Myrmidia

Myrmidia

Myrmidia is a fictional goddess of warfare in the Warhammer Fantasy setting. Her name is derived from the story of the Myrmidons.

Myrmidia is presented in the Warhammer Fantasy setting as the goddess of warfare and, in the southern territories of the Old World, the protector of civilization.

In the Empire, Myrmidia is considered a regional goddess of Estalia and Tilea, but has some followers, and is accorded a certain amount of respect. The Imperial view of Myrmidia is that, like Sigmar, she was a divinely inspired mortal who ascended to godhood after fulfilling vital nation-building roles. In Estalia and Tilea, she is presented as the daughter of Morr and Verena, raised by mortal parents, and is established as the most popular deity in those nations. In the latter view, she would logically be the sister of Shallya, the goddess of mercy.

In the setting, she is the patron of strategists, soldiers, artisans of war, and organized and disciplined military professions, not a brutal warrior god like Ulric or Sigmar. Compare the contrast between Athena and Ares.

The Cult of Myrmidia is not highly centralized, and has two major branches, the Order of the Eagle, which ministers to adherents, and the Templar Knights of the Order of the Righteous Spear, which forms the main military arm of the cult, often under other names, including the Knights of the Blazing Sun, the Knights of the Starry Shield, and the Knights of the Merciless Titan.

ymbols

Myrmidia is represented by an eagle-emblazoned shield over a spear, or by an eagle alone. Myrmidia is portrayed as a strong young woman armed and armored in classical fashion, similar to depictions of Athena or Minerva.

Worship

She is worshipped throughout Estalia and Tilea, and religious icons of her are said to be very common. She is also worshipped in the Empire as a patron of modern warfare, particularly by professional soldiers and gunners.The senior temple to Myrmidia is in the Estalian city of Magritta, but there are large temples in every urban center of the southern Old World. Followers of Myrmidia clash with followers of Ulric, as the two cults have distinctly opposite views on war and battle. Estalian and Tilean worshippers of the goddess also disagree over points of theology, although this has not led to a major plot centering on Myrmidian internal struggle.

Ethics of the Myrmidia cult

A follower of Myrmida may enter battle only when strategies and tactics have been developed for all conceivable eventualities to ensure victory with minimal casualties. They must always spare an enemy who has surrendered. To kill such an enemy is considered a craven and cowardly act, unbefitting a true warrior. They always follow orders given by a superior without question, unless such an order goes against other Myrmidian ethics.

Afterlife

Myrmidia promised a special afterlife, which remembers of the WHFB game itself, for her faithful warriors that followed her code of honour in life. After death, the spirit of the deceased enters a large hall. From there, they are separated according to their rank in life. Those who were commanders find themselves gathered around miniature terrain settings where they plan strategies and tactics, deploy troops, and conduct military operations. Spirits of cultists who were rank and file troops resume those roles in these miniature battlefields. To many, surviving these battles mean possible promotion to field commanders. Casualties are never "fatal," just removed from play until they are deployed again in another battle. After the battle, the commanders discuss the events while others reset the terrain for the following series of battles. The fallen continue like this forever, becoming an unstoppable army with flawless tactics.

References

*"Warhammer Fantasy Roleplay", Second Edition, 2005


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