I'd like to be a fly in the room when Malekith hears the Arks split from so many of their escorts, and that they began plundering Nordland before they broke the Empire fleets.

Someone is getting their skin turned into a sail for that mistake
a single Ark cannot take the full force of a prepped province. These idiots ate two. What's more, they were ambushed.
yes and? Frederick even with all of that is still Human. Still a mere Mortal that is beneath the Druuchi notice. And yet, He's leading the forces that are kicking Druuchi asses and taking names doing it.
Stop it with the Elven arrogance. This isn't war craft. Those guys are out of touch. Warhammer elves are very much grounded.
Imagine how fucked Ostland would be if Malekith himself came to teach us a lesson .
"You explicitly refused anti-ark grade walls on the grounds that it would have costed an order of magnitude more than your entire treasury and it would take two centuries too long to build."
Ostland : we'd like to have the anti Ark walls now.
Dwarves : I suppose we owe you a favor or 10.

Ostland: Malekith is sure to come after us and Bugmans is headquartered here.

Dawi: a grudge and a favor? You sure do know how to make a long beard feel welcome.
Malekith plotting to get payback against wood elves, not knowing that Ariel is ABSOLUTELY LIVID AT THE MOMENT because Morathi fucked her over and thus having no idea of the clapback that might actually occur.

We can send her a DM.

"mommas boi is good and angry.

Destroyed two black Arks.

One of them belonged to Ghrond.

Here might your chance to smack the Bitch.

Keep eyes and ears peeled for shenanigans"
 
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Fleet decimated, port City in ruin? Perfect time to invent submarines (human submarines at least, maybe the Chorfs or Skaven have some). Maybe submarines with a modified farming drill that can wreck a ship's hull :p
 
Fleet decimated, port City in ruin? Perfect time to invent submarines (human submarines at least, maybe the Chorfs or Skaven have some). Maybe submarines with a modified farming drill that can wreck a ship's hull :p
We would need to go and find any example that exists to even begin to start that. And the best thing like that would have to be an imperial version of an Ironclad, which is the max we are possibly able to do since Torroar explicitly does not want to follow down the technological path that the quest he based this off on would do, which is building a submarine.
 
Fleet decimated, port City in ruin? Perfect time to invent submarines (human submarines at least, maybe the Chorfs or Skaven have some). Maybe submarines with a modified farming drill that can wreck a ship's hull :p
The dwarfs have submarines. No need to go steal stuff from the skaven or chorfs, lol.

Not that i think they can be convinced to tell us how to make them, but maybe they can be convinced to station some at salkalten to protect bugman's brewery and because they missed all this
 
Let's not pretend without the Allies that Fredrick has spent decade cultivating and the almost insane preparations, this would have been a horrible event for Ostland.

Nurgle quit infecting the English language with grammar rot. :V

Imagine how fucked Ostland would be if Malekith himself came to teach us a lesson .

I'm Serbian. I don't need to imagine. Look up A Serbian Film if you've the stomach for it.
 
Wulfenburg is loud, it is dirty, and it is violent. But what else could you expect from a people who choose to live in the north like that, constantly fighting off everyone and everything over their chosen plot of land. But we must be thankful for them, for all that we sneer at them and their uncouth ways, their barbaric tendencies, their coin-pinching, their stubbornness, and so on. They will make anyone that happens to come upon them with violent intentions fight for every bloody inch, and the minute they are left alone they'll just build their homes back up again and get ready for the next go around. So be thankful, lad, that they are they way they are. But don't let that keep you from making some money off of them!" - A Reiklander merchant to his sons

This is no more true than when we start rebuilding Saltaken…
 
The comment on Malekith saving his true hate for the elves involved made me imagine a joint asrai-asur raid (possible due to our mediation), with Fredrick getting an invite to join in. "Your presence would lower tensions between our forces. Also, we'd like to borrow the Black Ark your friend claimed for this." "I'll never say no to a chance to stab the forces of darkness in the face!"

one worldroots assault coinciding with attack from Ulthuan using Black Ark as a centrepiece later

Malekith: "what the fuck"

Notices human forces led by a particularly angry human on a griffon with the asur on the ark

"
What the fuck"
 
Been rereading the Nippon campaign and is it just me or does anyone else find the Cathayans to be less chauvinistic than you'd expect from an Imperial China expy?

Edit: culturally chauvinistic.
 
