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Overview of the Old World

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Overview of the Old World

Postby Davane » March 10th, 2021, 11:11 pm

Cael Darkhollow wrote:yes, yes as I said you could plunk down the HQ "elf Kingdom" anywhere that conceivably could contain it certainly :idea: including the border kingdoms, but you'd be going without any WH text support for such a claim. Admittedly not much is written about Laurelorn either, but what is written is a great match for the HQ quest narrative. Why stretch hard to formulate something from scratch when there is a perfect recipe already laid out? Only two wood elf kingdoms are discussed in WH. One matches.

The border Princes simply doesn't seem like a homeland for the elf hero to me, especially not a elf kingdom. But anything is possible, it wasn't written so we cannot prove anything. you want to use it fine, but I don't see the allure. the Border Kingdoms threat to the Empire is from mainly from greenskins or undead in the south. Mentor is talking about a threat to the elf kingdom that would endanger the Empire from Chaos. I prefer probable over just possible.

There are more tantalizing clues:
per back of the elf quest pack:
"Greetings bravest of all elves! The Queen of the Elven Kingdom anxiously awaits your return. Your homeland is in turmoil as the Queen's evil sister Sinestra the Archmage, has joined forces with Zargon. Sinestra has kidnapped the Queens daughter Millandriell and hidden her in a dark and mysterious mirror maze.
Fearless Elf, you have been chosen to rescue the fair princess. To determine your worthiness, you alone must complete three dangerous quests. If you survive, you and your fellow heroes will then venture into the forbidden Realm of Reflection-where all is not as it seems. There you must destroy Sinestra and rescue the princess from the dark forces of Chaos."

Sounds a whole lot like the nordlander peasant legends quoted from WHFRP earlier:
"What lies within the Witch's Wood is unknown: some have speculated that the elves have no capital, living a nomadic life under the trees. Old books, on the other hand, mention a nameless city of glass deep in its heart, a place that glows with its own light. Whatever the truth, it is certain that neither creatures of Chaos nor Greenskins last long once they enter the Laurelorn, for the elves defend their home ferociously against all comers." page 64 ,Sigmars Heirs WHFRP

City of glass, a place that glows with its own light, sounds like a perfect match for the forbidden Realm of Reflection. The old myths could be true. Sinestra's lair of glass could lie within the kingdom (queendom?) of Laurelorn itself, which lies inside the Empire Provence of Nordland, or adjacent in the marshes to the east (Sinestras stronghold did mention marshes) and the Sea of Claws to the North. Much closer to the Chaos threat of the North, especially if you subscribe to the HQ Emperor is Magnus the Pious and the timeframe of HQ is during his reign immediately after the great war with residual Chaos forces roaming the Empire.
A position in the North next to the sea of claws also makes sense for the Barbarian Quest Pack homefaring whether you play that first or after the Elf Quest Pack by most accounts they go back to back.

By all means, put it whereever fits best to you. backup options are nice as you said Davane, I will keep yours in mind.


You have a point with the fact that only two Wood Elf kingdoms have been written about in WH, and of those two, only the Laurelorn fits, because Athel Loren doesn't. That's a sound argument.

But the main point of the Border Princes is that specific Kingdoms there don't get written about. Thus, it can't be argued that because an WE kingdom hasn't been written about there, it doesn't exist, and would be without WH support, because the very defining feature of the Border Princes is that they don't get written about. So, by definition, an unwritten Wood Elf kingdom there WOULD have WH support.

Didn't you say, in your extensive discussion about when HQ was set, that it would be a time when Magnus the Pious was trying to mop up Chaos threats to the East (I mentioned west in me previous mention of Athel Loren migrants, I meant eastwards, over the Vaults, from Athel Loren)? As such, the threat of Chaos forces being harboured in the East becomes more plausible.

Also, I want to point out that in HQ lore, Orcs, Goblins, and Fimir are also considered creatures of Chaos, with Morcar regularly using them in the quests. Thus, you can't rule out the Border Princes because their main threats are Greenskins.

