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Your Official Guide to WARMACHINE, HORDES, and the Iron Kingdoms

ISSUE 73 AUG 2017

REAP THE WICKED HARVEST


GAVYN KYLE PROFILES THE OLD WITCH, PLUS INFO ON
WITCHWOODS, CASK IMPS & MAD CAPS

ENGINES OF TWO NEW THEME GRIND EXPANSION


DESTRUCTION FORCES GRYMKIN, NEW ARENAS
FULL RULES FOR THE BATTLE DARK HOST & KRIEL COMPANY & GRINDERS
ENGINE DEMOLITION DERBY


AND EVEN MORE CONTENT FOR:

Were reinventing No Quarter as No Quarter Prime! No Quarter Prime is the most comprehensive and indispensable home
for exclusive WARMACHINE and HORDES content. This ad-free, 112-page, bimonthly publication will be jam-packed
with game content you can put right on the table and rich lore that expands your knowledge of the Iron Kingdoms.
In each issue you will find:
Robust theme force features, with theme force rules, the background and organization of these fighting forces,
the introduction of new units and heroes, their weapons and equipment, alternate color schemes for thematic
units, new scenarios, and hobby features.
The Fire & the Forge, a feature dedicated to chronicling the epic WARMACHINE and HORDES sagas from the
beginning, using both narrative and essay form to deliver a comprehensive overview of the world-changing
events that shaped the Iron Kingdoms and beyond.
After Action Report, in which the WARMACHINE and HORDES development team will share their thoughts
and insights on updates and changes made to models in Community Integrated Development. After Action
Report will also be the first place to see the final version of model stats after they have been tested in CID.
Hostile Territory, a feature on the iconic geography and landmarks of Immoren. Youll find in-depth
information on each location, as well as a multiplayer scenario based on that location, a guide for making
battlefield elements iconic of that location, and in-game rules for those elements.
A new playable experience, ranging from all-new self-contained games you can play with your WARMACHINE
and HORDES models to campaigns, expansion rules, and Iron Kingdoms RPG adventures.
And so much more, including pages of all-new art, beautiful model and diorama photography, hobby
and painting content, and more!

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ON THE COVER Will Pagani, Michael G. Ryan, William Oz
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TABLE OF CONTENTS

New Releases 4
Editorial 9
Cast a Cold Light 10
Guts & Gears: Khadoran Irregulars 13
Faces of the Wicked Harvest: Part II 25
Visions of War 30
Engines of Destruction 32
Dark Host Theme Force 43
Gavyn Kyle Files: Old Witch 46
Kriel Company Theme Force 57

GUTS & GEARS:


KHADORAN IRREGULARS 13 ENGINES OF DESTRUCTION
32

DARK HOST
THEME FORCE 43 GAVYN KYLE FILES:
OLD WITCH 46
2 TABLE OF CONTENTS
Undercity Scenario: Wicked Games 60
Faith Unassailable 65
Company of Iron Preview 72
Grind Overtime Expansion 76
Battle Report: Barons Balance Due 83
All in a Days Work 99
Corvis Codex: Blighted Cygnar 109
Player Gallery 112

KRIEL COMPANY
THEME FORCE 57 UNDERCITY SCENARIO:
WICKED GAMES 60

GRIND OVERTIME
EXPANSION 76 CORVIS CODEX:
BLIGHTED CYGNAR 109
TABLE OF CONTENTS 3
NEW RELEASES

FORCES OF HORDES: GRYMKIN: THE WICKED HARVEST GRYMKIN ALL-IN-ONE ARMY BOX
Release: July Release: July
SOFTCOVER PIP 1098 $31.99 PIP 76028 $199.99
HARDCOVER PIP 1099 $41.99

THE CHILD (RESIN/METAL)


Game: HORDES/Grymkin
Sculptor: Javier Garcia Urea
Painter: Brendan Roy
Release: July
PIP 76002 $34.99

DEATH KNELL (RESIN/METAL)


Game: HORDES/Grymkin
Sculptor: Javier Garcia Urea
Painter: Brendan Roy
Release: July
PIP 76027 $84.99

4 NEW RELEASES
SKIN & MOANS (PLASTIC) CRABBIT (METAL)
Game: HORDES/Grymkin Game: HORDES/Grymkin
Sculptor: Steve Saunders Sculptor: Steve Saunders
Painter: Dallas Kemp Painter: Brendan Roy
Release: July Release: July
PIP 76007 $34.99 PIP 76012 $14.99

HOLLOWMEN & LANTERN MAN (PLASTIC)


Game: HORDES/Grymkin
Sculptor: Steve Saunders
Painter: Dallas Kemp
Release: July
PIP 76013 $49.99

NEW RELEASES 5
NEW RELEASES

GLIMMER IMP (METAL) CASK IMP (RESIN)


Game: HORDES/Grymkin Game: HORDES/Grymkin
Sculptor: Irek Zielinski Sculptor: Irek Zielinski
Painter: Dallas Kemp Painter: Dallas Kemp
Release: July Release: July
PIP 76022 $9.99 PIP 76023 $11.99

ACTS OF WAR II: AFTERSHOCK


Release: July
PIP 616 $15.99

LADY KARIANNA ROSE (METAL) THE KING OF NOTHING (RESIN/METAL)


Game: HORDES/Grymkin Game: HORDES/Grymkin
Sculptor: Irek Zielinski Sculptor: Irek Zielinski
Painter: Brendan Roy Painter: Dallas Kemp
Release: July Release: August
PIP 76026 $12.99 PIP 76001 $14.99

6 NEW RELEASES
THE DREAMER (RESIN/METAL)
Game: HORDES/Grymkin
Sculptor: Victor Hugo Campelo
Painter: Brendan Roy
Release: August
PIP 76003 $49.99

RATTLER (PLASTIC)
Game: HORDES/Grymkin
Sculptor: Steve Saunders
Painter: Dallas Kemp
Release: August
PIP 76008 $24.99

CAGE RAGER (PLASTIC) GOREHOUND (PLASTIC)


Game: HORDES/Grymkin Game: HORDES/Grymkin
Sculptor: Michael Jenkins Sculptor: Fausto Gutierrez Lopez
Painter: Dallas Kemp Painter: Brendan Roy
Release: August Release: August
PIP 76009 $34.99 PIP 76010 $17.99

NEW RELEASES 7
NEW RELEASES

DREAD ROTS (PLASTIC)


Game: HORDES/Grymkin
Sculptor: Steve Saunders
Painter: Brendan Roy
Release: August
PIP 76015 $49.99

NEIGH SLAYERS (METAL)


Game: HORDES/Grymkin
Sculptor: Irek Zielinski
Painter: Dallas Kemp
Release: August
PIP 76018 $44.99

TWILIGHT SISTERS (METAL) TRAPPERKIN (METAL)


Game: HORDES/Grymkin Game: HORDES/Grymkin
Sculptor: Javier Garcia Urea Sculptor: Irek Zielinski
Painter: Dallas Kemp Painter: Brendan Roy
Release: August Release: August
PIP 76020 $24.99 PIP 76021 $14.99

8 NEW RELEASES
EDITORIAL

ITS PRIME TIME! changing events of the Iron Kingdoms in one place, The
Fire & the Forge series is going to deliver it.

