@Lonkas will we get some warning that the Norsii are developing into city states? Cause ideally we'd like to help the tribes that appreciate the dwarves get ahead and shift the developing culture more towards our alignment but idk if that's below or above the level of abstraction for this quest.
 
@Lonkas will we get some warning that the Norsii are developing into city states? Cause ideally we'd like to help the tribes that appreciate the dwarves get ahead and shift the developing culture more towards our alignment but idk if that's below or above the level of abstraction for this quest.
Much like how i have informed you guys whenever a brettonian province civilizes, you will hear if the Norsii do.
 
Can you please expound any on what makes Elder rune equipment different from the normal kind @Lonkas ?
I'll explain these both narratively and how i would implement such things as rules in Warhammer fantasy (7th ed)

There are four ties of runic equipment in my mind. supplemental, runic and elder runic and masterpieces. I'll explain what supplemental and masterpieces are but they arnt particularly relevant to this quest.

supplemental, - a dwarf has come to a runelord with a significant sum of money and asks him to add a rune to his ancestral rune axe. The Runelord agrees and adds a rune of sharpness or a rune of smiting. This would translate to maybe giving the armour piercing(1) rule or at its best would provide +1 strenght to the wielder. But at this scale that does little.

Runic equipment. These arcane artifacts are pretty much as potent as can be made with the runes without drawing upon an outside energy source. Imbued with runes to make the dwarf quick, stronger and tougher. As well as runes that allow the armour to resist blows that would sheer through anything short of gromril plate. On the Warhammer fantasy gameboard, this would be listed as providing the unit +1 strength, +1 toughness, +1 initiative and a 2+ armour save to an infantry unit.

Elder runic equipment. This is getting to the point where other races save perhaps high elves look upon these weapons in awe. But so potent are they that they require runic power in order to be able to act anywhere ner their maximum potency. These weapons are also at the point where their effects are visible to the human eye as more than simply runic glowing. Lighting crackles at the tips of hammers and armour almost seems to pulse with the wielders movements. This is essentially dwarven power armour and power weapons. They would provide something along the lines of +2 strength, +2 toughness, +1 movement, +1 Weapon skill, and provide a 1+ armour save.

Masterpieces - not all runic weapons of such calibre require such power and runelords know how to imbue such capabilities into their weapons. The problem is that such weapons take decades or centuries to make even a single one, so the dwarven masters who make them are likely to only produce a single one their entire lives. These will never have a mechanical effect on gameplay but this basically the equipment that your thanes and lords can take into battle, not as standard equipment but as a prized family heirloom. Though I created a table of runic skill to show pretty much what the Lords of the Ankor have available to them

What runelords would consider being a worthy crowning achievement of their life.
Runic skill 1 - These "masterpieces" would only be slightly better than base runic equipment
Runic skill 2 - These masterpieces would be slightly worse than elder runic equipment
Runic skill 3 - Things are getting slightly more esoteric, we start finding equipment that can call down lightning like Mjolnir and hit with the strength of a bolt thrower (yes i am basically saying that marvel Asgard is effectively at runic level 3 (or maybe 4 depending on potency of those blasts))
Runic skill 4 - Truly potent weapons are being created. The equivalent of Runefangs are occasionally being created in your runelords forges. weapons that can pass through armour like a hot knife through butter. Or armour that makes you nigh-invulnerable to all magical attacks.
Runic skill 5 - Weapons like Ghal maraz become possible. Though are no means easy. Perhaps two or three weapons of equivalent capability would be crafted each century and would bankrupt smaller human realms. At the same time though, perhaps a dozen or two runefang equivalents would also be forged in that time
 
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A lot to unpack from that, thank you, but first:

These will never have a mechanical effect on gameplay but this basically the equipment that your thanes and lords can take into battle, not as standard equipment but as a prized family heirloom.
Is there any reason than to create a Masterpiece beyond, say, a gift to smooth diplomatic options as Ghal Maraz and the Runefangs were in the broader sense?

Or are the Masterpieces referenced different from the ones referenced in the "create Masterpiece" action for individual Holds?
 