Finally, remember that Battle Masters and HQ both put rampant Chaos forces in the east, heading westwards towards Altdorf. Rogar's Star of the West was used to ally the western lands of the Empire against the Chaos forces of Morcar to the East. Magnus heads East to become besieged by the forces of Chaos and greenskins in Karak Varn, which is to the East, just north of the Border Princes area. Wouldn't you say that, for an Emperor trying to drive out Chaos, that having an Elven kingdom to retreat to if Sinestra succeeds is a major threat to the Empire?

Magnus was famous for becoming Emperor AFTER defeating the forces of Chaos at Praag, if I recall correctly, and as a city on the West coast of Kislev, chances are the Chaos incursion would have come from the North and from the East. Magnus might have driven the Chaos army back directly North East, but it's just as likely that the Chaos incursion was just deflected Eastwards, into the World's Edge Mountains, where they could head south through the fallen Dwarf kingdom. Far from defeated, the Chaos incursion would seem much more likely to travel the greenskin held Dwarfholds southwards to regroup and attack the Empire on the flank, from the Border Princes. Magnus rushes East to confront them, takes a drubbing and holes up in Karak Varn, where he is rescued by the Heroes. The Chaos Army is still there, in that region, and Sinestra makes a deal to give them a place to regroup to before attacking the Empire for another time.

Sure, the Chaos Army could come down through Norsca and cross the Sea of Claws into the Laurelorn. But in this time period, at least, not all of Norsca has fallen to Chaos. Even in WHQ, it's stated that the Barbarian is a Norscan Barbarian, demonstrating that there has to be a certain number of free Norscan settlements in Norsca, presumably defending the Sea of Claws. Thus, it seems somewhat far fetched that a Chaos retinue would, from the Battle of Praag, manage to head south, and then west, through both Talabecland and Nordland, to reach the Laurelorn? Not impossible, but enough why I might see some having concerns about Laurelorn being the Elf kingdom in the EQP.

If you are happy with the it's not Athel Loren, so it must be the Laurelorn argument, then go with that. That's cool. I'm just saying that many of the reasons for ruling out the Border Princes seem somewhat flawed...
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Re: Overview of the Old World

Postby Cael Darkhollow » March 10th, 2021, 11:41 pm

Daedalus wrote:
Cael Darkhollow wrote:. . . Both of my Elf and Barbarian quest packs say by Milton Bradley developed with Games Workshop right on the boxes (rear.) . . .

Interesting take that I've never considered before. Sure, it's possible both of the NA QUEST packs were originally conceived with GW in advance. I had assumed "developed with Games Workshop" referred by agreement automatically to all HQ products related to the Game System (which is also mentioned immediately after on the box.)

After rereading your post, it occurs to me it sounds like you are implying that Games Workshop and Milton Bradley were no longer working together by the time of the North American only quest releases Barbarian and Elf in 1992?
I've seen no evidence whatsoever that they disolved their companies' collaboration before the entirety of HeroQuest products were released, Battlemasters is also MB/GW in 1992, and White Dwarf #145 with two quests for MB games also published in 1992.

The back of the Elf Quest and Barbarian Quest packs says:
By Milton Bradley
(C.)1992 Milton Bradley company. All Rights Reserved.
Milton Bradley Company, Springfield, MA 01101
A Division of Hasbro, Inc. Made in the U.S.A.
4236 Color of parts may vary.
Developed with
Games Workshop(tm)
doesn't sound like they were no longer working together or it was designed in advance to me.
A similar statement is on all of the Battlemasters and its expansions boxes too, except it gives MB, Hasbro international and mentions Citadel miniatures in the copyright info, also all released in 1992. White Dwarf 145, 1992 says The Eyes of Chaos is a quest for MB games' HeroQuest.

