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Restoring the Karaz Ankor, one hold at a time.
The High King Acts: Introduction
The Great hall slowly empties of its tens of thousands of visitors after the king of far off Karak Azgaraz, Thormund Redbeard, departs for the chambers set aside for his and his own. With him having arrived and acknowledged your primacy, the last of the new holds have finally officially made contact with the rest of the Dawi. And for the first time in nearly two thousand years, the high king can claim to once again command the full might of the Karaz Ankor.

If only that meant as much as it once did.

As the hall where you hold court, even with all the thanes, guild masters, and clan heads of note that could be found, barely more than half of the echoing chamber had been filled to see the visiting king. A hall that had once been filled to bursting before the war of vengeance now gives mockery to what remains of the old empire. The bejeweled statues of Grimir, Grungi, Valaya, and all the ancestor gods lining these ancient halls casting silent judgment on the failings of their descendants.

For the once-great Underway that linked the realm now lies shattered, destroyed millennia ago by a series of great earthquakes just after the exhausted Dawi had, at last, concluded the long and bitter war of vengeance. And then the Grobi and the Urk once kept at bay in the depths of the darklands had swept in. finding the gaps in that vast underground highway and infesting it with their spores. Using the once safe passageways both as a breeding ground and as a launching off point to attack the now isolated halls of your kin, one by one. Thus did Kazak Drakh, Karak Ungorn as well as dozens of the mines littering the world's edge mountains and beyond fall. But these were pains that the Dawi could endure, deep and bitter though they were. And when the horns of war blew, the dwarves began to drive out the greenskin barbarians who squatted in the halls of their ancestors.

Only for the venomous Thaggoraki to strike just as the throngs were marshaling. Flooding Eight peaks and Karag Lune with their chittering tides, pushing the Dawi even further onto the back foot. Forced to fight tooth and nail so soon after bloody victory over the elves and the attacks of the urk they were all but spent. And though many times were their enemies flung back from the walls, the Skaven and greenskins could endure a hundred deaths for each of the Dawi that fell. So one by one holds were besieged, broken, and finally conquered as they tried to fortify what little remained of the realm. Rebuilding what had collapsed in those great earthshattering quakes. Until finally, after millennia of bloody fighting, we have achieved something of a balance and enough dwarves could be freed up from the walls to see what remains of your kingdom.

Only to discover that we are but a shadow of ourselves. With the knowledge and powers that our ancestors once wielded so easily, as diminished as the Karaz Ankor itself. Even now under Karaz a Karak and every other hold of note, The greenskins, and the ratmen gnaw at the foundations of our realm. Making every shift in the mines, or even simply living in the lower levels of the hold a risk to life and limb with almost nothing you can do about it.

But even so weakened and scattered, the dwarves are still mighty. A single throng from any of the larger holds could stop an ork wagghh in its tracks. Your engineers tinker with newfound workings of steam, and black powder weapons discovered in far off Cathay are further refined by your people and line the walls of your Karaks. The word of the high king still carries enormous weight in any of the courts of the world save one, and the craft of the dwarves is famed throughout all civilized people. Once more the world will learn what it did during the calamity, as demons roamed the world. That above all dwarves will endure! We endured the elves and the war of vengeance, we endured the time of woes, we endured the grobi wars. Now we will rise again, whether through runecraft or newfound blackpowder. The golden age will come again or you will die trying!


For you are the high king, and starting today, the high king acts! Kazukut Kazukit HA!




Hello all, welcome to the high king acts. This is the story of the dwarves beginning in the year 4260 (IC-262), as the goblin wars reach their most terrifying heights. You will take the role of the high kings of the dwarves as they attempt to rebuild from the depths to which they have fallen. This is an extremely high-level quest which I intend to keep moving at a fairly brisk pace, but we'll see how we go. The Situation for the dwarves is grim in this time, their realm is shattered and they suffer more losses each year than they can hope to replace. And it is intended as a fairly massive victory if you manage to stabilize, let alone rebuild to the heights of what once was.

What type of dwarf is the king who is first to inherit Grungi's throne in this troubled time


[ ] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king
- Skilled king - 4 actions per turn
- Warrior: +2 on military rolls, small reduction in attacks and their severity on Karaz a Karak
- Regular dwarf conservatism: - 1 to innovative options

[ ] Drong Proudbeard: - Strongly intertwined with guild business Drong has connections with many guilds within the Everpeak and would know how to make their business more efficient and effective while he ruled. However, his aim above all things is to recreate the ancient underground passages which linked the realms of the dwarves in ages past. With the connection between Zhufbar and the Everpeak his first concern
- Skilled king - 4 actions per turn
- Steward: +2 on stewardship rolls, +1 wealth per turn from Karaz a Karak
- Regular dwarf conservatism: - 1 to innovative options

[ ] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
- Skilled king - 4 actions per turn
- Diplomat: +2 to diplomacy rolls, 33% chance that new grudges are automatically settled peacefully in your favor
- Reformer: no malus to innovative options
 
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The High king acts rules
A complete guide to the rules. Much of this is background and will primarally be handled by me, but I'm aiming to be as transparent as possible with my mechanics

Turn length – turns go for approximately 40 years each, covering a vast amount of time and skipping over many smaller events that would normally be covered. This is the story of an empire, and we are not going to stick particularly close to any single individual. This means that barring exceptional circumstances the maximum length of a dwarf kings reign is 5 turns. The actual length of their rule will be rolled in secret.

What will not be kept secret is their relative ability, which will be rolled on a d4 +1 This is the number of actions you will get per turn. Though this may also mean that this era was simply filled with instability, from guild unrest to grobi invasions meaning that fewer large scale projects were able to be accomplished over their reign.

Actions- actions will be rolled on a 1d10 system, there will be no critical success or critical failure system. However depending on what roll is made a massive over success will have narrative and in-game benefits while a massive failure will likewise have similar consequences.

The dwarven kings are largely broken into three distinct types. Warriors, stewards and diplomats. Though the former two are far more common than the latter. Succession is largely determined by the dice, though a long lived king who can see his death coming may be able to push his heir in one direction or the other.

D100 roll​
likelihood​
King Type​
Dip​
Mil​
Ste​
bonus
1 - 32​
32%​
Steward​
2​
+1 wealth from KaK
33 - 40​
8%​
Guild Master​
-1​
-1​
3​
+3 wealth from KaK
41 - 72​
32%​
Warrior​
2​
small reduction in attacks, and casualties of attacks on Kak
73 - 80​
8%​
Vengeance Seeker​
-1​
3​
-1​
large reduction in attacks and casualties of attacks on Kak
81-96​
16%​
Diplomat​
2​
33% chance that incoming grudges are resolved peaceably and automatically in your favor
97-100​
4%​
Grudge Settler​
3​
-1​
-1​
All incoming grudges are resolved peaceably and automatically in your favor

There is also a roll to determine how conservative the king is. This is rolled on a d6

D6 RollOddsHow conservativeBonus/malus
1
16%​
Traditionalist-3 to innovative
2-5
66%​
Standard Dwarf-1 to innovative
6
16%​
reformerno malus

Holds are the great cities of the dwarves, each with an ancient legacy and mighty throng. In-game they have certain attributes

Wealth - the amount of money they deliver to the Karaz Ankor each turn. This is based on the amount of raw minerals that the holds themselves extract

Dwarfpower - with each point representing 1000 dwarves, this counts the number who live both within the hold and the minor holds surrounding it.

Defenses - Monumental defenses to fortify a Karak beyond even what dwarves would do themselves. Requiring even altering the mountains themselves to become more formidable

Runic improvements - improvements made to the hold by runesmiths and their works.

Runic Power - The sum total of runic power provided by the hold (this can be negative if enough runic improvements are utilised)

Occupied bonus - this is a bonus that is applied should the hold be owned by the dwarves of the Karaz Ankor

Connected bonus - this is hidden until the hold is connected to Karaz a Karak by the underway/a fortified canal. After which the revealed bonus is applied to every hold with an underway connection.

Additional Information, generally this is just a measure of whether or not the hold is sealed, however information about the garrison may also be included

Sealed holds - Holds can be sealed to greatly reduce the odds of invasions and raids as well as the severity of invasions and raids. However, the cost of doing so is that the Karaz Ancor receives no wealth or trade goods from the hold, nor do they receive any other bonuses the hold would provide. Save that of rune smithing power from their waystone. The hold will also lack any of the advanced technology from after the date it was sealed unless it is contacted by the wider Karaz Ankor via expeditions.

Colonies are provinces owned by the dwarves that do not yet have a major hold. If the colony is in a mountainous region once it reaches 10 dwarfpower a new major hold will be founded. If however the province is in the lowlands its maximum size is limited to 20 dwarfpower and any extra growth will be funneled to the nearest true hold. In addition the province will only ever provide 0.5 wealth per turn and do not produce trade goods.

The Forever war. The Dwarves are locked in an eternal struggle with both the skaven and the orcs for control of their mountains and mines as well as the less common but no less dangerous beasts and creatures that dot the mountain passes. With no hold spared from the constant onslaught. That being said, there are holds more at risk than others. With those bordering provinces occupied with one of their ancestral enemies occasionally receiving invasions from their great enemies. The combination of these two facts does place the dwarves in a precarious position as they are gradually worn down by foes who have dozens for every dwarf who holds the walls against them.

If a hold borders a faction which is either hostile with the Dawi, or you are at eternal war with them there is a chance every turn that a raid/invasion will be launched against the hold. Though extremely unlikely to actually destroy the hold, if these are frequent enough the hold will eventually be depopulated to the point that the dwarves will be forced to withdraw from that province (this point is at 10 dwarfpower)

There are 5 levels of relationship you can have with other nations

Allied - These people are known friends of the dawi and can call upon our aid in times of war and peace

  • Allows you to request military aid of them and vice versa
  • Allows you to give technology to them (though it must always be one level lower than what you presently have
Neutral - Generally friendly terms

  • Trade flows freely between your peoples
  • Will fight alongside the Dawi against mutual foes if the opportunity presents itself
Suspicious- While not actively at war, neither you nor they have any trust of the other and at best keep each other at an arm's length

  • No trade relationships
  • An official envoy of the high king would be required to normalize relationships
Hostile - both sides would attempt to kill each other on sight except in the most extreme and unlikely circumstances.

  • Rolls for invasion will be made each turn if they border the dwarves
  • Can be de-escalated by an envoy from them or the high king as needed
Eternal war - both sides can never comprehend the idea of peace

  • No peace of any duration will ever be hard outside of temporary battlefield ceasefires, and even these are not trusted.

Battles are relatively rare and will mostly be utilized when the dwarves are attacking other locations, e.g clearing a hold or resolving a grudge. I've largely been inspired by Poptarts down with Victoria thread. And have simplified it down to a few key metrics.

Equipment – the level of equipment that your troops possess. Generally for dwarves this will stay around 3 (chain armour + shield and helmet), though it will be possible for certain troops of yours to be better

Quality - The level of training that your troops possess/what creatures they are able to bring to the field. For most dwarven throngs this hovers at 3, though this is due to the fact that the vast majority of your troops are not professional soldiers.

Quantity How much you (or more likely they) outnumber you enemy by, with every 30% above their force providing an additional 1 to quality

(Note - quality and armour are averaged out across your entire force with values of .5 or above rounded up and .49 or below rounded down)

Technology – what technology you (or your foes) have access to. This will begin relatively low, however over the turns this is likely to increase substantially. (This is averaged across all troops taking part in the battle)

Leadership – the general skill of whoever leads the throng. If the high king is a warrior or vengeance seeker, it will be them with their bonuses to military that apply. If the high king is not particularly skilled in military matters then a trusted thane will apply a + 1

Random chance – a d4 will be rolled in battle to determine how random chance (terrain, luck, etc) affects this battle

Defenses - multiplies the enemies quantity by its value. (only applies when attacking an enemy city or hold)

eg if 40000 dwarves fought a 100000 strong mix of orcs and goblin tribes at quest start it would look something like this

Dwarves = Equipment (3) + Quality (3) + Quantity (0) + Technology (2) + Leadership (Thane (1)) + terrain (attacking across river (0)) +1d4

= 3 + 3 + 2 + 1 + 1d4
= 9 +1d4

Orks - Equipment (1) + Quality (2) + Quantity (6) + Technology (0) + Leadership (0) + terrain (defending river crossing (2)) +1d4

1 + 2 + 6 + 2 +1d4
=11 +1d4



Can only be done on non-mountainous terrain

Clearing a province of Grobi can be a very dangerous task, however if approached properly, they can at times be held at bay with minimal loss of dwarven life.

A roll will be made to determine how effectively you are able to divide and conquer the enemy. Where a poor roll would result in you fighting the full force of the foe in a battle almost impossible to win, a good roll would see you dealing with them piecemeal in small scale battle where your advantages in quality and equipment will shine through

DicerollQuantity of Foes * 1000
1 or less10d100
210d90
310d80
410d70
510d60
610d50
710d40
810d30
910d20
1010d10
11No significant battle whatsoever


If you attack a province and it has adjacent neighbors who are neutral to you, and hostile to the province you are attacking, they will apply the following bonuses to your military roll. Only the most powerful bonus is applied.

Tribal/Primitive humans + 1
Civilized Humans + 2
Human Empires + 3
Asur + 5

If you are allied to a human empire, they will provide (10 + 8d5 *1000) troops from their nearest available forces to aid in the conquest of provinces that are adjacent to their own lands (These will generally be (2/2) unless that nation has significantly developed their military)

The nation/people which provides assistance will move to fill the void once the province is cleared (unless you claim it).


Conquering provinces distant from an allies nation

When conquering provinces distant from your allies, you can still request their assistance. However, this will cost you in order for you to bring an army of significant size. Armies recruited in this way will cost a significant amount of money but can assist in any province adjacent to an owned hold. However, if a province begins the turn next to no human neighbors, you will have to occupy the province until some settlement agreement is achieved (or you keep it).

The size of the army which an allied nation can supply to such expeditions is limited by their size. E.g

1 province 15 +1d10
2 provinces 30 +1d10
3 provinces 40 +1d10
4 provinces, 1 army of size (40 +1d10) and 1 army of size (15 +1d10)
etc.

However, only a single army can be supplied to a single action

Subordinate vassals can also do the same. Supplying armies based upon their size. However, this will cost no money.

The armies at least for the next century will be universally (2/2) unless being pulled from a particularly martial or advanced human realm.


Stunning victories. If your army wins a battle in the province by a roll of 5 or more, that results in a "stunning victory" Where you have beaten the enemy so effectively and so quickly that you still have the ability to move onward onto the next province. Choosing to do so is exhausting however and will occur a +2 penalty on the military roll for the subsequent province.

There is one exception to this, which is when such victories have been planned into a timetable of conquest. Expecting decisive victory after decisive victory. Whether this is because of gargantuan material supremacy, insane overconfidence or both is immaterial. This expectation of great speed and having a plan beforehand means that the +2 penalty is ignored. However should the plan fail or simply not succeed enough to get a stunning victory, all additional actions will not be refunded and are lost.

Reconquering a hold is a long and multistep process that will likely cost tens of thousands of dwarven lives. However, to claw back the glory of our ancestors, is there a price too high to pay? If you choose to reconquer a hold, a mini-turn will occur with several rolls and choices involved.

(All rolls mentioned will have the military value of your leader added to them)

First is a maneuver/positioning roll to see if you can in some way surprise the garrison, shift them out of position, or in any other way reduce the enemy's strength without resorting to true battle. With the below table for the enemies quantity.

DicerollQuantity of Foes * 1000
110d100
210d90
310d80
410d70
510d60
610d50
710d40
810d30
910d20
1010d10
11+you've stolen a march


Third is the battle itself, which there are rules for above. However, the one addition here is defenses. For the hold you are attacking is fortified. With almost no exception, not to the extent of the dwarves, but still fortified.
For Skaven, this will typically be 2
For Orks, this will typically be 1.5
For Humans (if attacking a human city) this value will be 2. Unless their walls are of dwarven make then they will be 2.5.
Dwarves are not present on this list because it is almost impossible to take a dwarven hold by storm. They must be wittle down over generations through eras of eternal conflict unless once in a century wagghh chooses them as the target of their fury

Should you win the third roll, you will have a chance to either continue onwards if you feel that momentum is still with you or fortify your foothold until reinforcements arrive. As you will have conquered the upper deeps of the hold.

The battle for the middle deep would then occur. Where fighting would occur in the old manufacturing heartlands of the old city.

