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Mirander
02-04-2007, 12:25 AM
The lore and background behind Warhammer have long been an interest of mine, particularly the lore behind the wizards of the Empire. So, I figured I'd write up the lore behind the Bright Wizards, as my humble contribution to this board :D. This is out of memory, and paraphrased a little, but if you'd like the expanded background, including lore on the other Empire Orders, I'd recomend the WHRPG book 'Realms of Sorcery'.

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the Winds of Magic

All magic in the Warhammer World (except the magic of the Greenskins) is drawn from the eight Winds of Magic. The Winds blow out of the north, out of a tear in reality that leads to to place known by many names: the Kingdom of Morr, the Land of the Gods, the Realm of Chaos, but to mages, it's known as the Aethyr. The Aethyr is the birthplace of all gods and the source of all magic.

Within the Aethyr, magic is pure potential; it has the capacity to do or be absolutely anything. However, once the magic enters into the material world, the magic has a strange reaction when pure potential collides with the immutable laws of nature: the magic refracts, breaking into eight types, often described as 'colors' or 'winds' that are attracted to different things in the material world, thus limiting the scope of what each Wind is capable of. These Winds are named as follows: Aqshy the Red Wind, Azyr the Blue, Chamon the Yellow, Hysh the White, Ghyran the Green, Uglu the Grey, Ghur the Brown and Shyish the Purple.

Some beings, such as the Elves of Ulthuan and Naggaroth and the Slann of Lustria, are capable of either being able to use all eight Winds freely, or even recombining the Winds back into one power in the form or High or Dark Magic, but not Humans. Humans lack the mental, and indeed, spiritual strength to safely handle more than one Wind, any attempt to channel more than one results in Dark Magic, and in the mage's eventual corruption and damnation. So, when a person in the Empire is found to be Aethyrically attuned, they are taken in by the Colleges of Magic, and taught to use the single Wind that they are most attuned to.

Aqshy

Aqshy is the Red Wind, it is the Aethyr's manifestation of heat and fire in all its forms, both physical and metaphysical. Aqshy blows out of the north like a searing wind, attracted to all open flames, as well as active volcanos and the great deserts to the south. But it is also the representation of all the so-called firey emotions: anger, passion, courage, enthusiasm, and exuberance.

Lore of Fire

The form of magic that draws its power from Aqshy is known as the Lore of Fire. The Lore of Fire is the most overtly offensive of the Eight Lores. Its spells range from concentrated firey blasts, to swords conjured of pure flame, to massive, all-consuming infernos. More than any other Lore, Fire is truelly a weapon in the hand of its practitioner. Because of this, the users of the Lore of Fire make up many of the foremost battle mages within the Empire's armies.

Pyromancers

Physical Appearance

Humans are not suited for channeling magic as well as the Elves are, and due to this, no Human can use magic, even the relatively 'safe' magic of the Eight Lores, for any time and come out of it... unmarked. Long term use of magic causes Humans to change in certain physical and mental ways. In a sense, these are a very predictable form of the mutation that comes whenever you meddle with the stuff of Chaos.

In the case of the Pyromancers of Aqshy, there are numerous phsyical changes that may come over them. The one first noticed by most people would be the Bright Wizard's hair, which takes on a firey color of blond or red, and sometimes when the Wizard channels magic his hair will move like a flickering flame. There are also the strange markings that appear on the Pyromancer's arms and face; many mistake these as tatoos, but they did not come from a needle. Other marks include glowing eyes, feverish skin, extreme discomfort in cold or rain, or a faint scent of brimstone constantly surrounding him.

Mental State

Aqshy also leaves its mark on the Wizard's mind, and they come to exhibit all the emotions that Aqshy represents. The Bright Wizard is a passionate individual, quick to laugh, and even quicker to anger. This tendency to become angry and lose control is a dangerous trait in a person who is essentially a walking bomb, so Pyromancers practice a strict, almost militaristic form of discipline to keep themselves in control at all times. Of course, in the heat of battle, it's not uncommon for the wizard to lose control, and woe to their enemy when that happens.

Clothing and Equipment

Pyromancers wear robes of the color of flame, usually red, but sometimes orange or yellow. These robes are often sleeveless or with shorter sleeves, along with other designs that allow the Pyromancer a full range of movement in battle. The staves they carry are often topped with a censer or brazier that in battle burns with the flames of the Wizard's magic. Bright Wizards often become Battle Mages who serve in the Empire's armies, and thus it's not uncommon for Pyromancers to wear a sword or other servicable weapon at their side.

On their belts or chains around their necks, all full Pyromancers carry a set of seven keys; these are the Keys of Secrets, the symbol of the Bright Order. The Keys represent the different aspects of the Bright Wizard's training, and are a symbol of their rank and power.

the Bright College

The Bright College, along with the majority of the Colleges of Magic, are located within the Empire captial city of Altdorf. The Bright College is located in a part of the city that burned down in a city fire years ago. Although the fire happened so long ago, the ruins still smolder as though the flames had just been put out. Like many of the Colleges, the Bright College is magically hidden from the eyes of the common citizens of the Empire. Although normally invisible, on hot summer days the College may appear in the heat haze. The College itself is made of red stone, and consists of a number of towers surrounding inner courtyards. These towers are topped with ever-burning fires fed by the power of Aqshy.

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The Other Orders

Azyr

Celestial Wizards, or Astromancers, use Azyr with the Lore of Heavens. The powers given by Azyr are twofold; first, it gives the Wizard over weather and the sky, in battle the Astromancer calls down powerfull bolts of lightning and gusts of wind to strike his enemies, and the most powerfull Astromancers are capable of reaching beyond the atmosphere to bring down comets and meteors.

Their second, and more powerfull, ability is to use Azyr to see into the future. Astromancers are seers and astrologists without peer, who can look at how Azyr obstructs their view of the night sky, and from the stars they can and cannot see, are able to understand what the future brings. This is both their most powerfull gift and their greatest curse, for having seen the future, the Astromancer must learn to live with what he has seen.

Astromancer
-Physical: Hair turns white, eyes turn blue and glow very faintly.
-Mental: Can recieve random unimportant visions of the future, which can be distracting, can also become agitated if they aren't able to see the stars for an extended period of time, they also often tend to look like they're constantly daydreaming.
-Clothing/Equipment: Blue robe, often with images of celestial bodies sewn onto it, also carries telescopes and other stargazing equipment.

Chamon

Gold Wizards, or Alchemists, draw their power from the Lore of Metal. The magic of Chamon is the magic of transmutation, of changing an object from one thing to another. Legends abound of the Gold Wizards turning lead into gold, and these stories are both true and false. Alchemists are capable of changing the base elements of an item from one to another, but the matter resists these changes, and will eventually change back to its original element. On the other hand, a Gold Wizard would be able to permanently change, say, a human into a pig, because both humans and pigs are made of the same elements, simply arranged differently.

In battle, the Alchemist channels Chamon to changing things in his favor: flinging bolts of metal at his opponent, giving his ally's sword an unnaturally sharp edge, turning an enemy's armor to rust, or even petrifying an enemy as a stone statue.

Alchemist
-Physical: Their bodies may actually take on the properities of metal, taking on a golden sheen, generating a slight magnetic force, and so on and so forth.
-Mental: They become exceedingly logical and analytical.
-Clothing/Equipment: Gold or yellow robes, sometimes wear golden guantlets and masks, which some believe to be to hide the skin turning to gold, also carries potions and other alchemical items.

