The empire has dwarf pogroms... of course it has dwarf pogroms.

The more I think about it, the more I suspect their continuing existence is some sort of convoluted joke by the Changer of Ways.
 
I guess the fact that we literally have runes of their sorta not really religion carved into our very flesh doesn't help matters.

Though out sweet necklace might, I mean look at all dem amulets :D.
Looks extra heretical to me, putting great Sigmar next to all them strange and freakish gods.

Freddy is a hero by dint of VIOLENCE and RULE. He's good at leading, administrating and all that. He's not the shining paragons or saints out there.

He is very very VERY not good at being liked or having his deeds be interpreted favorably, and SV's progressive tendencies have not helped him any. Most of his friends sort of owe him their lives at one point. That's not actually a point in his favor either, considering how far he had to go to overcome...being so very Freddy.
 
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If this was, say, Middenland, Frederick would either be one of the most beloved Grafs or most hated depending on whether or not SV managed to pump the Ulrican and Glorious Battle Gas compared to the Progressive and Yay Magic Gas.

It's a balancing act that isn't very well balanced most of the time, near as I can tell.
 
Then spend another 60 seconds on seeing just how bad that could sound and be regarded with minimal effort.
Plus, even without magic, we'd never get the votes.

Northern Trident would be for us, that's 3, Moot is a possible, Middenland might go for us, Reikland and Averland are not going to go for us, Talbacland and Wissenland aren't likely to go for us either, Stirland sure as hell isn't voting for us given our love of Halflings...

Grand Theologians is a possible for us, Al-Uric will likely respect our war skill, so he'd probably be in our favor, Nuln's Lector sure as fuck isn't going for us, and Talabheim are a unknown.
 
...I don't think you need torroar to explain just how incredibly implausible that is, do you?

The heads of the various religions may respect us as a WARRIOR, but not really any further than that.
Hey, I said PROBABLY. Like for most of those guys, they're not likely to vote for us, depending on the competition.
 
Eh, we are technically a king and emperor of our lands(emphasize on technically.) and Ostland. Handling that is already a chore, forget about being emperor.

So long we keep the northern trident good, help the empire out always and occasionally build a temple. We should be good.
 
The quest has Sigismund being sterile. The Wiki states that his successor was his Son, Siegfried the first.
There's that too.

More what I meant though was that the shape and size and personal characteristics of Sigismund have long stopped mattering so much as what he did.
I don't know, it could be a Roman adoption thing... it's not particularly likely, but it's possible.
 
The Reclamation of Karak Ungor: Part 58
Note: Not happy with this but I gotta move on or we'll never finish

Karak Ungor 58

"Strange stuff indeed," you cough as you slowly come to a standing position, offering a hand to Garagrim, "You ready to get moving again?"

He studies you for only a second before nodding and taking your hand.

It isn't hard for you to muddle your way through it. Suppositions, assumptions, connecting a web of stray thoughts and observations. Drunk you may be but stupid you are not. Usually, at least. The elves do not make guns nor cannons and yet there is a noted difference between those like Teclis and Aurelion and the dagger ships that plague the seas and coastlines. There is a noted difference between the men of the Empire and the men of Norsca. You had not considered it until now but how likely would it be for even the doughty dwarfs to have some twisted dark mirror of themselves? It seems like almost everyone does in this world.

On the other hand, you've seen how dearly they take shame. Some will declare themselves slayers for a single mistake while apprenticed to a master of someone's trade. Others for worse things – it basically runs the gamut of things you find reasonable to things you find ludicrous. On the other hand they are not human. What they take and think often aligns with humans and though they'd probably not admit it elves as well. But there are certain aspects that simply cannot be understood without being one of them. You can understand that, and somewhat respect it. Though it is not yet pertinent you do think it would be better to know something better than nothing.

But if the dwarfs react like this against even the idea of acknowledging these dark cousins – if that is in fact what the source of that gun and runework is – then you will not press at the moment.

Instead the two of you head towards the assemblage of the army while the remaining irondrakes burn their way through the streets and buildings. Beardlings and camp followers who are not truly fighters are all over the place and if you let yourself slip into the drunken haze enough you can almost imagine that the town is inhabited again considering just how many dwarfs are here. Then you blink and see them dragging the corpses of the dead away to be burnt and marking the locations for the dwarfs to scorch where the bodies were found. Dwarfs are serious about getting rid of the taint of orcs and goblins on their things. Honestly, the amount of money they're going to put into cleaning this place likely means that you'll be long dead before they're even halfway done fully fixing it all up.

Assuming you succeed in this venture at all of course.

===========================================​

(Marching Through The Underdeep: 28/100)

Things unfortunately do not get better as you move on from Boki Bolga. The next two weeks are plagued by narrowed tunnels and a total inability to get the full might of the column to strike back against the various forces that pick away at it. Both skaven and goblin forces under the Red Eye banner begin appearing from the shadows and throw themselves into the fight before retreating. Well, that is true for the latter which are often led by what the dwarfs finally tell you are called gutter runners. The Red Eye on the other hand seem perfectly willing to throw in their mutated brethren as suicide troops. It doesn't seem to matter whether or not they actually succeed in killing anyone but every time the column has to turn and deal with it progress is consequently slowed. Again and again.

They aren't even killing the dwarfs all that often. But, every dwarf injured is one that requires another to drag them back to the insides of the column and even worse there must be further forces diverted in order to escort those too wounded to fight on back to the supply keep which is currently being guarded by what you hear is the Karak Norn throng. Every caravan of wounded means less forces all together and more supplies that are being used up not in fighting. There are no great concentrations of foes to fight and smash down and for every five ranger parties that make it back with empty harnesses after expunging their ammo into the bodies of the foe there is another that does not reappear at all. Or if they do it is while dragging back the corpses or heavily wounded members of their teams.