Once again, you could stop here and fortify should you feel it necessary

Finally the battle for the lower deeps, where the vaults and halls of remembering were kept. Once these are held the hold could be considered secure (as much as any hold can be in these dark days) and handed over to the once exiled king of those halls.

Using Allies to conquer a hold.

the only time you will not receive the "adjacency bonus" from neighboring tribes or civilizations against a shared enemy is when assaulting a fallen hold. As such a large and fortified target would take enormous effort to even try and budge. However, you can still request assistance from allied armies in the same way as you would if you were attacking a distant province.

For grudges standing armies can be used as many times as you have actions spent on grudges. This is because the vast majority of grudge settling can be taken out in a campaign season. Or 3 - 4 at the most. However, for actions such as storming a hold or clearing a province, the high throng will have to be dedicated for that one particular action. As this involves remaining in that place for decades and ensuring that it is as secure as possible with only minor distractions allowed

So for instance the throngs can be deployed as follows

Grudge 1 (High Throng)
Grudge 2 (High Throng)
Clearing out tile X (High Throng)

However they could not be applied in the following way,

Clearing out tile X (High Throng)
Clearing out tile Y (High Throng)

Navies however are much more divisible and though I will eventually have to come up with additional for where they are based if you have another sea hold, that will likely still be some time away. So none of the above applies.

Battle resultsCasualtiesResult
8+1 - 5%Victory
72 - 6%Victory
63 - 7%Victory
55 - 9%Victory
4
7 - 11%​
Victory
3​
9 - 13%Victory
2​
11 - 15%Victory
1​
13 - 17%Victory
0​
16 - 20%Defender Wins
-1​
21 - 25%Defeat
-2​
26 - 30%Defeat
-3​
31 - 40%Defeat
-4 or more​
41% - 100%Defeat

Battle ResultsCasualtiesResult
4+1%Victory
31 - 3%Victory
21 - 5%Victory
13 - 8%Victory
05 - 10%Defender Wins
-110 - 15%Defeat
-215 - 20%Defeat
-321% - 40%Defeat
-4 or more41% - 100%Defeat

The dwarves in general will trade with anyone nearby who is not actively trying to kill them. However there are few who can afford the art of the dwarves in these dark times. Once Ulthuan and the Karaz Ancor could each fulfill this need for both parties, but that time has long past, and now the dwarves make do with the neighbors they have

Each dwarf hold generally has 6 trade routes that they can make to their neighbors. This can be improved with either easier transportation or with improved production methods. Trading 6 along 6 trade routes provides one wealth, however it is the sum total that matters (rounding up) that matters, not whether a hold is entirely exploited. So if 6 holds are 4/6 exploited, then that provides a total of 4 wealth.

Trade can be conducted in the following ways, if a dwarf controlled province is adjacent to a neutral(or allied) province they can trade.

If a dwarf province is adjacent to another dwarf province and they are connected by a river they can each trade with all provinces which either are adjacent to

If dwarf provinces are connected by the underway they can trade with all provinces any hold in the underway network is adjacent to

If an adjacent province is part of a larger empire, the hold counts as being adjacent to all provinces of that empire.

If a dwarf city lies upon a sea zone, it can trade with all other provinces that are adjacent to that sea zone.

You can trade with any nation or people that are not hostile to you or suspicious of you

Tribal humans can fulfill 1 trade route

Civilized humans or elves (whether disunited or in an empire) can fulfill 3 trade routes per province

You do not have to determine which hold will trade with each province. I will always maximise the amount of trade that can be conducted at once.

Controlling any of the five major passes through the world's edge mountains provides 1 wealth for every 8 civilized human provinces west of the world's edge mountains. If all 5 are controlled this becomes 3 wealth for every 8

The dwarves have largely forgotten how they built their greatest runic creations. And that lack of knowledge means that they don't truly know how to turn them on anymore. This is represented by their runic level, when they have mastered a new level of runic understanding they will be able to reactivate those works of their ancestors which are at the appropriate level, and they will be able to replace those which have been lost. However the larger pieces of runecraft rely upon the power granted to the dwarves through the construction of waystones. Meaning that only so many great works can be created. Runesmith skill declines at 1 point every 2 turns as runesmiths slowly die and knowledge fails to be passed on

Runesmith level​
Total Runesmith skill required to increase​
unlocks​
13Forging runic equipment
Defensive runework.
29Light industrial runesmithing
318Heavy Mining Runesmithing, guard stones
436Dromon Siege Ships, Construction Golems, Runic Siphons, Elder runic equipment, Singular masterpiece, Runic Linkage
5??????

Forge runic equipment to be wielded by warriors of the Karaz Ankor, either in defense of their holds or in clearing our enemies from the realm. Whether these be runes of striking to enhance the speed of a dwarven warrior, or a rune of striking to make a crossbow bolt fly all the farther.

  • Significantly reduces both the frequency and severity of attacks in the hold they are placed in
  • Can be provided to a throng to provide a bonus in combat of 2 at the risk that the equipment may be lost (bonus is only applied once in a battle no matter how much runic equipment is present)
  • Increases runic skill by one on completion

Runes to harden stone and exhaust attackers line the fortifications. Runes that protect from arrow fire, and harden the resolve of those upon the walls. Or even alarm runes that warn of danger coming from the depths of the mines. Each has their place in ensuring the Karaz Ankor Endures

  • increases survival by a small amount
  • Decreases the likelihood and severity of raids
  • Increases runic skill by one

Whether self-heating forges, tools that remain permanently sharp or anvils that make metal slightly more malleable. Industrial rune smithing is extremely useful for the dwarves of the hold to make goods with.

  • +4 trade routes per runic level in the hold in which these are placed
  • - 1 runic power
  • Increases runic skill by two on completion

Heavy Mining Runecraft: Whether utilizing environmental advantages such as the torrents of Zhufbar or the application of crude runic golems to dig out vast chunks of rock. The Dwarves of the Karaz Ankor have mastered the ability to dig out enormous quantities of mineral wealth from beneath their holds.

  • +2 wealth per turn from the hold
  • - 1 runic power
  • Increase Runic Skill by 3 on completion

Dromon class siege ships:
Commission several ironclads with massive runic spinal cannons as a central component along the spine of the vessel. Imbued with Dromon Granitebeards master rune of acceleration, coupled with the cannons own inherent firepower, this cannon carries enough force to clear the horizon and crack mountains. Though unwieldy to use in a fight themselves, they are not worthless as even a single hit on an enemy vessel can be enough to core it. However where this weapon truly shines is its ability to provide support to locations once thought immune to the thunder of naval guns. Or even vesssels such as the dark elven black arks which would consider themselves supposedly immune to near anything that sails upon the ocean.

  • DC = 6
  • Cost = 30
  • provides +1 to rolls in naval combat
  • FIre support - Can provide a +1 to battle rolls in provinces that are adjacent to the attached Navy's patrol range.
  • Siege cracker. - Targets that would normally be considered immune to the guns of your fleet (Black Arks, Sea Holds) can theoretically be cracked by the thunder of these cannons
  • requires 2 actions to complete (can be completed over multiple turns)
  • Increase Runic Skill by 3 on completion


Runic construction Golems:
The Underway was not built in a day. Indeed it took many centuries for the underway to be built to the level that it was. Yet the time taken would have been far longer if the Karaz Ancor did not have access to construction golems. Massive creatures of rock and stone that can carry extraordinarily heavy weights and are tireless beyond all-knowing. Crude when compared to the Grimazul Groti which formed the apex of golem work under the aegis of the Karaz Ankor. THese slow, lumbering behemoths are nonetheless incredibly well suited for large-scale construction projects.

  • DC = 6
  • Cost = 25
  • Allows a free construction action to be taken each turn when active
  • Whatever free construction project is taken on is completed at two thirds the cost and at a -2 to the DC
  • requires 2 actions to complete (can be completed over multiple turns)
  • Costs 2 runic power when active
  • Increase Runic Skill by 3 on completion


Elder runic weapons:
Runic weapons are potent and powerful creations that can enhance a dwarf far beyond the limits of their mortal frame. However, outside of masterpieces created by peerless runesmiths, there are sharp limits to the capabilities of these weapons. Elder rune weapons allow those limitations to be ignored by utlising the vast flows of power captured beneath the holds. With this energy, runic weapons can be empowered beyond the limits of those more petty devices. Enabling the Dawi to perform feats that most would believe to be myths out of the time of heroes.

  • DC = 6
  • Cost = 40
  • Applies a +3 bonus in combat
  • Costs 1 runic power
  • Increase Runic Skill by 3 on completion


Singular masterpiece (for a singular hold)
With our knowledge of Runesmithing returned to a shadow of what it once was. The Runesmiths and Runelords have thought up many projects which they are theoretically able to pursue. Ruinously expensive and each is tailored specifically for a singular hold. But the potential abilities that such runework would allow for are incredible.

  • DC = 7
  • Cost = 40
  • requires 2 actions to complete (can be completed over multiple turns)
  • Costs 2 runic power when active
  • Increase Runic Skill by 4 on completion
  • [ ] what would you like it to do.

Runic Siphon
The method through which the Norse dwarves have been able to power their runic devices. These work on a fundamentally similar principle to waystones, though the methods they use are far cruder and un-refined. The Norse dwarves have found a way to consume a vast quantity of aetheric energy and convert it directly into the power that flows within the heart of the planet. Meaning that individual holds are able to power even energy-intensive runic devices. There are two problems, however, These devices only function in the presence of strong aetheric currents. Meaning that they are near useless outside of the northernmost regions within reach of the Dawi. And secondly, they are incapable of transferring this power throughout the Karaz Ankor

  • DC = 6
  • Cost = 40
  • very marginally reduces the spread of chaos corruption based upon the amount of power consumed
  • Allows the collection of runic energy from surrounding Runic currents. The quantity of power is based upon the below map
  • Energy collected via this method can only be used within the hold itself and cannot be shared unless additional infrastructure is created.



Runic linkage
While our knowledge of waystones is not quite complete, we have re-mastered the ability to send runic energy from one location or another. Including the ability to transfer those great flows of power along the ranges of the world's edge mountains. Though these creations are at the edge of our capability to make, they are nonetheless mere shadows compared to the artifice that went into the forging of the original dwarven waystones.

  • DC = 5
  • Cost = 40
  • Allows the province to connect to adjacent provinces runic grids (can be chained to form an effective transmission wire)

The dwarves are perhaps the most technologically advanced race in the setting as it stands. However, unlike most others they do develop technology. Even if it is merely at a glacial pace. Every 40 years a d10 will be rolled. On a 9 – 10 a new technology will be researched (and or finally accepted into the dwarven mainstream). Which one it is will be randomly selected however the ones lower on the tech tree will be automatically selected before those further above.

The dwarves are a vengeful people, who do not take kindly to being wronged. However there are soe grudges that even a dwarf or even a throng dedicated to vengeance is unable to resolve. In these instances, shame can be felt across the Karaz Ankor. With each grudge unavenged increasing the shame felt by the dwarven people. This is measured on a scale of 1 – 10

0 – 3 The grudges that concern the Karaz Ankor as a whole have largely been dealt with and most dwarves are satisfied to know that the rest are being worked upon

4 – 6 The Karaz Ancor has been wronged. And there are dwarves who yearn for these crimes against the Karaz Ankor to be avenged. A small increase has been seen in the number of dwarves who have gone slayer, or gone out inadequately prepared to try and avenge those grudges on their own

7 – 9 Shame burns in the hearts of many dwarves for having failed to live up to the memories of their ancestors. And a significant number of these will make their way either to the throngs of the high king or to personally avenge those grudges, +1 to military actions involving the resolution of grudges

10+ The Karaz ankor despairs at how freely the other races transgress against them. Great numbers of dwarves go slayer and many doomed attempts at reclamations will occur as individual dwarves try to lighten the weight of so many grudges left unavenged.

I think everyone understands why even trying to build (or even just repair) giant subterranean tunnels which are hundreds of miles long and were built during a much safer and nobler time, is quite difficult and expensive. So i wont go into that. What I will go into are the benefits provided

Individual connections
  • +1 wealth per turn. The underway allows for taxes and tribute to flow quickly and easily back to karaz a Karak rather than getting killed on a mountain pass and lost.
  • It allows connected holds to trade as though they occupied the same space as any hold in the network. This will become increasingly important as human nations begin popping up.
  • Increased survival. Not having to journey between holds overland means that dwarves can safely move between them. Reducing casualties (this benefit increases the more holds join the network)
  • Access to the connected bonus for the hold that is connected. In addition to than the occupied bonuses, which are local to a large extent. These predominantly affect the entire Karaz Ankor
as a whole - once the network becomes large enough as a percentage of currently occupied holds. Benefits begin accruing (benefits which are not bolded are not cumulative. I.E getting to 40% reduces shame by 1 and increases your throng size by 50%. But it only increases trade routes by 2
20% - Marginal increase in the number of dwarves who survive each year from not going overland + 1 trade routes for each connected hold. -1 shame from how far we have fallen grudge
40% - Small increase in the number of dwarves who survive each year from not going overland + 2 trade routes for each connected hold. Increases deployable throng size by 50%
60% - Moderate increase in the number of dwarves who survive each year from not going overland + 3 trade routes for each connected hold. Additional technology roll
80% - Large increase in the number of dwarves who survive each year from not going overland + 4 trade routes for each connected hold. +1 action per turn
100% - Staggering increase in the number of dwarves who survive each year from not going overland + 5 trade routes for each connected hold. +1 to all rolls

It is the megaproject to end all megaprojects. But if you manage to get it finished, well you may as well declare it a new golden age

Humans being ruled over by Dwarves is a relatively new concept to the Karaz Ankor and is not one in which they ave strong experience in. Nevertheless, circumstances have evolved to the point where while unlikely, such a relationship is possible.

Vassals come in three forms, tribal, civilised and nations and mirror the way that the humans have developed in their own realms.

Vassals also provide numerous benefits to the Karaz Ankor, FIrst,

As the vassals can be ordered by the high king to assist in the clearing of nearby realms of orks.

Tribal and civilized vassals can only support conquests adjacent to their land. And will supply 1/1 tribesmen warriors and 2/2 citizen-soldiers respectively. They can support you independent of your unit cap but given their fractured nature and limited size, the armies are limited to

Tribal realms 1d20 warriors
Civilized realm 5 +1d20 citizen soldiers.

For actual vassal realms, they can send troops to support you on campaign and will fight adjacent to any hold in the Karaz Ankor. But this is again limited by the size of the vassal, these will also fight at 2/2 for some time until a certain amount of internal development occurs (over centuries). They are also only able to support one province clearing/Hold invasion at a time until more provinces are added to the vassal.

1 province 15 +1d10
2 provinces 30 +1d10
3 provinces 40 +1d10

Once you hit 3 provinces in a vassal nation, you have maxed out the number of troops that a human nation can support on a single campaign, if they have more provinces you can send those troops in support of other invasions, again, up to the value of three provinces per army.

Tribes provide no benefit save that they act as a captive market for your goods.

Civilised provinces, in addition to providing a captive market for dwarven goods also provide 0.5 wealth per turn (rounding up).

Each province of a vassalized nation provides 1 wealth per turn.

The most major (of many) problems with ruling humans is that they are ....ambitious and will chafe under the rules of others, especially as they grow larger and more powerful themselves. So ruling a vast human empire from the Karaz Ancor is going to be impossible, especially with the current level of technology.

Tribal humans are too divided and primitive to attempt to rebel

Civilised provinces have a 1/20 chance

Vassal realms have a 1/10 chance to rebel each turn and each additional province in that realm adds another 1/10 to that roll (though there will only ever be one roll per turn)

Disaster dice (renamed from doom dice) These are rolls to see if any of the semi-random perennial threats that exist within the Warhammer world manage to gain enough momentum that they can threaten the entire old world. These are divided into three separate types.

Orks (Skaven are no longer included here) - Every few centuries a waaghh of such size and ferocity as to threaten the entirety of the old world will emerge from the badlands or the darklands. As such this disaster dice is rolled on a 1d10 every turn. On a natural one. Such a Wagghh is inbound and a series of mini turns will occur.

