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VBS

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  1. Regarding the Legends thing, I was hoping the selection would be larger. Since it is made to order and probably still have the moulds, the old Assassins and some Black Guard or Executioners would have been amazing. But if it is going to be finecast, no huge loss, they can keep it
  2. Felt inspired to write the “real” story behind my little narrative, with more detailed explanations. Added some pics of what I imagine looks like the Glimmering-City (taken from the Guild Wars game, which I really like and think is fitting). If I keep on developing it even more (which I will), I could almost make a book for Black Library ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The Primeval Truth and the upbringing of the Free Principality of Veriithas: Lost to incompetent scholars such as Faustur or pseudo-historians such as Nostradimus is the truthful story behind Lord Veriithas and his three companions. Clearly, the Free Principality of Veriithas quickly flourished as a result of the help of the Dark Gods. Indeed, the episodes in Chronicles of Veriithas describing shady beings emerging from the three (or rather four) Pits are non other than physical manifestations of the Chaos Pantheon. They granted Veriithas, Iohsefov, Forganegorix and Terris great knowledge and assistance in order to establish civilization on the new found lands. The motive behind this is unclear, perhaps to safely grow and expand chaotic influence in the Realm of Ghyran? For Veriithas and his companions were in reality no more than disgruntled citizens that lived in ignorance and drowned their miseries every night in long ethical sessions and thus, probably perceived as easy targets, far from the glorious Founding Fathers image that remains in the Principality. One may argue that the encounter of the Founders with the immaterial influence of Chaos changed them, granting them power and knowledge beyond simple mortals, allowing them to build magnificent structures and farm great extensions of land. In a way, Lord Veriithas was playing along the Great Game, abiding to the welcoming hands of the Chaos Gods. However, he did not forget his ideals and reason behind leaving his former life. Lord Veriithas was no fool, and soon understood that the influence of demonic creatures was subject to belief. During long nights of vigilance, he would notice how most shadows and hellish entities would form and torment the sleep of Terris, who was by far the most susceptible to supernatural acceptance and mentally weak. Before Lord Veriithas, these manifestations would evaporate with a single thought, as banished by his will of steel. His repugnance of the concept of “Gods” made it clear to him these entities were but vessels of some supernatural being, who were no different in essence to other Gods. They required the worship of mortals in order to maintain relevance, influence and power. Veriithas understood that by depriving them of the beliefs and souls of mortals, these entities would die or at least drift into insignificance. This was his premise when establishing the Primeval Truth. Smiting away all belief in what is beyond reality, placing the human at the center of the universe beyond the reach of worship-thirsting Gods. As the Principality expanded, the crescent moon shaped Glimmering-City was established. This enclave would become the center of all activity, receiving many travelers and ships that approached the Principality, lured by the magnificent sight of the marble towers and sumptuous luxuries offered by the land. Soon, humans, elves, dwarves and even lizard-like creatures that spawned among the marshes of Terri's Gift (a delta that hosts the largest docks in the region) found a refuge like no other. The promise of an idyllic life in a quite and remote area of Realm of Ghyran was a blessing for many, who started seeing the Founding Fathers as superior beings, more so when manifesting their unnatural powers (this could later explain the Principality drifting into the primitive worship it currently is afflicted by, but it is another story). At some point, Lord Veriithas and his folk must have turned against the helpful entities of the Pits. The intention of Lord Veriithas was to create a society free of the influence of Gods. Veriithas and any other members present during the upbringing of the Principality were witness to the existence of these powers. The materialization of these manifestations from the Pits were subject to collective belief and as such, Veriithas' intentions were to clean any presence of this belief, to drain the essence behind the Dark Gods' influence. He sealed off to oblivion the fourth Pit, smaller in size, within the depths of the Princeps castle and forbade approaching any of the other three Pits. Following this act, travelers and adventurers that arrived to the Principality would only be welcomed if free from divine worship and presenting a strong will, to fight any influence. Slowly, the whole population would grow strange to the reality of Gods. Iconoclasm and absence of deities in its highest form. This was Lord's Veriithas vision. The