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Besieging the Black Crag (Campaign Results Turn 1) New
At long last, picks and hammers chisel their way through the ancient stonework of the great cistern which once watered the Dwarfs of Karak Drazh, and into its depths pour the rangers. Swiftly, quietly, they make their way upwards to the lids of the great containers, up stairway upon stairway of slick stone, polished smooth by thousands of years of water. Here, the rangers seal all entryways they can, fortifying them and soundproofing them as best as can be done, so that the great roaring and whooshing of the trains does not intrigue those who battle within the depths of the hold.

As hours and then days pass, however, no warhorns are raised, and stonemasons by the hundred begin flooding into the ancient vessels—widening the steps and roughening them so that hundreds of feet may march upon them with none to fall before their appointed meeting with Gazul is reached. At the base of the shafts, tracks are emplaced and all the necessities of a supply station for the Dawi are put in place. Blacksmiths are established, larders are created, and gunpowder stashes are built, before finally the brewery is erected within the depths, to muted cheers by the onlookers.

Then the army begins to march in—tens of thousands of shod feet, walking for the first time into the hallowed halls of this ancient hold of the Dawi, locked under the oppressive rule of the greenskin, and potentially, should they fail, the Liche Lord, Nagash himself. All would rather see the hold itself destroyed than see it fall into the hands of the creature whose grudges number higher than all save for those totaled by Caledor the Second and Malekith himself.

Then, with the mighty host assembled—with more than a hundred thousand Dwarfs, and not a small number of Umgi as well—the blasting charges are set upon the ancient and northernmost walls of the cistern. With a thunderous roar, the Urk are notified that the Dawi are here to reclaim their ancient birthright, as hundreds of the war golems of Dawi design stride out from the still-dissipating explosion, blades gleaming in the torchlight and thunderous booms echoing throughout the chamber as dozens of great guns, far too large for any Dawi to carry, fire into the gloom. Behind this metal wall comes another, as the High Throng charges forth, vengeful oaths streaming from their lips as they water the gardens of the northern galleries with the blood of the Urk.

What followed could more rightly be referred to as a massacre than a battle, as no battle line was ever able to be formally constructed by the Urk. Like metal pouring into a mold, the tide of Dawi spread out to fill all the recesses of the northern galleries. Mushroom farms were put to the torch, and squig ranches were butchered and slaughtered. Only on occasion was local resistance great enough to stall the streaming Dawi advance, as here and there local bosses managed to take control of the chaos and gather their boys into knots of a thousand or two. These were swiftly dealt with by the thanes that Glorin oversaw, his steady hand guiding the machinations from afar.


But still, casualties mounted—as ever they must—for here or there, Dawi or Umgi fell to brutish axe or grobi knives. Eventually, though, word reached deeper into the deeps, and with an enthusiasm for battle unmatched by any civilized race, those Orcs who had been fighting Nagash's legions instead found a more interesting foe and marched to the sound of the guns.


Glorin had expected this, however, and beneath his glowering gaze, the Dawi war machine turned. His instructions had been clear: the passages between the galleries were to be seized with haste, and all Urk structures were to be torn down—or repurposed, if need be—for the inevitable Urkish strike. Thus, demolition teams were deployed en masse.


And on the third day of the charge, as the call to Waaagh! echoed through the deeps, the great mass of charging Urk found themselves face-to-face with nearly sixty guns—and between them, a solid core of the Oathsworn, the High Throng, and the Throng of Vengeance, plus support from the regular throngs, barring their path.


Thoroughly bruised by the first massed display of cannon-fire in the history of the Karak, the Urk withdrew, their cries of "Cheating stunties!" echoing through the passageways.

In the eastern portions of their advance, however, Rangers began pouring in, reporting of Ork boys fleeing toward them rather than away. But here again, the hand of Glorin could be felt. Troops who had led the charge on the first and second day of the invasion had now been rested and refreshed as others took over their portions of the assault. And now, just as the advance approached the known lines of conflict between Urk and Undead, this refreshed group rejoined the fray.


