An Exploration of the Mortal Realms: An Age of Sigmar Thread

Kharadron Overlords
They come from grim and glowering clouds, their aethermatic guns blazing. In a storm of fire, the ground is torn to furrows, and the enemy ranks are flung as if by invisible hands.

The Kharadron are called godless, for they care not for placing their destinies in the hands of another. Those deities they once held most precious abandoned them when they were needed the most.

Now, they put their faith instead in cold, certain metal, harnessing the material world for every iota of advantage it can give them to survive, the ever-hostile reaches of the Mortal Realms leaving them no other choice.





Having also been inspired by the awesome FEC-reveals, I've decided to make another bit of effortposting about a faction that I've always found fascinating, but who have been sorta out of the spotlight recently, the Kharadron Overlords!

Who are the Kharadron Overlords?
Street-view from Barak-Mhornar, an aether-rig in a charging station, a battle against the forces of Death, and a Grundstok Gunnery Sergeant with a customary drillbill aether-familiar
The Kharadron are one of the two playable duardin factions in AoS, and one of the three major subgroups of duardin in the setting (the others being Fyreslayers, the second playable faction, and Dispossessed, playable as parts of the Cities of Sigmar). Originally, all Kharadron and Dispossessed were part of the Ancient Khazalid Empire(s) (The Fyreslayers were technically doing their own thing even back in the age of myth but I'm inclined to believe they had a lot closer contact than in the current setting), a polity that maps fairly similarly to the Dwarven Empire of Warhammer Fantasy Battles and other such more stereotypical fantasy depictions of dwarves. When the Age of Chaos came, not even the great Karaks of the old empire could hold out against the tide of darkness, and the duardin found themselves with few options, either becoming refugees in Sigmar's realm (Dispossessed), being part of the Fyreslayers in the deep magmaholds already (who soon closed their doors to refugees, even other duardin), or taking a new path into the skies.

The Kharadron are by a fairly decent margin the most technologically developed faction in the Mortal Realms. The dispossessed duardin of the Ironweld Arsenal come close in craftsmanship, but work from a less developed technological base, and the Skaven come close in terms of advanced engineering, but are significantly lacking in terms of reliability, reproducibility, and user survivability. The secret of the sky-duardin's technological aptitude is found in Aether-Gold, a miraculous lighter-than-air mineral that works as an incredibly powerful fuel substance and is found abundant in all the skies of the Realms, coupled with the fact that when their very own gods abandoned them so they had no other choice but to feed the spark of inventiveness that had always existed in the duardin soul until it grew into a fire burning so hot that it melted their self-imposed fetters of tradition.

Trade and legalities
The Kharadron are also one of the most mercantile factions in the setting, and it is often noted that for all their very impressive and powerful guns, their most powerful weapon by far is their trade. Their air fleets allow them mobility and transportation logistics options that easily beats out every other faction on larger scales, and they only really loose to a few of the most massive realmgates around such as the one between Hammerhal Aqsha and Ghyra, which are extremely rare. Even so, the Kharadron are also prolific users of realmgates, but they have the massive advantage of being able to use naturally occuring realmgates in the skies known as the skypaths, which most other factions simply can't reach.

