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Found 127 results

  1. Event Title: Realms at War 3 - Aethermy Event Author: Mitzy Calendar: Events UK Event Date: 10/26/2018 05:00 PM to 10/28/2018 05:00 PM We're BACK............. That's right folks, the UK's number one narrative event is back! The Realms at War team is back on Friday 26th October until Sunday 28th October 2018 to bring you RAW18 - AETHERMY. You can be sure that we will be bringing two full days of narrative gaming to you lovely people. Hosting 40 players over five of the Mortal Realms, you will experience the very best in narrative shenanigans. Save the dates in your diary and comment below to register your interest, it will be fun and remember to check back here for more information in the coming months. Ladies and Gentlemen, the moment you have all been waiting for is here... After months of blood sweat and tears and a spell with the design monkeys we have put together the pack for this year's event, you can download a copy of it by clicking here: raw18 packv3.pdf Also we have a little tease of the Aethermy cards that all players will receive upon in their player pack: Finally check out this little video that we hope will get you creative juices flowing as you design an Aethermist and his Aetherlab:
  2. Nacnudllah

    Share Your Maps

    One of my favorite bits of fluff is maps. But more than just official GW maps, I also really like seeing other people's home-made maps and hearing about their kingdoms and whatnot. So this is a thread to share you maps and tell us a bit about the setting for your campaigns. I'll start. This is the Vale of Efengie (named for the store Fun-n-Games), in Ghyran. It's part of a larger region called Eucebium. The Gates of Eucebium are a collection of unstable and/or ruined Realmgates. Bludor is the main bastion of Order in the vale while Chaos currently controls land trade routes from Fort S'nak, a massive fortress erected by titans during the Age of Myth. One of the important features of Eucebium is The Azyrspire. If you walk along it for long enough, they say it leads to Azyr. Settlers used it to populate the area before the Age of Chaos, but it has been closed for a long time. During the Age of Myth, Hammerstadt was a thriving metropolis, but during the Age of Chaos, Nurgle demolished it with a trio of plagued meteors and the survivors resettled in the Vale of Efengie. The Free City of Reaper is a city of mercenaries near the foot of Mt. Koula. It is ruled by the Reaper King, a monarch as ancient as he is mysterious. All are welcome in the city, which often results in skirmishes and sometimes outright war, but the Reaper King's rule must be respected... or else.
  3. “Most people in Azyr will not have heard of the Westreach of Ghyran, for it is a region that has for many years been bereft of the light of Sigmar. Allow me then to explain for the uneducated reader. Situated west of the Living City, the Westreach is the name given to the lands between the Emerald Strait to the south and the Soulfrost Sea in the north. It is a place of ancient forests and mighty mountains, home to fallen empires and rising kingdoms. In elder days it was the sylvaneth, aelves and duardin who ruled the reach. Descendants of these peoples still make the region their home, and the Everqueen Alarielle has – independent of our lord Sigmar – made efforts to repopulate the Westreach with her own folk. Even so, today the race of men is dominant, from the western kingdoms of Serenor and Leynia to the far northern vale of Kjaarthal – and, of course, the free city of Seahaven, which stands as a shining beacon of civilisation in an often wild land, and promises to usher in a new golden age of peace and prosperity beneath the glorious rule of Sigmar…” – Excerpt from A Treatise on the Westreach, Introduction, by Arvel Prine, Azyrite scholar ***** Hello TGA! It's been a while since I last posted, for all sorts of reasons (mostly boring busy life ones), but I've been thinking about starting a new plog for a while now, and I think the time's right. So I hope you'll forgive a bit of preamble explaining how I got here! I've always had a bit of a problem with jumping from project to project, so for this plog I want to do something a bit different - focus on all my various armies and warbands at once (mostly various order armies, some dating back to the world-that-was, and a growing death army). But I don't just want to show stuff I've painted from all over the place - I want to build connections between them, I want them to relate to each other, to make them part of a shared setting rather than keeping them all in isolation... Those of you who've read my stuff before will know I *really* like detailed background and lore. And frankly, everything that GW has done this year with Malign Portents has been incredibly inspiring on a narrative level, especially the free stories, so I wanted to take some cues from that. Considering the fact that the Sylvaneth were my first true AoS army and a central part of the existing background I'd come up with, it was a natural choice to theme this plog around the opposed forces of life and death, irrevocably set on a collision course by the machinations of Nagash. So what can you expect from this thread? Well, apart from the obligatory painting, conversions, and terrain, there'll be lots of lore and world building - probably even with maps! I'd like to experiment with doing a series of short stories much like the Malign Portents ones, too, showing events as they happen and really delving into a living, breathing setting. In other words. this plog will pretty much chart my journey through AoS as a narrative gamer - and hopefully be of interest to a few folks out there! Anyway, that's enough talk for now. It wouldn't be a plog without pictures, so here's some of my more recent stuff to give a rough idea of what's to come: A recently finished batch of dryads: A WIP treelord (pretty much just the outer bark and eyes are done) A few men from the Kingdom of Serenor (a spiritual successor of sorts to Bretonnia): A vampire and necromancer - I've posted these before, but updated their basing after painting the ghouls below. And a pack of ghouls. I think that's more than enough for one post. Comments, criticisms, etc. are all welcome!
  4. Theslowcentury

    A tale of Kirton Gamers!

    Hello! Our local community of players at Kirton Games are starting a tale of... project! Coming about after a recent crack at some narrative play, we were all inspired to start something new and work towards getting it painted. We'd love to invite you to join us as we get underway - we tend to play games on Sunday Nights at Kirton Games in Crediton and on Wednesday nights at the Rygas club in Exeter in the UK. We're all starting new armies, working around a box like a Start Collecting or Grand Army set with the aim of getting the army painted and some games of narrative AoS played. We've all been quite fixed on matched play for a while now so it's nice to leave that world behind for a bit and get underway with something new! I'll hand on over to the players now and will ask them to introduce themselves and their plans and I'll try and create an index back at this first post as we go! The Players: Tim (Theslowcentury): The City of Hammerhal Fred (fredster4050): Kharadron Overlords Ollie (MidgardMarauder93) Legions of Nagash Scott (CyderPirate) Marauders of Chaos Reuben - Kharadron Overlords Padds (ageofpaddsmar) - Daughters of Khaine Lewis (LewDog) - Ironjawz JR (Dawn hunter) - Stormcast Eternals Ethan (Eththebeef) - Ogors Dave (Davido) - Tzeentch (Husslehoff) - Nurgle (The Mysterious Mr B) - Death Tim (Itonfist) - Nurgle
  5. Maleficarqm