U sually, I use this space to talk about this issue of No


Quarter. This time, I want to talk about the next issue,
which isnt actually the next issue of No Quarter at all. Its
For the latest on the state of models going through
Community Integrated Development, After-Action
Report will be a must-read feature. Each issue, our
the first issue of No Quarter Prime. You may already know all developers will give their insights on the updates and
about No Quarter Prime if you follow Privateer Press on social changes made to models in CID. In addition, After Action
media or listen to Primecast. But if you havent heard . . . Report will be the first place to see the final versions of
No Quarter is going epic. Starting with the first model stats once they have been tested in CID.
issue in September, No Quarter Prime will be the No Quarter Prime will also guide you through a tour of
most comprehensive and indispensable home for the geography and landmarks of Immoren. In Hostile
WARMACHINE and HORDES content. While No Quarter Territory, an all-new feature exploring the iconic sites
Prime will continue to deliver game and hobby articles as of the Iron Kingdoms, youll find in-depth information
it always has, this will not be the same magazine youve on historical battlefields, important fortresses and
seen before. Every issue is going to be jam-packed with fortifications, and more. Each article will also feature a
game content you can use on the table right away and multiplayer scenario based on that location, a guide for
rich lore that will expand your knowledge of the Iron making battlefield elements iconic of that location, and in-
Kingdoms. And No Quarter Prime will be completely ad- game rules for those elements.
free, because with all the great content we have planned,
we dont have a single page to spare! Just as in recent issues, youll continue to find a new playable
experience in each issue. Like previous No Quarter games
Heres the exciting content you can expect in each issue: Grind, Deck Raiders, and Extreme Colossal Wrestling,
Each issue of No Quarter Prime will contain extensive, youll find new ways to play with your WARMACHINE
comprehensive information about one of the varied and and HORDES models in No Quarter Prime. But those stand-
unique fighting forces of the Iron Kingdoms. And were not alone games will sometimes give way to experiences quite
just talking about a page of theme force ruleswere talking different from those, such as campaigns, self-contained
about a deep dive into the background and organization of RPG modules (like a Strangelight Workshop adventure),
these fighting forces, the introduction of new units and heroes, and expansion rules for WARMACHINE and HORDES
their weapons and equipment, alternate color schemes for (like UNBOUND).
thematic units, new scenarios, and hobby features. And thats And theres more. Informative painting and hobby guides,
JUST the theme force content. Each issue of No Quarter Prime beautiful photography spreads, pages and pages of all-new
will tackle a different theme force or comparable group of artI could go on and on. No Quarter Prime truly is epic!
warriors for WARMACHINE and HORDES.
No Quarter Prime will be the most comprehensive source
Another exciting new addition will be the 18-page feature for WARMACHINE and HORDES information
called The Fire & the Forge, dedicated to retelling the consolidated, concentrated, and super-charged. You wont
WARMACHINE and HORDES sagas from the beginning. want to miss a single issue!
Weve heard your calls for a collected version of the
WARMACHINE and HORDES sagas, and were answering Get hyped,
with something more exciting than a mere compilation.
This will be an updated chronicle of the events that LYLE LOWERY
ignited the modern era of warfare in the Iron Kingdoms as Editor-in-Chief
originally depicted beginning with WARMACHINE: Prime No Quarter
(Mk I) and WARMACHINE: Escalation, retold in a uniform,
collected series and brought to you in each No Quarter Do you have a question for No Quarter or the crew at
Prime. The Fire & the Forge will use both essay and Privateer Press? Send us a letter with your question or
narrative storytelling to stitch together this grand saga any other suggestions or comments you have! Email
think of it like one of those History Channel series that your letters to letters@noquartermagazine.com, tweet @
goes back and forth between voiceover and dramatization. privateerpress using the hashtag #NQLetters, or send us a
If you have wanted all the essential lore around the world- message on the No Quarter Facebook page.

EDITORIAL 9
CAST A COLD LIGHT By Michael G. Ryan

Just one day ago, the sniper had lain next to Artem on a frozen, It is not cowardice, she assured him, though hed neither
shadow-drenched ridge, the snow battering them in the complained nor criticized. Hed simply allowed her to drag
unexpected winds, their rifles on the snow between them like him down the narrow shelf along the precipice away from their
relics to be discovered in some future thaw. Artems beard and rocky snipers nest. When they were out of the wind and in the
eyebrows had crystallized. His cheeks were the same bright red trees below the Llaelese Mountains, she could finally see he
as his armor, and his nose was darker, bloody. His eyes focused, was shivering.
faded, and then came back again but weaker. She had to make
a decision. She could lose him. She had already lost Lev and Besides, they do not expect us to return. She shouldered
Oksana to this mission, but Artem was the most important one. his rifle for him. It was so heavy, or she was so weak. Were
To her, at least. expected to die on this mission. So, we can run. It will be at
least a day before they know were gone.
The military caravan from the south was not coming, she was
certain. It couldnt. To call what was below them a pass was a Artem groaned. It was enough for her. Shed always trusted
stretch. Nothing might pass through the snow banks blocking Artems judgment. And she had left the field of battle before
the canyon trail now. Even through her rifles scope, she could with less encouragement.
no longer see the place where the soldiers would enter her kill In a place where the trees were thick enough to hide them, she
zone. Instead, the sudden, intense blizzard that had already encouraged him to sleep, and when he did, she talked to him.
taken a heavy toll on her team was freezing them to death and She explained aloud why shed been the only survivor of a
had blinded her. patrol last summerit had little to do with her flight from the
So, she made the call for both of them. This was easy; Artem no ambush, she told him. It was just common sensethe Winter
longer had enough sense to recognize it as dereliction of duty or Guard shed been supporting were doomed. They were dead
to recognize that she planned to cross the line into true desertion. before they recognized theyd been overrun. Resistance fighters
were everywhere; they were taking no prisoners. She was lucky

10 CAST A COLD LIGHT


to have found a way to give them the slip and escape. Artem was The next time she fell, she struck her head against a tree trunk.
agreeably silent. She was grateful. Shed never told him before. Blood ran into one of her eyes, ones Artem had once called the
most beautiful eyes hed ever seen. She moaned and struggled
At dawn, without breakfast, she got him moving again. The to get up and moving again.
day was hardly brighter than the night; the sun found few
opportunities to light their way through the furious blizzard. The Cygnarans werent coming into that pass, I swear it.
She thanked Morrow for those rare moments, but she cursed She dropped Artems rifle in the snow; it was just too heavy
the god whenever Artem fell or when she became disoriented to carry both of them. We would have frozen to death on that
in the storm. ridge like statues. For what? For the armys glory? No, wed
never get the shot. It wasnt cowardice.
She was kneeling next to him to force Artem to drink from her
canteen, banging it against a rock to break up the ice within, The day had passed, though she couldnt remember how. She
when she saw a light approaching between the trees. It seemed blinked, and it was over. Long shadows stole the color from the
to bob on the end of a walking stick or perhaps a cane. As she set world, leaving only black and white. She could tell by the slope
her rifle against her shoulder, she doubted this could be their of the land that she was still headed south, but the grid she
unitthey wouldnt know how badly the mission had gone, could normally imagine to determine where she was had been
and so they would have no reason to come looking for them lost to her since yesterday. Her arms and legs were numb, but
yet. Then, she could distinguish a solitary shape: a soldierbut her chest felt warm. She caught herself on the verge of sleep,
not one of theirs. The armor was wrong. As it closed on them sinking to lie down in the snow.
with a determination she found disconcerting, Artem found his
Then, there were lights in the trees down the hill below. Shapes
tongue for the first time since theyd abandoned the ridge.
appeared. People. She could make out horses. A flag. Her
What the hell is that thing? he whispered. unit. The wind blew a wall of snow between them, and they
disappeared again.
She could not look away from the light of the lantern coming
relentlessly through the blowing snow, but her peripheral Thank Morrow, she breathed, her lips hurting. She dragged
vision filled in the creature. Its skin was desiccated and tight, herself back to her feet. She would have to give them a reason
its features expressionless; it could not be alive. Its eye sockets why shed fled the ridge. Why shed
were as empty as a skulls. Its mouth was a toothless gaping
The wind died down for a moment. The sheet of snow parted,
hole. Yet, it emanated an aura of both dread and serenity, a
and Artem stood before her as if he had been there all along.
combination she struggled to understand, and it disturbed
her worse than the freezing wind. Its eyeless stare made her She did not have the air to scream or the tears to weep. His face
feel like a mouse being stalked by a ravenous cat. It shambled, was corrupted, the flesh pulled taut over his skull. His eyeballs
twitching, as if it had only just discovered its limbs and was had faded to small, dried orbs floating in the cavities of their
not yet sure how they worked together, but she had no doubt it sockets. Most of his teeth had vanishedthose that remained
could move quickly enough once its prey was vulnerable. looked like tombstones scattered in a forgotten graveyard. As
he raised his head higher, one slipped free from his mouth
It made a sound and raised its lantern higher. It was the sound
and fell into the snow at his feet. His lips were dried worms
of wind in a tunnel.
encircling his mouth.
We have to move, she whispered to Artem, grabbing his arm.
It was going to kill us both, she whispered to him. Didnt
Artem did not move. He only stared at the cold lantern light, you want me to run?
his head cocked. A strange smile crept across his face.
She did not wait for his answer. As she turned to flee, the lights
Yes, he said to no one, his gaze far away. I love this place. from below began to move up the hill. Her unit was coming.
She took three ragged steps in the deep snow before she went
She tugged at him, but he was dead weight now, seemingly down one more time, sinking down to her knees. She could no
frozen in place by the light. So, for the third and final time in longer feel her legs at all.
her life, she fled the field of battle. Only after she was stumbling
down the hill behind where they had camped, tears streaming With blurry eyes, she saw a single lantern approach from higher
from her eyes to warm her freezing cheeks, did it occur to her up the hill. The figure holding it shambled as it closed on her.
that she could have shot the horror. But she told herself that the
It wasnt cowardice, she wanted to plead, but her throat
bullet would have accomplished nothing. It would have just
constricted. She could barely breathe the frigid air that made
given the thing more time to ensnare both of them.
her lungs ache. I just wanted to live.
She fell several times, but always got up. The first time she did,
The man with the lantern stood over her now. She could
she looked back, and there was the light. It did not hurry; it
hear voices shouting in Khadoranher people were close.
just moved along her path, following her with a dispassionate
She thought she could hear their wordsher name, calls for
tenacity. She ran. The storm pummeled her but also protected
support, a rallying cry. She thought she heard the word deserter,
her, she was certain. In time, when she saw nothing behind her,
but the voice that cried it sounded distantand too much like
she felt certain the storm prevented the thing with the lantern
from pursuing her.
We were overrun, she whispered to herself. The ambush
was perfect. I would have just been another dead soldier. I was
the only smart one. I found a way through their lines. Thats
why I survived, isnt it?