Thus it was, as the first bone legions of Nagash arrived in formation—greenskins fleeing in their wake—they encountered not the disorganized remnants they may have expected, but a wall of steel and gromril awaiting them. Just as the skeletal ranks were about to break contact, those walls of steel opened, revealing Runic Destroyers packed to the brim with blasting powder who, with no vitals to pierce, plunged deep into the oncoming tide of armored bone.


Then, in a series of titanic eruptions, the cavern was lit in tones of red, yellow, and orange while a wave of heat singed the beards of those who were too close to the erupting inferno. So when the forces of the High King again lowered their shields from their eyes, they saw little before them but the shattered remains of thousands of skeletal warriors—only a few scattered remnants able to so much as stand upon their legs.


The sweep forward from there was more of a foregone conclusion. Even as more skeletons were brought forth from other fronts, little could be done in the moment to undo their crushing defeat here—only delaying actions and harrying attacks remained. Melchior, seemingly having decided to all but abandon the area, was found to have pulled back his forces instead. As the Dawi finished sweeping the Bankers' District, it became clear that the vampire had chosen to create a far firmer line of defense within the Industrial Districts, rather than throw good bone after bad against a well-prepared Dawi war machine.





To His Majesty, High King Glorin of the Karaz Ankor, Keeper of the Ancestral Oaths, Lord of the Saraeluii,

It is with measured satisfaction that I convey tidings of our continued successes in the prosecution of our shared campaign. The efforts to intercept and unravel the designs of our enemies have borne fruit.

While the humans you have assigned to our vanguard are, by temperament and refinement, a trying presence, I must concede they perform their martial duties with a diligence commendable for their kind. Crude, yes, but not wholly incapable.

Whilst aloft upon the wing, I espied a host of the restless dead—numbering no fewer than twenty-four thousand—marching with grim purpose to reinforce their cursed kin. Their column bore signs of prior conflict, having evidently endured the attentions of the Malavodri's brutish cousins ere they met with our blades.

The foe was commanded by some manner of blood-soaked wretch—no doubt a creature of necromantic pedigree—whose ambitions met their conclusion within the gullet of Deathfang, who deigned to grace the field with his wrath. The ensuing engagement, bolstered by our arts arcane and the might of the ancient wyrm, unfolded as one would expect. Though the dead held cohesion for a time, their end was ever assured.

Timely compensation is, of course, customary. Yet I note, with no small appreciation, that the Dawi have ever honored their commitments in such matters, and thus I speak not from mistrust, but tradition.

I remain, in victory and vigilance,

Prince Anhaldis, Heir of the Silver Spires, Voice of Ulthuan in Exile, Twice-Favoured of Hoeth
 
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More a "it's a translation thing". Dwarfs don't like other people using Khazalid without permission.

Either way, some very crushing victories for us. Excellent news and an auspicious start to the campaign.
 
Fortify our gains for one turn and then do a double whammy through both secret passages?
we might want to make it look like we're setting up a standoff at the border between 4 and 5, make a lot of racket outside, and then strike by surprise from 5 to 2 through the secret passage.
That would be a massive blow to the undead, and might even result in Melkhior not being able to flee... the Zombie Dragon should lose Deathfang, if prince Anhaldis can keep Melkhior at bay for long enough.
 
So right now we got 14 and 5, we going royal quarters or are we sandwiching 2 with the outside force?

