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About Me

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  1. 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
  2. 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.
  3. 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.
  4. 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. Event Title: Storm of Realms - Fall of Mierce Narrative 1 day event Event Author: Takaloy Calendar: Events UK Event Date: 07/20/2019 09:00 AM to 07/20/2019 06:00 PM London Warhammer Guild is proud to present a one day narrative event in 7Dials Convent Garden (London) on the 20th of July. find out more about it here: https://www.facebook.com/events/617053032138674/ ---- Details PACK >> https://drive.google.com/file/d/1f0OkcrnNtnFVnZadmZEulj4dEk_uH6GG/view?usp=sharing The town of Mierce was not in its first incarnation. The land upon which the town stands had long given rise and fall to many civilisations. The edges of the land lay ruins and dark foreboding forests filled with terrors the realms have long since forgotten. Far more unusual however, in its land host multiple realmgates. The events of the Necroquake have set upon a series of unfortunate event, for a mortal who called himself Shirek have stumbled upon a vault. Typical of ignorant mortals, they could not help but to retrieve an item which have alerted various forces of the presence of a very powerful artefact which now is in his possession. In this campaign forces gather to claim the prize for themselves, guided by their gods and greed. Opportunistic mercenaries made themselves for hire, questionable allegiance but nevertheless useful. It falls upon heroes to reinforce the defence of Mierce to prevent such power to fall into the wrong hands. Will you claim the prize for your God, or defend the town from Mierce against the tides of despair? EVENT SETUP The day event will set out as following: 2 factions: the invaders and the defenders Each faction will have a COMMANDER COMMANDERS will organise offence and defence for each faction (methodology will be included in a later edition of this pack) Battlefield split up into four ‘Areas of Conflict’ The Town of Mierce The Dark Forest The Haunted Graveyard The Hinterlands of Mierce PROGRESSION The day will consist of FOUR rounds. Each round the COMMANDER and their faction will receive the Scenarios for each ‘Area of Conflict’ and decide which of their forces to deploy to each zone. Each round will present a NEW scenario of each Area of Conflict. Choose carefully! Timeline - 20th July 2019 9:00 - Arrival and Registration 9:20 - Briefing 9:30 - Round 1 (1.5 hours) 11:00 - Break (15 minutes) 11:15 - Round 2 (1.5 hours) 12:45 - Lunch 13:45 - Briefing 14:00 - Round 3 (1.5 hours) 15:30 - Break (15 minutes) 15:45 - Round 4 (1.5 hours) 17:15 - Wrap up 17:30 - Results and Prizes 18:00 - PUB! FORMAT You are a warband that has been drawn to the seemingly quiet peaceful town called Mierce. We will be using the GHB 2019 matched play rules and battle profiles for this event. Malign Sorcery, Forbidden Powers, Firestorm Campaign will all be allowed for narrative reasons. Imaginary armies like Chaos Dwarves, Bretonnia and whatnot will be permitted. You will need a 500 and 1000 points army. Your general has to remain the same, and no unique named characters. Your 1000 points list must include your 500 points units (but these can be upgraded). WHAT YOU WILL NEED: Your painted 1,000 point army (3 colour minimum) Your printed list This printed pack A backstory for your army Dice, tape measure and 6 objective markers Good sense of humour and some imagination ---- tickets: Storm of Realms - Fall of Mierce Narrative 1 day event
  6. until
    London Warhammer Wargaming Guild is proud to present a one day narrative event in 7Dials Convent Garden (London) on the 20th of July. find out more about it here: https://www.facebook.com/events/617053032138674/ ---- Details PACK >> https://drive.google.com/file/d/1f0OkcrnNtnFVnZadmZEulj4dEk_uH6GG/view?usp=sharing The town of Mierce was not in its first incarnation. The land upon which the town stands had long given rise and fall to many civilisations. The edges of the land lay ruins and dark foreboding forests filled with terrors the realms have long since forgotten. Far more unusual however, in its land host multiple realmgates. The events of the