039;&#039;&#039;[[Mork]]&#039;&#039;&#039;: He&#039;s Cunningly Brutal.&lt;br /&gt;
*&#039;&#039;&#039;Bad Moon&#039;&#039;&#039;: Venerated by the Night Goblins, he causes mushrooms to grow from anywhere where he shines on, even victims unfortunate enough to be basked in it.&lt;br /&gt;
*&#039;&#039;&#039;[[Spider-God]]&#039;&#039;&#039;: a god venerated by the Forest Goblins. They use spider poisons to get high and enter a trance to commune with their god and tame spiders to ride around on in its honor.&lt;br /&gt;
&lt;br /&gt;
==Ogres==&lt;br /&gt;
*&#039;&#039;&#039;[[Great Maw]]&#039;&#039;&#039; - A &#039;&#039;something&#039;&#039; that appeared after the Dragon Emperor of Cathay called down a meteor to punish the Ogres fucking up his lands. It was possibly a warpstone meteor and POSSIBLY caused by interference from Tzeentch but whatever it was left a big fleshy mouth in the ground that cursed the Ogres with a constant hunger, which also made them worship it as a god. Is it? Well the Ogres think so, and are you gonna tell em different?&lt;br /&gt;
*&#039;&#039;&#039;[[Fire Mouth]]&#039;&#039;&#039; - A volcano worshiped by the Firebellies. They drink super hot food (if not actual lava) to venerate it and grant them spells.&lt;br /&gt;
&lt;br /&gt;
==Skaven==&lt;br /&gt;
*&#039;&#039;&#039;The (Great) [[Horned Rat]]&#039;&#039;&#039; - &amp;quot;what a minute isnt The Horned Rat a [[Chaos Gods|Chaos God]]? whats he doing here?&amp;quot; you might be asking. well the answer is  &amp;quot;Because he&#039;s a.) a fantasy (and its [[Age of Sigmar|sequel]]) god and b.) the only one with its own specific race of worshipers that isnt a [[Chaos Dwarfs|spin off]] or [[Dragon Ogres|split between the other four]]&amp;quot;. The Horned Rat is not only the god of the [[Skaven]], he is the exemplar of their race as a whole! He&#039;s [[Tzeentch|sneaky and cunning]], ruthlessly [[Slaanesh|self indulgent and self interested]], [[Nurgle|plague-ridden]] and [[Khorne|murderous and power hungry]] and demands that his people follow in his image while also honoring him during. hes also one of the few gods to actually appear to his race and tell them to stop screwing around and get shit done now and again. Various origins have him as a Daemon of Nurgle that got above his raisin and made some ratmen, or a traitorous Dwarfen Ancestor god that fucked off to screw shit up, but its unknown if either of these are true. And he was probably behind The Doom of Kavzar in some way.&lt;br /&gt;
&lt;br /&gt;
==Pygmies==&lt;br /&gt;
The Pygmies worshipped 2 Brother Gods, who together decided to kill the 18 other of the original 20 Pygmy Gods when they came to Mallus, despite the 2 Brothers having almost opposite personalities.&lt;br /&gt;
*&#039;&#039;&#039;Beesbok&#039;&#039;&#039;: God of Procrastination, Food, Feasting, and Happiness&lt;br /&gt;
*&#039;&#039;&#039;Brobat&#039;&#039;&#039;: God of Work, Poison, Magic, and Dourness.&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vampire_Rose&amp;diff=521290</id>
		<title>Vampire Rose</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vampire_Rose&amp;diff=521290"/>
		<updated>2022-09-18T07:15:45Z</updated>

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The &#039;&#039;&#039;Vampire Rose&#039;&#039;&#039; or &#039;&#039;&#039;Bloodrose&#039;&#039;&#039; is one of the many, &#039;&#039;many&#039;&#039; [[Carnivorous Plant|deadly plant monsters]] found in [[Dungeons &amp;amp; Dragons]]. In this particular case, Vampire Roses are blood-sucking vine-type roses, which lash out at nearby living creatures to impale them with their thorny branches and exsanguinate them. A starving Vampire Rose is pure white, but the more well-fed they are, the deeper red they turn.&lt;br /&gt;
&lt;br /&gt;
The Vampire Rose debuted in the module [[B3: Palace of the Silver Princess]] for [[Basic Dungeons &amp;amp; Dragons]], as the... &amp;quot;Jupiter Blood Sucker&amp;quot;. Yeah, [[Tom Moldvay]] saved this one. It went on to show up in the Mystara and second Ravenloft &#039;&#039;Monstrous Compendiums&#039;&#039;, and 3e&#039;s &#039;&#039;Denizens of Darkness/Dread&#039;&#039;. Its most recent appearance was in [[Dungeon Magazine]] #195 for [[Dungeons &amp;amp; Dragons 4th Edition]].&lt;br /&gt;
&lt;br /&gt;
An actual vampire plant was mentioned in background lore in The Elder Scrolls 4: Oblivion. In the first Thieves Guild quest, you&#039;re sent to prove your worth of entering the guild by stealing a diary from a local of the Imperial City, Amantius Allectus. He experimented infecting a plant with vampirism disease, and it became a bloodthirsty plant that thrives in darkness as long as it has blood, being capable of sensing and reaching its vines out towards sources of blood. Naming the plant &amp;quot;Drinkers&amp;quot;, he apparently realized he was inventing a new monster and, horrified, left them on the roof of his building to be burnt to ash in the sun.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bloodrose MCR3.png&lt;br /&gt;
Bloodrose DoD2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]] [[Category: Mystara]] [[Category: Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vampire_Rose&amp;diff=521289</id>
		<title>Vampire Rose</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vampire_Rose&amp;diff=521289"/>
		<updated>2022-09-18T07:14:09Z</updated>

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&lt;br /&gt;
The &#039;&#039;&#039;Vampire Rose&#039;&#039;&#039; or &#039;&#039;&#039;Bloodrose&#039;&#039;&#039; is one of the many, &#039;&#039;many&#039;&#039; [[Carnivorous Plant|deadly plant monsters]] found in [[Dungeons &amp;amp; Dragons]]. In this particular case, Vampire Roses are blood-sucking vine-type roses, which lash out at nearby living creatures to impale them with their thorny branches and exsanguinate them. A starving Vampire Rose is pure white, but the more well-fed they are, the deeper red they turn.&lt;br /&gt;
&lt;br /&gt;
The Vampire Rose debuted in the module [[B3: Palace of the Silver Princess]] for [[Basic Dungeons &amp;amp; Dragons]], as the... &amp;quot;Jupiter Blood Sucker&amp;quot;. Yeah, [[Tom Moldvay]] saved this one. It went on to show up in the Mystara and second Ravenloft &#039;&#039;Monstrous Compendiums&#039;&#039;, and 3e&#039;s &#039;&#039;Denizens of Darkness/Dread&#039;&#039;. Its most recent appearance was in [[Dungeon Magazine]] #195 for [[Dungeons &amp;amp; Dragons 4th Edition]].&lt;br /&gt;
&lt;br /&gt;
A similar vampire plant was mentioned in background lore in The Elder Scrolls 4: Oblivion. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bloodrose MCR3.png&lt;br /&gt;
Bloodrose DoD2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]] [[Category: Mystara]] [[Category: Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Draconith&amp;diff=182569</id>
		<title>Draconith</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Draconith&amp;diff=182569"/>
		<updated>2022-09-18T07:11:42Z</updated>

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The &#039;&#039;&#039;Draconith&#039;&#039;&#039; are a race of relatively small but highly intelligent and social [[dragon]]s native to the world of [[Warhammer: Age of Sigmar]]. Originating in [[Ghur]], the Realm of Beasts, the Draconith are nonetheless a race naturally attuned to the concept of Order, to the point that they built up a great empire during the Age of Myth, united by worship of the celestial dragon-god [[Dracothion]]. Like all draconic races they descend from this great godbeast like their distant cousins the Stardrakes and Dracoths. However while those great drakes went onto bond with the grand holy magics of Azyr becoming beasts of the storm the Draconith due to their time in the more primordial realm became creatures more of flesh and blood (similar to the Seraphon split with Starbourne and Coalesced). In so doing while still retaining their noble intelligence became more aggressive and bestial in comparison to their Stormforged kin. Amongst their most notable achievements was shattering the power of the [[Dragon Ogre|Dragon Ogors]] in a great war, thanks to their alliance with a powerful race of Ghur-dwelling [[centaur]]s called the Drogrukh. Following this they used their fearsome sorcery to expand their empire throughout Ghur, laying waste to any who directly opposed them. Yeah, things were pretty sweet for the Draconith... and then along came [[Kragnos]] and he fucked them over big time. Picking a fight with the Draconith empire for the sheer hell of it, Kragnos then totally lost it when the Draconith managed to kill his four best buddies, going on a one-centaur crusade of genocide that nearly wiped them out entirely; it took the personal intervention of Dracothion and [[Lord Kroak]] to stop him, and by that point, the Draconith were almost entirely gone. In revenge, the survivors committed genocide on the Drogrukh, burning their land of Donse in flame.&lt;br /&gt;