Hysh

The White Wizards, or Hierophants, use the spells of the Lore of Light. This magic is the manipulation of light, and all things that light represents: enlightenment, purity, and holiness. White Wizards are capable of concentrating light into a focused beam of destruction; they are also able to heal the sick or injured, and cast powerfull protective spells.

But the most powerfull of the Hierophant's abilities is his power to combat Chaos. White Wizards are powfull exorcists of Daemonic entities. By shining the light of Hysh upon them, Hierophants are able to save the daemonically posessed and send physically manifested Daemons screaming back into the hell that spawned them. Those Daemons that are too powefull to banish, the White Order will still endeavor to capture, and then seal them in an ancient vault located underneath the White College.

Hierophant
-Physical: Skin and hair becomes pale, and eyes may turn white and glow. Their very presense causes nearby light sources to shine brighter.
-Mental: White wizards become deeply philosophical.
-Clothing/Equipment: White robes, and sometimes golden cerimonial vestments that look almost priestly in nature

Ghyran

Jade Wizards, or Druids, channel the magic of the Lore of Life. Like the Hierophants of the White Order, Druids are also powerfull healers, being able to not only heal people, but even the very land itself; but their greatest power is their dominion over plant-life and water.

When a Jade Wizard goes to battle, the land itself comes to his aid: thorny vines burst from the ground to strike his enemies, geysers of boiling water gush forth at their feet, the very air around them will change, bringing forth the blistering heat of summer or the fridged temperatures of winter.

Druid
-Physical: Plantlife may start growing in their hair, their physical strength is affected by the changing of the seasons, and some can no longer stand the touch of metal.
-Mental: Druids become more nurturing, wishing to see everything grow and prosper
-Clothing/Equipment: Green robes, often go barefoot, carry and staff of living wood, and a sickle as the symbol of their order.

Uglu

Grey Wizards, or Shadowmancers, use the Wind Uglu to power the Lore of Shadows. Uglu is the Wind of deception, of the unseen and unknown, and the hidden. The Lore of Shadows gives the abilities of invisability, illusion, and unseen death.

With these powers, the Shadowmancers make up the greatest spy network in the Empire. So secret that not even the Emperor himself knows the full scope of their actions, Grey Wizards infiltrate those shadowy organizations that conspire to bring the Empire down from the inside. With their abilities as arcane spies and assassins, the Shadowmancers bring down these traitor organizations without anyone suspecting their presense.

Shadowmancer
-Phsyical: Face simply becomes more forgettable, eyes become grey and disturbing, their shadow acts unnaturally, and darkness is drawn to them.
-Mental: They don't trust others, and typically act secretive. They also tend to be wanderers.
-Clothing/Equipment: Wear grey robes, often with hoods, scarves, or hats to conceal their features, also often carry a sword as the symbol of their order.

Ghur

Amber Wizards, or Shamen, practice the Lore of Beasts. Ghur is the magic of wild places, of things that will not be contained by the walls of men. the Lore of Beasts gives Amber Wizards a bond with the creatures that make their home in these places. Their magic allows them to commune with the spirits of animals, summoning flocks of crows to attack thier enemies, calling the beasts of the wild to their side, and even allows the wizard to take the form of these animals to fight or travel.

Shamen patrol the wild forests of the Empire, and keep the Beastmen and other dark things that dwell there at manageable levels, protecting their home from corruption.

Shaman
-Phsyical: They become more feral, their nails begin to look like claws, their teeth become more pointed and predatory, and their hair becomes thicker.
-Mental: They feel a greater bond with animals than they do with other humans, and dislike traveling to civilized lands.
-Clothing/Equipment: Wear robes made of animal pelts, carry little totems and fetishes of animal bones, carry staves topped with large pieces of amber, and often carry bows and other hunting equipment.

Shyish

Amethyst Wizards, or the Brethren of Shyish, study the Lore of Death. Contrary to what many people believe, Amethyst Wizards are not Necromancers, and have no spells that raise the Undead, nor would they want them. the Order of Shyish embrace the certainty of death and all other endings, while Necromancers strive to prevent their own ending at all costs.

The magic of Shyish is the magic of time and the soul, of driving away or destroying the Undead, of causing a person or item to wither and age a decades worth in seconds, of draining a person of his vitality to empower the wizard, commune with the recently dead, and ripping a person's sould from his body, leaving behind the decaying husk.

Brother of Shyish
-Physical: Become pale and thin, almost skeletal, and are bald and beardless (though this may just be a tradition of the Order, and not a mutation).
-Mental: They lose all their fear of death, and also lose their ambition. They also become more and more silent as time goes on; not depressed, just silent.
-Clothing/Equipment: Wear robes of purple and black, and carry human bones marked with the symbols of their Order: the rose, the hourglass, and the scythe. Instead of a staff, Amethyst Wizards carry a scythe, as one of the symbols of their Order.

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Dabigbom
02-04-2007, 06:37 AM
great lore review

p.s although you could've insert some colours and make the headlines more interesting

Cranmer
02-04-2007, 08:28 AM
Very interesting. I wonder how lore is going to affect customization, for example will the hair color range from yellow to red only or will you be able to dye your robe with different colors than yellows and reds?

Mirander
02-04-2007, 12:04 PM
great lore review

p.s although you could've insert some colours and make the headlines more interesting

Done, and made a couple minor additions I'd forgotten.

Shaggy
02-04-2007, 12:59 PM
On their belts or chains around their necks, all full Pyromancers carry a set of seven keys; these are the Keys of Secrets, the symbol of the Bright Order. The Keys represent the different aspects of the Bright Wizard's training, and are a symbol of their rank and power.

Sounds alot like character progression for Bright Wizards. It would needed to be included with other things so, other players could defaintly see.

I thought it was a great right up. Maybe you should do one for all the winds.

luy22
02-04-2007, 01:38 PM
Good job man. Excellent work!

Mirander
02-04-2007, 01:43 PM
Sounds alot like character progression for Bright Wizards. It would needed to be included with other things so, other players could defaintly see.

Mythic's info on Bright Wizards actually makes mention of the Keys. It almost sounds like they're going to be part of the Wizard's game mechanics.

I thought it was a great right up. Maybe you should do one for all the winds.

Sure, why not. It's going to just be a quick blurb on the other Winds, rather than the full-blown overview I gave on Pyromancers.

Mirander
02-04-2007, 02:09 PM
Moved to first post

Dabigbom
02-09-2007, 04:04 AM
I'm adding a few extra details on how Bright Wizards are seen in the Warhammer World and some minor overviews. Hope none of you mind..

What is Pyromancy?

Pyromantic Thaumaturgy is the least subtle of the Lores of Magic in its effects. It involves the manipulation of heat and fire in every form. For this reason, practitoners of this type of magic are called Pyromancers or Bright Wizards, because of their ability to control and manipulate any manifestation (natural or magical) of the flame. As such, the magic of the Bright Order is considered the most specatacular, impressive, yet dangerous by the ordinary folk of the Empire.

Bright Magic

Spells woven from the Wind of Aqshy are aggresive, destructive and vigurous. From small firebolts to gigantic walls of fire, the Bright Wizards wield fire as any warrior that uses melee or ranged weapons. Therefore, Bright Magic is renowned for it's destructive potency within the battlefield.