Necroquake have set upon a series of unfortunate event, for a mortal who called himself Shirek have stumbled upon a vault. Typical of ignorant mortals, they could not help but to retrieve an item which have alerted various forces of the presence of a very powerful artefact which now is in his possession. In this campaign forces gather to claim the prize for themselves, guided by their gods and greed. Opportunistic mercenaries made themselves for hire, questionable allegiance but nevertheless useful. It falls upon heroes to reinforce the defence of Mierce to prevent such power to fall into the wrong hands. Will you claim the prize for your God, or defend the town from Mierce against the tides of despair? EVENT SETUP The day event will set out as following: 2 factions: the invaders and the defenders Each faction will have a COMMANDER COMMANDERS will organise offence and defence for each faction (methodology will be included in a later edition of this pack) Battlefield split up into four ‘Areas of Conflict’ The Town of Mierce The Dark Forest The Haunted Graveyard The Hinterlands of Mierce PROGRESSION The day will consist of FOUR rounds. Each round the COMMANDER and their faction will receive the Scenarios for each ‘Area of Conflict’ and decide which of their forces to deploy to each zone. Each round will present a NEW scenario of each Area of Conflict. Choose carefully! Timeline - 20th July 2019 9:00 - Arrival and Registration 9:20 - Briefing 9:30 - Round 1 (1.5 hours) 11:00 - Break (15 minutes) 11:15 - Round 2 (1.5 hours) 12:45 - Lunch 13:45 - Briefing 14:00 - Round 3 (1.5 hours) 15:30 - Break (15 minutes) 15:45 - Round 4 (1.5 hours) 17:15 - Wrap up 17:30 - Results and Prizes 18:00 - PUB! FORMAT You are a warband that has been drawn to the seemingly quiet peaceful town called Mierce. We will be using the GHB 2019 matched play rules and battle profiles for this event. Malign Sorcery, Forbidden Powers, Firestorm Campaign will all be allowed for narrative reasons. Imaginary armies like Chaos Dwarves, Bretonnia and whatnot will be permitted. You will need a 500 and 1000 points army. Your general has to remain the same, and no unique named characters. Your 1000 points list must include your 500 points units (but these can be upgraded). WHAT YOU WILL NEED: Your painted 1,000 point army (3 colour minimum) Your printed list This printed pack A backstory for your army Dice, tape measure and 6 objective markers Good sense of humour and some imagination ---- tickets:
  7. Version 1.0.0


    The armies of Efengie have been drawn into a war between the neighboring nation-states of Kytos and Lamellia; a war fought on both land and sea! This book includes a 2-player Narrative Linked-battles Campaign, 3 custom Allegiance abilities to represent the nation-states of Kytos, Lamellia, and Efengie, 5 Narrative Battleplans, 6 Legendary Artefacts of Efengie, and 1 rules expansion to add naval warfare to your Age of Sigmar battles. Plus, lots of fiction and pictures chronicling five months of narrative events! This is the fifth book in this series, you don't need the others (in fact, there's a fluff recap page at the beginning of this one), but if you enjoy this one, you may also enjoy the rest. Book 1 Book 2 Book 3 Book 4
  8. Hello! Recently watched miniwargaming playing an narrative campaign, there they used exp and levels and tables for rewards and injuries which seemed really fun! (watch link for video) https://youtu.be/4P8L_iT4_Z0 Loved the 1-100 reward table. Now I've Googled, and searched trough this forum and I can't find anything where to get this campaign pdf, table pdf rewards or anything the like. Anyone know links to where to get all this for free, or where to buy it? Or anything simular. Looking into doing a narrative hero campaign with friends so any help would be appreciated! Thanks!
  9. Hey everyone! I’m starting this thread to share the small narrative campaign I’m working on, mostly based on the Storm Strike boxset. I’ll post more about the setting and the models later but let me start by introducing my warband’s leader, Knight Incantor Carron, from the Order of the Crimson Sky : I have written a (very) short story to present him, here it is if anyone wants to read it. If you have any criticism on the writing or content please let me know, I need feedback and english isn't my native language Thank you for reading.