&lt;br /&gt;
But their extinction was not entirely; a few isolated clans still lingered, and the [[Seraphon]] rescued a bunch of eggs and took them into safety aboard their star-ships. There, the hatchlings grew within folds of reality, hidden from any threats until such a time arrived that required their direct presence. That time came when, during the [[Broken Realms Saga]], [[Alarielle]]&#039;s inversion of the Necroquake had the unintentional side effect of breaking Kragnos free. Knowing that Sigmar is best bros with the great star-dragon, the Draconith too pledged their alliance to Sigmar&#039;s favorite gold-plated not-marines, acting as more intelligent companions and steeds.&lt;br /&gt;
&lt;br /&gt;
==Notable Draconith==&lt;br /&gt;
*&#039;&#039;&#039;Krondys:&#039;&#039;&#039; The de facto leader of the Draconith in Dracothion&#039;s absence, Krondys serves as a wise and rational leader who directly serves as Sigmar&#039;s aide. He&#039;s also quite skilled in magic, even wielding magical artifacts to improve his spellcasting.&lt;br /&gt;
*&#039;&#039;&#039;Karzai the Scarred:&#039;&#039;&#039; Krondys&#039; twin brother and the brute of the two. Got seriously scarred during the war against Kragnos in ages past and he&#039;s been pretty bitter ever since.&lt;br /&gt;
&lt;br /&gt;
==In Soulbound==&lt;br /&gt;
Draconith debut as a playable species with a single racial Archetype in [[Age of Sigmar Roleplay|Soulbound]], courtesy of the &amp;quot;Era of the Beast&amp;quot; [[splatbook]]. Like [[Stormcast Eternals]], [[Seraphon]] and [[Ossiarch Bonereapers]], they can&#039;t become truly Soulbound, but are powerful enough that they can adventure alongside a Soulbound adventuring party on equal terms.&lt;br /&gt;
&lt;br /&gt;
The big emphasis is on how the Draconith are &#039;&#039;new&#039;&#039; to this era of the world. They&#039;re highly inquisitive, because up until now they&#039;ve either been living in the deepest wilderness or aboard a Seraphon starship, and totally clueless about human and [[demihuman]] social norms as a result. That said, the fact they look so much like the &#039;&#039;wide&#039;&#039; variety of horrible monsters found across the Realms means that trying to make a good impression is very important to them, which is why they tend to deck themselves out in Sigmarite iconography.&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254247</id>
		<title>Hobgoblin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254247"/>
		<updated>2022-09-17T05:16:05Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Hobgoblins.png|300px|thumb|right|A pair of hobgoblin soldiers. Be careful: it&#039;s likely there&#039;s more around.]]&lt;br /&gt;
Tougher than [[Goblin]]s, smarter than [[Bugbear]]s, they&#039;re the [[Alignment|Lawful Evil to Goblin&#039;s Neutral and Bugbear&#039;s Chaotic]]. Usually considered militaristic and malevolent, but often overlooked as cannon fodder like their smaller Goblin cousins, Hobgoblins can prove to be interesting and formidable enemies to a group of player characters, and have the capacity to be pretty badass if you want them to be. Also have a love of slavery (though that’s not fucking unique). Physically, Hobgoblins are generally portrayed as being very large and strong, usually at least as tall as a human. They range from rust to amber in color and sometimes have blueish purple noses or ears. Their ears tend to be overlarge and they have either dog-like or extremely long noses. [[Meme|They also are the CEO of sex.]]&lt;br /&gt;
&lt;br /&gt;
=Hobgoblins vs Orcs=&lt;br /&gt;
If you google something like &amp;quot;[[Dungeons and Dragons]] Hobgoblin&amp;quot;, you&#039;ll get a lot of results where people are asking what the real difference is between Hobgoblins and [[Orc]]s. Aren&#039;t they just the same thing with a different name and drawn slightly differently and carrying different weapons? Well, not exactly.&lt;br /&gt;
&lt;br /&gt;
The short but not especially helpful answer is, to quote the Daily Bestiary blog: &amp;quot;Orcs may have hordes, but Hobgoblins have &#039;&#039;armies&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The longer and more expositional answer is that way back at the dawn of Dungeons and Dragons, [[Gary Gygax]] wanted to have a distinct monster with distinct stats at every early Challenge Rating (1-7). This distinction has been grandfathered in all the way down to [[Pathfinder]] and 5th Edition, though the exact differences in stats has changed over the years, and it&#039;s usually combined with the flavor portrayal - [[Orc]]s being the tribal savages, Hobgoblins being the well-organized and relentless force. [[Rule Zero]], of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics, with [[Advanced Dungeons &amp;amp; Dragons]] portraying hobgoblins with an almost &amp;quot;oriental&amp;quot; cast ([[samurai]] armor for the 1e version, Mongolian clothes for the 2e), which is something that [[Pathfinder]] preserved.&lt;br /&gt;
&lt;br /&gt;
For those of you who follow Tolkien, the traits of the [[Lord of the Rings]] [[Orc]]s were actually split between Dungeons and Dragons&#039; [[Orc]]s and Hobgoblins. D&amp;amp;D Orcs are reminiscent of the cave-dwelling ambushers Bilbo met in the Misty Mountains or the hordes that Sauron used to attack Gondor, while D&amp;amp;D Hobgoblins are more like Saruman&#039;s Uruk-hai.&lt;br /&gt;
&lt;br /&gt;
Perhaps to try and reinforce the split, unlike [[orc]]s, hobgoblins are usually not suggested to be capable of interbreeding with other races... at least, not since [[thoul]]s stopped being a thing. But, the [[Kingdoms of Kalamar]] setting for 3rd edition decided to just say &amp;quot;fuck it&amp;quot; to that noise, introducing the Sil-karg, or [[Half-Hobgoblin]], to go alongside the [[Half-Orc]].&lt;br /&gt;
&lt;br /&gt;
=PC Stats=&lt;br /&gt;
As it turns out, that natural lawfulness means that when you get down to it, hobgoblins are a pretty decent option for monster adventurers. After all, if they&#039;re not as murderously self-interested as standard Chaotic Evil monsters, then logically they can find common cause to adventure with humanoids for whatever reasons.&lt;br /&gt;
&lt;br /&gt;
In fact, Hobgoblins have actually been playable in literally every single edition of D&amp;amp;D, from Basic through to 5th.&lt;br /&gt;
&lt;br /&gt;
==BECMI==&lt;br /&gt;
Basic D&amp;amp;D presented Hobgoblins as a PC race in the 10th of the Known World Gazetteers, which makes sense if you&#039;re aware that Gazetteer #10 was &amp;quot;The Orcs of Thar&amp;quot;. Hobgoblins received the following traits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Hobgoblin Ability Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Hobgoblin Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (8th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Hobgoblin&#039;s&#039;s level || XP Required || Hobgoblin&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8+1&lt;br /&gt;
|-&lt;br /&gt;
|1||1,200||2d8+2&lt;br /&gt;
|-&lt;br /&gt;
|2||2,400||3d8+3&lt;br /&gt;
|-&lt;br /&gt;
|3||4,800||-&lt;br /&gt;
|-&lt;br /&gt;
|4||9,600||4d8+4&lt;br /&gt;
|-&lt;br /&gt;
|5||19,000||5d8+5&lt;br /&gt;
|-&lt;br /&gt;
|6||38,000||6d8+5&lt;br /&gt;
|-&lt;br /&gt;
|7||76,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||150,000||7d8+5&lt;br /&gt;
|-&lt;br /&gt;
|9||300,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||240,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D==&lt;br /&gt;
In AD&amp;amp;D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like [[orc]]s, [[goblin]]s, [[gnolls]] and [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Modifiers: -1 Charisma&lt;br /&gt;
::Ability Mins/Maxs: STR 6/18, DEX 6/18, CON 5/18, INT 3/18, WIS 3/18, CHA 3/14&lt;br /&gt;