Duties of a Bright Wizard

Bright Wizards often become skilled tacticians and strategists, thus being highly regarded by the nobility of the Empire when dealing with warfare problems. Also, Bright Wizards do more than just cast random fires at their enemies. They also frequently train in melee combat alongside military detachments and as a result, they are the most readily recognised of all Wizards. Thus, Bright Wizards know how to defend themselves when being engaged in melee combat.

Mentality of a Bright Wizard

Bright Wizards are by nature passionate, impulsive, hyperactive and quick to anger. This makes them sometimes bombastic as they are prone to spontaneuos mirth and are filled with a towering and genuine self-confidence, making them proud and sometimes arrogant.

How are Bright Wizards seen by the common folk of the Empire?

Very mixed indeed. Most people are filled with terror at the sight of a Bright Wizard's power. Some see them as heroes - Great Battle Wizards that fight alongside the troops of the Empire against all corners. But some see them as a risk, especially Nulners, where Bright Wizards are feared (because of the abundance of black gunpowder in Nuln) and loved (for Nuln Gunpowder Engineers and Alchemists have a deep respect for pyrotechnics).

I'll continue this guide later on, giving you more insights on how the life of an apprentice Bright Wizard is and will give you guys a quick tour of the Bright College grounds and buildings.

p.s Big thanks to the Realm of Sorcery RP book for inspiration :D

Acridx
02-09-2007, 02:08 PM
thanx for all the info....you guys rock.
\m/:twisted:\m/

Nethunz
02-13-2007, 04:59 PM
wow this is some very cool information on the magic abilities of the eight colleges of magic. Thanks for writing up this info it is very interesting.

Prophet
02-17-2007, 06:00 PM
great post. Well I know this is not completely on topic I have a question. When I was looking at the wood elves to see how possible they would be for an expansion i came across a spell singer who can only use spells from the lore of Athel Loren. What exactly is the lore of Athel Loren?

Ken
02-19-2007, 06:11 AM
Man I remember when my friends first told me about Warhammer... we were going to do a roleplaying session on them and I asked how the casters were in the setting.

My friend said "Well. Everyone in Warhammer can pretty much fight...some of them can just cast fireballs."

I definitely did a huge mental salute off that.

wis
02-28-2007, 05:36 AM
Nice info! Now having a Gold Wizard instead of a Bright Wizard in War, that would have been interesting and cool! There is a reason why the Supreme Patriarch of the Colleges of Magic is a Gold Wizard! and not a Bright Wizard!

Ashnari Doomsong
03-06-2007, 07:20 AM
Well, yes. Thyrus got overconfident and let Balthazar halt him with some pretty simple tricks. It's the rash Red Wind versus the methodical Yellow Wind, and the former had held the position for fourteen years, if I recall correctly, and was bloated on his previous victories.

EDIT: Also, the Lore of Athel Loren is, IMHO, a strange form of Dhar(or Qhaysh, might be that, too) which has been heavily influenced by its origin. Remember, the big forest is practically another Chaos Waste when talking about magic in the air. Being former Asur, the Spellsingers will have known how to weave their magic by Qhaysh, but it is changed, tainted if you will, by Athel Loren.

As for Athel Loren itself, it's something of an anomaly.

StringFellow
04-03-2007, 04:21 PM
i cant wait to burn some stuff down lol

Oasis
04-03-2007, 05:42 PM
[quote=Mirander;230107]Ghyran
Jade Wizards, or Druids, channel the magic of the Lore of Life. Like the Hierophants of the White Order, Druids are also powerfull healers, being able to not only heal people, but even the very land itself; but their greatest power is their dominion over plant-life and water.When a Jade Wizard goes to battle, the land itself comes to his aid: thorny vines burst from the ground to strike his enemies, geysers of boiling water gush forth at their feet, the very air around them will change, bringing forth the blistering heat of summer or the fridged temperatures of winter.
Ghur
Amber Wizards, or Shamen, practice the Lore of Beasts. Ghur is the magic of wild places, of things that will not be contained by the walls of men. the Lore of Beasts gives Amber Wizards a bond with the creatures that make their home in these places. Their magic allows them to commune with the spirits of animals, summoning flocks of crows to attack thier enemies, calling the beasts of the wild to their side, and even allows the wizard to take the form of these animals to fight or travel.Shamen patrol the wild forests of the Empire, and keep the Beastmen and other dark things that dwell there at manageable levels, protecting their home from corruption. [quote]
wow these 2 seem pretty cool..like changing into a tiger or lion or something..RAWR

Dabigbom
04-04-2007, 07:26 AM
wow these 2 seem pretty cool..like changing into a tiger or lion or something..RAWR

Druids and Shamans.........NO THANK YOU!

I would prefer though to play an Amethyst Wizard in a future expansion for WAR.

Amethyst Wizards, or the Brethren of Shyish, study the Lore of Death. Contrary to what many people believe, Amethyst Wizards are not Necromancers, and have no spells that raise the Undead, nor would they want them. the Order of Shyish embrace the certainty of death and all other endings, while Necromancers strive to prevent their own ending at all costs.

The magic of Shyish is the magic of time and the soul, of driving away or destroying the Undead, of causing a person or item to wither and age a decades worth in seconds, of draining a person of his vitality to empower the wizard, commune with the recently dead, and ripping a person's sould from his body, leaving behind the decaying husk.

Theurgist/Spiritist classes are sooo wykid!

Scion
04-04-2007, 09:01 PM
Druids and Shamans.........NO THANK YOU!

I would prefer though to play an Amethyst Wizard in a future expansion for WAR.

Theurgist/Spiritist classes are sooo wykid!

I thoroughly agree, I would give my first born son for an Amethyst Wizard with some awesome lore and crowd-controlling spells :cool:

Dabigbom
04-06-2007, 01:47 AM
Amethyst Wizard TT Model (http://uk.games-workshop.com/storefront/newimage.asp?Size=A&Img=253709)

That scythe looks sooo fr00gen KOOL!

Atavistic
04-07-2007, 02:43 PM
When i read the words "brown wind" i almost fell off my chair (I know it's nbot THAT funny but i wasn't expecting it) i seem to remember in the game "shadow of the horned rat" the first wizard to join your team was of the amber order *skewers rat ogre with ethereal spear*

This thread should be stickied, due to it's containing useful information and being helpful to any RPing bw's.

someguysteve
04-07-2007, 03:57 PM
Bright wizards sounds pretty damn interesting. The more I hear about each of the classes the more I want to play them. Think you can have 23 alts on one account?

The "mutation" bit is really interesting. How do other wizards change through the use of their abilities?

Dabigbom
04-07-2007, 04:07 PM
I must say that Marauders really impress me with that mutation ability, but imo being Chaos is too clichee nowadays. Like "LOOKIT MAH CRAB CLAWZ! *KLACK* *KLACK*" is something I prefer NOT to hear from a Chaos player.....

On topic, How do other wizards change through the use of their abilities? Empire Wizards are of various apparel and abilities because of the order they follow.

For example, Bright Wizards are insane pyromaniacs, Amethyst Wizards are weird theurgists, Gold Wizards are crazy alchemists, Jade Wizards are peaceful druids, Amber Wizards also resemble druids, but in a more feral way...

I hope that Bright Wizards will have a wide array of apparel changing options ranging from charred skin covered with glowing red tattoos, burning eyes, fiery hair, big red mustaches or goatees or even beards, lots of flaming skulls, smoked hands and other even more pyromaniac "delicatessen"....