They are also a very legalistic society. While the Kharadron are overall less considered with the spirit of oaths than other duardin of the realms, they are just as adamant as their cousin that a contract (or oat) will be fulfilled to the letter, even if it would cost them personally. The rules that guide their entire society can be found in the Kharadron Code, the common law of all Skyports, famously the longest and most complex legal document in all the Realms. Naturally, GW almost assuredly hasn't bothered to make a full version of it, but various authors have written bits and pieces, some more humorous than others. The Code itself comes from the earliest days of the Kharadron's existence after they had taken to the skies. At that time, each proto-skyport was a city alone, and so fierce was the competition amongst them for resources that war seemed almost inevitable. However cooler heads prevailed at the Conference of Madralta where an agreement amongst them was ultimately hammered out, and what was put to paper that day eventually became the Code as it is known now.
Artycle 1 - The Rules of Governance
  • Point 1: Leaders shall be chosen by proof of skills. No title of nobility shall be granted by the Kharadron Overlords. Titles and ranks are earned by mehret.
Artycle 2 - The 7 Rules of Prosperity
  • Point 1: An act that does not make profit or lead to eventual profit is not worth doing.
  • Point 26: If in the pursuit of duty, a captain encounters a threat that might impact the financial or physical well-being of their shareholders, they are expected to respond with all reasonable force. Any external entity that threatens the accumulation of profit should be subjected to immediate destruction.
  • Footnote 21: Make fair use of all the gold in the sky.
  • Sub-clause 12: During an active state of war immediate sanctions shall be imposed upon the enemies of the Kharadron Overlords, the severity of which is to be decided by the Geldraad. As long as the enemy draws breath, they shall be subject to a total trade embargo, and any officer of the fleet who attempts to open negotiations with such a party shall be considered guilty of the highest treason and punished accordingly.
    • Amendment 3, Footnote 16 Representatives of the uzkulrik (Ossiarch Bone-Reapers) clearly cannot be considered subject to be second stipulation of Sub-clause 12 of Artycle 2, as they do not breathe.
Artycle 3 - The Artycles of Justice
  • Point 1: The profit margin must be evaluated before the deployment of sky-fleet assets.
  • Point 2: Upkeep of a skyvessel is essential, even over Kharadron lives.
  • Point 5: All hazkal (ale) brewed within a sky-port is subject to regular inspection, to be carried out by the Board of Brewmasters. Any guild-company found guilty of thinning their product with bilgewater, using inferior hops or failing to allow appropriate fermentation time shall be fined to the full extent that the Code permits, and its owners de-bearded and branded with the mark of the guzungrim.
    • Amendment 21. Footnote 6: Brewing stations located within the high airs cannot be subject to point five of this artycle. In addition, the sale of inferior hazkal within foreign ports shall be permitted, because the umgi (Humans) are content to drink any old swill.
Artycle 7- The Rights of Ownership: In order to make a valid claim upon minerals or salvage one must first ensure that the object of said claim is not currently under claim. Newly discovered aether-gold deposits must be marked with angazuben before they can be considered the property of any sky-port. Once a claim is staked, it is illegal to harvest at the site without the owner's permission.
  • Sub-Amendment 327B: In Order to prevent the integrity of the Code against further frivolous and mendacious alterations that undermine the grand tradition of this constitution, no further sub-amendment regarding Artycle 7 shall be brought before the Geldraad.

The Kharadron Skyports and their government

Barak-Nar from the outside, and Barak-Nar dealing with a misplaced har-kraken
Each Skyport is a massive work of artifice, a city-state unto itself all held up by truly vast aether-endrins that lets it navigate across the skies. There are six principal skyports (and many more lesser), each ruled by an Admiral's Council, which in turn reports to the Geldraad. They are the highest ruling body of the Kharadron, responsible for upholding and amending the Code, made up of representatives from each of the six great ports. As with most other things Kharadron, the makeup of the Geldraad is dictated by profit defined in units of aether-gold shares, and it is thus possible for any Skyport to get representative on it, as long as they are able to outperform at least one of the great ports. This doesn't happen very often though, because the major ports are not shy about using their position as lawmakers to institutionalize their own profitability first, looking out for other skyports second.

Barak-Nar, 215,435,009 shares, 5 representatives: The oldest succesful skyport, they are pragmatists to the last pouring vast investments into any technology that can give them an edge, and they were the first to manage trade deals with the free peoples when the gates of Azyr opened.

Barak-Ziflin, 164,433,198 shares, 4 representatives: Producing the most skilled pilots out of all the ports, they have managed to become the second richest thanks to the vast amount of new markets they have managed to open up and corner.

Barak-Mhornar, 73,134,633 shares, 3 representatives: Of the six great skyports, only they have forsaken Chamon to instead make their home in Ulgu. Considered at best to be scoundrels and lowlifes, and at worst outright pirates, there are no Kharadron better at exploiting every loophole and rules lawyering unclear wording in the Code, to the degree that much of its complexity are specific countermeasures to them.

Barak-Zon, 36,284,111 shares, 2 representatives: Floating so high in the skies that it is hard to walk the streets without breathing apparatus', they're the most militaristic of the skyports, placing almost as much importance on martial prowess as they do profit.

Barak-Urbaz, 26,036,198 shares, 2 representatives: Whereas the other skyports still retain some of the famed duardin insularity, Barak-Urbaz truly welcomes all in the name of profit, making sure to fleece them for every last scrap they own on their great markets as there are few traders wilier or better versed in the Code aruond. They've also got a big chunk of the sky-fish economy cornered.

Barak-Thryng, 12,890,133, 2 representatives: The poorest of the six ports, they are very conservative by Kharadron standards as they insist on only using old and proven technology instead of skipping lab research to go directly to field-testing. Being the only major port where worship of the Duardin Ancestor Gods is still common, they have seen their total fortunes risen with some 1400 % recently coinciding with the return of Grungni to the Mortal Realms.