Chaos - Everchosen are great and powerful lords of chaos who mastesr the divided tribes which reside in the Chaos Waste. Crowned by chaos as their undivided champion they will lead a host of gibbering monsters and bloodthirsty warriors down from the north. This is more rare than Ork wagghs and will be rolled on a d20 every turn. A natural 1 will result in such a cataclysmic event. (Note that for the first 3 turns after an everchosen arrives, the chaos disaster die will not be rolled)

Necromancy - Every so often a fell lord of the dark arts of necromancy will arise (or return) and conjure forth such legions that the entire world trembles at the sight of them. IT is fortunate that such events are so rare, but when one does occur, the entire old world can be placed in peril. Necromancy disaster die are rolled on a 1d30 every turn, and a natural one will result in such a fell lord arrising. (Note that such disasters will take on the context of whoever it is that has caused such a distaster. Vlad von carstein is a very different kind of disaster than Nagash, but both can be just as horrifying)

Vantigon Ol Xendok Ni, the last sky titan has come to try and find shelter in the shadow of Karaz - A - Karak. In exchange for this, he has offered his skills as a Shepard and shaper. A Fleshcrafter beyond compare and far more refined and kind than the slapdash, crude arts of clan moulder. He offers to create bespoke creatures for the Dawi every four centuries to strengthen their kingdom

So the way this will work is that 2d6 will be rolled once the Vantigon has finished working on a design. Though population shouldn't be too much of an issue as he will in the last few turns endeavor to create enough for a decent starting population to be distributed to each hold. The immense time taken also alleviates many of the issues that longbeards would have with both trusting a non dawi + working in biology. It is hard to say a work is shoddy and rushed when it took more than a dwarven lifetime to see finished.

what rolls will look like

8 - 12 - Not only was Vantigon able to make the creature, but he was also able to add a feature or two to it that will see it perform better in the general role that you want it to fulfill

6 - 7 he is able to breed the creature reasonably close to the specifications you have mutually agreed upon

3 - 5 the creature has some drawback or is unable to completely fulfill the role that the Dawi desired.

2 or less. The creature is a failure. Whether this is due to behavioral issues, or simply that too much complexity was being added to a frame that simply couldn't handle it. The creature will be unable to survive in the wild and would be better off being put down.



The way I will model this is that you provide a base form (find a snippet or piece of lore that shows me that these creatures actually exist on malus). Then you will provide the alterations that you want to be made to the creature.

As a skilled worker in his trade, Vantigon gets an automatic +4 to any creature he forges


Those creatures that already possess traits on this list get those traits for free


Scale - I'll use dnd as a rough guide to scale.

Gargantuan - this is roughly the size of Vantigon himself as well as the eldest dragons. He is unwilling to work on creatures of this size as they would be willing and able to eat him.

Huge - The size of most giants and dragons. This and large are where Vantigon is most comfortable and applies no malus to him making such a creature

Large - The size of most bears and Horses. This and huge are where Vantigon is most comfortable and applies no malus to him making such a creature

Medium - The size of humans, the largest of wolves and dwarves. Vantigor is capable of working on something of this size, though there will be some difficulties. This applies a -1 penalty

Small - most dogs, halflings, and similar-sized creatures. This is nearly beyond Vantigon and great effort would have to be invested for him to simply not accidentally kill the creatures he is working on. This applies a -3 penalty

Tiny - Cats and smaller creatures. Vantigon cannot work on these creatures.


Mutated creatures. Creatures that have been previously worked on by a flesh shaper or have been morphed by chaos are more difficult for Vantigon to work with. -1 malus that stacks the more a creature is worked on. I.E if you have fleshcrafted a creature three times it would have a -3 malus to being worked on.

Complicated/heavily optimized creatures also suffer a -1 simply due to the difficulty of cramming even more functionality into a highly limited frame. THis applies if they already possess at least 5 traits before being heavily altered

A very incomplete list of things you could make, feel free to offer suggestions and I will add it to the chart after applying a reasonable dc

Alterations addedNarrative affectMechanical effectCost
LongevityThese creatures should be able to last at least a significant percentage of a dwarves lifespan (100 - 500 years)dwarves are more willing and able to bond with such creatures. Allowing a measure of trust to be formed (This is the minimum requirement for dwarves to be willing to use it as a mount)-1 to roll
Biological immortalityThese creatures much like the sky titans themselves have no set lifespanThis would increase a dwarves ability to trust a creature. As that being has born dwarves into battle for generations. Can also have other mechanical affects-3 to roll
naturaly attuned to the winds (pick a wind)the creature can cause basic elemental effects based upon the wind it utilizes (you would specify what kind of abilities you're looking for and Vantigon would try to replicate it)Would potentially allow creatures to fulfill rolls that would otherwise be impossible for it. I.E horses attuned to azyr could "run" upon the wind.- 2 to roll
subterraneanThe creature is bred to not mind the darkness and halls of stone of the dwarves (can see in the dark, sense vibrations... etc)wouldn't suffer a penalty from working underground.-1 to roll
Likes dwarvesThe creature has a fondness for short creatures who have beards and smell like ale. They naturally and easily form bonds with dwarves or creatures resembling them.dwarves are more likely to bond with the animal.-1 to roll (costs -3 in the case where creatures are unnaturally aggressive)
Hates (X) (can be taken multiple times)Has a vicious and nearly unnatural aversion to a certain type of creature. Making the see such creatures as prey and would never bond or willingly interact with such a creature.Without gargantuan effort whatever opposing species is chosen would effectively never be able to use the animal-1 to roll
Can consume warpstoneIs able to consume the green rock that causes great and unstable mutation without undue side effects...They can eat warpstone relatively safely. Has substantial synergy with being a spellcaster- 2 to roll
Provides a valuable resourcewhether it be fine hair, silk, or scales. Some part of this creature can be used to provide great benefit economically to the Karaz AnkorWould probably increase trade goods created across every hold by 1 or something like that.- 2 to roll
Increase/decrease scaleEither make the creature a magnitude larger or a magnitude smaller. potentially granting it the ability to do things it otherwise could not.Pretty much what it says on the tin-1 to roll
Increase intelligenceThe intelligence of the creature is raised to just sub sapient. Giving them the ability to understand commands and memorize instructions. With the most intelligent of the creatures being perhaps equivalent to a 5-year-old child.greatly increases the number of tasks that a creature is able to do-2 to roll
Provide SapienceSomething That Vantigon is very hesitant to attempt and would stretch his abilities to the absolute limit. But if successful he would create a creature able to think and converse along will all other members of the civilized races.You've (or rather Vantigon) created a new civilized race. (required to be able to utilize the winds of magic as a proper discipline)-6 to roll
Bred for warThe species has been designed specifically to aid the dawi in battle in some waywould likely add a +1 to either equipment or quality of the throngs, perhaps just a flat +1 bonus in combat resolution (mutually exclusive with "Beast of Burden")-2 to roll
FecundWhile not as fast reproducing as the skaven or greenskins (that would be irresponsible) these creatures nonetheless breed quite quickly. WIth creatures reaching biological maturity at 6 - 10 years old and having substantial littersTheres a lot of them (cannot be taken with "longevity" or "biological immortality") Again, this is responsible flesh crafting.-1 to roll
Territorialthese creatures are fiercely protective of the territory they consider their own. Only allowing those they trust implicitly to access the lands they consider their ownSmall increase in survival rate for dwarves, potential affect on invasions if taken with "bred for war" (Must take "likes dwarves" to be acceptable to the Dawi)-1 to roll
Beast of BurdenThis creature is built deliberatly stocky and strong, like the dwarves themselves. Built for enduance and carrying heavy burdensSmall increase on logistical capacity of the dwarves (probably around 10 - 20%) (mutually exclusive with "Bred for war")-1 to roll
Singular/rare (1 - 1000)Only a certain number of these creatures will ever exist, with either an extremely low birth rate or being incapable of breeding. This means that Vantigon can focus exclusively on having them fit their desired function.there is no replacing these creatures, unless you later add the ability for them to breed+3 to roll
Resistant to mutationThe creature is resistant to the mutating affects of chaos and can resist the pull of the dark gods far better than those without such protectionis harder to mutate, but also harder to fleshcraft. will add an extra -1 to further attempts to shape this creature.-1 to roll
ImmutableThe nature of this creature is set in the firmament of reality. No change will ever come to its form or mind that is not already written into its genetics.Cannot be mutated by chaos. Also cannot be further flesh crafted.-3 to roll
Specialised against XThis creature has certain natural advantages over one of the Dawis many foes. And is able to take advantage of that when doing battle with them+1 to battle rolls against their foes.-2 to roll
EusocialThis species has a queen which breeds the majority of their young and form strongly connected social circles with a strong hierarchy around their queen. This provides them with a level of teamwork unseen outside of civilised societiesThis would make these creatures very difficult to dislodge from wherever they have taken hold. As invaders must contend with the entire "hive"-2 to roll
AquaticThis species is able to easily take to the oceans of the worldAllows the creature to live in the waters an participate in naval battles (would only be effective in naval battles if it is also bred for war)- 3 to roll
FlyingThis creature can fly. Allowing it to travers the world at great speed and separate from the many dangers that dwell upon the groundCreature can fly, and travel fast and easily between holds-2 to roll

Red = Dwarves
Blue = High Elves
Purple = Tribal Humans
Green = Orks
Yellow = Nekhehara (Living)
Teal = Lizardmen

View: https://imgur.com/a/hZ0aCaN


Red = Dwarves
Blue = High Elves
Purple = Tribal Humans
Green = Orks
Yellow = Nekhehara (Tomb Kings)
Teal = Lizardmen
Black = Chaos
White = Civilized Humans
Brown = Skaven
Light green = Wood elves
Pink = Vampires (should read Karaz Bryn rather than Karag Agrilwurtraz)

View: https://imgur.com/a/2Gj6Zpj



 
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Current Status of the Karaz Ankor
Province NumberDwarfpowerWealth per turnPotential Trade RoutesRunic infrastructureDefensive level (max 2)Net Runic power generatedAdditional infoOccupied bonusConnected Bonus
Karaz AnkorNA90316 (+3 from technology)66NANA8NANANA
Karaz a Karak –47
260​
5​
6​
Runic weapons, Waystone2
3​
The Everpeak - Tax base is three rather than one, waystone energy generated is 3The Everpeak: Tax base is 5
Karak Kadrin46
140​
1​
6​
Waystone1
1​
Shrine of Grimnir: Decreases level of shame 1???
Zhufbar –45
100​
2​
6​
Waystone
Torrent of Zhufbar
1
0​
Engineering primacy: a roll of a 10 on technology results in two techs rather than one???
Barak Varr – 100 (80)32
60​
1​
12​
Waystone1
1​
The Seahold: significantly reduced invasion size and severity, +6 trade routes For Barak Varr???
Karak Hirn 70 (40)29
30​
1​
6​
the Hornhold: losses incurred by invasion are reduced by 1/5 for Karak Hirn???
Karak Norn 40 (20)24
15​
1​
6​
Barren Mountains: If Norn has above 40000 dwarves, they will move either north or south???
Karak Izor 50 (20)20
25​
1​
6​
Isolated Hold: decrease odds of and severity of raids on Karak Izor???
Karak Vlag 60 (30)49
120​
1​
6​
Waystone1
1​
Famed Granite workers: decreases cost of fortifications by one.???
Karak Azul 40 (40)68
80​
1​
6​
Waystone11SealedMaster Metalworkers -2 cost to raise a standing throng???
Karag Dum 20 (20)51 (is surrounded by 3 chaos provinces in addition to whats on the map)
23​
0 (1)​
0 (6)​
Waystone11SealedDoom Mountain: no shame from the hold being sealed (applies even when hold is sealed)???
Karak Angaraz17
50​
1​
6​
Masters of the mountain passes: If bordering two civilized human provinces, gain 1 wealth per turn, if bordering 5, gain 2???
Karak Drazgh66
0​
WaystoneFallen??????
Karak 8 Peaks67
0​
WaystoneFallen??????
Karak Ahzhagh75
0​
WaystoneFallen??????
Karak Zorn???
0​
WaystoneFallen??????
Mount Gunbad52
0​
Fallen??????
Mount Silverspear53
0​
Fallen??????
Ekrund83
0​
Fallen??????
Karak Ungor48
0​
Fallen??????
Karak Varn36
0​
Fallen??????

Turn NumberYearStarting WealthTax Income (base)Technology modifierTotal tax incomeTrade IncomePass TarriffsVassal TributeTotal earningsCostsNet IncomeAnticipated New TotalActions ExpenditureNew total
Turn 1
4220​
57​
14​
1.2​
17​
5​
10
22​
122
79​
4039
Turn 2426039161.219510251014542034
Turn 3430034161.21951025131146739
Turn 4434039161.21962127161250644
Turn 5438044171.22082131161558-765
Turn 6442065171.22082131161580674
Turn 7446074171.2201032361323103????

Yellow = Technologies you would be willing to share with human nations
White = Acceptable (with some longbeard grumbling) Technology
Red = Experimental (unready) technology

Naval
Blackpowder (Handheld)
Blackpowder (Artillery)
Air
Ground Transport
Mining
Esoteric weaponry
Construction, and infrastructure
industry
Turtle ShipsCrossbowsBolt/grudge ThrowerNANAPicksNone
Plumbing and Windlasses
Fine Tooling
Early SteamshipsMatchlocksPrimitive CannonHot Air spotter balloonsPowered MinecartsBlasting powderBlasting Charges
Concrete and Drydocks
Puddling furnace
Ironclads and TurretsFlintlocksGreatcannons/Organ GunsGyrocopters/GyrobombersTrainsPowered ElevatorsDrakefire and Trollhammer TorpedoesSteam CranesSpinning Jenny and Cast steel
???Revolvers and repeater Carbines?????????????????????
???????????????????????????

Primitive steamships

With inspiration provided by hulking machines of metal piloted by your fallen kin, the engineers swiftly set to work to see in what way those works could be equalled or even surpassed. First was the matter of scaling a steam engine to the truly tremendous size required to pilot an entire ship through the water. Fortunately, with the extreme redundancy of dwarven designs scaling already existent devices up to the size required was relatively simple, only requiring a few decades of work until the guild masters were satisfied with the design.

From there the rest of the work went quickly. The rower banks were removed and the four hundred dwarves which were required to power the flagship of the dwarves, would be replaced with merely two dozen engineers and their apprentices. In addition to the coal bunker large enough for the ship to be piloted from Barak Varr up to Kraka Ravesnake, if proper precautions were taken. The extra space also afforded by halving the number of dwarves on board meant that substantially larger canons could be affixed to the vessel. Allowing effective ranges measured in kilometres to be utilized. Even if accuracy suffered greatly when that was put to the test.

The only weakness that the gradual shift introduce was the massive wheels mounted on the sides of the vessels. Whose turning was used to push the vessel at speed through the water. Though the dwarves have attempted to armour these as best the can, and craft the blades themselves of metal. There is ultimately relatively little that can be done to truly make them invulnerable. The fact that their size and location also substantially reduce the number of guns that can be mounted on a vessel is also a cause of concern.

Technology gives a +2 bonus when at sea

Increases trade range on the sea by an additional zone

Decreases sea based dc's by 1

Flintlocks - The Safer, more durable, and more rapid-fire version of matchlocks. The increased ease of use as well as maintenance means that these weapons see wider use among the Dawi than ever before. WIth entire formations of "thunderers" now being seen among the Throngs of the Dawi. The greater understanding of firearms stolen from the Dawi Zharr, and gathered over the centuries has also enabled a wider variety of weapons to be produced on masse. From blunderbusses to carbines to rifles, each with their own specialized uses. With more and more varieties of firearms making their way into the halls of the Dawi.

(+2 technology when engaging in ground combat, further reduced casualties in hold invasions)

Primitive cannon: Great round chambers loaded with blackpowder can fire iron balls or other ammunition at ranges that would once have been considered ridiculous. Allowing the dwarves to fire several volleys before the front lines of the enemy close. And in the case of most waagghhs, are able to continue firing into the rear units. Killing dozens with each cannonball which sails through their churning masses. Improvements are being constantly made on the formation of the black powder, the shape and size of the gun. So it would surprise no - one if significant improvements have not been made within the next millenia.

(+1 technology when engaging in ground combat, lower frequency and less casualties in hold invasions)

NA

Dwarfpower. As useful as any pack animal, a dwarf has carried his own burdens for millennia and will continue to do so until the dwarves fade as a race or the world crumbles into ruin.

Blasting charges: Another of the dozens of uses of this blackpowder substance. Sufficient quantities packed into a small location and then lit can result in a hole large enough that a dwarf could have been digging for a day before he got so far. Allowing work upon deeper and harder rockfaces to be attempted, and never before seen seams to be revealed.