Mirander
04-07-2007, 06:38 PM
Added to first post

Dabigbom
04-08-2007, 02:59 AM
Here's a short list of their physical and mental mutations. While I'm at it, I'll also throw in a brief description of their clothes and equipment. As before, all this is from the 'Realms of Sorcery' book:

Astromancer
-Physical: Hair turns white, eyes turn blue and glow very faintly.
-Mental: Can recieve random unimportant visions of the future, which can be distracting, can also become agitated if they aren't able to see the stars for an extended period of time, they also often tend to look like they're constantly daydreaming.
-Clothing/Equipment: Blue robe, often with images of celestial bodies sewn onto it, also carries telescopes and other stargazing equipment.

Alchemist
-Physical: Their bodies may actually take on the properities of metal, taking on a golden sheen, generating a slight magnetic force, and so on and so forth.
-Mental: They become exceedingly logical and analytical.
-Clothing/Equipment: Gold or yellow robes, sometimes wear golden guantlets and masks, which some believe to be to hide the skin turning to gold, also carries potions and other alchemical items.

Hierophant
-Physical: Skin and hair becomes pale, and eyes may turn white and glow. Their very presense causes nearby light sources to shine brighter.
-Mental: White wizards become deeply philosophical.
-Clothing/Equipment: White robes, and sometimes golden cerimonial vestments that look almost priestly in nature

Druid
-Physical: Plantlife may start growing in their hair, their physical strength is affected by the changing of the seasons, and some can no longer stand the touch of metal.
-Mental: Druids become more nurturing, wishing to see everything grow and prosper
-Clothing/Equipment: Green robes, often go barefoot, carry and staff of living wood, and a sickle as the symbol of their order.

Shadowmancer
-Phsyical: Face simply becomes more forgettable, eyes become grey and disturbing, their shadow acts unnaturally, and darkness is drawn to them.
-Mental: They don't trust others, and typically act secretive. They also tend to be wanderers.
-Clothing/Equipment: Wear grey robes, often with hoods, scarves, or hats to conceal their features, also often carry a sword as the symbol of their order.

Shaman
-Phsyical: They become more feral, their nails begin to look like claws, their teeth become more pointed and predatory, and their hair becomes thicker.
-Mental: They feel a greater bond with animals than they do with other humans, and dislike traveling to civilized lands.
-Clothing/Equipment: Wear robes made of animal pelts, carry little totems and fetishes of animal bones, carry staves topped with large pieces of amber, and often carry bows and other hunting equipment.

Brother of Shyish
-Physical: Become pale and thin, almost skeletal, and are bald and beardless (though this may just be a tradition of the Order, and not a mutation).
-Mental: They lose all their fear of death, and also lose their ambition. They also become more and more silent as time goes on; not depressed, just silent.
-Clothing/Equipment: Wear robes of purple and black, and carry human bones marked with the symbols of their Order: the rose, the hourglass, and the scythe. Instead of a staff, Amethyst Wizards carry a scythe, as one of the symbols of their Order.

Couldn't have said it better myself....

And to sum up:

Pyromancer
-Physical: Their skin looks like it is burnt, almost charred, hair almost looks like it's constantly on fire, eyes are glowing flame red, red tattoos cover their arms and their hands are either on fire or always emanating a black smoke.
-Mental: They become impulsive, hyperactive and quick to anger.
-Clothing/Equipment: Wear robes of orange and red with flame patterns and decorations on the sides, black gauntlets around their wrists and they sometimes carry a flaming key-like amulet (Key of Secrets, the symbol of the Bright Order) around their neck or belt. They always carry a staff marked with random symbols caught on fire (Skull on Fire or a small dragon symbol which breathes fire etc), but they can also carry small daggers/maces or even conjure a flaming sword to better help them in melee combat.

Gorlak
04-22-2007, 03:30 PM
WoW! I'm almost sure that I'll drop my orc soon...

Azrayne2.0
04-23-2007, 03:09 AM
WoW! I'm almost sure that I'll drop my orc soon...

I know how you feel, I've been holding out on making a final decision on what class I want to play until we see the dark elf classes, but more and more I find I'm pretty sick of elves anyway, and I 'love' fire, offensive spellcasters, huge numbers, AoE spells and all around the burning and blowing up of everything within eyesight.

There's a little bit of pyromania in all of us :D

Dallyoop
07-17-2007, 02:36 PM
please sticky this! this is awesome info!

Kilrogg-WHA
07-24-2007, 06:21 PM
Stickzored.

Anyway feel free to edit your original post to make it a ginormous post containing all the info if you want :).

Origomar
03-02-2008, 08:39 PM
Is there any background info on how the bright wizards are trained? How the 7 keys help them and just general background on what it takes to be a bright wizard besides being able to use magic? I liked the thing mirander set up but it really didnt talk about WHAT the bright wizards did or how they did it , it just described what they looked like and how they acted.

For instance i want to know what the bright colledge is like :D what they do at the bright colledge why is it so exclusive to the public eyes?

Mirander
03-02-2008, 11:57 PM
Is there any background info on how the bright wizards are trained? How the 7 keys help them and just general background on what it takes to be a bright wizard besides being able to use magic? I liked the thing mirander set up but it really didnt talk about WHAT the bright wizards did or how they did it , it just described what they looked like and how they acted.

For instance i want to know what the bright colledge is like :D what they do at the bright colledge why is it so exclusive to the public eyes?

Well, let me see if I can't answer a couple of these:

-The Seven Keys don't really help them, rather, they are symbols that show that the Bright Wizard has completed the various aspects of their training. It's never really specified what those specific aspects are, but I would hypothesize that they cover things such as various ways of using the Lore of Fire, perhaps the 'basics' of magic like simply being able to channel and seeing through witchsight (being able to 'see' the Winds of Magic), and perhaps even more mundane subjects like the study of tactics, strategy, and armed combat.

-As for what it takes to be a Bright Wizard, well, two things really:
1: able to use magic
2: for the mage that discovered him to sense he has some sort of affinity for Aqshy (being particularly hot-tempered, perhaps being a bit of a pyro, or perhaps he blindly managed to channel Aqshy on his own). It's also possible that the prospective apprentice realizes his own affinity for one lore or another, but it's unlikely, given the public's ignorance about magic.

-As for why the Bright College (and, indeed, all the colleges) is so private, again, two major reasons comes to mind:
1: you've got a lot of students struggling to master powers that man wasn't meant to have, and older wizards performing dangerous experiments, it's simply not safe for the public to be there. Remember, not everyone that goes to learn at the colleges becomes a full wizard, but none of them ever drop out.
2: the general populace hates and fears magic, but the people can't riot against the wizards if they can't find them. It simply prevents the chance of bloodshed on all sides if they stay hidden.

Origomar
03-03-2008, 03:08 PM
Cool thank you :D
But when you say that even though they might not ever become full wizards...and they might never leave the academy do you mean they kill them if they arent able to become a full wizard?

Scion
03-03-2008, 04:56 PM
Cool thank you :D
But when you say that even though they might not ever become full wizards...and they might never leave the academy do you mean they kill them if they arent able to become a full wizard?

What he meant, I believe, is you either become a full wizard or blow yourself up in the process. Or go mad. Or try to set a whole block on fire, which is a bit of both. Any one of them is more than possible. I doubt the bright academy has need for enforcers, just a good clean up crew after the wizardling "fails." It's my understanding that you get as much time as is required to complete your tests and become a full wizard, human wizards especially are few and far inbetween in the grand scheme of things and can't be killed off easily enough anyway.

