The Firestorm: A crossover invasion game. Looking for a 40k faction player.

@Mental Omega

I'm planning to try and rejoin the game as the Empire(or at least Riekland), taking units from the TW:W game(along with the expanded Rieksgaurd Mod)...so I have two questions:

For the perpouses of Eliteness; are the Rieksgaurd or Greatswords more Elite?

and two: what area would be the best for a start and what tier would my guys be?
Tier E.

Also, the Empire under Sigmar, Magnus the Pious, Karl Franz, or (end times) Sigmar reborn?
 
IC GM'ing for me this turn is done. Got Sinsystems, Dust and echoes, and the big battle done.

Now there's just my own Nerubian/Dwarf Turn 2 IC.

...But first I'm gonna relax. Probably play some Fallen London.
 
I think Reiksguard would be Cavalry, while Greatswords would be Elite Infantry.

Tier would probably be E. That's where the WHF Dwarfs are.

Speaking of the Dwarves, you could start somewhere near me on the southeastern continent, as I have the Warhammer Fantasy Dwarfs in my Alliance.
I plan to use Dismounted Reiksgaurd as Elite Infantry, several varieties as allows by numbers(Sword/Shielders, Halberderes, Handgunners)
Tier E.

Also, the Empire under Sigmar, Magnus the Pious, Karl Franz, or (end times) Sigmar reborn?
A version of Karl Franz' era(because that's the era I know units from) ...though I want to play a bit with the Emperor Character, so they'll be a custom(unless you don't want that)
 
I plan to use Dismounted Reiksgaurd as Elite Infantry, several varieties as allows by numbers(Sword/Shielders, Halberderes, Handgunners)

A version of Karl Franz' era(because that's the era I know units from) ...though I want to play a bit with the Emperor Character, so they'll be a custom(unless you don't want that)
The Empire has used largely the same units from 2000 to the 2500s with a few changes here and there.

And sure go for dismounted reiksguard.
 
Ahh I can finally talk about that battle....so to be perfectly honest if I wasn't already planning on burning the Nerubian empire to the ground I'd be vowing to do it now.

Still at least I know they are here and can plan accordingly, I honestly can't wait to see what happens next.
 
The whole of the Empire I'd say. No reason to limit you to just Riekland.

Not sure about eliteness. Just put them both in Elite Infantry.
 
Would they be more elite than the Greatswords?

Also, with the population, would it be the whole Empire or just Riekland, or more?
Yes, yes they would be. But they're not stronk enough to be heroes.

How big the empire is, is incredibly dependent on the author. Josh Reynolds said that "it's bigger than earth, but smaller than jupiter" and that where it is on that scale depends on who's writing. So the empire could be anything from somewhat bigger than modern germany to larger than the americas, with the average being the size of the continental united states.
 
alright. let's move to turn 3 asap. everyone who needs to catch up can do so with their gm's (including the clusterfuck willy, go, me and egret made)
 
Nation Dossier: Land of the Worm Lords

A blighted and wicked land choking with dark magics that have made the soil give up no further life, withered the trees into undead husks, and where all that lives exists only to be food for the terrible hunger of the dead or living students seeking to study the dark art; the Worm Lords have created one of the most hated realms on the planet, but one whose dark power seems to be growing in spite of all attempts to keep it reduced. The sun does not shine in this land, blocked out by clouds of dark magic; and nothing remains dead; with even the most ancient of fossils having stirred to wretched unlife and those spirits without bodies haunting the land in incorporeal form. Ruled by a conclave of maggot creatures known as the Maggothar; a form of undead more commonly known as the worms that walk; creatures formed from Necromancers who fed themselves to swarms of undead worms, maggots, centipedes or other vermin or descendants of these swarm creatures, the Worm Lords rule supreme over the many undead who come to their lands; save for some undead forms of dragons and other eldest species and the most powerful phantoms, liches, and vampires. Formed fifty years ago in a great invasion of the former country of Ilantrandia, the Worm Lords slaughtered everything and everyone. Even demon cults, kroatanga tribes, and winterling invaders were cut down by the tide of the living dead and even machines could be put to use by necromantic energies.

