Title: ARMY THEMES
Description: for conflict london
Burp Foulbreath - February 23, 2005 04:30 PM (GMT)
I thought I'd start a new thread to put our army themes onto, (I will post mine up later) even though 'Mr Old Cynical scales' (Chilipepa) reckons that they wont be read, its all about getting in with the spirit of the event and it is worth +5 points (if you're unfortunate enough to get massacred you'll be begging for the points :ph43r:
You dont have to be a literary genius or anything but have some structure to you theme; useful things to help you.
1; Who is your general?
2; Where does your army come from?
3; Why has your general gathered this army together, what is its purpose?
4; Why does your army consist of the specific units that you have chosen?
5; Who is your main enemy.
:orc: :orc: :orc:
Between 200 and 600 words... lets see what you have got :thumb:
Burp!
Dark Lord Jim - February 23, 2005 05:41 PM (GMT)
I'll be using the same theme that I've been using for ages. It'll need a slight bit of tweaking to fit into the list I'll be taking (after all, the necromancer will be the general, not my Strigoi, but I'm not going to change that!). Here it is:
It was a dark stormy night on the Sea of Claws. The ship was tossed about from foamy peak to shadowy trough as the very elements sought to destroy the vessel. It was here that the Dark Elves struck. Merciless Corsairs boarded the ship, sharp blades held menacingly as they took control. The deck was slick with the blood of those who resisted, but only for a moment, as it was washed away by the pounding waves as soon as it could pool from the bleeding corpses of the crew. Only one did not struggle: the wizened necromancer, Khryss. Taking this unfortunate prisoner, the Druchii took all that was on board the now-abandoned ship, which included a three curious sarcophagi....
Records of what happened after the ship put in at one of the Nagarrothian raider ports are somewhat sketchy: mainly because not one Dark Elf dwelling at the port lived for more than a day after the Corsairs arrived. It seems that Janus Turkov, a Vampire of most hideous potency, his unholy wife Jain and his vile offspring Rahvin, awoke to find themselves in the hands of the Druchii. In an insane, brutal rage, the three Strigoi slaughtered every living member of the settlement, torching the boats, desecrating their evil temples and making the streets run more crimson than the deck on that first fateful night.
Raising up the butchered populace into a mighty horde of undeath, Janus is now slowly making his way back to the lost city of Strigos, along with his family. He wll let none stand in his way, and has left a trail of death and destruction in his wake.
Fairly short stuff, but it makes sense given the models I'm using. Or at least, I think it does. I'm sure I could improve it, I wrote this when I was 16 so although I don't want to change the story, my vocabulary has probably got larger.
Cheers,
DLJ
Burp Foulbreath - February 23, 2005 05:46 PM (GMT)
BURP FOULBREATH & THE SCREAMING BELCH
Burp Foulbreath is one particularly vicious and mindless Savage Orc. He rose to fame (or so he says) by beating up other tribal savage orc bosses, far south, in the hot dry plains of the southern Badlands. The intense heat of those distant regions had irritated his brain and temperament somewhat. Growing “Fed up! Wiv da hot sun on me ‘ead” Burp gathered a trusty band of fellow savage orcs together, and upon their stinking war boars he lead them north into the Badlands looking for “Betta wevva.”
It wasn’t long before Burp and his lads attracted the attentions of some Badlands goblins who were being regularly eaten by a small gang of orcs; the Gobbos pleaded with Burp for protection, promising him that they knew where the ‘Betta Wevva’ was. Burp and his posse were aching for a good fight and so they rescued the Gobbos in a very impressive scene of thuggish butchery. Burp knew that his lads had needed to let of some steam and he also knew that having the gobbos around would be very useful food supply (but he didn’t tell the gobbos that)
Deeper into the Badlands Burp’s small war band made their path, the goblins leading the way.
After a few good fights with wandering gangs of greenskins Burp quickly realised that the Gobbos were quite useful at getting in the way and confusing the opponent until his lads could get stuck in and do the real fighting; and so Burp encouraged the gobbos to get more of their mates to join up… very quickly the waargh of the ‘Screaming Belch’ (as the gobbos nicknamed it (after Burp’s habitual battle cry)) began to take greater shape.
Next came ‘Gnasher Bones’ a savage orc shaman, came riding on his boar, into the Badlands (alone!!!) following the path of Burp and his lads from the southern plains. When he caught up with Burp he told him that he had been sent by Gork and Mork, told him that “No matta wot da wevva” Burp was going to be “da most famous War Boss in all da Badlands.” And that he’d need the help of the ‘Great green’ with him.