::Available Classes: [[Fighter]] (11), [[Cleric]] (9), Shaman (7), Witch Doctor (7), [[Rogue|Thief]] (12)&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Hit Dice: By class&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::40% chance to detect new construction, sloping passages, and shifting walls when within underground complexes (roll 1d10; the hobgoblin senses these features on a 1-4).&lt;br /&gt;
::[[Dwarves]] receive a +1 bonus to attack rolls vs. hobgoblins.&lt;br /&gt;
::Weapon Proficiencies: Long Composite Bow, Morning Star, Scimtar, Spear, Whip, Pole Arms&lt;br /&gt;
::Nonweapon Proficiencies: Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Fire-Building, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3rd Edition==&lt;br /&gt;
Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual as an NPC, they got their first full PC stat block in [[Forgotten Realms: Races of Faerun]], and were reprinted a few times after that, remaining identical in every printing:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may wonder just why it is that they get a +1 LA rating? Well, the truth is it&#039;s because WotC dramatically undervalued class levels and overvalued ability score bonuses.&lt;br /&gt;
&lt;br /&gt;
In [[Eberron]] Hobgoblins were one of the great empires of the past and have a sovereign, recognized nation plus a history of mercenary work. While not exactly &#039;&#039;respected&#039;&#039; in most of Eberron, including one in an adventuring party is perfectly plausible.&lt;br /&gt;
&lt;br /&gt;
===Kingdoms of Kalamar===&lt;br /&gt;
Hobgoblins got a major promotion as one of the core playable races in [[Kingdoms of Kalamar]]. Unfortunately, as KoK was written for 3.0 by a bunch of hacks who somehow thought that 3e would take all the &amp;quot;warriors dominate at low levels&amp;quot; elements of [[Advanced Dungeons &amp;amp; Dragons]] and turn this into flat-out [[Fighter]] supremacy instead of doubling down on [[Linear Warriors, Quadratic Wizards]], their stats are generally regarded as being really crap.&lt;br /&gt;
&lt;br /&gt;
The Tellene Hobgoblin first appeared as PC option in the KoK Player&#039;s Guide, where they were largely identical to the 3.0 hobgoblin... save for the fact they got a new +2 racial bonus to Listen &amp;amp; Spot checks, and that they escaped the +1 [[Level Adjustment]] by suffering a -2 penalty to &#039;&#039;all three mental stats&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tellene Hobgobs subsequently got their own racial [[splatbook]] which offered up five different subraces to play as... are they any better than the original? Well...&lt;br /&gt;
&lt;br /&gt;
;Krangi&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Listen and Spot checks.&lt;br /&gt;
::Racial Weapon Proficiency: Proficient in the use of Short Sword, Halfspear, Longsword, Dagger, Crossbow, and Javelin.&lt;br /&gt;
::Racial Armor Proficiency: Proficient in the use of Light Armor and Medium Armor.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Kargi&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Listen and Spot checks.&lt;br /&gt;
::+4 racial bonus to Hide checks.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Kors&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Appraise checks dealing with armor, weapons, and raw metals.&lt;br /&gt;
::+4 racial bonus to Hide checks.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Dazlak&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 120 feet&lt;br /&gt;
::+2 racial bonus to Survival checks in Desert environments.&lt;br /&gt;
::Energy Efficient: A Dazlak requires only half the amount of food and water to survive that a human does, and can operate for 48 continuous hours without penalty&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rankki&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Low-light Vision&lt;br /&gt;
::+2 racial bonus to Listen, Spot and Search checks.&lt;br /&gt;
::+2 racial bonus to Survival checks made to deal with the weather.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tellene is also home to the [[Half-Hobgoblin]], who is at least competing with the [[Half-Orc]] for &amp;quot;crappiest racial stats of 3e&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==4th Edition==&lt;br /&gt;
Hobgoblins appeared in 4e&#039;s 1st [[Monster Manual]], alongside many other iconic monstrous races. They weren&#039;t particularly exciting when they did, but they were functional and certainly not as badly off as in some editions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-Light&lt;br /&gt;
::Skill Bonuses: +2 Athletics, +2 History&lt;br /&gt;
::Battle Ready: +2 bonus to Initiative checks&lt;br /&gt;
::Racial Power - Hobgoblin Resilience: Once per encounter, as an immediate reaction to being affected by an effect that a save can end, you can make a save to end that effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4th edition would later present them as a Winning Races article in [[Dragon Magazine]] #419. In this version, their ability modifiers were +2 Con and +2 to Cha or Int, they gained the Phalanx Soldier racial trait (+1 to AC if you are wielding a shield and standing adjacent to a shield-wielding ally), and Hobgoblin Resilience was replaced with Hobgoblin Discipline (1/encounter, as a free action, immediately end an ongoing save-ends effect at the start of your turn).&lt;br /&gt;
&lt;br /&gt;
==5th Edition==&lt;br /&gt;
Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they &#039;&#039;will&#039;&#039; get off because your brain-dead party couldn&#039;t focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039; added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs.&lt;br /&gt;
&lt;br /&gt;
Added as a playable race in in &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, along with both the other [[goblinoid]]s. Mockingly described on /tg/ as being all [[wizard]]s, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don&#039;t already get them, but a Con bonus is welcome in any class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Constitution, +1 Intelligence&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Martial Training: You are Proficient in two martial weapons of your choice and light armor.&lt;br /&gt;
::Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can&#039;t use it again until you finish a short or long rest.&lt;br /&gt;
::Languages: You can speak, read, and write Common and Goblin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Post-Tasha&#039;s===&lt;br /&gt;
The &#039;&#039;Folk of the Feywild&#039;&#039; [[Unearthed Arcana]] article, which would later be published in &#039;&#039;Mordekainen&#039;s Monsters of the Multiverse&#039;&#039;, saw a drastic rewrite for the Hobgoblins, and this one was considerably...lighter compared to the original writeup, turning them more fey-like but also making them less of an auto-take. This also makes Hobgoblins add more uses to the oft-ignored Help action. &lt;br /&gt;
&lt;br /&gt;
Part of this is that they represent the original lore about them being originally Fey who were subjugated into soldiers. This also makes more of an effort to tie in the magic of reciprocity, that is the spirit of giving and receiving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 to one stat and +1 to a second or +1 to three different stats.&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.&lt;br /&gt;
::Fey Gift: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:&lt;br /&gt;
::*&#039;&#039;Hospitality:&#039;&#039; You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.&lt;br /&gt;
::*&#039;&#039;Passage:&#039;&#039; You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.&lt;br /&gt;
::*&#039;&#039;Spite:&#039;&#039; Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.&lt;br /&gt;
::Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eberron===&lt;br /&gt;
Keith Baker later introduced further hobgoblin subraces in &#039;&#039;Exploring Eberron&#039;&#039;, mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, &#039;&#039;[[Fallout]]&#039;&#039; style.  They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society.  They also have different subraces for different specializations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;Ability Score Increase&#039;&#039;: Your Constitution score increases by 2.&lt;br /&gt;
::&#039;&#039;Age&#039;&#039;: Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs.&lt;br /&gt;
::&#039;&#039;Size&#039;&#039;: Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
::&#039;&#039;Speed&#039;&#039;: Your base walking speed is 30 feet.&lt;br /&gt;