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A lot to unpack from that, thank you, but first:


Is there any reason than to create a Masterpiece beyond, say, a gift to smooth diplomatic options as Ghal Maraz and the Runefangs were in the broader sense?

Or are the Masterpieces referenced different from the ones referenced in the "create Masterpiece" action for individual Holds?
You could likely do something along those lines as a diplomatic action. Having your best rune lord craft a masterpiece for another nation to reduce the dc of negotiations succeeding. At the cost that you increase the dc of runic works for the following turn by 1

a holds masterpiece is smething like the axes of grimnir or the eyes of grungi, vast pieces of infrastructure that give tangible benefit to the holds
 
You could likely do something along those lines as a diplomatic action. Having your best rune lord craft a masterpiece for another nation to reduce the dc of negotiations succeeding. At the cost that you increase the dc of runic works for the following turn by 1

a holds masterpiece is smething like the axes of grimnir or the eyes of grungi, vast pieces of infrastructure that give tangible benefit to the holds
So in the context of this quest most personal Masterpieces aren't up to us.
 
Huh maybe im just blind, but thanks.
Could you maybe explain the last battle again, ive read through the thread but something is bothering me about it, Orks: 12(Battle tab)+4(Dice)=16 Dwarfs: 7(Battle Tab)+2(Leadership)+1(Bardin Wisdom)+2(Tech)+3(Elder Runes)+2(Dice)=17 right?
Dwarfs: 3 (Quality) + 3 (Equipment) + 3 (Elder Runes) + 2 (King) + 2 (Tech) + 2 (Dice) + 1 (Book) = 16
Orks: 9 (Quantity) + 4 (Dice) + 2 (Quality) + 1 (Equipment) = 16

Was the result. I would like to note that if we had 85k troops rather than 84k we would have won.
 
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Has anyone brought up the fact that Caledor would have made the Phoenix Crown BEFORE the Vortex was made?

@Lonkas
Where exactly is "Iron Peak"? The only reference I've found to it is a name for Karak Azul.
 
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Sea Spray and Cold Stone
Sea Spray And Cold Stone



Excerpt from the book 'Of the Norsii Tribes and the Krakka Drakk Dawi' by Ingolf Verdman of the Empire of the Reik.



It is said that in the elder days of the Norsii, the mountain dwellers came amongst them. Where once before they held limited trade of fish and meat and fur for craft, weapon, and wealth the stout folk had decided to take the Norsii into their own. Over generations, ever short as the summer months in that harsh realm, the bearded kin taught the tribes how best to harness those short times of growth to foster crops to feed their people. They taught the Norsii how to heat the earth itself so that metal ores might pour forth and be crafted into tool, armor, and blade. The art of skjald and song, the epic and the woven tale, all these things in more were brought to the Norsii for them to learn as they were inclined.



Even in the tales of the pantheons of the Norsii the Dwarves and their own gods saw prominence.

In the legends of the goddess Nehallennia, the crimson tressed deity of travel and trade, it is said that She bartered and bargained for three summers for the knowledge of crafting to bring back to Her people, so that the Norsii tribes could sail the seas with Longships much as the Dawi used. She learned the art of the sail and sale, what is the value of a thing and how to avoid being cheated, how to find your way on the open sea when there is nought but water, cloud, sun, moons, and stars to guide you.


More Morgrim would have taught Her, but in Nehallennia's passion for learning she found herself heeding the words of a sea gull, who spoke to Her of hidden treasures that she could find and bring to her people alone. It guided to Her to a trove of riches and scrolls, of items that shimmered with unnatural light and books that held wisdom of ages long before. The winged beast whispered to Her that all this could be Hers and Hers alone, that She need not share it with anyone...but Nehallennia's gratitude towards Morgrim was too great and She brought many of the treasures to Him. Morgrim was no fool, and just as the Seagull feared, saw the through the twisted glamour of the Enemy and shattering the false gifts for the dross they were.