CAST A COLD LIGHT 11


her own. She would have protested that she had withdrawn,
not deserted, but then the light from the lantern filled her
vision, and she remembered.
Early morning, nowhere to be, no promises to keep. Far from the base,
even farther from the field. The dawn after their first night together.
The sun shines through the bedroom window with the warmth of
a fireplace on a winter morning. She loves the light. And she feels
beautiful. Artem is waking beside her. Then he carefully lays his
ear to her breast. I hear your heartbeat, he whispers. She runs
her fingers through his hair. He says, I hear your life in your
heartbeat. She recognizes what she has been feeling for him is
actually love.
The face behind the lantern, a shell of a human, a face
with no compassion or humanity, leaned in closer to her.
She could feel the urge to let tears of shame and guilt
flow down her cheeks, but she had nothing to give.
The lantern man grew hazy in her vision.
The frozen skin of her face began to tighten. The
agony was excruciating, as if someone were peeling
her flesh away with a blade. But then, as if a light
had been snuffed, there was no more pain, just an
empty hollow place where it had been. And this,
too, vanished as her fear turned to remembrance.
Artem doesnt talk about war or how short their
love might last. He just lifts his ear from her
chest, looks up at her, and smiles when she asks
if he is happy here with her. He says, Yes. I
love this place. And I hope you know
Im sorry, she thinks before he speaks her
name in this memory that is already
starting to disappear.
She expects to hear gunfire, but it
doesnt come. Instead, the cold
light disappears as if it has never
been. So does she.

12 CAST A COLD LIGHT


GUTS & GEARS

BY STEEN COMER ART BY NESTOR OSSANDON, CHRIS WALTON & MATTHEW D. WILSON

GUTS & GEARS 13


The northernmost regions are challenging territory, and any The primary effect this had in the sparsely populated north
creature that lives there, man or beast, must be hardy, adaptable, was to bring arms and training to people already prepared to
and attuned to the harsh realities of those environments. fight. The kingdom was slow to integrate the Kossites during
Few exemplify this better than the Kossites. Resilient men the Colossal War, as its primary focus was on industrialization,
and women who come mostly from the stock that defied and most of the fighting was on the southern borders far from
the ancient Khard horselords, these people inhabit some of their homelands, though the Kossites did still participate
the most challenging lands in the Iron Kingdoms, dwelling in that conflict. Groups of Kossites were incorporated in the
among inhospitable forests and mountains. Many are farmers, attempted taking of the Thornwood in 289 AR, scouting in
hunters, trappers, furriers, herdsmen or fishermen. They advance of the larger body of Khadoran forces. Even then
generally remain within the relatively isolated communities they were deployed in limited number, only really becoming
of the northlands, preferring the rugged beauty of the steppes a relevant military factor later in the Border Wars, as the
and forests to what they see as the soft luxuries of cities. It is kingdom became increasingly low on resources and gathered
from regions such as these that Kossite irregulars are drawn. whatever forces it had.

Irregulars have an unusual role within the Khadoran military. In ensuing battles to quell more aggressive northern barbarians
There are still many Kossites to be found in the regular Winter in the Khadoran interior following the Border Wars, many
Guard, serving alongside other Khadoran soldiers, but irregulars Kossites were put into a difficult position. Some of the more
grew out of a need to find a better use for the most rustic of remote Kossite families had historically intermarried with
Khadors citizens. Their independent nature has often made those these barbarous tribes, and there were some isolated cases in
living in the fringes ill suited for regular service. Kossites and which troops refused to fight, or conveniently failed to show
members of other remote groups have been permitted to serve in their normal zeal for combat. Allegations of Devourer worship
a different capacity. Their aptitude at woodcraft and stalking prey flared up during this time as well. Some of these accusations
developed through years of hunting makes them ideal ambush were true, but many were driven by the perception that there
forces. Such woodsmen can move unhindered through terrain was little difference between these rustic soldiers and the tribes
that would slow normal troops, penetrating deep into enemy they were tasked to put down. The denizens of the far north
territory to strike before melting away back into the wilderness. were seen in certain circles as feral, attitudes reinforced by the
actions of remote tribes like the violent Vindol and Vorgoi.
Kossites are not the only ones allowed to serve as irregulars.
Skirov hillmen, Ruscar scouts, and other groups drawn from The distinction between these people and the proud
the far-flung peoples of Khador also support traditional descendants of Kos wasnt always clear to southern Khards
forces throughout the empire. The Kossites are the largest and living in major cities like Korsk and Khardov. Despite this,
most predominant group, and enjoy a prestigious history of they were instrumental in taking many territories. Eventually,
unorthodox fighting on behalf of the Motherland. they became an essential propaganda tool for Lord Velibor in
maintaining patriotic zeal among remote rural regions during
Kossite armament is well-suited for guerrilla tactics. Rather
a time of increasingly unpopular war.
than burdening the Khadoran treasury with outfitting these
far-flung units, irregulars arm themselves. They make use of Through the Hundred Year Peace, many Kossites and other
rifles, bows, axes, and other weapons common to defending rustic peoples returned to their wilderness homes and only
families in these rustic regions or frequently found among participated in infrequent service. They armed as required to
their former professions. Being drawn from such disparate serve as guides to military patrols in nearby areas or when
sources, each unit is highly affected by its local culture and remote townships were endangered by trollkin, Nyss, or other
can vary wildly in appearance, training, and equipment. threats in these untamed places. During this time, only a few
Irregulars do not have common uniforms, tending to receive thousand irregulars served alongside regular soldiers at the
relatively little in the way of standard military supplies. more active border garrisons farther to the south. Those who
Indeed, it is one of the advantages of the Kossite irregulars did were usually drawn from Kossites and other tribes living
that they can feed themselves off the land, easing the burden closest to major cities or those who had weathered poor harvest
on whatever formal military force they accompany. and hunting seasons and thus were in need of the armys coin.
Rather than sending every son of age to serve, these families
Integrated with the rest of the Khadoran Army, they become a
would only send the third or fourth sons they could not easily
powerful weapon.
feed or clothe.

HISTORY Kossite irregulars rose to greater prominence in the First


Thornwood War, where their knowledge of woodcraft proved
Defense of the Motherland has always been at the heart of integral to the campaign. Despite the ultimate failure of this
Khadoran culture, and it has never been difficult to find war for Khador, the unusual tactics employed during this
soldiers, even among the distant rural areas. Compulsory conflict were important in forging an identity for the Kossite
military conscription for all Khadoran men of age was troops. They had never previously been asked to be part of
formalized in 245 AR as part of King Levashs preparations such a massive infantry force, and their scouting skills were
for what would become the Colossal War, but there was little invaluable in preparing the way through the Thornwood
resistance to the idea. for both heavy infantry and warjacks. Kossites surveyed the

14 GUTS & GEARS


landscape and helped lay out the course of the Warjack Road, lake and were taking turns stripping nearly naked, diving into the icy
seeking to intercept and eliminate any Cygnaran patrols they water, and running back to the fires. Apparently, the contest was to
encountered along the way. see who could withstand the stinging water the longest. When I asked
the nearest sergeant why his men were stripping naked and diving
A shadowy war between the Kossites and Cygnaran rangers
into a frozen lake, he looked at me as if I were a fool and simply said,
was waged beneath the canopy of the Thornwood in these
So they dont get their armor wet.
months. Though the southerners managed to lead Khadoran
forces into difficulty time and again, many more northern In 605 AR during the Llaelese War, manhunters also rose to
lives would have been lost without the aid of the irregulars. special prominence. Such individuals also serve among the
The demands on Kossites were many, as they were asked to irregulars, though they occupy a slightly more specialized role.
be experts of an unfamiliar forest while battling an enemy far Manhunters are considered experts in their field and thus earn
more knowledgeable of the local terrain. While the southerners more compensation for their service than their counterparts.
would seize ultimate victory, the place of the Kossite irregulars They proved especially valuable during the wintertime march
as an invaluable element of the army was secured. on Llael. Many of the most renowned manhunters are also
from Kossite villages, where a life of hunting and trapping
In the winter campaign of 604 AR during the Llaelese War,
far from civilization is common. Only the Skirov of Khadors
the hardy men of the northwest forest proved invaluable.
northeast challenge Kossite supremacy over this specialty, and
The harsh conditions of winter combat that paralyzed and
they come in a distant second.
demoralized the regular troops were apparently a source of
comfort to the Kossites. As one kovnik of that campaign put in In the bitter months of winter marking the outset of the invasion
his report to the High Kommand; into Llael, supplies and shelter were difficult to maintain. Fierce
storms battered both armies. The manhunters drew from their
These Kossites are mad. While seasoned Winter Guard grumble
experience in woodcraft and trapping to keep the troops fed
about the cold, the irregulars seem happiest in it. When en route to
and sheltered. Once battle was joined, manhunters mounted
the front, we had marched all day through a blizzard and were camped
numerous surprise attacks on the Llaelese troops during bitter
for the night by a frozen lake. The troops were in ill spirit and nearly
snowstorms. Being unaccustomed to warfare under such harsh
mutinous. I was informed that a gathering of irregulars was causing
conditions, the defenders fell in droves beneath the manhunters
much uproar, and, preparing to have to break up some drunken brawl,
whirling axes. Such attacks gained Khadoran forces much-
I trudged to their part of the camp through knee-deep snow. When I
needed time to draw up ranks and prepare for extended fighting.
arrived, I saw that the Kossites had cut a hole in the surface of the

