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Knight Scáthach of Fimm

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  1. Knight Scáthach of Fimm
    The Free City of Bal’lahast
     
    and
     
    the Bal’lahast 1st Shyish Campaign Force
     
     
     
    The City
     
    The Free City of Bal’lahast is situated in the far north of Ghur, neighbored by the Spitewood and Spitewood Fens, home to Sylvaneth and Fimir respectively. The city stands on an open grassy plane, surrounded by five concentric rings of moats. There are no walls in Bal’lahast, only the stake laden pits of water that keep the great beasts of Ghur at bay. Only a single bridge crosses each section of the moat, and one would have to circle around having just crossed the first in order to reach the second and so on. This makes Bal’lahast a nightmare to siege without the use of flying beasts, and so the city has never fallen.
    The people of Bal’lahast are of both human and duardin descent, and so are of stern demeanor, but also stand slightly shorter and are burlier than the average man. They worship the gods Grungni and Sigmar in that order, and venerate Ludwig Schwarzhelm as their patron saint, as well as Karl Franz to a lesser degree. The leader of the Bal’lahastines is called The Schwarzhelm, of which Hector Wallace is the current bearer of the mantel. He is the 21st Schwarzhelm, and like his predecessors, he strives to don the ancient saint’s supposed persona and instill his stalwart nature in all his subjects.
    The icon of Bal’lahast is a simple letter R in Khazalid, in honor of the city’s founder, Robert Bal’lahast, who lived at the end of the Age of Chaos. The Bal’lahastines prefer functionality over aesthetics, and so their heraldry is often bare-bones and dull in color. The image of the Schwarzhelm upon his horse is more than enough to stir up the courage of any man. The many craftsmen and artificers of the city are duty-bound to ensure the maintenance of The Schwarzhelm’s panoply; a near perfect replica of the original worn in the World that Was, based on a single surviving manuscript found in the depths of Azyr, by a lone priest of the Devoted of Sigmar many centuries ago. This tattered ink sketch is the most prized object of the city.
    The armies of Bal’lahast go to war dressed in copper-alloy armor and burgundy cloth. The region of Ghur in which the city resides is poor in metals bar copper, and so they craft most of their armor from a synthesized alloy of the metal, produced by the city’s Collegiate Arcane. Weapons of war are still crafted in steel, as the aforementioned alloy is, for the most part, inferior. Steel is otherwise reserved for the most important of tools and armor, and so only the leaders and most well paid soldiers can afford such luxury; namely the generals and Handgunners, as well as the knights who often have shields of steel. The Handgunners in particular are highly valued as they are instrumental in bringing down the rampaging beasts of Ghur, and so every kill is extra coin in their pocket.
    The uniform of a Bal’lahastine soldier begins a deep green, and it is expected by the end of their first year of duty that it be stained burgundy with the blood of monsters. Some circumvent this by using artificial dyes, but this is frowned upon.
    What a Bal’lahastine lacks in equipment, they make up for with physical prowess and bravery. Thanks to their ancestry, the average man is thickly built with a penchant for saying ‘no’, be it accepting a day off or fleeing the enemy.
     
     
     
     
    The Bal’lahast 1st Shyish Campaign Force
     
    The soldiers of the Bal’lahast 1st Shyish Campaign Force are a grim foe to behold. Formed during the aftermath of the Necroquake, these bedraggled yet stalwart men are a force to be reckoned with. Their steel is rusted and their armor stained with verdigris, for there are no supply lines in the land they find themselves in, and the next friend is few and far between. Shyish would suffocate most outsiders, but not them. They fight to bring an end to the death god through the sheer grit of mortal men.
    Led by Hector Wallace, the Campaign Force has gained a firm foothold in the realm and intends to push ever onwards into the heart of Shyish. The only man who will return is The Schwarzhelm himself, but each and every soldier knows this. Their uniforms are already stained red on the planes of Ghur, and even though the eager recruits will never know this fighting the dead, they fight regardless. Every soldier is a willing soul.
    Upon death, the soul of the fallen soldier will not be drawn to the Great Necromancer, instead it is immediately obliterated by the power of the Bal’lahastine Luminark’s scorching aura; a well-kept secret by the city’s Collegiate Arcane. This way, they feed no souls to the enemy, and let soldiers die in peace, knowing they will never return. This does however mean that Luminarks are the most prized weapon of war utilized by Bal’lahast, and they are defended as if they were The Schwarzhelm himself.
    The Campaign Force is the first army of Bal’lahast to fight alongside the Stormcast Eternals. While many mortals would quiver in their shadow, the men of Bal’lahast are most vocal in their distaste for Sigmar’s chosen, seeing them as cowards in the face of true annihilation; something they willingly choose. Regardless, Wallace ensures that their alliance holds firm; after all, they need every new sword they can find, and Sigmarite doesn’t rust.