  10. 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
  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. Version 1.0.0


    This is a one-stop-shop Narrative battleplan. It is designed using storytelling game concepts to play into the idea of gaming as conversation. I designed it for narrative/open play pickup games for when players don't have some great idea for a story; they can instead let the story flow over them with this battleplan. It uses a system of Objectives and Motivations to create thematic scenarios. It includes generic Objectives and Motivations along with Objectives and Motivations to accompany most battletomes.
  13. Introduction One of the things I really like about the latest Warhammer 40,000 releases for 'The Gathering Storm' is the idea of a Triumvirate. This was a word I had not heard before and as well as sounding very cool I also liked the meaning behind it: I have also recently been thinking about backstory writing for my Age of Sigmar mixed Order army, and as I recently finished my third centre-piece model for the army (A Freeguild General on Griffon), it seemed the perfect chance to add my own "Triumvirate" into my army. The Roots of the Story: When Age of Sigmar first came out, I put together a backstory for my army called 'Siegfried's Desperados'. I had a blog on Dakkadakka which was quite popular at the time, perhaps because it was one of the safe havens away from the heat the game was getting from some disgruntled veterans (especially on Dakkadakka). You can check out the thread here if you are interested: https://www.dakkadakka.com/dakkaforum/posts/list/663727.page To summerise, the initial background I created for my army was that they were a mercenary outfit (called the 'Desperados') operating out of Azyrheim. I wanted to add a bit more grey and a bit more low fantasy into the backstory (as it was something Age of Sigmar didn't really have at the time), so I came up with some hooks and ideas of the dark side of aelven society in Azyrheim (lots of intrigue and assassinations among the nobles), the ideas of slums in the city, and that a mercenary outfit might employ a necromancer in their ranks. This was also an excuse to add in Aelves, Duardin and even Death into my army which was all a lot of fun to play with before the General's Handbook came out. But since the General's Handbook came out the narrative and story behind my army has taken the backseat. I have been focusing a lot more on Matched play and my narrative outlet has been with Hinterlands. As the recently finished Freeguild General on Griffon was meant to be Siegfried Stormhart once more, I thought it would be fun to update the story of the Desperados, and so the Triumvirate was born. The Triumvirate of Mistmire; Master Geppetto, Siegfried Stormhart and the alchemist, Massym Al-Izzar Creating a Triumvirate: I want to throw out the question to all of you, what cool Triumvirates could you add into your collection? All you would need are the following: 1. 3 Cool Models 2. A Cool Story that connects them For me, I had my 3 Centrepieces. The Griffon, the Steamtank and the Hurricanum. I wanted them to have some sort of purpose other than being in an army together, so I decided to bring back the old Necromancer I used to run in the Desperados pre-GHB. He goes by the name 'Cornacaprious'. I decided that he has since betrayed the Desperados, and has resurrected an ancient vampire (with the title of the "Blood Queen"). This gives me a reason to finally paint my Neferata model and also gives the triumvirate a goal to accomplish (they of course seek to kill both the Necromancer and the Blood Queen). So with the scene set, I put together a 4 pages as if they were from a campaign book and detailed my Triumvirate of Mistmire. I would love to hear what you think, but more importantly I hope this inspires you all to go off and create a Triumvirate for one of your armies too. My Triumvirate:
  14. Version 4.00.01


    You ever wanted to use those sweet Narrative Play Special Rules in your games, but it's too annyoing to flip through the General's Handbook all the time or you always forgot them? Well, look no further. These handy cards keep your games fast and streamlined, lay down the cards you want to use, discard the rest. And your GHB is free again to be opened on another page! All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Realmscape rules, Command Abilities, Realmsphere Magic spells and additional rules for this realm card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your Core Book, General's Handbook , Battletome and Malign Sorcery nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  15. So... I don't know how, but somehow it slipped my mind that the GHB 2018 contained more stuff I wanted to do in card form than just the allegiance abilities. I needed someone from here to PM me if I could do something like the cards in the Warlord Edition. My first thought was... "I already included everything in the Core Set, didn't I?" I didn't. So here's part 1 for the GHB: I'm trying something new with the boxes, they are now one piece, tuck boxes and fit on a single page. The downside: you have to glue it at the side and bottom. Score the fold lines before cutting the box out, I added marks to assist you. The front also needs to be cut along the lines and folded through the AoS logo, so it's more accessible. There are tiny white dots on the side, 10mm down from the top of the cover. Let me know if you guys like this box style more (or less).