GUTS & GEARS 15


In the Second Thornwood War, Kossite irregulars served during times of peace, conscription means traveling to the
and were celebrated alongside more traditional troops. Their nearest garrison town, training and drilling there for a few
bravery against terrifying Cryxian forces was noted by several months, then being sent home again to await the call should
in the High Kommand. By this time, the Khadoran woodsmen they be required in service of the empire.
had a much better sense of the forest after numerous campaigns
Beyond this, local regiments are expected to train in whatever
in the region and were able to bring their expertise to bear in
manner is available, much in the manner of a local militia. That
a way that let them truly challenge and sometimes exceed
said, the very value of these forces is that the skills they have
their Cygnaran Reconnaissance Service adversaries. Kossite
developed may come from many years of day-to-day hunting
irregulars also worked closely alongside Widowmaker snipers
and tracking to keep their families fed. Many Kossites have
in this conflict.
been using their bows, rifles, knives, and axes since they could
Such a long history of service to the empire has made Kossite walk and talk, and they are well accustomed to survival in
irregulars a frequent sight on the battlefield. All the enemies of hostile conditions.
Khador know to be wary of their sudden raids, lest the lives
Left to their own devices, irregulars rely on guerilla tactics,
and materiel of trained soldiers be lost in a hail of arrows and
operating in smaller bands and striking rapidly at the enemy
musket fire loosed from the shadows of a darkened grove.
before withdrawing and dispersing. They prefer to avoid
Organization and Training
protracted skirmishes whenever possible, a trait that can
Historically, irregulars have been poorly equipped compared lead to regular soldiers considering them cowardly and
to most Khadoran forces. For decades they were considered undependable. Their armament is suited to these tactics. Their
little more than backwoods peasants, good primarily as armor tends to be lightsometimes little more than thick
cannon fodder. The truth was, even once their skills began animal skins or winter coats. Clothing is chosen to provide
to be valued, kommanders appreciated being freed of the warmth and the ability to blend into the environment more
necessity of arming these forces, as did those in charge of than with the expectation of turning aside weapons. Units
military payroll and supplies. tend to be generalists, armed with a combination of hunting
bows, muskets, and hand weapons. Manhunters are known
While some kapitans still share a dismissive attitude toward
for considerable proficiency with their woodsman axes, but
these forces, this prejudice has steadily shifted to give way to
among the other Kossite troops, hand axes and short blades,
respect. Despite the industrialization of the modern Khadoran
already on hand as tools, are popular as weapons of choice.
military, however, Kossites are still self-supported and
haphazardly armed. This has actually become something of a As irregulars are drawn primarily from outlying villages, they
proud tradition among the Kossites themselves. Many prefer often come to battle with strong bonds that are distinct from
to fight with weapons and tactics passed down through family the unity that the army builds in basic training. Often several
and village, even were uniform armaments and training siblings, cousins, or friends will enlist at the same time, and the
available to them. already-established relationships carry into military life. These
bonds promote strong internal loyalty, which can see a unit
There are always fewer resources available for irregular troops
through adversity. The downside of this, however, is that these
than for traditional soldiers. Many of them receive relatively
irregulars will sometimes act on their own initiative, regardless
little formal training before being sent to the front lines.
of what their kommanders desire.
The majority of them are not full-time soldiers and are only
briefly supervised by army inspectors to ensure they have Along with having reputations tainted by a lack of discipline,
the semblance of a chain of command with a leader who will there are also sometimes reputed to be superstitious and to
reliably answer to Khadoran Army officers. In most areas, follow unsavory religious beliefs. Such rumors are not always
spurious, as the communities from which the irregulars hail
may well include dangerous cults of the Devourer Wurm,
often in the guise of totemic animal worship. Even when a
community is not actively worshiping their Wurm, they may
practice rituals and customs including ancestor worship,
which is off-putting to traditional Morrowans and Menites.

Therefore, fellow soldiers distrust many Kossite troops, which


further encourages segregation between regular and irregular
forces. This makes integrating the Kossites into a larger army
difficult and contributes to the preference of some kapitans and
kovniks to use them incautiously as cannon fodder, sending
them into needless peril. This goes along with a tendency for
officers to underestimate the Kossites under their command.

16 GUTS & GEARS


MANHUNTERS
Even among the irregulars, some woodsfolk are a breed apart.
These are usually trappers, hunters, or loggers whose skills
have been honed by spending much of their time in the harsh
northern wilds in pursuit of their trade. Many such individuals
are hired into the Khadoran military as manhunters. Acting
as a mixture of scout and hired assassin, they are the most
terrifying irregulars in Khadors employ.

The double axes that have served as tools of woodcraft and


deadly weapons for millennia are a symbol of this brother
and sisterhood and are part of the mythos that defines them.
Some are known to whisper prayers to the axes themselves,
and these practices, though uncomfortably close to certain
Devourer rituals, are tolerated by commanding officers due to YURI
the deadly utility of maintaining manhunters in a force.

Time spent in the wild has given these nearly savage rangers
THE AXE
many useful qualities. Before an engagement they are The infamous man known as Yuri the Axe has a murky early
stealthy, moving cautiously and silently as they await the history, and the barbarous warrior is not inclined to offer any
perfect opportunity to engage an unsuspecting enemy. When details. The earliest reports of him are of infrequent appearances
advancing they are fearless, sometimes making loud jests about at villages and outposts near Uldenfrost and Tverkutsk. As a
how weak and pathetic the enemy forces are in comparison youth, Yuri traded pelts of winter argus and other dangerous
to some wild beast they bested in combat. Others mimic wild creatures for food, drink, and medicine. He turned to hunting
animal calls to unsettle the men they are about to murder. Most men in short order, earning a living as a bounty hunter and
frightening of all are the silent hunters, who dispassionately hired killer, eliminating undesirables and even rogue Winter
cut down their targets without a single noise. Guard. An entire kompany died to his axes and to exposure in
their attempts to evade him.
In battle, manhunters are sturdy, shrugging off many attacks
that would disable lesser men, hacking through armored foes Such actions did not escape the notice of the military; following
with brutal ease, able to claim a hefty toll of the dead. Most often, a lengthy hunt involving hundreds of soldiers and hired agents,
manhunters are given special assignments to eliminate specific in which Yuri more than once escaped captivity, he was given
enemy officers or other critical personnel or to patrol alongside the chance to join forces with the Khadoran Army, gaining
other skilled woodsmen in countering similar experts among amnesty for a litany of murders. He was offered the chance to
the enemy. They can stalk an enemy column for days at a time, test himself against the best Khadors armies and its enemies
observing a targets movements and behavior. When the time had to offer. Yuri accepted with surprising enthusiasm.
comes, a manhunter emerges from the wilderness to ambush The officers charged with keeping an eye upon him know to
his or her target with a swift axe blow, preferably removing the be vigilant. Yuri claims that he left that trail of bodies in the
head to use as proof of a jobs completion. Scarsfell because he simply wanted to be left alone. But it is
Manhunters tend to be rugged individualists. Outside of their undeniable that he does have an insatiable bloodlust and is
military service they will spend weeks or months isolated in prone to rage in battle. It is said among the other wilderness
encampments in the deep forest or tundra, living as hunter- fighters, half in jest and half in fear, that he must be allowed
gatherers and building simple shelters as required. As a result, to kill an enemy every so often so he does not turn on his
they find it difficult to integrate with the regular army, and comrades instead. He is feared and respected by the irregulars,
most others see them as somewhere between socially awkward and especially by the manhunters, with whom he shares a
and feral, lawless killers. deep bond.

The accusations of lack of discipline that plague the irregulars Yuri is a massive man, and, the axe for which he earned his
as a whole are especially true of manhunters. Commanding namesake is nearly as long as he is tall, a weapon most of
officers find them difficult to understand and impossible to his rivals would find too awkward to wield. He speaks little,
command, at least without some sort of personal rapport. The preferring to let his skill with the axe speak on his behalf.
better officers know that a manhunter is not a regular soldier He charges into battle wearing a cloak made of a motley
but more of a weapon to be pointed in the direction of the assortment of skins from various beasts. His kinsmen say that
enemy, trusted to do harm to the enemy in his or her own way. every hide adorning his back was claimed by Yuris axe, not
by trapping or other hunting methods. Darker rumors persist,
some saying that the frostbitten leather of dead men can be
found beneath layers the of argus, wolf, and bear fur.