Kharadron, the gods, and magic
The vast majority of Kharadron are not atheist, for they are very much aware that the gods exist and are actively involving themselves in the happening of the Mortal Realms, because their civilization has physically met and treated with them. Likewise they don't deny that magic exists, as some of their trading partners are very capable of of conjuring fireballs or raising the dead. However, a simple acceptance of such facts and wary respect for those who are powerful in such matters is all that the Kharadron will afford them, for it is so ingrained in their culture that it was duardin ingenuity and resilience that saw them through the Age of Chaos that most think themselves above civilizational crutches like gods and magic. There are outliers of course, such as Barak-Thryng mentioned above were the old ways of worship are still honoured, and even in the other skyports the Ancestor Gods still feature a lot in their cultural heritage and aesthetics.

As for magic, the Kharadron stringently maintain that aether-gold and their aethermatic sciences are most certainly not magic, just good old engineering and chemistry based on an incredibly useful but still natural material. On occasions where mages from other factions witness this science it has been noted that it gives off a very similar feel to magic, but it is a rather touchy subject to bring up and with Kharadron society being extremely reluctant to give up even the slightest of their technological advantages, opportunities for studying and confirming such hyphoteses are very rare. One notable exception to the Kharadron's magic aversion is the famed "spell in a bottle"-device created by the Aether-Khemists Guild. It consists of a bottle, containing a spell that has been aethermatically transmuted into a gas, and once the bottle is shattered the spell gets unleashed. Originally devised as a way to deal with rampaging endless spells, some enterprising duardin were quick to see its potential applications in battle.

Members of the Kharadron

A Kharadron admiral of Barak-Nar and captain Drekki Flynt of Barak-Mhornar, the Codewright lacks decent art
The Arkanaut Admirals are the apex of what it means to be a Kharadron skyfarer, commanders of the great Kharadron skyfleets, the sort of heroes Kharadron children dream about growing up to be. It is not a position one can be born or buy their way into, no matter how illustrious their family, as the rules of the code state that they must start their career as common crew, to then climb their way up to captain, and only then can they become admiral. It takes immense strength of will, great amounts of wit, a sharp instinct for profit and a good bit of luck to manage such a journey, for even if they can survive the high attrition rates of the skies, unless they bring great profit they will never be acknowledged by their society. This means that no admiral can afford to be a slouch, and they will often lead from the front clad in expensive power-armour, veterans of untold battles and adventures carrying masterwork skalf-hammers and volleyguns. All the while they bark out orders and commands, for even as they wager their own career on every venture they undertake, they also have the duty to ensure that those under their command return to port richer than when they set out.

Kharadron Captains don't have a model, except technically Drekki Flynt who is a Captain though by all accounts not exactly a standard one, but they are the rung below an admiral and play much of the same role, only with their own personal ship rather than a whole fleet. All ships need a captain, and save for the admiralty their orders are what goes on the ship. However should they be found wanting by not making enough profit, the crew can call a vote of no confidence "Khrenka Gorogna" and depose them, choosing a new captain from amongst themselves. This is very rare however, for as profit-focused as the Kharadron are, spending years together through both happiness and sadness, thick and thin, creates bonds of camaraderie and loyalty that can easily rival those of family.

Codewrights are to lawyers what actual lawyers are to bad police-procedural lawyers. Most of them possessing a near-eidetic memory of every rule and regulation of the code both accepted and proposed, few others truly comprehend the Code as deeply as they. Any captain is grateful to have one of these legal wizards on the team as it sees their ship's profit margin increasing sharply, whether by finding loopholes regarding resource extraction and salvage, or how to set up the most effective tax schemes to pay as little as possible. They generally try to stay out of battle, but in a pinch these rules-lawyers hefty books on rules and lawyering them can also be used to crack a skull or two.

An Aether-Navigator, an Aether-Khemist, an Endrinmaster with an aethermight hammer and another with a dirigible suit
Aetheric Navigators are members of the Nav-League, the guild of aerocartographers who ensure that every fleet and ship of the Kharadron finds its way along the incredibly complex, always shifting air currents of the Mortal Realms. They are incredibly well schooled in just about everything there is to know about meteorological phenomenon, and thanks to very advanced tools and gear they are even able to influence the weather, giving their own ships favourable wind conditions or bringing down localized storms on enemies.

Endrinmasters are top members of the Endrineers Guild, responsible for the upkeep and repair of the Kharadron's ship both in and out of combat. There are few minds in the Realms so technologically adept, with an almost instinctual understanding of which parts of the machine are under stress, needs to be repaired, or can be counted on to hold out just long enough for the ship to survive. They have dozens and dozens of tools available to fulfill their jobs, and while they're certainly no strangers to using percussive maintenance on unruly engines they don't mind employing their endrinharness exoskeletons to give enemies a bit of percussive action with their massive aethermight hammers either. Alternatively, they can put on a dirigible suit with mechanical arms and throw themselves into the air to take flight on their personal aether-endrin to get at those damages on the ship that are just too hard to reach otherwise.