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Been rereading the Nippon campaign and is it just me or does anyone else find the Cathayans to be less chauvinistic than you'd expect from an Imperial China expy?
As you say, they're an expy, not a copy. The Empire is less chauvinistic than the HRE was in our world as well, and seemingly as a rule the cultures of Mallus are much more egalitarian. With other problems, such as being mauled by a Bestigor, sacrificed to the Dark God's, or chopped in half by an Orc, women leading or having power is very low on the list of concerns for most people.

To say nothing of the fact that several of their most prominent leaders are female, female dragon's at that, it makes sense for Cathay to be less culturally chauvinistic than it's RL counterpart.
 
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As you say, they're an expy, not a copy. The Empire is less chauvinistic than the HRE was in our world as well, and seemingly as a rule the cultures of Mallus are much more egalitarian. With other problems, such as being mauled by a Bestigor, sacrificed to the Dark God's, or chopped in half by an Orc, women leading or having power is very low on the list of concerns for most people.

To say nothing of the fact that several of their most prominent leaders are female, female dragon's at that, it makes sense for Cathay to be less culturally chauvinistic than it's RL counterpart.
While that is true I meant cultural chauvinism, not male chauvinism.
 
As you say, they're an expy, not a copy. The Empire is less chauvinistic than the HRE was in our world as well, and seemingly as a rule the cultures of Mallus are much more egalitarian. With other problems, such as being mauled by a Bestigor, sacrificed to the Dark God's, or chopped in half by an Orc, women leading or having power is very low on the list of concerns for most people.
mind you their is a measure of logical chauvinistic tendencies mainly that the state troopers and a lot of knightly orders are pretty much universally male , though their good reason for this as you don't want the portion of your population that is vital for producing the next generation thrown into the battle field or danger in general which is the root base and historical reason for most chauvinistic traditions in real life

though in the warhammer world there were factors that pushed back against the emergence of those chauvinistic traditions of our own real life

among the lower classes it was the militia for when beastmen or orcs were going over the village palisades everyone that could fight had to fight because gender distinction were not going to matter if they loses as these weren't humans , from there well it was hard to tell a woman her place was in kitchen when she was standing over three dead bestigors with a bloody axe , plus a lot of cultures in the empire from their tribal era had traditions of warrior women which does help as the empire is a direct continuation of those cultures

for the middle and upper class it was inheritance , a really dangerous world means it high turn over rate , so nobles and merchant houses found at times their surviving heirs to be female and so they were brought up to own land ,trade , fight ,rule and govern in their own right because what else could their houses do other than fade away , so it was relatively common for there to female rulers and dynastic matriarchs because the world is really deadly and male heirs often died off .

finally religion as women becoming priestess with the power to call down the miracles of the gods just like the men ensured they couldn't really be sidelined , side promoted in the male deities like Sigmar and Ulric but not out right dismissed
 
And in places like Estalia/Tilea, the main deity in question is Myrmidia, who occupies the prominence of Ulric+Sigmar combined, so that strips out male domination religion wise quite powerfully. Plus there's Verena and Shallya, and Rhya minorly, though it may well be that the 'cultivated nature/crops/cattle/etc.' may well have gotten swept up by Myrmidia's portfolio down there.

As for Cathay, yeah. They've had multiple incredibly powerful women who can/will tear apart those trying to talk down/push them out of power/prominence before. And some of them were dragons, yes, others were simply dragon-blooded, and some weren't. They had many centuries under the gold-shod heel of Empress Huang, most recently as well. Multiple occasions of An popping up throughout Cathayan history leading her Legion around, and so on.
 