GUTS & GEARS 17


GUTS & GEARS

BY TIM SIMPSON

The Khadoran Empires greatest strength comes from its people. With such a
large swath of land to govern, it comes as no surprise that the empires armies
are made up of men and women possessing diverse sets of skills. The varied
abilities of the common folk spread across the frontier lands are often used by
the military to supplement the more numerous Winter Guard and Iron Fang divi-
sions. That these so-called irregulars are capable warriors not to be trifled with
is very apparent to all of Khadors enemies, but perhaps none are more feared
and respected than the cunning Kossite woodsmen and deadly manhunters.

THE COMMON MAN


Kossite woodsmen are not your typical Khadoran soldiers in The Prowl rule combines nicely with their Pathfinder and
service to the Motherland. These backwoods people dont have Advance Deployment rules by giving the Kossites Stealth
access to all the modern weapons and equipment available to when they benefit from concealment. Moving through a forest
other troops serving Khador. The Kossite woodsmen harken or fogbank can provide the means for this unit to survive
back to a time when people didnt rely on steamjacks and regular gunfire while advancing up the table.
mechanika but learned to survive in the wilderness using skills
Most important, Kossite Woodsmen was the first unit in
and weapons passed down for generations. The Khadoran
WARMACHINE to have the Ambush rule. This rule allows
Empire requires all of its citizens to enlist for military service,
the unit to skip deployment and start the game off the board.
and as such, it has taken these woodsmen and adapted their
After your first turn, at the end of your control phase, you can
long-standing traditions into a weapon suitable for the empire.
then place Kossites in formation and completely within 3
As players will quickly note, the stat line for Kossite Woodsmen of any table edge except your opponents deployment zone.
appears to be average with MAT 5, RAT 4, DEF 13, and ARM The woodsmen can activate normally during the activation
11. But what these warriors dont have in pure stats they make phase. Ambush is extremely powerful when used properly.
up for with their unit abilities and what those advantages offer If an opponent stretches his force out too much then Kossites
to the player. can Ambush from a side table edge and potentially charge or
shoot enemy models in the back with their ranged weapons.
Pathfinder allows these models to advance and charge through
A properly placed unit of Kossite Woodsmen can really take
rough terrain without a movement penalty. This allows the
advantage of the +2 to attack rolls from the back strike bonus.
Kossite Woodsmen to reduce the effectiveness of terrain
Support models, such as Choir or Mechaniks, are also prime
placement on the tabletop as well as abilities and spells that
targets of opportunity for Ambushing Kossites. Ambush is
may also create rough terrain.
also a great way to get Kossites into a position to contest zones
Advance Deployment is another ability that allows these and objectives. In some cases, they will be able to score control
models to range ahead of the main force with an additional points as well. A more subtle advantage of the Ambush rule is
6 of deployment on the tabletop. Kossite Woodsmen can not its effect off the tabletop. Knowing that you have the ability to
only reach an objective more quickly than opposing models come in from a side edge or slightly behind an enemy unit is
but can also tie up the enemy so the main bulk of the army can often enough to make your opponent rethink how he would
bring in heavy hitters such as warjacks and Man-O-Wars. spread out his force or even affect how he may deploy his own
army at the beginning of the game.

18 GUTS & GEARS


THE MOST
DANGEROUS GAME
If Kossite Woodsmen are a simpleyet dangerousbackwoods His Great Axe has 2 melee range and the Thresher special
people, then the Manhunter takes that same concept and attack. That allows him to make a melee attack against every
cranks the dial up to eleven. These potent solos apply their enemy model he is currently engaging. With a P+S 13 and
learned abilities to hunt and track in the wilderness to the 3d6 damage against non-charge targets, Yuri can cut through
battlefield. Their stat line is definitely a bit more impressive swaths of infantry with ease.
than their Kossite counterparts, with MAT 8, DEF 14, and ARM
Yuris most important ability is called Treewalker. Treewalker
14. Additionally, 5 wounds allows a Manhunter to shrug off
allows Yuri to ignore forests when determining LOS and also
some small-arms fire or low-POW melee attacks.
gives him +2 DEF against melee attack rolls while completely
Like their Kossite brethren, Manhunters also have the Advance within a forest. Additionally, he has Elite Cadre for Kossite
Deployment and Pathfinder rules. Its only fitting for trackers Woodsmen and Manhunters, which grants those models the
and hunters to be adept at maneuvering ahead and through Treewalker ability as well. That allows Kossites to reach DEF
the sorted terrain of the Iron Kingdoms, after all. 15 against melee attacks when completely within a forest while
Yuri and the Manhunters become DEF 16. When you add in
Instead of Prowl, Manhunters have the Stealth rule, which
their native Prowl and Stealth abilities, these troops become
means that all ranged and magic attacks over 5 away
very hard to remove from the table.
automatically miss. This is a great way to survive the early
game and make it all the way to the enemy intact. Sprays will
mitigate this defense, so it pays to be aware of what kinds of
attacks your enemy has at his disposal. Additionally, certain
WARCASTER & LIST
spells and abilities will either reduce the efficacy of Stealth
or outright ignore it all together. It should go without saying
SYNERGIES
Nearly every warcaster in Khador has something that benefits
that keeping Manhunters away from those things is the key to
either Kossite Woodsmen or Manhunters. Irusk 1 or 2 both
getting the most out of them on the tabletop.
have the Battle Lust spell, which makes the Manhunters even
Embracing the ruggedness of the wild, Manhunters also have deadlier with an additional die on all damage rolls. Sorscha
the Tough ability. When a Manhunter is disabled, it can remove 2 has the spell Iron Flesh, which adds an additional +2 ARM
1 wound and become Knocked Down on a roll of a 5 or 6. Tough and, more important, immunity to blast damage. That can
takes effect against most attacks, which is good, but models make Kossite Woodsmen even more durable, as blast damage
cannot make a Tough roll when they are Knocked Down, so if is potentially their biggest weakness. Vlad 3 has the spell Dash,
the Manhunter is attacked by an enemy model with more than which allows these models to ignore free strikes and provides
one melee attack, its use is more limited. a +1 SPD bump. Khadors new warcaster, Strakhov 2, has
the spells Quicken and Last Stand, either of which can make
The Manhunter also hits hard in melee. It has two P+S 11 axe
Manhunters and Yuri a nightmare to deal with. Butcher 2 has
attacks, which may not seem like much, but combined with the
his feat, Feel the Hate, which can work on both Manhunters
Weapon Master quality, the damage output of the Manhunter
and Yuri the Axe. An additional advance and potential three
becomes one of the highest for a non-character solo in the
extra attacks per model outside of the normal activation means
game. If you are lucky enough to land an attack on the charge,
Manhunters and Yuri can reach deep into enemy lines and
that fourth damage die can be the difference between a couple
even work over heavy warjacks with ease. You will want to
points of damage to an enemy model or upwards of 10 or more
experiment with multiple warcasters to get the most out of
if the dice roll in your favor. This weapon quality is usually
these models on the tabletop.
enough to force most opponents to deal with a Manhunter
early on in a game. The new theme force, Jaws of the Wolf, is custom built to
utilize both Kossite Woodsmen and Manhunters. Not only

A CUT ABOVE are they options within the list, but for every 25 points spent
on warjacks, you can obtain a Manhunter for free! While that

THE REST doesnt include Yuri the Axe, taking two free Manhunters
means including Yuri is a smart decision. The theme force also
There is no Manhunter greater than Yuri the Axe. This character denies Advance Deployment to enemy models, which can
solo is a monster on the battlefield. He has all the abilities of a increase the survivability of these models tenfold.
Manhunter: Advance Deployment, Pathfinder, Stealth, Tough,
and Weapon Master. Yet it is his additional rules that make
him a natural choice to take with both Manhunters and Kossite
Woodsmen alike.

GUTS & GEARS 19


PAINTING YURI THE AXE
BY LAUREN FAHEY

For this article, I wanted to give Yuri a look that would help the superlative huntsman blend into his surroundings as he
moves south to fulfill his duty for the Motherland. Instead of his more northerly whites and greys, Ive shifted to using
warmer browns and greens. His patchwork cloak is made up of the furs of grizzly, black bear, and timber wolfnothing
less than the hides of top predators for him.

Colors Used
Bastion Grey Hammerfall Khaki Ordic Olive Thrall Flesh

Bloodtracker Brown Idrian Flesh Pig Iron Traitor Green

Brass Balls Jack Bone Quick Silver Trollblood Highlight

Coal Black Khador Red Base Rucksack Tan Umbral Umber

Cold Steel Khador Red Highlight Ryn Flesh P3 Mixing Medium

Cryx Bane Highlight Menoth White Highlight Sanguine Base

Greatcoat Grey Midlund Flesh Thamar Black

Gun Corps Brown Molten Bronze Thornwood Green

Step 1: Assemble 1
and Prime
Yuri is a fairly straightforward model to assemble with just the fur
cloak and axe/arm pieces. After hes together, I used the zenithal
method of priming with both the black and white P3 spray primers.
I first primed all black, and when it was dry, primed with the white
spraying from a single overhead direction.