::&#039;&#039;Darkvision&#039;&#039;: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
::&#039;&#039;Discipline&#039;&#039;:  You have advantage on saving throws against being charmed.&lt;br /&gt;
::&#039;&#039;Languages&#039;&#039;: You can speak, read, and write Common and Goblin.&lt;br /&gt;
::&#039;&#039;Subrace&#039;&#039;: Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character.&lt;br /&gt;
:::&#039;&#039;&#039;Guide:&#039;&#039;&#039; As a guide, possibly a duur’kala bard, you’ve been trained to lead your people.&lt;br /&gt;
::::&#039;&#039;Ability Score Increase&#039;&#039;: Either your Intelligence or Charisma score increases by 1 (your choice).&lt;br /&gt;
::::&#039;&#039;Lead By Example&#039;&#039;: If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
::::&#039;&#039;The Guiding Arts&#039;&#039;: You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion.&lt;br /&gt;
:::&#039;&#039;&#039;Soldier:&#039;&#039;&#039; As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. &lt;br /&gt;
::::&#039;&#039;Ability Score Increase&#039;&#039;: Either your Dexterity or Strength score increases by 1 (your choice).&lt;br /&gt;
::::&#039;&#039;Strength in Unity&#039;&#039;: If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
::::&#039;&#039;The Arts of War&#039;&#039;: You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3rd Party Settings===&lt;br /&gt;
;World of Farland&lt;br /&gt;
On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the [[World of Farland]], which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Born to War: You are Proficient in &#039;&#039;all&#039;&#039; Martial type weapons.&lt;br /&gt;
::Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy.&lt;br /&gt;
::Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cavalry-Bred&#039;&#039; hobgoblins are bred as beastmasters and, obviously, cavalry.&lt;br /&gt;
::Ability Score Increase: +1 Dexterity&lt;br /&gt;
::Hard to Kill: You have Advantage on Death Saving Throws.&lt;br /&gt;
::Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Legion-Bred&#039;&#039; hobgoblins are the rank-and-file warriors of the hobgoblin legions.&lt;br /&gt;
::Ability Score Increase: +1 Strength&lt;br /&gt;
::Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage.&lt;br /&gt;
::Stern: You have Proficiency in Intimidation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
On the world of [[Golarion]], hobgoblins are the result of an ancient attempt at [[fleshcrafting]] ordinary [[goblin]]s into bigger, stronger and smarter forms that could then be used as expendable soldiers to defeat the [[elves]]. The elves managed to stop their creators before they could install controls, but not in time to keep them from hating elves instinctively or from seeking to conquer and destroy. Nice going, pointy-ears. Since they hate elves, they hate arcane magic and even [[Sorcerer]]s are unheard of among them. They make up for this with [[Alchemist]]s, [[Oni|Ja Noi]] allies, the occasional devil worshiping shaman [[Cleric]], and engineers (the kind that makes mundane siege engines and fortifications rather than steampunk).&lt;br /&gt;
&lt;br /&gt;
Golarion hobgoblins are most notable because they&#039;re supposed to be completely hairless... but, as Paizo began using them more frequently, hobgoblins with hair became increasingly common in their artwork. Rather than admit that this was just a result of different artists ignoring that lore, Paizo retconned that Golarion hobgobs are hairless... but scalp humanoid foes they defeat and make wigs out of their hair, which they wear as symbols of prowess and honor.&lt;br /&gt;
&lt;br /&gt;
Their stats are unchanged from 3E, except they lose level adjustment and, per [[Pathfinder]]&#039;s changes to the skill system, their move silently bonus is now a bonus to Stealth. They have options to trade away this bonus for a few things, and one thing to trade their darkvision for, but in the end the only reason to bother with playing one is they alone have the perfect ability scores for a [[Kineticist]].&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Hobgoblin 1e.jpg|1e&lt;br /&gt;
Hobgoblin MM 1e 2.jpg&lt;br /&gt;
Hobgoblin A2.png&lt;br /&gt;
Hobgoblin MCV1.jpg|2e&lt;br /&gt;
Hobgoblin 2e.png|DiTerlizzi art from the 2e Monstrous Manual.&lt;br /&gt;
Hobgoblin 3e.jpg|3e&lt;br /&gt;
Hobgoblin Forces 4e.jpg|A troop of hobgoblins from the [[Nentir Vale]].&lt;br /&gt;
Hobgoblin 5e.png|The infamously lion-faced hobgoblin of 5th edition .&lt;br /&gt;
TWBTW Hobgoblin stilt-walker.png|hobs on stilts&lt;br /&gt;
Hobgoblin_Fire.jpg|A Hobgoblin Firebrand from the [[Pathfinder]] RPG&lt;br /&gt;
Hobgoblin_Commander.jpg|An [[weeaboo|Oriental]] style Hobgoblin commander, also from Pathfinder&lt;br /&gt;
Hobgoblin Wyrmlord Ulwai Stormcaller.jpg|They&#039;re over here....&lt;br /&gt;
PF Hobgoblin Chieftess.jpg|...And they&#039;re over there...&lt;br /&gt;
PF Hobgoblin Bombadier.jpg|...Those Darn Hobgoblins are everywhere!&lt;br /&gt;
Hobgoblin B1.png&lt;br /&gt;
Hobgoblin ARG 1.png&lt;br /&gt;
Hobgoblin ARG 2.png&lt;br /&gt;
Hobgoblin SF 1.png&lt;br /&gt;
Hobgoblin SF 2.png&lt;br /&gt;
2fa1c3e162bb169c0375f4e7f04d0548.jpg|If anything, Hobgoblins can make some pretty good beer.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
The Hobgoblins of Warhammer Fantasy are backstabbing, selfish, and treasonous to the point even normal goblins seem chill compared to them. So much so that they evolved a bony plate in their back to ward off backstabbing. Their culture is vaguely Mongol Horde inspired: riding giant wolves and living in nomadic caravans along the Eastern Steppes where they regularly torment [[Grand Cathay]]. Their leader, Hobgobla Khan, was the reason the Cathayan Great Bastion was built. Hobgoblins are loathed by the other Greenskins for siding with their Chaos Dwarf Masters in the Greenskin Slave Rebellion of Zharr-Naggrund, which is why you never see the little buggers beyond the Dark Lands. &lt;br /&gt;
&lt;br /&gt;
Now in Age of Sigmar, the Hobgoblins (renamed Hobgrots) follow the swamp-dwelling sub-faction of the Orruks Warclans called the Kruleboyz, Orcs that are more Mork than Gork in thinking. Hobgrots are bigger than the usual grots (goblins), and even though they do follow the Kruelboyz, they are more of a middle-man in a selfish tripartite symbiosis between the Kruleboyz, themselves and a mysterious clan of [[Chaos Dwarfs|Chaos Duardin]]. They fight using crude sulphuric stick grenades that they pocketed from their stunty overlords. Tribes of Hobgrots are fiercely protective of each other, so most Kruleboyz don&#039;t bully them as much as other grots, and they may form small empires in wastelands. Also, they&#039;re one of the few species of Humanoid Greenskins (non-Squigs) who aren&#039;t actually Green. Their skin in official model paints is depicted as being sallow yellow. This is ironic, due to them no longer looking like racial stereotypes of asians.&lt;br /&gt;
&lt;br /&gt;
Being made into a playable race in [[Age of Sigmar Roleplay]] has introduced a more opportunistic angle to the Hobgrots. While just as greedy as any normal goblin, the Hobgrots are more enterprising and especially capable bargainers. They seemingly have a better grasp of commerce, enough so that they have a compulsion to trade up their goods for more valuable treasures.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:MGE Hobgoblin.jpg|thumb|300px|right|The MGE Hobgoblin... because, when your goblin looks like a horned [[loli]], what&#039;s easier than just slapping tits on it, naming it hobgoblin, and calling it a day?]]&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Because hobgoblins are not readily distinguished from [[goblin]]s in the eyes of most people, the idea of a hobgoblin monstergirl is an uncommon one at best. Perhaps the most believable depiction of a hobgoblin MG would be as a race of [[goblinoid]] [[amazon]]s; curvy female goblinoids who use force to secure what they want, be it land, wealth, or a human boytoy.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, there is &#039;&#039;one&#039;&#039; D&amp;amp;D adventure where a sexy female hobgoblin appears; [[Red Hand of Doom]] features Wyrmlord Ulwai Stormcaller, a female hobgoblin stormsinger whose rare blue eyes and uncanny good looks have attracted much torment for her throughout her life, as other hobgoblins have accused her of being half-human, or even half-elven. The same description also calls her a masterful liar even though she has no ranks in bluff and her art is pretty far from sexy, so take the description with some skepticism.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], hobgoblins are portrayed as ditzy, dim-witted, clumsy oppai loli variants of the common goblin; despite being even dumber than their flat-chested sisters, goblins adore and revere them, seeing their huge breasts as a sign of great power and potential. Perhaps because hobgoblin mamono are even more ridiculously super-strong than the goblins are themselves; they may not have much going for them, but if they hit you, then you &#039;&#039;&#039;stay&#039;&#039;&#039; hit. Or else it&#039;s because the common goblins are smart enough to realize that breasts are a huge advantage in terms of having fun whilst having sex.&lt;br /&gt;
