I really enjoy the occasional peeks into Malus' past as a frozen deathworld in this quest.
It adds to the appealing sense that in many ways, in spite of the current dangers, Malus is actually a lot safer now than it might have been back when the Dwarf's ancestor gods still walked the world.

Sometimes, I wonder how many ancient horrors Malekith and Snorri put down when they were still friends. How terrible were the monsters that demanded the Golden Age of Dwarfs and the High Elf to work together?

It's fun to have an impression of those ancient horrors on occasion.
 
Orchards are higher on the slopes and in isolated valleys. There are also a number of the apples themselves, plus seeds, that populate Wulfenburg and other assorted Ostland settlement storehouses and other locations.

Also, the Ix are seem largely focused on chasing down large amounts of bodies of meat more than trees with fancy super apples on them - especially once the workers of said orchards evacuated. There have been no signs of vegetation suffering overmuch from their presence/passage, at least any can be seen, aside from plant life that relies/associates with interaction from insects/animals. Almost as if the Ix originally evolved on a world where what plant life there was didn't overmuch exist on the surface of it and so isn't particularly equipped or even desirous to deal with it.

So we just need to know what the price is to hire some Briar Wriaths, and other wood based fae to go in and kill them all?
 
Malus is actually a lot safer now than it might have been back when the Dwarf's ancestor gods still walked the world.
It was already mostly cleaned by that time I think, the Old Ones exterminated a lot of stuff before they went around creating the races, also did the whole climate change and that probably doomed many species.
 
Sometimes, I wonder how many ancient horrors Malekith and Snorri put down when they were still friends. How terrible were the monsters that demanded the Golden Age of Dwarfs and the High Elf to work together?
the Lizardmen had already done most of the wiping out of natives long before chaos ever came in the the scene , what Malekith and Snorri had done was clear the Old World of threats to elven and dwarfen settlement and colonization , they had pretty much wiped out the beastmen so thoroughly and utterly that not even the oldest surviving beastmen know it happened and those with the smarts to realize the implication of all those waystones of elf and dwarf make present even in the deepest forests of the Old World and what it meant for beastmen kind back then don't like to even think about it
 
Some corrections @torroar
Name: Alexandra von Hohenzollern
Date of Birth: 2306
Titles: Princess of Ostland, Royal Aide of the Tzarina, Lady Whitecrest, The Rose Of Kislev City, Snowblood, Grandmaster Nadzirateli, Droyaska (Swordmaster), Regent of Kislev
Wargear: Eight Steel Stilettos, 1 Silverine Dagger, 1 Purse of Teeth, 2 Master-crafted Gromril Plated Pistols, Thundertusk РокМороз - or Doomfrost in Reikspeil, Custom Ledstali 'Plate' Armor
Inventory: Poisons Kit [Manbane Toxin, Blackroot Toxin, Nightshade Deliriant, Madman's Cap, 'Black Ale'], 2 Stiletto Thigh Holsters, 4 Stiletto Torso Holsters, 1 Stiletto Hair Holster, 1 Stiletto Wrist Holster, Pistol Thigh Holster, Pistol Back Holster, Concealed Ammo/Powder Bag, Frostfiend Fang Necklace
Fate Points: 1
Name: Agatha von Hohenzollern
Birthdate: 2317
Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken, Marked Of Yemaraja
Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe
Fate Points: 1
Name: Alisa von Hohenzollern
Birthdate: 2317
Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken, Marked Of Yemaraja
Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe
Fate Points: 1
These three are missing their fortune points.
Should be "(Traditionalists)
Toolmaker/Metalsmith Guilds (Traditionalist)s
Toolmaker/Metalsmith Guilds (Radicals)
Are there multiple guilds for these professions or just one?

Edit: Shouldn't we have gotten Talgris' and Arthur's char sheets this year. They did turn five this turn and IIRC that's traditionally been we've gotten our first look at such.
 
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I don't know what you mean here. The other corrections I can fix, and we'll see the new character sheets later, but I don't know what you mean with the guild questions. Those are all separate guilds.
I mean that it says there isn't just one "Runesmith/Jewelsmiths/Brewer/etc Guild" but instead that there are multiple "Runesmith/Jewelsmiths/Brewer/etc Guilds".
 
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Oh. That's what you meant.

Yes that's meant to be plural because each Hold has its own subset of the Guilds. The Engineer's Guild of Karaz-a-Karak banished OTL Sven, but he managed to stick around going engineering stuff in Barak Varr, for instance.

But I don't want to do individualized per Hold Guild relations, so instead the number is a generalized average amongst all the Dwarf Holds and their respective Guilds.
 
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But I don't want to do individualized per Hold Guild relations, so instead the number is a generalized average amongst all the Dwarf Holds and their respective Guilds.
I think his specific problem was that this is not uniform across all the guilds.
Then why is there just one guild each for engineers, bakers, goldsmiths, dyers, carpenters, coopers and leatherworkers?
Specifically that these are for example Engineers Guild instead of Engineers Guilds and so on. Its nitpicking but gramatically valid :V
 
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Wonder if we can't invent our own flamethrowers to help clear the spore filled tunnels out later.

