We won't do any better scouting against the enemies than the natives did in literal millenia and we are already fairly involved. We sent them weapons for free. Like, short of rolling up with an army, i am not really sure how much more can we help, and we kinda can't keep one of our armies in extremely difficult to supply location on willy nilly. We have so many of them because we need them where they are.

This is the classic "oh no the world is burning. Wait, that just means its tuesday" and "i am kinda busy over here" situation. If someone manages to figure out a way to support them in a way that doesn't really do us any harm and doesn't reduce our own security, i am all for it, but as it is, i don't really know how much more involved can we get.

Perhaps we could send them some mercenaries? Either from those already in our employ or hired for the occasion (if funds permitting). Some kind of light cavalry or infantry could work
 
We could teach them how to build siege weapons Torroar mentioned that due to the use of elementals the locals never got around to learning how to make them. Some trebuchets or ballistas should help them fight of the Fimir.
Wouldn't work.
Or, at least not without serious magical involvement, and at that point, I suspect, it would be easier to just directly fling magic at the fimir.
See, the climate of Albion might as well have been designed to make Siege-engines next to useless.
High humidity means that timber bends, twists and rots, Ropes grow slack, sodden and again, start to rot, and nails and other fiddly iron/steel bits rust away. And, no, despite what lazy fantasy authors would have you believe, gold and silver would not work as a replacement for those, they are too soft and brittle, respectfully.
And, then when you get past the building and maintenance problems, you get to the technical use problems - namely, it would be darn near impossible to use siege engines effectively due to the reduced visibility.
I am honestly not actually sure whats up with that. The Fimir appear to have upper hand on the island, they can destroy the Albionesse mano el mano and they know where their villages are. Are they keeping the humans for funsies and easy source of slaves, or is there something else at play.
My guess?
Truthsayers/druids and giants.
I am ready to bet good money that there are more druids on Albion than there are Magic slinging Fimir.
And while no single, nor a small group of giants could hold for long against masses of Fimir in assault or open field battle, in defensive roles, and especially when supported by native humans, I think that they would present a much more impressive combat multiplier.
 
There are a number of reasons that the Fimir have favored slow and steady build-up and expanding across the island a smidge at a time. At least...mmm, five? Off the top of my head?
 
There are a number of reasons that the Fimir have favored slow and steady build-up and expanding across the island a smidge at a time. At least...mmm, five? Off the top of my head?
I think the most obvious one being they have a notably slow birthrate compared to beastmen and humans, and therefore require more time to build up numbers needed to expand in the first place. This would naturally make them a develop a dwarf-like mindset when it comes to fighting and expansion in a way.
 
Also until now they have had all the time in world with their being no outside threat to threaten them or help people of albion so why not take your time
 
And, thanks to disgusting original Warhammer lore, we know that the Fimir are reliant on humans to birth new generations, which is why they'd take their time. Unless you've hopefully done away with that aspect of their lore, torroar?
 
Fimir are not bound, utterly, to humans for such things, no. However, at the same time, they are, in fact, an ancient, debased, evil race. I did mean what I said in this post:

There are goofy things in Warhammer, and even in their villainous races. The Beastmen are thuggish drunkards who are sort of generally wild, brutalistic, etc who are anarchic and animalistic enough that I can see some admiring that aspect if nothing else. The greenskins are consistently darkly humorous, soccer hooligans, etc. The skaven are cartoonishly treacherous and cowardly, in a lot of times. There are moments of dark but outright levity. Even Chaos can have things of such edge-lordiness that you can't really take it too seriously. Like Sigvald going after the High Elves for having better hair, or pitching a murderous fit because he didn't like the wine he was given. Thanquol being sent back to the skaven by a Slann because he would be a greater danger to the skaven than the rest of the world. Greenskins throwing each other at a wall with a catapult, or even the existence of Doom Divers.

There is nothing humorous about the Fimir, on any level, in any aspect.

In this GW created truly awful creatures, a race with no aspect that should be considered amusing or praiseworthy, even in the sense of cheering for villains on occasion that we as humans are inclined to. They shuffled back into obscurity in the setting as GW advanced it in Editions, but they still exist. Some call them Bog Daemons. Others know them properly as Fimir. They are few, in most places of the Old World. They are strong enough to rip people apart with their bare hands, but they will drag just as many kicking and screaming back to be sacrificed, to be turned to food, to parchment, to slaves. Or even worse things.

Chaos itself, the main faction at least, in the form of the Norscans, the Chaos Warriors, the Daemons, these can be varied, even self-parodying things on occasion. Edgelord level stuff that you can't help but laugh at on occasion. But...they are evil. It can be fun to pretend to be the bad guy, on occasion. To play the Monsters, to use the terminology I've seen others use when regarding certain Warhammer Quests. Heck, Eliphas in Dawn of War is great, barrels of fun listening to Warboss Gorgutz gab. But while on occasion interpretations of Warhammer can soften it, to twist a bit away from the grimdark to more noblebright, to do things without going to grimderp, sometimes the source material does remind that there are truly, awful, awful things that live there. Heinous acts. Rituals of such depravity and darkness that even many others in the evil faction sometimes are shy of performing. The evil of technology, in the form of the skaven, introducing things like warp nukes and what have you, pollution in the earth. But when a band of Slaaneshi worshippers desecrate a place and its peoples, it is the point of their entire existence that there aren't limits to what they'll do. It's up to the writer to chose how to write that, hopefully not necessarily ever having to show it fully directly, that seems like some twisted kind of one-handed writing. Greenskins will kick a child's skull around as a toy, beastmen will eat a baby because they find it delicious and tender, Druchii will cut off a man's face and show it to his lover before clapping her in chains - horrifying job, Malus Darkblade - and so on and so on.

