- Location
- The Void
Oh, nothing at all for a generation or so.
Then the first ships would start sailing out from their perfect anchorage, things of dread steel and daemonic flesh melded together, sailed on by Shearls garbed as they had been in ages long past - thick black iron plate with spikes, their weapons and armor both forged in the actual fires of Chaos. Led by Fimm Champions empowered by the bound talismans of Khornate Daemons, swelling the size and strength to beyond that of ogres, garbed in armor fit for a true Chosen of Chaos - not some weakling humans.
Cabals of Dirachs would cast devastating spells from the safety of their ships, empowered by decades of uninterrupted summoning and binding of ever more powerful daemons. Favored tactics would include tearing open a passage to the Realm of Chaos itself just above city walls, or using catapults to launch out enormous containers with entire small armies of daemons bound within to shatter and release like a grenade releasing swarms into the streets.
The Winds of Magic would begin to twist and pull in battle, and abruptly the Wizards of the Empire, the Damsels of Bretonnia, the Ice Priestesses of Kislev, the Mages of Ulthuan, and the Sorceresses of Naggaroth would find their vaunted prowess and powers weakened or outright useless as the Fimir's mastery over the Oghams translates to specially designed ritualistic artifacts that steal the Winds from all and give only to those who truly deserve them - the Fimir.
Forced enslavement and breeding of Albish slaves would lead to armies of mutant oversized shock troops that can be thrown into grinder fights without care. Wracked Oracles would become a common sight within Dirach Cabal formations, a screaming Albish woman mutilated and transformed into a living fortune-telling device strapped into a permanent torture rack which would aid them in predicting enemy movements on the battlefield. There would be forcibly bred Chaos Dragons, Slave Giants, Slave Giant Chaos Spawn, and things that would make the Chaos Dwarfs go 'oh, wow, that's a bit out there isn't it?'
The artifice of the Old Ones, their God-Engines, their Tooths of Tlang, and their various powerful foci and talismans would become fearsome and infamous things utilized by the Fimir to massacre the forces of Order.
And no matter what anyone tries, you can't stop them. Because you can destroy their ships, their armies, close their portals, put down their mind-broken and soul-shackled slaves, you quite simply cannot get into Albion. You can't. You just can't. Ever. Not even all the Magic Colleges, and the Asur and Druchii both are spread out across a whole lot of the world, and could not try to concentrate their might without their cousins taking advantage.
Their sanctum? Inviolable. Their daemonic armies? Endless, for they are ever summoning and binding more - increasing the power of the Mearghs and Dirachs on a constant basis in safety behind the Mists. They can endlessly and fearlessly breed more of themselves behind the Mists.
You would only, only ever be able to fight them off, but never defeat them as a world power again. You would need a fully focused and awake Slann to do so, but the players would literally not be capable of knowing of such capabilities. And even then, it would be dicey, because the stronger the Mearghs got, the stronger they could make the Mists. They might not match an individual Slann normally, but given enough time and bound daemons, they could. They could win, even.
Either you ended the Fimir as a threat here, or they would feature as an ongoing issue and problem for the rest of the Old World and beyond for the foreseeable future of the game.
…Alright, I will ask : what would have happened if the Albish prophecy came to be and the Dark Elves defeated the Fimir ?
I can't help but think that Morathi's Sorceresses will try their hardest to exceed the horror factor of a Fimir Victory.