We've seen dwarfs with them so we know idea is possible and sure Anna would be inspired to burn them out like her friend does skaven.
 
So... What are we going to do with the black dragon egg? I'm currently assuming that it will wind up in the possession of some High Elf, possibly a Caledonian, but I'm not sure exactly who will get it or what we'll get in exchange.
 
So... What are we going to do with the black dragon egg? I'm currently assuming that it will wind up in the possession of some High Elf, possibly a Caledonian, but I'm not sure exactly who will get it or what we'll get in exchange.
No offense but that has been discussed to death, and it's corpse beaten on until it's roadkill, and chewed on by maggots and flies until there's nothing left.

I would prefer to wait until it's relevant.
 
A very nice article on historical armors. Note the references to almain rivet aka the mass produced cheaper form of plate armour, which is (with some adjustments for fantasy shenanigans) the most appropriate form of gear for our State troops.
 
[CANON] Notes of a Dawi Trader on the goods purchased from the Umgi land of Ostland. - iggyfan


Notes of a Dawi Trader on the goods purchased from the Umgi land of Ostland.​


Amber – The Province of Ostland has become one of the chief suppliers of amber to the Karaz Ankor during Frederick's rule. However, this was not always the case. Previously the biggest sources for amber were Marienburg and Erengrad, where they were purchased from Norscan traders. This arrangement, while profitable, left a bad taste in many a Dawi trader's mouth. The city most important to the amber trade is Salkalten. The city lies upon the coast of the Sea of Claws, from which most of the amber in its markets is obtained from. Grades range from kruti fit only for burning to high quality stones that the Jeweler Guilds are willing to pay high prices for.

Ambergris – Valued by the Perfumer Guilds, ambergris is foraged from the shores of the province. Coloration varies from black to grey to white. Quality and thus price ranges from fresh and still smelling of feces to the old sea weathered specimens that fetch the best prices.

Bugman's New – The most prized good obtained from Ostland. Bugman's fetches prices half again as high as ordinary dwarf ale and for good reason. It is renowned across the world as perhaps the finest ale to have been made, or at the very least the finest still produced on a regular basis. As such it is in high demand in just about every hold in the Karaz Ankor, as well as near anywhere else that ale is drunk. Certain of my contacts who have travelled to the Orient has gone so far as to claim that even the far off Cathayans have heard of Bugman's and it will sell for at least ten times its usual price in the markets of Shang-Yang.

Castoreum – Much like ambergris, castoreum is prized by the Perfumer Guilds who use it as a fixative in their products. if possible, attempt to form a business relationship with one or more of the hunters and trappers of the province so one can purchase castoreum directly from them rather than dealing with markup gouging middlemen.

Furs – A prominent good in the trade between the Karaz Ankor and the province of Ostland, furs are in demand by both dwarf lords and rangers. Much of the province is prime hunting grounds and the number of professional hunters and trappers has increased dramatically since the Necrarch War. As such they can be bought cheaply and resold with a high markup.

Grain – Interest in grain, specifically barley, from the province has spiked since rumors began spreading that Josef Bugman uses malts produced from such to produce his famed ale. Bugman himself will neither confirm nor deny these rumors. Still there are brew masters who are willing to pay good money for Ostland barley, if only for experimentation.

Graveroot – Valued by rangers for its effectiveness as a poison for the living dead, the province of Ostland's supply of grave root has grown along with its supply of graveyards. It is now one of the largest producers of the herb in the Old World. Sellers generally demand high prices for graveroot and with the cleansing of Sylvania there has been a marked reduction of the amount of undead that threaten the Karaz Ankor so demand has slumped. Still most holds will want to maintain a store of graveroot in case of emergencies.

Salted fish – The holds of the Karaz Ankor have been importing salt fish from Sigmar's Empire since its founding, though it was only during Fredericks rule that the province's fishing industry expanded enough for a worthwhile amount to be exported. Still the amount of salt fish the province produces is modest in comparison to Nordland or Marienburg.

Sea salt – A rather minor good, mostly purchased by nobles who find it to taste better than rock salt. As such demand in the Karaz Ankor is small but prices are good. Naturally sea salt is sourced from the coasts of the province, where several saltworks of various sizes exist.

Troll hides – Since the Reclamation of Karak Ungor the city of Wulfenburg has become a prominent location for auctions of troll bodies and body parts. The production of troll leather is a closely guarded secret of the Tanner Guilds. It is leathery, thick, and tough, suitable for crafting high quality ranger armor on its own and equally high-quality underpadding for metallic armor.

Troll blood, bones, hearts etc. – Like troll hides these are mostly purchased at auctions in Wulfenburg. Primarily sold to members of the Runesmiths Guilds, who naturally are able to pay good prices for quality specimens.