Step 2 : Skin Tones


For the base tone of the skin, I mixed Midlund Flesh with a little bit of
Gun Corps Brown to make Yuris skin more tan and weathered. I then
applied that mixture to his face, arms, and hands. Be sure to mix plenty
of this base color.

After applying the basecoat, I like to paint the facial features next, as
Im less likely to mess up my later work if I get the details done now.
For the eyes, paint Thamar Black over the whole eye. Then, within the
black, add Menoth White Highlight, leaving a thin line of black to de-
fine the eye. Once the white of the eye is done, make a small black dot
for the irises, looking off to right. Use the skin base color to clean up
any stray black or white paint around the eye. Paint the entire inside of
the mouth black then mix Midlund Flesh and Sanguine Base to paint
the tongue.

20 GUTS & GEARS


a) I start shading the skin with a warm shadow to create the illusion
2a 2b
that there is blood flowing under the skin. This is something our brains
are hardwired to look for, and without it, humanoid figures just dont
appear real. Mix Sanguine Base into the base skin color and use two-
brush blending to apply this to the shadow areas on the arms, hands,
and below the cheekbones on the face.

b) I next need a cool shadow to give some added depth to the skin.
Mix a little bit of Coal Black to the base color, separate from the warm
shadow. Apply this with two-brush blending to the deepest recesses of
the skin. I also use this mixture to make his chin and jawline appear to
have some stubble.

c) To highlight the skin, add a good amount of Ryn Flesh to the


2c
basecoat color and use two-brush blending to apply this mixture to the
high points on the skin. To make the highlights really pop, use some
straight Ryn Flesh on the very highest parts, like the elbows, cheek-
bones, and knuckles.

Step 3: Cloth and 3a 3b

Leather
3a) Basecoat the jerkin with a 50/50 mix of Traitor Green and Ordic
Olive. Basecoat the leather on the pants, shoes, and straps with
Idrian Flesh.

3b) Shade the green jerkin by two-brush blending Thornwood green into
the shadows. Shade the leather with Umbral Umber. For deeper shad-
ows under the pants, mix some Thamar Black into the Umbral Umber.

3c) To highlight the green tunic, take the base color and add a good
amount of Thrall Flesh. Use two-brush blending to hit the high ar- 3c
eas of the folds on the cloth. Highlight the leather pants, shoes, and
straps with a mixture of Idrian Flesh and Rucksack Tan using the same
blending method. For a final highlight on the raised knee, I use straight
Rucksack Tan.

Step 4: Fur 4a 4b
4a & 4b) Yuri wears a lot of fur. Its everywhere, and it offers a great
chance to really make this model pop. I chose to represent several
types of fur in his patchwork cloak: a golden-brown grizzly bear, a
grey timber wolf, and a black bear. For the base, I painted the areas I
wanted to be grizzly fur with Bloodtracker Brown, Bastion Grey for the
wolf fur, and Thamar Black for the black bear. The inside of his cloak,
all of the fur trim, and the cuffs on his legs and arms were all base
painted with Bastion Grey.

GUTS & GEARS 21


4c & 4d) I made two separate washes to shade the fur. For the brown
4c 4d
grizzly fur, I made a wash with Umbral Umber, two drops of P3 Mix-
ing Medium, and some water. I then applied that mixture over the
Bloodtracker Brown, letting it flow into the recesses. For all of the grey
fur, I made a wash that was half Greatcoat Grey and half Thamar Black,
with three drops of mixing medium and water. I only needed to add
highlights to the black fur in the next steps, since it doesnt get any
darker than pure black.

4e & 4f) Once the washes are completely dry, highlight the grizzly fur
with a mix of Bloodtracker Brown and Rucksack Tan, using the side
of your brush to hit just the tops of the fur with the paint and keeping
it out of the recesses. This is called sidelining. For the brightest parts 4e 4f
of the grizzly fur, I went all the way up to using straight Rucksack
Tan. Highlight all the grey fur with Trollblood Highlight using the
same sidelining method. The black fur needs to be highlighted first
with Coal Black, and then on the highest parts, with a mixture of three-
quarters Coal Black and one-quarter Menoth White Highlight.

Step 5: The Axe 5a 5b


and Traps
5a) Basecoat the axe blade, strut piece, bear traps, and metal strips on
the boots using Pig Iron. I use Molten Bronze for the basecoat of the
axe setting and end cap.
5b) Shade the Pig Iron base color on the axe with a 50/50 mix of Coal
Black and Umbral Umber. For the traps and metal strips, I elected to
take that metal shade color, add a little Thamar Black, and turn it into
a wash with a few drops of Mixing Medium and water. I shaded the
bronze with Umbral Umber using two-brush blending.
5c 5d
5c) Highlight the metals with Cold Steel, focusing the brightness along
the cutting edges of the blade and traps. Highlight the edges and rivets
of the bronze with Brass Balls.

5d) To finish the axe, paint the wood handle Gun Corps Brown, give the
lower part a quick shade of Umbral Umber, and give the upper part a
quick highlight of Hammerfall Khaki. I really wanted to tie Yuri back to
some Khador colors with the cloth twisting around the handle, but the
bright red seemed to not fit with the other earthy tones. I decided that
he shows his loyalty with the red, but hes been out in the wilds so long
that the elements have caused it to fade out. I made a mix of Khador Red
Base with some Hammerfall Khaki and put that on the ribbon around
the axe and the ties around the wrist cuffs. I added some Gun Corps
Brown to the basecoat color for a quick shade and some Khador Red
Highlight for a quick highlight on the top of the ribbon.

22 GUTS & GEARS


Step 6: Teeth 6a 6b
and Bones
6a) Basecoat all the claws, teeth, and bones with Jack Bone.

6b) Make a mix of 50/50 Gun Corps Brown and Cryx Bane Highlight
for shading. Additionally, on the fangs on the back of the cloak, I used
some of the Khador Red Base and Hammerfall Khaki mix from the
previous steps to glaze over the root of each tooth.

6c) Highlight the teeth, bones, and claws with a mix of Jack Bone and
Menoth White Highlight.
6c

Finishing Touches
To finish up, look for any details that have been missed. Paint the
stitches on the pants and jerkin with Hammerfall Khaki. Basecoat the
rock Yuri is leaping off with Bastion Grey, then give it a quick shade
with Greatcoat Grey and a highlight with Trollblood Highlight. I like to
give the model a quick coat of matte spray varnish and then afterwards
apply a final, small metal highlight on the axe blade using QuickSilver
to give it that metallic shine. Now, all he needs is some basing to place
him in the forest environment he favors!

GUTS & GEARS 23


24 GUTS & GEARS
by William Shick

The grymkin have haunted legends and folklore for ages. Though many of the stories about these corrupted souls revolve around
individuals, like Lord Longfellow and the Twilight Sisters, they are but a few of an endless horde of nightmares given form. Far
more numerous are the myriad types of more common grymkin. Though the tales of the likes of Lord Longfellow are undeniably
terrifying, the reality behind the legend of grymkin like the witchwoods, cask imps, mad caps, and countless others is far more
disturbing, for these deadly tormentors exist in unfathomable numbers all across Immoren, and they always have.

WITCHWOOD
Through the dim and through the dark
Witchwood stands with gnarled bark
With knotted eyes glowing red
Roots curling about the dead
Sapling sprouts from murder foul
Unto the wicked witchwood prowl
With notes plucked from lilting harp
Witchwood lures to talons sharp
To in the shadow its victims rend
By witchwood branch the wicked end.
Morridane Nursery Rhyme

FACES OF THE WICKED HARVEST 25


Like all grymkin, the strange entities known as witchwoods have
appeared in the folktales and fables of several cultures throughout
the centuries. Described as large, predatory trees accompanied
by beautiful young companions, these supernatural beings
serve as warnings to unwary or foolish travelers who might be
tempted to stray off safe and well-worn paths through the dark
wilds of Immoren.

For the uninitiated, it can be difficult to distinguish stories about


witchwoods from other similar entities. Much to the misfortune
of travelers, the witchwood is not the only dangerous, treelike
thing prowling the fringes of civilization. Predatory gallows
groves, thought to be connected to the Devourer Wurm, are
often confused for witchwoods, and vice versa. This has served
to shroud the true nature of witchwoods while at the same time
amplifying legend and warnings regarding them.