Not unknown to the Dawi, several great grudges have been levied at the vampire over the centuries, with him plundering minor holds — even as recently as a couple of centuries ago — in search of victims for his foul deeds. And his mastery of his fell arts, indeed, seems unparalleled except for Nagash himself, and perhaps the she-beast that resides in the Silver Pinnacle. His war, as far as we can tell, has for decades been a grinding affair, but aside from a recent setback, it has accelerated shockingly fast. This corresponds with a much heavier guard being placed upon the gateway (2), where the vampire has established his main base. Though many dwarfs were lost in the process, an observation was made of a recently erected great pillar, crackling with energies, whose construction has seen Melkhior's powers increase tremendously—raising and restoring armies as swiftly as they fall, and allowing him to make gains once again after the Grobi were able to strike at his rear.

Royal quarters have a relatively limited number of very high quality troops (through Black Orc looting of various dwarf relics) that cannot replenish their numbers easily, while 2 is the main base of the Nagash forces and contains what looks like an absolutely critical piece of infrastructure for Melkhior.

Taking the area and destroying the pillar is likely to be really hard, but it is also likely to dramatically reduce the amount of attrition experienced at the hands of the undead, considering that it is reported that the vamp is raising and restoring armies almost in real time. That's a biggie.
 
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What is the khazalid name for world's edge mountain? I know the the Eltharin name pretty much translates into the world's edge mountain but interested to see etymology of the reikspiel name.
 
Local dragon attracted to moody rebels against authority.

You think you can do My Chemical Romance songs on a harp?
 
Besieging the Black Crag (Campaign Turn 2) New
A satisfied, Glorin stood high above the great galleries, an alcove where the names of both male and female dwarfen names spoke of a far brighter time than its present dissolution. his gaze hardens as he cast it over the expanse of reclaimed stone and bloodied corridors. The victory had been hard-won—glorious, yes, but not absolute. There had been a chance, a fleeting one, to break the enemy utterly to press onward even further than they had. But such would be foolishness, a gain unlooked for would be great, but it would present as many obstacles as opportunities. Yet even in this our of triumph, a solemn air carries over him and his fellows, as the names of the fallen number in the thousands, now etched with solemn care into the great Oathstone that would one day stand in the heart of Drazh's audience chamber.

There, in cold runes and eternal stone, would be remembered the Dawi who gave their lives. And beside them, the humans and even the Asur, whose sacrifices had helped ensure that the sons and daughters of Drazh might once again call this place home.

The ground gained was undeniable, the momentum real. But Glorin knew the tides of war well. The element of surprise was spent, the wealth of preparation exhausted. No longer could he muster such vast numbers upon a single front. The tunnels were too narrow, the resources too thin. The days of sweeping hammerblows were behind them.

What remained now was strategy. Precision. Judgement. The next moves would require more than strength—they would demand wisdom.

And so Glorin turned from the heights, his thoughts heavy, but his resolve unshaken. The Dawi had retuned again to the mountain and if it were in his power, he would not willingly see them leave again.

Forces Available

NameDescriptionMiscNumbersCasualties
Glorin Azulthrong, High King of the Karaz AnkorThe High King, his hammerer bodyguard and Bolghruki if possibleTakes very effective command wherever he is1k
The High ThrongExtremely high quality, gromril armoured dwarfen warriorsElder Runic Equipment10k300
The Throng of VengeanceExtremely high quality, very well armoured dwarfen warriorsRunic Equipment10k300
The Throngs of The AnkorGood quality Dwarfen soldiery,Enhanced Equipment, will be repleneshd largely from the Everpeak and Varr for this campaign150k2.4k
Runic DestroyersRunic-mechanical death golems4 charges800200
The Klad KaruExtremely high quality human soldiers, focus on cavalryRunic Equipment10k400
The DawrgarazelExtremely high quality human soldiers, focus on firearms and siegebreakingRunic Equipment10k400
The Stancati DawrswornVery high quality human soldiers20k
Reikland DienstmenGood quality human SoldieryMust be used on the surface50k600
Various Adventurersmixed (averaging below average) human soldiery10k
The Company of Prince AnhaldisAn elven princelings expeditionary forceMore effective on the surface, 2 uses1ka few
The RatcatchersGood quality human Soldiery (maybe some very few skaven)Can fight underground without penalty14k1k
The Restless of WulfrickGood quality human Soldiery Norscan adventurersEvery time they participate in battle they replenish 1000 soldiers15k
The Flames of old RahidGood quality human Soldiery Arabyan death seekers, led be EfreetEfreet may be expended for one destroyer charge, Are superior undead fighters15k600

