Warhammer Tribe Quest

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1000 years before Sigmar's birth, Mankind crossed the World's Edge Mountains and began to lay claim to the Old World. The Elves have fled west in the wake of war, the Dwarfs have diminished into their greatest holds as their lesser holds are lost to the Time of Woes and in the south a great darkness begins to fade. The Great Necromancer has vanished from the world.

You play as Volkhard Tallowman of Clan Tumbleberry. A young Halfling with a short stick you may yet live long enough to be an Elder one day.
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1000 years before Sigmar's birth, Mankind crossed the World's Edge Mountains and began to lay claim to the Old World. The Elves have fled west in the wake of war, the Dwarfs have diminished into their greatest holds as their lesser holds are lost to the Time of Woes and in the south a great darkness begins to fade. The Great Necromancer has vanished from the world.

You may now select one of the tribes of the Old World, many newly arrived, to take advantage of the weakness of the great powers and build a foothold for yourself.


[] The Asoborn
Having just crossed the World's Edge Mountains, the Asoborn are already bitterly embattled. The native Styrigen tribe, foul vampire worshippers, have brought your migration to a firm halt. Now the Asoborn must drive the Styrigen away from the rolling hills betwixt Stir and Aver in order to claim the land for their own.

[] The Halflings
Half the height of a man and uncommonly resistant to the touch of Chaos, the Halflings joined their taller cousins in a long march across the mountains. Now they find themselves terribly far from home and the cookwagons are worryingly empty. Ringed by woods, a large verdant meadow has been chosen as the site of the meeting of Clan Elders.

[] The Brigundians
Dear friends with the Dwarfs of the Black Mountains, the Brigundians have enjoyed the opportunity to earn dwarf-forged artifacts of power at the cheap cost of risk of life and limb. Riding with Dwarfen throngs, skilled Brigundian horsemen might earn themselves an item of power.

[] The Jutones
After a prophetic dream, and perhaps some rather violent persuasion, the King of the Jutones has declared another Great Migration. Fleeing the heart of the Forest of Shadows the Jutones have now entered into wild and barren swampland. The native tribe, and other creatures, have not taken kindly to their arrival.

[] The Merogens
Dwarf-Friends of Karak Norn, the Merogen tribe has recognised the superiority of the Elder Races, the Dwarfs in particular, and most Merogens do their utmost to replicate Dwarfen customs and traditions. The Dwarfs of Karak Norn have found it to be useful in a trade partner and occasional ally, but for the most part it is largely amusing and adorable.

[] The Teutogens
Having carved a bloody swathe through the native tribes of the Old World, the Teutogens have grown tired. It is time to find a home and settle down. Fortunately, Ulric has guided the Teutogens to a great fortress rising from the dangerous sea that is the Great Forest. A small camp is already being built atop the Fauschlag.

[] The Thuringians
Maddened berserkers dwelling in the deepest, darkest woods, the Thuringians are a savage danger to all the tribes around them. Some leave the deep woods to seek glory, fame and gold; others in search of respite from the maddening spells and wild spirits that plague the deep woods that the Thuringians reside in.

[] The Hunberokins
The crossing of the mighty rush of the River Reik was no easy feat, and it will be no easier to lay claim to the fertile farms that line her western shore. A number of peaceable clans ruling over the many farms of this land have banded together into a warhost to keep the Hunberokin tribe from seizing the farmland for their own.

[] The Bretonni
One of the largest of all tribes, the Bretonni are master horsemen which should serve them well in the open plains west of the Grey Mountains. Seeking shelter in the ruins of old Elven colonies, the Bretonni ride out daily against the Greenskins that ever threaten to slay the tribe entirely.

[] The Albionic
Upon the Shrouded Isle of Albion live the many clans of the Albionic people. Dwelling alongside creatures of myth and magic and charged by the Gods themselves with a doomed task, the people of Albion are unusually merry. The only thing as numerous as the troubles their Gods left for them to solve, are the tools those same Gods left to them.