(+20% mining income)

Blackpowder bombs: WIth only minor changes, the blasting charges used for mines can instead be substituted to fight the wars in the mines. As thousands of orc and skaven reading parties have discovered just before the expanding fireball reaches them. Typically only used as a weapon of last resort due to causing mine collapses. THese bombs have nonetheless saved far more dwarven lives than they have risked

(Slight increase in survival rate)

Concrete and drydocks

Concrete
Rivalt-Ricket or water stone is a liquid made primarily from the residue of volcanoes, as well as smaller quantities of materials such as lime, seawater and chemical compounds known only to the engineers guild. Its inventor Boric Gundlestone, died several centuries ago. However, he left behind several bridges and buildings made of Rivalt-Ricket behind for the engineers and stonemasons guild to ascertain if it could be used as a construction material. A decision they have finally come to after one of his largest bridges survived an avalanche falling upon it with little noticeable damage. Though the masons still insist that more thorough testing is required but will relent if it is only used in a foundational and not decorative capacity. Nevertheless, being lighter than many of the stones and rocks favoured by the dwarves while retaining its solidity, it should allow many pieces of dwarven construction to be done much cheaper and easier.

  • Reduces cost of defences and underway construction by 20% (will be reflected in the next list of actions)

Drydocks
A depression carved out within the docks of a hold, in which a ship can be fully constructed and then floated as a great gate was opened at the port side of the hole to let water within at a controlled rate. Allowing ships to be built and floated without having to limit their size to ensure they can be moved to the sea. It also makes maintenance work on the vessels of the fleet much easier. As they can be moved into the drydocks while it is flooded and a series of pumps will reduce the height of the water until the ship sits on damp stone. Where dwarves can work to fix it without having to worry about the swaying of the ocean waves or trying to repair a hole underwater.

  • Reduces cost of raising a fleet by 2, decreases cost of maintaining a fleet by 1 each turn

Puddling Furnace: Technically this is another innovation that was inspired from far off Cathay. This time though conversation with traders moving through the silver, high, or peak passes is what gives inspiration to the engineers, who have heard of the strange method that Cathayasns utilize to make steel in quantities near unimaginable. Needless to say, this innovation has caused much tugging of beards and many grumbles from the longbeards. Who consider easier ways to make steel an ease that the beardlings and fullbeards of the Iron smelting clans have not earned. Nevertheless, after a series of extraordinarily scrupulous meetings of elder engineers, it has been decided that the puddling furnace is an innovation that is worthy of the Karaz Ankor and will see the armies of the dwarve grows as a vast quantity of steel weapons and armour can be acquired for much less cost.

reduces high throng cost by 2, and high throng maintenance by 1

reduces Gnolumgi cost by 1 and Gnolumgi maintenance by 1

reduces dc to construct a fleet by 1

Increases trade routes per hold by 1, Barak Varr by 2

Matchlocks: The crossbows of centuries ago have to an extent been replaced by newfound firearms out of Cathay nearly 2 centuries ago. Though the matchlock is imperfect for fighting in wet or heavy weather conditions. When the sky is clear and the range is short, the firing of a few hundred can shred through heavily armoured foes and terrify bestial mounts into berserking within the enemes army. Few throngs march without at least a handful of "Thunderers" marching within their ranks these days

(+1 technology when engaging in ground combat, less casualties in hold invasions)

Turtleships: The Dwarves are not known across the world for their navies, however when time does come to put to the sea they can do so with a respectable fleet. Mustering heavily armoured turtleships with ramming prows and powered by the strong arms and endurance of hundreds of dwarves on their largest vessels. They also pack a punch in close range as the bolt throwers and grudge throwers of the previous age have been replaced with brass cannons. Enabling them to blast the unarmoured ships of other peoples into so many floating timbers.

Dwarven steel and crossbows

Bolt and grudge throwers

Mining picks.

Plumbing and Windlasses

fine tooling

Look at how far we have fallen +3 shame - can be reduced by restoring lost holds, rebuilding the underway and restoring your knowledge of runework..

Duke Leopold of Oswin
A band of several dozen dawi transporting a sizable quantity of silver was attacked only several dozen miles to the west of Karak Kadrin by a band of 'outlaws'. Several years of investigations by reckoners have found substantive evidence that the ultimate culprit is likely Duke Leopold of Oswin. The greatest landowner in the Margarvirate short of the Margrave himself. However, without the strongest of evidence, the ruler of the human realm is unwilling to act against those that have taken Dawi lives. Of course, such a grave offense against the laws of hospitality cannot go unresolved, and a grudge has been levied against the vassal kingdom until the perpetrator or his heirs have been appropriately punished. Where appropriate is considered as requiring the bladed edge of an az.

(+1 shame until resolved)


The great drake Azorgorgon has been evicted from his lair in Thunder mountain. Alas, he does seem particularly embittered by his method of awakening and has instead found a new lair somewhere within the mountains between Zhufbar and the Everpeak. From which he raids the passes seemingly endlessly. A series of atrocities and crimes that Erbor writes within the Dammoz Kron and swears that he will not allow to go unavenged

(+1 Shame until avenged)

Look at how far we have fallen: +2 shame

Azorgorogon: +1

Duke Leopold of Oswin: +1

Karak Azul - Sealed: +1

Karak Kadrin: Shrine of Grimnir -1

Returned The crown of Aenarion +2

Had the Three crowns of Karak Angaraz Returned -1

Total = 5

Runic skill = 19 - With several relics of the ancestors reactivated through the application of re-acquired knowledge. we have made substantial progress toward restoring our capabilities in these ancient Dawi arts. From Runic golems to vast siege works. we now have the capability of applying our knowledge in ways that would have been impossible even only 3 centuries ago.

+2 per turn (3 turns remaining)

level 5 runic infrastructure unlocked at 36

Total Runic PowerRunic Power being usedFree Runic Power
963

FactionRelationOngoing Deals
High ElvesNeutral
Tomb Kings (Basically Settra's opinion of you)Suspicious
Tribal HumansNeutral
Reman EmpireNeutral
EstaliaNeutral
LyonesseNeutral
ReiklandAlliance
KaltnordAlliance
BrigundyNeutral
Chaos DwarvesSuspiciousOngoing Proxy War
Arabyan SultanatesNeutral
NeferataHostile
Athel LorenSuspicious
OrksEternal War
SkavenEternal War
Chaos TribesEternal War
Norse DwarvesNeutral (leans very positive)Technology and Runecraft Sharing

Bardin is remembered by his people as a great king, who although he was unable to conquer long lost Karak Lhune, near everything he put his mind to he was able to resolve. The grudges that he had inherited were largely resolved. And for the first time in a thousand years, the name and power of the high king are known to all nearby human realms. His armies, the first professional armies of the high king have no equal on the continent and his restoration of one of the great runic artifacts of the elder days will be remembered for all time.

On the culling of Grobi. King Bardin was able to distill his strategies on how to hunt and defeat the Grobi, root them out of the hovels and slay them.
+1 to battle rolls against the Greenskins

Though not a powerful king, there a still several great deeds associated with High King Yaril Frorltoung. All considered near equals in the eyes of the dwarves. First and perhaps the weakest of the allies he forged was with the Norse Dwarves of Kraka Drak. A great discovery for the Dawi as they found their kin which had been thought lost for millennia. Seconds is the forging of the bond with the Confederation of the Reik, an alliance that the dwarves hope will grow into a flourishing partnership. third and finally was to meet with the high elves so long after the war of vengeance, an act which restored vast quantities of ancient relics of the golden age to the Karaz Ankor avnd saw a very distant friendship once again begin between the two elder races.

Tome of Greetings - High King Frorltounge is a controversial figure in dwarven histories. Skilled in only one aspect of rule and bringing equal parts shame and pride to the dwarves. Yet that single art, that of presenting the Dawi in the best light possible upon meeting, is one he has attempted to immortalize in this tome. +1 for the first diplomatic action taken with a faction.



If you feel like something should be here but isnt please let me know,

This will be kept current with each turn[/spoiler]
 
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Timeline of the Karaz Ankor
4205 The city of Bilbao fails to pay for the walls it had commissioned from the dwarves of Karaz Izor. Distracted as he is by the wars against Thaggoriki and greenskins, the king of Karak Izor instead sends to Karaz - A - Karak for the high king to redress this wrong.


4209 - High King Proudbeard dies after nearly two centuries on the throne. Leaving his son to take up the mantle of High King, a task he has long been prepared for. Near immediately, king Bardin sets about examining his realm, especially in regards to the military of the Dawi, and many dwarves hear a great deal of grumbling about the lack of true craft in the art of war.


4220 - With the arrival of king Redbeard of Karak Azgarad, who swears oaths of fealty to the High King. The Karaz Ankor can be said to be united for the first time since the time of woes began. Though for many this great achievement only shows how far the dwarves have fallen since their elder days.


4227 - A grand announcement goes out across Araby and Tilea, that the High King of the dwarves has promised great sums of gold and dwarven arms, should mercenaries of quality and skill come to serve in the foothills of Barak Varr. Many despite having never heard of this High King flock to the promise of regular pay from the famously exacting dwarves. When they arrive, however, they soon discover that the length of the contract is essentially for life, and the vast majority balk at the requirements. Leaving little over a thousand to try and take up the dwarves on their offer.


4230 - A grand conclave of all the warrior clans of the Karaz Ancor meet in Karaz - A - Karak. Few speak for many years of what went on in the great hall save that they have been invited to join the throng of the High King, but many joyous songs of remembrance and vengeance are sung in the drinking halls over the coming days.


4232 - The Engineers Guild finally approved the dry dock plans and instructions to be disseminated throughout the Karaz Ankor. And dozens began construction within the docks of Barak Varr. Gadrock Seamane, the king of Barak Varr is said to have gone so far as to give a brief chuckle at the thought of the grand ships he would be able to build with these new facilities.


4234 - "The battle of the red cliffs" A great fleet of Orks and Grobi launch off from the distant badlands to try and attack the island of Sartosa, wreaking havoc on the shipping of all civilized races nearby. They are eventually met by the fleets of Barak Varr, Remas, and Sartosa off the coast of the island, and battle is joined for two days. By the time the smoke of the dwarven cannons has cleared, the cliffs of sartosa have been stained red with the blood of a hundred thousand orks. Though bands of survivors scatter across the black water to plunder and reave until they are hunted down one by one. Notably, thanks to the Gnolumgi, the human mercenaries of Barak Varr, none ever get within eyesight of the city.


4238 - Druin Gundrank, heir to the throne of Karak Ungor gathers a throng of sixteen thousand from across the Karaz Ankor in Karak Kadrin, and marches to reconquer his ancient birthright. Using 6 great cannons purchased from Zhufbar, he gradually defeated the gates of the city which had so stymied every prior attempt at reconquest, and moved in to claim that which is rightfully his. Once the throng had moved within the hold however, it was never heard from again and later scouts in search of the throng found the gates of the city closed again. With some very poorly made repairs indicative of who still holds the Karak.


4243 - A formal grudge is declared by the High King against the corsairs and Sultans of Araby for their continual harassment of dwarven shipping throughout the Black Gulf. The sultans however pay this announcement with little mind. The dwarves are stretched thin between their many commitments throughout the sea, and who is this High King anyway? They know and respect Barak Varr, but what can one city hope to do against their great nations.


4646 - Waagghh Stonesplita rampages north out of the badlands in a green tide and wipes away the stolid human tribes that had survived there for generations. Now their crude settlements are littered with the bones of the fallen, and though Stonesplitta shattered his wagghh ineffectually against the walls of the everpeak. The foothills of Karaz- A - Karak and Barak Varr can no longer be described as safe in any meaningful way.


4249 - The Engineers guild finally accepts that Rivalt - Ricket can be used as a construction material, and builders across the Karaz Ankor rejoice. The fact that some immediately begin using the material on ongoing construction projects before the designs and specification actually reach their holds goes studiously unnoticed by many of the more senior members of the guilds.


4251 - Ships and traders with unfamiliar accents and icons have reached our shores. Claiming to be from far off Estalia. Several enterprising dwarf merchantmen eventually report that seemingly overnight forts and cities have sprung up. Inhabited by a hardy and tempestuous folk who nonetheless pay good coin for dwarven goods.


4255 - The last of the arms and armor commissioned for Bardin Hardaxe's high throng are finally completed and they march to their final destination of Zhufbar, openly singing the great dwarven marching songs of years long passed. On the march, they do come across a band of perhaps fifteen thousand urk and grobi who challenge the high throng on the mountain passes. The fact that three dwarves died in the eschewing battle was considered a disappointment by the Thane of the new throng, who insisted that the axe still needs further sharpening before it is ready.


4256 - While many of the lesser ships of the High Fleet have been put to sea already this year marks when the Gimazul-Gronti emerges from its drydock and makes a tour of the nearby realms. Many of the Sultans of Araby begin to realize exactly who this "High King" is and wonder if perhaps they should have paid more heed when that grudge was declared over a decade ago now.


4258 - Runelord Varfor the elder returns home to Zhufbar on the tail of the high throng, mind abuzz with the runic knowledge he has gained over the last few decades pouring over the designs of elder days. When he returns home, however, he is immediately struck by the similarity to the Runic arrays of activation upon the long deactivated torrent of Zhufbar to those he had just installed on near a hundred axes and hammers of the throng. With merely a few months of preparation and a few quiet conversations with the king. The runelord reconnects the falls to the great flows of runic power which thrum beneath the world's edge mountains.

With a great shudder, the iron bulwark across the blackwater begins to slide open, and billions of gallons begin pouring into the depths of the hold. Cunningly redirected to smash into the mines at the base of the hold, drilling through rock and excavating mines that would take months to dig through with the force of a flash flood. After an hour of their activation the gate is closed once more and the water is allowed to wash into the foothills below. But the wealth that they have dredged up in that time does not go unnoticed by the King of Zhufbar, or indeed by the wider Karaz Ankor as a whole.


4261 - Seeing how much lore of the ancients was recovered, and how useful they are in battle, Baidin Hardaxe orders another ten thousand sets of Runic equipment to assist the oft besieged Barak Varr


4262 - Night falls on Karaz Bryn: Gadrock Umdraklindoc, heir to long fallen Karaz Bryn becomes suddenly interested in reconquering his fallen homeland. His family and clan are elated at this and don't think to dig too deeply into what has caused this change of attitude. Within six years, a force of over twenty thousand dwarves departs for the highest peak of the worlds edge mountains.

Encountering next to no opposition, on their way to the mount, the dwarves are first stymied by the walls of their old fortress, which closed to them, they begin setting up cannon to blast down. On the first night after their arrival however, Gadrock goes missing, and tens of thousands of skeletons, ghouls, and other foul creatures rise up and beset the throng.

They defend themselves stoically for a dozen days before dwarven stubbornness finally fails and the six thousand remaining journey back to Karak Vlag, their every step hounded by dire wolves and undead bats. As well as the mocking laughter of the queen of darkness.


4265 - 4695 - The dwarves of Karaz - A - Karak descend in a mighty throng to destroy the greenskins who would think themselves safe at the foothills of the Everpeak itself. Whittling them down through a series of lighting battles and ambushes, High King Baidin finally kills all the greenskin of the Everpeak Foothills save those who hide within the forest of gloom, nestled into the base of the black mountains.


4269 - Unfortunately, while much of the throng of Karaz - A - Karak is away, the orks take this opportunity to raid and raze many of the minor holds along the eastern borders of the Everpeaks kingdom. Eventually, word does reach the Everpeak of what is happening and a hastily assembled throng rushes to assist. Fighting the orks and the battle of the bitter peaks. They do see the orks off, however, nearly half a dozen minor holds lie in ruin, and by the time the last is accounted for, over nineteen thousand dwarves have lost their lives.


4271 - 4683 Formation of the Reman Empire
The origin of the City of Remas is shrouded in myth, some say it was founded as a nehekharan colony, others say that it was where the goddess of strategy Celestasia, first taught her children Rema and Rondal the arts of war. However, since then it has grown into a great and mighty city. With fully fifty thousand souls calling the city home and near half a million in the surrounding farmlands. Mightiest of the feuding states on the Tilean peninsula. So when the call came from the north that Bilbao was under assault from the Skaven. The Remans deployed an army to help resist the vile ratmen. Forming a league of northern Tilean states to coordinate the defense.

The battles waged for nearly half a decade until the Skaven were finally driven back into their lairs. But the smaller cities of the league had suffered greatly, and could barely support themselves let alone an army. So Remus provided an offer. Pay Remus tribute, and the great city would use that to pay for the defense of the combined league. The other cities agreed, however, the new order soon began to chafe as Remus began making requests to centralize the league. Rather than holding meetings in the most central city, why not have them in Remus, the strongest and most fortified. Where else would the league treasury be kept but Remus as well. At first, there was resistance to these demands, but as professional Reman soldiers were moved toward the dissenting cities, their protests were swiftly withdrawn.