Nehallennia wept at the near harm She'd brought on Her beloved teacher, and swore She meant only to repay Him. Morgrim did not Grudge Her gratitude, but decreed that because She had ignored prior warnings of His not to listen to the Seagull, that He could no longer remain Her instructor. It was with heavy heart that Nehallennia was asked to leave, for Morgrim had seen that in His desire to impart knowledge, He had left the lessons of wisdom too late. So it was that student and teacher would part, the Ancestor God to continue to shape the future of His people, and the Traveling Goddess to sojourn for the future of Her own. It is said She searches still, and whenever She thinks that She has found something, she returns to Morgrim's domain, so share news of the world and stories of Her travels.

Kothar, crafter of metal and magic and god of wisdom, studied under Grungi and Thorgrim both so that He might not only bring the art of metal shaping to His people, but to bring the concept of runes to them. Not those of the Dawi, for they were sacred knowledge that would work only for their own people, but Kothar was known as the 'Deft-and-Clever' for a reason. He sought out the shapes and songs that would help the Norsii master the Winds of Magic to their own use, and soon the Norsii would bear the Runes of Kothar upon their greatest works.

The Ancestor Gods Grungi and Thorgrim grumbled and shook their beards, calling the Runes of Kothar rushed and short living, but Kothar merely said that suited Him fine. 'Let your runes suit your people, and my runes to mine. I seek not to supplant your arts, but teach my people how to fashion such things themselves so they might grow on their own.' He said. Long did Grungi and Thorgrim ruminate, and though Kothar had indeed learned from them, but the Runes He had made were no dwarvish thing, and so He was not a thief, merely impatient and foolhardy as often were the Gods of Mankind to Their eyes.

Kothar accepted Their ruling, and left Their halls to take the crafts he had earned to the Norsii along with the lesson that what may work for some is ill for others, that each tool should be used to the task it is suited.

Ulliir, fell hunter and stalker god of the shadows, was said to have challenged the Ancestor God Gazul to a contest of skill. Whomever could slay the greatest monster in the space of a year would be dubbed the greatest hunter between them. Gazul agreed to this with good humor and soon slew a fell drake that had become Corrupted by the green Moon's light, that preyed upon the Dragon Mount, and called it good. Uliir, incensed at the idea of being shown up in His own challenge, sought out a mighty sea serpent that plagued the Sea of Claws, killing fishermen and their prey both. But its hide was armored and it's breadth deep, it's breath a fetid thing that spread plague and disease wherever it spewed it. Despite his best efforts and cunning aim, Ulliir's arrows proved insufficient for the task, merely provoking the beast to attack the village that Ulliir meant to protect in recompense for the monster's ire.

Yet the village was saved, not by man or God...but by Ancestor God, for Gazul had seen in his wisdom that Ulliir's impatience and hastiness would spell the doom of his people and so had journeyed to stop the beast. When it was slain, and Ulliir knelt in shame of his failure, Gazul did place the geas upon him to ever hunt for the souls of his dead, to guide them into the afterlife if they should fall where the other gods of the Norsii could not find them. So it became that Ulliir is not only the god of Hunters and Monster Slayers, but of the lost and lonely dead, ever charged to look after his people and guide their souls to the halls of the other gods.

The Norsii still tell the story of Tyr, god of Battle, Justice, and Leaders, and his battle with The Hound. The Hound was a terrible beast, red as blood and mad with the desire for it. Long had it hunted the Norsii people, many of their kin across the mountains falling prey to it and leaving offerings in vain to sate its bloodlust. Tyr sought out the beast and for many moons did they battle, neither one winning over the other, for even as the Hound was stronger and faster, Tyr's twin blades were able to cut and keep the fiend at bay. Yet even Gods may tire, and so it was that Tyr's blades flagged, and His left hand was caught in the maw of the beast.

The Ancestor God Grimnir came upon this stalemate, the Hound unable to finish off Tyr without letting him go free, and Tyr unable to finish the blow without His second blade. Grimnir offered to be that second blade, but warned that should He interfere, Tyr's hand would be lost in the Hound's death throws. Tyr decreed that it was better he lose a hand in sacrifice for the safety of his people, than to let the Hound free to harm them further. This oath of self-Sacrifice pleased the slayer god and together they cut down the Hound, it's unnatural form fading into the mist from which all fell things come. Tyr thanked Grimnir for His aid, but worried at the loss of His hand, for without it Tyr could not fight at His full strength, and His people would be vulnerable.

