The Head of the Storm (Age of Sigmar Lady Celestant Quest)

[X] Break the Siege
[X] Ghyran
[X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
[X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
[X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)
 
[X] Break the Siege
[X] Ghyran
[X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
[X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
[X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)
 
[X] Break the Siege
[X] Ghyran
[X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
[X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
[X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)

Awesome looking quest I wished I had looked into this before! Let's stamp out the vile plague that challenges what it must not.
 
[X] Break the Siege
[X] Ghyran
[X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
[X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
[X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)

Choo Choo! All aboard the Sigmarine Express! :D
 
Vote tallied: pretty one-sided.
Adhoc vote count started by RaptorusMaximus on Sep 2, 2017 at 10:49 PM, finished with 26 posts and 9 votes.

  • [X] Break the Siege
    [X] Ghyran
    [X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
    [X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
    [X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)
    [X] The Human Heinrich Steinhause, Witch Hunter of the Order of Everlasting Light.
    [X] Saphira Brightscales, a riderless Dragon.
    [X] Gardus of the Hallowed Knights
    [X] The Duardin Guren Vericson, head engineer of the Ironwald Arsenall's 223rd Artillery Corps.
    [X] Saphira Brightscales, a riderless Dragon.
    [X] Gardus of the Hallowed Knights
    [X] The Duardin Guren Vericson, head engineer of the Ironwald Arsenall's 223rd Artillery Corps.
    [X] The Aelf Wanderer Vyhali, leader of a band of Waywatchers.
    [X] Gardus of the Hallowed Knights
    [X] Saphira Brightscales, a riderless Dragon.
    [X] The Aelf Wanderer Vyhali, leader of a band of Waywatchers.
    [X] Gardus of the Hallowed Knights

Adhoc vote count started by RaptorusMaximus on Sep 2, 2017 at 10:55 PM, finished with 12 posts and 5 votes.

  • [X] Break the Siege
    [X] Ghyran
    [X] Lady Relicator Triaan Lightbringer (Long-Range healing and support Via Lighting Strikes, also limited anti-magic abilities)
    [X] Knight-Vexillior Penelope Windrider (Moral Boost, Pennant allows a units to be moved deep into enemy lines while damaging foes with high winds at the same time)
    [X] Knight-Azyros Angella Skydancer (expert scout, good melee combatant, guides down reinforcements, has a wide-area Anti-Chaos attack)
 
Tzeentch is gonna Tzeentch, Khorne is gonna Khorne, but Nurgle's slimy, parasitical arrogance and desecration pisses me off something fierce.
 
Sidestory 1: The Ancients
Just a lil something I wanted to put out. Hopefully, the next update will be out this week.

The Ancients

In the heights of Azyr, the Lord of Storms, Sigmar Heldenhamer, stood before a pair of massive windows in his citadel. The Man-Turned-God cast his gaze across the vast sprawl of Azyrheim, the gleaming spires and wide streets where Humans, Aelfs, Duardin, and other less-common races mingled in peace, unworried by the horrors of War and Chaos.

In a way, Sigmar envied them. For so many of those people, the threat of Chaos was little more than a whispered legend: it was not real to them, the dangers it presented not fully understood despite his attempts to prevent ignorance on the subject.

They knew not of the Great Game, of the Long War, of the World-That-Was as anything more than the great red orb that was Mundus hanging above them in the sky.

He, along with the other Gods of Order (as well as that bastard Nagash and...maybe Gorkamoraka?) were the only ones left who remembered what came before; the lands and the world that would shape the Mortal Realms into what they became. And the, his friends and allies were all gone, lost among the realms or shattered by great beasts or the Machinations of the Chaos gods.

Even Grungni, his companion, who had helped him forge his Stormcast, had disapeared: one morning, his workshop was simply empty, with no indication as to where he had gone or what had happened.

Despite being surrounded by millions of souls, and with his personal guard a meager few steps away, Sigmar felt utterly alone.