    Chaos Dwarves (Legion of Azgorh)

    Does anybody have any experience with the Chaos Dwarves in AoS? How do they play? Are they competitive?
  6. Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle? Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be? Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong: “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard. There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good. “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull. “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame. The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”
  7. Hello all. So since I dusted off some decade-old horribly painted models, I decided to make my first full AoS army and had a little fun writting a story that would fit the theme. I expect to update from time to time, as minis are not all that ready yet and the fluff itself leaves many questions unanswered! Had a good time doing this and think that keeping track online through a forum dedicated for the occasion would be cool Here it goes... +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Introduction: The Free Principality of Veriithas lies in a remote location of Ghyran, concealed to the eyes of many. In an enviable geographical position, this peninsula of vast fertile grasslands is surrounded by the natural defenses of a mountain range in the north and the immensity of the ocean elsewhere. The activity is mostly centered around the major urban capital known as the Glimmering-City, the Jewel of Veriithas. Resplendent towers and busy market streets all contribute to the magnificence and prosperity of the region, while its inhabitants boast of high moral integrity, intellectual brilliance and formidable martial prowess. The very name of the capital is testimony of its greatness, as even in the darkest hour of the night, it may be sighted from many many leagues away, its incessant activity granting an eternal glow of light. The older generations assert this was all true in the past, nostalgic of greater times. For in the current age, not all that glitters is gold. +++ The Myth: The events that shaped the Free Principality of Veriithas are concealed in half legends, disputed historic facts and hyperbolic bardic tales. All appear to state that the seeds were cast centuries ago, in an undisclosed city in Ghyran, the Realm of Life. The Benevolent Founder of the Principality, recalled as Lord Veriithas, was said to have been a stern anonymous citizen that carried out a simple and humble existence among his community. However, the Kindly Lord was unlike his peers. Indeed, Lord Veriithas had turned his back to the Gods long ago. On a daily basis, he swallowed the bile provoked by the religious fanatics that sickened his entrails, barely containing the rage of their sight. Their very presence, lies and hypocrisy slowly eroded his existence into a sour well of unconstrained hatred. If the legends are to be true, some tales justify the mishappening by placing the hero as a dweller of an establishment were the religious fervor of its inhabitants surpassed by far the rational thought of sentient beings. Countless promenades and plazas filled with statues and temples dedicated to the God Pantheon, each searching to outdo the previous in sumptuousness. The very core of the urban life revolved around worshiping and praising the entities that had delivered them from the grasp of the Chaos Gods. Zealous processions, week-long celebrations and extravagant banquets on the streets gathering the whole population were common features of this devoted estate. Lord Veriithas spat upon them all. +++ The Founding: If one wanders the darkest alleys or the most deplorable taverns of the Glimmering-City, Jewel of the Principality, one might encounter wretched old figures that claim to known the truth behind the Venerable Lord. In their words, The Glorious Builder would speak about how many a times had he stood among the religious zealots in their frantic celebrations and the spark of revolt germinated within. The essence of the Free Principality of Veriithas emanates from this very principal: revolt. The Great Benefactor could not concede the submission to the superior entities that his peered deemed as “Gods”. As an individual, these were not Gods nor deserved to dedicate one's existence at their service. The Savant Lord would argue that no entity was worthy of praise if they were subject to lowly emotions and fallibility of mere mortals. “Why would I place my faith in you?”, he was often heard to solemnly express among the sea of idols that plagued his entourage. Mortals such as himself were but tools to the superior beings that would scheme, conspire and keep their backs to the lowly earthlings that would blindly follow them, selling their flesh and soul with little to no regard for their own self-awareness. This process of thought would eventually take its toll on the ability of Lord Veriithas to strive amidst people abandoned to the mindless worship of celestial beings that would mock their ignorance, if they were ever to pay attention to such pitiful acts. Such was the nature of the Great Deliverer. Ostracized by his people, preyed upon the authorities that would not tolerate dissidents, the self imposed exile was nigh for his companions and himself. For Veriithas would not undertake his journey on his own, but accompanied by a group of faithful individuals that formed an unlikely group that spent countless nights discussing and exchanging ideas of a better future within the murkiest of watering holes, often attracting unwanted attention during endless sessions filled with intoxication and street violence. Thus came the day were a motley crew of would-be adventurers and heroes ventured into the unknown, deep into uncharted territory, free of the grasp of the so-called civilized world. Along the way, struggle for survival would be fierce, enduring the hostile land and slaying beasts that the wildest areas of Ghyran granted unwelcome guests. The recollections of this struggle are scarce. Suffice to say that beyond a low peaked mountain range, unknown to them, the companions set the first landmark of the Free Principality of Veriithas. A vast depression extended itself almost beyond sight with what appeared to be an endless ocean on the horizon. The intrepid travelers ventured into what appeared to be a hostile-free peninsula. The first charted map of the region mentions the absolute lack of dangerous species or inclement weather condition. The land was fertile, the shores calm and the skies a cloudless radiant blue. Without doubt, this enclave would be propitious to establish a new settlement and so thought fitted the exiled companions. However, the skeptic and uncompromising nature of Lord Veriithas would make him susceptible to this apparent new found paradise. Some phenomenons could not be explained and reveled unusual by rational means, the air infested with the foul stench of magic. As attests the oldest scripture regarding this discovery, the end of the narrow canyon pass that leads into the depression is guarded by a monolithic stone were one may read “Land of the Primeval Truth. Free of the chains of Gods”. +++ The Flourishing: At this point, the myths and legends regarding the magnificent upbringing of the Free Principality are lost. Scholars debate on the odds of forming such a rich nation over the course of a couple of decades, let alone on the practical possibility of a group of men being able to thrive from nothing. Even the fate