[X] Plan: Defence in Depth + Allow
-[X] Allow Anna:
-[X] No:
-[X] Call North:
--[X] Call Knights of the North, Star Knights, Raven Knights of Morr/Black Guard of Morr
 
OK how the hell did a chaos knight of slaniesh manage to waltz through the entirety of the empire that is marching to war in the south without setting off any alarms, and getting past the closed border of kiselev that's still in kill on sight mode?
Being a glowy ball of Chaos magic probably makes things harder in some ways, but there's also probably ways to disguise that or cover it up. Perhaps by powering down the armor and becoming less protected by it as a result.

And unlike Roland and unlike Freddy, Charlemagne is willing to take actions that they are not. For instance, he'd be totally willing to just kill a bunch of guards to get through. Or use sorcery and illusions (if he's capable of them) to do so. He could hijack a caravan or ship that was going to be allowed through. Or maybe he could waylay a Kislevite coastal defense ship and come in that way.

Roland and Freddy have to concern themselves with things like "Not pissing off Kislev in my attempts to cross the border or to get a message through." Charlemagne doesn't.
 
[X] Plan: Defence in Depth + Allow
-[X] Allow Anna:
-[X] No:
-[X] Call North:
--[X] Call Knights of the North, Star Knights, Raven Knights of Morr/Black Guard of Morr
 
[X] Plan: Defence in Depth + Allow

I think people are currently too optimistic, possibly including me. Fanatical suicide fighters are a terrible tragedy and strapping bombs to them is not a good thing in any way but the cold calculus of war.

But first we need to be alive to protect our people from the supernaturally sadistic slavery elves who would love to skin our children, partially remove their organs to place on a platter and then eat them alive for the fun of it. In that order.
 
Being a glowy ball of Chaos magic probably makes things harder in some ways, but there's also probably ways to disguise that or cover it up. Perhaps by powering down the armor and becoming less protected by it as a result.

And unlike Roland and unlike Freddy, Charlemagne is willing to take actions that they are not. For instance, he'd be totally willing to just kill a bunch of guards to get through. Or use sorcery and illusions (if he's capable of them) to do so. He could hijack a caravan or ship that was going to be allowed through. Or maybe he could waylay a Kislevite coastal defense ship and come in that way.

Roland and Freddy have to concern themselves with things like "Not pissing off Kislev in my attempts to cross the border or to get a message through." Charlemagne doesn't.
Or he could have just gone through the deep parts of the forest that the Empire doesn't go into. Not like the Empire patrols it's whole territory after all.
 
[X] Plan: Defence in Depth + Allow

I dunno. We will just read a book, while not drinking for a weak or something. Sounds good enough. Or we go on a fun Quest for a year or two and let Magnus deal with all the paperwork for rebuilding Ostland. Genius!
He will probably even thank us for it.

Oh well, here goes nothing.
 
Unfortunately, I can't imagine even our impressive complement of mages, by human standards, will be able to do anything but desperately defend this time.
And since Ghrond is involved it is fair to say a decent number of spellcasters will be present.

Ideally Wolfgang and other mages will be on dispel duty, or maybe grey wizards can sneak attack them.

Urgdug has his anti-magic banner and club too so anyone close to him should be safe, and Freddy his gauntlet which can absorb and redirect magic attacks. So maybe they are our anti-magic squad?
I fear assassins first and foremost, however, and I have no clue how to counter those.
Those will hopefully be met with grey wizards as mentioned since that is their whole job.
 
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Speaking of the fact that it's Ghrond, what are the odds Morathi will be personally involved in this invasion? She does run Ghrond, right? Her involvement is easily my second biggest fear behind Malekith himself
 
OK how the hell did a chaos knight of slaniesh manage to waltz through the entirety of the empire that is marching to war in the south without setting off any alarms, and getting past the closed border of kiselev that's still in kill on sight mode?

Been picking up and reading a bunch of WH roleplay books recently. What they hammer home is that cults to the Dark Gods are entrenched everywhere and have a bunch of methods to hide themselves and their more mutated members from the public eye.

Charlemagne has almost certainly been contacting and utilizing local chaos cults to gain aid and shelter as he moves about. That was what he was doing in Tilea to try to stay away from Roland. Heck, the cultists may receive visions directing them to aid him given how much of a locus of fate and power this conflict between father and son has become.

The possible positive side effect of this is that each local cult that helps Charlemagne ends up exposing themselves while doing it and getting dismantled by Roland and whoever is helping him out that week.
 
Speaking of the fact that it's Ghrond, what are the odds Morathi will be personally involved in this invasion? She does run Ghrond, right? Her involvement is easily my second biggest fear behind Malekith himself
Very unlikely since she usually needs to run things back home, but the odds are never zero in torroar's quests. Still, odds are good she isn't present.
 
Been picking up and reading a bunch of WH roleplay books recently. What they hammer home is that cults to the Dark Gods are entrenched everywhere and have a bunch of methods to hide themselves and their more mutated members from the public eye.

Charlemagne has almost certainly been contacting and utilizing local chaos cults to gain aid and shelter as he moves about. That was what he was doing in Tilea to try to stay away from Roland. Heck, the cultists may receive visions directing them to aid him given how much of a locus of fate and power this conflict between father and son has become.

The possible positive side effect of this is that each local cult that helps Charlemagne ends up exposing themselves while doing it and getting dismantled by Roland and whoever is helping him out that week.

Since Roland is going to be leaving soon in order to continue up north, we should see about getting him what we can to help him on the way there IMO since he's probably going to be doing good work on his way anyway.

Get him some more money if we can afford it since one of the interludes mentioned his funds are running out, have a Jade Wizard check him up to see if his injuries have healed correctly, get him a new horse if he'll accept one etc,etc.

In table top the value of magic items ranges from 5 points, the least valuable, to 100 points which is the most valuable.

In the common magic items list there's an item that costs 5 points called the Seed of Rebirth which gives a minor 6+ regeneration save. If we had one of those we could give it might keep him from getting so banged up overtime. It being a 5 points item and on the common magic items list might mean it would be possible for us to get.
 
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[X] Plan: Sound the Drums of War + Refuse
-[X] Refuse Anna
-[X] No:
-[X] Call North:
--[X] Call Knights of the North, Star Knights, Raven Knights of Morr/Black Guard of Morr, The Bull Warriors

More for my sanity rather than the inlore repurcussion.

Cause my first thought, if allow wins, is to ask Anna if she can make doom divers with flagellants.

We might as well go all in with suiciding flagellants.

Also, xmas came early, we got more Roland story. (Landuin though, damn. Right in the heart man.)

But it must be really serious if even Roland popped up, we must have really lucked put on the rolls for him to come.
 
Since Roland is going to be leaving soon in order to continue up north, we should see about getting him what we can to help him on the way there IMO since he's probably going to be doing good work on his way anyway.

Get him some more money if we can afford it since one of the interludes mentioned his funds are running out, have a Jade Wizard check him up to see if his injuries have healed correctly, get him a new horse if he'll accept one etc,etc.

In table top the value of magic items ranges from 5 points, the least valuable, to 100 points which is the most valuable.