Aether-Khemists are the undisputed masters of aether-gold, members of the Aether-Khemists Guild and a vital part of Kharadron society. Trained to the degree that they can estimate the purity of an aether-gold seam by just smelling a sample, an aether-khemist on a ship uses their measurement tools to find every last sliver of hidden aether-deposits. When battle comes, they can use their Athmospheric Anatomizer gas sucking machines to create a small vacuum area where enemies choke to death, or reverse the flow, spraying them with concentrated aether-gold which is so caustic that it will instantly melt flesh from bone. By reworking some settings, they can also coat their allies in a fine aether-gold mist which has the effect of supercharging Kharadron weaponry, increasing their power and rate of fire.

The common arkanaut, a sky-warden, the endrinrigger doesn't get a picture because it just looks like an dirigible endrinmaster without the mechanical arms, and a grundstok thunderer firing upon a bloodreaver
The humble Arkanaut is the basic building block of the Kharadron's military might. Part marine, part sailor, part temp-contractors, prospective Arkanauts who gain acceptance to the quite selective Arkanaut Academies operated by Arkanaut Companies go through many trials to learn the ins and outs of skyfaring until the day of the Musterpress. At that time captains from all over come to watch a set of trial and drills designed to let them find promising arkanauts whose contracts they wish to buy to accompany them on their ventures. However, those prospective arkanauts who do not make selection for three successive musterpresses are kicked out and will have to take on lower-status jobs like working fish-trawlers or become stevedores. The life of an arkanaut isn't necessarily all that glamorous either, spending long periods of time wearing their flight-suit armour in the very cramped conditions aboard a ship, eating stale rations and having to constantly be on edge for any threat the great big blue sky might throw at them. Once battle is initiated, the arkanauts come swinging down on cables or grav-ladders, firing coordinated volleys from their privateer pistols or loping heads off with their cutlasses. The company captain, leading the way with an aetherflare or volley pistol, swiftly leads them to break through the enemy lines to take the most important objectives. On occasion, some of the more enthusiastic arkanauts will spend their money on an aethermatic volley gun, and the amount of kill-per-share-spent rarely leaves them dissatisfied as they mow down scores of enemies.

The Skywarden is a specialist arkanaut, endowed with the power of flight thanks to their personal-use endrin. Their high mobility allows them to act as shock troops or close range defenders of their ship. Their piston-powered skypikes pack enough of a punch to go straight through armoured hull, and their vulcaniser pistols fires beams of superheated aether which shear through armour as if it were wax.

Whereas an endrinmaster is worth more than their own weight in aether-gold, and the prices of their services reflect that fact, their junior endrinrigger guild members are more open to negotiations where experience is at least part of their salary. It's therefore not unheard of to see them as part of crews that can't quite justify the expense of a master of the guild, though they also make for great support in larger fleets where the endrinmaster simply can't be everywhere at once. Swooping around with personal aether-endrins much like the skywardens, they use their aethermatic saws and rivet-guns to conduct emergency field repairs, as even though they are not quite at the levels of an endrinmaster they are still adept mechanics.

The Grundstok Thunderers trade the versatile marine/sailor training of arkanaut companies for heavier armour, heavier arms, and more combat drills. Professional firing lines for hire, each one is drilled to become a crack shot fully in synch with their fellow thunderers, allowing them to keep up their iconic staggered volleys, ensuring relentless pressure on the enemy. Most wield an aethershot rifle which packs a significant punch making it ideal at both medium and long range fire, but the secret of the thunderers successess in battle lies in combining different types of weapons. Once the enemy raises shields to protect against the aethershot, aetheric fumigator gas weapons are brought forth, choking them and burning their skin. If the enemy breaks into a charge to try and escape the caustic clouds, decksweeper shotguns shred their bodies to paste at close range. If the enemy tries to keep up tight formations to push through, they will instead quickly fall victim to the explosive power of mortar or aethercannon shot.

Their mighty fleets

A grundstok gunhauler, an arkanaut frigate, an arkanaut ironclad, and a khrundhal-class battleship flanked by frigates and ironclads.
The Kharadron employs a wide variety of ships, though only three show up on the tabletop as many of their larger ships are more suited to transport of large amounts of cargo than to war, and we don't get a lot of information or illustrations about the others.

The smallest ship commonly seen in lore and on tabletop is the Grundstok Gunhauler, a part of the forces of the Grundstok companies which lease them and their pilots out for large sums. A two-seater ship, the gunhauler is designed to be a fast and manoeuvrable escort ship that can both protect their charges against nimble flyers and go on the offensive as a mobile artillery-platform.