However, that would not remain so.

Sigmar stiffened as he felt a surge of unfamiliar power coalesce behind him, turning and placing a hand on his sword as his guards shifted to a ready stance facing the beams of soft starlight that penetrated the ceiling, glittering with the colors or distant nebula as shapes began to form within the beams.

As attuned to the realm of the Heavens as he was Sigmar knew immediately that this was Celestial Magic: but not any like he had ever seen before. The magic of the Heavens, while pure, was naturally unrefined, powerful, even Chaotic to an extent: it was the rage of the Wind, the Power of Lighting, the Wrath of the Storm. This...this was calm, detached Starlight: more pure, more...ordered.

He waved for his guards to stand down as he stepped forward. After a moment, beings formed among the beams of light and strode forth into his halls: a dozen were reptilian creatures, almost as tall as a stormcast and covered in thick-looking scales of sky and navy blue. In clawed fists, they carried shields made from the scales of massive beasts and ornate spiked polearms, while their heavy heads with massive jaws were topped with helms made from the skulls of unknown beasts.

But these warriors were not what drew Sigmar's eye, even though he vaguely recognized them from the depths of his memory, those of the World that Was.

For behind them floated a palanquin of pure white Starstone, set with gold and Gems, that floated above the ground through magics forgotten to the depths of time. On the throne sat a being, amphibious in nature, that seemed to flicker between a desiccated mummy wearing a golden Death Mask and a large froglike creature that seemed to be made of Light.

Sigmar knew this being, or at least what it was. This was a Slann, one of the Mage-Priests of Old Lustria, a leader of the reptilian leaders of the Lizardfolk, the oldest enemies of the Chaos Gods.

And to Sigmar's eyes, among the greatest traitors he had ever known.

"You..." The God seethed, locking eyes with the Slann as it seemed to decide to resolve itself into the Light-Being form. "You have the gall to come here, Slann, after what you did all those ages ago?!"

The Temple Guard shifted almost imperceptibly at the threatening tone in Sigmar's voice, even their unbreakable discipline tested at the sound of a God's rage. The Slann, however, did not seem fazed.

"What wrong did we of the First do to you, Lord of the Third, to incite such hostility?" The Wizard asked, tilting its head ever so slightly.

"You were the First: the so-called 'Chosen of the Old Ones'. You were tasked with defending that world, our world, from the depredations of Chaos. But when the End Times came, and the Everchosen marched the legions of ruin across the old world," Sigmar's voice got deadly quiet. "Where were you? You were fleeing from it all, on your great Exodus Engines, leaving all of us to our fate. You abandoned your duty, Slann, and we lost everything. That is the wrong you have done me, frogman."

The Slann held Sigmar's gaze for a moment, and then to the God's amazement and shock he felt a building power within the Mage-Priest, a power that rivaled, perhaps even Surpassed his own. The power to stop time, to obliterate nations, to undo death through Willpower alone, and to bend reality to your will for the sole purpose of destroying your foes.

For a moment, Sigmar glimpsed the Might of the Firstborn of the Old Ones, and he felt a pang of fear.

Then it was gone, and the Slann spoke again. "You know not of what you speak, King of Storms. We of the First fought tooth and nail to hold off the End; hundreds of my brethren destroyed themselves preventing the Warpstone Moon from crashing to earth. We bled and died just as you did, and it was by our blood that the World That Was survived as long as it did. But...perhaps you are somewhat right in what you say," the Wizard said, "for we abandoned our duty, and despite all the losses and conflict, we could still have made a difference. But what is past is past, and the Great Game can only move forwards."

Sigmar could grudgingly agree with that statement, and so slowly nodded. "Very well. Why have you come here, Lizardman?"