And, yeah, as mentioned, originally, this was going to be a case of 'hey gang, welcome to the turn start, Salkalten is a burning pile of rubble, and there is a huge Druchii army marching its way south into the province, this is how the war turns start, here we go going to have to take war turns just rallying together the Army of the Forest and Army of Ostland into cohesive blocks hopefully before they get too far past the forest line'.
Same way that you were also going to get a thing of 'Middle Mountains gone silent, all settlements lost, all settlers gone, also a dragon died' if you'd sent the Army of the Mountains away.
Circumstances change. In this case, a very lucky, perhaps even potentially divinely blessed given how things turned out, priest of Manann, changed this whole encounter around. Also, yeah, without Sadrina, I get the feeling a lot of players would have assumed the dwarf wall would have held off the Black Ark and stationed their men there and then I would have gotten to write something along the lines of 'watching ten thousand men turn to paste, powder, and reddened mist'.
... You know, put like that -- about how two fairly awful things we have just barely managed to dodge by virtue of either "You managed to get Manann's support again, with the Marienburg adventure thing, and then also rolled really damn well" or "You kept the Army of the Mountain stationed there and thus dodged a bullet" and "Thanks to Sadrina, and good ideas on where exactly to place people on the walls, you didn't get most of your dudes destroyed before it even started" ((let's remember that initially, if I remember correctly, people seemed to think that Wall 3 would be good enough... hoo boy. Good thing Wall 4 won that vote.)) -- it makes me feel a whole lot more worried about this;
Tracking Beast-Paths: The mercenaries found one last year, now it is time to find more. All, if possible. With aid from the Army of Ostland and the Army of the Forest, you need to start locating these assault vectors as soon as possible. With the beastmen hopefully scattered by the fighting at the Blood Fane, it will not nearly be as dangerous as before to investigate. By which you mean send the mercenaries in, and through fire and steel ensure their efforts succeed and that they live to continue doing the job you desire from them. The militia will likely help out as well, in different areas of course. Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
Because "Tracking Beast-Paths" was one of the options that we didn't take this turn.

So. Yeah. That's not great.

Because gauging by the, well, the overall feel of how things go... well, we didn't make a strategic move to counter this threat, which means it's probably going to hit us badly and hard and by surprise. Unfortunate. Especially unfortunate is the fact that the first strike is probably going to be the equivalent of "Well'p, your Middle Mountain stuff is literally all gone" or "Well'p, Salkalten is all gone" or "Well, you put your men on the 3rd Wall, and the Black Arks broke through 3 walls sooo..." meaning that the "actual" fight comes later; this is just the wind-up or surprise attack that, if you had chosen differently or gotten luckier, you could have avoided.

Also, we didn't choose the Flame of Ulric option either, which... resulted in Emil Beltz withdrawing to the Iceborne Flame and presumably rapidly fortifying that place. Though, we didn't get an option to throw Frederick and the province's efforts behind fortifying it, so... So the defenses are based on whatever Emil manages to scrunge up.

I don't really like thinking about how unpleasant the initial attacks of the Beast-tide are going to be. Given we didn't take a "Track the Beast-paths" option. What are we going to lose? Bugman's Brewery? The Pinnacle? (Probably not the Pinnacle, since we gave Aurelion a warning.) The Iceborne Flame? Would it have required us holding yet another army in reserve, or sending it to the Flame/Brewery/whatever, in order to avoid a Middle Mountain scenario? Would it have just required picking Beast-paths and rolling well on it?

Is whatever is going to come for us inevitable due to the choices we made and didn't make, or is it still going to depend on rolls and luck too? Hard to say.

I guess it's good that we managed to dodge the Middle Mountains and Black Arks suckerpunching us and taking us down. But it looks like we are probably going to have a nasty surprise from the Beastmen in exchange. Oh well, can't always play perfectly. At least we managed to avoid 2 blows and weather 2 things well enough; it means we'll have more left for the Beast-tide.

... Also, the Beast-tide is going to be hitting the whole of the Empire, and not just Ostland alone, so... On the other hand, if Ostland had managed to dodge the 3rd surprise too, then we'd have been in a better position for the "You've thrown off the attacks on your province; now which province are you going to advance into and aid?" follow-up.
 
... You know, put like that -- about how two fairly awful things we have just barely managed to dodge by virtue of either "You managed to get Manann's support again, with the Marienburg adventure thing, and then also rolled really damn well" or "You kept the Army of the Mountain stationed there and thus dodged a bullet" and "Thanks to Sadrina, and good ideas on where exactly to place people on the walls, you didn't get most of your dudes destroyed before it even started" ((let's remember that initially, if I remember correctly, people seemed to think that Wall 3 would be good enough... hoo boy. Good thing Wall 4 won that vote.)) -- it makes me feel a whole lot more worried about this;

Because "Tracking Beast-Paths" was one of the options that we didn't take this turn.

So. Yeah. That's not great.