The Arkanaut Frigate is one of the most commonly seen ships around, and many are the famous captains and admirals who started their career on just such a ship. Designed to be practically self-sufficient save for fuel and rations, even during long journeys, the frigate strikes an excellent balance between speed, maneuverability, durability, cargo space, and cost of operations. As a result it has been widely adopted for almost all purposes imaginable, even warfare, as its turret mounts and cannons packs significantly more of a punch than what an unfamiliar observer would expect. Carrying a crew of 15 duardin, the sheer breadth of skills in such a group adds to its versatility and ensures that there are few situations it can't get out of.

The Arkanaut Ironclad is the largest ship making its appearance on the tabletop, and unlike the frigate, the ironclad has a design focuses on its combat ability first. Reminiscent of a flying fortress, it is somewhat slower and less mobile than the frigate, but the increased amount of swivel turrets, bombs, torpedoes, and cannons means it can deal with threats the frigate would rather avoid. Extrapolating from the frigate's crew complement, an Ironclad should be able to carry about 25 duardin.

Khrundhal-class Battleships are some of the most massive weapons around in the Mortal Realms, dwarfing Ironclads, loaded with enough weaponry to pretty much take out a small army alone. They are in fact so massive and expensive that building them and operating them straddles Artycle 2 Point 1 "An act that does not make profit or lead to eventual profit is not worth doing" even when they're mostly expected to just stay docked, but all the major skyports keep a few around for cases of extreme need.

Krontankers are some of the true giants of the ships the Kharadron use. Ten times the size of an ironclad, they are both fairly slow and relatively unarmed, their purpose to freight aether-gold in bulk from aether-seam to skyport.

Just to finish off
Thanks to their sky-bound isolation and incorporating necessary technical jargon into everyday practice, the Kharadron's language developed a decent into what is known as Kharadrid. They're generally still able to speak common Khazalid with other duardin, but it's noted that other duardin consider their accents and manner of speaking as rather curt and not very respectful.

Whaleens, air-krill, har-krakens, and megalofins are all animals one might encounter in the skies, and yes, they are exactly what they sound like.

The Kharadron seem to have rather well-established union movements, with a union for skyfarers such as arkanauts, a union for cloud-miners, and a union for dockworkers that we know of, though there's not a lot of information about what they do practically.

The exact lifespan of Kharadron duardin isn't really known. Soulbound puts duardin lifespans at about 200 years, but there's been more than one example in lore of duardin living significantly longer than that.

Aether-Gold can be processed completely pollution-less, though skyports are filled with more than enough other type of industries using regular chemicals and materials that there's a decent bit of pollution in them anyway. However, a large amount of pollution is taken by the winds and trails the skyport as it falls down on the lands below, which can cause significant crop death for farmers whose lands lie below the skyports path. That's not even to speak of Kharadron waste management mostly being about opening sewer chutes and drop the contents right out.

At least two different skyports have been fully taken over by grot sky pirates, Barak-Khazzar which is now known as Da Moon City, and Barak-Zaffar, which we don't really know anything about. Grot sky pirates overall seem to be a surprisingly prolific threat amongst the clouds. They aren't alone of course, the forces of tzeentch are fairly common, it's not unheard of for skaven to take to the skies either, and there's even the occasional orruk sky pirate mentioned.

Kharadron are fairly insular, and in many skyports non-kharadron aren't allowed in proper, relegated to staying in and conducting their business in the docklands. Despite this, it's possible for a captain to take on non-kharadron crew, as Drekki Flynt has both a dispossessed runemaster and an ogor maneater on his crew.

Kharadron economy is fairly unclear as they seemingly use aether-gold shares as their main unit of currency, but its value in relation to goods hasn't been expanded upon. According to the Grombrindal book, 1 million aether-gold shares is apparently enough to keep Barak-Nar in the air for half a year.

Despite doing away with many traditions, a good grudge is still respected by the Kharadron. Though it is equally framed by their Code as everything else they do, once a Kharadron has completed the proper and lawful procedures they are pretty much free to seek vengeance on their target at any cost.

The proud traditions of Bugman's beer is still carried on by the brewmaster general of the Bugman's Brewery Guild-Company, Jakobb Bugmansson XI, a descendent of Josef who proudly boasts that their famous XXXXXX brew is made using the original recipe from the world-that-was.
 
Couldn't fit their images in the main post but I think they look neat


A thunderer with an aethercannon from Barak-Nar, an arkanaut with a aethermatic volley gun from Barak-Zilfin, an arkanaut with a privateer pistol and arkanaut cutter from Bharak-Mhornar, an arkanaut with the same loadout from Barak-Zon, an arkanaut with a light skyhook from Barak-Urbaz, and a thunderer with a double-barreled aethershot rifle from Barak-Thryng. Edit: Also an ironclad fighting a bloodthirster that I forgot
 
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Extremely in-depth and well written @Soulboundplayer. Couldn't have done it better myself. Every time I think you're about to miss something, you address it later on. It covers almost all the salient points about the KO.