In the common magic items list there's an item that costs 5 points called the Seed of Rebirth which gives a minor 6+ regeneration save. If we had one of those we could give it might keep him from getting so banged up overtime. It being a 5 points item and on the common magic items list might mean it would be possible for us to get.

He already has gear.

What he needs is a new charger to replace his dead companion.

Maybe we can pull some strings with the Elves?

We don't really have the griffin I'd like to give him
 
He already has gear.

What he needs is a new charger to replace his dead companion.

Maybe we can pull some strings with the Elves?

We don't really have the griffin I'd like to give him

In tabletop terms he has a magical weapon, Durandal, and magic armor, the Gromril Rune Plate, but he doesn't have a magical Talisman. In that regards a Seed of Rebirth is a minor enough magic item, 5 points and from the common magic items list, that we might actually have the connections to get from the Colleges without undue effort, while sounding like it might do some good since its repeated in story that Roland keeps getting banged up while not really being able to have his wounds heal properly. Its healing isn't quick enough to do much in combat, only a 6+ save, but out of it it could help him recover better, like a poor man's Light of Summer.

With regards to a mount we could probably just let him have a normal warhorse. The more exotic mounts would probably take longer to tame then he'll be with us, if he'll even want one.
 
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A shield is incredibly useful for a suicide unit. It keeps them alive long enough to land a blow... or three.
Ah well... Those would probably mess with the boomdisks anyway.

What if the shield was a boomdisc?

It's still gonna be round, a bit conical for the shaped charge, and a little bit unwieldy to wield. But it's facing the enemy and for it's relative size- is gonna be loud and proud when it goes BOOM!
 
[X] Plan: Sound the Drums of War + Refuse
-[X] Refuse Anna
-[X] No:
-[X] Call North:
--[X] Call Knights of the North, Star Knights, Raven Knights of Morr/Black Guard of Morr, The Bull Warriors

Flagellants are a fact of life but some things stain the soul. Looking at the vote tallies, allowing Anna will almost certainly win win but I cannot in good conscience vote for what is ultimately someone in an extreme position of power (Anna), manipulating (look at the speech she gave this chapter) a group of mentally ill and disabled people into being suicide bombers.

And with regards to the manipulation comment, whilst I fully agree that there would have been flagellants who agreed to the idea if it was simply offered to them rather than borderline preached like a sermon, I reckon fewer of them would take it up without Anna deploying her education and rhetoric to whip them up in favour of it. Just ugh. Leaves an awful taste in the mouth.

And to head off any reminders that we might be fighting for our very survival against the Druchii soon - yeah, I get it. But I stand by my choice. It's ultimately a personal moral one.

The Druchii will adapt to the strategy anyway, it's not like they're unfamiliar with this type of troop. Maybe we can help Freddie salve his guilty conscience up for it afterwards by producing social programs that make flagellants and equivalents less likely in the future afterwards and using our Sigmarite rep to make it clear it was a one off and not to be repeated, but still, the ramifications of this aren't going to go away, I expect. Not in the most heavily Morrite province in the Empire.
 
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Unfortunately, it activates with pressure, so it's not the most ideal of shields.
Unless they're dealing with arrows/missiles that's not really a problem. The problem is if the explosion hits the other boomdisks.
We can solve that with a thicker backplate.

I wanna read about a Manticore+Beastmaster diving into a mine flagellant field.
Can you say Monstrous Killing Blow?

I can see it now.

Druchii Beast lord: "HAHA I SHALL SOW FEAR INTO THE RABBLE THAT THE ENEMY IS THROWING AT US!"
Witch Elf: " I SHALL SHOWER IN THEIR BLOOD SPATTERS!
Death Hag:" FOR KHAINE!!!!"

Flagellant one: SUP BITCHES!

One Year Later....

Fredrick: How on Earth did we get even MORE flagellants this year?
And why do some of them suspiciously look like disguised Slayers?

And that's how Anna became the unofficial saint for Flagellants.
 
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Unless they're dealing with arrows/missiles that's not really a problem. The problem is if the explosion hits the other boomdisks.
We can solve that with a thicker backplate.

I wanna read about a Manticore+Beastmaster diving into a mine flagellant field.
Can you say Monstrous Killing Blow?

Although bringing down a manticore and a dark elf master in exchange for several dozen fanatic lives is beyond my highest expectations, I can't help but feel you're taking the general concept of flagellants a tad lightly.

Edit: Oh, right, also, any sane foe will try to absolutely savage flagellants with arrow fire, so any shield we give them should probably be primarily designed to actually get them to melee first, instead of literally being an explosive target.
 
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Although bringing down a manticore and a dark elf master in exchange for several dozen fanatic lives is beyond my highest expectations, I can't help but feel you're taking the general concept of flagellants a tad lightly.
*Straight Face*
I can assure you. We take our "ordinance delivery methods" very seriously.
slayers pretending to be humans - what you talking about we are totally human person
Fredrick: *cannily tempts with Bugman's Best"
 
OK how the hell did a chaos knight of slaniesh manage to waltz through the entirety of the empire that is marching to war in the south without setting off any alarms, and getting past the closed border of kiselev that's still in kill on sight mode?

We seriously need to review security policies at this point
2334 IC to 2335 IC was the encounter in the Vaults between Charlemagne and Roland. The current year is 2344 IC.

Turn 23/ 2326 IC - Battle of The Bone Gate - Ariel and Malagor are fighting.

Regency Turn/ 2327 IC -

Turn 24/ 2328 IC - The Turn after Karak Ungor events.

Turn 25/ 2329 IC -

Turn 26/ 2330 IC - Beastmen in the Mountains: The Middle Mountains. The birthplace of Gorthor the Beastlord, he who almost destroyed all of Hochland, whose warherds managed to even devastate the lands of Ostland, Nordland, Middenland. Given its past, and the many attempts to tame it, perhaps it should have not been unexpected that they would refuse to give up their claim so easily. Much of the Middle Mountains currently resides under the boots of troops from Ostland, with the remainder held by Middenland and Hochland. Said troops suffered this year as from the woods that they patrolled, from the shadows that they guarded against, ungors and gors leapt out, with weapons of bone and rusted steel but with numbers and bestial strength aplenty. Minotaurs led them, though there were no signs of any centigor, forcing themselves up against the soldiers which had for so long kept their places from them. However, these were sons of Ostland, and did not give ground easily. While there were undeniably deaths, the resulting counter-attacks by the Army of the Range scattered the herds, though more might need to be done to hunt them down. News came from Middenland of a Cygor brought down by a ballista manned by Lady Sieglende, and of the Knights of the Silver Mountain riding down a smaller warherd in its entirety. The Bird Bomber flocks of the Army of the Range proved valuable as well, able to fly out and drop explosives amongst the beastmen who fled beyond the range of bow or cavalry, the craggy range reducing the ability of artillery to do much more than bring down avalanches. Army of the Range Suffers Losses This Year: -100 Swordsmen, -100 Archers, -150 Pike.