of the initial founders remain a conundrum, as no trusted source provides such answers. Only the words of the Bard Nostradimus give an indication of their following steps, if the drunken charlatan may be considered veracious. According to the old fool, there are four key figures in the formation of the Free Principality, starting with the Illustrious Lord himself, who first established the very foundations of the Glimmering-City, Jewel of The Free Principality of Veriithas. Situated by the strategically placed delta that opens the Principality to maritime routes, this large enclave is the center of all commercial and political activities. Accompanying Veriithas would be the skilled builder Iohsefov, edifier of the bastion that arbors his name, an inexpugnable rampant situated at the only entry point through land, baring passage to any threat descending from the mountains of the north and beyond. This septentrional area situated beyond the range of the Iohsefov Bastion, known as the Savage Lands of Ravage and Ruination, are home to malefic creatures such as Greenskins, Tree-spirits, worshipers of the Dark Gods or worst of all, malevolent lackeys of the Tyrant of Azyr. The virtuous knight Forganegorix was mentioned to be the most skilled warrior of the group, swiftly organizing a military force that would later become the Order of Paladins of the Light Tower, regrouping the most noble and finest warriors of the land. Last of the heroic figures to form the foundations of the Free Principality, Terris the farmer would undergo the monumental task of establishing an efficient agricultural structure that could feed multiple times the whole population of the region. The Grassplains, large extensions of prosperous grass fields and fertile soil, were most probably the source of such thriving and flourishing of civilization. These four men are still held in highest regard, hailed as the saviors of a truthfully free city, away of the conventions and menial obligations that other similar establishments have. The constitution of these pillars that sustain the province, with a strong economic trading center, a formidable military force, complex defense systems and endless supplies are the hallmark of a golden age that is long forgotten. Today, this seemingly idyllic enclave deep within Ghyran is but a pale shadow of its glorious past. +++ The Cult: It was mentioned previously that the region was subject to bizarre occurrences, with presence of the unnatural growing strong. For among the vast depression may be found three vast geological instances that resemble bottomless pits, as black as a dragon's maw, leading to the insides of the earth. Situated at a equal distance from the Glimmering-City, they form a triangular geometrical disposition through which emanates flows of raw magic, apparently invisible to non-supernatural practitioners. These pits, large circular black holes of a hundred meters wide, emanate a strange haze that alters the air that crackles by the pure concentration of energy. The origin of such pits is unknown to the inhabitants of the Principality, nor the scarce chronicles of the Founding Fathers mention anything related to them. The reputed historian Faustur assures to detain the proof behind these geological accidents, and how they were pivotal in the upbringing of the Principality. By his doubtful account, these Pits were gates to another plane of existence were shady figures would emerged from them, back when Veriithas and his companions first arrived. These entities of smoke and sulfur would speak tongues unknown and softly whisper in the ears of the mortal men during their sleep, instructing them in knowledge and secrets far beyond human comprehension. Initially a godless land in nature, the first official accounts of the recorded history of the Principality following the loss of Founding Fathers mention the concept of Primeval Truth as a cult-like following. The eloquent Faustur claims the revelation of the Primeval Truth marks the start of History of the region, for it is with this knowledge that these men were able to perform the memorable feats of their legend. Shunning aside conventional Gods, the Primeval Truth is centered around meditation and interior harmony. Do as thou wilt. Individual strength and rationality are held in highest regard, all contributing to a greater good. Their belief is more cosmic and spiritual than the formulaic Pantheon worshipers of the Mortal Realms, a hidden force that guides them and imbues them rather than being servile to powerful beings that use them as tools for a subjective agenda. This may have been the case when the Principality was first established, in line with the thoughts and standards of Lord Veriithas. The truth is far uglier. Throughout time, the initial concept behind the Primeval Truth has degenerated into yet one more of the countless mind-numbing religious cults that plague the Mortal Realms, the vision of Veriithas shattered. The whole society appears to have left behind the noble principles of spiritual freedom and replaced it with barbaric acts of sacrifices and idol worshiping, concentrated on the powers emanating from these three Pits. The elderly and infirm are cast into the Decaying Pit, which oozes a foul stench of rot. The corpses of warriors and casualties of war are thrown into the Sanguine Pit, whose constant red mist sets into a wild frenzy those fool enough to stay within its influence for too long. Mutants, dissidents and heretics that question the Primeval Truth are swiftly defenestrated into the Revelation Pit, as a last act of mercy for their own enlightenment. Random acts of devoted fervor such as flagellation and hours of praying to motionless statues are all too common, the citizens in their ignorance mocking the Founding Fathers. If the descent into this hollow parody of Lord Veriithas' vision was not enough, rumors affirm that a fourth Pit, much smaller and from which purple-like fumes of drug-inducing effects emanate, lies deep within the governors castle of the Glimmering-City. Successive Princeps, rulers of the Principality ever since the mysterious departure of the Founding Fathers, have always denied these allegations. The inhabitants of the Principality however are reticent to these excuses, as it is no secret that the nobility and high powers of Veriithas are all corrupted and insincere to the core. Citizens well know these thoughts may only be expressed behind closed doors, as speaking too freely in public might earn them a visit of the Order of Censors, who that will drag them away never be seen again. The dream of a land of rationality, free of blind dogma might have been a reality when Lord Veriithas set the foundations of the Principality, but has since deteriorated into a society that is subject to the same flaws every mortal carries within. Greed, lust, violence, corruption and hypocrisy are all the daily basis of this region, while maintaining an immaculate appearance of opulence and tolerance on the outside, welcoming any stranger willing to join them as long as they abide to the rules. The apparent devoted rational beings, submitted to the greatness of the Primeval Truth is a farce. For which Lord Veriithas and his companions might be cursing for eternity in whichever hell their souls may lie. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Follow up: social structure, political administration and current personalities of the Free Principality. PS: As a bonus, a lame map with my limited graphic design skills
  8. hauteclere