And so the ‘Screaming Belch’ began and continues to grow. Travelling slowly, a nomadic gang, travelling deeper into the Badlands, getting closer and close to the Empire (soon they’ll be eating man flesh (which’ll make the gobbo’s lives less stressful)
As a nomadic ‘Waargh Path’ they favour speed and travel quickly; never staying in the same place twice. Orcs on boars, Goblins in chariots and Snotlings with their Pump Wagon thingy. Those goblins still on foot have to run as fast as they can to keep up (Burp says its good for them, keeps them fit (an tasty) and soon they’ll capture wolves for them to ride.)
When the great belch screams the Badlands will tremble and the Empire will collapse to the ground. It’s true, Gnasher Bones said so.
----------------------- 500 words --------------------------
‘The Screaming Belch’ at Conflict London, 2005
‘Burp Foulbreath’, savage Orc Big Boss on Boar
‘Battle Stan’, Orc Big Boss on Boar (battle standard bearer)
‘Gnasher Bones’, level 2 Savage Orc shaman on Boar.
Core Units;
50 x Goblins with spears
36 x Goblins with handweapons
4 x Snotling bases
Special Units;
10 x Savage Orc Boar Boys
10 x Orc Boar Boys
2 x Goblin Chariots
Rare Unit
1 x Snotling Pump Wagon
Lord of Nonsensical Crap - February 23, 2005 06:00 PM (GMT)
The ancient Lizardmen city of Ux-Mal is a subject of legend among the denizens of Lustria. Originally said to have been located somewhere in the steaming jungles between Pahuax and Tlanxla, Ux-Mal is thought to have been lost during the fall. The city’s ruins, however, have never been found. Only a select few Skinks and some of the venerable Slann Mage-Priests known the truth. Recently, however, a group of Lizardmen claiming to be denizens of Ux-Mal have been seen roaming the jungles of Lustria. Now, the truth about the fate of Ux-Mal is finally coming to light . . .
THE FALL
When the polar warp gates collapsed, unceasing tides of daemons swept across the world. The Slann and their Lizardmen subjects became besieged in their own temple-cities as daemons poured through Lustria. Ux-Mal was no exception: the city’s resident Slann, Xlantec, and his hosts of Saurus fought ferociously to fight off the daemonic invaders. For a hundred days and a hundred nights, the daemons hurled themselves against Ux-Mal’s magical barriers, uncaring of their losses. Eventually, the barriers were breached, and it fell to the Saurus warriors to battle the daemons in the city’s streets.
Lord Xlantec knew that, unless the daemons were stopped quickly, Ux-Mal would perish. Thus, he drew up all of his power to invoke a single, mighty spell that would save the city from destruction. Utilizing the Eye of Quetzl, a sacred artifact passed down from the Old Ones, For a week, the Lizardmen defenders tried to keep the daemons at bay while Lord Xlantec summoned up the power necessary for the spell. Finally, just as the last of the Lizardmen were about to make a final stand at the base of Xlantec’s pyramid, the Slann unleashed the spell.
A massive tidal wave of searing white light surged out from Xlantec, washing over the city and incinerating any daemon it touched. The wave carried on outside the city, destroying all daemons within a hundred miles and cleansing the landscape of the Chaotic taint.
So it was that Ux-Mal had been spared. However, Xlantec, having used up most of his power in the spell, was so weakened that he passed into a deep, comatose sleep. The Saurus at the base of the temple, too, were put into a coma by the effects of the spell. The only ones who weren’t affected were a select group of Skinks: Xlantec knew that the spell would rob him of his energy, and so entrusted Ux-Mal’s remaining Skinks to watch over the city in his absence.
The effects of the spell itself was massive: Ux-Mal was placed under a permanent ward that would destroy any daemon that entered, and keep the city hidden under a magical illusion. In the process, however, Ux-Mal’s spawning pools for the Saurus were severely affected, and were left unable to produce new Saurus. So it was that the Skinks of Ux-Mal placed Xlantec and the remaining Saurus in special protective chambers that would preserve them over the ages. Hence, for millennia, the Skinks have watched over the hidden city, ensuring that it is kept hidden from mortal eyes.