I suppose the most major interesting factoid that I can think of is that Aether Gold is also known sometimes as "Grungni's Breath", and while there are many legends and stories about how it came to be, it is believed that fragments of Grungni's forge intermingled with the skies of Chamon while he was making his Thirteen Great Works, and those fragments are what led to the creation of Aether-Gold.

I also find it interesting how both the Kharadron and the Fyreslayers have their own obsession with gold. But where the Fyreslayers see Ur-Gold as a religious symbol for the resurrection of their dead god, the Kharadron view it as a source of wealth and the lifeblood of their society. It is what makes them survive and thrive as a society.
 
Extremely in-depth and well written @Soulboundplayer. Couldn't have done it better myself. Every time I think you're about to miss something, you address it later on. It covers almost all the salient points about the KO.

I suppose the most major interesting factoid that I can think of is that Aether Gold is also known sometimes as "Grungni's Breath", and while there are many legends and stories about how it came to be, it is believed that fragments of Grungni's forge intermingled with the skies of Chamon while he was making his Thirteen Great Works, and those fragments are what led to the creation of Aether-Gold.

I also find it interesting how both the Kharadron and the Fyreslayers have their own obsession with gold. But where the Fyreslayers see Ur-Gold as a religious symbol for the resurrection of their dead god, the Kharadron view it as a source of wealth and the lifeblood of their society. It is what makes them survive and thrive as a society.
Thank you, I'm happy to hear you liked it! Yeah the Grungni's Breath thing I sorta just lost track of in the midst of writing, but it's one of those things where the fact that the Kharadron haven't quite left their gods behind them as much as they like to think shines through.

I also like to think about the duardin subgroups relation to classic dwarvishness, because each of the subgroups took an aspect of the Fantasy Battles dawi and ran with it but when you look at it they've all still got classic dwarf traits reflected through a new perspective. Like the Kharadron are famed for valuing fast progress, change, and innovation, and their lust for (aether-) gold is just as great as any mountain-living dwarves, yet both of those goals happen through a very codified, strict, and hidebound legal framework which reminds me of how the old dawi were very insistent on everything being on the level down to the last gold coin of a deal. Your point about the Fyreslayers also fit really well in that "classic gold-lust but with a twist" in my opinion.

One thing that I didn't really bring up much was the non-skyfleet kharadron and their lives, partly because we don't get a lot of info about it, and partly because I felt that just presenting the faction was already long enough for a post. Reading through their books, I felt like there was a bit of an implication throughout that the Kharadron society tends somewhat toward social mobility stagnancy, as due to their very long lives resource acquisition would tend to favour those who already had a lot of resources to expand their operations. I didn't bring it up in the post proper because it wasn't very expanded upon and I imagine that different writers have different ideas. However even the 2023 battletome mentions that regular Kharadron workers get paid a relative pittance compared to skyfarers and that "although Kharadron society is proudly meritocratic, factory bosses have a vested interest in ensuring their downtrodden workers do not rise above their station". The line kinda comes out of nowhere compared to most of the content in the tome, but I imagine that it's a fair critique of their industrialised society even if it could potentially be that their technology gives them relative life comforts that many of the other factions lack. I can't imagine that GW will go all that in-depth on it anytime soon, but I gotta say my favourite Kharadron stories were the ones were the captains said screw the profit motive, we're doing what's right even if it costs us.
 
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We now have the Morale article for Warhammer Old World. Some key take-always:

1) Melee combat is now significantly less winner-take-all than previous editions. This is because they went into further detail into how Break Tests work. At or above your base leadership is as it's always been (so for many armies, a little under or over a 50% depending on Ld 7 or Ld 8), but a Good Order retreat merely potentially opens a gap in the line. In return however,
2) Unbreakable is significantly more powerful [potentially Stubborn too, but likely only Unbreakable] as combat lines are no longer static. Winning combat two turns in a row pushes a unit back 4" at minimum, and if they fail any leadership tests may even create an opening as much as 6" back.
3) I reiterate Combat is a lot more fluid. If a unit routs after being charged but In Good Order, they can charge back next turn. Which, as established earlier, means charge bonus to Initiative.

With proper precautions against Total Rout, you should see significantly less points swallowed in individually costly combat half-turns.

Combine this with some earlier commentary on how stuff like Unit Size will play into ability to rally / penalties to leadership and such, it seems like there's less potential for Shock and Awe [without breaking out special rules, anyways]. However it also makes me curious to see if this means the bulk of killing is expected to be Shooting + Magic [with melee breaking holes where units are already depleted] or if we'll see this become the territory of certain units / rules / abilities.
 