    Valley of Fallen Gods

    Isobiel quietly brought the latch of the wooden door down onto her finger. It caught without a sound and the house yet slept. She wiped the rendered flesh fat used to grease the mechanism before she'd left on her threadbare tunic. Breathing a sigh of relief she clasped her hands over her thundering heart. Her face was ruddy with joy from the night's rendezvous with a secret flame. The evening dark had hidden them away in its warm blanket and she returned undetected. All was well. All was great and she'd come to learn of love for the first time. "Remember me well a time when I was just like ye." Isobiel, startled spun around. "Granmer, you mustn't tell about catching me!" Her Grandmother continued as if uninterrupted - "...fluttering about like a moth to a tall handsome flame. Lifting me skirt to any rumoured Bullgor in the bunch, though most of the time it'd be bluster. Ah, what a disappointment." The charred husk of a woman trailed off. "Granmer, please tell me you won't." Isobiel implored again. "Godsflame, girl!" The grandmother spat through gums barren of teeth. "Me tattling on ye is the least of ye worries. Since the fall of the Agloraxi and Prismatikon is safe fer nought to be out past fire's set. Times ain't like before. There is talk around the market of girls gone missing. A hot wind rises and the Passionate God takes blood when he chooses." "Is that what they speak of Mungoreth's fate?" asked Isobiel. "In the throws of lust she was out, like you, on a night's tryst when snatched up by the Red One and desiccated." "But, I heard she run oft with her love." "My girl, the Passionate God, the Red One, sacker of the Agloraxi is the only one whispering sweet nothings in her ear now." Hello and thank you for looking! Inspired by many others on this forum I wanted to share a narrative story line and the models of key players in those events. I wanted to learn more about the fascinating Realm of Aqshy and the Flamescar Plateau map, but found there was a lot to be fleshed out. This plog is my attempt at doing just that. The names of the regions and the mysterious Agloraxi Empire completely drew me in. So, I picked one of the regions and ill be making a go at bringing it, it's environs, and denizens to life. The Decimator The Motivator Overseer with an unfortunate soul
  9. I started creating this because my gaming group wanted to explore the Realm Master idea from the Hinterlands expansion from @bottle (Thank you dude!). The only reason I formalized it into a shareable ruleset, is because my gaming group doesn't want to play anything else but this (and a bit of shadespire). If it's good enough to get 5 busy dads to set aside a late late night every month for the last 8 months, then I hope it's good enough for you. Thank you to @Pjschard, @Red_Zeke, Aaron and Kenny for the many fun hours of rolling dice. This is from us to you! Renown Or Ruin RPG Campaign Expansion Download Four heroes take their first step towards their own legends, each shadowed by a small group of followers. Together they journey into the spired city to unlock the challenges and riches that have been entombed within. It's not gold they seek, but Relics and Artefacts of old, but even those are a means towards something greater. Even great battles will suffice in transforming them from just another fighter in armies of their homelands into great leaders whose names resonate throughout the Mortal Realms. The only path suitable to reach great Renown crosses over the pit to terrible Ruin. Renown or Ruin is run by a Realm Master (RM) who leads 1-4 players and their warbands through a setting using battleplans and roleplay, to weave stories of legend. Shape their world and challenge them to overcome Battleplan Objectives, find Relics and Artefacts, take on Quests, and make decisions faithful to the character of their Hero. Between excursions into the city of Shadespire, give them places of Respite where their followers drink, eat, share stories about the Heroes they follow, and their legend grows. When a Hero grows in Renown, more people seek to follow them. But fail in the objectives and quests you've set before them, and their followers lose faith and find someone else to believe in. Features: Warbands increase and decrease in Renown which allows the Hero to gain and lose followers. Explore a city full of ruins through simple skirmish battleplans that are instantly more fun with 3-5 people around the table. A Simple Relic hunting mechanic that gives warbands a choice to aid their party or seek treasure for themselves. Heroes and followers can wield relics and artefacts to give them buffs and abilities. Use a Warband Journal to track your player's journey of Renown 6 steps to getting your first game started without any fear! Dusk Plains Skirmish Battleplan for your first night. Master Relic Hunter Skirmish Battleplan for interesting plot hooks. Grim Exchange Respite sheet to serve as your party's first base camp. 8 Sessions, 24 hours of playtesting by 5 devoted gamers with half decent intelligence. There are so many interesting and cool expansions available for playing Skirmish in more rich and interesting ways. Renown and Ruin brings something a little bit different that I hope is worth you trying out with your gaming group. We've had a good amount of time to play and think about improving this. We need your help to make it better!
  10. Bostian