Because gauging by the, well, the overall feel of how things go... well, we didn't make a strategic move to counter this threat, which means it's probably going to hit us badly and hard and by surprise. Unfortunate. Especially unfortunate is the fact that the first strike is probably going to be the equivalent of "Well'p, your Middle Mountain stuff is literally all gone" or "Well'p, Salkalten is all gone" or "Well, you put your men on the 3rd Wall, and the Black Arks broke through 3 walls sooo..." meaning that the "actual" fight comes later; this is just the wind-up or surprise attack that, if you had chosen differently or gotten luckier, you could have avoided.

Also, we didn't choose the Flame of Ulric option either, which... resulted in Emil Beltz withdrawing to the Iceborne Flame and presumably rapidly fortifying that place. Though, we didn't get an option to throw Frederick and the province's efforts behind fortifying it, so... So the defenses are based on whatever Emil manages to scrunge up.

I don't really like thinking about how unpleasant the initial attacks of the Beast-tide are going to be. Given we didn't take a "Track the Beast-paths" option. What are we going to lose? Bugman's Brewery? The Pinnacle? (Probably not the Pinnacle, since we gave Aurelion a warning.) The Iceborne Flame? Would it have required us holding yet another army in reserve, or sending it to the Flame/Brewery/whatever, in order to avoid a Middle Mountain scenario? Would it have just required picking Beast-paths and rolling well on it?

Is whatever is going to come for us inevitable due to the choices we made and didn't make, or is it still going to depend on rolls and luck too? Hard to say.

I guess it's good that we managed to dodge the Middle Mountains and Black Arks suckerpunching us and taking us down. But it looks like we are probably going to have a nasty surprise from the Beastmen in exchange. Oh well, can't always play perfectly. At least we managed to avoid 2 blows and weather 2 things well enough; it means we'll have more left for the Beast-tide.

... Also, the Beast-tide is going to be hitting the whole of the Empire, and not just Ostland alone, so... On the other hand, if Ostland had managed to dodge the 3rd surprise too, then we'd have been in a better position for the "You've thrown off the attacks on your province; now which province are you going to advance into and aid?" follow-up.

While we might not have addressed the entirety of the Beast path issue, we DID manage to find the path that was surrounding Wulfenburg like a noose. So they can't just decapitate our capitol, which with Bugman's both being near there and being dwarf built means that i find it highly unlikely that they would get overwhelmed before we can respond. It's possible as all things are, but i find it unlikely. Similarly, the Iceborn flame was made in one of the beastman's former holy sites. It's the impetus we had for tracking the paths in the first place and all efforts we've done started from there. It might well be a target, but it is highly unlikely it gets caught out unawares.

In addition to all this we still have the Army of the Forest in position. So both the Mountains and the Forest should have eyes and Ears ready and waiting, since we have only used Ostalnd's main army in the defense of Salkalten. So we won't have nearly as many forces out of position as you seem to believe. Will it be enough? Who can say? But we're not getting suckerpunched by another capital hit with our forces flat footed here. At worst we might have other major cities getting hit somewhat unawares, which while unfortunate us getting hit three times leaves us in a three front war which is hell to defend against.

Now as for ignoring the beast paths; What more could we really do? Militarily additional artillery and getting militia up to snuff had to take priority over the paths, simply due to us knowing the shitstorm was incoming. Frankly those guns were invaluable here and saved a lot of lives, while costing a lot of Druuchii lives. Without them we might not have swung this nearly as adroitly as we did, and franly getting the Militia up to snuff was a sensible choice. We had no idea if they would spread out raiding parties or not, and the extra men in Salkalten being trained was also deeply necessary.

Which with Military options being cut what could we have done? Not spent time with our family? Not learned the root language of the enemy we KNEW was coming? Not making sure the Hollowbursts were ready for deployment? We've been doing Beast Paths fairly often since the option came up but scouring them all clean is going to take lifetimes, and we were focused on the enemy we knew was coming because they could wipe us out on their own. I get worrying about the Beast tide. It's going to suck, but frankly we've done well, stupendously well holding up against two potential province wiping threats already at the same time. worrying about the third is sensible but looking at past decisions which were probably the most optimal plan we could have done for the turn we had seems fruitless.
 
Well, we already prepared as best as we can with the beast tide without breaking character.

Sides, rolls are fickle, we could taken that option and even with all the precautions, still get rolled if the dice favours us poorly.
 