Also, just about the Keys. My understanding of them at this point, in terms of game-play, is to signify which speciality the wizard has chosen (incineration, conflagration, etc.) I haven't read about them in some time, but reading Mirander's post and the little bits I remember, in-game they'll signify stages of learning (levels), which mastery you've chosen, or something of aesthetic value. Though, in none of the screenshots of bright wizards and in none of the gameplay footage have I seen anything like keys hanging from the bright wizards person. Feel free, anyone who reads this, to prove me wrong here.

Origomar
03-03-2008, 06:16 PM
Your guild i reconize it from another game..Movie battles 2? a mod for a JKA game? Do you know anything about that because either its a very odd coincidence or its a cross game clan/guild...

Lev
04-20-2008, 12:39 PM
Aaaaaaand I just decided to be a Bright Wizard!

Lev
04-23-2008, 07:15 PM
Found the Book you mentioned in the OP. Been reading through it and it's VERY cool to say the least. :eek:

ShiBByLLaMa
04-26-2008, 06:05 PM
Wow, this might have swayed me to bright wizards, but I'll wait on a final decision. Very cool post, though. All the other types of wizards look really cool, too. It would be very sweet to see some of them in expansions.

seirios
05-15-2008, 08:34 PM
astromancer, white wiz, druid > shadowmancer, amethyst wiz > bright wiz > shaman > gold wiz

lets just hope they'll put them in the next expansion.
tho i doubt they'll add so many classes to each race ;p

Pyromancer
06-04-2008, 01:45 PM
I Can't Wait ! I Just Have To Play Bright Wizard Noooooooowhh!

Jtmk
06-04-2008, 06:57 PM
So what about wizards religion? Do they stop believing in sigmar right away as they enter college? Or do they believe in Sigmar, Morr or any other god? Does wizards support the heretical thinking that Chaos is force of nature nor makings of Dark Gods? That chaos isin't evil like fire isin't evil even it burns city down?

Bastien
06-06-2008, 12:21 AM
I'm highly interested in the possibility of spell or morale ability where your sword ignites for a short period (15-30 seconds or so) and you become a decent short-term melee fighter. The lore is perfect for this --> I've seen mention of blazing swords and BWs training for combat along side the regulars.

Mirander
06-06-2008, 06:59 PM
So what about wizards religion? Do they stop believing in sigmar right away as they enter college? Or do they believe in Sigmar, Morr or any other god? Does wizards support the heretical thinking that Chaos is force of nature nor makings of Dark Gods? That chaos isin't evil like fire isin't evil even it burns city down?

From what I've read, wizards tend not to be terribly religious; they may respect the gods, and utter the occasional prayer, but that's about it. Two reasons for this; first of all, the Colleges were founded by the high elf Teclis, and so they have the elves understanding of magic, Chaos, and the gods (including that the gods aren't creators or eternal beings, but rather entities created by the force of mortals' beliefs affecting the aethyr); and second, as something of a precautionary measure, as being magically gifted, as well as being particularly fanatical about in their faith, could cause the mages to start channeling divine magic, as warrior priests do, and finding yourself channeling magic in two different ways at the same time could have odd side-effects.

That said, some of the Colleges do have relationships with some churches, like the jade wizards with some of the nature religions, or the amethyst wizards with the church of Morr, god of the dead.

Brad the terrible
06-06-2008, 07:58 PM
This is a very insightful thread. I commend you.

One thing I would like to know though is what makes the chaos Human's such as the Magus better at controlling magic then those of the colleges. The Tzeenetchian mages seem to have a much broader spectrum of control over the winds of magic.

In extreme cases Tzeentch spawns the extremely powerful mages such as Egrimm Von Horstman. http://uk.games-workshop.com/hordesofchaos/special-characters/5/
Do the empire have any prominent mages that really stand out among others?

Even Tzeentch's Chosen are incredibly gifted when it comes to magic.
http://uk.games-workshop.com/hordesofchaos/special-characters/2/


Also I would like to know how the forces of Tzeentch compare to the High elves and the Dark elves when it comes to magic. If anyone could answer these questions I would appreciate it.

Bastien
06-06-2008, 10:56 PM
Personally, I haven't taken any regard to Warhammer lore before my interest in this game, but I have been reading up about an hour each night. I came across this information (http://warhammeronline.wikia.com/wiki/Thyrus_Gormann) on HammerWiki.

Thyrus Gormann isn't a prodigy or anything supernatural like Egrimm van Horstmann, but rather appears to have achieved through hard work and dedication. Also, he looks quite dangerous, and is currently my desktop background. This bloke (http://who.gamemeca.com/ftp_data/community/section_auto/b_who_unit/72_14-big-silentw.gif) - Balthasar Gelt - is the current Supreme Patriarch, beat out Thyrus for that position, and looks quite mean himself.

I would say that Master Wizards of the Empire's Colleges of Magic constitute the prominent and powerful mages *obviously* :D

Mandy
06-17-2008, 03:41 PM
We need to see more female wizards, of any type, IMO ;) All these guy sure too badass and what have you, but let's see some more hot and powerful chicks too!

Bright Wizard is my 2nd choice class as of right now (Archmade being first) but I def. want to try it out!

Pyronius
07-31-2008, 06:09 AM
Thank you so much for posting this Mirander! :D

Deathman
08-10-2008, 08:08 AM
I am hungry for any new info about Bright Wizards keep up with a good work

Enelysios
08-12-2008, 10:12 AM
Also, just about the Keys. My understanding of them at this point, in terms of game-play, is to signify which speciality the wizard has chosen (incineration, conflagration, etc.) I haven't read about them in some time, but reading Mirander's post and the little bits I remember, in-game they'll signify stages of learning (levels), which mastery you've chosen, or something of aesthetic value. Though, in none of the screenshots of bright wizards and in none of the gameplay footage have I seen anything like keys hanging from the bright wizards person. Feel free, anyone who reads this, to prove me wrong here.

Look at the 2007 concept art, trophy selections and empire. There is a red and gold key that looks very much like some of the bright-wizard symbols.

According to official statements, the keys are lores and techniques that the high elves deemed too risky to ever use. The bright wizards have no worries about such things and use them to enhance their abilities. Thats why they can put out magic damage that would suprise even an elf.

Azerael Daemon
08-12-2008, 10:28 AM
Thanks for posting this, as a fan of the game only, i often feel isolated when people refer to the lore and how it should effect the game, and this was one of the pieces of the lore i was most intrested in.

Also some of those would be nice to see in the game. A Hieroplant, and especially the Astromancer could add nice roles in the game, and could be implemented 2-3 expansions down the line.

Syphon874
08-17-2008, 02:36 PM
The lore and background behind Warhammer have long been an interest of mine, particularly the lore behind the wizards of the Empire. So, I figured I'd write up the lore behind the Bright Wizards, as my humble contribution to this board :D. This is out of memory, and paraphrased a little, but if you'd like the expanded background, including lore on the other Empire Orders, I'd recomend the WHRPG book 'Realms of Sorcery'.

---------------------------------------------------------------------------------------

the Winds of Magic

All magic in the Warhammer World (except the magic of the Greenskins) is drawn from the eight Winds of Magic. The Winds blow out of the north, out of a tear in reality that leads to to place known by many names: the Kingdom of Morr, the Land of the Gods, the Realm of Chaos, but to mages, it's known as the Aethyr. The Aethyr is the birthplace of all gods and the source of all magic.