    Coalescence Global Narrative Event

    Our 2nd Year of Coalescence is titled The Desolation of Eristrat! Our plot picks up after last year's events and focuses on portions of the realms that have been destroyed by Eristrat. Players sign up for two factions, attempting to Empower or Banish the godbeast. We've written story hooks to help players feel like either choice makes sense for their allegiance. Something new that will be in our pack is a branching story, so the results of Game One lead to one of two possible battleplans for Game Two, each of which can spawn two possible outcomes for Game 3. We encourage the NEOs to construct the story of their event to join the overall narrative of Coalescence. As part of this design, we know that NEOs won't have a good deal of ability to prep for all these possible games. To help this, we're designing these as smaller games that wrap quicker and give the players longer to consider their story The course of the story is set as Banish or Empower wins games, but just like last year we'll find the winning team through other means besides straight victory. Look for something like last year's achievement scorecard, with even tighter integration into the story that's told through your games. Like last year we'll tally the results of the individual events and use this to advance the story of Coalescence. If you want to run Coalescence for your community, find your space for June 23rd! You will have the pack by the end of April. Thanks to all the NEOs that provided feedback to make this event better.
  11. So I've just started a Path To Glory with several other players: it takes place in the Unhallowed Wastes of Ghyran, a rare section of tundra in the realm of life. There are about 8 warbands: Khorne- Chaos Lord on manticore, wrathmongers, chariot Tzeentch- Shaman, 20 tzaangors, 20 kairic, 3 enlightened Nighthaunt- Wight king, hexwraiths, cairn wraith, spirit hosts, 2 GP Beastclaw- Frostlord' LoN- Mannfred, dire wolves, varghiests LoS- Vhordrai, necromancer, skellies Spiderfang- Arachnorok, spider riders X20 StD- DP, warriors, sorcerer, 1 GP Mark o' Slaanesh Will post videos on youtube + here, tell us what you think, and i will introduce the narrative for each warband later S133arcaanite
  12. This narrative will follow the global Malign Portents campaign as it unfolds. Here, the consequences of the Malign Portents choices will directly impact the unfolding narrative - deciding the fate of several Skaven characters throughout the campaign. At least that's the idea. "A sudden but inevitable Betrayal!" Prelude: Doom! Death! Destruction! Corpse-things wake! Corpse-things wake! Creek Doomclaw threw himself back with a screech. His mouth agape with horror as he lost his footing and tumbled backwards down the little metal staircase leading up to the warp-scryer. His rune-engraved warpsaw hand reaching out instinctively for something to grab, but finding no hold but a passing warlock-engineer, making a bloody mess of the brand new saurian carpet adorning the floor, as the warpsaw spun wildly out of control. Doomclaw's mind was still swirling when he landed on the carpet with a soft thud. Pieces of flesh, fur and bone rained down in his wake, caking his already stained robes in gore. What little remained of the unlucky engineer was stuck in his warpsaw, which growled alarmingly, as it tried to tear through the carcass thoroughly lodged in its internal mechanism. This momentary setback was below Creek's concern, who glared up at the Warp-scryer with fearful, beady eyes. The device, which was a series of tubes drilled into a fist-sized lump of shardglass, adorned a thin, crudely cut, oval piece of pure warpstone half the height of a skaven. It was glowing ominously, and color danced across its surface, as if alive. The musk of fear must have been strong on him, as several warlock-engineers immediately bolted for the door with panicked squeeks, no doubt suspecting that one of Doomclaw's contraptions had malfunctioned, and was about to explode. Again. Creek Doomclaw did not have time to punish them for their presumptions, but he did it anyway. With a snarl, he flicked his wrist, and brought forth a burst of warplightning. Reducing the fleeing Warlock-engineers, and the surrounding machinery, to charred ruin. "Imputent fools!" Creek croaked. That equipment had cost him many warp-tokens! He would kill those cretins for violating his-.. Right. He rolled onto his feet, and made a quick glance around his lab. Surely, there were someone to blame. Someone to punish. The remaining warlock-engineers were hard at work. Flicking a great number of switches hurriedly, pulling levers at unplugged machinery, and closely examining empty vials. His workers truly were the cream of the crop. A group of skavenslaves were cowering in a corner, their overseer a pile of ash in the doorway. He scratched absently at his mechanical warpsaw hand, trying to alleviate a phantom itch that layered warplock steel would never allow him to feel. He had the distinct feeling that he was supposed to be doing something, but he couldn't quite remember what. "Spinepaw!" He cried out. There was no response. He tapped his foot impatiently. Where had that untrustworthy coward run off to now!? Creek wouldn't be surprised if it turned out that he was the one that had sabotaged the machinery in the doorway. It was just the kind of thing Spinepaw would have done. "Spinepaw!? Come out here, right now!" - One of the warlock-engineers mumbled something. Doomclaw pounced on him like a shark, grabbed him by the throat and forced him up against a wall. "You mumble-speak without being asked-allowed!?" The warlock-engineer wheezed, his eyes darting wildly about the room. The other engineers doubled their work effort. Their work were simply too important to do anything about the situation unfolding before them. "M-Mercy!" The warlock-engineer squeeked. "Most brilliant of Arch-Warlocks-..!" His hoarse breathing intensified as the applied pressure to his throat deprived him of oxygen. "I only felt.. duty-obliged to tell-inform of Spinepaw's demise!" Creek gripped the Warlock-Engineer harder. "Demise? How!? When!? Tell-Share!" The Warlock's eyes slowly rolled back into his head. With immense effort, he lifted his arm and tapped the bloody carcass stuck to Creek's warpsaw repeatedly. Creek looked at the corpse, dumbfounded. The pulped piece of meat did have a certain resemblance to Spinepaw. He released the quivering pile of Skaven, who sucked in air greedily. Creek lifted the bloody warpsaw-carcass, and compared it to the engineer. With a satisfied nod, he tore a piece of mangled cloth from the bloodied meat, and dropped it onto the barely concious ratman. "You have gift-received promotion! You are assistant now!" The Warlock-engineer was so happy, he cried for an hour. Which was coincidentally about the same time it took for Creek Doomclaw to remember what he had been so agitated about. Upon recalling his scientific discovery with the warp-scryer, he immediately pulled the (un)willing appointed assistant with him out what remained of the door, and hurried down one of the thirteen shafts they would have to traverse to reach the nearest warren. He had a message to deliver. A malign portent.
  13. Hello folks. I decided to share this piece of rules kit that I developed for our local games store, to solve the problem of getting all players together on the same day for a Map Campaign. We've all been there, and it's complicated. Hence, after a couple years figuring out how to best solve it (and being inspired by Firestorm!), I came up with Warfront. This is a Map League/Campaign for a gaming group/store, where every game played, even random one-off games, can count towards the overall advance of each Grand Alliance as they conquer territory along the map. Even better: each new game can benefit from the bonuses accumulated by previous games from players belonging to the same Grand Alliance: either previously established garrisons on the map or Spoils collected from previous victories. All very easy and straightforward: 1-2 pages of rules. All you need is some corkboard, some coloured pins, and presto! Winning battles grants the winner control of the map region and Spoils markers, or if they win a Skirmish battle they can choose to earn Intel markers or destroy the enemies' fortifications. Players keep track of which territories their Grand Alliance controls, and how many Spoils and Intel markers they have accumulated using the coloured pins. Fortified and Garrisoned map regions, as they are developed by winning players, are further marked with extra white/transparent pins (these are places with defensive earthworks or full-fledged forts, respectively). Warfront is also very customizable: the ruleset is meant to be so simple it should work for every map you can come up with for your own gaming group, or even work in multiple systems. It is truly more a logistic framework to organize players than necessarily a rules supplement. The easiest and laziest way to insert narrative into your games. MAPS INCLUDED I have done two maps: one adapted straight from the Firestorm Box set (Flamescar Plateau), and another from the Shyish map for Malign Portents (Southern Innerland Marches of Shyish). But any map released in any Age of Sigmar publication can be turned into a Warfront map: just draw Map Regions lines across it and presto! Just make sure you include 25+ regions, and scatter a few "Permanent Regions of Entry" for Grand Alliances: realmgates serve perfectly for this, in order for armies to be able to always attack across the map and prevent one Alliance from dominating too much too fast. Hopefully this still comes in time for people to run some crazy map battles for Dread Solstice, on their way to Nagashizzar! Enjoy, try it out and feedback is more than welcome. Nuno M, Warhammer Narratives (WHFBNarratives@blogspot.com)
  14. Hello fellow lovers of fluffy stuff, I have created a skirmish battleplan that may or may not be heinously unbalanced or no fun at all but, it is fluffy in my opinion and i think could fit well into any skirmish campaign, or any hinterlands, aos28, path of bones or the newly created renown or ruin games. It concerns the walking tower, a magical and mechanical monstrosity wandering, seemingly aimlessly through the mortal realms ever since the early days of the age of myth. https://drive.google.com/file/d/1yJc6mWc5LfaG8z-tIzpKgRVMz0ii102R/view?usp=sharing Tell me if it plays like poorly or anything else you think would be of use in the document. I'll also be posting wip of the walking tower as I build it combined with instructions if you want to make your own, hell if you come up with a better idea of how to build one please be sure to post it.
  15. Version 1.1.0