The frog shifted on his Palaquin. "We have been watching from above, in our seats among the stars, the moves that both you and the Abominations have been making. You have finnaly put your endgame into motion, and while many of my peers disagree with me, I deemed it time to tell you this: Your Storm does not break alone. Where the Thunder and Lightning of Sigmar roll, so too there shall shine the Starlight of the First. We shall be to you as the Daemons often are to the Dark Gods: aid unasked for, blades unexpected, and damnation for the foes of Order."

The light began to shine once again from above, and the Guard and Slann began to fade. As the Great Frog shifted once more into the mummified husk, Sigmar heard it's words echo through the vast hall this impromptu meeting had been held in.

"For we are Lizardmen no longer. We are Seraphon, the Daemons of Order. And by every memory I cling to, we shall see the end of the Chaos Gods. Even if we must battle until the very end of Time."

And as they finally disappeared, leaving Sigmar to ponder the significance of this meeting, the last words hissed out of the Slann's mouth, like the final dregs of air being expelled from the lungs of a dying man.

"Such is the Will of Lord Kroak." The Starmaster whispered as he and his guards vanished in a swirl of stardust.
 
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Holy shit.

This reminds me of my idle ideas of a Seraphon intervening not in their mysterious ways but in the main Realmgate Wars campaigns.

Also, it's fitting that to a god like Sigmar, the Seraphon does not appear as some mighty, unfathomable force that communicates in ways incomprehensible, but on equal footing, as if in a simple talk with tongues and mouths.
 
The Storm Breaks Pt. 1: First Strikes
Among the mortal realms, the most common of the races of Order were the so-called 'Big Three'; Aelves, Duardin, and Humans, the descendants of ancient ancestors who, in one manner or another, survived the apocalypse which washed over the World That Was, and who followed the Gods in their forms.

However they were not alone among the Realms: not by a long shot.

In the millennia-spanning Golden Age, hundreds, perhapse even thousands of races had come forth from the infinite stretches of the Mortal Realms to join the First Three in the civilizations that they built. The best-known of the 'minor' races are the Sylvaneth, who came froth from the memories of the spirits of Athel Loren, but they are far from the only example. Races like the Automons of Chamon, beings of Magic and Clockwork who came forth from the Eternal Foundry after a catastrophic failure wiped out their burgeoning civilization and left them as nomads, or the Efreets of Aquishy, six-limbed beings of living flame formed from the titanic flames of the Core-Basin, or the Windlars of Azyr, bipedal, tribal Avians who soared through the Mountains of Storms before they met the wider realms through a chance encounter with Swifthawk Agents.

Many of these races lived through the Golden Age, and into the Age of Chaos. In these terrible times, dozens of minor races were rendered extinct, slaughtered to the last in their cities or butchered in heroic last-stands on forgotten battlefields, while dozens more fell to the depredations of the Dark Gods. Others, like the Automons, exacuated the majority of their people into Azyr, and so have lived in safety among the Celestial Realms while the other lands, the lands of their birth, Burned.

And there were others yet who endured still; fighting an eternal, losing war against the Chaotic Hordes who assailed them.

The Lamias of Ghyran were one such people.

The serpentine people had lived, isolated, in the thick jungles and rivers of the Misted Vale for hundreds of years, their only interactions with the Relams being the odd band of Aelf wanderers, occasionally lost caravans who they quickly set back on course, and of course the semi-regular visits from the Sylvaneth, children and servant of the Goddess Alarielle, who they venerated above all others.

Such was their isolation that the tales of Sigmar and the other Gods of Order were ill-defined whispers of great beings who fought at the side of the Everqueen. These transformed into the tales of the Knights of Life: great warriors who had pledged their blades and lives to the defense of the Everqueen and her realm; of the noble and wise Sir Sig Hammer, the strong but savage Sir Gork Orka, and the quiet but unkillable Sir Nash.

When the age of Chaos broke across the realms, the Lamias did not notice. The only hints they got that something was wrong was when the Sylvaneth suddenly stopped visiting their Nests and Dens, and the faint smell of Rot occasionally carried forth by the winds that blew through the Greenstone Passes.