mere concept of Gods did simply not exist in the Principality following the course of several generations of unyielding education in the Primeval Truth dogma and hunting down any “faith worshiper”. A life secluded from external influence, in part thanks to the geographical location of the Principality, ensured that citizens would grow free from the erratic and harmful agenda of deranged superior beings such as the Tyrant of Azyr or Those Who Dwell Within The Pits. However, his task was not yet complete. Lord Veriithas, along his three companions, were at some point the only mortals with knowledge of the history behind the Principality, and he believed it would need to put an end to this. They were themselves accomplices to the existence of the stain that represent the Gods for the Principality. Gathering a small group of Elven warriors, Lord Veriithas shared this knowledge with them, at the price of their tongues and twisting their minds through potent magic, depraving them of any emotion. His intentions were that this group would work as wardens of the Primeval Truth once his Masterplan was complete. This group of Elven warriors would then become the feared Order of Censors, or rather the Order pretends to be a (pale) copy that deviated greatly from the Great Founder's ideal. Veriithas would then murder Forganegorix, Iohsefov and Terris before committing suicide, throwing himself to the sea from the precipice up in the north of the Principality, were today lies the collection of statues known as the Forefathers Monument. Believing his Masterplan complete, erasing every trace of the upbringing of the Principality would ensure a benevolent future to his Creation. He was wrong. Glimpse into the Glimmering-City:
  3. I think it is not only recently, but overall, AoS has had way more new "shinies" and attention than 40k. And rightly so, since a new game requires massive attention to settle down. If 40k is getting many codex updates, it's due to 7th obsolescence and need to have the armies updated. It is nothing "new", just a mandatory rules update in order to make use in 8th. And I'm quite sure codexes are just a copy-paste of previous ed. fluff and the Index stuff anyway (CSM one is, at least). Other than that, what was really new (model-wise) since 8th... Custodes? Primarines? Death Guard/Tzeentch (that mostly also works for AoS)? It pales in comparison with the completely new AoS miniature ranges, army concepts, etc.... I think we should be grateful to GW for the attention they give to AoS despite being the smaller game (they didn't bother doing so for WHFB in like, forever?). So us fantasy folks who are not that much into the sci-fi counter part are quite spoiled, and haven't been so in a loooong time. If AoS 2 or new Death/Elves/SCE take a few more months than "rumoured", can we really complain?
  4. Time for an update, this time with minis included! Have you heard of the vile Order of Censors? The inquisitor-like guards of the Free Principality? Read below! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Although the Principality prospered under the initial rule of the Founding Fathers, it would not last. The heroes disappeared abruptly, without trace or apparent reason. The historian Faustur points out in his doubtfully accurate Chronicles of Veriithas that the companions were last seen on an isolated village in the north-west setting sail to the unknown, their deeds of raising a truly free, noble and self-sufficient land completed. This area hosts today the splendid collection of monuments dedicated to The Saviors, a place of obligatory pilgrimage for every decent citizen of the Principality. Whatever it may have been, their departure had a profound impact on the life of the diverse inhabitants of the Principality. The ideals of righteousness, humbleness and spiritual fulfillment were swiftly replaced by internal disputes among nobles, high military officers, wealthy merchants and a soon to rise Cult of the Primeval Truth. Despite keeping an apparent social cohesion and civil order, the court of the Glimmering-City was a confusing scene of political intrigues and back-stabbing of such magnitud that only the most greedy and corrupt mortals could have done. Out of this feud in the high spheres of society emerged a group of respectable citizens, mostly Elf-kin, that claimed to not tolerate a deviation of the Masterplan of the Founding Fathers, despite the life-changing event of their departure. They eyed with suspicion all the opportunistic aspirants in court, promptly organizing a paramilitary organization regrouping the most lethal fighters that would come to dominate, albeit not completely, its competitors Amidst the sumptuous halls of the Glimmering-City's Keep, a triumvirate was established under their guidance, each figure ruling a particular aspect of the Principality's life: Merchant-Prince for the economy, a High-Deacon for spiritual guidance and Princeps for social administration. This would lay the foundations of what the political regime of the Principality resembles today, but even the Elven organization could not face the constant harassment of groups that assailed them from multiple directions in the court. Soon