    67 downloads

    Hello folks. I decided to share this piece of rules kit that I developed for our local games store, to solve the problem of getting all players together on the same day for a Map Campaign. We've all been there, and it's complicated. Hence, after a couple years figuring out how to best solve it (and being inspired by Firestorm!), I came up with Warfront. This is a Map League/Campaign for a gaming group/store, where every game played, even random one-off games, can count towards the overall advance of each Grand Alliance as they conquer territory along the map. Even better: each new game can benefit from the bonuses accumulated by previous games from players belonging to the same Grand Alliance: either previously established garrisons on the map or Spoils collected from previous victories. All very easy and straightforward: 1-2 pages of rules. All you need is some corkboard, some coloured pins, and presto! Winning battles grants the winner control of the map region and Spoils markers, or if they win a Skirmish battle they can choose to earn Intel markers or destroy the enemies' fortifications. Players keep track of which territories their Grand Alliance controls, and how many Spoils and Intel markers they have accumulated using the coloured pins. Fortified and Garrisoned map regions, as they are developed by winning players, are further marked with extra white/transparent pins (these are places with defensive earthworks or full-fledged forts, respectively). Warfront is also very customizable: the ruleset is meant to be so simple it should work for every map you can come up with for your own gaming group, or even work in multiple systems. It is truly more a logistic framework to organize players than necessarily a rules supplement. The easiest and laziest way to insert narrative into your games. MAPS INCLUDED I have done two maps: one adapted straight from the Firestorm Box set (Flamescar Plateau), and another from the Shyish map for Malign Portents (Southern Innerland Marches of Shyish). But any map released in any Age of Sigmar publication can be turned into a Warfront map: just draw Map Regions lines across it and presto! Just make sure you include 25+ regions, and scatter a few "Permanent Regions of Entry" for Grand Alliances: realmgates serve perfectly for this, in order for armies to be able to always attack across the map and prevent one Alliance from dominating too much too fast. ARMY PROGRESSION CAMPAIGNS Of course, within the larger pool of players participating on-and-off in the League, a smaller group of players can always come together to play an army progression campaign "story" together, growing their armies as they go via Path to Glory or Skirmish. All the while participating in the larger war for the territory. Because the WarFront rules contain an in-built balancing system when forces are of different sizes (Sudden Death and Ruses/Stratagems), even when some players have played more games it would not severely unbalance the game if they have a larger force. Enjoy, try out and feedback is more than welcome. Nuno M, Warhammer Narratives (WHFBNarratives@blogspot.com)
  16. Atreides