Turn 27/ 2331 IC -

Turn 28/ 2332 IC -

Turn 29/ 2333 IC - Griffon's Set Out: With the conclusion of the Griffon Tournament, many of the new Knights Griffon accepted into the order completed training this year and were unleashed upon the darkness. They did not disappoint, and brought honor and glory to the Emperor and Sigmar many times over this year. Of especial note is something which will surely go down in the annals of the knightly order as one of their greatest times, for the Emperor himself sallied forth with them, determined to put the hammer of Sigmar itself against the foes of the Empire in the most direct manner possible. With prior agreements with many other members of the nobility of the south, the Knights Griffon were not hindered in the pursuing of their duty whatsoever. A forest goblin horde which emerged from the Reikwald was smashed apart by a combined effort from the Reiksguard and the Knights Griffon with the weapon of the Heldenhammer at their head. A warherd of beastmen with a ferocious number of minotaurs and bestigors that tore out of the Drakwald were caught in the act as they laid siege to their first village, the Knights Griffon providing the anvil, and a reinforcing force of White Wolves providing their hammers. Later in the year, a necromancer emerged from their tower in the deep forest of Talabecland to find that their teeming hordes of undead greenskins and zombified beastmen under assault not just from the Knights Griffon – but the giant of Talabecland as well who fought alongside the state troops of Taal's province. All this and more, with the Emperor at the head, and it can be rightly said that the sight of Magnus wielding Ghal Maraz is one of the more inspiring sights in the world, even more so when he is driving the foes of the Empire before him!

Turn 30/ 2334 IC -

In Turn 31/ 2335 IC - the Blood Fane was found. Along with very minor info about Malagor.

Turn 32/ 2336 IC - the forest goblins of the Drakwald lost their holy land to the beastmen, or something like that. This was when large groups of the forest goblin migrated from the Drakwald. The Blood Fane was removed as a problem this turn.

Turn 33/ 2337 IC. Turn 33 was an EM turn. Turn 33 is the turn after Malagor had achieved dominance in the drakwald. Felfang, Rrrngrar, Eskra Broodhorn, and Kharrag (Centigor that destroyed Sudenburg), join Malagor. Warpstone Along Border of Wasteland And Drakwald Disappears this year.

Turn 34/ 2338 IC - The cygor, Graathum the Sane, and Taurox, the Brass Bull, joins Malagor

Turn 35/ 2339 IC - Skelthyn Swiftslayer, from Norsca, joins Malagor. Malagor obtains Gorthor's spear, and Gorthor's cloak made of the hides of beastmen shamans.

Turn 36/ 2340 IC - Ursk Blightfur joins Malagor (Ursk has chaos weapon). Malagor takes over the Labyrinth of the Spurned, in Talabecland.

Turn 37/ 2341 IC - Malagor takes advantage of the skaven for use in curbing down beastmen instincts to fight, so he'll have more time to build-up to face the empire. Morghur joins Malagor. Malagor travelled to the Southern Chaos Wastes.

Turn 38/ 2342 IC - Beastmen were purged in large numbers through Wissenland, and Ostland. Beastmen made a move on Sylvania, undead fought them off.

Turn 39/ 2343 IC - The miscellaneous rumours are drowned out underneath The Dawi Call for Aid!, the Northern Trident is under threat of two Black Arks, but The Dawii Call For Aid! Beastmen move throughout the empire along the beast paths in vast numbers this year.

Turn 40/ 2344 IC - Present.
Turn 9/ 2312 IC - In the aftermath of the battle of three armies. Gorebash, despite the best efforts of many, managed to escape through the Border Princes, and is generally assumed to be heading towards the Badlands.
Turn 10/ 2313 IC -
Turn 11/ 2314 IC -
Turn 12/ 2315 IC -
Turn 13/ 2316 IC -
Turn 14/ 2317 IC -
Turn 15/ 2318 IC - "Nevertheless, Warboss Gorebash escaped further south. Six years passed, and now, seemingly from nowhere, the bastard has returned. Blaspheming as his misbegotten race is wont to do, he has claimed the long lost hold of Ekrund and challenged every single orc and goblin chieftain in the Badlands to a grand fight. Calling the event his 'Bloodbowl', he obviously intends to slay all the greenskin leaders present to absorb their hordes into his own which is already of a worrying size. Such was the rumored and now confirmed Warboss's size, beating out even the ogres that are currently running amok in the lands of the manlings, that greenskins even from the mountains bordering the Badlands are coming down for a fight. This has relieved pressure on numerous holds and posts, but there is no joy to be taken in that due to the likelihood of success for Gorebash in his efforts. All dwarves are to ready themselves for the coming green storm of the south." In other news, BUGMAN RETURNS TO BREWING NEXT YEAR DUE TO OATH!
Turn 16/ 2319 IC - "In the second to last month of the year, the cursed moon Morrslieb appeared in the skies of the world, and it was full. More than that, however, it was leaning towards the Badlands, many whispered, and sure enough during that night several massive meteors of warpstone slammed into the Badlands followed by a shower of smaller meteors until morning, all scattering across that desolate place where it is theorized that there are some of the largest amount of greenskins in the world. Frankly, in the opinions of many, one of the largest warpstone meteor showers in history couldn't have happened to a better group of horrible monsters. The dwarves of Barak Varr, based on preliminary scouting, were quite interested indeed in how the warpstone meteors killed hundreds of greenskins almost immediately. On the other hand, the fact that this did nothing to slow the flow of greenskins coming down from the World's Edge Mountains to fight against Warboss Gorebash is quite worrying indeed. Indeed, instead of stemming the tide, it is reported that thousands of greenskins are appearing as if from underground, and many are assuming that the ancient tunnels of the night goblins are being used."
Turn 17/ 2320 IC - "The massive rain of warpstone into the Badlands last year unfortunately did not kill Warboss Gorebash himself. Though hundreds, perhaps thousands of greenskins have died over the course of the past year due to the exposure to so much of the cursed rock, the Warboss is alive and well, evidenced by the fact that he appeared towards the middle of the year with a 'boss pole' with over two dozen new orc and goblin heads on it from chieftains who had defied him. Taking cover in caves throughout the Badlands, the orcs have begun repopulating quickly, even faster than before, possibly due to their environment growing more and more dangerous as mutated wyverns and indescribable abominations appear and try to tear the greenskins apart."

"At the beginning of this year, an enormous sinkhole opened up in the central Badlands, nowhere near the larger deposits of warpstone. This is good for all, for emerging in enormous numbers from the sinkhole came skaven, obviously there in search of warpstone. The ratmen missed their targets though, and are now facing a delighted greenskin army which has found a new group of enemies to fight that are not each other. Conflict erupted across the Badlands as skaven tunneled up and into sunlight in search of their precious warpstone, only to find grinning orcs and goblins waiting for them. High King Grudgebearer has urged caution, and the Throng of Barak Varr readies itself for whichever of the two finds success over the other."