I vaguely recall discussion here on the forums before asserting that GW and MB split before the Barbarian and Elf Quest packs, is there any evidence to support that?
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Re: Overview of the Old World

Postby Cael Darkhollow » March 11th, 2021, 12:34 am

Davane wrote:
You have a point with the fact that only two Wood Elf kingdoms have been written about in WH, and of those two, only the Laurelorn fits, because Athel Loren doesn't. That's a sound argument.

But the main point of the Border Princes is that specific Kingdoms there don't get written about. Thus, it can't be argued that because an WE kingdom hasn't been written about there, it doesn't exist, and would be without WH support, because the very defining feature of the Border Princes is that they don't get written about. So, by definition, an unwritten Wood Elf kingdom there WOULD have WH support.

Didn't you say, in your extensive discussion about when HQ was set, that it would be a time when Magnus the Pious was trying to mop up Chaos threats to the East (I mentioned west in me previous mention of Athel Loren migrants, I meant eastwards, over the Vaults, from Athel Loren)? As such, the threat of Chaos forces being harboured in the East becomes more plausible.

Also, I want to point out that in HQ lore, Orcs, Goblins, and Fimir are also considered creatures of Chaos, with Morcar regularly using them in the quests. Thus, you can't rule out the Border Princes because their main threats are Greenskins.

Finally, remember that Battle Masters and HQ both put rampant Chaos forces in the east, heading westwards towards Altdorf. Rogar's Star of the West was used to ally the western lands of the Empire against the Chaos forces of Morcar to the East. Magnus heads East to become besieged by the forces of Chaos and greenskins in Karak Varn, which is to the East, just north of the Border Princes area. Wouldn't you say that, for an Emperor trying to drive out Chaos, that having an Elven kingdom to retreat to if Sinestra succeeds is a major threat to the Empire?

Magnus was famous for becoming Emperor AFTER defeating the forces of Chaos at Praag, if I recall correctly, and as a city on the West coast of Kislev, chances are the Chaos incursion would have come from the North and from the East. Magnus might have driven the Chaos army back directly North East, but it's just as likely that the Chaos incursion was just deflected Eastwards, into the World's Edge Mountains, where they could head south through the fallen Dwarf kingdom. Far from defeated, the Chaos incursion would seem much more likely to travel the greenskin held Dwarfholds southwards to regroup and attack the Empire on the flank, from the Border Princes. Magnus rushes East to confront them, takes a drubbing and holes up in Karak Varn, where he is rescued by the Heroes. The Chaos Army is still there, in that region, and Sinestra makes a deal to give them a place to regroup to before attacking the Empire for another time.

Sure, the Chaos Army could come down through Norsca and cross the Sea of Claws into the Laurelorn. But in this time period, at least, not all of Norsca has fallen to Chaos. Even in WHQ, it's stated that the Barbarian is a Norscan Barbarian, demonstrating that there has to be a certain number of free Norscan settlements in Norsca, presumably defending the Sea of Claws. Thus, it seems somewhat far fetched that a Chaos retinue would, from the Battle of Praag, manage to head south, and then west, through both Talabecland and Nordland, to reach the Laurelorn? Not impossible, but enough why I might see some having concerns about Laurelorn being the Elf kingdom in the EQP.

If you are happy with the it's not Athel Loren, so it must be the Laurelorn argument, then go with that. That's cool. I'm just saying that many of the reasons for ruling out the Border Princes seem somewhat flawed...


I never said Norsca had fallen to Chaos or that the Chaos incursion came over the Sea of Claws as the invasion point. I believe all accounts have them moving down the land route south from the Realm of Chaos which itself expanded considerably south through the northern wastes until they were halted at the seige of Praag. Chaos Warriors mostly come from the Chaos Wastes tribes rather than the Norse, although many do.