Thus within only thirteen years of the league's creation, it was dissolved and remade into the Reman Empire, headed by First Citizen Augustine Caestra. Who quickly turned his newfound wealth and power against the feuding city-states of southern TIlea, which folded one by one as individually, they could provide little resistance. After only a few years of conquest, merely one part of human-owned Tilea remained out of Remas's hands. The island of sartosa. So an army was dispatched across the seas, only to meet the combined sartosan navies halfway across the strait. The battle was bloody and brutal with no quarter given, but at its conclusion the Reman eagle was the one which sank. Another army was quickly gathered to try again, but word from the north came of another attempted Skaven invasion. So the Sartosians would have to wait.


4274 - while the torrents of Zhufbar have proven incredibly profitable for the kings of Zhufbar, within only a few years the Skaven had realized how it could be used to their advantage. Somehow anticipating where the torrents were to be aimed. they dug tunnels to the point where the water would cease its excavations and prepared breeching tunnels. And once the water flowed away, the Skaven flooded in. Chittering through the mines, some twelve thousand dwarves died before the vermin were pushed back. Afterward, the king ordered enhanced security over the schedule of the torrent. Though so long as clan Eshin remained, nothing could be considered truly secure.


4279 - Formation of the Estalian League
Little is known to the dwarves of how the Estalian league formed. Much as little was known of their cities before the trading ships arrived in Barak Varr. All that we have gathered is a legend of one Francolo Miraglio. The man who rode day and night through hordes of orks to carry the message of the unification to the cities of the west as well as a call to arms. Seven kings heard the call and marched their armies to the aid of the countrymen, but each would fall one by one in glorious battle until the armies of Estalia were about to rout. Only for the messenger, Francolo Miraglio to pick up the banner of the greatest fallen king and lead a one-man charge against the greenskins. A charge that the retreating Estalians rallied behind and ultimately won the battle.

Of the fate of Francolo, little is known. With many saying that he fell in battle after that suicidal charge. Myths and stories have already sprung up that he survived the battle, and was spirited away by either the elves or the dwarves (sources differ). To be garbed in the panoply of war by either of the elder races to lead them in battle against their foes. What is certain though is that the people of Estalia have taken this battle to show that it is the people who should lead Estalia rather than any individual king, and now a council of 54 rules the nation from the city of Trantino, on the southern coast of the peninsula.


4287 The dark night of the Stancati
The newly risen Stancati on the eastern flank of the vaults burn in the twin fires of war and famine as gifted dwarven grain dries up and they turn their steel pikes on each other. It is only six months later and after half a dozen cities burn to the ground that the dwarves purchase more food from their neighbors and slowly wean the Stancati off of their overreliance on dwarven generosity.


4294 - Wagghh Ironbeak rampages along the southern flank of the grey mountains. With the human tribes both north and south of Karak Angaraz wilting before the might of greenskin aggression. The waggh after firmly dominating the regions it had conquered finally attempts to break Angaraz itself. But while the gatehouse and the first redoubts fell to the orks. Eventually, they were driven back after six cannons were filled with the assorted detritus of the mines and fired point-blank into the charging waaggh. Eviscerating Ironbeak himself and his most powerful lieutenants. In the ensuing confusion and infighting, the dwarves quickly ejected the Orks from their hold. Though once all was tallied they were six thousand fewer than they had once been and their entire southern border now contained nothing but greenskins.


4295 - Battle for Gloom Forest
Wielding the axes of his throng against the trees themselves. King Bardin gradually shrinks the hiding places of the Orks until they are forced to give him the fight he has refused until now. Though the Orks do come in great numbers, the High Throng waits. And meets the fury of the ork with the might of true dwarven resolve. And in such a contest only one outcome was certain. So it was that the Everpeak Foothills were finally cleared of greenskin taint. Even if it did cost slightly over five thousand dwarven lives.


4298 - The chieftains kneel
After the battle of Gloom Forest, Bardin is left to organize the newly conquered territory. But his people's homes in truth lie in the mountains. So he instead turns to those tribes who crossed south from past the black mountains as his throng cleared the greenskins from the land. Asking these Sud-Brigundians to kneel and be named owners of these lands by the reckonings of the dwarves. So long as they in times of war gave their horsemen and chariots to the throng. In turn, the throng would march to protect their hamlets. They agreed unanimously and a new chapter was written into the histories of the Dwarves and Humans.


4303 - 4336: The Klad Karu are formed over the next three decades as the King of Karak Angaraz forms a mighty shield of dwarven steel and human bodies to defend his realm. Armed with lances, greatswords and longbows, they refer to themselves as the mailed fist of the north.


4312 We have heard from traveling traders of Estalia that the land of the Brettoni has acquired the rudiments of civilization at least in the far-off lands of Mousillon and Bordeleaux. Who's maps which eventually make it to Barak Var gives us a rough but informative view on the entire region.


4318: Similarly, north of the vaults, many refugees have fled Tilea in the wake of the expanding Reman empire. With most making their way to these far off lands. Here separated from the empire by two full mountain ranges, they have founded a series of cities along the many rivers that crisscross this region.


Orks have assailed some of your Vlags human neighbors, northwest of the hold, and have slaughtered the tribes that live at the gateway of peak pass, forcing the rest to migrate to the south and west. Some of the tribes of the far north that now come into contact with Vlag however, speak a strange and archaic form of Khazalid and talk of mountain spirits of great might and craft in the ice-ridden northern mountains.


4319 - 4338: Estalia colonizes their northern shore.
The Estalian league gradually colonizes the northern shore of their peninsula, including everyone who speaks an intelligible facsimile of the estalian tongue. Though there are points of conflict this spread is largely concluded peacefully, and by the end of the exercise, the Estalian palace of princes has 33 more seats added to its chambers.


4321 - 4326: In a series of lightning attacks and devastating ambushes, the Dwarves successfully liberated the north west cost of "Brettonia", so named after the humans who dwell within this realm. And in the shadow of elven ruins countless grobi are slain by the throngs of the dwarven High King. after which (vote pending)


4328: Out of the darklands come a streaming horde of barbarians to assail Karak Vlag. Orks numbering nearly half a million assail the gaits and the keeps that line peak pass day and night. They dig tunnels within the mountain to try and work around Vlags defenses, while again and again the tens and thousands launch themselves through the battered defenses but are ejected again and again by stout dwarven defenders. Eventually, the attacks cease, as a tribe of horsemen comes sweeping from the direction the Orks came from to assault the Orks from the rear. The dwarves rally and sally forth from the gates culling the orks and moving to thank the humans. Only to see the 8 pointed star of chaos upon the Umgi banner. Instead of thanks, the dwarves give them crossbow fire until the horsemen to run, screaming curses in the fetid tongue of the far north. After the whole event had concluded the final tally was made and over thirteen thousand dwarves died in the siege and all they can do is look to the east.

For It seems the darklands to the east of Vlag have a new master, one that the dwarves cannot help but feel is worse than the one which came before.

4331: The Grudge of the axe
Long ago, during the war of the beard. The king of Karak Vlag wielded an axe of incredible potency. However, he fell in battle against the high elves and the axe of stars was lost forever. Or so it was thought. The city of Brazev, east of the vaults has an eerily similar axe upon its coat of arms, which is a copy of the one which their ruler wields in battle. After allowing an examination from the reckoners, there can be no mistake. A petty lord of the Stancati wields the axe of stars. However, the man is unwilling to give it up, and the king of Vlag, especially considering the recent tribulations in his realm has requested that the high king do all in his power to return the axe to its rightful owners.

+1 shame until grudge is resolved


4333 The Reman Empire Conquers Sartosa
With the legions of Remas bleeding from their on and off war with the Skaven, it took them nearly three decades to launch another fleet in order to annex Sartosa. A invasion they handily with as the Sartosians are divided on whether to accept Reman overlordship or contest it thoroughly. Ultimately leading to them discovering that they have no choice either way.

4335 Cities in the Everpeak foothills.
After two generations of working with the tribes, cities have started to develop in the shadow of the Everpeak. Fractured and feuding they nevertheless know that their lord is the high king of the mountain under which they sit. Just as they know that despite their dislike of their neighbours, it is the greenskins to the south who are their true enemy.

4337 Death of the High King
High King Bardin breathes his last, a strong and firm king; he revolutionized the way that the Dawi made war, to the grumbling of thousands of longbeards. Adopting humans into the military of the Dawi for the first time and creating the High throng, his personal professional army of dwarves. But he also for the first time, created a human vassal of the Karaz Ankor, to act as a shield against the oncoming greenskins in a way that no basion or fortress could. He is succeeded by (vote pending)



4342 - Triumph of the Gnolumgi

For the first time, the Gnolumgi are forced to stand against a foe against whom they could achieve no easy victory. Greenskins flooded out of the badlands, a tide of blood rending monsters that would stop at nothing to reach the Dwarven gate to the sea.

Against this horde stood ten thousand in iron and silver. Manning a seemingly endless line of walls, forts, redoubts and trenches. Each of which the Gnolumgi would man in turn, hold until there was little more that could be done before falling back to the next. Hundreds of thousands of crossbow bolts were expended as they punished the Orks for every step they took. But mistakes were made. Especially as days turned to weeks and the assault continued. More and more men were caught as they attempted to sprint to the next line, or a wall of pikes slowly withdrawing would falter for just a moment and be overwhelmed. Their final warcries and screams echoing around the hills that they defended.

Eventually though there was no further to retreat to and Varr itself was placed under siege. But the hoard itself had been brutally depleted by the retreating throng. Only three times were the Orks able to assault the gate and by the third assault they broke completely, leaving below a mildly battered by defiant Barak Varr.

With only two thousand lost from the population of the hold itself, the Gnolumgi are toasted in every drinking hall of the city, and the hesitancy that the dwarves for a century had kept in regards to keeping the humans out of the hold proper evaporated. From then on, every winter, the Gnolumgi would make their homes within the depths of the hold, safe from the winter chill coming down from the west and north.


4344 - 4376 The umgi of the north civilise
In the lands north of the black and grey mountains, civilisation continues to spread, with cities and towns now seen along the length of those mountains, all the way from the black water to the norscan sea. There is little room further for these men to spread, however, for the rest of their country is occupied by the grobi who dwell in the great forest to the north. Or at least separated from their kin by hundreds of miles of greenskin tribes. Whether these petty kings manage to put aside their differences and unite against the greenskin menace is yet to be seen, though it is the high kings hope that he can find an ally in one of these lowland city-states.


4347 - Meeting with the Norse Dwarves

Sending out an expedition into the frozen north, it is not long before the dwarves of the Karaz Ankor reunite with those of Norsca. Great contests of drink and song are made in the coming days to celebrate the meeting, and though both share dark tidings of the times that have gone past, each also gives the other tools to help withstand the long night, with many oaths of fellowship and friendship sworn between the two Dawi nations.


4354 - The Dark Night of Karak Vlag

Out of the east again comes a foe against Vlags walls, so soon after the last assault that the repairs have only really just been finalised. Over a thousand warriors in black plate which could only have been forged in the fires of Zharr Naggrund come storming from the north, and these champions of their dark gods lead a host of tribesmen against the diminished throng of Karak Vlag.

Though they do not attack with the barbarity of the Ork horde, they have their own terrible weapons to wield against the Dawi. Six enormous cannons, screaming with malign energies are wheeled forward to the extreme range of dawi cannon. And as one, they fire.

Screaming purple projectiles fly into the sky, trailing fire that twists into a dozen separate colours behind it before they finally crash into the face of Vlags bastions. Detonating as the bound demons within vent their fury on the stonework in a titanic explosion before withdrawing into the ether. Vlag, of course, returns fire and as the days continue, one by one these demonic cannon which your demented couins have created are smote by your own gunpowder weapons. Until eventually the last is destroyed, and the battle truly begins.

First into the fight are the marauders which their masters have corralled into an army, who charge up the ramp that leads to the gates of Vlag. A charge that should have seen tens of thousands slain, instead sees only a tenth that number as the proceedings weeks bombardment has knocked out the vast majority of the watchtowers which once watched the entry into Vlag.

Once they reach the gatehouse though, they begin to realise their folly. They had battered the first layer of Vlags defences yes, but now they found themselves caught within the dwarves home, where they found bastion after bastion, redoubt after redoubt, and behind every wall there was another clan of dwarves grimly waiting and ready to throw them back.

The battle would last for months, as migrating tribes came upon the battle at Vlag and swore themselves to the battle. But increasingly Chaos found they could make no headway, the battle lines had been drawn, the kill zones were established and finally, the dwarves would not step back another step, not that they were much more willing to do so in the beginning.

So finally, these champions of chaos began to move and make their way up the mountain pass to break this deadlock and shatter the dwarven morale. Only for the rampway, hundreds of metres above the pass to detonate beneath their feet. Instantly killing hundreds of these most favoured of chaos. As the avalanche which followed dropped a thousand tons of rock and ice upon the survivors. Those tribes which had not yet thrown themselves into the breach fled. Their faith in their gods shaken or even shattered as their greatest warriors fall in a moment before the dwarves of stone.

The celebration within the Karak is short-lived, however. For as Vlag re-establishes contact with those minor holds which surround it. They find that nearly a quarter don't respond. Indeed all those that lie nearest to Neferatas realm are stripped bare. Not only of the goods and valuables but also of any sign of the inhabitants. Of which not a one is ever seen again.


4366 - Reclamation of the axe of the stars.
As the Reman empire closes in on the city of Brazev, the city is saved by the impositions of the Dawi. Not for any love of the Stancati or of the city itself. But because they desire the axe that is within the city's possession. An ancient and mighty weapon once wielded by the kings of Karak Vlag.

However, while he had sent the emissaries after the axe of the stars, the Dawi high king also saw the opportunity that presented itself and allowed the city to seek refuge within lands that he had influence over. Eventually settling the people of brazev at the mouth of the mighty river that stretches all the way from the world's edge mountains to the coast. A river that the Stancati named the Bogat and upon which the port city of Fluviului began to take shape.


4375 - In the lands of the Brettoni it is tradition for the mightiest of soldiers and warriors to be equipped by the people of their village so that they can act as chief protectors of their people. The Klad Karu however, have somewhat broken this arrangement. Establishing guard posts throughout the length of the province recently liberated by the Dawi, the tribes of the region have gradually formed around these isolated stone towers and begun taking on the rudiments of farming and tithe. Providing grain to the soldiers of the Klad Karu in exchange for protection.

In time it has become tradition that when members of The Klad Karu have completed their thirty years of service they 'retire' to occupy these guardhouses permanently, sometimes using their wealth and reputation with the dwarves to have walls be built around them to be made a truly fortified strong point. And the small villages slowly growing to become towns and cities as they form around these fortified castles. Which seem to multiply with each passing year in the shadow of the mountains.



4382 - 4389: Confederation on the Reik
A great confederation of the cities along the river Reik forms, with the city of Nuln at its head. Uniting in common cause with their immediate neighbors, they see off dozens of nascent wagons that threaten the strength of their new brothers. With such victories under his belt, Prince Leopold looks both east and west to see if his brothers of ancient fellowship will join his kingdom. And a crown of dwarven make is forged of priceless gromril for the young nation.


4389: The Elves and Dwarves make peace
In a day that few save Frorltoung himself truly saw coming. The dwarves of the Kraz Ankor and the high elves of Ulthuan have made peace. Though thousands of longbeards cry out at giving back the crown they had taken in that ancient war. These are mollified somewhat by the sheer scale of the recompense that the Elves pay. And the ringleader of the dissenters, King Baghar of Angaraz, is forced to eat his words. After stating that he would only come to forgive the Elves if all three crowns of his ancestors were returned to him. Only for that exact act to occur merely a week later.

Though the grumbling has become quieter and leaderless, it is nonetheless still present, as many watch with sharpened axes for when the elgi will prove again that they are not to be trusted.


4391 - 4418: Near a year to the day that peace was signed between The Asur and the Dawi, a great arcane event occurs upon Ulthuan, as the magical island is drained of much of its ambient aetheric energy. An event that throws the isle into disarray as the elves attempt to adjust to their new reality. Many questions are thrown at the Phoenix king about how he allowed this to occur, yet he remains silent. As do the nobles who dwelt in his court on that fateful day, though they claim to simply be unable to recall what occurred that evening. Passing it off as anxiety caused by their new situation. It is noted in whispered voices in palaces far from the phoenix throne that the spate of 'suicides' which occurred in the following few years were suspiciously common around those nobles and their associates who had been present that evening . And that the king, who once balked to wear the crown of Aenarion, now wears it openly and proudly upon his head.