&lt;br /&gt;
Most art of sexy hobgoblin girls typically depicts them as mildly-muscled, sharp-faced elves with skin tones in varying shades of red, usually possessing protruding canine teeth and cat-like eyes or yellow sclera, and occasionally includes extra bits like bright blue patches on their pulse points, tiny horns, or strongly-hooked/otherwise oddly-shaped noses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hobgoblin Cleric.jpeg&lt;br /&gt;
File:Hobgoblin Wizard.jpeg&lt;br /&gt;
File:Hobgoblin Fighter.jpeg&lt;br /&gt;
File:Hobgoblin Monk.jpeg&lt;br /&gt;
File:Hobgoblin Astral Self Monk.png&lt;br /&gt;
File:Hobgoblin Artificer Bust.png&lt;br /&gt;
File:Hobgoblin Landsknecht.jpeg&lt;br /&gt;
File:Hobgoblin Paladin.jpeg&lt;br /&gt;
File:Hobgoblin Wizard Bust.png&lt;br /&gt;
File:Hobgoblin Bust.jpeg&lt;br /&gt;
File:Hobgoblin Kimono.jpeg&lt;br /&gt;
File:Hobgoblin Engineer.jpeg&lt;br /&gt;
File:Hobgoblin Swimsuit.jpeg&lt;br /&gt;
File:Hobgoblin Artificer.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category: Goblin]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400329</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400329"/>
		<updated>2022-09-17T05:14:44Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Citadel Miniatures. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin. They were originally used to represent Glorantha&#039;s Tusk Riders, a type of Half-Troll who filled in the niche of Orcs as Boar-riding Tusked Barbarians.&lt;br /&gt;
[[Image: Red_Orc_Miniature.jpg]]&lt;br /&gt;
&lt;br /&gt;
==A Modern Return: Creepers in Age of Sigmar==&lt;br /&gt;
A new species of Redskinned Greenskins has finally appeared in Warhammer once again! Dubbed &amp;quot;Creepers&amp;quot;, these little red imps have a symbiotic relationship with Gargants, the Giants of Age of Sigmar. They dwell in the hair of King Brodd, leader of the Sons of Behemat, and tend to the wounds of Olag the Great, another Gargant.&lt;br /&gt;
[[Image: Creeper.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
[[Category: Sons of Behemat]]&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400328</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400328"/>
		<updated>2022-09-17T05:13:34Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Citadel Miniatures. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin. They were originally used to represent Glorantha&#039;s Tusk Riders, a type of Half-Troll who filled in the niche of Orcs as Boar-riding Tusked Barbarians.&lt;br /&gt;
[[Image: Red_Orc_Miniature.jpg]]&lt;br /&gt;
&lt;br /&gt;
==A Modern Return: Creepers in Age of Sigmar==&lt;br /&gt;
A new species of Redskinned Greenskins has finally appeared in Warhammer once again! Dubbed &amp;quot;Creepers&amp;quot;, these little red imps have a symbiotic relationship with Gargants, the Giants of Age of Sigmar. They dwell in the hair of King Brodd, leader of the Sons of Behemat, and tend to the wounds of Olag the Great, another Gargant.&lt;br /&gt;
[[Image: Creeper.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400327</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400327"/>
		<updated>2022-09-17T05:10:24Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Citadel Miniatures. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin. They were originally used to represent Glorantha&#039;s Tusk Riders, a type of Half-Troll who filled in the niche of Orcs as Boar-riding Tusked Barbarians.&lt;br /&gt;
[[Image: Red_Orc_Miniature.jpg]]&lt;br /&gt;
&lt;br /&gt;
==A Modern Return: Creepers in Age of Sigmar==&lt;br /&gt;
A new species of Redskinned Greenskins has finally appeared in Warhammer once again! Dubbed &amp;quot;Creepers&amp;quot;, these little red imps have a symbiotic relationship with Gargants, the Giants of Age of Sigmar. They dwell in the hair of King Brodd, leader of the Sons of Behemat, and tend to the wounds of Olag the Great, another Gargant.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400326</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400326"/>
		<updated>2022-09-17T05:07:16Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Citadel Miniatures. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
[[Image: Red_Orc_Miniature.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400325</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400325"/>
		<updated>2022-09-17T05:06:03Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Citadel Miniatures. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400324</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400324"/>
		<updated>2022-09-17T05:02:29Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Games Workshop. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400323</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400323"/>
		<updated>2022-09-17T05:02:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Red_Goblin.jpg]]Ç&lt;br /&gt;
The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Games Workshop. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400322</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400322"/>
		<updated>2022-09-17T05:01:33Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Red Goblins are a rare sub-species of Goblins from the very first edition of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Games Workshop. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400321</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400321"/>
		<updated>2022-09-17T05:01:14Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Red Goblins are a rare sub-species of Goblins from ilder editions of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Games Workshop. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400320</id>
		<title>Red Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Red_Goblins&amp;diff=400320"/>
		<updated>2022-09-17T05:01:02Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: Red Goblins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Red Goblins are a rare sub-species of Goblins from ilder editions of Warhammer Fantasy, who were bred by some Necromancers in years past, similar to how Chaos Dwarfs bred Black Orcs. They are far more evil then the &#039;mundane&#039; Goblins and have little respect for other types of Greenskins (or anybody else at all). It is said that Red Goblins still serve their evil masters, although whether these still live is unknown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown whether the Red Gobkins could move faster than other Greenskins.&lt;br /&gt;
&lt;br /&gt;
An interesting fact is that Red Goblins were the first &amp;quot;Greenskin&amp;quot; to ever have a model made by Games Workshop. Their model, called &amp;quot;Red Orcs&amp;quot; initially, looked somewhat like a mixture between a particularly ugly Elf with a Conehead and a rather meek Hobgoblin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs and Goblins]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Greenskin&amp;diff=238040</id>
		<title>Greenskin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Greenskin&amp;diff=238040"/>
		<updated>2022-09-17T04:55:50Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greenskins refer to [[Orc]] and [[Goblin]] races from [[Games Workshop]] properties. They are notably the first Orcs to feature tusks and red eyes in fiction, and both for having green skin, although some subspecies have different colored skin. &lt;br /&gt;
&lt;br /&gt;
They include the [[Orcs &amp;amp; Goblins]] from [[Warhammer Fantasy]] and the [[Orks]] of [[Warhammer 40000]].&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Giant_Snail&amp;diff=230832</id>