Turn 18/ 2321 IC - "Karaz-a-Karak, Barak Varr, and Karak Azul all report record low greenskin numbers in the surrounding area as the greenskins of the lands south of the manling Empire are heading in great streams towards the Badlands to partake in the ongoing battle between skaven and greenskin. More noticeably, the greenskins of the Black Crag have nearly emptied out in charging towards the Badlands, eager to partake in a fight with so many Skaven. Indeed, so, many Skaven. While it has long been known that the ratment fetishize warpstone, the sheer amount of resources being contributed to the fight are so considerable that many nearby Holds are reporting that their tunnels are free of skaven for the first time in decades, allowing precious time to rebuild defenses without being under constant assault. It is as if the skaven had been building up enough numbers to assault the rest of the Old World were it not for the Badlands providing such a major distraction. Another rain of warpstone meteors this year has only drawn more skaven for their precious resource. Strange machinery offensive to the Engineer's Guild is being used, while the goblins are unleashing more and more powerful and strange squig breeds. In response, tens of thousands of orcs are getting into the fight, while almost a full hundred thousand goblins are estimated to be involved in the brawl. Throughout it all, the warpstone has begun to corrupt the land, or at least attempt to. Having figured out that the skaven are after the green rock, the greenskins have begun mining and taking the stuff for themselves out of spite in order to keep the skaven from it, feeding massive quantities of it to their squigs and setting the beasts into the skaven at which point more often than not they explode in splashes of green fire, lightning, and gore which curiously manages to 'clean' the warpstone's presence from the area. Though it has long been known that the skaven can use warpstone as fuel, apparently the gastronomic stupidity of greenskins have allowed them some form of cleansing the stuff by virtue of using up the solidified essence of the dark magic in biological squig bombs. Throughout it all, Warboss Gorebash continues to gain more greenskins under his banner as the fight continues as tribes hear the news of the fight and head in."
Turn 19/ 2322 IC - "Second Month of This Year: In a strange and uncomfortable turn of events, the growing greenskin threat apparently warranted the presence of one of the most cursed sorts of skaven to even exist – Grey Seers. As warpstone all over the Badlands is chipped away at by rapidly mutating greenskins that are then herded into skaven before what was harvested is fed to squigs to be used as biological warp bombs, the ratmen have grown panicked. One of the greatest bounties of their damn rock is before them, only to be used up by the goblins and orcs! Though many a dwarf may laugh and drink to this good fortune, others are concerned that should the orcs, led by a guffawing Gorebash, be victorious, so fattened upon victory may the Warboss be that the resulting tide of green may lay waste to the lands of both dwarves and men. This fear was only dampened somewhat due to the success of the Warboss himself managing to take down a Grey Seer in front of all present skaven. While this resulted in a victory for the greenskins, by killing one of the more powerful members of rat man society Gorebash has made himself a major target, as the skaven began unleashing even more outlandish machines while elite Stormvermin battle groups emerged from the primary sinkhole at the center of the Badlands. This does not seem to have dampened the spirits of the greenskins at all. Instead, it has only buoyed them. In response to the newer skaven war machines and the presence of so many Stormvermin, the Warboss has unleashed the night goblins, and with their numbers and insane fungal concoctions the WAAAGH!!! has managed yet again to match the Skaven."

"Though Karak Kadrin is almost always in danger of being attacked by the denizens of the Dark Lands, this year a surprisingly large group of orcs riding atop boars and wolves made their way through the pass and towards the keep. Unfortunately for them, they ran directly into the assembling Throng there, which has had Slayers from around the Old World making their way in. Such a direct concentration of Slayers both old and new, beardling and Longbeard, made short work of the orcs. Whatever their goal was, not a single one managed to escape and was cut down with glee. Even as the orcs attempted to run they ran into a group of new slayers arriving at Karak Kadrin, and so were caught between the two groups. The fact that so many Slayers were present to destroy a greenskin warband that might have otherwise threatened Karak Kadrin is a heartening one, for surely so many of the death seekers can only help in the reclamation of Karak Ungor."

"Sixth Month of This Year: The skaven revealed their navy! Apparently dissatisfied with the amount of forces they were capable of pushing through the sinkholes throughout the Badlands, a large amount of skaven ships appeared practically from nowhere this year and landed along the coast of the Badlands, though south of mighty Barak Varr. No doubt because they know that the ships of the dwarves would be capable of utterly tearing apart their vessels should they provoke us. Still, the amount of ships was worrying, given that dwarven intelligence has had little to report on any skaven naval capabilities at all. Said ships were used to drop off yet more Skaven, this time a group that herded disgusting abominations including the infamous Rat Ogres north into the Badlands, where they came up against various savage orc clans that Gorebash kept at the edges of his WAAAGH!! It was at this time that King Grundadrakk decided to take advantage of the situation. A fleet of dwarven Ironclads sailed south and tore into the still deploying skaven fleet, who could not turn about to face our ships before taking heavy casualties. By the end of it, the skaven navy was crushed and their forces left stranded in the Badlands. In less fortunate news, the amount of skaven ships was enough to actually manage to sink two of the Ironclads, the survivors of which have alternatively sworn new grudges or have become Slayers due to their surviving when so many of their crewmembers did not."

"Ninth Month of This Year – Hail the courageous dwarven rangers who bring us this information, who braved the war that is being fought in the Badlands. For only through their skill won from centuries of experience and training have these respected Longbeards managed to bring us this information. Hail them, for this is likely the last bit of involved information that we shall receive for some time, as the greenskins and skaven have grown so numerous in the Badlands that even the stealthiest of rangers could not hope to move unseen. The reasons for this are two-fold, as both groups received reinforcements of worrying degree. Greenskin pirates, somehow hearing the call to battle as all greenskins somehow do when a great enough Warboss is fighting somewhere, arrived along the coast and proceeded to leave their ships entirely in their haste to get into the fight ongoing in the Badlands. Notorious orc pirate Kaptin Bluddflag apparently brought his entire mobile WAAAGH!! which has plied the seas for the last ten years bringing ruination to any and all they happened upon. In exchange, an unprecedented number of Grey Seers have emerged from the main sinkhole, which has only widened due to night goblins closing up and collapsing many of the skavens other emergence points for the past few months. Three of the rat sorcerers were slain by our Rangers as targets of opportunity which, as the manlings might say, kicked over the anthill. The skaven are now fighting for two reasons it seems. The first is the massive yet now dwindling amounts of warpstone in the Badlands due to the consumption of the raw stuff by squigs and utterly insane greenskins of both goblin varieties as well as orc, and the second is sheer fury at how defiant the greenskins are being. Many in Karaz Ankor look upon this with grim satisfaction, for it is about time that someone else dealt with the seemingly unquenchable thirst for battle that the greenskins possess."

" Last Month of This Year – Though our rangers can no longer enter the Badlands, we are still able to receive information from around it. This has turned out not to be the best thing, and is in fact one of the most disheartening news heard for some time. The mythical and assumed hopefully dead Wurrzag, 'Da Great Green Prophet' as the greenskins refer to him, arrived through the World's Edge Mountains at the head of a massive train of savage orcs from the Dark Lands. The addition of what was essentially a full sized WAAAGH! of savage orcs heavily swung battle in the favor of the greenskins and based on what scouting was possible it seems that they may have pushed the skaven back to their central sinkhole as a result. Wurrzag is one of the oldest greenskin shamans and general greenskins in existence, and stories of him have been amongst our people for far longer than few others. Despite his age, the savage shaman seems just as powerful as ever. This news was brought to us by the sacrifice of several rangers from Karak Azul who were in the way of the incoming savage orcs, and so we mourn them even as we celebrate the death of so many skaven."