4397 - 4411: The princedoms of Estalia suffer a series of plagues and famines over the decades as sightings of the twisted ratmen are seen skulking throughout the deserted countryside. The situation grows so bad over time that after the city of Tidora is found an empty husk of its former self, the council of notables bring it to the attention of those embassies that now sit only a short walk from the capital. As the Elder races debate the issue however it is Remas who is the one to act. Seeing opportunity where others spy disaster.


4399 - 4405 War of the reik
The Confederation of the Reik extends an offer to join to all those who live upon the great river, and their offer is taken up by many in the west. Yet not by all. The greatest opponents of which are those of the Unbergen tribe, whose city, the Reikfort, stands as the greatest of all those save Nuln which rest upon the river. Though both sides reach out to the dwarves to help mediate the dispute, it soon turns to violence. With the king of the unbergen eventually, after years of brutal fighting, defeated and forced to swear fealty to Nuln before his gods of Taal and Ulric.


4410: The siege of Skavenblight
A full fourteen legions are drawn up within the city of Remas itself and march through the streets in a great show of tilean arms. Included are eight of the legions which had been freshly raised for a very different target. However with stars in their eyes and vengeance in their hearts, the legions exit north out the city gates rather than sailing south. The remans instead making for the blighted marches and dread Skavenblight, the fetid, beating heart of the Skaven Under-Empire.

The council of thirteen having foreseen this coming recalls their agents and armies from Estalia and empties the city of its slaves. Flooding the Marches in their teeming multitudes. The Remans are not the Tileans of old however, scattered and divided, and in disciplined lines they number nearly a hundred thousand strong, garbed in iron and ready for battle. Thus they hold, allowing the panicked, starving slaves to waste themselves on their shield walls. While sartosan slings and dwarven-inspired warmachines pound the Skaven rear lines.

Eventually, the Skaven break and run, returning to their sewers and holes. Then for the first time in many an age Skavenblight itself is set under siege, and balls of flame hurl over the walls into the rotting streets of the Skaven capital. The council of thirteen though had played merely the weakest of their cards. And thirteen nights from when the siege began, Skavenblight opens its gates.

Thousands of gargantuan mutated, skaven-like monsters pour from the city's portals, ravenous after not being fed for the entire duration of the siege thus far, and following behind them come the stormvermin phalanxes. Garbed and armored by the best of Skavenblight smiths. Yet the worst was yet to come, for dozens of warp lightning cannons forged by the mad artisans of clan shrike trundled forward afterward. From which eldritch lightning pours into the reman lines. To their credit, the Remans hold as best they can. But against this tide of the under empire's finest, this is a fight they cannot win. Quintus Venticose, seeing the futility of the fight. Extricated what few legions he could and marched in haste back to the northern city of Bilbao. Behind whose walls he hoped to make a valiant final stand.

The attack he was waiting for did not come, however, save a few thousand opportunists. And by year's end, Quintus is joined by six newly raised legions. Filled with young men who have never lifted a sword in anger. But they will not have to, for the north is quiet, yet full of terrors.


4413: Angaraz relieves the siege of Fluivuli
To the North of Karak Angaraz stands the city of the Stancati, Fluivuli. And over the years it has grown large and prosperous. Its harbors and canals service hundreds of ships and even the occasional dwarf ironclad that passes through their vassals port on the way to visit their cousins. However, it has also grown large enough to attract the attention of the orks of the Drakwald, who poured forth in a tide of green.

The Dwarves of Angaraz, knowing of the oaths that they had made with those on the estuary below readied their throng. But Giles Angar, of the Klad Karu, stayed their hand. This was a human matter, he said to the dwarven king. And it is time that they prove their name and showed the Urk why they were no longer welcome in these lands. So alone, the Klad Karu marched down to the sea, and stood upon the walls of that newly forged city.

Songs would be sung of that day, as the longbowmen of the Klad Karu fired volley after volley into the horde that assailed its walls. Tales would be told of the valiant swordsmen glad in dwarven half-plate who held the northern gate to the last man, killing so many that by the time the last swordsmen fell, the job was done. As Orkish bodies now stood in place of the gate which had once barred entry to the city. And Tapestries would be woven, of knights whose armor gleamed in the light of the sun, swept around the battle, and crashed into the Orks from behind. Cutting them down by the thousand as they fled into the forest. By the time the day ended it is said that one man remained for every two which had marched forth. But if such was the price to pay for honor they said, they would march forth again and again.


4414: The forging of a bond
Prince Leopold eventually turns his eyes southward to the cousins who ventured through the black mountains in ages past. To them, he offers to join the cities that have formed between the two mountain ranges into a single nation and drive back the Orks who have despoiled their ancient homelands. To the Dwarves, however, he also offers an alliance. For with near the whole river Reik under his control and seven of the 13 great tribes who had migrated to their lands in ages past with him. He now felt worthy to extend to the High king such an offer.

The High King, seeing strength, pride, and honor in the humans in the shadows of his mountains. Agrees to Leopolds terms. And relinquishes the vassalage he holds over the humans of the Everpeak foothills, letting them freely rejoin their Northern cousins. Feasts are called across the human realm as word arrives and Leopold is granted the title of King of the Reik by his new ally. Across the Karaz Ankor though, the decision is met with a much more muted reaction. Many are those who see promise in the humans and especially these humans. But many too are those who see the fires of ambition in their new partner's eyes. And they make promises that no matter how friendly their realms become. The bastions that watch the passes to their holds from the human kingdom will remain manned and maintained. for centuries to come.


4414 - 4419: The battle of the peaks
the greenskins come, not in a single wave but in a thousand tiny bands over the course of nearly five years. Forcing the defenders of Karaz a Karak to sharpen their watch and mashal their throngs. But the orks for once in their miserable lives fight with wit and cunning. Laying traps and ambushes throughout the peaks and paths of the worlds edge mountains, rather than besieging or assaulting any hold specifically.

Though the bleeding is slow, it is fatal as over years thousands of dwarves die in burned caravans or succumb to avalanches launched by whooping goblins. Seemingly powerless to deal with the issue, Yarig Frorltounge defers to a council of Thanes to resolve the problem. Who deploy the rangers to the eastern and southern mountains around the everpeak. Eventually locating the lair of the warboss who seems to be launching this attack.

Yarig gathers a mighty throng to take the fight to the Orks who would threaten the heart of the Karaz Ankor. But when he eventually arrives within the valley his prey was hiding in, he finds only a crude sculpture of a dwarf with a spear through his chest. As the goblin led wagghh descends upon the throng from all sides.

The dwarves are pushed hard as avalanches fall upon them and great trees are rolled into the valley where they make their stand before the greenskin tide surges forth to do battle. The battle rages for hours before the dawi finally manage to escape the ambush but when they do, nearly twenty thousand of their number lie slain upon the battlefield and the warlord who launched the attack never tastes the blade of a dwarven axe. The dwarves hang their heads low in shame as they return to Karaz - A - Karak. But of the wagghh that beset them… they are never seen or heard from again.


4420: The...Passing of the King
Yarin Frorltounge sinks into a deep and bitter sadness for years after the battle of the peaks. Being so easily outwitted and outpaced by greenskins weighing upon his mind. Yet it still comes as a shock when one day, tree years after the battle he walks into the council of Elders and informs them of the unthinkable. That he is abdicating Grungis throne and leaving it up to their wisdom to choose his successor. So saying, he leaves the Karak in the shadow of the night. His name never again appearing in the annals of the dwarves.

Though it is said sometimes that an elder, with a great sadness in his eyes and an immense weight upon his shoulders, will arrive from the cold. Only when one of the many holds of the Karaz Ankor experiences a time of great bitterness and strife. He will offer words of sage wisdom and great insight to the bickering parties who will inevitably toast to the others' health by night's end. It is said that on these nights the elder's shoulders will lighten slightly and the faintest trace of a smile will touch his features beneath his silver beard. as a shame of enormous burden is lifted from his shoulders. If only for an evening.
This will be added to every turn of the campaign



4421: The lost invasion of Araby
The Emperor of Remas, bitter in regards to his failure to rid the world of the fetid tumour that is Skavenblight, turns his attention down south, to the coasts of Araby. Sending a vast fleet of triremes on a mission of conquest against a far less capable opponent. In the hope that the resources of Araby will give his successors the means to achieve that grand and ancient ambition of the Tileans where he had failed. Or at least that is the reasoning he gives to his countrymen.

Alas for the Reman ambitions, a vast storm sweeps into the black gulf as they are mid-way through their journey. Overturning dozens of ships with their full complement of men and scattering the rest across the seas. The admiral of the largest group of ships that survives elects to return home instead. Realizing that to push onwards would be the height of folly.


4423 - 4453: The Great purge
The Dawi of The Karaz Ankor march to war in a way not seen since the elder days. With Runic weapons and allies, they carve their way through an enormous portion of the old world. High King Erbor, overseeing the culling of millions of greenskins in exchange for so very few of their own. Ultimately, laying claim to a vast region of the old world for themselves. At least, so goes the plan, until they can find stewards who would be suitable governors of the lands they have claimed.


4424 - 4456: The Skaven War
Thirteen times thirteen months after the attack on Skavenblight, the Skaven complete their preparations for revenge. And on one twisted night when the green moon hangs high in the sky. Thousands upon thousands of Skaven rise up throughout the cities of the Reman Empire. Having dug tunnels and cities beneath the empire over hundreds of years. The city guards attempt to hold, but they are swiftly overrun as they are completely unprepared for the foe they face.

All available legions save those guarding the northern border are recalled back to the cities and bitter street fighting ensues. Hundreds of thousands die on both sides as bodies pile up in the street. And the grand imperial palace at the heart of Remas's empire is placed under siege more than a dozen times over the years. Only to be relieved again and again by valiant charges of the legions.

Days turn to weeks, which turn to months and eventually years, as the grinding war of attrition continues. Eventually, though, individual cities manage to purge their sewers of the infestations that nest there and are able to move to help their brethren. Ultimately leading to a final cataclysmic battle for the heart of the city of Remas itself.

Though the empire is saved from this catastrophe, it is sorely battered, and it will be some time before the emperors eyes look further afield.


4427 The battle of the Wuppertal Hills
With the dwarves clearing out vast areas of land surrounding the confederation. King Dinwall attempts to redress the wrong that the confederation suffered when their kinsmen among the Brigundians rejected their offers of confederation. Electing to solve this issue at the point of the sword, he martials his levies, and calls his chariots, spearmen, and horsemen to the fore in order to conquer the upstarts who had rejected his predecessors.

His hopes are quashed however when after several quick and successful sieges, he finds a unified Brigundian army waiting for him among the hills of Wuppertal. Though he outnumbers the Brigundians, he hesitates to attack. For they have anchored their flank upon an ancient stone castle that has watched these parts for centuries. And his chariots would prove useless upon the sharp rises and falls of the hills. In his arrogance though, he declares that he will see the Brigundians humbled here or he would die upon the field. An oath he saw through as his defeated army carries his remains back to Nuln.

In his wake, he leaves the newly forged kingdom of Brigundy, who seeing how long they would likely last against a strong confederacy, look to the north with avaricious eyes to find the strength to resist their adversaries.


4431: Along the southern coast of their peninsula, the Dwarves of Kraka Drak have interacted with the Norsii tribes for generations. Though never before have their minds turned to how those tribes could potentially be helpful beyond trading for fish or pelts, to their own safety in these mountains. Hundreds of dwarves go out to the various tribes who fish and hunt to survive in the harsh northern landscape. And to a select few of these tribes, instruction is given in regards to smithing and construction. As well as pointers in regards to sustainable aquaculture and animal husbandry. A process that took some time to be accepted, but eventually saw the population of these selected tribes explode over the course of several decades. Solidifying their hold over the lands they had claimed.

Claims that were upheld by the king of Kraka Drak who extended his hand in friendship toward those tribes he considered good and trustworthy.


4432: Karak Kadrin fights an extended battle with an Orkish Waagghh attempting to push down the pass. The battle rages long and hard as they fight to protect the three great runelords of Karak Kadrin. Who work feverishly with knowledge taken from the frame of the Gronti Duraz to restore the ancient mechanism of Grimnirs third axe. Such great personages call for a suitably grand escort and the runelords are safely evacuated from the site of the great powered blades, but not before twenty thousand Dawi are slain in a relief mission to extricate them.


4435: The dwarves of Kraka Drak report that the chaos dwarves have stepped up their naval efforts and that their own attempts at interdiction, funded only by their few holds, are sorely inadequate. With their small flotilla of steamships bound to its harbour lest they risk their own destruction. Now chaos dwarf convoys sail by on a nearly weekly basis, sailing just out of range of Kraka Draks formidable defenses, and openly flaunting their power as they trade with tribes all along Norscas coast.


4443 - 4455: Within the lands of the Brettoni, a change has come about. One of the counts of the land named Lyonesse began a series of conquests against his neighbors. Having gathered the loyalty of nearly two thousand of the discharged Klad Karu who had recently returned from campaign. WIth these dread veterans of wars greater than any of his neighbors could easily grasp. He moved from castle to castle, town to town, and crushed all those who would rise up to oppose him. Naming himself duke of Lyonesse by the end of his campaigns. A realm that was swift to offer its protection to those around it. An offer (wisely) not taken up by its immediate neighbors. But which was accepted by those counts of southern Bordeleaux , who considered themselves too distant to be absorbed into this new realm.

A thought that was proven false as once invited in. The veterans of those Orkish wars were extremely difficult to get rid of, and the coercive power that they wielded was enough to push those feudal rulers ever closer into the realm of Lyonesse. Until by the end of the second decade of the arrangement, where despite being officially independent, all knew to whom Bordeleaux actually answered.


4449 - 4452: The Brigundians move north against the cities of the Asoborn. Quickly dismantling the small leagues that rise up to oppose them. The irony that they are seeking safety from the confederation by invading their neighbors is not lost upon the young kingdom. But such is mostly noted by those with a particularly sardonic sense of humor. To all others, it is little more than one of the harsh realities of the world they dwell within.


4453: Karak Izor suffers a probing attack from the Skaven. Likely attempting to pin down the Dawi so that the dwarves cannot assist the Remans in their plight. The battle lasts merely 6 hours but its fury is immense and over four thousand of the Dawi lose their lives before the throng is able to properly gather and shove the interlopers from their halls.


4457: The Purge of the Drakwald and meetings with Lauralorn
With a new heir to the Reik came a new sense of priorities. And now bolstered by veterans of the dwarves campaigns against the orks, he turns his gaze to the north rather than the east. And asks his soldiers for one last push to see the entire land of the twelve tribes freed from the greenskins.

So once again the army moves and strikes against their true foes. The geenskins of the drakwald. Long and hard is the conflict and in one battle on the fens only slightly north of the Reik, the army comes within moments of destruction. Only to be saved as their courage failed them by a band of elves emerging from the forest. Garbed in the ancient armor and weapons of a war lost long ago, they stride into the battle with a fury matched only by the high throng of the dwarves. Routing the orks with the might of an elder race.

When the battle is finally over. The young human king Freighard, meets with the king of Tor Lithanel, Curuzel. Eventually agreeing that the elves would march with the humans to liberate this land of the greenskins, so long as their own territory within "Larelorn Forest" is respected by the humans who would call the remaining realm their home.


4458: The Great hold of Vlag finally finishes the construction of a series of runic reinforcements upon its, walls and battlements, as well as the depths of its mines. In addition to the weapons of the high throng, which were replaced by those received as tribute from the Asur. Gifts that its king is humbled to receive from the high king, but knows is necessary to resist the forces that have been levied against the hold of High pass. And especially considering the increasing interests their fallen kin have in the area.


4459: On the western edges of the darklands, a massive crouched shephard moves from cave to cave. His dwindling heard of great beasts following him as he seeks a home not occupied by the ravenous hordes that saw him cast down from his heights oh so long ago. Climbing a nearby peak, he spots several great mounts where he could make a home. But only a few were occupied by those with which he would want to make a deal. Those 'Dawi' whose dark kin he had fled from and hunted in turn for centuries. Only a few he imagines, as he effortlessly lifts a gun large enough that most would mount it on ships. could offer him protection in exchange for what he could give in return.