Grimnir could see Tyr's concern for His people, and taught the God the art of the Shield Wall, which served the dwarvish people. "One Dawi or One man, even gods such as we, may fall. But together they can face far greater foes." And with the aid of His nephew Morgrim did Grimnir fashion a shield for Tyr, before heading off to face the Hound, the Serpent, the Seagull, and the BlueRinged Kraken. These things and more did Tyr bring to the Norsii people, the lesson that together they were stronger than alone, and that to fight to protect your kin is the highest calling...but even the most holy can drown in battle when they struggle for too long.



But to all things there is a price, and the Dwarves required the sworn allegiance of the Norsii in return for their aid in raising the Men and Women of Norsca beyond their primitive days. "Great is the knowledge we offer you and yours, so it must be until we are sure that you are ready to use it that we will guide you as we would our own. We will not burden you greatly, but sworn oaths and sworn shields shall be the recompense we require ." The chiefs and shamans of the tribes them swore these oaths eagerly, for the dwarves of 'Krakka Drakk' or the Dragon Mount in the tongues of man, were a strong and wise people.

So for many years did the tribes grow under the shadows of the mountain, spreading further along the coast and the fjords as their numbers grew in strength and skill, guided as promised by the Dwarves who saw potential in their people. There was peace between the tribes and the citied people to the south as well, many ships traveling back and forth to trade as warriors trained and skirmished with each other under the watchful gaze of the Dawi, who sought to ensure that there was no great strife between the Norsii tribes.

Yet this very peace is what paved the way for the times ahead, for the Norsii were a wild and fierce people of the sea. To them was the desire to fight, explore, trade, and reave. To them their gods bequeathed a deep wanderlust and desire to forge their own path in the currents Midgard's oceans. Like their gods, the Norsii people soon chafed under the rule of Krakka Drakk, and may chiefs whispered that their ancestors did not know what they had agreed to generations ago when they had bent knee to the Mountainfolk. They claimed that the ways of the Dwarf were not those of the Norsii, that their best warriors were growing soft as those of the south, that until the Norsii shook off the dwarvish yoke they could never be free.

Sixty chiefs gathered in a great hall, to discuss the matter. Twenty five left soon after, refusing to break their bonds with the teachers of their ancestors. Ten more left soon after, as while they were willing to seek freedom, they were not willing to war with the Dwarves, merely swearing not to aid them in turn. Twenty five tribes remained, each agreeing to send two thousand warriors to the potential battle. For many this was all their warriors they could spare and more beside, but such was their dedication to their path they were willing to risk all.

The host gathered and the Dwarves, warned by their allies amongst the Norsii tribes, did not attack the coming army. Instead, the Great King stood alone in front of his gates and asked the chiefs their grievance. The chiefs swore they did not wish to shed blood, that they still remembered with thanks the aid the dwarves had granted their people, but also they swore that if the Great King did not grant them freedom from servitude to the Dragon Mount that the Norsii people gathered would fight for said freedom. "Yours are the way of Stone, 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 the Great King of Krakka Drakk left the gathered host, now free, on his doorstep. The vassalage of the Norsii tribes was done, and without bloodshed, though some that hated serving the dwarves tried to urge their fellows on.
It is said that to this day the Norsii people remain deeply divided on this matter. Some see it as a needed event, that they had to break free to grow into their own. Others claim it was folly, that those who had rebelled did so out of pride and arrogance. Each tribe has its own thoughts on the matter, as while this was the greatest act of unity for the Norsii tribes, it was also the last. To this day, the tribes remain as separate from each other as they are now from the Dwarves that aided them...







================================================================



First Omake of the quest, hope people like.

I wanted to show that while the people of the Not!Empire got along very well with the dwarves and as such had a great deal of incorporation of the Dwarvish culture and Pantheon into their own, with the Norsii it's a bit more...at odds. The Norsii gods (who i based on actual deities with changes :p ) did learn from the Ancestor gods, but as we can see, either they had to part ways because of the differing natures or because of their conflicting duties. Allies and friends yes, but also veeerry different, thus showing the culture clash between the Norsii and Norscan dawi in their mythology.