Campaigning options

Campaigns last 1 week

you have 10 supplies available

All forces unallocated will be focussed on defending your territory

To the Temple.
Cross the no-mans land of your own creation and carry forward into the marshalling district and finally onto the avenue of the ancestors. Here to claim the temple of Gazul, so that he may lend his might to the conquest of so ancient and stories a hold.

[ ] What forces do you send on this battle? (Max 50000)​


[ ] Straight to the Top
drive upwards through the heavily fortified royal avenue into the ancient heart of the old Karak. Then, capturing the ancient audience hall of the King of Drazh, we can choose if we wish to continue onward to the waystone, the treasury or the heart of the hold where the story of Drazh first took shape.

[ ] What forces do you send in this battle? (Max 50000)
Should your breach the audience hall do you continue onwards pick any combination of the below, forces will be split evenly
[ ] The Treasury (17)
[ ] The Royal Chambers [16]
[ ] The waystone [18]
[ ] Hold and dig in (Mutually exclusive with all others)​




[ ] Straight to the Top (from the rear)
drive upwards into the ancient heart of the old Karak via the secret aqueduct that your rangers revealed to you. Giving you access to the ancient tombs that have been so defiled by their current black orc overlords. Hopefully taking them by surprise. From there It is a matter to choose only to press onward to the Treasury and royal residence itself or to stay our hand

[ ] What forces do you send in this battle? (Max 50000)
Should you breach the ancient tombs do you continue onwards?
[ ] The Treasury (17)
[ ] The Royal Chambers [16]
[ ] Hold and dig in (Mutually exclusive with all others)​


[ ] Into The Thunderdome
With the banking district now in your hands a plunge can be made into the hotly contested industrial heart of the old Karak. Joining and trying to take advantage of the ongoing free for all battle between the three sides presently engaged

[ ] What forces do you send in this battle? (Max 50000)
Once you breach into the old residences, where will you go further? Directly to the Mines
[ ] Southern residences (3)
[ ] South western Industry (6)
[ ] North western Industry (9)
[ ] Eastern residences (11)
[ ] Hold and dig in​



[ ] Destroy the Monolith (We take that and this is all ours, Charge!)
With a secret passage known only to us, we can go directly to the undead heart of Melkhiors operation. Hopefully catching the Vampire completely unaware and allowing us to ither destroy him for good, or push him away from the great Pylon that seems to be granting him the impossible powers he has presently been utilizing. Allowing us to assault the entryways unfortified rear if possible.

[ ] What forces do you send in this battle? (Max 50000)
[ ] Do you choose to press onward to the outer pass, the formal passage through which one would travel to get to the Karak?​




[ ] Force the Gate.
The gate stands heavily fortified, lined with undead fortresses against potential greenskin raiding. However we are not to be kept from our ancient home, we will reclaim our hold step by bloody step mutually exclusive with Besiege the gate
[ ] What forces do you send on this battle? (Max 150000)​



[ ] Besiege the gate
Prevent the armies of Nagash from entering into the hold, surround the fortresses and stop any attempt by the undead to receive more troops from outside the fortress. We will by no means be able to strave them out. But their supplies and reinforcements can be stemmed. Mutually exclusive with Force the Gate.
[ ] What forces do you send on this battle? (Max 150000)​



[ ] Inderdict the legions
Send forth an army into the stretch of a few dozen miles between Kazakh Drazh and The Queen of the Silver Depths currently held by Nagash. From which his forces currently stream to reinforce his forces in the conquest he has embarked upon. Make death pass your battlefield and ensure that as few as possible of those reinforcements actually reach the Black Crag.
[ ] What forces do you send on this battle? (Max 50000)​



There are other activities one can perform in a warzone like this, ways to strengthen your position and weaken others.