The Lamia only knew of the coming of Chaos when the legions of Nurgle, hosts of Beastmen and Blightkings carrying millions of lethal plagues, marched through the Northern Pass, their very presence withering the jungles around them and polluting the rivers they crossed. The inhabitants of the Vale were surprisingly resistant to the warm-blood plagues, but that just meant more of them lived to see their homes reduced to rotting wastelands echoing the Great Garden of the Grandfather.

The Lamias responded with swift violence to this transgression on their lands and the percieved blasphemy against the Will of the Everqueen. The reptilians used their superior knowledge of the jungles and their swift reptilian nature to run circles around the trundling hosts of Nurgle; leading the plague-ridden monsters into the more lethal parts of the jungle, launching lightning attacks on seperated forces, and pepering the armies of the Grandfather with arrows and javalins on a near-daily basis before fading again into the jungles.

And yet for all their vigor, their determination, their savagry and bravery; they were losing.

Such a grinding war of attrition was just the kind of conflict the Hosts of Nurgle were built to fight, and the legions of rot just pushed through the defensive actions until the disease-ridden visions of their wizards let them to one of the Tree-Towns or Nest-Dens of the Lamia, where their foe was forced to meet them in open battle to try and save their precious settlements.

Battles the snakes were bound to lose.

And so the war dragged on, with the legions of Nurgle pushing slowly and steadily into the Vale, like a creeping infection, while the Lamia made them bleed and die for every inch they took.

And so it was for centuries. After a time, many Lamia lost hope; their Goddess had abandoned them, and she and her Knights were not going to save them from this unstoppable tide of rotting flesh . Winning was impossible, survival was impossible so these embittered warriors fought only to bring down as many of their rotted and bloating foes as they could: to make one small mark upon the stream of Time, that their people might be remembered even in some small manner.

But there were still those who held out hope, even as the legions of blight closed in on the last Den, and the Lamia people prepared to sell their lives dearly in a final stand.​

Synise held her form completely still as the vast host of corrupted beast-things marched below her hiding place among the boughs of a Fressenk tree, her tail wrapped around a thick branch and a recurve bow held in her hands, an arrow knocked and ready to fire the moment battle was joined.

She knew that, just a few hundred yards away, the final thousand-or-so Warriors of her people were preparing for this final battle, while maybe a hundred Hunters like herself lurked in the trees and brush around the wider path, ready to rain death upon the flanks and rear of the rotted hordes.

It would not be enough; she knew from experience. But the Lamia people would not simply accept their fate: they would fight it with claw and fang until the last hatchling was slain in it's nest.

The Huntress had known nothing but conflict from the time she could draw a Bow at age two, and had hunted the Corruptors for the last ten years of her life: longer than most could survive in the hell that their ancestral home had become.

A faint rasping sound behind her alerted Synise to the arrival of another Lamia in her tree, and there was only one Hunter who she would trust to watch her back in battle.

"Bazeus." She whispered in greeting.

"Sister." Her hatchmate hissed back, casting hateful yellow eyes over the horde below them. "Behold, the Death of our people." Bazeus snarled, the ever-present bitterness so many of her people now held in their hearts; bitterness at the monsters who had defiled their home for generations, and bitterness at the Everqueen for seemingly abandoning her followers to their fates.

"This is not the end, brother." Synise whispered back softly. "The Gods will deliver us from this fate."

The female hunter was part of another, smaller belief-set among the remaining Lamias; those who yet held onto Hope, that someone, anyone would come and prevent their end, vanquish the Corrupted and prevent their end.

Bazeus scoffed. "You have said the same thing before every battle we have fought, nest-sister. When will you understand: no-one is comming to save us. Our people will die here, lost and forgotten among the filth and rot. The only solace we can take is in making our end memorable enough that these beasts will have reason to keep our memory alive through their stories of our end."

Synise new better than to argue with her sibling, and so the pair settled in to wait for battle to be joined.