THE AWAKENING
Recently, a Ara-kor, a Scar-Veteran kept in preservation, has awakened from his slumber. Likewise, the Saurus spawning pools are slowly beginning to produce life once more. The Skinks believe this to be a sign that the Old Ones wish for the spell to be lifted, so that the hosts of Ux-Mal may fought the spread of Chaos once more. The Skink Priest Tlacepotl believes that the key to lifting the spell and awakening Lord Xlantec lies in the Eye of Quetzl. The Eye, however, was destroyed when the spell was unleashed, and its fragments were flung war across the globe. So it is that Ara-kor and the Skinks of Ux-Mal have started to search for these shards, in the hope of awakening Lord Xlantec once more . . .
Note: the few working spawning-pools, and the Lizardmen slwoly awakening from stasis, represents how my army is slowly building up unit by unit. The shards if the Eye of Quetzl will actually have an effect game-wise: at the start of each battle, an enemy character is holding a shard on a certain D6 roll. I will have to kill this character in order to get the shard. Once I gain 8 or 10 shards (haven't decided which yet), I will be able to field a Slann Mage-Priest.
Prince Cal - February 23, 2005 06:01 PM (GMT)
I'll get you mine up later as I'm redoing it as Huebald (my general) normally leads a rather different hosts to this one and this is the max of 600 words is much smaller than my current one.
Great job you guys, but burp with those extra 100 words I'd add a battle description as people always like those.
mumba_jumba - February 23, 2005 08:36 PM (GMT)
Hailing from the depths of the northernmost worlds edge mountains is the Throng of Kazak-Feuerraum (german for incineration chamber). Led by Engineer/Sorcerer Zauberei, they believe that long ago, the dwarves built a huge underground tunnel, spanning the Old World. As most Chaos Dwarves, they are bent on world domination, and have taken many holds from Orc and Dwarf alike, enslaving those who arent killed in their brutal "Kreigs" not necesarily swift attacks, but always deadly. They have searched for this tunnel for hundreds of years before Zauberei even took hold of the throng. And when they find it, they plan to use their knowlege of the earth, to cut paths up to ground level, and spring countless attacks on all of the Old world. Zauberei tends to use his slaves in battle, he would not dare risk the life of one Dawi Zharr when he could risk a hundred more hobgoblins. This is only the tendency of his armies though. For more often then not, he hires a wide array of mercenaries, to aid him in his battle. Traveling down to the Ogre Lands and hiring all those he can not enslave or kill. Or to the lands of Nagarroth, and trading slaves with the Druchii for monsters of the most horrific sort, Hydras, Manticores, Cold Ones, and the horrific Druchii armor, with the spikes and curves that horrify any who battle against them.
i think thats 200, if not, tell me and ill fix it up
_jumba
RasputinII - February 23, 2005 09:12 PM (GMT)
Mumba, as nice as your fluff is you can't just make things up. Chaos Dwarfs aren't after world domination or conquest. They wage war for more slaves so they can mine more. The CDs are a non expansionist race. If people do read your fluff, and know things you risk loosing it all...
LordChilipepa - February 23, 2005 09:38 PM (GMT)
Hmmmm... Okily Dokily then, I'll see about a first draft of my fluff.
The Temple-City of Rezephua lies on a rocky rise in the jungle, near the estuary of the Amaxon River - and the pirate settlement of Port Reaver. The jungle around, and the tree-swathed isles that lie scattered off the coastline, are littered with the remains of the decaying empire of the Old Ones, empty, ruined temples and ziggurats, guarded by only a few skink custodians. These places are holy sites of the Lizardmen, often the resting places of long-dormant Slann, and always repositories of the Old Ones' own world plan, cast in golden plaques to last across the ages. Unfortunately, laden with gold and ancient treasures as they are, they are also magnets for lowlives and sellswords that flock from the Old World to make their fortune.
Less than a tenth return, for the Slann Lord of Rezephua does not permit such brazen thievery. Every step a New One makes in the jungle is heard, every movement logged - Chameleon skinks lurk in the darkness, watching every move a given robber band might make. Druchii, Asur and Humans alike plough into the trees, unaware that they are being watched. Knowledge comes far, far too late - to trespass into the hidden realm of the Lizardmen is death. The swift relay of signals from skinks under the canopy to heralds atop fast-moving Terradons lets swift-moving forces mobilise rapidly from the Temple-City, spreading out into the jungle from all directions as the monsoons abate and a new raiding season begins. The skinks who have shadowed the humans from the beginning will pour from the cover of the trees, a swarm of flitting, scaled bodies in the shadows of the canopy before the heavier Lizardman warriors crash home, scattering the benighted mercenaries to the wind. Once every last New One lies dead, the sacred loot they have plundered can be returned to its proper resting place, to be guarded more vigilantly in future.