Wyvern hides – Ostland's portion of the Middle Mountains contains a not inconsiderable wyvern population and ever since the manlings of the province began making the accursed range their own there has been a small supply of wyvern hides available for enterprising merchants. The hides of such wyverns are generally smaller than those from the World's Edge Mountains, but they are still quite valuable. Wyvernhide cloaks fetch good prices from Dawi lords and thanes, though not as much as those made from dragonhide.

If anyone wants to make use of anything contained in this omake for their own WHFB quest/fic, feel free to do so.
 
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The Monkey Slayers [Race: Human] [Origin: Grand Cathay] [Description: a collection of irregular Cathayan shock troops supposedly from southwestern Cathay, near the Mountains of Heaven. Veterans of countless skirmishes against the monkey-folk that inhabit the mountains, they are armored with only light padding and tower shields relying instead upon their mobility, ferocity and their skill with their axes, hand halberds and throwing halberds to carry the day.] [Numbers: 120 Cathayan shock troops.]

The Yaoguai Hunters [Race: Human] [Origin: Grand Cathay] [Description: A team of Cathayan mercenaries who specialize in hunting monsters. Armed with traps, bows, tiger forks and knives and armored with leather padding they have proved their worth throughout the Old World.] [Numbers: 50 Cathayan monster hunters.]

The Shields from the South [Race: Human] [Origin: Grand Cathay] [Description: A company of two hundred mercenaries from the southern reaches of Cathay, wearing some of the oddest armor any Old World paymaster has ever seen. Made of "Téng" some strange sort of cane native to the jungles of that region, it is much stronger than one would expect, though quite flammable. In spite of this (or perhaps because of it) they've found ready employers since arriving in the Old World. [Numbers: 200 rattan spearmen]

The Shore Stomers [Race: Human] [Origin: Grand Cathay] [Description: With the end of the war in the Far East many mercenaries have found themselves unemployed, the Shore Stormers amongst them. A hundred and fifty marines armed with one handed blades modeled upon Nipponese examples, and armored in light brigandine, as well as large cane shields which the Shore Stormers claim to be resistant to gunfire. Having proved their worth storming various pirate strongholds in the Cavorna Archipelago they're in high demand by those troubled by pirates.] [Numbers: 149 mercenary Cathayan marines, 1 company commander He Wong the Sea Serpent.]

The Iron Towers [Race: Human] [Origin: Grand Cathay] [Description: Fourscore towering Cathayan lancers clad in heavy lamellar for both man and mount. Battle hardened by the war against the Nipponese, now available for the paymasters of the Old World.] [Numbers: 79 mercenary Cathayan superheavy cavalry, one company commander Gāng Jin.]
 
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Since I've re-read the quest, excluding sidestories and apocrypha, if Frederick doesn't become a God by the end of his death, then I'll eat my hat.

Surviving fatal wounds that would end many a life, killing numerous notable evil figures, doing more to help the dwarfs than, arguably, Sigmar did, becoming the key to fixing the relationship between the Wood and High Elves and, seeing the future of this arc, killing off a Black Arc by human hands since, never.

Either way, @torroar, Freddy needs to be a god by the ens of this quest.
 
Since I've re-read the quest, excluding sidestories and apocrypha, if Frederick doesn't become a God by the end of his death, then I'll eat my hat.

Surviving fatal wounds that would end many a life, killing numerous notable evil figures, doing more to help the dwarfs than, arguably, Sigmar did, becoming the key to fixing the relationship between the Wood and High Elves and, seeing the future of this arc, killing off a Black Arc by human hands since, never.

Either way, @torroar, Freddy needs to be a god by the ens of this quest.
Becoming a God is really stupidly hard. and Freddy is still but a mortal man, and while exceptional, he's not demonstrated the utter bullshit that several other men who would be gods have. He's not incredibly intelligent and cruel like Nagash, who made a new type of magic whole cloth while intially lacking his own. He's not Settra who had the will to look all four Gods of Chaos in the eye and tell them to piss off while he was at his weakest. He's not Sigmar who united a myriad of tribes who all hated each other and forged them into a cohesive force that would last millennia. He's not even Magnus the Pious, who has better qualifications and still didn't reach that lofty height.

Frederick becoming a legend is a foregone conclusion. God? God is a reach even now.
 
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Since I've re-read the quest, excluding sidestories and apocrypha, if Frederick doesn't become a God by the end of his death, then I'll eat my hat.

Surviving fatal wounds that would end many a life, killing numerous notable evil figures, doing more to help the dwarfs than, arguably, Sigmar did, becoming the key to fixing the relationship between the Wood and High Elves and, seeing the future of this arc, killing off a Black Arc by human hands since, never.

Either way, @torroar, Freddy needs to be a god by the ens of this quest.
I'll make it easy for you.

He's not gonna become a god. You will be eating your hat.

Nothing he has done is singlehanded, much of what he's done could have been done by others, etc.

Just, please don't dictate anything to the GM. This comes off as you overhyping Frederick and getting caught in the fervor of praising him, something that has caused Torroar consternation in the past.
 
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