  2. Knight Scáthach of Fimm
    Knight Argrave is the leader of the Knights of Argrave, a Fimirach Fianna from Spitewood Fens. Their faction has no Meargh Matriarch and so they are unable to replenish their numbers. At most, 200 Fimirach live in the fens and so any death is a great loss. Fortunately, Fimir are among the hardest creatures to slay, even surpassing Trolls in their ability to regenerate.
    Argrave is clad in spell-forged bronze armor and wields the signature Baleglyph Maul of the Fimm warriors. He also carries a sword from a fallen Tree Revenant on his belt. A magical Gnoblar named Bentnose accompanies him often, especially on his frequent raiding parties to gather supplies. This little Grot wishes to one day be a Knight like his master and so Argrave has given him the chance to prove himself worthy.
    Of all the Fimir of Spitewood and among all Fimir kind, Argrave is one of the most intelligent. He has many trade agreements in place, such as with the human citizens of Little Ballahast to the south. In exchange for protection from the nearby Savage Orruks, the humans supply Argrave with metals that are acquired in their regular trades with other townships. The presence of the Fimir is also handy in that it wards off any Witchunters that may come snooping. One of the reasons Argrave refuses to raid Little Ballahast is so that it acts as a fallback plan, just in case supplies run low in the future...
    The area of Ghur where the lands of Spitewood cover is relatively peaceful in contrast to the rest of the Realm of Beasts and so there are the odd, civilized, human settlements. Little Ballahast is able to trade with the citizens of Ghyran through a realm-rift located in the eastern sea, a shard of a realm gate.
    Unlike his appearance suggests, Argrave does not enjoy killing but he is sure not to impose his morals or conscience on his fellow knights lest they falter. He stopped enjoying it millennia ago yet he does what he must.
    Trivia:
    -Argrave is many thousands of years old.
    -He hangs a lantern from the stag's antlers that adorn his helmet to lure those lost in the fog to him with the false sense of security.
    -He has survived being 90% decapitated by an Ogor.
    -Argrave strangled that Ogor.
    -Argrave has traveled as far as Chamon and Aqshy where he tamed Cinderquake.
    -He has many human and inhuman acquaintances.
    -He is the only Fimir to frequent human taverns.
    -In Aqshy, Argrave once glimpsed Archaon the Everchosen in the skies. Fortunately his magical fog made his presence undetectable to the chaos lord.
    -Argrave once won a pub brawl against 8 men and a horse. They were very xenophobic.
    -Argrave likes baths.
    -Argrave has eaten the odd human.
    -The brother of the Ogor that nearly killed him, Skall, is now his trusted treasurer. Skall doesn't care that Argrave strangled his brother to death.
     
     
    Knight Argrave of Spitewood Fens:
    Age: Born sometime in the Age of Myth. Virtually ageless.
    Height: Between 6 and 8 feet depending on how hunched he is. (10 feet if he stands up straight but this hurts his back).
    Weight: 280kg
    Likes: Carving effigies out of Sylvaneth, human/ dwarven ale, late night patrols.
    Dislikes: Having to raid settlements, the sun.
    Weapons: Baleglyph Maul, Sylvaneth Sword, his hooked tail.
    Pets: Cinderquake the Magma Dragon.
    Home: Argrave's Last Hold, northern Spitewood Fens.
  3. Knight Scáthach of Fimm
    This is a WiP of my Ogor treasurer, question is should I use him to replace Paladin Bentnose the Grot Shaman or add him as a chaos Ogor to the chaos warband I'm building for my Brother. I'd add a Gnoblar spotter on his back for my Fimir warband otherwise.
    What do you think I should do?