From the moment of its inception, the Worm Lords' dominion has been under sanction and attack by the outside world; but yet it still grows, labouring for the Undead pantheon of the great Maggot lord Atushkar, the first of his kind. Though in spite of this, they still offer homage to other greats of the world of Necromancy, such as the Dark Kaiser Waldemar, the Jade Arch-Vampiress Ji Wen, the Lich Master Kroschei, the Wraith King Zumal, and the first necromancer; the dread Dracolich Xardrazgora, who invented Necromancy in the distant age of myth and unveiled its secrets during the great mistake. All these masters of Dark Pantheons devoted to the mastery and understanding of undeath are welcome in the Land of the Worm Lords, who have proclaimed their country to be a place of haven and pilgramage and learning for all those who seek to master death itself, and branch into other forms of magic shunned by polite society. This of course, makes them a persona non grata in international politics, with no nation offering them recognition, embassy, or even negotiation beyond attempts to thwart their continued growth.

Well defended by a vast army, the Worm Lords seek to turn Xaramazdik into a benighted Necrotic planet, where necrotic and dark energies will make the planet one of the living dead. Where horrific sciences and blasphemous magics can be freely practiced and a base from which more worlds can be conquered for the glory of the eternal order of undeath. All those who have persecuted the children of the union of the esoteric forces bent towards death and the raw, scarcely controlled power of dark magic that freely mixes deeply corruptive energies with more standard forms of esoterics will be made to pay the price, and the meager gods who shun undeath for stealing souls from their realms will be cast away from their vision of a dark paradise. Still, their nation is young and their allies are few; so the Conclave of Preservation will need to bide its time, expanding slowly and waiting for a great calamity to produce many unguarded bodies and derelicts for them to wage a world war.
 
Nation Dossier: Land of the Worm Lords

A blighted and wicked land choking with dark magics that have made the soil give up no further life, withered the trees into undead husks, and where all that lives exists only to be food for the terrible hunger of the dead or living students seeking to study the dark art; the Worm Lords have created one of the most hated realms on the planet, but one whose dark power seems to be growing in spite of all attempts to keep it reduced. The sun does not shine in this land, blocked out by clouds of dark magic; and nothing remains dead; with even the most ancient of fossils having stirred to wretched unlife and those spirits without bodies haunting the land in incorporeal form. Ruled by a conclave of maggot creatures known as the Maggothar; a form of undead more commonly known as the worms that walk; creatures formed from Necromancers who fed themselves to swarms of undead worms, maggots, centipedes or other vermin or descendants of these swarm creatures, the Worm Lords rule supreme over the many undead who come to their lands; save for some undead forms of dragons and other eldest species and the most powerful phantoms, liches, and vampires. Formed fifty years ago in a great invasion of the former country of Ilantrandia, the Worm Lords slaughtered everything and everyone. Even demon cults, kroatanga tribes, and winterling invaders were cut down by the tide of the living dead and even machines could be put to use by necromantic energies.

From the moment of its inception, the Worm Lords' dominion has been under sanction and attack by the outside world; but yet it still grows, labouring for the Undead pantheon of the great Maggot lord Atushkar, the first of his kind. Though in spite of this, they still offer homage to other greats of the world of Necromancy, such as the Dark Kaiser Waldemar, the Jade Arch-Vampiress Ji Wen, the Lich Master Kroschei, the Wraith King Zumal, and the first necromancer; the dread Dracolich Xardrazgora, who invented Necromancy in the distant age of myth and unveiled its secrets during the great mistake. All these masters of Dark Pantheons devoted to the mastery and understanding of undeath are welcome in the Land of the Worm Lords, who have proclaimed their country to be a place of haven and pilgramage and learning for all those who seek to master death itself, and branch into other forms of magic shunned by polite society. This of course, makes them a persona non grata in international politics, with no nation offering them recognition, embassy, or even negotiation beyond attempts to thwart their continued growth.