Within the Aethyr, magic is pure potential; it has the capacity to do or be absolutely anything. However, once the magic enters into the material world, the magic has a strange reaction when pure potential collides with the immutable laws of nature: the magic refracts, breaking into eight types, often described as 'colors' or 'winds' that are attracted to different things in the material world, thus limiting the scope of what each Wind is capable of. These Winds are named as follows: Aqshy the Red Wind, Azyr the Blue, Chamon the Yellow, Hysh the White, Ghyran the Green, Uglu the Grey, Ghur the Brown and Shyish the Purple.

Some beings, such as the Elves of Ulthuan and Naggaroth and the Slann of Lustria, are capable of either being able to use all eight Winds freely, or even recombining the Winds back into one power in the form or High or Dark Magic, but not Humans. Humans lack the mental, and indeed, spiritual strength to safely handle more than one Wind, any attempt to channel more than one results in Dark Magic, and in the mage's eventual corruption and damnation. So, when a person in the Empire is found to be Aethyrically attuned, they are taken in by the Colleges of Magic, and taught to use the single Wind that they are most attuned to.

Aqshy

Aqshy is the Red Wind, it is the Aethyr's manifestation of heat and fire in all its forms, both physical and metaphysical. Aqshy blows out of the north like a searing wind, attracted to all open flames, as well as active volcanos and the great deserts to the south. But it is also the representation of all the so-called firey emotions: anger, passion, courage, enthusiasm, and exuberance.

Lore of Fire

The form of magic that draws its power from Aqshy is known as the Lore of Fire. The Lore of Fire is the most overtly offensive of the Eight Lores. Its spells range from concentrated firey blasts, to swords conjured of pure flame, to massive, all-consuming infernos. More than any other Lore, Fire is truelly a weapon in the hand of its practitioner. Because of this, the users of the Lore of Fire make up many of the foremost battle mages within the Empire's armies.

Pyromancers

Physical Appearance

Humans are not suited for channeling magic as well as the Elves are, and due to this, no Human can use magic, even the relatively 'safe' magic of the Eight Lores, for any time and come out of it... unmarked. Long term use of magic causes Humans to change in certain physical and mental ways. In a sense, these are a very predictable form of the mutation that comes whenever you meddle with the stuff of Chaos.

In the case of the Pyromancers of Aqshy, there are numerous phsyical changes that may come over them. The one first noticed by most people would be the Bright Wizard's hair, which takes on a firey color of blond or red, and sometimes when the Wizard channels magic his hair will move like a flickering flame. There are also the strange markings that appear on the Pyromancer's arms and face; many mistake these as tatoos, but they did not come from a needle. Other marks include glowing eyes, feverish skin, extreme discomfort in cold or rain, or a faint scent of brimstone constantly surrounding him.

Mental State

Aqshy also leaves its mark on the Wizard's mind, and they come to exhibit all the emotions that Aqshy represents. The Bright Wizard is a passionate individual, quick to laugh, and even quicker to anger. This tendency to become angry and lose control is a dangerous trait in a person who is essentially a walking bomb, so Pyromancers practice a strict, almost militaristic form of discipline to keep themselves in control at all times. Of course, in the heat of battle, it's not uncommon for the wizard to lose control, and woe to their enemy when that happens.

Clothing and Equipment

Pyromancers wear robes of the color of flame, usually red, but sometimes orange or yellow. These robes are often sleeveless or with shorter sleeves, along with other designs that allow the Pyromancer a full range of movement in battle. The staves they carry are often topped with a censer or brazier that in battle burns with the flames of the Wizard's magic. Bright Wizards often become Battle Mages who serve in the Empire's armies, and thus it's not uncommon for Pyromancers to wear a sword or other servicable weapon at their side.

On their belts or chains around their necks, all full Pyromancers carry a set of seven keys; these are the Keys of Secrets, the symbol of the Bright Order. The Keys represent the different aspects of the Bright Wizard's training, and are a symbol of their rank and power.

the Bright College

The Bright College, along with the majority of the Colleges of Magic, are located within the Empire captial city of Altdorf. The Bright College is located in a part of the city that burned down in a city fire years ago. Although the fire happened so long ago, the ruins still smolder as though the flames had just been put out. Like many of the Colleges, the Bright College is magically hidden from the eyes of the common citizens of the Empire. Although normally invisible, on hot summer days the College may appear in the heat haze. The College itself is made of red stone, and consists of a number of towers surrounding inner courtyards. These towers are topped with ever-burning fires fed by the power of Aqshy.

------------------------------------------------------------------------------------------

The Other Orders

Azyr

Celestial Wizards, or Astromancers, use Azyr with the Lore of Heavens. The powers given by Azyr are twofold; first, it gives the Wizard over weather and the sky, in battle the Astromancer calls down powerfull bolts of lightning and gusts of wind to strike his enemies, and the most powerfull Astromancers are capable of reaching beyond the atmosphere to bring down comets and meteors.

Their second, and more powerfull, ability is to use Azyr to see into the future. Astromancers are seers and astrologists without peer, who can look at how Azyr obstructs their view of the night sky, and from the stars they can and cannot see, are able to understand what the future brings. This is both their most powerfull gift and their greatest curse, for having seen the future, the Astromancer must learn to live with what he has seen.

Astromancer
-Physical: Hair turns white, eyes turn blue and glow very faintly.
-Mental: Can recieve random unimportant visions of the future, which can be distracting, can also become agitated if they aren't able to see the stars for an extended period of time, they also often tend to look like they're constantly daydreaming.
-Clothing/Equipment: Blue robe, often with images of celestial bodies sewn onto it, also carries telescopes and other stargazing equipment.

Chamon

Gold Wizards, or Alchemists, draw their power from the Lore of Metal. The magic of Chamon is the magic of transmutation, of changing an object from one thing to another. Legends abound of the Gold Wizards turning lead into gold, and these stories are both true and false. Alchemists are capable of changing the base elements of an item from one to another, but the matter resists these changes, and will eventually change back to its original element. On the other hand, a Gold Wizard would be able to permanently change, say, a human into a pig, because both humans and pigs are made of the same elements, simply arranged differently.

In battle, the Alchemist channels Chamon to changing things in his favor: flinging bolts of metal at his opponent, giving his ally's sword an unnaturally sharp edge, turning an enemy's armor to rust, or even petrifying an enemy as a stone statue.

Alchemist
-Physical: Their bodies may actually take on the properities of metal, taking on a golden sheen, generating a slight magnetic force, and so on and so forth.
-Mental: They become exceedingly logical and analytical.
-Clothing/Equipment: Gold or yellow robes, sometimes wear golden guantlets and masks, which some believe to be to hide the skin turning to gold, also carries potions and other alchemical items.

Hysh

The White Wizards, or Hierophants, use the spells of the Lore of Light. This magic is the manipulation of light, and all things that light represents: enlightenment, purity, and holiness. White Wizards are capable of concentrating light into a focused beam of destruction; they are also able to heal the sick or injured, and cast powerfull protective spells.

But the most powerfull of the Hierophant's abilities is his power to combat Chaos. White Wizards are powfull exorcists of Daemonic entities. By shining the light of Hysh upon them, Hierophants are able to save the daemonically posessed and send physically manifested Daemons screaming back into the hell that spawned them. Those Daemons that are too powefull to banish, the White Order will still endeavor to capture, and then seal them in an ancient vault located underneath the White College.