Turn 20/ 2323 IC - "[Beginning of Year] – Series of Massive Explosions Rock Badlands: The earth trembled for weeks on end as explosions rocked the hellscape that the Badlands are surely becoming, and these were not explosions of gunpowder. Flashes of green light, plumes of black and emerald smoke, and lighting of the same colorations sparked and filled the sky for days and nights continuously for at least two months. Then came the rocking eruptions that practically deafened the dwarven Rangers keeping watch on the outermost edges of the perimeter of what had been deem 'safe'. For some, this clearly signaled that the Skaven had achieved victory somehow, while others speculated that the greenskins had somehow chosen to exercise patience and built up their warpstone fed explosion squigs before tossing them moments after feeding. Regardless, as time went on, it became plainly evident that no, the fighting had not ceased at all, and then came the roars and booms of skaven weaponry. In exchange, it seems that the greenskins might have been pushed onto the back foot. Even if they had not been, the skaven might have pushed them to that point a short time later when yet more skaven ships arrived on the coast and released their hordes of abominations and rat ogres, once more a force clearly from a different skaven group than the ones who made use of such twisted warpstone using technologies. Yet again, just as before, the ships of Barak Varr obliterated them and left them stranded, though just in case much shelling was done to reduce the horde of skaven that then retreated into the Badlands. The fact that more warpstone fell from the sky was barely noted at this point, as the Badlands have become one of the most common dumping grounds of the stuff that has ever been noted. Some would even think that someone is somehow managing to pull down the warpstone from the sky on purpose."

"[Middle Year] – Skaven Deploy Screaming Bell, Summon Verminlord(s)?/Greenskins Manage To Animate Giant Rock Statues: The skaven appear fed up. Though information grows harder and harder to confirm, experienced Longbeard Rangers and Longbeard Ironbreakers who were nearby waiting for marching orders towards Karak Ungor report that the noise which tolled across the Badlands this year could only have come from one source. One of the feared Screaming Bells, one of the sacred altars of the skaven war machine. From it, it appears that the skaven have summoned one of their precious daemons to them, and have set it upon the frothing greenskins who practically began to run over themselves for the chance to fight the beast. Though the Verminlord was never actually sighted, nor was the Screaming Bell, due to the high numbers of both rats and greenskins preventing effective scouting into the Badlands, few can doubt the surety of which veteran Longbeards who have fought skaven for centuries. If the Longbeards say that the skaven did as such, then the skaven did as such. For all we know there could be more than one of the horrible monstrosities that walked the field this year. Whether or not it will prove enough to defeat the greenskins, however, is utterly unknown due to the fact that what is most certainly confirmed is the animation of giant statues of rock who bear faces carved in the general shape of greenskin WAAGH! banners. These giant moving piles of rock, trash, and poop that are wreathed in green energies were assembled from the very rocks of the Badlands itself with bits of warpstone mixed in. These creations are apparently termed Idols by those dwarves who have witnessed such things. Unfortunately, given what is occurring in the Badlands, many fear that the expedition to reclaim Karak Ungor may have to be pushed back as the Throng of the Everpeak may be needed to blunt the advance of whoever wins this intensifying conflict."

Turn 21/ 2324 IC - "[Early Year] Constant Explosions in Badlands: Starting this year off with a seemingly never ending cascade of clearly warpstone based explosions, the Badlands War may or may not be forced into an ending of mutual destruction. The issue, at this point, is there is no discernable way for us to be certain that the warpstone explosions are either skaven or squig based. Both sides have figured out a way to cause severe explosion based damage, but with the spawning rate of squigs that can eat and then be used as biologically based bombs versus however many bombs the skaven can bring from their hidey holes checking one over the other is uncertain. Explosions small and large have likely scorched much of the Badlands, reducing what small amounts of vegetation it possessed to worse amounts. As to who is winning, or losing, is entirely unknown."

"[End of Year] Rangers Able to Enter Badlands, Discover Victor of Badlands War, Warpstone Gone?? : For a wonder, a few daring rangers this year managed to make it inside and then out of the Badlands, giving us the first concrete details about the war going on there for some time. The truth of the matter is thus: The victor of the Badlands War was…Warboss Gorebash. Utilizing the endless swarms of squigs that his nightgoblin forces could breed, the greenskin managed to force an end to the fight by having said squigs feast upon all the warpstone that had fallen upon the Badlands over the course of last year and then used it, all of it, this year. He did this by closing each and every skaven sinkhole with these squig bombers, before managing to close the main sinkhole. The Badlands are filled with tens of thousands of new craters, caused both by the warpstone and resulting explosions of its usage, but of the warpstone, there is little sign. In doing this, Warboss Gorebash has slaughtered more skaven than any of his kind ever has before, denied them what would have been one of the greatest bounties of warpstone the rat men could ever have gotten access to, and then did something that even the dwarves could not expect. As the Rangers continued to explore the Badlands, which are now filled with a horrifyingly large amount of Big 'Un Savage Orcs, Warboss Gorebash was sighted leaving the coast of the Badlands upon a large fleet of ships that had been smashed together from the metal hulls of the skaven ships and the ramshackle materials that once made up Kaptin Bluddflag's fleet. The WAAAGH! was filled by some of the most obscenely large looking orcs and goblins that has ever been seen by any dwarves, and soon passed beyond the horizon. With his leaving, the Badlands have fallen into chaos once more, as the ships could not carry more than a third of his forces. The remaining two thirds fell into infighting immediately, then shattered further. The denizens of the Badlands, as a whole, are now far more powerful than ever before, but as a result it is likely that it would be far harder to unify them. What this means for the future is…uncertain, and none envy the eventual target of Warboss Gorebash, wherever he may be. Of the Skaven, there is no sign of living creatures, though there are enormous piles of rotting corpses and skeletons left all about the Badlands, to the point that the orcs were overheard calling it the Bonelands now, for so many dead greenskins and skaven filling it without proper burial traditions existing at all in either groups. The remains of what might have been three Screaming Bells were found in the area of the main – and now closed off – sinkhole."