enough, the noble group withdrew to their monastery, the Temple of Tolerance, weary of the immense decadence and immorality that preyed upon the Glimmering-City. As decades went by, these Elves would grow to be a highly feared organization across the Principality. Enviable war prowess, hidden knowledge in the shaded crypts of the monastery and high amounts of wealth would make the dwellers of the Temple of Tolerance almost a State within the State. The mandate of the Triumvirate, centered around the Glimmering-City, was ignored and before leading to an open confrontation, an agreement was sealed. Reluctantly, the Princeps would “tolerate” the law-enforcing aspirations of the monastic warriors, who would soon style themselves as the Order of Censors. Indeed, in an overzealous attempt to preserve the essence of the Founding Fathers, they would enforce a particular way of thinking, following Lord Veriitha's doctrine of the Primeval Truth as a soul freeing culmination. However, citizens all around the Principality grew more superstitious and irrational without their Guides, morphing the initial dogma into the primitive worship reminiscent to those of other Gods. In order to preserve their comfortable new found position of power, the Order of Censors did as much... for dignity and moral principles were cast aside when the Founding Fathers left orphan their land. Serving as vigilantes of moral rectitude, humbleness and submission to the greatness of the Primeval Truth, the Order of Censors patrol the Free Principality of Veriithas with ardent (false?) devotion. Small group of guardians are sent to every village or even full battalions for larger enclaves such as the Glimmering-City or the Iohsefov Bastion. Under their supervision, all dissidents and free-thinkers are quickly arrested and sent to the Temple of Tolerance, never to be hear of again. To preserve civic order, the Princeps assures his citizens that the monastery functions as a large prison were the wrongdoers must repent and think of their actions. Rumors have it otherwise, from massive sacrifices into the Revelations Pit to much grimmer activities such as organ trafficking and scientific research on live bodies. Bard Nostradimus even claims to have seen a cohort of Censors handing out dozens of handcuffed prisoners over to tall and lean creatures emerging from the sea.... The Idoneth Deepkin he called them. Although every reputable citizen knows a drunken bard hallucinations must never be trusted. Whatever it may be, the Order of Censors casts an aura of dread upon the Free Principality, were the slightest misheard joke may be a death sentence. The unfortunate case of the Dwarf merchant Uhglii the Opulent is often used as a warning, as on a boozed-infused night in the Golden Phoenix Tavern happen to have been his last. After ingesting copious amounts of Avsynth (a highly toxic alcohol greatly appreciated by the short-legged folk) and snorting the purest Skoma (illegal crystals harvested in the depths of the Lake of Rumination), he boldly jested of how “ironic it is to live in a Temple of Tolerance yet being called Order of Censors” or how “it was no wonder the Censors were all a bunch of pricks as they were Elves after all”, before laughing so hard he regurgitated all the Avsyth he drank. Social power, economic wealth and particularly context are not welcome when dealing with Order of Censors, and the Dwarf merchant was quickly reported by the fearful patrons of the tavern. Indeed, the climate of fear and anxiety imposed by the Censors has led to a certain psychosis among the citizens, where a merchant may be seen falsely denouncing a colleague over an unfair trade or a father reporting his daughter for living a deemed not so moral life-style. It is even said that the current Princeps, the Most Noble and Distinguished Lord Asphodellus, has a particular aversion for the Order, conceding every demand they make as long as they stay out of his sight. Besides their reigning terror, the Order of Censors also stand out for their economic power as all indicators seem to prove they control the vast majority of illegal activities in the Principality. It would be no wonder to think their garrison at the shores of the Lake of Rumination, with the pretext of guarding the Revelations Pit, is the perfect platform to collect Skoma. Or that most brothels and lowly criminal-infested taverns are owned by family members of prominent personalities of the Order. Princeps Asphodellus turns a blind eye, hoping the malicious Elves let him sleep better at night. In times of war, the Order of Censors often sends a detachment to aid the armies of the Free Principality. They are by far the most skilled warriors of the region and their mere presence hardens the resolve of the free people (it is not recommended to disappoint a Censor after all...) and cast fear in the hearts of the enemy. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ These are the first minis I painted in over a decade, so not quite there yet I suppose in terms of quality. In game, I will be using these fellows as Phoenix Guard. Probably the closest thing that resembles, although not that much (The Order of Censors are a unusual lot indeed ).