4462 - The wild hunt rides forth:
The beastly god of the forest elves has ridden forth with thousands of his most able followers behind him. Culling orkish host after orkish host in a flurry of gore-soaked violence which few of any race could hope to equal. Bowstrings sing and swords flash as the seemingly tireless and endlessly bloodthirsty Orion culls hundreds of thousands of Orks over the course of a season. So savage is his bloodletting that by the end of the cull not one in a hundred of the grobi who once called this region home remain. Those few human tribes who had managed to hide away from the marauding wagghhs and dodge the attention of Orion and his kin cautiously raise their head after the elves return to their wood. Quickly spreading to reclaim the dominion they once had in the shadow of the grey mountains.


4464 - 4492: The castle wars
Over the course of thirty years, a throng of the Karaz Ankor gradually extends layer after layer of potent dwarven fortifications into the countryside to the west of Angaraz. Pushing back the orks back through a tide of stone and concrete. Until eventually the orks are pushed out of the realm entirely. Having never really noticed that they were under true attack at all.


4465 Mousillon forms.
Surrounded to the north and south by those who swore themselves to Lyonesse, few gave the counts of Mousillon much of a chance to see out the century. Indeed when war did eventually come to the land of a thousand gardens, Dozens of counts fell to those veterans of the Klad Karu. Who now, by tradition, formed the vanguard of the Lyonesse army. Sweeping through dozens of castles and forts until they eventually came to Mousillon. That ancient elven city of glittering spires and high walls. Here, the Lyonesse found themselves stifled. Their ballistas and onagers, proving little effective against those walls that had withstood dwarven arms for decades at a time.

But the pride of the Grand Duke was great, and rather than submitting to the indignity of a siege. He, leading the charge, ordered an assault upon the walls. The army swelled forward, and like waves breaking against white cliffs, they shattered against the gleaming walls. The defenders reaping a terrible price against those who would assail their fortress. Twice more would the Lyonesse launch their assaults, and each time they pressed closer and closer to victory, as their exhausted enemy was slowly ground down just as that self-same tide can wear down even the mightiest cliff face. Even if for every one of them that fell so did five of the enemy army.

In the last days of the siege, however, the last of the knights of Mousillon formed up, barely more than a hundred heavy cavalry based upon the Klad Karu style. But each was vengeful and determined as a dwarf who has been deeply wronged. So when the fourth wave gathered and were committed to the assault, the gates were opened and the knights charged forth in all the pageantry that Mousillon could still muster. and they rode for the grand dukes banner, merely several hundred metres from the wall and they rode for death, or glory.

Those guarding their lord made a valiant stand as the hammer of armoured horseflesh and lances struck home. But they could not hope to withstand the pent up fury of those they had assailed for weeks on end. Within minutes, the head of the grand duke was lifted into the air by his killer, and cheering erupted from the battlements. While among the soldiery of Lyonesse, despair sunk into their bones. Those peasant levies which formed the majority of the Lyonesse army began to break and crack. Hundreds and then thousands beginning to stream north to get away from these demigods of battle.

Only those veterans of the Orkish war maintained their discipline. But numbering only several hundred, they had no hope to salvage the battle. Thus they formed a wall of steel between them and their fleeing fellows and repulsed charge after charge of the knights, until finally, they managed to withdraw into the northern plains and slink back home.

In the aftermath, the viscount of Mousillon would hunt down and slaughter the few garrison forces that remained in their stolen castles, handing them over in turn to the knights who had so valiantly defended their home. In the end, the twenty-seven of those knights who eventually survived the whole campaign of reconquest would form the round table. The masters of Mousillon, who answer to no one but the one to whom they also give council, the newly ascended duke.


4468 - 4499: The Withdrawal of Remas
Following the invasion of the ratmen, Remas entered into a period of isolation, as they busy themselves repairing and restoring the damage that befell their empire, while also repopulating the entire region after two of every five people who once lived in that nation fell to the fury of the wronged thaggoriki. Remas looks to the north with fearful eyes as they find their hubris shattered upon mountains of their own dead. the phrase memento mori comes into frequent use and is used to chastise those who would attempt to seek that which is beyond their reach.


4470 - 4490 The tribesmen of Couronne have held to their ways stubbornly in the face of increasing adversity, With the Stancati beginning to bite at the fringes of their territory to the east and the ascendant Lyonesse to the west. Still, they have stuck to the ways that they have always known. Their farming till now has always been rudimentary and traditional. While their ways of fighting remained the same as they had been centuries ago. But the flow of ideas is uncontestable over the course of human generations. And slowly what was once utterly forbidden, becomes conceivable and finally accepted. To the point that cities and castles now dot the hills and rivers of that fertile land. And the men at arms that they use to fight in their wars could be considered near equals to those of their neighbours.


4473: Deep within the halls of Barak Varr a runelord has become inspired. Dromon Granitebeard has, working over the centuries, with new knowledge and skills learnt from forging the fortifications of Vlag and even working upon the rune weapons that the high throng has turned those skills toward a new kind of rune. Those of the naval cannon.

Working upon a titanic weapon once mounted as the heaviest cannon upon the Grimazul Gronti. He has spent nearly a quarter of his life refining and preparing for striking the runes upon this masterpiece, as well as the speacialised ammunition it would bear. Eventually, on a dark night filled with thunder and lightning, the runelord brings forth one of the two anvils of doom that Barak Varr still possesses, and sets up upon the greatest peak of the holds nearby mountain range.

Here he waits and works as he pulls the lighting of the sky into the anvil itself. To begin inscribing HIS master rune into the thick black steel of that titanic cannon. Requiring the steadiest of hands and the charge of a full lightning storm, he etches the rune deep into the skin of the cannon, imbibing it with the power to fire bolts to the very edge of the horizon and with a speed that not even elves could follow.

Finally, the work is complete, and the runic arrays of hardening and true sight seem uncorrupted by their new and mighty neighbour that pulses with the power embedded into it. He then sets about teaching his three apprentices the methods to be used in order to create these incredible weapons


4476 - 4493: Across the whole of the Karaz Ankor there has been a notable reduction in the number of skaven assaults over the last several years, to the point where rather than the endless series of battles and ambushes which normally marks the war for the deeps. It seems to become almost dull, with major battles occurring every few months rather than every few weeks. Though counterattacking does show the Skaven have still maintained and kept manned the defences. As only a couple of their fetid warrens fall to costly Dawi counterattack over the period of their withdrawal.

Eventually, after more than a dozen years, the tunnels return to being that maze of darkness and danger, just as teeming with rats as they have ever been. But the ironbreakers are thankful for the brief respite nonetheless. Even if they do grumble about the lack of experience the beardlings have had.


4477: After a series of great battles during which the grobi are gradually driven back from the frozen provinces to the north, great trains of civilians make the trans-continental trip to eventually arrive in their new home. Tens of thousands perish upon the journey to their new home as they are ravaged by orks, beastmen and simply privation. However, when they eventually arrive it would be hard to say that they were overjoyed with the vast tundra plains that greetthem.

They had been adequately prepared however by the dwarves who funded their expedition. And wearing thick coats of fur, they set about creating several towns in the region which would hopefully grow into large and proud cities a task in which they were not considered entirely inadequate by the observing Dawi. Indeed towards the end of their first decade, a grand council is held to determine exactly how they are to be ruled. Ultimately deciding that a similar process to their cousins to the south would be appropriate, where a ruling prince would be elected by the cities that they ruled over. Thus was the principality of Kaltnord founded. A name chosen with the same dry and dark humour for which their people would eventually be famed.


4479: The Estalians are a peaceful sort, who in general turn up their nose at unnecessary conflict. (They have enough of that in the palace of princes) However, this does not preclude a penchant for colonisation. And though no official attempt was ever made, and outside of adventurous nobles, very little active effort was committed from any portion of the actual government of Estalia. They have gradually colonised the region of Carcassonne. Who though they speak with a strange manner, and wear truly base fashion, they are now considered an integral part of the Estalian Nation.

The uproar from many of the counts and dukes of the Brettoni has been incredible at this announcement. But with their army so mauled by conflict with Mousillon, the greatest of the rulers, that of Lyonesse, can do little but issue viscous protests. The settlers themselves fail to see the issue, the vast majority of people in the region are of Estalian origin and have lived here for generations. What does it matter that the Brettoni used to live here after all. There was another tribe here before them and before that likely another, what claim, they say, do the Bettoni have over that of say, the Asur, who dwelled in these lands before any humans made it their home.


4483: The eyes of Grungi open
All along the portion of the silver pass that Karaz A Karak controls, runelords and runesmiths have been hard at work. With intuition and knowledge gleaned from their work on that ancient golem of Dawi make. They have managed to understand the sensors that it used to perceive the world around it. Hideously complicated and limited in the colour spectrums that it can see. The runelords have nevertheless found similarities in ancient runic workings found throughout the silver pass, all linked to a room of clear quartz crystal sheets within the deepest halls of the Everpeak. Through which the operators of those quartz panes can see through the sensors of these "watchposts"

Years of effort goes into restoring these connections and reactivating those which had simply fallen silent over the years, until the connection is re-activated and the eyes of grungi open to perceive the world once more. Giving the Dawi of the Everpeak sight of every single activity which takes place around that great mountain. And giving the grobi no place to hide where the Dawi would not be able to find them.

The second discovery was that of the ramp which leads up to the great doors of that ancient hold. Whose motive runic works allow the great shelves and pathways to either sink into the ground or into the mountain itself which it has been placed alongside. Meaning that if a hoard wished to attack the Everpeak, they would have to find their way to and then up one of the highest peaks of the worlds edge mountains. Having to battle the elements for days to even get to the point where they first meet the first Az of the Dawi.


4485: Throughout the years, as the dwarven is assembled and then moves toward Uzuluk. The fire dwarves have been active themselves. Forcing thousands of Hobgoblin wolf riders into the mountains to the west of the chaos dwarf port. Mountains which the hobgoblins have made their own. Taking tens of thousands of human slaves from the land that they have been forced to colonise and sending them east to the city from which they came.


4487: A shephard finds a home
A giant claiming to be one of the eldest living beings ever recorded walks up to the gates of the Everpeak. Identifying himself as Vantigon Ol Xedock Nil, he names himself the last of the sky titans. A primordial race of craftsmen and flesh-shapers who once dwelled at the very heights of the mountains of Mourne, before the ogre hordes slaughtered his solitary people. Now he seeks sanctuary and to build a palace atop the Everpeak to make his new home. And in exchange for the dwarves defending him, he offers his skills as a shepherd and crafter of creatures. Eventually, High king Erbor and Vantigon compromise, and the sky titan will make his palace upon Karag Gar, a neighboring guardian peak of Karaz - A - Karak.


4493: Beneath the ice at either side of peak pass have lain two enormous sheets of steel, reinforced by enormously potent rune work throughout their entire frame. Over a hundred metres tall and multiple metres thick, they are decorated in the style of the ancient and famed axes of Grimnir. Legends as well as several ancient dwarven documents state that these, powered by the currents of energy running through the core of the planet, would rise up and block access from either side of the world's edge mountains.

In time, however, the great keys that were required to activate these workings were lost, broken or stolen and have remained so to this day. Despite many raids and adventures in the quest to find them. That is until this day. The high runelord of Karak Kadrin has spent the better part of his life studying the activation mechanisms for the axes of Grimnir, and spent a vast amount of energy and material in learning how to craft the precise and secure runic algorithms to unlock the secrets of the gate. Finally upon his ninth attempt. The failsafes, do not lock him out, the passcodes are accepted. And with a heave of strength, the key that is the size of a greatsword, turns within the lock.

The ground trembles and quakes as upon the eastern side of the pass, the massive gromril-reinforced blade smashes through centuries of buildup of snow, ice and rock. Causing avalanches to be heard from miles around. Yhetees roar into the sky and greenskin tribes emerge from the darklands to see what has occurred. Only to find an enormous metal blade blocking the only major access point onto peak pass. The pass will open, the gates seem to say, only when the slayer king wishes it and will close when he demands it.


4492: Nine tolls in the night
Some great magical occurrence has occurred south of the Everpeak as Sakhmet surpasses Neru in the night sky. One which was felt by nearly every runelord as far away as Karak Hirn. and also supposedly felt by the elven traders currently making birth in Barak Varr. eight tolls sound throughout the aether like the ringing of an enormous bell, one after another, each toll coming faster than the last. Until the last two occur merely two dozen minutes apart from each other. The currents of the Aether seem to cool for some time before a ninth bell rings greater than any which had come before, whose reverberations are felt as far as ulthuan. Where Bel-Khordranis is said to frown in confusion and perhaps a hint of fear. Then the toll fades, leaving the aether quiet, and as still as the grave.


4495: The Karaz Ankor blockade Uzkulak
A grand armada of more than eighty ships ventures forth from Barak Varr, leaving only the formidable fleet of that city within the black gulf. And they make their way north, first stopping in Lyonesse before making final port in Kraka Drak. Here they now lie in wait and begin ambushing those ships of the Dawi Zharr who emerge from that city. Effectively placing the entire empire of the chaos dwarves under blockade.


4499:The battle for the isle.
North of Uthuan, three black arks gather, with the largest, the "Veil of midnight" being one of the original keeps that split off from the shores of Nagarythe so many years ago. A vast fleet of pirates and corsairs come with them as they sail for the blighted isle, seeking perhaps the shrine of Khaine which lies at its heart.

Coming to meet them is the Hydra fleet, the premier force in all Ulthuans navies and captained by her most fearsome admiral. Reinforced by elements of the east and west fleet, as well as bearing dozens of the dragons of Caledor. They rush to intercept the dark elven armada. Though unfortunately, they have not the time to prepare one of the irreplaceable dragon ships. One of the only vessels capable of bringing down a black ark on its own.

The battle is long and terrible. As eldritch beasts of the blackest abyss war with the dragons of Caledor. While hundreds of ships move and dart between the three massive structures that bear down upon Ulthuans navy. Seemingly unchallengeable by the hydra fleet. Their massive stone hides bear arrow fire, catapults and bolt throwers as well as any fortress of elven make which sits on proper stone rather than the ocean. Running out of options. The Asur admiral resort to an unsubtle and costly strategy. boarding dozens of complements of the sea guard upon the walls of the arks. Whose walls are suppressed with Dragonfire as the boarders are given every chance to make it upon the Ark proper. Once aboard the arks walls, the Asur warriors begin to push their way onto the vast palaces of despair.

Thousands of Asur give their lives in this way as whatever fell dreadlord commands the Veil realizes that he doesn't have the numbers to contest the endless stream of warriors the hydra fleet places upon his fortress. So in increasing panic and desperation, he begins withdrawing north from the battle. His companion's forces coming alongside as each is locked in combat with thousands of Ulthuans greatest warriors upon their vessels. Warriors who Ulthuan would have to abandon to their deaths as the corsair fleet left behind by their guiding fortresses continues to fight against the nearly expended Asur fleet, until as evening breaks both withdraw into the coming night.

As the hydra fleet limps home, its complement of ships and soldiers needing thorough reinforcement and repair. The dragon fleet's commander is tapped to move north. With the hopes that the far smaller armada will be able to cover for its much larger cousin while the druchii also lick their wounds.



4502: The SIlver Age is declared.
Erbor Steelarm declares a new age of the Dawi now that they have recovered at least in part from the damage wrought upon them by the time of woes. Celebrations echo across the empire though longbeards grumble as they look deep into the lorebooks of the glories of the golden age if perhaps these announcements of a "Silver Age" are somewhat premature.


4504 - 4531: Kaltnord gradually extends south, displacing those tribes which have lived there for generations or absorbing them as brute labour for the growing towns. The vast wave of settlement is made haphazard and hazardous by the great number of terrible beasts that dwell within the frozen north, however, Kaltnords dedication to the task could little be called into question and within only a scant few decades border towns and crossings are established with their cousins in the northeast most regions of Reikland. Even if vast tracks of land within their supposed territory could scarcely be called inhabited


4505 - 4537: The Anvils of Doom are reforged
A great host of the Dawi marched forth from Karaz - A - Karak, with the runelords stating that enough of their lore has been recovered that they believe they can restore the mighty anvils of Doom. Potent artifacts that multiply the abilities of runelords far beyond their mortal limits. However, to do so they must be forged within the voltaic inferno at the heart of Thunder Mountain.

The battles, deeds, triumphs, and disasters that occurred within the heart of that soot choked volcano are near too numerous to describe, with the Dawi at great cost even managing to evict the great drake Azorgorgon from his lair after he was awoken by a slayer that chose a beast great enough to have grimnir grant him his doom.