Now as the Empire doesn't exactly sit on a perfectly aligned North/South axis, its slightly tilted top to the east bottom to the west, and Kislev is to the Northeast in general, Chaos coming from the northeast during the great war is entirely accurate.
No mention was made of them moving south beyond the Black mountains however. Much of the remnants of the Chaos horde actually shifted to the Forest of Shadows in the Ostland province (neighboring Nordland to the west) and hid there. Now that doesn't account for Chaos forces generated from within such as beastmen flocking to the dark banner from hidden enclaves in the Empires forests, mutants, corrupted, possessed and converted Empire citizens turning into Chaos Warriors, cultists, Warlocks and spawn; they could come from anywhere and remnants or even untouched pockets of Chaos could be found throughout the Empire. Battlemasters, 3rd Ed. Warhammer and a few 4th edition references all have Chaos Goblins and Chaos Orcs or say that many tribes joined their forces, I don't disagree there, the HQ blending of all evil types is well documented in Warhammer too, at the very least by allies lists.

The Border Kingdoms are intentionally underdeveloped in my opinion so adventures and scenarios can be written there for any old world setting game. Both of the Warhammer PS1 games take place mostly in the BK or adjacent mountains. Elves could certainly be there, but they have not been written about anywhere (I could find) if they are. The possibility cannot be discounted, but neither is it bolstered.

"The most important were the kingdoms of the Laurelorn and Loren Forests, which together comprise more than 80% of the Elf population in the Old World."
If Athel Loren and Laurelorn kingdoms comprise more than 80% of the elves remaining in the Old World (high elves live on Ulthan in the sea not technically part of the Old World continent) according to the quoted passage from WFRP, and we know an elf colony exists at Marienburg, let's say another 10%, that only leaves 10% or less (remember the ambiguous "more than") remaining to populate colonies or account for small bands anywhere else including the Border Kingdoms. Ten percent or even 15 percent hardly sounds like a hidden kingdom of elves.
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Re: Overview of the Old World

Postby Kurgan » March 11th, 2021, 1:47 am

Nuln huh? Jeremiah of Ruhn was a notorious map-counterfeiter with poor eyesight and an even worse memory... rumor has it. :lol:


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Re: Overview of the Old World

Postby Davane » March 11th, 2021, 8:46 am

Cael Darkhollow wrote:I never said Norsca had fallen to Chaos or that the Chaos incursion came over the Sea of Claws as the invasion point. I believe all accounts have them moving down the land route south from the Realm of Chaos which itself expanded considerably south through the northern wastes until they were halted at the seige of Praag. Chaos Warriors mostly come from the Chaos Wastes tribes rather than the Norse, although many do.

Now as the Empire doesn't exactly sit on a perfectly aligned North/South axis, its slightly tilted top to the east bottom to the west, and Kislev is to the Northeast in general, Chaos coming from the northeast during the great war is entirely accurate.
No mention was made of them moving south beyond the Black mountains however. Much of the remnants of the Chaos horde actually shifted to the Forest of Shadows in the Ostland province (neighboring Nordland to the west) and hid there. Now that doesn't account for Chaos forces generated from within such as beastmen flocking to the dark banner from hidden enclaves in the Empires forests, mutants, corrupted, possessed and converted Empire citizens turning into Chaos Warriors, cultists, Warlocks and spawn; they could come from anywhere and remnants or even untouched pockets of Chaos could be found throughout the Empire. Battlemasters, 3rd Ed. Warhammer and a few 4th edition references all have Chaos Goblins and Chaos Orcs or say that many tribes joined their forces, I don't disagree there, the HQ blending of all evil types is well documented in Warhammer too, at the very least by allies lists.

The Border Kingdoms are intentionally underdeveloped in my opinion so adventures and scenarios can be written there for any old world setting game. Both of the Warhammer PS1 games take place mostly in the BK or adjacent mountains. Elves could certainly be there, but they have not been written about anywhere (I could find) if they are. The possibility cannot be discounted, but neither is it bolstered.