  4. Knight Scáthach of Fimm
    My raiding warband for Hinterlands.
    (Apologies for poor quality pictures)
    The Knights of Argrave are a fully fledged army originating from Spitewood Fens, a calm and remote area in the Realm of Beasts. This military order of Fimirach Fianna contests these ancient lands with the Sylvaneth of Spitewood, the dense forest that borders the fens.
    In order to fuel their war against the upstart tree spirits, the cyclopean Fimir must supply their army with resources not found in the fens therefore Knight Argrave regularly takes a raiding party with him to gather supplies elsewhere.
    The Fimir themselves are the only professional soldiers to be found in the forces of Destruction, unlike the savage Ironjaws or gluttonous Ogres. This can be seen through the well crafted magical bronze armor they wear and impressive bravery although this may not seem apparent at a glance of their tusked jaws and single eye.
     
    This warband consists of:
    -Knight Argrave, the leader of the Knights of Argrave. (Fimirach Noble in Hinterlands/ Ogre Tyrant in AoS).
    -Knight Gringat (name not mine) his second in command. A Fimirach Warrior.
    -Paladin Bentnose, the magical Gnoblar (Grot Shaman).
    -The 6 assorted and replaceable Gnoblars: Whimzy the Cheese Thief, Swigz, Percy, Mr Sneak, Chumly and Groob the Groinbiter.
    150 gold.
     
    The full 1000/1500 point AoS army includes:
    -Knight Argrave (Ogre Tyrant with Great Gutgouger to simulate a Fimir hero).
    -6 Fimir warriors.
    -3 Fimir Warriors.
    -3 Fimir Warriors.
    -20 Gnoblars.
    -20 Gnoblars.
    -1 Gnoblar Scraplauncher.
    -1 Magma Dragon (in swamp theme) (1500 point list only).
     
    Lore:
    The old fortress of Spitewood Fens is at the center of the war fought by the Knights of Argrave and the Sylvaneth of Spitewood. This fortress was carved from solid rock by the ancient Fimirach, including Argrave himself. The Fimir, being nigh immortal, remember those times well; times when they could keep to themselves and did not have to raid human settlements for resources otherwise contested by the Sylvaneth.
    After the War of Life bloomed in Ghyran and spread to many parts of the Mortal Realms, the Fimirach found themselves pushed out by the strange and powerful Sylvaneth and so they were forced to abandon their old fortress home, out of shock more than anything; the Fimir are no fools to newcomers.
    The Duke of Spitewood, Grand Hickorium and his guardian Spirit of Durthu were eager to finish what they started just weeks prior and so they marched on the last holding of the Fimir at the northern edge of the fens. However, the Sylvaneth had never before faced the baleful Fimirach and so were caught off guard by the sudden appearance of every Knight of Argrave from the shrouding mists. Fighting on their home turf, the Knights turned the tide faster than the Sylvaneth could grow a bud.
    The Duke's spirit was broken when Knight Argrave suddenly appeared from the fog and slew the Spirit of Durthu before him, his sundering Baleglyph Maul splintering the spirit's legs before the malign energies killed his very soul. Enraged at the loss of their protector, the Duke's Brother took up the fallen Guardian Sword and drove Argrave back, however the battle was lost and the Sylvaneth of Spitewood were forced to retreat to their forest groves.
    Nowadays, the Sylvaneth control the southern fens closest to their home of Spitewood while the embittered Fimir hold much of the northern territory including the hotly contested old Fimm Fortress where the corpse of the Spirit of Durthu still lies, now a glorious bed of new life.
    The odd skirmish happens regularly but no full blown war has been fought in recent times due to the threat of Argrave's pet Magma Dragon, Cinderquake, from the Realm of Fire. Only when the Duke's Brother has mastered the use of the Guardian Sword shall they finally take up arms against their arch-nemesis and claim Spitewood Fens for the Everqueen.
    The only time a mutual peace has ever settled between the two factions is when an Ironjaw WAAAGH passed through Spitewood Fens, unknowing of those who lurk there. The Fimirach appeared from the fog to the north while the Sylvaneth burst up from the peaty soil to the south and utterly annihilated the sudden threat together. Brute fought Fimir, Treelord fought giant and Knight Argrave, riding Cinderquake, battled the Megaboss Gitchucka atop his Mawkrusha.
     
     
     


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