Yet when the blooded, wounded and depleted throng finally returns from the molten heart of the volcano, they do so in victory. For in the carts that they pull at the center of their soot-covered throng sit dozens of anvils, the contained power within near bursting to be used upon the Dawi's enemies. With the full complement of each hold now restored (including those fallen holds) the cult of Thugni lifts many of the restrictions, they had placed upon the anvil's use. Allowing the full might of runecraft to again follow the Dawi into their battles against their many foes.


4507: while searching for the location of a new potential hold prospectors come across a huge deposit of gromril in a vast crater at the foot of a mountain. Congregating quickly, the prospectors strike two more gromril veins and multiple of lesser metals. The location of the new hold is confirmed as soon as the High King Hears the news and he dispatches dozens of "colony ships" to settle the site of "Karak Akrak".


4509: In a campaign of lightning conquest the dukedom of Couronee has formed with lord Robesper Le'paur crowning himself duke soon after. He finds himself in great difficulty however, as those he conquered are restless beneath his rule. Finally, he submits himself to Dwarven judgment to be determined worthy of his new crown. The king of Angaraz after months of deliberations charges him with a mighty task to test his worth. If he can prove himself as a true protector of the people and not merely a greedy tyrant, Angaraz will grant the young lord a crown and title worthy of the deed. Finding the lands of his birth without any truly mighty foes to oppose or destroy, Robesper instead sails to the north with his best companions to find and slay those who would threaten the world of men.


4509: A force of chaos warriors land on the northern edges of Norsca, they, armed with the best weapons of Chaos Dawi make assailed Krakka Drak for several months. Eventually fended off through a combination of the Norse dwarves stalwart defense and the navies of the Ankor annihilating the stream of incoming refugees. They nonetheless managed to do substantial damage to our northern kin


4514: The Norscan rebellion
It was near inevitable in the eyes of the Norse dwarves that they would struggle to maintain their hold upon the Norsii who developed and multiplied beneath the Dawi's watchful gaze. For how could any nation rule another which outnumbered them more than ten to one. At least, they said, looking to the east, without embracing the darkest parts of their natures.

So when many of the Norssi chafed at the constraints the Dawi had placed upon them and the most aggrieved by dwarvish overlordship marched to the gates of Kraka Drak. Harold Alrikson was shocked that his arrival and declarations seemed nearly anticipated by the great king of Kraka Drak

"Yours are the way of Stone" He said "and we are of the Sea. We cannot sit and be fixed as you and yours are."

"Then go as the Sea commands you." Returned the Great Dwarf King, "And if the currents of your fate bring you back to my halls, know that you will be welcome in peace. Fare you well Manlings."

So it was that the friendship between their realms has been preserved, Even if perhaps it were not in the manner that Kraka Drak would most desire.


4511: Legate Martella Lucherell leads a campaign against the Orks of the coastal badlands. Wresting from them a thin stretch of coastline from the Varenka hills to the Dragonback mountains, an effort for which she is rewarded sainthood a decade after her death. Supporting her came fully half the throng of Barak Varr, marking the first time the Dawi and Remans have fought together in any significant way for the duration of the young empires existence


4511 - 4531: The absorption of Carcassone and the nearly half again growth of the nation has brought with it a series of growing pains. The estalians bicker and argue with their so-called cousins and the mansion of magistrates is gridlocked in determining what they will do in the face of the growing Lyonesse threat. With such pandemonium within the halls, Magritta is largely still upon the international stage save for the defensive alliance that they forge with the Dukedom of Mousillon in the face of Brettonian posturing.


4514: Duke Leopold of Oswin
A band of several dozen dawi transporting a sizable quantity of silver was attacked only several dozen miles to the west of Karak Kadrin by a band of 'outlaws'. Several years of investigations by reckoners have found substantive evidence that the ultimate culprit is likely Duke Leopold of Oswin. The greatest landowner in the Margarvirate short of the Margrave himself. However, without the strongest of evidence, the ruler of the human realm is unwilling to act against those that have taken Dawi lives. Of course, such a grave offense against the laws of hospitality cannot go unresolved, and a grudge has been levied against the vassal kingdom until the perpetrator or his heirs have been appropriately punished. Where appropriate is considered as requiring the bladed edge of an az.

(+1 shame until resolved)


4515 - 4537 The 'rule' of Freidrick Wissenoft
For the first time, a truly disastrous leader has been voted by the princes of Reikland to serve as their King. Freidrick Wissenoft spends his days largely tending to his gardens and menagerie of beasts that have been gathered from across the Reiks vast territories and beyond. Sparing only an hour or two each day to the actual affairs of the state he supposedly rules.

Rumour has it that he wasn't even aware of the Ostmarks rebellion until nearly a month had already passed and haphazard responses had already gone out to try (and fail) to put down the vainglorious Reiksgovernor who declared his kings distant rule forfeit. The other princes of the empire increasingly realized the error that they had made and though they enjoyed the benefits of a disinterested king, a collapsing Reik was not to their interests. Thus they gathered a mismatched force to put down the rebellion without the permission of their supposed ruler.

Alas that their efforts were too little too late, for the errant Reiksgovernor had mustered his defenses to the west, against the hosts of Reikland. Leaving the fallen hold of Karak Ungol all the opportunity the craven grobi desired, who descend upon the Ostmark in a storm of grobi flesh beyond all counting. The disintegrating mark lasts for little more than a few months before the army of the princes comes to find their prize a ruin beyond all saving, and they must content themselves with preventing the green tide from spreading further into the Reik.


4517: After nearly a decade of absence Robesper Le'paur returns from his great crest upon a longship of Norsecan design. The ship itself is something else though, for it has seeming been crafted of a great red Drake. The sails of the vessel are crafted from the beast's wings while its enormous scales coat the ship like a kind of armor. The head of the beast itself has been used to frm the figurehead of the vessel and its gaping maw terrifies more than one child at the harbor it sails into. Near immediately Le'paur makes his way to Karak Angaraz and tells the story of his adventures to the holds king and thanes. Where he describes him and his knightly companions journeying throughout Norca, slaying trolls, dire wolves and even a manticore, however none they believed would truly demonstate their skill and honor until they came across the tribes of the Wyldsh. Who though numerous were ruled over by a great red drake that extorted harsh tribute from the humans. Le'paur and his knights though, challenged the drake, and though many lost their lives to its great strength and terrible flames. Eventually, Le'paurs lance found purchase in the heart of the beast and it fell silent at last.

So thankful tells Le'paur were the Wyldsh that they immediately fell to their knees and rebuked the false four idols which they had hoped would eventually deliver them a reprieve, and instead sought a new leader for their tribes. Thus the Wyldsh crowned te duke their king, and swore to join their realm to his.

The King of Angaraz though perhaps dubious of some of the specific claims that Le'paur makes holds that indeed a great deed was done, and after confirming the duke of his title, he also awards the now mature man the title of dragonslayer and has his greatest smiths forge a crown worthy of such a name and its accompanying deed.


4521 The city of Al Rahid has grown in prominence over the last several generations. Its primary claim to fame being that the Tomb King of Zandri has conceded his right to ownership of the city as its construction dates to after his own time. Though not perfect protection, the most dominant tomb king of Zandri has changed several times over the last several millennia after all. It has been enough for Al Rahid to flood with merchants, traders and refugees who like all in eastern Araby constantly worry that one day the desiccated hosts would come to topple their proud cities.

This growth and wealth has allowed Al Rahid to bind those cities around it ever closer with commercial ties becoming stronger and stronger between those lesser cities and their soon-to-be master. Until eventually the defacto relationship became de-jure and the reigning sultan was acknowledged as the ruler of the easternmost Arabyan realms.

The Sultans attempt to then expand his hold further west has been rebuffed however, the arabyans are not a warlike people outside of the tribes of the outer dunes or the corsairs of the seas. and the militia and feudal levies that Al-Rahid could call upon were repulsed as they splashed against the city walls of their countrymen. This has only delayed the Sultans ambition however and already his vizier has turned those of a mystical persuasion to crafting efrite demi-legions to serve as the backbone of their armies if mortal men prove insufficient.


4519 Within the council of kingdoms a throne of marble carved into the likeness of the base of a flowering tree has been placed. And every year one of Laualorns' wardens sits upon the amber throne. In addition, within the expansive embassy grounds that has developed over the century, a small copse of forestry has emerged out of which streaks a single ivory tower of singular beauty. Representative of Tor Lithanel which dwells within the heartland of that great wood in the distant north.


4521: When one looks upon the Norsecan cities of Svarlhome and Djorisford it is shocking to think that less than a century ago their ancestors were scraping out a meager existence as mammoth hunters and primitive fishermen. Now their longships prowl the sea of claws in great numbers. As beloved in the cities of Reikland as trading vessels as they are hated and feared as reavers by the far more exposed fishing villages. Still, thanks to Dawi tutelage those of the latter kind have gradually become rarer and rarer as time has moved onwards. The increasing commercial bonds between those Norsecan cities and the Reik causing crackdowns on those who would damage such a blossoming relationship. With the most egregious offenders being exiled to the east to join their more warlike and less… settled, brethren.


4527: Night of crooked knives
A night of butchery is had in the varied citadels or Tor Elyr as dozens or hundreds (the count is never finalized) of druchii assassins unveil themselves and begin murdering the upper echelons of that great city. though the greatest damage is dealt on the first night, the last of the killings only finally conclude at least a month later, leaving the nobility of Ellyrion utterly shattered. Investigations found no evidence that the assassins were hidden among any of the known pleasure cults (and they were very thorough) and no Drucci ship has managed to make port in any kingdom save Naggaryth in decades. So how they actually came to be in one of the inner kingdoms remains a mystery.


4531: The Battle Of Crooked Fang
For the first time since the high throng was forged by Bardin Hardaxe, it tastes defeat. WIth the Greenskins of troll country able to withstand the might of the Dawi by hiding behind the inhospitable terrain of that far northern realm. A mighty battle is fought where hundreds of thousands of orks fall. However, there are endless more where they came from, and come the second day of battle the Dawi are forced to bloodily withdraw from their campaign. Leaving half a dozen members of the high throng to go slayer in shame and thanks to their centuries of experience, being some of the most capable examples of their kind in recent memory.


4532: Above the great mines that have been forged at its base, a Karak has grown to match the scale of the prospectors find. Named Karak Akrak for the luck that brought the Karaz Ankor the first great gromril mines it has seen in millennia, it stands as a tribute to the growing union between the Dawi and their northern cousins. For near a third of those that settle within its halls are of the northern kindred, who have marked their influence throughout all the statuary and even the structure of the young hold.


4535: The great drake Azorgorgon has been evicted from his lair in Thunder mountain. Alas, he does seem particularly embittered by his method of awakening and has instead found a new lair somewhere within the mountains between Zhufbar and the Everpeak. From which he raids the passess seemingly endlessly. A series of atrocities and crimes that Erbor writes within the Dammoz Kron and swears that he will not allow to go unavenged

(+1 Shame until avenged)


4538: An attack apparently long in the planning. It seems that those sworn to Zharr Nagrund have created a hidden port somewhere in the far frozen north. For in hindsight it is obvious what has occurred. Every few years they would sail west with a fleet of great enough size that the Dawi would deem it too risky to face them. In a season or two, these ships would return a few ships less than they were last time. Perhaps some of these were actually losses but it is clear that those were not the majority.

In the cold light of dawn, a fleet emerges into the patrol routes of the Northern fleet and begins annihilating the far-flung escorts guarding the vast northern stretches of Norscan coast. It is only some time later that the Dawi even notice their ships silently going missing and they gather the full might of both the high and north fleet to scare off the Dawi Zharr as has happened several times over the past few decades.

This time, however, as the combined fleets move to attack, the Dawi Zharr do not back off. In fact, they steam directly towards the ships coming to face them. Releasing dozens of sea monsters from their holds, eerily reminiscent of those the Druchii supposedly make use of. Great leviathans of the sea and deepwater hydras wreak havoc among the dawi fleet even before the black-hulled vessels move to engage those garbed in gromril plated silver. Within half an hour though, the fleets have stabilized into great parallel firing lines and numbers begin to tell against the chaos dwarves. Even as their daemon weapons and sea beasts cause calamity upon the vessels of those faithful to the ancestor gods, only for the observation balloon hanging above the Grimazul Gronti III to report smoke coming from the eastern seas. As a second fleet sworn to Uzkuluk crests the horizon.

Immediately the dwarven admiral realizes the trap that he is caught between and orders the fleets to disperse. The high fleet will sail north while paradoxically the North fleet will sail south and hug the coastline. Both forces hoping to evade the pincer which is rapidly closing upon them. Alas that the Dawi Zharr seemed almost prepared for this and they allow the High fleet to withdraw while their armada begins to collapse on the Norsecan Northern shore.

Little can be done to save the Dawi of the Northern Fleet and the crews of the balloons report the slow dismemberment of their cousins, who end up beaching themselves upon the rocky shoreline and using their ships' mighty armored hulls as makeshift fortresses to attempt a final doomed defense. Three days after the High fleet limps into the port of Kraka Drak, smoke is seen rising to the west and the fleet of Uzkulak begins blockading the dragon port. Allowing no ships in or out of its fortified harbor.
 
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Resolved Grudges

Long ago, during the war of the beard. The king of Karak Vlag wielded an axe of incredible potency. However, he fell in battle against the high elves and the axe of stars was lost forever. Or so it was thought. The city of Brazev, east of the vaults have an eerily similar axe upon its coat of arms, which is a copy of the one which their ruler wields in battle. After allowing an examination from the reckoners, there can be no mistake. A petty lord of the Stancati wields the axe of stars. However, the man is unwilling to give it up, and the king of Vlag, especially considering the recent tribulations in his realm has requested that the high king do all in his power to return the axe to its rightful owners.

+1 shame until grudge is resolved

- Considered completed when you have taken back the axe of the stars
+1 shame until resolved

For generations of their short-lived lives the so called arabyans have been harassing the shipping between Barak Varr and Tilea, as well as other arabyan city states. Now that the Karaz Ankor is whole once more we can show the humans that unless they pay in gold for the dwarven blood they have spilt and ships they have sunk, they will pay us back in kind.
- Considered completed when either 6 gold has been paid back or 6 gold has been looted from their wrecked cities.
+1 shame until avenged or resolved

The small city of bilbao in southern Tilea has recently ordered their city walls to be built and expanded by the artisans of Karak Izor. The dwarvern artisans completed the work after having received half of the alotted payment. However now the Tileans will not provide payment upon completion, believing that their newfound dwarvern walls will protect them from the dwarves who have not ventured forth en masse from the Karaz Ancor in nearly a millenia. As they will not make the payment of Izors king who has brought this to your attention, perhaps it is time to remind the Tileans why their cities are built over elgi ruins.

- Considered completed when either 2 gold has been paid back or 2 gold has been looted from their wrecked city, and their walls torn down around them.
+1 shame until avenged or resolved
 
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[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king

not enough dwarf warrior king quests, most start off as something else
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king

A standing army controlled by the High King recruited from the entire Karaz Ankor would be a radical shift in Dwarf society and would allow us to do a lot to relieve pressure on faltering holds in a way that just building the underway over to them or the like wouldn't be able to.
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king

We'll have another king by the time the Empire forms, humanity may be useful soon, but right now we need to recover a handful of places
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king
 
Hey, Lonkas who holds regions 50, 76, and 77 in the modern map? The former is close to tribal human in color but is much lighter and the latter two are close to civilized human in color but is darker.
 
Hey, Lonkas who holds regions 50, 76, and 77 in the modern map? The former is close to tribal human in color but is much lighter and the latter two are close to civilized human in color but is darker.

Ah my apologies, 50 is Neferata, the vampire queen once of Lamia, while 76 and 77 are held by tomb kings but the shading is just what i have used for mountains when you cannot see who actually holds the territory. (in the modern one you cannot see who owns anything beyond provinces adjacent to your own)
 
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[X] Gurdok Granitehelm: - For many years Gurdok has walked the mountain ways between the long-separated dwarven realms. Learning of the ways they have come to differ over millennia of separation. In addition to this though, he has also walked upon the streets of Lecce and other cities on the Tilean peninsula, and sees great hope in making ties with the up and coming race of humanity, who could help to keep the lowlands between mountains free of greenskin taint.
 
[X] Bardin Hardaxe: - A veteran of the wars against Waagghh Beardburner. Bardin Hardaxe knows the ways of both the Skaven and the greenskins and advocates for the reconquest of Karak Lhune to regain access to its great stores of gromril lost centuries ago to the cursed Thaggoriki. In addition, he has suggested a surprisingly radical step of the creating an elite and permanent dwarven throng funded from the coffers of the high king
 
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