"The most important were the kingdoms of the Laurelorn and Loren Forests, which together comprise more than 80% of the Elf population in the Old World."
If Athel Loren and Laurelorn kingdoms comprise more than 80% of the elves remaining in the Old World (high elves live on Ulthan in the sea not technically part of the Old World continent) according to the quoted passage from WFRP, and we know an elf colony exists at Marienburg, let's say another 10%, that only leaves 10% or less (remember the ambiguous "more than") remaining to populate colonies or account for small bands anywhere else including the Border Kingdoms. Ten percent or even 15 percent hardly sounds like a hidden kingdom of elves.


Do we know what 1% of the Elven population of the Old World is in terms of total population figures? There's no real minimum population value for a kingdom, so it's hard to say that 5% to 10% of the elven population COULDN'T be a hidden kingdom, if it counts for, say 1,000 elves, or higher. If 5% of elves in the Old World is 1,000, then 10% is 2,000, and 100% is 20,000 elves. Working the numbers, it's hard to say that even a small percentage of elves may be enough to form a hidden kingdom or lost colony. I would argue that such a colony could, theoretically, at least rival the colony and Marienburg, which could, in my opinion, count for between 5% to 10% of the elven population.

Interesting about the Chaos Horde heading in to Ostland and the Forest of Shadows after the siege of Praag. So, essentially, the Chaos Horde DID disperse South and West after the siege. The biggest problem with the Empire is just how much of it is forest, and as such, how any Chaos Horde entering it could technically disperse in any direction. This may strengthen a claim for Laurelorn, but we still have the fact that following Kellar's Keep, there's still a Chaos Army on the East of the Empire, that's never technically dealt with. They were laying siege to Karak Varn, when the Emperor is rescued, so they are still of sufficient size to be a threat to the Empire, last seen just to the North of the Border Princes.

If we assume that the Witch Lord is to the south of the Border Princes, placing it in or near Araby and the undead there, then the issue with an evil elven archmage allying with Morcar in the Border Princes becomes a much bigger deal. It could be used as a staging point around which the forces of Chaos could gather for larger strike into the heart of the Empire. A big part of the Empire's army is currently routed or defeated, or even defected if you go with the idea of the Dark Company taking place before the Elf Quest Pack.

However we look at it, the Border Princes can't be discounted entirely from the argument, even if there's little solid evidence that the Border Princes contains any kind of elven population backed up by official written sources. Thus the argument that the EQP HAS to be set in the Laurelorn Forest because it's not set in Athel Loren is flawed. There's a lot of activity already down by the Border Princes in the time period, but then again, isn't there always? This bolsters the possibility of it being in the Border Princes, but remains subject to the fact that the Border Princes is so turbulent, it doesn't get written about.

I'm not arguing that it couldn't be the Laurelorn forest, I just don't think it's as likely as you seem to make out. Sure, Laurelorn and Athel Loren make up more than 80% (4/5ths) percent of the elven population, but we can conclude that the total cannot be more than 85%, else the figure would have been rounded to 90% (9/10ths). In fact, it might not be even as much as 85%, since 85% is also a reasonable rounding figure for a percentage, meaning we are probably looking at a figure of around 82% or less, rounded down to 80%.

Of this 80%, we don't know exactly how much of this is down the Athel Loren on it's own. It's possible that the Laurelorn Forest may account for only 10% to 20% of elves in the Old World, leaving Athel Loren playing host to the other 60% to 70%. We know that Athel Loren accounts for over 50% of the elven population in the Old World, meaning Laurelorn Forest accounts for the remaining ~30% at best, although ~20% might be more reasonable. When comparing Elven colonies, between ~5% to ~10% seems more than adequate for a hidden elven kingdom or colony that could put the Empire at risk.