  5. Glad you like it! Well, I have yet to fully develop that part but initially, the founders identify with a more "naturalistic pantheist" view (so divinity lies in the All, the World, not a specific being that requires worship) and as such see their souls probably dissolving along with their bodies to return from were they came, the earth/soil, to re-enter the cycle ofl ife as the material components of the physical body are not "lost". The negation of traditional religious concepts and belief that the World proceeds the physical Gods. But there are a few hints in the first post that suggest that the reality of different. The references to the Pits (see how they are named) or the "shady figures" is an indication of the presence of the Dark Gods. And in a way, the Principality has a mild form of worshiping the Chaos Pantheon, just not the traditional way as Slaves to Darkness would do. And even if at the start there was no "ceremonial worship" as the founders deny that, after they disappear we see how rituals and practices regarding divine aspects take a larger role (sacrifices to pits, idol worship, etc...). However, people in the Principality do not see it as the Chaos Gods and that their souls are bound to them. There is no "my life and soul belongs to them, I am but their muppet" idea, and we even see that mutations/gifts are actually perceived as a sign of evil/weakness (they are sacrifices into the Tzeentch-like Pit). Taking as reference the 6th ed. Hordes of Chaos book, there is this story of an imperial merchant talking with nordic tribesman who clearly is Chaos worshipers. But the tribesman does not seem to acknowledge the reality of physical Gods, having a more down-to-earth/spiritual feeling to religious beliefs. For the Principality it is quite similar. Belief in the Chaos Pantheon as a whole without giving credit to a specific entity, as they view Chaos as a more natural pantheist expression. But all along, they actually ignore what this implies, coz indeed, their souls end up in the Realms of Chaos! They just don't know it yet hahaha (makes it all more tragic and sick), except for a very few number of personalities who are fully aware of what the Pits represent and what this all means.... Sort of like the World Bearers in 30k, they did not understand what they were doing nor what the consequences would be when first encountering Warp entities. I will develop more at some point, as I think it is a interesting approach rather than cult- Gods worshiping like in the rest of the Mortal Realms
  6. Thanks! The whole 30k Emperor & Imperial Truth was a big inspiration. In fantasy/sci-fi,I like the concept of not bidding to the evident reality of superior entities. That is a bit the premise here, and how it can easily degenerate afterwards. In the novel The First Heretic where Lorgar and the boys end up as Chaos worshipers without quite know that was Chaos or what was going to happen (most of them), which is more or less what happens here. No coincidence that I used the concept "Primeval Truth" instead of the "Primordial Truth" that is used in the book. In any case, have a load of ideas building up, including some Idoneth... The fact the Principality regroups humans, elves, dwarves, and all yet being very anti-Order story-wise adds so much flexibility for both the miniatures (totally mixed-Order) and fluff (can justify fighting against anyone).
  7. Teclis, why you always ****** up, mate? Also, the Manfrelf character is maybe this so called High King Volturnos.
  8. 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
  9. On a less serious note, I'm a bit underwhelmed by Idoneth minis. I love the scribe/squid but the rest just looks... ehhh just no. The eldar corsair vibe I get is also quite strong. The Warhammer Legends made my day and all these revealings make the GW future quite exciting!
  10. Probably trolling as in internet troll Would love if it was the case, and even if the theme is aquatic (Mathlaan...), that type of behaviour reminds me of Loec. They do have the most recognizable aspect of the laughning god such as being elusive and no one appears to ever knows what they up to. And just like his 40k counterpart, the God could have very well have survived the ET due to ****** around like a joke while the rest of the pantheon shattered (and since they made Elves in AoS much closer to what Eldar are in 40k....). Obviously we know close to nothing for now, but for wishlisting it'd be a direction I'd appreciate. Vampiric fishelves on flying sharks trolling through the mortal realms. Ridiculously awesome.
  11. Different games with a very different way of organizing armies. Why should this be taken as a reference? Moreover, the analysis doesn't seem to take into account that WHFB did not have the concept of Alliances, and that some armies in a certain "alliance category in WHFB" (if that even existed) does not translate into AoS (like Dark Elves, as a sort of example) or armies that simply don't exist anymore (like Bretonnia). On top of that, AoS breaks down into several battletomes the equivalent of some single WHFB armies (chaos or orcs), keep others under a single tome (seraphon) or adds new ones (KO). AoS is also still under expansion and will continue to do so, whereas WHFB is a finished product, making the comparison even more random throughout time. I don't see the point or how can a reasonable comparison be drawn between both. Also join Sleboda on the comment about the 25% ratio... are all GA supposed to be equal in terms of numbers? Did hear GW say anything about that... I have the impression they just update armies according to a mix of whatever the studio wants to do (as it was the case before), model-line update/expansion requirement and studio fluff-direction-requirement, without taking into account an hypothetical equality between GA, sooooo the imbalance in terms of numbers is likely gonna be there forever.
  12. Seems reasonable. They even got him completely covered up in armor so no one complains about loincloths and breast plates. GW really are listening the fans!
  13. Dunno if already posted somewhere, but warband will be 22,50 EUR.
  14. Thanks for the heads up! Not into RPG, but it should be a great source of good fluff and pictures.... and so cheap.
  15. Was thinking about warband compositions the other day, and how Hinterlands and the official Skirmish compare. Does someone else also feel like "gold coins" (regular points) work much better than the "renown" thing? Skimming through the supplement it is easy to notice some discrepancies like a Marauders costing 1 renown and Skeletons 2 (instead of 6 to 8 gold respectively). Or like a Chaos Knight costing the same as a Wild Rider. It doesn't make much sense for such small games were even a few "gold coins" can help you squeeze in a model or two, which definitely has an impact on small scale games (with the objective of making the game fairer and more balanced...). This was just a random thought on how Hinterlands > official skirmish for me And raises the question on why did they introduce that renown thing when sticking to regular points per mini is easier.... Anyway, rambling aside, it's been a while since I checked all these skirmish and aos28 topics and I'm feeling reaaaally motivated for some Hinterlands/Skirmish/Narrative now that regular match play is sort of out the question with the new ghb. Have some ideas for a heavily converted chaos warband.. let's see how that goes
  16. Those elves look sweet! After Necromunda, now they just need to announce Mordheim (or an AoS-version, if they want). I can smell it. Like after BB and specialists games slowly creeping in, it's a matter of time (and it's a big cow to milk! which company doesn't like likes that? DO IT GW ).