    The Moon's Eye

    In the age following the retreat of Sigmar and the closing of the gates of Azyr, the fair realm known as the Moon's Eye was one of the first to be assaulted by the forces of Chaos. Massive hordes of Khornate tribesmen from the Lisskani deserts and vast legions of faceless automatons controlled by Tzeentchian sorcerers swept in from the north, leaving desolation in their wake. A hundred cults of the perverse worshippers of Slaanesh made themselves known in violent and horrific fashion, the promises of endless pleasure having seduced many a western citizen. From the east came the diseased scions of Nurgle, bringing with them all manner of plague and pestilence. The mighty kings and dukes of the Moon's Eye were beset upon from many sides, their formidable walls and disciplined soldiers no match for the wrath of the Dark Gods. What faint hope for victory that remained in the hearts of the faithful was snuffed out quickly and brutally with the fall of the capital city, Amrahal. The armies of the Dark Gods converged on fair Amrahal in an attempt to claim the glory of sacking the great capital. The gilded walls and ivory walls held out for days under the assault, but the ferocity of the savage siege proved to be far too much for even the grand fortifications. The walls were shattered after three months, three months that saw many on both sides dead, and as the pale white moon rose in the sky the invaders flooded into the city in such numbers that many of the weak were crushed underfoot. All resistance was momentary at best, and those defenders unlucky enough to be noticed for their martial prowess were turned into grotesque slave soldiers a mockery of what they once were. Amrahal burned for eight days and eight nights, and with it, so died the last shard of hope the surviving peoples of the Moon's Eye possessed. Inevitably the forces of the Ruinous Powers fell into infighting, and the mighty hosts that razed Amrahal splintered and broke, with many champions and lords leaving to forge their own bloody destinies in the shattered world. The situation was grim and hopeless even for the supposedly victorious chaos armies, and the Moon's Eye was sure to be forgotten by all but the wisest of scholars. However, fate changed inexplicably, and as dark and ancient powers turn their eyes to this wartorn desert, tiny seeds of hope and salvation are birthed in secret places for the peoples of this land and as the gates of Azyr open and roar forth the golden hosts of Sigmar, these seeds will bloom into bloody flower. And the Moon's Eye will gaze upon the realms once more!
  17. With the start of the new year, I figured it was time to formally introduce the world to my newest army and current project: The Kharadrong Raiders. No, I didn't spell their name wrong. This post will cover their conception as an army, the initial round of photography and finally the background lore I've whipped up for them. Putting the Pieces Together So, what are the Kharadrong Raiders? The Kharadrong Raiders are obviously my take on the Kharadon Overlords. When this army was first previewed last April, I was torn. A year prior I had been working on a Dispossessed force during the PMP's Budget of Sigmar Contest and I desperately shared my desire for a dwarven airship. Jokingly I said during a Warhammer Weekly: "Make it happen GW!" Little did I realize that we would have not only a Dwarven airship,but an entire faction a little over a year later. But as I said, I was torn. Despite wanting this army so badly, there was something to be desired with their aesthetic. Don't get me wrong, I like metal. I'm a dwarf player, of course I do. But I also like beards and a little bit of skin. I wanted a connection to more traditional dwarves and Barak Thryng seemed like such a rejection of this (given that is is like 1% of the total KO population). So I was on the fence and the Monopoly-man head of Brokk just pushed me over the edge with initially rejecting the army. Then I felt a little bit guilty, as one might anticipate given my prior intense desire for an army just like this. I mean, how often does GW deliver just what someone asks for?1 So, I sat down and tried to figure out how I could remedy this and make these guys work. I had also long been interested in a Fyreslayers project, and as I mused on what this could look like, Sigmar's inspiration struck! What if I reimagined what Long Drong's Slayers might look like if they were modernized and brought into the current AOS aesthetic. For those who don't know Long Drong's Slayers, Long Drong was a slayer pirate who captained his own ship and led a Dogs of War mercenary company in the Old World. I realized this project allowed all the pieces to fit together! I could do my Airship fleet of KO, have the hair I was looking for even with closed faced helms (because of the Slayer mohawks), and I could have definite ties/homages to the Old World while still being firmly seated in the Mortal Realms. I could even do a Aqysh-based force with orange glow effects (which I had been experimenting on with the Phoenix Temple models). The only challenge standing in the way of this project was cost. Fyreslayer mohawks are understandably in-demand on the secondary market, which meant that I was going to likely have to buy a whole host of Fyreslayer boxes. I lucked out when I found out that 14 mohawks came per box of 10 Vulkites. That said, to make a base 10 infantry troops for my army, we're talking about $105 MSRP retail. So I mused on it for a week or so. It was such an awesome concept that I realized I also couldn't not do it. So, I tightened my belt and got to work with an initial test model last May. Things came together better than I could have imagined. The mohawks weren't difficult to line up. Weapon conversions were pretty much snip and glue. The Bases weren't difficult to produce. And the color scheme popped! Thus I committed to the project and pulled the trigger my new army.... I've designed the project to come together in multiple flights and I use events to plan my projects. The first event on the docket was Holy Havok, the team event put on in Chicago at the beginning of November of each year. The Holy events, put on by @Holy Hammer Hern and the Holy Hammer club differ from standard tournaments in that they have a more narrative focus (not unlike RAW in the U.K.) and the Holy events are the premier Hobby events in the U.S. Steve's tables are lovingly assembled and customized to the various mortal realms. This event was a highly competitive hobby environment and the perfect place to premier the Kharadrong. My co-host @Vincent Venturella rose to the challenge and assembled his own force to pair with mine. I'll cover this event and the results of that event in a later post. Assembling A Sky Fleet So I set about finishing the first round of models. Here are the results of these first models: In the midst of this work, I experienced a setback. Literally days after I completed my second full unit, the GHB2017 dropped with the "adjustments" to Thunderers which made my unit (that I had converted to all have different poses) unplayable. It wasn't just that they got their power adjusted down; the unit I had painted was literally illegal under the new rules. The changes also threw into question the competitive viability of the whole project. To see this thing through, I would be hobbying on it for the entire year and there was a chance I would be taking a sub-par army to these events. The prospect was less than enticing and I considered scrapping the whole project. Luckily, I didn't. I loved the concept of this enough that I resolved to see it through, even if it was sub-optimal in competitive play. The silver lining was that Fyreslayers under the new system were highly competitive and their aesthetic was baked into my forces. The allies system dovetailed perfectly with the hybrid lists I was already considering. If the KO thing was a dud, I could always redirect my work to pure Fyreslayers. So I pushed through and here is what I came up with: Background Lore Now I needed a story to launch these pirate slayers into the AOS world. This is what I've initially come up with: Kharadrong’s Raiders are a mercenary band made up of the remnants of the Grimharaz Lodge, who’ve recently retaken their ancestral hold of Barak-Zharr. Their name is honorific of an ancient mythical hero, Long Drong, who similarly led a band of slayer mercenary pirates on sailing vessels to plunder and to victory. As a Dogs of War force, the Kharadrong’s Raiders have found common cause with Trapjaw’s Barnyard Busters in the mutual pursuit of gold and glory. The origin of the Kharadrong’s Raiders is a long and tragic story. Decades ago, the Grimharaz lodge came under assault by Tzeentch daemon hordes in what would later become known as the War of the Wyrdquartz. While many of the lodges held their ground, Grimharaz was at the heart of the conflict and sustained heavy losses. Despite the intervention of Kharadron Overlord fleets, the lodge’s hold of Barak-Zharr was lost under the press of daemon flesh. The remnants of Grimharaz, now homeless and hopeless, disseminated amongst the Baraks of the Kharadon Overlords and picked up work where they could find it while the Grimharaz’s Runefather, Zharrik, went into a self imposed exile. For years the remnants of the Grimharaz lodge toiled amongst the Overlords, and many served aboard Overlord vessels as mercenaries. Over time, the sons of Grimharaz adopted the means and methods of the Kharadron. They learned to sail the aethersphere under the skilled guidance of Zilfin navigators and distill the essence of aethergold from the Khemists of Urbaz. Despite their exile amongst the Overlords, the Runeson Thrundrik never forgot the halls of Barak-Zharr. Thrundrik and his trusted brother-in-arms Varag set about re-gathering the lodge with the goal of reclaiming Barak-Zharr. Even in these early stages of re-formation, Thrundrik saw that many of the younger generation had assimilated to the ways of the Overlords, while the older longbeards held strong to the ancient traditions of the lodge. To help bridge this division, Thrundrik sought out Runefather Zharrik and reunited the lodge under Zharrik, knowing full well that the tension between the new and the old could not be maintained indefinitely. But the unity held and the combined arms of young and old, aethermatics and ur-gold runes side by side, retook Barak-Zharr. Years have passed and the lodge persists amidst the tensions. New and old have found an odd peace in the firescorched halls of Barak-Zharr as ancient stoneworks have been restored and aethergold furnaces installed. The Grimharaz lodge has found unlikely allies with a neighboring Ironjawz warband led by Trapjaw but the take is good and the Orruks (or at least their lust for gold) is trustworthy enough. Recently, Thrundrik has caught wind of large remaining deposits of Wyrdquartz nearby and has sent a joint force led by his brother-in-arms Varag and Trapjaw to investigate. It was Tzeentch’s desire for Wyrdquartz that led to the loss of the Hold the last time around and Thrundrik refuses to let it happen again. He hopes that Varag and Trapjaw can get in front of this situation and maybe even make some profit while doing so. Final Descent With everything else in place and putting the final touches on my last couple units, I needed to finally bring the legendary Barak-Zharr to life. I spent most of the month of October hobbying away on my board for Holy Havok. Ultimately, I think things came together fairly well, but I'll let you judge. And the rest of the finished units in the first round of models: I hope you enjoyed this introduction to my current passion project. In future posts, I'll provide some behind the scenes glimpses while various stuff was WIP, as well as detailing Vince and I's Holy Havok 2017 experience, and I, of course, have new additions to this force I've completed in the meantime. I mean, Holy Wars 2018 is indeed coming next month! 1: In no way do I actually think that GW designed the KO for me or at my suggestion. The timing is simply humorous.
  18. I have put together the start of a short campaign/ questline suitable for use with any narrative based ruleset (eg hinterlands/renown and ruin) Please give it a read or a playtest and tell me if it works or doesn't. https://drive.google.com/open?id=1IWotFwXaI3IMLcpQ9505voI9lJ0ecA4n
  19. Bostian