Turn 22/ 2325 IC - Uruk and Thraka start building up the greenskins in the Bonelands.
Turn 23/ 2326 IC -
Regency Turn/ 2327 IC -
Turn 24/ 2328 IC - The Turn after Karak Ungor events.
Turn 25/ 2329 IC -
Turn 26/ 2330 IC - Thraka assaults Karak Drazh, Uruk assaults Karak Eight Peaks, Mag assaults Iron Rock
Turn 27/ 2331 IC - Uruk 'dies' in Karak Eight Peaks this year.
Turn 28/ 2332 IC -
Turn 29/ 2333 IC -
Turn 30/ 2334 IC -
Turn 31/ 2335 IC -
Turn 32/ 2336 IC -
Turn 33/ 2337 IC -
Turn 34/ 2338 IC -
Turn 35/ 2339 IC -
Turn 36/ 2340 IC -
Turn 37/ 2341 IC -
Turn 38/ 2342 IC -
Turn 39/ 2343 IC - The Quiet Whaaagh! moves to assault Karaz-a-Karak.
Turn 40/ 2344 IC - Barak Varr and Karaz-a-Karak are under seige
Turn 1/ 2304 IC - Colleges of Magic are built in Altdorf
Turn 2/ 2305 IC -
Turn 3/ 2306 IC -
Turn 4/ 2307 IC -
Turn 5/ 2308 IC -
Turn 6/ 2309 IC - [1st Elector's Meet]
Turn 7/ 2310 IC -
Turn 8/ 2311 IC - [1st Supreme Patriarch Duel = Volans]
Turn 9/ 2312 IC -
Turn 10/ 2313 IC -
Turn 11/ 2314 IC -
Turn 12/ 2315 IC - [Vampire War of 2315 IC aka War Against Zacharias] [Teclis leaves for Ulthuan by end of the year]
Turn 13/ 2316 IC -
Turn 14/ 2317 IC - Agatha and Alisa are born
Turn 15/ 2318 IC -
Turn 16/ 2319 IC - [The Cleansing of Sylvania by the Witch Hunter Army begins][2nd Supreme Patriarch Duel = Volans][Teclis is recalled to Ulthuan]
Turn 17/ 2320 IC -
Turn 18/ 2321 IC -
Turn 19/ 2322 IC - Agatha and Alisa are sent to the Amethyst College this year (5 years old)
Turn 20/ 2323 IC - Outside the Amethyst College:"The Freaks" Confirmation Agatha and Alisa killed someone of the Light College by the time they were 6.
Turn 21/ 2324 IC -
Turn 22/ 2325 IC - [2nd Elector's Meet] - Altdorf, near the Amethyst College [Oskana hatches] (8 years old) [Teclis is Loremaster]
Turn 23/ 2326 IC - [Nippon has definitely invaded Cathay this year] [The Reclamation of Karak Ungor] Templehof, Sylvania, Five Months After the Departure of Frederick von Hohenzollern for Karak Kadrin (9 years old)
Turn X/ 2327 IC - [The Reclamation of Karak Ungor Ends] [3rd Supreme Patriarch Duel = Volans]
Turn 24/ 2328 IC - Imperial Command Base in Sylvania, Freddy spoke with Magnus the Pious in Sylvania on Karak Ungor events and met Agatha and Alisa here (11 years old)
Turn 25/ 2329 IC -
Turn 26/ 2330 IC - [Taking around 12 years. The war for Sylvania is declared ended with a victory for the Empire of Man] Ostland, for Magnus's Wedding, and Elspeth's personal agenda. (13 years old)
Turn 27/ 2331 IC - [3rd Elector's Meet]
Turn 28/ 2332 IC -
Turn 29/ 2333 IC - Sylvania Wilderness: Put down a undead Barrow King. (16 years old)
Turn 30/ 2334 IC - Went to a village in the Vaults tracking a necromancer. Nearly died, returned to Altdorf. (17 years old)
Turn 31/ 2335 IC - [4th Supreme Patriarch Duel = Volans] - The Mountains of Mourn (18 years old)
Turn 32/ 2336 IC - Depths of Araby (19 years old)
Turn 33/ 2337 IC - [4th Elector's Meet] -Swamp Town, Lustria + Jungles of Lustria (20 years old)
Turn 34/ 2338 IC -
Turn 35/ 2339 IC - [The Third Parravon War] The Arena of Glory, Grand Temple of Virabandhriha, City of Lashkur, Eastern Ind (22 years old)
Turn 36/ 2340 IC -
Turn 37/ 2341 IC - Wilderness of Cathay/ Guanghai Province Wilderness, Near Ind-Cathay Borders (24 years old)
Turn 38/ 2342 IC - Wei-Jin, Capital City of All Greater Cathay, Seat of the Dragon Throne --> [NIPPON interludes] --> Wei-Jin, Celestial Capital of Grand Cathay, Zheng Province (25 years old)
Turn 39/ 2343 IC - [5th Elector's Meet] [5th Supreme Patriarch Duel = Volans] - Wei-Jin, Celestial Capital of Grand Cathay, Zheng Province (Training with the Order of the Chained Ghost) --> Beaches of Ssambai-uluk, South of Imur Gore-River, Lands of Sisknebahn Naga Dynasty, Khuresh (26 years old)
Turn 40/ 2344 IC - Within at the latest, about Two and a Half months into the year. Agatha and Alisa are in the Mountains of Mourn travelling to the Empire of Man (27 years old)
Turn 41/ 2345 IC -
Turn 42/ 2346 IC -
Turn 43/ 2347 IC -
Turn 44/ 2348 IC -
Turn 45/ 2349 IC - [6th Elector's Meet]
Turn 46/ 2350 IC -
Turn 47/ 2351 IC - [6th Supreme Patriarch Duel = Volans]
Turn 48/ 2352 IC -
Turn 49/ 2353 IC -
Turn 50/ 2354 IC -
Turn 51/ 2355 IC - [7th Elector's Meet]
Turn 52/ 2356 IC -
Turn 53/ 2357 IC -
Turn 54/ 2358 IC -
Turn 55/ 2359 IC - [7th Supreme Patriarch Duel = Volans]
Turn 56/ 2360 IC -
Turn 57/ 2361 IC - [8th Elector's Meet]
Turn 58/ 2362 IC -
Turn 59/ 2363 IC -
Turn 60/ 2364 IC -
Turn 61/ 2365 IC -
Turn 62/ 2366 IC -
Turn 63/ 2367 IC - [9th Elector's Meet] [8th Supreme Patriarch Duel = ??? (a full revolution of 64 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year)]
Turn 64/ 2368 IC -
Turn 65/ 2369 IC - [Magnus the Pious canonically dies this year]
Turn 66/ 2370 IC -
Turn 67/ 2371 IC -
Turn 68/ 2372 IC - The Celestial Claendar is created by the Celestial College approximately this year.
Turn 69/ 2373 IC - [10th Elector's Meet]
Turn 70/ 2374 IC -
Turn 71/ 2375 IC - [9th Supreme Patriarch Duel (¿a full revolution of 72 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year?)]
Turn 72/ 2376 IC -
Turn 73/ 2377 IC -
Turn 74/ 2378 IC -
Turn 75/ 2379 IC - [11th Elector's Meet]
Turn 76/ 2380 IC -
Turn 77/ 2381 IC -
Turn 78/ 2382 IC -
Turn 79/ 2383 IC - [10th Supreme Patriarch Duel]
Turn 80/ 2384 IC -
Turn 81/ 2385 IC - [12th Elector's Meet]
Turn 82/ 2386 IC -
Turn 83/ 2387 IC -
Turn 84/ 2388 IC -
Turn 85/ 2389 IC -
Turn 86/ 2390 IC -
Turn 87/ 2391 IC - [13th Elector's Meet] [11th Supreme Patriarch Duel]
Turn 88/ 2392 IC -
Turn 89/ 2393 IC -
Turn 90/ 2394 IC -
Turn 91/ 2395 IC -
Turn 92/ 2396 IC -
Turn 93/ 2397 IC - [14th Elector's Meet]
Turn 94/ 2398 IC -
Turn 95/ 2399 IC - [12th Supreme Patriarch Duel]
Turn 96/ 2400 IC -
Turn 97/ 2401 IC -
Turn 98/ 2402 IC -
Turn 99/ 2403 IC - [15th Elector's Meet]
Turn 100/ 2404 IC -
Turn 101/ 2405 IC -
Turn 102/ 2406 IC -
Turn 103/ 2407 IC - [13th Supreme Patriarch Duel]
Turn 104/ 2408 IC -
Turn 105/ 2409 IC - [16th Elector's Meet]
Turn 106/ 2410 IC -
Turn 107/ 2411 IC -
Turn 108/ 2412 IC -
Turn 109/ 2413 IC -
Turn 110/ 2414 IC -
Turn 111/ 2415 IC - [17th Elector's Meet] [14th Supreme Patriarch Duel][Night of a Thousand Arcane Duels in canon]