		<title>Giant Snail</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Giant_Snail&amp;diff=230832"/>
		<updated>2022-09-16T10:24:38Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Giant_snail.png|thumb]]&lt;br /&gt;
The Giant Snail is a peaceable vegetarian with little interest in anything and almost no brain.&lt;br /&gt;
&lt;br /&gt;
Few people would attack a Giant Snail. The Bretonnians hunt them during the winter, when the Snails hibernate in the forests around Mousillon. Hunting sleeping snails is an exacting sport, and one for which the famous Bretonnian Snail Hound is superbly adapted: it is said these large, indolent animals can catch the scent of a Giant Snail from up to a mile away, indicating their excitement by slowly wagging their tails and loping towards their prey. Apart from Bretonnians, who eat them, these creatures are largely left alone by other Humans, although their shells are sometimes used to make windows, lamp fittings, combs and other small decorative items.&lt;br /&gt;
&lt;br /&gt;
==Bretonnian Folk Song Dedicated to Giant Snails==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/RrDt9a0q3P0&lt;br /&gt;
[[Category: Monsters]] [[Category: Warhammer Fantasy Roleplay]] [[Category: Bretonnia]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Flail_Snail&amp;diff=216985</id>
		<title>Flail Snail</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flail_Snail&amp;diff=216985"/>
		<updated>2022-09-16T10:21:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Publishing History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WTF}}[[File:5e_Flail_Snail.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
A monster from the old days of First Edition of [[Dungeons &amp;amp; Dragons]] that old school players have fond memories of... and cringe at as well. Like the [[Flumph]]s, [[Vegepygmy|Vegepygmies]], and the [[Slime|Gelatinous Cubes]], &#039;&#039;&#039;Flail Snails&#039;&#039;&#039; are ignored for years at a time until some guy at marketing dredges them back up again to generate interest.&lt;br /&gt;
&lt;br /&gt;
Similar to their smaller garden cousins, flail snails are, well, snails. They move really slow, eat plants, and generally, don&#039;t pose much of a threat. They are usually found in dungeon and caves feeding on the algae and lichens. Seems simple enough but the snails have means to protect themselves: their flails. These snails have 4 large tentacles that end with a ten-pound mass covered with sharp knobs that deal 1d8 points of damage each, each tentacle having 1 hit die and counting as a separate monster. If all the tentacles are severed the snail dies in 1d3 rounds for some reason, emitting a cry each turn that has a 50% chance of having some wandering monster arrive and attack the party.&lt;br /&gt;
&lt;br /&gt;
Aside from their namesake flails, the flail snail also has a brilliantly colored shell that protects the monster with it&#039;s 4 AC. The shell itself protects against physical and magic damage, the latter of which has four different effects: 40% of malfunctioning and hitting the closest person, 30% chance of actually hurting it, 20% of doing nothing to it, and a 10% of shooting back at the caster. The shells, however, are very valuable and are used to make 2 shields with the effects for 1d6 months or a robe of scintillating colors. &lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]], the flail snails were pretty much the same except they ate anything they could fit in their mouths such as vegetation, rocks, sand, and dirt. Their shells could also emit a shimmering light that only made it harder to target their flails.&lt;br /&gt;
&lt;br /&gt;
The snails also had an aquatic variant creatively called the &amp;quot;Sea Snail&amp;quot;. Take all of the difficulty of fighting a flail snail, make it 20 feet long, and have it emit a neurotoxin that paralyzes everyone in a 20-foot radius for up to 6 hours. Also, it will summon up to 50 tritons to defend it to the death.&lt;br /&gt;
&lt;br /&gt;
Like all snails, Flail Snails are weak against salt (good luck getting past their mucus) and fear bright lights. They are immune to fire and poison.&lt;br /&gt;
&lt;br /&gt;
==Publishing History==&lt;br /&gt;
Flail Snails, like most of the &amp;quot;goofball&amp;quot; monsters in D&amp;amp;D, debuted in the [[Fiend Folio]] for [[Advanced Dungeons &amp;amp; Dragons]] 1e. They were updated to 2e in the [[Greyhawk]] Adventures Monstrous Compendium Appendix, under the header &amp;quot;Snail&amp;quot;, which covered the Sea Snail as well. The &#039;&#039;Ecology of the Flail Snail&#039;&#039; was printed in [[Dragon Magazine]] #258.&lt;br /&gt;
&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons 3rd Edition]], only the 3rd-party [[Tome of Horrors]] [[splatbook]] by [[White Wolf]], under their [[Sword &amp;amp; Sorcery]] subsidiary, covered the Flail Snail. They weren&#039;t any better off in [[Dungeons &amp;amp; Dragons 4th Edition]], as their only appearance was in the online April Fools-themed adventure &amp;quot;Fool&#039;s Grove&amp;quot;, where the party stumbles upon a secret hiding place for an eccentric gnome dedicated to protecting many of the goofier monsters of AD&amp;amp;D, including the flail snail, [[flumph]], [[carbuncle]] and [[umpleby]].&lt;br /&gt;
&lt;br /&gt;
Like many of the game&#039;s other silly monsters, the flail snail came back in [[Dungeons &amp;amp; Dragons 5th Edition]], in the book &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;.  It also features prominately in the [[Tomb of Annihilation]] campaign as the chosen form of one of the trickster gods.&lt;br /&gt;
&lt;br /&gt;
==The Song that Plays whenever you kill a Flail Snail==&lt;br /&gt;
https://youtu.be/RrDt9a0q3P0&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
flail snail 1e.jpg|1e&lt;br /&gt;
flail snail MC5.jpg|2e&lt;br /&gt;
flail snail Dragon 258 1.jpg&lt;br /&gt;
flail snail Dragon 258 2.jpg&lt;br /&gt;
flail snail Dragon 258 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]] [[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Molluscoid&amp;diff=341614</id>
		<title>Molluscoid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Molluscoid&amp;diff=341614"/>
		<updated>2022-09-16T10:15:43Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Slimux.jpg|230px|right|thumb|Look at that Derpy face. Don&#039;t you wanna hug it?]]&lt;br /&gt;
It is another year and [[Nurgle|Grandpappy Nurgle]] got another [[Daemon]] in his collection. Resembling more like a [[Beast of Nurgle]] than anything, a Molluscoid can be seen as a sister species. Except, in the Molluscoid&#039;s case, it is actually pretty damned cute. [[Unyuufex|With its pug like face]] [[Derp|and derp like eyes,]] surely Papa Nurgle knows what&#039;s best for his ever jovial children. [[Lofn|Seriously, look at it.]] [[Dawww|It&#039;s basically a more fleshy version of the]] [[Myphitic Blight-Hauler]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Molluscoids are large snail-like Daemons of Nurgle, which possess hard gastropod shells that cover most of their bodies. Nurgle&#039;s chief gardener [[Horticulous Slimux]], uses a Molluscoid as his personal steed and has affectionately named the Daemon Mulch.&lt;br /&gt;
&lt;br /&gt;
A Molluscoid seems to be a pretty [[Stupid|simple animal]] as it gets distracted &#039;&#039;really&#039;&#039; easily if it finds a food to snack on. Like a giant snail, the Molluscoid is pretty slow, dragging its hefty body along. Due to its low speed, it is often not a popular daemonic beast to be utilized in war, however its diamond hard shell combined with its usual Nurglite toughness and squishyness means that a Molluscoid is possibly one of the toughest bullet sponges in Nurgle&#039;s Garden. Just don&#039;t pour salt. Results will be quite the mess.&lt;br /&gt;
&lt;br /&gt;
Taming these beasts seems to be pretty easy as seen in Mulch, Slimux&#039;s massive snail-like steed, who seems quite enticed at a [[Nurgling]]. The Nurgling is lashed to a rod, dangling in front of Mulch’s face which resembles one of those Loony Tunes cliches of a dumb animal following a carrot on a stick; encouraging him to lurch ever forward in hope of a tasty snack – [[Lulz|the Nurgling appears to find this hilarious!]] (Not that surprising: old fluff mention [[Great Unclean One]]s like to swallow a Nurgling just to see from which hole in their body it would emerge again. Nurgle&#039;s servants are funny like that.)&lt;br /&gt;