. Frankly those guns were invaluable here and saved a lot of lives, while costing a lot of Druuchii lives. Without them we might not have swung this nearly as adroitly as we did, and franly getting the Militia up to snuff was a sensible choice. We had no idea if they would spread out raiding parties or not, and the extra men in Salkalten being trained was also deeply necessary.
a major point we have a half usable army after throwing back one of our main threats the alternative could of been a more pyrrhic victory or a dreadful defeat which would of led to campaign that magnus would of had to spearhead against a drucchii incursion with out the aid of hard of hitters like fredy. we did extremly well we do not have all the intel we could have but i would rather have victory against the druchii and less intel then perfect intel on the beastmen but the druchii killed all those who fought at skaltaten and are breathing down our throats.
 
I don't think things are that bad. Remember, when we were establishing the Temple we had a choice on how much to invest in it's defences and naturaly we went all out. As for Bugman's it is quite near to our capital AND has an entire force of dwarves defending it. Both are fairly durable strongpoints and with 2 of our armies still in place they should hold.
 
I mostly wrote these up to see if Indi mercenaries would stay in their homeland like Cathayan ones.

The Demolishers [Race: Human] [Origin: Ind] [Description: A rather exotic group even by the standard of elephantine mercenaries, the elephants of this company are equipped with a ball and chain attached to their trunk! Wielding their weapon with surprising skill the beasts are even more excellent at fighting blocks of heavy infantry than more ordinary companies of their kind.] [Numbers: 10 flail armed elephants.]

The Big Sticks [Race: Human] [Origin: Ind] [Description: A company of Indi warriors armed with two handed maces and armored with studded gambesons or "coats of a thousand nails" as they refer to them. Excellent shock troops that should be kept away from archers.] [Numbers 200 Mercenary Indi Macemen]

The Blade Wind [Race: Human] [Origin: Ind] [Description: While rocket artillery is widely considered exotic in the Old World, this company is exotic even by those standards. Their rockets are made of forged iron rather than wood and have sword blades in place of guiding sticks. Those being bombarded by this unit will face a rain of blades!] [Numbers: 5 rocket launchers, 20 crew, 10 blacksmiths, 1 company commander Tipu Gupta]

The Bow Benders [Race: Human] [Origin: Ind] [Description: A collection of Indi peasants armed with bows nearly taller than they are. Unsurprisingly their bows possess a longer range than those of ordinary archers, a useful trait as their only armor is their clothing and their only other arms are their knives.] [Numbers 200 Mercenary Indi Longbowmen]
 
Nevertheless, the unification brought about by Sigmar ensured that there were opportunities for wealth and growth, even if lesser compared to the rest of the Empire. Roads would grow more permanent, thin walls of wood would become thicker, and more homes would be built to accommodate a slowly growing population. Much like how the Teutogens had discovered the their holy flame and built the city of Middenheim around it, the Talutens had discovered the massive crater within which they would build Taalheim, which would in turn eventually become known as Talabheim. And after Sigmar's rule was solidified, Averheim was built by the Brigundians, and so it went. The Cult of Sigmar would rise, and shrines and temples would begin to be built across much of the Empire, including within Wulfenburg itself though much of Ostland remained obstinate in their faith to Ulric and Taal. The introduction of the legendary Runefangs would only aid in such matters, the incredible weapons letting the Electors lead their people in battle against all who might threaten them.

Also present is the winding Street of Steel, a place dedicated to the art of metalworking in its many different forms. Humans and dwarfs work at a variety of hot glowing forges to craft their latest orders, which depending on which part of the street one is in can be a fine sword or suit of armor or simply finely made utensils for a noble's summer home. Nails, horseshoes, spear tips, screws, axles, and so on are made here on a daily basis, all the while different smiths argue with the others about just who is better than the others. Estalians argue with Bretonnians who besmirch Imperials who arrogantly challenge chuffing dwarfs, all over who possesses greater expertise at the art of smithing - often just as a potential customer arrives on the seen. But so too here can the most intricate and delicate works take place, and there are numerous shops who craft fine silver and gold jewelry with sparkling jewels that exist along the Street. The Street of Steel actually stretches and bends, to the point that anywhere else in a city it would have been regarded as multiple streets entirely. Here, too, smoke pours forth into the sky, and while the schedules are are far more individualistic due to each shop being owned separately, sheer competitiveness ensures that often there are many forges burning even past midnight.

The bolded and underlined parts are errors I've spotted while reading this Informational post.
 
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