    NOVA Open Grand Narrative

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    NOVA Open will host another Age of Sigmar narrative play event across all four days of the convention, from Thursday, August 30th, through Sunday, September 2nd. Players are invited to bring a painted army of 1,500 matched play points with special army comp provisions, along with a figure of their choice to represent a unique warlord and an airship of their own design and construction. After players stake allegiance with one of the four unique guilds, each will participate as a team as individual players in a series of planning, play, and social sessions which make up the prelude and three distinct acts of the grand narrative. Not only will players negotiate alliances and resolve challenges with other teams, they will decide how to spend campaign resources to leverage special abilities and further the power and advantage of their preferred guild. They will also discover the true nature of a massive godbeast which has arrived floating in the skies above the fields, mountains, cities, and canals of Dawnland. The grand narrative, as previous years, will feature a variety of events including team planning sessions and epic Triumph & Treachery games, along with the popular Ships of Renown event, and a big coalition of death game across multiple tables involving many players. Tickets for the convention and associated events are available now at https://novaopenstore.com/Home/EventContainer/17 and the preliminary event pack is HERE. The team is still finalizing some details. Any questions can be emailed to customerservice@novaopen.com
  20. Event Title: NOVA Open Grand Narrative Event Author: Bostian Calendar: Events USA Event Date: 08/30/2018 12:00 AM to 09/02/2018 12:00 AM NOVA Open will host another Age of Sigmar narrative play event across all four days of the convention, from Thursday, August 30th, through Sunday, September 2nd. Players are invited to bring a painted army of 1,500 matched play points with special army comp provisions, along with a figure of their choice to represent a unique warlord and an airship of their own design and construction. After players stake allegiance with one of the four unique guilds, each will participate as a team as individual players in a series of planning, play, and social sessions which make up the prelude and three distinct acts of the grand narrative. Not only will players negotiate alliances and resolve challenges with other teams, they will decide how to spend campaign resources to leverage special abilities and further the power and advantage of their preferred guild. They will also discover the true nature of a massive godbeast which has arrived floating in the skies above the fields, mountains, cities, and canals of Dawnland. The grand narrative, as previous years, will feature a variety of events including team planning sessions and epic Triumph & Treachery games, along with the popular Ships of Renown event, and a big coalition of death game across multiple tables involving many players. Tickets for the convention and associated events are available now at https://novaopenstore.com/Home/EventContainer/17 and the preliminary event pack is HERE. The team is still finalizing some details. Any questions can be emailed to customerservice@novaopen.com NOVA Open Grand Narrative
  21. Thomas Lyons

    Holy Wars 2018 Coverage

    Heya friends! As many know, this past weekend was the Holy Wars 2018 narrative event in the Chicago-area. Holy Wars is the premier narrative hobby event in North America that miraculously balances the highest levels of hobby with the highest levels of competitive play. This year was certainly no different. I've posted some photos at the end of the page with stand out armies at this year's event. Photos of @Holy Hammer Hern's beautiful tables can be found in my Holy Wars 2017 posts from last here (found here, here, and here). Vince and I have done a lot of coverage thus far so I don't see a reason to repeat those details here. On the drive home from the event, Vince and I covered each of our games in a blow by blow coverage over the course of two videos. On Wednesday, we had Steve Herner (@Holy Hammer Hern), who is the creator and driver behind this event along with his club the Holy Hammers, on to Warhammer Weekly where we talked all things Holy Wars and his experiences as a ringer for the event. Finally, last night we @Rob Symes's Honest Wargamer show where we talked about the event and our experiences (Apologies to David Griffin for getting our score wrong on Rob's show; it was 14-6, not 20-0). The links to all of this coverage can be found below: https://www.twitch.tv/videos/234249072 While I didn't perform as well in the games as I would have liked, I was honored with the Hobby Hammerist Award for a second year in a row. I was super honored by it as there was such stiff competition at the event in the hobby categories. Thanks for such a great weekend everyone who attended and participated! Now enjoy a handful of the awesome looking armies that were present at the event!
  22. The Coalescence: Malign Portents player pack for the Cardiff event is now ready! Coalescence: Malign Portents is a one day narrative campaign event set in Shyish during the Time of Tribulations. It will take place at the South Wales Gaming Centre (Firestorm Games) Cardiff, from 10AM to 6PM on Saturday 17th March 2018. That's pretty close so click that link and get registering! All you need is a 1500 pts Age of Sigmar army and a sense of adventure! Players of all ages and experience levels are welcome. If you haven't participated in an event like this before and aren't sure if it's right for you, I would encourage you to download the pack and take a look. This fun, casual event is perfect for anyone wanting to dip a toe in the water of narrative play. I think this event is going to be a huge amount of fun, and I would love for as many of you as possible to be a part of it. This is a great chance to meet other local AoS players and get involved in our friendly, growing AoS community. You can download the pack and register to participate in this exciting, FREE*, one day narrative campaign event by following this link: http://www.arcaneterrain.com/coalescencemp2018 If you have any questions about the event or the pack please let me know. *You'll just need to pay the usual entry/table fee as with any regular gaming session.
  23. Antipodean7

    Nagash - his story, lore and background

    Nagash - his story, lore & background. From mortal man to God of Death in the Mortal Realms. In only 20 minutes. A new lore show in AoS Shorts style with the massive help of our local Mortarch, Tronhammer. Nagash is a pillar of Warhammer – so we could easily have hours of in-depth coverage – but I’m going to stick to AoS Shorts form and try to distill the story into a show around 20 minutes long. The first half of the show is background, it tells the origin of Nagash from the world-that-was through to the End Times. Given it is ancient history for those living in the Mortal Realms, this part is told as a saga. The second half of the show is more descriptive and lets you know the main Nagash story from the Age of Myth through to Malign Portents and the Time of Tribulations. It was certainly a challenge trying to capture the essence of the story and decide what was in and what was out. Let me know if we succeeded & if you'd like to hear more lore in this format. Also, I'd love to know if there are extra community resources I should add to the further reading section at the end. https://aosshorts.com/nagash/
  24. Draxtar Games - March 18th 1375 Wind Energy Pass, Batavia, Illinois 60510 1000 Point Vanguard list for a free gaming event. Two 2 Hour Missions with a half hour break between games! Armies will be built using Generals Handbook 2017 Missions from Malign Portent Link to Facebook event can be found here.
  25. Nagash - his story, lore & background. From mortal man to God of Death in the Mortal Realms. In only 20 minutes. A new lore show in AoS Shorts style with the massive help of our local Mortarch, Tronhammer. Let me know if we succeeded & if you'd like to hear more lore in this format. Also, tell me if there are extra community resources I should add to the further reading https://aosshorts.com/nagash/
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