Hierophant
-Physical: Skin and hair becomes pale, and eyes may turn white and glow. Their very presense causes nearby light sources to shine brighter.
-Mental: White wizards become deeply philosophical.
-Clothing/Equipment: White robes, and sometimes golden cerimonial vestments that look almost priestly in nature

Ghyran

Jade Wizards, or Druids, channel the magic of the Lore of Life. Like the Hierophants of the White Order, Druids are also powerfull healers, being able to not only heal people, but even the very land itself; but their greatest power is their dominion over plant-life and water.

When a Jade Wizard goes to battle, the land itself comes to his aid: thorny vines burst from the ground to strike his enemies, geysers of boiling water gush forth at their feet, the very air around them will change, bringing forth the blistering heat of summer or the fridged temperatures of winter.

Druid
-Physical: Plantlife may start growing in their hair, their physical strength is affected by the changing of the seasons, and some can no longer stand the touch of metal.
-Mental: Druids become more nurturing, wishing to see everything grow and prosper
-Clothing/Equipment: Green robes, often go barefoot, carry and staff of living wood, and a sickle as the symbol of their order.

Uglu

Grey Wizards, or Shadowmancers, use the Wind Uglu to power the Lore of Shadows. Uglu is the Wind of deception, of the unseen and unknown, and the hidden. The Lore of Shadows gives the abilities of invisability, illusion, and unseen death.

With these powers, the Shadowmancers make up the greatest spy network in the Empire. So secret that not even the Emperor himself knows the full scope of their actions, Grey Wizards infiltrate those shadowy organizations that conspire to bring the Empire down from the inside. With their abilities as arcane spies and assassins, the Shadowmancers bring down these traitor organizations without anyone suspecting their presense.

Shadowmancer
-Phsyical: Face simply becomes more forgettable, eyes become grey and disturbing, their shadow acts unnaturally, and darkness is drawn to them.
-Mental: They don't trust others, and typically act secretive. They also tend to be wanderers.
-Clothing/Equipment: Wear grey robes, often with hoods, scarves, or hats to conceal their features, also often carry a sword as the symbol of their order.

Ghur

Amber Wizards, or Shamen, practice the Lore of Beasts. Ghur is the magic of wild places, of things that will not be contained by the walls of men. the Lore of Beasts gives Amber Wizards a bond with the creatures that make their home in these places. Their magic allows them to commune with the spirits of animals, summoning flocks of crows to attack thier enemies, calling the beasts of the wild to their side, and even allows the wizard to take the form of these animals to fight or travel.

Shamen patrol the wild forests of the Empire, and keep the Beastmen and other dark things that dwell there at manageable levels, protecting their home from corruption.

Shaman
-Phsyical: They become more feral, their nails begin to look like claws, their teeth become more pointed and predatory, and their hair becomes thicker.
-Mental: They feel a greater bond with animals than they do with other humans, and dislike traveling to civilized lands.
-Clothing/Equipment: Wear robes made of animal pelts, carry little totems and fetishes of animal bones, carry staves topped with large pieces of amber, and often carry bows and other hunting equipment.

Shyish

Amethyst Wizards, or the Brethren of Shyish, study the Lore of Death. Contrary to what many people believe, Amethyst Wizards are not Necromancers, and have no spells that raise the Undead, nor would they want them. the Order of Shyish embrace the certainty of death and all other endings, while Necromancers strive to prevent their own ending at all costs.

The magic of Shyish is the magic of time and the soul, of driving away or destroying the Undead, of causing a person or item to wither and age a decades worth in seconds, of draining a person of his vitality to empower the wizard, commune with the recently dead, and ripping a person's sould from his body, leaving behind the decaying husk.

Brother of Shyish
-Physical: Become pale and thin, almost skeletal, and are bald and beardless (though this may just be a tradition of the Order, and not a mutation).
-Mental: They lose all their fear of death, and also lose their ambition. They also become more and more silent as time goes on; not depressed, just silent.
-Clothing/Equipment: Wear robes of purple and black, and carry human bones marked with the symbols of their Order: the rose, the hourglass, and the scythe. Instead of a staff, Amethyst Wizards carry a scythe, as one of the symbols of their Order.

----------------------------------------------------------------------

What Mage uses POOP magic? Like the old Plagye Lord!!! I got that magic in my pants now!!!

Goosey_J
08-18-2008, 02:51 PM
This is a very insightful thread. I commend you.

One thing I would like to know though is what makes the chaos Human's such as the Magus better at controlling magic then those of the colleges. The Tzeenetchian mages seem to have a much broader spectrum of control over the winds of magic.

In extreme cases Tzeentch spawns the extremely powerful mages such as Egrimm Von Horstman. http://uk.games-workshop.com/hordesofchaos/special-characters/5/
Do the empire have any prominent mages that really stand out among others?

Even Tzeentch's Chosen are incredibly gifted when it comes to magic.
http://uk.games-workshop.com/hordesofchaos/special-characters/2/


Also I would like to know how the forces of Tzeentch compare to the High elves and the Dark elves when it comes to magic. If anyone could answer these questions I would appreciate it.

I believe I can answer this for you.

In Warhammer, there are two main types of what we would call "magic". The first is Arcane Magic. Arcane Magic is ANY kind of magic which utilises the 8 winds, or any kind of combination of those 8 winds (including both High and Dark magic). Arcane magic requires the user to be both knowledgeable in his chosen field, and disciplined, for all Arcane magic requires the caster to be versed in the language of the Aethyr (or Warp), which is called "Anoqeyan".
Anoqeyan is what allows spell casters to, well cast their spells. It is an incomprehensibly difficult language, and a mage will spend most of his career trying to further his understanding chosen field of Arcane magic by mastering the Anoqeyan to control it. Humans have only the basic grasp of Anoqeyan, as their minds are not sufficient enough to deal with the immense pressure of the winds of magic. Elves, on the other hand, have an advanced understanding of Anoqeyan, as they have the mindset and discipline (and not to mention the massive lifespan) needed to control it to a greater degree. The servants of the Old Ones, the Slann, have an almost absolute understanding of Anoqeyan. It is for the this reason why the Slann are unparalleled at spell casting - they simply understand the Aethyr to a degree that no other creature ever could. Pays to be a servant of the Old Ones, in that regard.

The second type of magic is Divine magic. This is much easier to understand and control, in comparison. Divine magic can be utilised by anyone, regardless of their affinity to the winds of magic. All Divine magic takes is faith in one of Warp deities (be it pious Sigmar or one of the Ruinous Powers). If one is faithful enough, utterly devoted both body and soul to their deity, then they can become a "vessel" if you will, for magic to be channelled through directly from their deity, or an aspect of their deity (daemon, in other words). So when Sigmar's priests work their supposed "miracles", all that is actually happening is their faith is so strong and their belief so unyielding, that Sigmar (or the warp entity known as Sigmar) can channel his magic through them. Same goes for the Chaos Gods (though they have a tendency to be a lot more fickle, given their nature). Hence, the reason it is called "Divine Magic" - it is licensed directly from a Warp entity.