&lt;br /&gt;
==THE MOLLUSCOID THEME SONG==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/RrDt9a0q3P0&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Megafauna]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dawww]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rift-Forged_Orcs&amp;diff=404721</id>
		<title>Rift-Forged Orcs</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rift-Forged_Orcs&amp;diff=404721"/>
		<updated>2022-09-16T09:58:04Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New army for Kings of War, an army of uber-orcs with lightning powers who are seemingly inspired by Warhammer Age of Sigmar&#039;s Stormcast Eternals. They have allied beasts in the form of Redskinned Cyclopes and Lightning-Infused Trolls, and their leaders ride Manticores. Below is an excerpt of Mantic&#039;s explanation of them.&lt;br /&gt;
&lt;br /&gt;
Thunderbolt and lightning, very very frightening for Pannithor! The Riftforged orcs are almost here and all this week on the blog we’re exploring this awesome new army list in more detail. You’ll be able to find out about the key units, how they play and the design philosophy behind these powerful new orcs. But first of all, let’s find out a little more about the lore of the Riftforged. Is their only motivation to smash stuff to pieces like a giant, angry toddler? Well, yes, it is… but surely there’s more to it than that?&lt;br /&gt;
&lt;br /&gt;
Basically, it’s all Dravak Dalkan’s fault. When that pesky Abyssal Dwarf ironcaster opened up the rift beneath the Halpi Mountains, it caused all sorts of dangerous magic to swirl around Pannithor. At the height of the Nexus’ surge of energy, before the forces of good pushed back the armies of evil, there came a moment when the Southern Rift and the Abyss were infused with such power that the veil tore entirely, and the two pits of darkness were linked as one beneath Pannithor. At such an unholy coupling, Oskan (one of the Wicked Ones) himself saw that the time had come to herald in a new age of darkness. Oskan summoned Garkan (the original creator of the orcs and goblins), and together they formulated a plan to destroy all that was good in the world. Garkan harnessed the power of the violent, unnatural storms that raged across the world above, the flesh forges of the Fourth Circle came alive with energy hitherto unseen, and the souls of the tormented cried out in anguish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this sign, Garkan summoned his underlings, and set about the forges with renewed vigour. As the battle for Halpi’s Rift raged in the mortal realm, Garkan selected the prime cuts from the fallen to fuel his twisted experiments. The orcs had always been his greatest accomplishment [Ed – apart from the goblins, of course], but now, with this new power in his hands, Garkan strove to improve on his dark design.&lt;br /&gt;
&lt;br /&gt;
CHILDREN OF THE STORM&lt;br /&gt;
Their twisted bodies animated by the power of a raging storm, their souls infused with very essence of the Nexus, the orcs that emerged from Garkan’s flesh forges were unlike any that had come before them. Their cracked skin was of a green-grey hue, and broader, more muscular, and yet possessed of a cruel cunning and impressive martial prowess, these ‘Riftforged orcs’ were truly Garkan’s finest creation [Ed – apart from the goblins, of course].&lt;br /&gt;
&lt;br /&gt;
But there was more to these creatures than mere brute strength. Their affinity with the rift-storms brought about by the Nexus of Power manifested in crackling energy, which wreathed their bodies and lent strength to their sword-arms. The more Riftforged orcs gathered, the greater this power became, and with extraordinary swiftness the young race began to master this energy, fuelling it with their battle-rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a year and a day, Garkan toiled at his forges, expanding the ranks of the Riftforged orcs, creating legions of heavily armoured warriors, all under the command of the warmongering Stormbringers. Lesser demons whipped shackled souls to work ceaselessly, forging weapons and armour for Garkan’s new horde. Each brutish warrior would go into battle protected by thick armour plates, carved with the likenesses of leering Abyssals, and crackling with coruscating energy. With their great strength, they wield heavy hammers and carry thick shields, often jagged and spiked with lightning devices. The march of their mail-shod feet shakes the ground like the thunder they summon, and though they are more adept at strategy and battle-tactics than any orc before them, their battle-fury is wild as the untamed storms.&lt;br /&gt;
&lt;br /&gt;
WAR IN THE ABYSS&lt;br /&gt;
The Abyss itself proved the most effective testing ground for these new warriors. Time works differently in its twisted depths. What seems like years in the Abyss, is only a fleeting moment in the material world of Pannithor. Gibbering demons provoked Garkan’s new creations to battle almost at once, seeing them as mortal interlopers in their realm. Garkan granted the Stormbringers permission to seek retribution as they saw fit, and so the Riftforged orcs marched to war. Over myriad campaigns spanning many years, the Riftforged orcs fought battle after battle in Garkan’s name, hunting in the second circle, braving the fires of the fourth circle, enduring the tortures of the third circle, and battling the champions of the fifth circle. In the Abyss, death is not the end, and so the orc warriors fought, and fell, and rose to fight again, each resurrection making them stronger, cannier, and more skilled.&lt;br /&gt;
&lt;br /&gt;
Now, with numerous wars already under their belt, the Riftforged are ready to emerge from the Abyss and wreak havoc across Pannithor.&lt;br /&gt;
&lt;br /&gt;
[[Category: Kings of War]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Thief&amp;diff=495819</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Thief&amp;diff=495819"/>
		<updated>2022-09-16T05:33:59Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Gloomwood */&lt;/p&gt;
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&lt;div&gt;{{/vg/}}&lt;br /&gt;
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[[File:Sneakythief.jpeg|200px|thumb|left|We weren&#039;t kidding, steampunk Mechanicus is in here.]]&lt;br /&gt;
&lt;br /&gt;
Thief is a classic stealth dark low-fantasy game series where you play as Garrett, a thief, who gets entangled in supernatural goings-ons, including an Evil Nature God and his [[Beastmen|Beastman]] and Druid army, a Steampunk version of the [[Adeptus Mechanicus]], and fanatics obsessed with warhammers.. It also has a fanmade tabletop setting for the original setting, from before the series was given a shitty reboot set in a Victorian Era instead of Art-Deco Steampunk Medieval.&lt;br /&gt;
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Funnily enough, Garret acts like a Ranald cultist, complete with the no kill-no evidence rule.&lt;br /&gt;
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==Characters==&lt;br /&gt;
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* &#039;&#039;&#039; Garret&#039;&#039;&#039; Master thief, snarky guy who does thievery to pay his rent, overall a pretty relatable character since he was made during a time of badass hero’s. Has a no kill policy, [[Ranald|but it’s less about honor and more about leaving no evidence.]]&lt;br /&gt;
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* &#039;&#039;&#039;Thi4f Garret&#039;&#039;&#039; A kleptomaniac who does thievery because it’s the only thing he’s good at. (Heavily implied to be a reincarnation of Garret, as the original died hundreds of years ago)&lt;br /&gt;
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*&#039;&#039;&#039;Karras&#039;&#039;&#039; Narcissistic leader of the mechanists with a nasally voice, so narcissistic that he has all his robots look like him and constantly spout how cool he is. &lt;br /&gt;
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* &#039;&#039;&#039; The Master Builder&#039;&#039;&#039; Chill dude and god figure of the Hammers (A cult formed around building)   &lt;br /&gt;
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* &#039;&#039;&#039;The Trickster&#039;&#039;&#039; AKA the woodsie lord, god of the pagan peoples, causes zombie outbreaks and general disarray, he almost gets his plan to destroy the city to work but Garret used a Builder rigged bomb to kill him.&lt;br /&gt;