Turn 112/ 2416 IC -
Turn 113/ 2417 IC -
Turn 114/ 2418 IC -
Turn 115/ 2419 IC -
Turn 116/ 2420 IC -
Turn 117/ 2421 IC - [18th Elector's Meet]
Turn 118/ 2422 IC -
Turn 119/ 2423 IC - [15th Supreme Patriarch Duel]
Turn 120/ 2424 IC -
Turn 121/ 2425 IC -
Turn 122/ 2426 IC -
Turn 123/ 2427 IC - [19th Elector's Meet]
Turn 124/ 2428 IC -
Turn 125/ 2429 IC -
Turn 126/ 2430 IC -
Turn 127/ 2431 IC - [16th Supreme Patriarch Duel (a second full revolution of 64 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year)]
Turn 128/ 2432 IC -
Turn 129/ 2433 IC - [20th Elector's Meet]
Turn 130/ 2434 IC -
Turn 131/ 2435 IC -
Turn 132/ 2436 IC -
Turn 133/ 2437 IC -
Turn 134/ 2438 IC -
Turn 135/ 2439 IC - [21st Elector's Meet] [17th Supreme Patriarch Duel]
Turn 136/ 2440 IC -
Turn 137/ 2441 IC -
Turn 138/ 2442 IC -
Turn 139/ 2443 IC -
Turn 140/ 2444 IC -
Turn 141/ 2445 IC - [22nd Elector's Meet]
Turn 142/ 2446 IC -
Turn 143/ 2447 IC - [18th Supreme Patriarch Duel]
Turn 144/ 2448 IC -
Turn 145/ 2449 IC -
Turn 146/ 2450 IC -
Turn 147/ 2451 IC - [23rd Elector's Meet]
Turn 148/ 2452 IC -
Turn 149/ 2453 IC -
Turn 150/ 2454 IC -
Turn 151/ 2455 IC - [19th Supreme Patriarch Duel]
Turn 152/ 2456 IC -
Turn 153/ 2457 IC - [24th Elector's Meet]
Turn 154/ 2458 IC -
Turn 155/ 2459 IC -
Turn 156/ 2460 IC -
Turn 157/ 2461 IC -
Turn 158/ 2462 IC -
Turn 159/ 2463 IC - [25th Elector's Meet] [20th Supreme Patriarch Duel]
Turn 160/ 2464 IC -
Turn 161/ 2465 IC -
Turn 162/ 2466 IC -
Turn 163/ 2467 IC -
Turn 164/ 2468 IC -
Turn 165/ 2469 IC - [26th Elector's Meet]
Turn 166/ 2470 IC -
Turn 167/ 2471 IC - [21st Supreme Patriarch Duel]
Turn 168/ 2472 IC -
Turn 169/ 2473 IC -
Turn 170/ 2474 IC -
Turn 171/ 2475 IC - [27th Elector's Meet]
Turn 172/ 2476 IC -
Turn 173/ 2477 IC -
Turn 174/ 2478 IC -
Turn 175/ 2479 IC - [22nd Supreme Patriarch Duel]
Turn 176/ 2480 IC -
Turn 177/ 2481 IC - [28th Elector's Meet]
Turn 178/ 2482 IC -
Turn 179/ 2483 IC -
Turn 180/ 2484 IC -
Turn 181/ 2485 IC -
Turn 182/ 2486 IC -
Turn 183/ 2487 IC - [29th Elector's Meet] [23rd Supreme Patriarch Duel]
Turn 184/ 2488 IC -
Turn 185/ 2489 IC -
Turn 186/ 2490 IC -
Turn 187/ 2491 IC -
Turn 188/ 2492 IC -
Turn 189/ 2493 IC - [30th Elector's Meet]
Turn 190/ 2494 IC -
Turn 191/ 2495 IC - [24th Supreme Patriarch Duel (a third full revolution of 64 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year)]
Turn 192/ 2496 IC -
Turn 193/ 2497 IC -
Turn 194/ 2498 IC -
Turn 195/ 2499 IC - [31st Elector's Meet]
Turn 196/ 2500 IC -
Turn 197/ 2501 IC -
Turn 198/ 2502 IC -
Turn 199/ 2503 IC - [25th Supreme Patriarch Duel]
Turn 200/ 2504 IC -
Turn 201/ 2505 IC - [32nd Elector's Meet]
Turn 202/ 2506 IC -
Turn 203/ 2507 IC -
Turn 204/ 2508 IC -
Turn 205/ 2509 IC -
Turn 206/ 2510 IC -
Turn 207/ 2511 IC - [33rd Elector's Meet] [26th Supreme Patriarch Duel]
Turn 208/ 2512 IC -
Turn 209/ 2513 IC -
Turn 210/ 2514 IC -
Turn 211/ 2515 IC -
Turn 212/ 2516 IC -
Turn 213/ 2517 IC - [34th Elector's Meet]
Turn 214/ 2518 IC -
Turn 215/ 2519 IC - [27th Supreme Patriarch Duel]
Turn 216/ 2520 IC -
Turn 217/ 2521 IC -
Turn 218/ 2522 IC -
Turn 219/ 2523 IC - [35th Elector's Meet]
Turn 220/ 2524 IC -
Turn 221/ 2525 IC -
Turn 222/ 2526 IC -
Turn 223/ 2527 IC - [28th Supreme Patriarch Duel]
Turn 224/ 2528 IC -
Turn 225/ 2529 IC - [36th Elector's Meet]
Turn 226/ 2530 IC -
Turn 227/ 2531 IC -
Turn 228/ 2532 IC -
Turn 229/ 2533 IC -
Turn 230/ 2534 IC -
Turn 231/ 2535 IC - [37th Elector's Meet] [29th Supreme Patriarch Duel]
Turn 232/ 2536 IC -
Turn 233/ 2537 IC -
Turn 234/ 2538 IC -
Turn 235/ 2539 IC -
Turn 236/ 2540 IC -
Turn 237/ 2541 IC - [38th Elector's Meet]
Turn 238/ 2542 IC -
Turn 239/ 2543 IC - [30th Supreme Patriarch Duel]
Turn 240/ 2544 IC -
Turn 241/ 2545 IC -
Turn 242/ 2546 IC -
Turn 243/ 2547 IC - [39th Elector's Meet]
Turn 244/ 2548 IC -
Turn 245/ 2549 IC -
Turn 246/ 2550 IC -
Turn 247/ 2551 IC - [31st Supreme Patriarch Duel]
Turn 248/ 2552 IC -
Turn 249/ 2553 IC - [40th Elector's Meet]
Turn 250/ 2554 IC -
Turn 251/ 2555 IC -
Turn 252/ 2556 IC -
Turn 253/ 2557 IC -
Turn 254/ 2558 IC -
Turn 255/ 2559 IC - [41st Elector's Meet] [32nd Supreme Patriarch Duel] (256 years is 4 sets of 64, (a fourth full revolution of 64 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year) )
Turn 256/ 2560 IC -
Turn 257/ 2561 IC -
Turn 258/ 2562 IC -
Turn 259/ 2563 IC -
Turn 260/ 2564 IC -
Turn 261/ 2565 IC - [42nd Elector's Meet]
Turn 262/ 2566 IC -
Turn 263/ 2567 IC - [33rd Supreme Patriarch Duel]
Turn 264/ 2568 IC -
Turn 265/ 2569 IC -
Turn 266/ 2570 IC -
Turn 267/ 2571 IC - [43rd Elector's Meet]
Turn 268/ 2572 IC -
Turn 269/ 2573 IC -
Turn 270/ 2574 IC -
Turn 271/ 2575 IC - [34th Supreme Patriarch Duel]
Turn 272/ 2576 IC -
Turn 273/ 2577 IC - [44th Elector's Meet]
Turn 274/ 2578 IC -
Turn 275/ 2579 IC -
Turn 276/ 2580 IC -
Turn 277/ 2581 IC -
Turn 278/ 2582 IC -
Turn 279/ 2583 IC - [45th Elector's Meet] [35th Supreme Patriarch Duel]
Turn 280/ 2584 IC -
Turn 281/ 2585 IC -
Turn 282/ 2586 IC -
Turn 283/ 2587 IC -
Turn 284/ 2588 IC -
Turn 285/ 2589 IC - [46th Elector's Meet]
Turn 286/ 2590 IC -
Turn 287/ 2591 IC - [36th Supreme Patriarch Duel] (THIS ONE)
Turn 288/ 2592 IC -
Turn 289/ 2593 IC -
Turn 290/ 2594 IC -
Turn 291/ 2595 IC - [47th Elector's Meet]
Turn 292/ 2596 IC -
Turn 293/ 2597 IC -
Turn 294/ 2598 IC -
Turn 295/ 2599 IC - [37th Supreme Patriarch Duel]
Turn 296/ 2600 IC -
Turn 297/ 2601 IC - [48th Elector's Meet]
Turn 298/ 2602 IC -
Turn 299/ 2603 IC -
Turn 300/ 2604 IC -
Turn 301/ 2605 IC -
Turn 302/ 2606 IC -
Turn 303/ 2607 IC - [49th Elector's Meet] [38th Supreme Patriarch Duel]
Turn 304/ 2608 IC -
Turn 305/ 2609 IC -
Turn 306/ 2610 IC -
Turn 307/ 2611 IC -
Turn 308/ 2612 IC -
Turn 309/ 2613 IC - [50th Elector's Meet]
Turn 310/ 2614 IC -
Turn 311/ 2615 IC - [39th Supreme Patriarch Duel]
Turn 312/ 2616 IC -
Turn 313/ 2617 IC -
Turn 314/ 2618 IC -
Turn 315/ 2619 IC - [51st Elector's Meet]
Turn 316/ 2620 IC -
Turn 317/ 2621 IC -
Turn 318/ 2622 IC -
Turn 319/ 2623 IC - [40th Supreme Patriarch Duel (a fifth full revolution of 64 years. The last Supreme Patriarch, if they lose this duel, continues to rule for the year, and steps down at the end of this year)]
...
Turn 511/ 2815 IC - [64th Supreme Patriarch Duel]