HQ already has a lot of action taking place in and around the Border Princes, so putting the EQP here too makes sense to me. This makes the Barbarian Quest Pack seem like more of a journey, and if we bring Growl of Thunder into the mix, then the Barbarian's homeland is more likely somewhere in the Tundra north of Kislev, keeping the Barbarian on the outskirts of the East of the Empire, closer to the World's Edge Mountains.
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Re: Overview of the Old World

Postby Cael Darkhollow » March 11th, 2021, 2:05 pm

Kurgan wrote:Where do the WOM (Detection/Protection/Darkness) spells fit into the WHF magic colleges that stuff can be used by the Wizard or the Elf (not just the Elf like the new EQP spells)? Then there's the ice magic in BQP most of which the Heroes can use (via spell scrolls; in my system I just decided Ice magic is water magic and didn't worry about it). Or the mentalist type abilities of ATOH (used by Chaos alone). Then again many (but not all) of the Elf abilities are mentalist type or have to do with time. The ways of magic are strange..!


your inquiry into magic is a tall order. Magic is edition specific in WH.
Magic is by far the easiest game mechanic to change that will dramatically alter the outcome of the battle, skirmish, or individual combat in the Warhammer world.

In Warhammer Fantasy Battles, GW changed the magic system multiple times sometimes even in the same edition. Early editions were called "Herohammer" because the outcome of the battle was largely determined by a single powerful character or a few heroes and their magic capabilities including spells, weapons, items and armor. The cannon or sword fodder regular troops surrounding them no matter the number were largely inconsequential to the outcome of the battle.

Some armies are entirely dependent upon magic such as Undead, Vampire Counts, Tomb Kings or Demons, while some armies you can largely ignore it and still stand at least a chance of seeing victory. Each race of creatures or different factions often have unique magic.

Then there are the dramatically different types of other games set in the Old World setting each with their own magic system and items such as Advanced HeroQuest, Warhammer Quest, Warhammer Fantasy Roleplay, Mordheim, etc.
The best we can do is list magic types by game or edition. To describe how magic works in each would bog us down in edition specific materials not really pertinent to HQ.
We can search the broader Warhammer world for similar spell effects to HeroQuest magic but the reality is each game or edition change magic is specific to that game.

HeroQuest
Water Spells
Earth Spells
Air Spells
Fire Spells
Chaos Spells (Ice spells are part of Chaos)
Elf Spells
Orc Shaman Spells
Necromancer Spells
Storm Master Spells
Spells of Protection
Spells of Detection
Spells of Darkness
High Mage Spells
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Re: Overview of the Old World

Postby Kurgan » March 11th, 2021, 2:21 pm

I'd lump the Chaos Sorcerer spells (the ones that use the tokens in ATOH) and the WOM spells under Chaos, but what of the Ice spells that the Heroes can use? In HQ they are uncategorized. For purposes of my own homebrew rules I assigned one of the four elements to all of the spell scrolls, but I didn't try to do the same with the Elf, or WOM hero spell categories, its works for game mechanic purposes.

Then there's the magic introduced in the Remake edition, which is (new) character specific... what say ye? If it's too hard to figure out, don't worry, it need not be in book format. Sounds like there are some gray areas.


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Re: Overview of the Old World

Postby Davane » March 11th, 2021, 6:47 pm

It's worth noting that in WHQ, the Wizard doesn't use college magic or elemental magic. Rather, these Wizards are classed as Warrior-Wizards (after all, they can use swords in WHQ), and they use spells broken down as Attack, Defence, Healing, and Special spells. Not the most originally titled spells, but they could count as Schools for choosing spells at a push. The WOM spells of Protection and Detection would fit into these Warrior-Wizard "schools".

The WOM Spells of Darkness are a bit harder to qualify, but WFRP 1st edition featured Illusion magic as a type of magic, different from Battle Magic and Elementalism, and this might be a suitable home for the School of Darkness.

Chaos Spells are all, essentially, Dark Magic. In WFRP, Daemonology was a type of Dark Magic, as was Necromancy. Thus the Necromancy spells fit as Chaos spells, as do the various Chaos Spells in AHQ and WHQ. Ice Magic is actually a type of magic used in Kislev, so that fine, and is pretty much a specialised form of Elementalism, which also has the Earth, Air, Fire, and Water spells from HQ. The Storm Master spells also fit in as another variant of Elementalism, mostly under Air Magic.