As the army marched by below them, the female Lamia noticed that dark clouds were gathering in the sky above, and soon enough the distant sound of thunder and the patter of rain on the canopy, further masking whatever sounds the two may have made.

At a silent signal, the two moved off, darting through the canopy with years of practice until they were perched at the edge of the large clearing that would serve as the battlefield of the day, a small line of armored Lamia Warriors with Spears and Roundshields facing off against the massed mob of the Corrupted.

The rain was pouring now, and the flash of lightning among the clouds painted the assembled armies in stark contrast.

There was a sudden cacaphony from the Corrupted host, as twisted horns sounded and rusted bells rang, signaling the final assult on their foe.

"And so it ends." Bazeus growled, raising his bow and taking aim at the back of the horde. "I hope I shall see you in whatever comes after, sister. Die well."

Synise did not respond, drawing her own bow and silently beseeching whatever Gods were out there, one last time, for help in her people's darkest hour.

And finally, at long last, Someone answered.

The middy ground between the two armies exploded as dozens of lightning bolts impacted the ground, leaving wise craters that steamed in the cool rain.

Both sides stopped, shocked at the sudden assault from the heavens, when massive figures strode from the steaming craters, bodies crackling with celestial energy and weapons glowing with deep blue light.

And at their center was a warrior who's energy outmatched every other, their sword sparking with great arcs of magical lighting, while their shield glowed with an inner light.

Then the person spoke, and though every one of these warriors wore an emotionless mask, Synise knew it was that one, the Leader, who spoke.

"THE LIVING WE SAVE!" She cried, raiseing her blade and shield towards the vast horde of Chaos before her.

"THE DEAD WE AVENGE!!!" The other armored giants cried in response, their voices shaking the ground with the strength of the Storm as weapons were readied and Angels took to the sky on Wings of Light.

The Earthshakers had arrived.​

You have arrived in Ghyran, at the final battle to save the Lamia people from the forces of Nurgle. You have identified the two beings heading teh Chaos Horde: a Gorebull covered in weeping sores and Lesions, and a Plague Lord mounted on a sickly, skeletal mount that only outwardly appears like a Horse. At your back are the remaining Warriors of the Lamia people.

You are the Sword. You are the Shield. You are the Hammer. You are Exemplar.

What do you do?

[] Defend them
The woman you were before devoted herself to helping others. who would you be if you did not stand with those you were sent to save?
(Fall in with the Lamia Army, mixing your forces in with theirs, and withstand the assault of the Plague-Host. Medium risk to Stromhost, Self, Army, high risk for the Hunters due to limited support/distractions of their harassment attacks)

[] Go for the head
It is well known that Chaotic forces are held together by their leader. If you remove them, the cohesion of the enemy will break. You just have to survive long enough.
(take a cadre of Paladins into the heart of the enemy army, aiming to kill the leaders of the force while the rest of the Stormhost falls in with the Army. Low risk to Stormhost, High personal risk, low risk for Army, medium risk for the Hunters)

[] Slaughter the foe
Commit all your forces to an all-out assault immediately. You don't have the forces to keep all the Nurglites from reaching the Lamia line, but if you can rip the heart out of the enemy fast enough the majority should flee the field.
(do not directly aid the Lamia army at all, and commit all forces to the butchery of the Nurglies as one massive hammer. Medium risk to Stormhost, low personal risk, high risk to the Lamia Army, low risk to the Hunters)

[] Write In.
May or May-not be accepted.
And so it begins in earnest. Shit, it's 1 Am here. I hope yall enjoy this.
 
[X] Defend them
The woman you were before devoted herself to helping others. who would you be if you did not stand with those you were sent to save?
(Fall in with the Lamia Army, mixing yourforces in with theirs, and withstand the assault of the Plague-Host. Medium risk to Stromhost, Self, Army, high risk for the Hunters due to limited support/distractions of their harassment attacks)

"The Living we Save" after all.
 
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