The army:
Lotl Botl (JSOD)
Huinipachutli (Skink Chief on Stegadon)
Quzipantuti (Skink Dispel Caddy)
12 Skinks (Scouting)
12 Skinks (Scouting)
12 Skinks
(all w/ javelins & shields)
5 COR, full command, Blessed Totem of Huanchi.
3 Kroxigor
3 Kroxigor
Huinipachutli's Stegadon
Incidentally, Burp, is that a comprehensive list? It's just that your characters seem to have no equipment apart from the Boars... surely even just a Great Weapon on your general...
Burp Foulbreath - February 23, 2005 11:31 PM (GMT)
| QUOTE |
| Incidentally, Burp, is that a comprehensive list? It's just that your characters seem to have no equipment apart from the Boars... surely even just a Great Weapon on your general... |
I have some items Chili, but me Shaman reckoned it best not to say tooooooooo much :ph43r:
(some really promising posts guys... Cal, you're probably right, I might add a little bit more, that was my first draft)
Burp!
LordChilipepa - February 24, 2005 08:14 AM (GMT)
To the next general mod who reads this: might I suggest shifting this topic to the stories forum?
mumba_jumba - February 24, 2005 11:17 AM (GMT)
@Ras, Maybe its not to the extent that i made it seem, but they do plan for wold domination, its in the Ravening hordes list, like the 6 lines of fluff thats there, it reads-
Far to the east in the ash-strewn lands of the Chaos Dwarfs lie the towers of Zharr Naggrund. In these blackened spires the Chaos Dwarfs plot their overthrow of the west and their eventual domination over the world
thats about it, for some reason i couldnt copy it so i had to type it myself, in the end its the same thing, you guys can check, (www.chaosdwarf.com get an account, then downloads then rules, then Ravening Hordes list) maybe im wrong, but i havent really read a whole lot of fluff, just little bits and pieces, if you have anywhere to find some more, please do tell.
Swordsalot - February 24, 2005 11:48 AM (GMT)
Aren't the ravening hordes list still online at GWs official website?
or in the ravening hordes book?
mumba_jumba - February 24, 2005 12:24 PM (GMT)
i dont have the book, do you know where i could come across one?
and i dunno if its on the UK site, i do know its on chaos dwarf.com
Vriishnak the Twisted - February 24, 2005 02:14 PM (GMT)
Good suggestion, Chili, I think it'd be better there.
[moved]
King Ulrik Flamebeard - February 24, 2005 03:18 PM (GMT)
Not to be a kill joy for all those posting their story, but I think Burp meant this to be a topic for those going to London Conflict. You're asked for a short piece of fluff to explain your army etc
I haven't done one yet, but I will.
KU
WarSaintSkiitz - February 27, 2005 03:32 AM (GMT)
Ive got a skaven army thats set up in Kislev.
Theyve basically seperated themselves from other skaven and live mostly above ground, in captured fortresses and the like. All "clan specific" units are from crusades into the underground by young Preachers to prove their worthiness in the eyes of High Priest Izaak.
The clan is a pretty theocratical thing. It is ruled, unquestioningly, by the High Priest, this high priest is basically loved by all and tells everyone all about the Horned Rat.
Now, why Clan Krow are not with the other skaven is that they think the other skaven are basically a failure to the Horned Rat. The council hasnt done sh*t, not even with that whole storm of chaos thing. We basically are trying to take a little more initiative in the conquering of the world and dont give a sh*t whats going on in "Skavenblight".
Our main enemies are Chaos and Kislev. First off, Kislev because we want to rule there. Clan Krow already has itself a nice chunk of the land but wants the whole thing, the birth rate is up and we need some above ground housing. Besides, they have priests, whats up with that? The horned rat is the only true god...
Thats the main reason for fighting Chaos, like, they have daemons and stuff and they worship the hell out of the 4 gods. Thats not acceptable. What if the Horned Rat gets jealous? We're worshipping as hard as we can already! So, Chaos is a little too religious for our liking, we're the only religious people in this "hizzouse".
The Clan's armies always field Stormvermin (Paladins), these show the strong and holy warriors of the Clan. Accompanying these is usually some Plague Monks. We convert those down south.
The militaristic head of Clan Krow right now is none other than the War Saint Skiitz (old bellringer model). He was found by the High Priest when he was just a ratling. The High Priest, in a series of prayers and blessings turned Skiitz into the strongest Celestial to walk to Kislevite steppes. He is holier than a bloodthirster, a slaan, a liche priest... It is Skiitz task to conquer Kislev by the time of the venerable Izaak's death.