Eventually you are forced to come to a halt to reassess the pace and direction of the throng – or so you surmise by the way that the camp is being set up in far more permanent manner than what you've seen before. Messengers flit out of the darkness in parties of dwarfs that number almost a hundred each rather than the scattered dozens you've seen before, each of them looking harried indeed. Rudimentary earthworks are put up but they are portable in the dwarf manner. They carry the stout short walls with them it turns out in their heavy wagons though nothing like an actual gate. The walls are not tall enough for that to make sense and furthermore would probably be a little silly.

The camp – obviously – cannot be made out of tents with stamped down stakes and the usual mechanisms due to the fact that the ground is made out of solid stone but the dwarfs have evidently long figured that out considering how most of them spend their entire lives down here. Large stone posts with tent poles sticking upwards create squat rectangular tents that do not bend and angle like tents would in the wilderness. Up until this point there was usually at least a little exposed dirt or things like it due to the fact that…well, you aren't sure why. But this is the depths of the Underdeep and such things are now replaced with gravel, crumbling dirt, and stone plates put down for more stable footing.

You find yourself at the tent version of a dwarf drinking hall more often than not.

Located at the locus between multiple branching tunnels it's not that bad of a place to send out parties through despite not being the original goal of the march. It's a consolation prize compared to some grand storage vault area. The throng itself cannot march through them all in one concerted push but must instead separate into parties that can be counted on two hands at the most due to the size. It isn't that surprising, Garagrim says to you, considering that mines usually turn into this mishmash of tiny tunnel networks at some point or another.

'You have to go to where the ore is, you can't just make the ore come to you'. Or so he says.

It makes some sense, but that doesn't take away from the frustration that the dwarfs obviously feel at being stuck here compared to…wherever else it was the plan was to go. There are fights almost every hour at areas that have been cordoned off for just such a purpose as they try to excise their jitters. Worse, the quartermasters have begun to ever so firmly squeeze out on the amount of alcohol being consumed to ensure that supplies last longer as the planned for resupply won't be occurring. All of it together points to a general pause in the schedule which can irritate just about anyone who is planning a campaign.

You yourself eventually grow a bit restless.

Why have you paused for so long? A day stretches into a week. A week stretches into two. Then three. Messengers continue to travel back and forth. The High King grows even more grim faced, his taciturn mood infected just about everyone else. Your days are spent drinking, sparring, and wandering around the perimeter of the camp. At this point curiosity has begun to mix with boredom. Especially considering how the teams sent into the tunnel network that the camp sits at the entrances to are starting to come back without injury or a word of the foe and yet keep being sent in…

This would be, you would think, good news. The High King, on the other hand, does not seem to agree.

What to do…

[] Let It Go Until The Camp Starts Moving Again (Timeskip)
[] Volunteer to go into the tunnels, it's something to do
[] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?
 
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[X] Let It Go Until The Camp Starts Moving Again (Timeskip)
 
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[X] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?

Probably Gromil, given they have Warpstone storage.
 
[X] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?

No tunnel cave-ins for Freddy! No Sir no how! Also...Timeskips would be meh. Let's be curious Freddy now!
 
[X] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?
 
[X] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?
 
Plus, even without magic, we'd never get the votes.

Northern Trident would be for us, that's 3, Moot is a possible, Middenland might go for us, Reikland and Averland are not going to go for us, Talbacland and Wissenland aren't likely to go for us either, Stirland sure as hell isn't voting for us given our love of Halflings...

Grand Theologians is a possible for us, Al-Uric will likely respect our war skill, so he'd probably be in our favor, Nuln's Lector sure as fuck isn't going for us, and Talabheim are a unknown.
I think our best bet of becoming Emperor is by having Magnus the Pious die to either Clan Moulder (probably behind some of the current events in Kislev), or the Waagh!! that's forming in the Bonelands. Then have Freddy immediately take up Ghal Maraz and kill the enemy leader. That would give us enough political capital to turn into votes.

Even without that vote-wise we'll then certainly get the Northern Trident, and the Moot, though we might have to offer the Moot gun sales in order to clinch their vote.

Now, that leaves us with one fourth of the vote, which is already more than we'd have gotten in the beginning of the quest. We'll need some combination of five more votes or the vote being split to actually win. The Al-Ulric also likes us, so we'd probably be able to get another vote that way. With his help and a marriage alliance through Magnus we might be able to get Middenland to vote for us, or at least to vote for themselves.

Now, the next bit is going to be a bit controversial, but I think we could swing all three of the cult of Sigmar's votes. Their electors are currently at 8/7/7, and that's before we became much more pious and got a divine mark. I'd wager that we're going to get +1 to each of those, which means that so long as we don't do anything heretical in the interim we can probably grab their votes.

So with just the Northern Trident, the Moot, and the churches, who we can probably get to vote for us, we can get eight votes, which is enough to win the Emperorship. If we can swing Middenland or Reikland we can certainly win it.

TLDR: becoming Emperor isn't just a pipe dream.

[X] Let It Go Until The Camp Starts Moving Again (Timeskip)
 
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[X] Speak to the High King about why you've been in this part of the Underdeep for a month with teams being sent into these strange tunnels. What…was even mined here in the past?
 
[X] Let It Go Until The Camp Starts Moving Again (Timeskip)
This was a great run, lots of good battles, drama and fantasy, but I'm just done with karak ungor; so let the GM get us out of here. Please?
 
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