So, what makes Chaos Sorcerers so powerful? Well, the general idea is that a Chaos sorcerer is both magically attuned to the winds of magic, and devoted body and soul to their patron deity. Hence, they utilise both Divine and Arcane magic. Tzeentchian sorcerers are the most powerful of all Chaos sorcerers, because Tzeentch is among many things, the god of sorcery, and gifts his followers not only directly (by directly I mean as a reward, i.e. a greater understanding of Anoqeyan) but indirectly as well - because all Tzeentchian sorcerers venerate Tzeentch entirely as the one true god and all that jibber jabber, and thus he is able to enact his "mircales" through his sorcerers. Indeed, Tzeentchian sorcerers are the absolute masters of disordered magic.
Now of course, allowing all this Aethyric energy into one's body is incredibly dangerous. A great many would be champions often end up completely and utterly deranged, or worse, mutated to the degree where they are not recognisable as even remotely human. Spawn, in other words. But to those that succeed, infinite power awaits.

Hope this helps.

Edit: In regards to Chaotic Sorcerers vs Elven ones, well statistically Tzeentch comes out on top. But, of course, being Chaotic (and thus disordered), Tzeentchian magic may not always be reliable if, for some omniscient reason, Tzeentch feels that the sorcerer in quesiton is undeserving of his attention. Therefore Dark/High Elven mages could (and usually can) overcome the sorcerers of Tzeentch. However, if we're talking about someone like Horstmann (the favoured champion of Tzeentch and a master sorcerer), I imagine it would take someone like Teclis or Malekith to overcome a fully blessed and favoured sorcerer of Tzeentch. I.e. Immense magical ability.

In terms of High Elves vs. Dark Elves, apparently it's pretty equal, the only difference being that High Elves prefer High Magic and Dark Elves prefer Dark Magic.

Boximus
08-21-2008, 09:57 PM
This post is amazing. Thank you to everyone who has contributed for taking the time to do this.

Where can I find more information on the Bright Wizards and the Bright College? I would like to find a wiki page or a book specifically about them, but I'll take a novel if that is all there is.

Van O The Dawn
08-27-2008, 09:03 PM
awsome, although i wish there were classes in the game that represented the other winds, like grey.

Pyrela
09-16-2008, 12:41 PM
I want to be a white wizard. Banish demons, heal, AND shoot lasers! *pew pew*

brutallus
09-16-2008, 02:30 PM
I know for a fact that you can dye your robes whatever color the vendor has even if your a BW. I am almost positive that i have seen a BW with black hair too.

Chamerlengo
10-02-2008, 06:54 AM
that would be really cool if they used this lore for future classes in the game. Death Mage!

1Thedon1
10-05-2008, 09:26 PM
I know for a fact that you can dye your robes whatever color the vendor has even if your a BW. I am almost positive that i have seen a BW with black hair too.

I can confirm this, as my BW has black hair.

maiia
10-05-2008, 10:01 PM
Yep - you can have red, white, black & grey hair (and yellow, I think) as a Bright Wizard. It seems most players go with the red look, but black hair does make sense, even in a roleplaying environment. As the opening post has pointed out, physical manifestations affect individuals differently, and a black-haired Bright Wizard may reek of brimstone and have an aversion to cold climate to 'make up' for the lack of reddening hair.

jfbm
10-06-2008, 01:02 AM
I've had some npc's tell my bright wizard, that I smell funny.. :P

Odsox
10-06-2008, 06:08 AM
We taste like burning. =D

...i can has brite sord plz?

Really though, I was well annoyed with the way we don't get swords. That's one of the coolest things about TT Bright Wizards! They get a staff and sword, like a PROPER wizard!

I've come to terms with the lack of pointy hats (all that fire = hat B gone) but I would dearly love me a sword. It doesn't have to DO anything, I just wanna thwack the enemy with it and look awesome.

Slightly more on-topic - awesome lore compilation sir, I'll be making use of it during RP.

Odsox.

scyld
10-10-2008, 11:40 AM
Wow, great lore summary. Deserves well to be sticky. Thanks, Mirander. I hope you're enjoying the Live game now as a BW.

Just one question-- does anyone know where the symbol of the key for the Bright Wizards comes from, or is there any lore behind that?

OleBentsen
10-12-2008, 10:15 AM
One thing I haven't seen mentioned in this thread, but I may just have been blind, is the fact that Bright Wizards have duels to the death with each other, in order to advance through the ranks. This is an ordinary tradition within the Bright College. I seem to remember reading that in the Realms of Sorcery 2nd Edition. I'm quite sure it was in that one.

jfbm
10-13-2008, 05:22 AM
actually we have keys hanging from the belts.. I think the current one I wear has 5 keys hanging from the front.

scyld
10-18-2008, 04:31 PM
actually we have keys hanging from the belts.. I think the current one I wear has 5 keys hanging from the front.

Yeah, but what's the point of them, and why is the key such a prominent BW symbol?

One thing I haven't seen mentioned in this thread, but I may just have been blind, is the fact that Bright Wizards have duels to the death with each other, in order to advance through the ranks. This is an ordinary tradition within the Bright College. I seem to remember reading that in the Realms of Sorcery 2nd Edition. I'm quite sure it was in that one.

Wow, that's not very lady-like... I mean Order-like.

Ilmoran
10-19-2008, 02:19 PM
Wow, great lore summary. Deserves well to be sticky. Thanks, Mirander. I hope you're enjoying the Live game now as a BW.

Just one question-- does anyone know where the symbol of the key for the Bright Wizards comes from, or is there any lore behind that?

From earlier in the thread:


According to official statements, the keys are lores and techniques that the high elves deemed too risky to ever use. The bright wizards have no worries about such things and use them to enhance their abilities. Thats why they can put out magic damage that would suprise even an elf.

Morbodis
10-20-2008, 12:23 AM
anyone have any idea of some of the writing on the arms of bright wizards?

i really want to get a similar tattoo

MageX
10-27-2008, 06:06 PM
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1300287&prodId=prod20018

4 school of wizards "model"

Katastrophy
11-04-2008, 09:06 PM
Well, yes. Thyrus got overconfident and let Balthazar halt him with some pretty simple tricks. It's the rash Red Wind versus the methodical Yellow Wind, and the former had held the position for fourteen years, if I recall correctly, and was bloated on his previous victories.

EDIT: Also, the Lore of Athel Loren is, IMHO, a strange form of Dhar(or Qhaysh, might be that, too) which has been heavily influenced by its origin. Remember, the big forest is practically another Chaos Waste when talking about magic in the air. Being former Asur, the Spellsingers will have known how to weave their magic by Qhaysh, but it is changed, tainted if you will, by Athel Loren.

As for Athel Loren itself, it's something of an anomaly.

This seems unfair to the wood elves. I rather doubt the Lore of Athel Loren is Dhar, because the wood elves descend from high elves, not dark elves. Their magic is more based on the magic of the woods and the fey, and it unknown if it was Chaos that woke the forest or the Old Ones themselves. The forest in and of itself is not evil, it just wants to be left alone. There's not very much about how the magic of the forest works when related to the 8 winds of magic, but that makes sense, because they're elves, not humans. The 8 seperate winds was a way for Teclis to explain the concept to the humans, who are not skillful enough to master them all like the elves do.

As for if the Wood Elves ever make it into the game... As much as I wish they were, the answer is likely no. Not as a playable class, at least. Wood elves have almost no interest in the going ons of the rest of the world, only in the safety of Athel Loren. And the woods are powerful enough that there's no real reason this ever needs to change. Also, they aren't nearly unique enough. Most of the wood elves are essentially Shadow Warriors with different fluff, with the other units being Swordmasters with unique fluff or Archmages with unique fluff.

Not that this had much to do with Bright Wizards at all.

KiyokaMakibi
11-06-2008, 06:04 PM
Great read! :D