  16. Salutations folks! If you haven't heard of a marvelous blog called ExtraBushyBeards well you've been missing out! I have the honor of helping him out with finding more well adjusted players like yourselves. Please aid his town in it's current election while a skirmish campaign rages around it's outskirts. Here's the candidates, voting will end on the 7th. Vote here today!: http://extrabushybeards.blogspot.com/2018/11/?m=1 The post-voting concerns have already been posted as we near the election due date! (Please stop voting for the Realmstone Crackhead T-T) On behalf of the Puffington Empire and it's allies, thank you for taking your time to read this! (Also if you love Narrative campaigns and other such activities then 110% check out this blog. He's been doing amazing stuff since Age of Sigmar started. )
  17. The fantastic narrative tournament Realms At War 2018 provided inspiration for this series of short stories set in the Mortal Realms. Its early days yet for me in writing about AoS, so very much welcome peoples thoughts. Particularly any corrections to where the stories aren’t consistent with the established canon! Link to first story below. Following chapters can be accessed by a link at the end of the previous one. https://link.medium.com/kAV6q9x3rS
  18. Version 1.0.0


    The sages of Efengie have interpreted malign portents ahead. Follow the Efengie campaign through Malign Portents, Coalescence: the Desolation of Eristrat, and the rise of a horrible new daemonic queen! This book contains 5 narrative battleplans with a linked battles campaign framework, Regions of War rules for battling in the Vale of Efengie, and lots of pictures and stories from the past year of Age of Sigmar Game Days. This is book 4. Books 1-3 aren't necessary to enjoy the battleplans or storyline, but if you like this, you might like these others too! Book 1 Book 2 Book 3
  19. 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:
  20. art by Darek Zabrocki I'm starting this plog and narrative thread to chronicle the creation of my Stormcast Eternals stormhost, the Empyrean Stormhounds. The strange lands of Noczver, homeland of the Stormhounds, and it's inhabitants will also be detailed here. "Of all the lands of the realms I have visited, none have been as dour a place as these: the gray wyrd-lands that lie on the bleeding edge between Shyish and Ghur. The Free Peoples here are hard and humourless, filled with cold suspicion and overcome with superstition. They do not venture out after sundown and they speak in hushed tones of dark monsters, hulking beasts, and pale vampyre lords who bend the knee to Nagash. Even the nobility I have treated with here are of grim disposition, and I care not for it. It seems as though the preternatural dread found in these lands is contagious, and I dare not tarry here long." ~ excerpt from A Diary of the Realms by Aurelia Octavenus
  21. All Hallows Siege is the combined efforts of the esteemed narrative community of Madison, WI and the organizational strength of the Guys from Milwaukee.The express aim of All Hallows Siege is to provide a unique narrative gaming experience for the Midwest (or anyone else that wants to attend). While we have a tremendous community for matched play and tournaments this is an aimed outlet to play the story of your armies or get those models to the table that just don’t cut it for a tournament. This one day event will consist of at least 3 unique missions tied together telling a story collectively. There will be Realm Masters (DMs) floating around the tables to help allow you to tell the story your army was destined to tell. The first ever All Hallows Siege will be held at Pegasus Games in Madison, WI on October 27th 2018. Stay tuned to this page for more info! Additional information can be found here. https://www.youtube.com/watch?v=oBLzvwQcRjY
  22. “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!
  23. Does anybody have any experience with the Chaos Dwarves in AoS? How do they play? Are they competitive?
  24. 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.”
  25. 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!
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