[ ] Fortify a Front

You brought with you an abundance of powder, shot, metal, and stone with which you can use to fortify your gains and stop any bleeding that will come from the enemy's continual assaults in this area.
[ ] Choose a frontline to fortify (Costs 1 supply) (May be done up to 3 times on any particular front)- only a single layer may be applied at a time​

[ ] Destroy a Tunnel

From the tunnels of the enemy pour forth a host of vermin, all with the unified intent to take for themselves the ancient hold of our kingdom. Smash their tunnels and, at least for a time, find some relief from their relentless assaults.
[ ] Choose a tunnel (a red line) to collapse (Costs 1 supply)​

[ ] Excavate a Tunnel
You are the Dawi. You were born among the mountains, and every one of your host has spent at the very least two full years in the mines—and for the vast majority, many more. Take up your pick and your blasting powder and clear a path through the rock.
[ ] Which two neighboring tunnels (within the mines themselves) do you wish to connect, creating a new red line between them and their exit (Costs 1 supply) (At least one point must be owned by you)​

12 hour Moratorium (I must slumber before questions can be answered)
 
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NameDescriptionMiscNumbersCasualties
Glorin Azulthrong, High King of the Karaz AnkorThe High King, his hammerer bodyguard and Bolghruki if possibleTakes very effective command wherever he is1k
The High ThrongExtremely high quality, gromril armoured dwarfen warriorsElder Runic Equipment10k300
The Throng of VengeanceExtremely high quality, very well armoured dwarfen warriorsRunic Equipment10k300
The Throngs of The AnkorGood quality Dwarfen soldiery,Enhanced Equipment, will be repleneshd largely from the Everpeak and Varr for this campaign150k2.4k
Runic DestroyersRunic-mechanical death golems5 charges800200
The Klad KaruExtremely high quality human soldiers, focus on cavalryRunic Equipment10k400
The DawrgarazelExtremely high quality human soldiers, focus on firearms and siegebreakingRunic Equipment10k400
The Stancati DawrswornVery high quality human soldiers20k
Reikland DienstmenGood quality human SoldieryMust be used on the surface50k600
Various Adventurersmixed (averaging below average) human soldiery10k
The Company of Prince AnhaldisAn elven princelings expeditionary forceMore effective on the surface, 3 uses1ka few
The RatcatchersGood quality human Soldiery (maybe some very few skaven)Can fight underground without penalty14k1k
The Restless of WulfrickGood quality human Soldiery Norscan adventurersEvery time they participate in battle they replenish 1000 soldiers15k
The Flames of old RahidGood quality human Soldiery Arabyan death seekers, led be EfreetEfreet may be expended for one destroyer charge, Are superior undead fighters15k600
Those are some very low losses
 
Those are some very low losses
Not going to lie, you rolled exceeding well for every battle roll and casualty roll, we'll see if things continue in such a vein

No battle roll lower than 7, no casualty roll higher than 4 from the previous page

You also dropped the largest, perhaps most technologically advanced and most runicly enhanced dwarfen army seen since the heights of the golden age against the unprotected rear of some bedraggled orcs currently engaged in fighting on 3 other simultaneous fronts
 
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Hmm very good results. Okay we have three supplies. Securing our rear would be good. Right now our main points of concern are our rear lines but that's solvable
 
[ ] Fortify a Front

You brought with you an abundance of powder, shot, metal, and stone with which you can use to fortify your gains and stop any bleeding that will come from the enemy's continual assaults in this area.
[ ] Choose a frontline to fortify (Costs 1 supply) (May be done up to 3 times on any particular front)
Can we fortify the interdiction front line to block Nagash's reinforcements with a wall?
 
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