Orcs use their own magic derived from the Waaagh and their gods Gork and Mork, so that's the Orc Shaman spells dealt with, assuming you didn't want to just lump them in with Chaos spells since in HQ, Chaos and Orcs are closely linked.

That means we are left with the High Mage spells, which is essentially High Magic. Despite its name, High Magic is pretty destructive, and it can be hard to tell the difference between High Magic and Dark Magic, apart from what type of Elf is using it...

Now, if I recall correctly, Wood Elves use their own type of magic, so that covers Elf Magic nicely. In WFB, Wood Elves could also use Amber and Jade College magic too.

The 8 colleges of magic are Bright, Light, Amethyst, Grey, Celestial, Amber, Jade, and Gold magic. You can easily tie any of the various spells to Colleges if you wanted to, but it's often more fun to keep them seperate. But for those that don't know, the themes for each of the eight colleges are as follows:

Bright Magic is Fire Magic.
Light Magic is basically Holy or Clerical magic, opposing Necromancy, Daemonology, and providing healing and light.
Amethyst Magic is Death Magic, seen as a purified form of Necromancy, and therefore focused more on keeping the Dead, Dead.
Grey Magic is Shadow Magic, which is your basic illusion magic, as well as actual Darkness magic.
Celestial Magic is Star Magic, and deals with the heavens, divining, and fate or luck.
Amber Magic is Beast Magic, and deals with animals, nature and the savage aspects of the wild.
Jade Magic is Life Magic, and deals with life, healing, plants, nature, and the nurturing aspects of the wild.
Gold Magic is Metal Magic, and is basically arcane alchemy and similar forms of transmutation.

AHQ wizards use College Magic, essentially Bright Magic in the Base Game, and Light Magic in the expansion. Two WD articles also introduced Amethyst and Jade Magic to the game. It's a shame that GW never got around to showing off the other four types of magic, but there are some pretty competent guesses at what those spell books would look like too on various fan sites.

Realms of Sorcery for WFRP 1st Edition (Hogshead Reprint) saw the Colleges of Magic detailed further with unique spells, and both 2nd and 4th edition WFRP features Lore Magic based around the eight Colleges (and separate Divine lores for priests, so that's cool). College Magic made an appearance primarily in the Battle Magic expansion of WFB, and has been fairly constant since then, but typically remains tied to the Empire army in most cases.

Finally, the three Chaos gods, Tzeentch, Slaanesh, and Nurgle, are also known to have their own specialist lores of magic, but Khorne abhors magic, so has no such lore.

Everyone else pretty much uses either Battle Magic, with either High or Dark Magic, typically mixed with a few of their own unique spells, but these aren't often regarded as their own forms of magic in the setting.

(I am SO looking forward to covering Magic in RandoQuest, since we have three games, complete with three entirely different, and unique, magic systems and spell lists. That's going to be fun!)
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Re: Overview of the Old World

Postby Kurgan » March 14th, 2021, 5:02 pm

So it's been a fun time with the book, thanks for the recommendation. |_P I also skimmed through screenshots of 3rd edition (they really did try to fit the entire back-catalog of fantasy creatures in there!).

I've done a rough draft of "my" version of the world. While not necessary for writing quests, it was a fun time nonetheless... though I was missing my Fimirs in the later guide. It was fun to see how many of the generic fantasy ideas I was using were already present in some form or another, or that I could alter in interesting ways.

Also, I didn't see any insect-men, so I guess I'm just stealing that from D&D and of course Bigfoot from the historical documents (j/k).
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Re: Overview of the Old World

Postby j_dean80 » March 16th, 2021, 7:25 am

In regards to The Rescue from Dragao Brasil:

j_dean80 wrote:So who do you think Commander Chups is? There’s no description at all. Is he an Elf that despises the Dwarfs? A Commander from a different Dwarf Clan? A Chaos Dwarf? What are your thoughts?
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