You can approval vote. The year is -1000 IC which will be Year 1 since the Great Migration.
 
[X] The Halflings

Has there ever been a halfling quest? I don't think there has which is good enough for me.

Edit: Never been a quest about Drakwalders either.

[X] The Thuringians
 
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[Х] The Albionic
The least well known of all the tribes. Let's see if we can rise to greatness.
 
[X] The Albionic
[X] The Hunberokins

No Norssi or Fenonne?
 
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Ooh, this is a very interesting quest concept! :)

[X] The Halflings

Never seen a Warhammer Fantasy quest where we played as Haflings before.
 
[] The Albionic
I would have voted Albionic if the excellent Torroar quest A dynastie of mist hadn't already scratched that want. That and one of the problem with that quest was that it was a pretty isolationist one because of the mist and once you conquered the island you don't have much to do.

[X] The Jutones
The tribe that eliminated the biggest fimir menace of the Old World and founders of Marienburg, refused to join Sigmar Empire in canon and got conquered centuries later. Never truly managed to colonise the Westerland. I see potential, we can become the economical capital of the Empire and built the strongest human navy in the World (aside from the high elves because, 'Ulthuan rules the seas').

[] The Asoborn
Honestly I would have preffered playing the Styrigen, managing to create a timeline where Sylvania use it's position between the Moot and Zhufbar and it's mystics traditions to become a powerhouse of magic and technology in the future Empire. That aside the wiki page of the Asoborn hasn't interested me much.

[X] The Halflings
Halflings and the Jutones are honestly the two available choices that interest me the most. I honestly think that halflings have the potential to become one of the most powerful electoral province of the Empire we wouldn't even need to buy our province independance from Stirland we will have Sigmar himself negotiate with us. The biggest reason why halflings aren't the powerhouse they can potentially be is their own lack of ambitions aside from some individuals. They can learn magic they just don't bother because it takes time that they could use to learn or do more important things in their eyes, like how to make the best pie and then eat it. They are Chaos resistant not Chaos-proof, resistant which is still a big advantage. So yeah I honestly think a halflings quest has a lots of potential.

[] The Brigundians
A better version of the Asoborn and an Averland quest where we could dominate the region by paying the neighboring tribes with food, could be interesting but I would like to prioritise the choices that interest me more.

[] The Merogens
I'm hesitating for this one, I already read some very good dwarf quest and Divided loyalties had a very awesome arc as advisor of karak eight peaks, so like the Brigundians I'm going to prioritise choices that interest me more.

[] The Teutogens
Alright look I know what I like and I found the Teutogens the ancestors of Middenland just boring. I understand that a quest can go into very interesting directions and some of you might like them, but me I'm honestly not interested at playing them.

[] The Thuringians
Honestly unless the quest master gave them some very interesting stuff I like them even less than the Teutogens from their wiki pages.

[] The Hunberokins
I'm afraid that if we don't play them then the ancestors of Sigmar are going to get destroyed and so who is going to unite the tribes but honestly I would rather play the Brigundians than them. Because aside from being the clan in which Sigmar is going to be born, they don't seems to be that interesting.

[] The Bretonni
I hesitate a lot for them. Just like Albion they are already enough quest in Bretonnia that filled the need, but it would be a quest before Bretonnia we could make the Bretonni join Sigmar rather than become their own faction which would have big consequences if they don't secede from the Empire later, it could give enough power to the Empire to conquer the other human nations of the Old World.

Too bad their's no Arabyan tribes I would have definitely voted for them.
 
[] The Merogens
Dwarf-Friends of Karak Norn, the Merogen tribe has recognised the superiority of the Elder Races, the Dwarfs in particular, and most Merogens do their utmost to replicate Dwarfen customs and traditions. The Dwarfs of Karak Norn have found it to be useful in a trade partner and occasional ally, but for the most part it is largely amusing and adorable
Weebs

[X] The Teutogens
 
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