  17. I suppose the perception of each is based on our experiences... so yeah, can't really say which individual opinion over an internet forum is correct. Whatever 8th really was, it was still a cash grab. Anything involving your unit gets better if you buy more models is by definition a sales tactic since people will be inclined to do so in order to be more efficient with their toys. Quite logical. And there is nothing wrong with that, just a private company trying to make money (outrageous, right? ). If people think it's a fun concept, good for them. If people want to field 200 skellies in AoS now, most welcome to do so
  18. Because the amount of hordes that plagued whfb 8th ed was one of the biggest complains about it. And when AoS dropped, the removal of that aspect was probably one of the most welcomed changes. If fielding tons&tons of basic minis becomes part of the meta in AoS, I guarantee that a lot of people won't be happy.
  19. The quick Codex releases idea could be interesting to translate to AoS. I'm sure many of us would be happy to get a Lizardman treatment for old armies that are inevitably going to be ignored. Write some fluff, add a few battalions, bit of traits, etc... not much work yet keeps a lot of people happy the easy way, while new minis come out. My little finger tells me that we'll just get another tasteless stormcasts release. Yes, cthulhu elves are supposed to be on the way (when was the last elf miniature release? 2014?!), but GW has to squeeze in as much as possible those posterboys.
  20. Well, I never waited someone. They like.... bring their armylists ready (???). And if they need a few extra minutes for the list, I'd just shrug. I'm not in a hurry when dedicating time to toy soldiers. So it goes. Also a change to per point mini from the usual 3/5/10/20 man blocks we have now would simply imply minimal elementary-level calculations, which is why this change being "complexe" remains a mystery to me (and I suck at math, Sigmar bless calculators ). I do however dislike paying 120 points when I want to bring my 7 wardancers, instead of the logical 84 points.
  21. Although I am against the rule bloating that seems to be a trend, I think that points per model is one thing that is really positive. With a calculator in hand (don't we all when armylisting?), I have a hard time figuring out how is point per model more complexe (unless some simple additions and multiplications seem insurmountable, which I doubt). In exchange, we can FINALLY use the number of models we want without feeling underpowered by the rules, like paying for a 10 man unit when you only have 8 models. The whole system till now passively induced you to play a determined number of models per unit and eventually, to buy more models just to fit the rules. The liberty offered by per model points is great.
  22. I think only TS and DG are listed under "faction" because they are the only chaos ones that recently had a proper update (Wrath of Magnus and DG incoming with the new edition). Which leads to think that Khorne and Slaanesh will probably have an update later on. I bet that for Slaanesh it will be along the AoS release as many kits can be used in both games. A chaos release in 40k is always relevant for warhammer too because of daemons. I expect to see some new Nurgle (Beast?) for AoS soon!
  23. Even if not AoS, it's quite exciting considering the current w40k state. Might dust off some CSM. Replacing the bad elements (book rules stacking) with the positive aspects of AoS and warning about it is a great move. Wish they did something like this for AoS instead of the big middle finger it felt like for many. I suspect having a new and better CEO has a lot to do.
  24. Fair enough Although if math is the issue, it could be fixed values (for example "30 gold difference", since the 20% of 150 is precisely that). Would make the math-dread easier But I do agree that house rules seems to best option!
  25. Took me a while to check Hinterlands but I finally did. And it looks awesome! Exactly the sort of thing I'd rather have for AoS. However, I have two questions after reading the rules: - Clarification for "3 mortal wounds limit": if one has no MW left and casts Arcane Bolt, does it simply mean it inflicts d3 1damage wounds that will allow armour save (since it's rend "-")? So basically, the MW will be inflicted "normally" but allowing an armour save? - Just and idea, but maybe introducing a % for Underdog Gambits could be useful? Technically, a 6 or 7 gold difference makes one the underdog, but it is quite irrelevant for the game impact over a 150 gold band. Whereas a Gambit can sometimes give you a sensible advantage. So an idea could be to allow a Gambit roll every 15% or 20% gold difference (when the unbalance is much more noticible)?
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