And now we have the basics for magic. The gist of it is:

1) No more Power Dice or Dispel Dice Pools! Huh.
2) Instead you get one 'free' Dispel Attempt per turn [on a flat 2d6], and seemingly can only Dispel magic if your own Casters are within 18" [Level 1-2] or 24" [3-4] of the enemy Caster. But in return...
3) Casting is done on 2d6+Caster Level too. RIP anyone who was hoping for Tomb Kings or Ogres to get their original casting rules, I guess. But then so too RIP to anyone hoping for piles of Dawi dispel dice. Speaking of,
4) Magic Resistance appears to be a flat penalty to opponents' total on the dice. So for example if you are a Level 2 Caster trying to cast, I 'unno, a 7+ Casting Fireball on a unit with a Damsel, normally you need a 5+ on the two dice. But, since Damsels are MR (-2), they still need that 7 [which washes out to a 7, for that matter]. If the Damsel is within 18" of your caster, they can also try do Dispel requiring only a 5+ to match your 7 [since they add their Caster Level too, as far as it reads].
5) You can apparently Miscast on Dispel attempts too? No idea how that works if you get the auto-cast effects / no-more-casting ones.
6) A lot of buffs / hexes explicitly replace any prior ones placed on a unit. No more doomstacking with +2 to Hit / +3 Toughness / 4+ Regen Deathstars.

Very standardized rules, for better and worse. Better in that there was a lot of cheesy bullshit [particularly come 8E"] involving sneaking in Power Dice places, spamming spells you want to Irresistible with 6 Dice [and burning something increasing the range of Irresistible], when magic is cast looks to be fairly clear cut [and the 2d6+Level stuff drastically minimizes how much you need to remember between phases], etc. Worse in that it's very standardized rules. Which also means that Bretonnians and Tomb Kings will almost undoubtedly get the short stick being the 'launch' armies and so least likely to creep into special casting rules.

What Magic we've seen so far looks to be relatively tame, so it looks like the game is designed to attrit over the first 4-5 turns with the last 1-2 being when units break. Compared to 8E wiffleball wherein sometimes the game could be decided as early as Turn 1 because somebody sent a fuck-huge "Initiative or Die" vortex down your battleline length-wise.
 
I like the simplified magic rules. Didn't like the 8e rules when I first saw them, still don't like them now. Unnecessarily complicated.
 
This Monday's Old World Diary takes a look at special rules. Take aways:

1) Magic Attacks may mean something again. Grail Knights specifically will count as having magical weapons by default, which... while not a guarantee, is probably a good guess that it means something outside Ethereal Vampire Counts.
2) Some rules remain fairly unchanged, such as Lady's Favor. Others are noticeably different [Armor Bane is clarified to reduce armor by the amount in the parenthesis if a 6 is rolled to wound; Or for Bretonnia-specific, the steeds seem to get rerolls for charging instead of ignoring Barded penalty].
3) Not Special Rules but in general: It's not an error, they actually are changing all the base sizes. Ouch. I see a lot of custom movement trays in the near future.
4) Grail Knights also are basically Chaos Warriors / Chosen now in terms of stats. About time!
 
Not Special Rules but in general: It's not an error, they actually are changing all the base sizes. Ouch. I see a lot of custom movement trays in the near future.
I am completely unshocked, there's nothing GW likes more than forcing people to rebase.

Mind, we we probably going to see a lot of those anyway so people could play the armies that are in both AoS and Old World.
 
This Monday's Old World Diary takes a look at special rules. Take aways:

1) Magic Attacks may mean something again. Grail Knights specifically will count as having magical weapons by default, which... while not a guarantee, is probably a good guess that it means something outside Ethereal Vampire Counts.
2) Some rules remain fairly unchanged, such as Lady's Favor. Others are noticeably different [Armor Bane is clarified to reduce armor by the amount in the parenthesis if a 6 is rolled to wound; Or for Bretonnia-specific, the steeds seem to get rerolls for charging instead of ignoring Barded penalty].
3) Not Special Rules but in general: It's not an error, they actually are changing all the base sizes. Ouch. I see a lot of custom movement trays in the near future.
4) Grail Knights also are basically Chaos Warriors / Chosen now in terms of stats. About time!
As someone who never played wfb its very interesting to me to see them create something that emulates the old game while also trying to impose their more modern game design philosophy.
 
That model is gorgeous. If also, unfortunately, scaled in such a way to be not much use outside Age of Sigmar [though I guess it could work as a Demon Lord for various PnP games].