The Quiet Whaaagh! has been growing since Turn 22/ 2325 IC. That's around 20 turns of grind to turn the boyz into BOYZ!. The skaven retreated from Karak Eight Peaks around after 14 years of fighting for Karak Eight Peaks.

By Turn 32/ 2336 IC Malagor would be in control of the Drakwald. Beastmen would begin moving around the forests of the Empire of Man in massive numbers from this year onward with great coordination. Around 9 years of dominant build-up.

The two Black Arks by comparison, rushed things against the Trident. I think about one year of build-up for the attack?

Anyways, back on topic. There were other events in the empire over the last decade, Magnus the Pious was focused outwards on diplomacy matters. The internal intrigues of the empire sorta, kinda, are compromised during the last decade. The former Staadtholder of Marienburg was a Cultist of the Yellow Fang during this last decade since the recent EM. A vampire held a great deal of control over Marienburg, that only relatively recently got removed. Two vampires were able to charter a boat from Nuln with an obviously undead ogre, very recently.

I'm now feeling like asking Matriarch Bruna of the Grey Order what exactly happened that two vampires were able to charter a boat from Nuln is something Freddy should have brought up. Oh, well, missed opportunities.

The more relevant current events, are the Holders of the Shore, the loss of the underground route named the River of Echoes in 2337 IC. The Third Parravon Invasion into the Empire of Man. In 2334 IC Black Fire Pass had towers built along the pass. Charlemagne couldn't take the Black Fire Pass route into the empire. The Sword of Justice rooted out the bandits and slaves in the Farlic Hills.

Kislev had it's borders more open a decade ago. Could be possible Charlemagne walked through Kislev, or made it to Marienburg where he charted a boat to Norsca, some years ago. Kislev also had it's borders open to the Dolgan and Kurgan converts in the last decade.

There's plenty of evidence the empire is developing itself, but the internal security of the empire will always never 100% be infallible. Matriarch Bruna showed that she can miss stuff, even when she knows stuff in Ostland Freddy doesn't know about. Freddy caught her through knowing his manor has no maids.
 
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Its hard to understate the sheer vastness of the Old World wilderness. These people don't have GPS, or surveillance satellites, Google Earth, Twitter, traffic cams, etc.

In Gotrek and Felix, they once came across a full on Chaos Warband, led by a powerful Chaos Champion, who was just casually burning villages down in the depths of the Empire as she sought out her daughter to kill to prove herself truly dedicated to Chaos. There were no State Troops deploying on her, no rallying Knightly Order, no strike force of Wizards, etc.

That was when the Empire was arguably at it's most powerful, at least until, uh, stuff happened.

Charlemagne didn't need to take the main roads, not really. He didn't even necessarily travel entirely in the Empire. He started in the Vaults after all.
 
Say @torroar is my idea of getting a Seed of Rebirth from the Colleges actually feasible? Magical items in Warhammer are very valuable and hard to get, but a 5 point item from the common magic items list like a Seed of Rebirth*, seems like it'd be the least difficult magic items to get.

Aside from that is Roland willing to accept any sort of new mount? If nothing else we're probably going to need to get him a horse if only so he'll be able to ride with the other knights in battle if he's going to be helping us.

*Grants a 6+ regeneration save on tabletop.
 
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