Well defended by a vast army, the Worm Lords seek to turn Xaramazdik into a benighted Necrotic planet, where necrotic and dark energies will make the planet one of the living dead. Where horrific sciences and blasphemous magics can be freely practiced and a base from which more worlds can be conquered for the glory of the eternal order of undeath. All those who have persecuted the children of the union of the esoteric forces bent towards death and the raw, scarcely controlled power of dark magic that freely mixes deeply corruptive energies with more standard forms of esoterics will be made to pay the price, and the meager gods who shun undeath for stealing souls from their realms will be cast away from their vision of a dark paradise. Still, their nation is young and their allies are few; so the Conclave of Preservation will need to bide its time, expanding slowly and waiting for a great calamity to produce many unguarded bodies and derelicts for them to wage a world war.

Hold on, where did I put those-

Oh, here they are.



 
Realized the rune elven pantheon was lacking in a few key deity roles.

Harusan: The Lord of the Dead and the keeper of Death, the revered elder, the harbinger of winter, and the master of time. Harusan predates most of his fellow deities, having been offered worship by Ytaliana herself when she was still mortal. He is considered part of the Ur-Pantheon by association, and is known to be a faith formed deity rather than an ascended mortal. The one in charge of keeping the afterlife tidy and organized, Harusan's priests are entrusted with also keeping the dead in the ground, enacting rituals to ensure that the properly blessed will resist being raised into the ranks of the armies of Necromancers; whom Harusan despises as thieves. Harusan keeps the afterlife open to reincarnation for those who wish it or have not yet made the requirements for paradise, though punishment for the truly deserving; such as the leadership of the Confederacy who suffer torments that would take an immortal mind to come up with to this day; is very much still a possibility. Appearing as a hooded and cloaked figure wearing billowing robes and a clock pendant; the inside of Harusan's hood shows no face, but simply a shadowy void, and gloved hands only rarely emerge from his robes to point at others; quite often those accused and to suffer torment. Harusan is also part of an order of immortal beings who work to make sure that the flow of time and causality is respected, and many of those who would seek to tear apart time to grant themselves ultimate power have run afoul of Harusan's agents who ever wage war to make sure the celestial clock flows smoothly. Harusan's devotees help maintain graveyards and are the clergy most responsible for funeral rites in areas where the Ur-Pantheon is worshipped.

Ranaya: The Lady of Storms, mistress of strength, mother of fertility, bringer of summer, daughter of thunder, and the sister of lightning; though older than Ytaliana as one of the old deities the Rune Elves worshipped in their tribal days, you'd never get that impression from watching Ranaya. Spunky, reckless, full of energy and always in mood for a good scrap, Ranaya has defeated many foes of the Ur-Pantheon and her laughter can inspire fear in some of the most dread beings that call the worlds aflame home. Though Hyramene and Kuranok are the gods of war and deities like Ytaliana and Harusan wield strictly more divine power, Ranaya is the most physically powerful of the pantheon. With hammer and shield in hand, Ranaya slaughtered untold numbers of wretched beasts in the era of the great mistake, personally wrestling the evil dragon lich Xargrazgora until he fled in terror, slaying the dread fractal Izandranth and smashing the creature into a billion pieces, tore out the spine of the Demon God Utronzan the Black and used it to brain the Demon Goddess Opraza the soul reaper and defeating the grand elemental horde of unmaking single handedly. She appears as a young but very much burly woman in heavy armourx wearing a dragonskin cape with a great winged helmet; with hair made of lightning and eyes whose irises burn with electricity. Her wings of churches of the Ur-Pantheon help predict and control the weather, working to keep the worst of nature's fury away, while her church paladins are selected from those of great power; and can enter battle riding lightning; smashing everything in their way in righteous fury.
 
And a bit of a hint of something brewing in the divine realms for turn 3.

 
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