On the Warhammer Old World front we have two pieces of news. The first is that we have our first novel announced! I will refrain from giving my opinions on the matter [especially since we don't see especially much], but two things of note appear to be:
1) What might be a lady in armor on a Pegasus. I say might as there's mention of Handmaidens and such but dudes can also have flowing red hair. Considering the mention of the Badlands it could also not be a Bretonnian per-se but an accomplice from the protagonist's exile or such.
2) It seems like GW will be doubling down on "The Old World was always doomed the moment the gates fell". So if you liked the idea of End Times not being a given [even if we know it eventually must to pave way into the Age of Sigmar], well. Yeah.

Second is we have a look at force composition in the new Old World. Highlights there include:
1) Points percentage again. No [x] units of Core / Troops, no "Max number of heroes depends on type of army and points", just straight up points. Of which it seems to be using a sort-of mix for 8E and End Times. Up to 50% of your army can be spent on characters [no apparent distinction between Lords & Heroes], 25% must be spent on Core.
2) But! But. They are also bringing back 0-1's or 1+'s or such. This seems to be their solution to people going hard on Lords or L4 Wizards or whatnot from End Times, as well as an [understandable] balance method for more powerful character types in general. These lists will undoubtedly change some when proper army books come out-
3) Because, oh yeah: Just like some of the bigger WH40K Edition changes, they plan to release approximate 'base' army lists alongside 8E's launch. I think most of us saw this coming, though whether this means it'll be another "WHF Edition + 4 Months of Space Marines" or we actually get some post-launch support within a yearly quarter is anyone's guess. But yeah! Every army should have approximate rules from launch.
4) Mercenaries and Allies are both featuring, and seem to be entirely a 40K-esque thing as Bretonnia can use Dogs of War so we're definitely getting a focus on balance over thematics. A little split on that as this also is another nail in the coffin that post-Launch Tomb Kings will never get back Incantations 1.0, but if trying to push a product out the door that's also not blatantly broken it does save some Q&A.
5) We see a couple special rules discussed. Great Weapons, Stubborn, Shieldwall.
 
I'm relatively surprised by how many Tomb Kings there are in a ~1,250 point army including a Monstrous Creature.

Going by past precedent and assuming at least 300 points between steed and Priest [probably closer to 400 or even 500, especially if assuming a Liche Lord, but 300's a safer bet when few points have been shared directly], and assuming about 100ish for the Prince / King with whatever wargear, that's still... 850 points for ~80 infantry, 16 Cavalry, and three Chariots. Which means we aren't looking at 6E Fear surcharge pricing in the very least. And if the characters cost a little closer to 50% than 33% of the starting 1250, potentially even cheaper.

In contrast that Bretonnian army feels... small? 1,250 points for 12 Knights, four Pegasi, and about 60 peasants? Okay the Knights are probably about 300-400 altogether once command is factored in, and the Lord + Pegasi are probably another 300-ish, but this points about 500pts for 60 Peasants. If they're blinged out I guess it could hit that [we saw all five upgrade options cost about 50pts per Peasant unit, and the Lord could presumably pack magic items on top], but it feels compact in a way the Tomb King army doesn't.

The Rulebook is nice and also conveniently smaller than the BRB (I recently checked the BRB's size a few weeks ago and it's about 30% bigger) so that's convenient for carrying / holding / bludgeoning on the go. Less convenient excuse me as I mald for Tomb Kings being called evil and scream in a pillow for several seconds.

Where was I? Oh, right. I actually spent a moment to think longer and I realized my earlier optimism was misplaced in some regards as:
1) You need to buy two books to play [three for everything]. Was hoping they wouldn't do an 8E there, but not too surprising.
2) It's only the major factions. We actually don't have rules for stuff like Druchii, Ogres, or Chaos Dwarves at launch.
3) IT'S HERE. Army Book Codex ARCANE JOURNAL CREEP CONFIRMED.

I am being glib but I'm also moderately excited and-
The Liche Priests of the Mortuary Cults are well-versed in the dark arts of necromancy
I am going to have somebody's head on a pike.
 
They'll get PDFs, hopefully very soon after launch.


Possibly it's just meant in a colloquial sense, rather than literal Nagash-derived Necromancy.

Liche Priests do raise a lot of undead.
Unfortunately, they probably do mean Nagash-derived.

More fortunately, I'm still being [slightly] tongue-in-cheek as I also get how Age of Sigmar is its own thing now and bringing up a whole Undead faction that isn't using Necromancy and also is generally pretty mortal [just, y'know, Undead] throws up a ton of snarls bringing up comparisons of The World That Was to AoS. Likewise it's not like this isn't how Nehekhara was back in 5E. I just was pretty strongly attached to the 6E [and early 7E / Time of Legends] Nehekhara specifically so seeing that it was only a "2003-2008" thing is an "*Wistful Sigh* If only..." thing.
 
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