I figured the biggest thing that could be passed down was the cultural and religious defenses against the chaos gods, with each having a critter that would fit but be different. With Khorne its still the hound, as that is suitably beastial and savage when abused.

Tzeentch is the Seagull, covetous and greedy, verminous and nasty. The Raven would be Ulliir's beasty and a keeper of the souls of the dead.

Nurgle, the sea serpent, a nod to the World Serpent and its poisoned breath.

For Slaanesh...yeah i went with the crab cause of the daemonettes and their claws, I didn't have any better ideas I admit it! :p
Slaanesh is now a Kraken Sized blue ringed octopus cause...yeah >.>


@Lonkas if possible I'd like this +1 if it merits it to go to any future attempts to uplift the Norsii to civilized and making sure the tribes that like the dwarves end up being the dominant culture for them.
 
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It's not some coordinated effort to raid and ravage the south across all of the former Kraka Drak vassals. It's a bunch of young men who are buddies from this tribe or that settlement who have a Longship and weapons who go out adventuring. And the average undefended fishing village on the coast is a relatively soft target with decent rewards to go raid.
 
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Sea Spray And Cold Stone


@Lonkas if possible I'd like this +1 if it merits it to go to any future attempts to uplift the Norsii to civilized and making sure the tribes that like the dwarves end up being the dominant culture for them.


This goes above and beyond my best hopes for omakes from my work. And you have my deepest thanks for the addition to the world's canon.

However in terme of your reward I will give you two options.

First is what you have requested. That you will receive a + 1 to further uplifting the Norscans.

The second option is that for those two provinces I will roll whether they civilise here and now in front of the thread (it's a 1/3 chance). And I will provide a re-roll for both attempts.

Even if both fail though, those who like the dwarves will definately be favoured over time through the trade links they still maintain and the protection that the men of stone still provide to those who kept the faith.
 

Yey, i wasn't sure about some of the mythology bits and had to rewrite a few sections but I'm glad i came out well.

for sleanesh how about otters they get to a lot

I like otters too much to connect them with Slaanesh plus they don't really fit with lust, depravity, obsession, and so on. Crabs at least superficially fit with the claw thing and the shiny shells too.

It's not some coordinated effort to raid and ravage the south across all of the former Kraka Drak vassals. It's a bunch of young men who are buddies from this tribe or that settlement who have a Longship and weapons who go out adventuring. And the average undefeated fishing village on the coast is a relatively soft target with decent rewards to go raid

Pretty much, it's mainly rhetoric and also it comes down to tech and numbers. It's one thing to raid, even in force, it's another to wage a campaign of conquest and *keep* what you take.


Yey, glad you think so, anything particular stand out?

This goes above and beyond my best hopes for omakes from my work. And you have my deepest thanks for the addition to the world's canon.

Huzzah! Very glad to hear and happy to contribute, with luck this won't be the only one to be written :3

However in terme of your reward I will give you two options.

Oh no, the dreaded choice

First is what you have requested. That you will receive a + 1 to further uplifting the Norscans.

Uh huh...aaaand?

The second option is that for those two provinces I will roll whether they civilise here and now in front of the thread (it's a 1/3 chance). And I will provide a re-roll for both attempts.

Even if both fail though, those who like the dwarves will definately be favoured over time through the trade links they still maintain and the protection that the men of stone still provide to those who kept the faith.

Ooooooh, you are evil sir, veddy evil...cause yeah, this is extremely tempting. At the very least it will ensure that 107 and 116 will end up Dwarvish allies...What does everyone else think?
 
Could be interesting either way. Both have pros and cons. But you put in the effort, go with what you want is my take on it.

I'm not gonna condemn you if you go for rolls and it comes up foul, though. It's your reward your choice.
 
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I like otters too much to connect them with Slaanesh plus they don't really fit with lust, depravity, obsession, and so on. Crabs at least superficially fit with the claw thing and the shiny shells too.
Dolphins. Gang rape* and bullying of other species even to the point of death for no reason related to their survival are relatively common among them to my knowledge.

*Sensitive content. Probably should have thought about that before posting this.
 
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