At the end of the day, no, they don't absolutely require it. They are not reliant. The Meargh is the ruling head of each clan, and she pops out the eggs as a reptile does, and any lady eggs spawn and then leave to form their own new clan. But that it doesn't mean it absolutely doesn't happen. The Fimir are a decaying kind of monsters, a receding shadow, and faded out from the view of the Chaos Gods and GW as time went on as they were shoved ever more into the background.

And, I will admit that yes it's awful, and reprehensible, and I've daubed more than a bit of grey or outright light into a lot of things before, but sometimes, in fantasy - especially Warhammer Fantasy, there are monsters that are bad that need to go down that do bad, awful, monstrous things and will just...never stop. Because they like how they are and what they do. There are monsters in human skin IRL that are like that. Some, we know about. Others, we don't. Sometimes, even though we do know about them, they aren't stopped.

Here, they can be. I could, I suppose, write a massive plague that would wipe them all out or something. Heck, anyone can do that, anytime they want, about anyone, or anything, they don't like. About the greenskins, who stop being funny hooligans when they reach critical mass and violence. About the skaven, who are goofy and treacherous, except when they're unified by the Horned Rat to do things like blow up the moon and wipe out entire nations as per the End Times. And so on. But that's not...really...going to be a thing, right here.

Here be true, gleeful, hateful, unrepentant monsters.
 
Hey so, just a minor suggestion but I think we should fund the Albionese with more weaponry when we get back in order to exterminate the Fimir totally and fully.
 
The issues facing the Albionese are thus:

The Albionese have never recovered from the loss they suffered at the First Battle of Caerniwlatgas, both in numbers and in unity. The Albionese have steadily been losing control of the Ogham Stones to the Fimir. The Albionese have been suffering raids from their coastlines by the Black Arks, who are so damned big that they can smash into the ordinarily horrifically dangerous rocky cliffs/shores/bays of Albion that no other ships could survive trying to make it through. The Albionese Druids have been forced to retreat further and further to try and keep the remaining Ogham Stones safe, but also lost a lot of members at the First Battle of Caerniwlatgas and are still trying to recover, and are leery of committing to large scale efforts ever since. The Albionese Giants retreated to the Causeway, as while they are big and strong, they don't fancy being chained down and turned into Chaos Giants. They may be stupider than their ancestors, but such violations are repulsive in the extreme. No one has succeeded in calling them out since. With the Fimir spreading across the isle, the tribes have been caught off from one another, and don't even know if others live in certain areas anymore, relying solely on the Druids as to know what tribes might be left. Proper communications have long been patchy at best.

For all of that, however, the Albionese Tribes still hold some of the Oghams. They have been pushed back for many generations since their loss at Caerniwlatgas, but they've made the Fimir pay for every bloody inch. Simultaneously under assault by the Druchii for several years now, they haven't broken or completely collapsed either. The arrival of steel and iron is helping significantly, but at the end of the day, Fimir hides are still quite tough. But the Albionese were dealing with them long before they had steel or iron. They had, again, nearly defeated the Fimir in totality across the entire isle before they unfortunately loss at the final step. With stone and bronze and rallied Giants and rallied Druids.

The overall problem is one of momentum. A man being pushed by a boulder towards the edge of the cliff that he was, a time ago, instead pushing towards its own cliff.

What they need is something to push the boulder hard enough to make it start rolling the other way. Especially because, as noted, the Fimir have reached that critical mass point of controlling enough Oghams that they're beginning to take control of the Mists of Albion more fully, making ship-based travel (if one isn't a Black Ark) a 99% fatal affair.
 
The issues facing the Albionese are thus:



The overall problem is one of momentum. A man being pushed by a boulder towards the edge of the cliff that he was, a time ago, instead pushing towards its own cliff.

What they need is something to push the boulder hard enough to make it start rolling the other way. Especially because, as noted, the Fimir have reached that critical mass point of controlling enough Oghams that they're beginning to take control of the Mists of Albion more fully, making ship-based travel (if one isn't a Black Ark) a 99% fatal affair.

Good thing that bulls are great at knocking things around huh?

Magnus Redfist is gonna go Chris Redfield on this particular boulder.
 
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Ehhhh, I would not characterize myself as particularly smort. Experienced...nnnnnnmm technically?

It's just what happened to fall out of my head at the time. Seriously. It happens more than you'd think.
 
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Oh, no, yeah, ya'll could all die. Real easy. Fimir are dangerous even when they aren't in large number. It's why the Turn Results were so ambiguously worded, because success is very much NOT guaranteed.
 
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"The good news is, you wiped the beast paths clean in under 6 months."
"Yay!"
"The bad news is, all 3 trident heirs ate it after getting drunk and running off to Albion."
"Oh no."
 
In all seriousness, how does no one in the entirety of three armies and multiple Magisters put a stop to their leaders randomly putting them all on a boat? Literally everyone can't have been drunk out of their minds.
 
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