The witchwood is unusual among grymkin, for it is not a single


being. Rather, it is formed by two distinct, yet inseparable, parts:
that of a gnarled and imposing animate tree and an alluring
human companion who beckons the unwary to walk into the
monsters murderous grasp. angry, and crippled by mental anguish, these souls often become
lost after passing to Urcaen, eventually collected by the Defiers
In many cultures, the presence of a witchwood is believed to
and transformed into potent tools of violent justice.
be a result of a witch enchanting a seedling watered with the
blood of an innocent. Imbued by the witchs spell and the life As with all grymkin, transformation of a soul destined to
force of the sacrifice, the seedling rapidly grows into a gnarled become a witchwood strips away much of the personal essence
and twisted tree. Its knots glare with glowing, malevolent eyes of the individual. The grymkin that emerges forgets its past
filled with hatred for the living, and its bark opens wide to reveal and must obey the metaphysical rules and laws that govern
a black, cavernous maw said to swallow its victims and send others of its kind. For the witchwood, this means an instinctual
them straight to hell. Indelibly connected to its creator by her need to lure and ensnare those who enact evil. To experience
own unholy power, the witchwood serves as both protector and the witchwoods call is to have ones inner darkness unveiled
murderous tool, its power growing with every victim claimed. and brought forward, to be overcome by dark desires and then
be punished for them.
In truth, such tales have no bearing on reality. The witchwood
is not made by mortal hands, nor is its human companion the Prior to the commencement of the Wicked Harvest, witchwoods
master of the pair. In fact, both tree and companion are each but used their powers to prey on anyone who allowed their passions
a part of the same whole. to lead them, even if only for a brief moment, to wickedness.
While this gave them a wide range of possible victimsfrom
Unlike many of its fellow grymkin, whose genesis come from the
a wayward traveler whose gaze might lead him from his path
stain of a life of wickedness, the souls that become witchwoods
to a person whose hands were stained by a crime of passion
were once innocents. These souls violent deaths are the result
their most desired prey were men and women who justified
of wickedness inflicted upon them by mortal hands. Most
wickedness under the veil of righteousness. Carnal sins are
often, the souls that become witchwoods are innocent women
favored but are not their sole province. Anyone whose intense
who were unjustly accused of and executed for the crime of
emotions have led them astray draws their ire.
witchcraft. In this way, the mistaken belief of the witchwoods
nature becomes irony, a punishment self-inflicted by the cruelty A priest who yielded to base passions to manipulate and
of those who have let Menoths gifts rot their compassion for seduce a young parishioner might look out his window to see
their fellow man. a woman in gabardine robes beckoning from beneath an aged
oak. A town sheriff who in a fury pursues justice outside the
Not all witchwoods are born this way, however. Witchwoods
law might one day be found hanged from the thick branch of a
can arise from any innocent victim whose life is cut short by
long-dead tree, at his feet a red apple with a single bite taken
a particularly brutal crime. For innocent souls to grow into
to reveal its rotten core.
witchwoods, it only matters that the victims feel a particularly
strong sense of betrayal and powerlessness in their final Called forth by the arrival of their Defier masters, witchwoods
moments and that they languish without last rites. Confused, have become a key piece of the Grymkin vanguard. Their ability

26 FACES OF THE WICKED HARVEST


to move unseen amid natural landscapes and to fool even the hands of the wicked and watered by the blood of innocents.
keenest eyes has made them ideal scouts. Concealed among the Regarding all with eyes both alluring and wrathful, witchwoods
groves surrounding a village, witchwoods use their powers to serve as a warning that even a momentary lapse can sprout a
reveal the wickedness within the villages inhabitants and to blighted rot in the heart and lead to eternal damnation.
draw other grymkin to punish them. By luring messengers and
travelers to a grisly death among their talon-like branches, no
plea for help can reach the ears of those who might interfere with
the Wicked Harvest.

Once battle is joined, the witchwoods use their entrancing


powers to turn enemies against each other, sowing confusion
and betrayal. Combined with the horror the mere presence the
unnatural members of the Wicked Harvest evoke, this can lead
to the complete collapse of a towns militia and defenders. Such
volunteers lack the steely discipline and professional resolve
required to stand firm against these horrors.

Since the start of the Wicked Harvest, witchwood seeds have


begun sprouting all across the Iron Kingdoms, sown by the

MAD CAPS & CASK IMPS


You, the old woman hissed as she pointed at him, cradling the
head of her granddaughter in her lap. The young woman looked
peaceful and beautiful despite the odd and ugly angle at which her
neck was bent.
Billy Brady looked away sheepishly, the sudden movement
causing his head to spin. His skin felt flush but not from the
old womans accusation. He eyed the clay jug that lay broken
on the ground, the last of its contents being soaked up by
the dirt. The sight made his heart heavy. It had been the
best hooch hed ever had, brewed special by that strange
little man hed happened upon on his journey to town.
Their chance meeting had been quite lucky, since Billy had
finished off the watery swill in his flask with just a few miles
to go.
At first Billy hadnt been sure if he could trust the little man
when he had offered him a swig to wet his whistle. After all, Billy
was no fool, and hed never seen a still like the one the man had.
It was a crazy contraption that sat upon the mans head and
reached to the sky with all manner of twisting and turning pipes Now that silly, careless girl had ruined it. Billy mourned; shed
and stacks, blowing white steam this way and that. Despite Billys spilled the strangers spirit, a taste that Billy was sure hed
reservations, however, the brown elixir the man offered had smelt never know again. How hed give anything to have that jar
like nothing Billy had ever experienced. In the end, his thirst erod- back in his hand once more, that magical liquid dancing past
ed his trepidation, and he accepted the tiny glass from the man. his lips, across his tongue, and down his throat.
It had been the most delicious, amazing booze Billy had ever After all, what reason did this girl have for playing in middle
tasted. It was so good, Billys legs began dancing a joyous jig, of the . . .
and he had whooped and hollered with glee as the liquid
Billy looked around at his surroundings and slowly realized he
made its way down his throat. In moments, however, the
was standing in a grassy meadow, the soft green grasses trampled
feeling was gone, and Billys heart sank as the man asked if
down behind him where his cart had come through before hed
hed like to purchase a jug for his journey.
collided with the girl.
The little man just smiled when Billy told him he had no
Strange, he mused, where had the road gone?
money. He handed Billy the jug and said with a mischievous
glint in his eye, Oh, theres no coin in the world can pay the The old woman followed his gaze to the broken jar, and she
price for this brew o mine. The only payment I desire comes howled in anguish . . .
from the bottom of the empty jug.
Excerpt from the Rynnish folktale The Jughead

FACES OF THE WICKED HARVEST 27


At every turn, alcohol eroded mans will and freedom, washing
away the truth of his inner divinity and leaving him in a sort of
numb stupor, while the manacles of Menoths Gifts were finally
locked for all eternity about his soul.

It is no surprise that some of the earliest grymkin came from the


souls of those corrupted by alcohol. Their reliance on drink in
life meant their souls were never tested or allowed to flourish,
remaining weak and guttering. Their pathetic spirits, confused
and sluggish, became easy prey for the Defiers in Urcaen.

Cask imps are among these lesser souls rotted through indulging
on alcohol. Standing misshapen and four feet high, the sight of a
cask imp is far from terrifying. Like many of the lesser grymkin,
their oversized features and clumsy demeanor leads them to
appear quite comical on first encounter. Given their intense
love of spirits, cask imps are among the few grymkin common to
urban areas. Their preferred habitat is the alcohol-filled cellars
and storehouses of taverns and inns.
Man often views Menoths gift of the Sheaf as a way to ward off Cask imps are formed from the souls of those who waste
famine and starvation. With it, man no longer needed to rely on their lives away, forfeiting any potential for good works or
his own skill and luck as a hunter or a gatherer. Instead, with his relationships for one more swig of liquor or one more pint of
own hands, he was able to enforce his desire upon nature to grow frothy ale. While their actions are not malicious, their obsession
sustenance in a methodical and controlled way. In many ways, with drink still leads to significant hurt to both themselves and
the gift of the Sheaf perfectly reflects the character of Menoth: a those closest to them.
need to control and dominate, to wrest what is desired through
Before the arrival of the Wicked Harvest, the worst evils these
pure force of will rather than accept the natural state of things.
grymkin visited upon people was to cause a proprietors alcohol
The truth of the Sheaf, however, is not that it saved man from stores to mysteriously vanish, as the cask imp moved from
hunger and starvation. In reality, before the Sheaf, man rarely one barrel to the next, draining each from within. Sometimes,
wanted for a full belly. In his small tribes, only in rare times when particularly full of spirits, the presence of a cask imp could
of extreme conditions was man unable to find what he needed lead to increasingly crude and rambunctious behavior among a
to subsist. No, the reason man so happily wrapped the chains taverns patrons, as the cask imps supernatural aura amplified
of the Sheaf upon his wrists and ankles was that through it the corruption of alcohol upon the mind and body.
came the irresistible flow of alcohol. It was this discovery, more
Though also born in a similar fashion as the cask imps, the
than any other, that resulted in the proliferation of cities and
mad caps are far more malicious and dangerous. The souls
the widespread adoption of Menoths gifts by mankind. Man
that become mad caps are drunkards whose vice led directly
flocked to the unnatural stone cities, which were fountains of
to physical suffering and the death of innocents around them.
this new drink.
The person whose drunken carelessness leads to the death of
Soon, this easy access to alcohol started rotting the soul. Worse his fellow workers in an avoidable accident, who terrorizes his
still, the damaging effects of Menoths other gifts only family with cheap whiskey on his breath, who spends his last
accelerated this rot. As man found his soul atrophying from the coin on a bottle of drink instead of medicine for his sick child,
confinement of city walls, he turned to the warmth of drink to is likely to become a mad cap. For these wretched and wicked
ease his anxiety. When his self-worth was shattered by another souls, their afterlife as a grymkin becomes focused on fueling the
deemed more worthy by birthright, he could wash away his destructive actions of others. The mad caps delight in taking in
bitterness with drink. When man came in from the field with his a wayward soul and watering the budding rot within them with
very bones aching from endless toil, spirits could numb his pain. their own potent brews.