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==Games==&lt;br /&gt;
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====Thief: The Dark Project====&lt;br /&gt;
The original, packed with horror elements and some forced combat sections since the devs didn’t expect a stealth game to work (Thief is the grandpappy to all stealth games so they never really expected it’s success)&lt;br /&gt;
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Originally a sword and sorcery RPG inspired by Doom and Quake called Dark Camelot it eventually grew into a stealth game when the devs realized that their engine handled stealth better than actual combat.&lt;br /&gt;
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====Thief 2: The Metal Age====&lt;br /&gt;
Now knowing that stealth DOES work, the devs went on to make a more burglary based game, Garret is back but instead of beating monkeys to death with a blackjack hes now stealing from the rich to get by, but the cities gone on an industrial revolution, medieval CCTV which only appeared once in the first game is now extremely common, alongside robots with double donk launchers.&lt;br /&gt;
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====Thief: Deadly Shadows====&lt;br /&gt;
To make the game run and appeal to console players, it was watered down quite a bit, generally a good game it’s just low standards, glitchy and floaty for a Thief game. Despite its flaws, it holds the distinction of having one of the most famous and memorable levels not just in the Thief franchise, but in the entirety of video game history, that being the horrifyingly spooky Shalebridge Cradle, for context on how fucking spooky this level is, Thief 3 was consistently on lists with other horror games as scariest games of all time, solely because of this level.&lt;br /&gt;
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====Thief====&lt;br /&gt;
The reboot, while the story was quite butchered, it was kind of a good game, not as a Thief game as it neutered the mechanics but as a Dishonored inspired game in an interesting setting (that was more interesting in the last games)&lt;br /&gt;
Interestingly, it was supposed to be called Thief: Dagger of ways, where it [[FAIL|would have taken place during modern day with Garret using silenced machine guns, which goes against Garrets entire philosophy of killing no one to leave no evidence behind.]] Instead, it takes place in a timeskip ahead a few hundred years, in a Victorian style period instead of a Medieval period. Karras&#039; Art Deco steampunk technology must not have been rediscovered entirely, yet, although the current Baron is trying to create his own Steampunk bordering on Dieselpunk dystopia.&lt;br /&gt;
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Interestingly, since the  game  shows that this is the future, the Hammers and Pagans are gone and this is a new reincarnated version of Garret, hence why he acts extremely different.&lt;br /&gt;
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====Gloomwood====&lt;br /&gt;
Whilst not made by the same folks as the original Thief games or the reboot, Gloomwood is a game marketing itself as the spiritual successor to the original Thief games, having the balls to have their website be called &amp;quot;Thief-with-Guns&amp;quot;. It is developed by New Blood Interactive, the creators of Dusk, a game which successfully tried to recapture the essence of Boomer Shooters like Doom and Quake. The early access demo has released, and whilst more violence-oriented than Thief was, it has the textures, gameplay, and physics down pat. Also features the voice actress of Viktoria from the original two Thief games (and SHODAN from System Shock!) as the main villainess&#039; voice actor.&lt;br /&gt;
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==What Makes It So Good==&lt;br /&gt;
Thief aged so well because it’s just darn fun, it’s great to jump from a balcony onto some moss that you shot from an arrow so you can beat 2 cops unconscious, combine this with the fun setting ([https://m.youtube.com/watch?v=7X3GcCdi8zA Bear pits anyone?]) made an enjoyable experience.&lt;br /&gt;
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Also it is the only game series that lets you summon an exploding suicide frog to explode in front of some poor sod. Well, before the Witch Doctor from Diablo 3.&lt;br /&gt;
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==Role Playing Game==&lt;br /&gt;
https://thief.fandom.com/wiki/Thief:_the_Role_Playing_Game&lt;br /&gt;
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[[Category: Video Games]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Menfish&amp;diff=335395</id>
		<title>Menfish</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Menfish&amp;diff=335395"/>
		<updated>2022-09-15T21:22:44Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Meta Perspective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Menfish.png]]&lt;br /&gt;
Menfish are a strange synthesis of man and fish, humanoid but scaled capable of living underwater as well as on land, and capable of seeing in the dark. They are equally at home in the sea or fresh water and mount night raids on the fishing villages of any of the other races whether Human, Elf, Dwarf or Greenskin.&lt;br /&gt;
[[Image: Menfish_Minis.jpg]]&lt;br /&gt;
==Meta Perspective==&lt;br /&gt;
For years, before Warhammer Fantasy was effectively squatted by Age of Sigmar, there was constant speculation the Menfish would return, hinted at by minor mentions in lore. The idea of an aquatic faction was later picked up in Age of Sigmar, but instead of Menfish it was blind, weak-souled, emo, sea elf, Dark Eldar wannabes called Idoneth Deepkin. However, Age of Sigmar has made mention of two unseen aquatic races who fear the Idoneth, the Kelpdar and the Merwynn. So it&#039;s possible one of them is a modern take on Menfish. Further, with The Old World returning, maybe the Menfish will make an appearance? They also appeared in early Warhammer 40K as background aliens, two named Sl&#039;harsh and Pl&#039;lodar, along with a prototype Wulfen.&lt;br /&gt;
[[Image: 40K_Menfish.jpg]]&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Warhammer Fantasy Roleplay]]&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Menfish&amp;diff=335394</id>
		<title>Menfish</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Menfish&amp;diff=335394"/>
		<updated>2022-09-15T21:22:03Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: /* Meta Perspective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: Menfish.png]]&lt;br /&gt;
Menfish are a strange synthesis of man and fish, humanoid but scaled capable of living underwater as well as on land, and capable of seeing in the dark. They are equally at home in the sea or fresh water and mount night raids on the fishing villages of any of the other races whether Human, Elf, Dwarf or Greenskin.&lt;br /&gt;
[[Image: Menfish_Minis.jpg]]&lt;br /&gt;
==Meta Perspective==&lt;br /&gt;
For years, before Warhammer Fantasy was effectively squatted by Age of Sigmar, there was constant speculation the Menfish would return, hinted at by minor mentions in lore. The idea of an aquatic faction was later picked up I&#039;m Age of Sigmar, but instead of Menfish it was blind, weak-souled, emo, sea elf, Dark Eldar wannabes called Idoneth Deepkin. However, Age of Sigmar has made mention of two unseen aquatic races who fear the Idoneth, the Kelpdar and the Merwynn. So it&#039;s possible one of them is a modern take on Menfish. Further, with The Old World returning, maybe the Menfish will make an appearance? They also appeared in early Warhammer 40K as background aliens, two named Sl&#039;harsh and Pl&#039;lodar, along with a prototype Wulfen.&lt;br /&gt;
[[Image: 40K_Menfish.jpg]]&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Warhammer Fantasy Roleplay]]&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Preyton&amp;diff=385519</id>
		<title>Preyton</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Preyton&amp;diff=385519"/>
		<updated>2022-09-15T21:19:34Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:1E0:8F8D:651F:C9E7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{whfb-stub}}{{NeedsImages}}&lt;br /&gt;
See Peryton&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:1E0:8F8D:651F:C9E7</name></author>
	</entry>
</feed>