28 FACES OF THE WICKED HARVEST


To taste the mad caps fermentations is to taste damnation
itself. The distilled spirits that pour forth from the mad caps
demented stills burn their way down the drinkers throat with
a fire and potency unmatched by any mortal brew. With only
a single slug, the world begins to spin, and the imbiber feels
his guts roil and churn. No matter the subjects protestations,
mad caps continue to proffer drink after drink, forcing a victim
to imbibe if need be. Soon, the victims body transforms, as his
mortal form sloughs away to reveal the twisted thing his soul
has become. If the drunk who sips the mad caps brew is just a
sluggish oaf and drunkard, it becomes a simple imp. If, though,
the drinker is of the other sort, a violent or careless drunk who
caused others to suffer and die, then the transformation brings
yet another mad cap into the ranks of the grymkin.

The ability to create cask imps and fellow brewers is only one
part of the mad caps true purpose. For when a cask imp imbibes
the mad caps brew, a violent and volatile reaction occurs within
it. Their vision blurred and balance precarious, the cask imps
race forward with reckless abandon in their drunken stupor,
until they trip over rough ground or collide with some other
object. When they do, the sudden impact causes the roiling
brew within them to explode with violent and destructive force,
engulfing everything nearby in an alcohol-fueled fireball. Mad
caps take delight in seeing the pitiable imps explode in such a
fashion and cheer with every flaming death they cause.

With the arrival of the Defiers, the mad caps have been given
free rein to unleash their wicked brews like never before. Set up
at trade posts and way stations, on caravan routes and dockside
alleys, anywhere thirsty travelers might want a drink or two,
they have heard their masters call. These grymkin brew masters
have had no lack of cask imps eager to sample their wares.
Despite the unpredictabilityand outright volatilityof this
pair, the Defiers prize the mad caps and the cask imps for the
sheer chaos their destructive nature sows. And with the seed of
drunkenness sown in so much of mankind, the ranks of these
two types of grymkin continue to swell with each passing day
as the Defiers reap their Wicked Harvest.

FACES OF THE WICKED HARVEST 29


By Will Hungerford
Engines of Destruction is a new game that allows you to play with your Battle Engines from WARMACHINE or HORDES
in a derby-style racing game filled with catastrophic carnage. Engines of Destuction does not use any of the normal rules for
WARMACHINE and HORDES.

32 ENGINES OF DESTRUCTION
Game Overview
Engines of Destruction (the game) is played between two to the Racers must contact Race Flags to win the race. Flags are
four players (we recommend multiplayer games for maximum not models; a Racer can freely move over or even stop on top
destruction!), each using as his or her Racer a single huge- of a flag marker. A Racer contacts a flag marker when any
based Battle Engine model from the WARMACHINE and portion of its base touches any portion of the markers base.
HORDES lines. Games of Engines of Destruction are played
Next, starting with the last player and going in reverse order,
on a 30 x 30 or 48 x 48 table representing the track.
each player takes turns placing a single piece of terrain until
The game is played across several game rounds with each there are four pieces of terrain on the table. There are three
player taking a single turn each round. types of terrain with defined rules: hills, forests, and rough
ground. Players should not use impassable objects such as
The game uses six-sided dice to resolve all the action, as well
walls or buildings.
as tape measures to determine model movement and ranges.
When moving a model or determining if a model is in range of Finally, the first player chooses a table corner and places his
an effect or in range to make an attack, measure from the models or her Racer completely within 8 of that table corner. The
base. A model cannot move across another models base. next player then chooses another table corner not already
chosen by an opponent and does the same. This continues
Players use Drive Points to determine their Racers speed
until all models are placed.
and handling each turn, all the while ramming and shooting
enemy Racers in a mad dash to contact all of the Race Flags
on the table. The first player to contact all of the Race Flags in
order wins the game.
Playing the Game
The rules for the game are broken down into the following ROUND OVERVIEW
sections: Starting the Game & Setting Up the Track, Playing Each round of the game proceeds as follows:
the Game, Racer Stats. 1.) All players roll for initiative, except for the first
round, since turn order was determined when
STARTING THE GAME & players rolled to begin table setup.

SETTING UP THE TRACK 2.) The player with initiative generates and spends
Each player begins the game by choosing a single model from Drive Points (if the players Racer isnt Stalled)
those found in the Racer Stats section below. Once all players and chooses whether or not to Push the Limit. That
have chosen their models, they roll a d6. The player who rolls player then takes his or her turn, following the
highest is the first player and automatically has initiative for Player Turn Order.
the first turn of the game. 3.) The next player in initiative order takes his or her
When playing with more than two players, make sure to keep turn.
track of the initiative order (rerolling ties), as this will be the 4.) Once all players have taken their turn, the next
turn order for the first round of the game. round begins.
Once turn order is determined, place a 40 mm Race Flag
marker in the center of the table (24 from all table edges on ROLLING FOR INITIATIVE
a 48 x 48 table). Starting with the first player, each player At the start of each round, each player rolls a d6 to determine
then takes turns placing a Race Flag such that any portion who has initiative for the round, except for the first round as
of the marker is exactly 16 from the last marker placed. described above. The player who rolls highest has initiative
Players place Race Flags until there are six total on the table. and gets the first turn that round. The player who rolls next
The players must mark the order in which the markers were highest gets the second turn, and so on. The round ends once
placed, with the center flag being Flag 1, the next placed all players have taken their turns.
being Flag 2, and so on. This determines the order in which

ENGINES OF DESTRUCTION 33
Maneuver. John needs to turn his Racer around this turn and needs
PLAYER TURN ORDER
far more Turn Maneuvers than just 1, so he decides to Push the
Each players turn uses the following sequence:
Limit. John chooses to gain 3 additional Drive Points by Pushing
1.) If a players Racer is Stalled, that player forfeits his
the Limit, and uses all 3 to gain Turn Maneuvers. Normally he
or her turn, and the players Racer heals damage
could only gain 2 Turn Maneuvers since his Racers HDL is a 2, but
equal to half of its starting total. At the end of the
since he is spending Drive Points gained by Pushing the Limit, he
turn, the Racer is no longer Stalled.
can ignore this restriction. After spending all of his Drive Points,
2.) The player spends Drive Points to determine the John rolls 3 dice to see if his Racer suffers any damage from Pushing
Racers Speed Dice and Turn Maneuvers for the turn. the Limit. His dice results are 3, 5, and 5. His Racer suffers 2 points
of damage, and then John moves on to the rest of his turn.
3.) The player uses any number of Turn Maneuvers to
change facing of the Racer.
USING SPEED DICE & TURN MANEUVERS
4.) The player rolls Speed Dice and moves the Racer up
After spending Drive Points, a players turn follows these
to that distance. simple steps in order: Use Turn Maneuvers to rotate the
5.) Any ram attacks resulting from a players Racer Racer, Use Speed Dice to move the Racer, Resolve ram and
contacting an enemy Racer are resolved. arsenal attacks against enemy Racers, Use Turn Maneuvers
to rotate the Racer again. Note that a player cannot rotate his
6.) The player resolves any of the Racers arsenal or her Racer while moving via Speed Dice; it must be done
attacks. before and after.
7.) The player uses any number of unspent Turn Before discussing turning, moving, and attacking, it should
Maneuvers to change the facing of the racer. be noted that a Racer model has two arcs: front and back.
The front arc is defined as the 180-degree arc in the direction
8.) The players turn ends. centered directly in front of the model, which is also marked
on the models base. The opposite 180-degree arc is the back
GAINING DRIVE POINTS & arc. A model can only perform ram or arsenal attacks against
PUSHING THE LIMIT models in its front arc, and when it moves, it always moves
At the start of each players turn, the player gains 4 Drive in a straight line directly in the direction it is facing, which is
Points to spend immediately to determine how many Speed also marked on the models base.
Dice and Turn Maneuvers he or she has available for the
Each Turn Maneuver a player spends allows the player to
turn. Each Drive Point spent gives a player 1 Speed Die or
rotate his or her Racer model up to 45 degrees left or right.
1 Turn Maneuver. The maximum number of Drive Points a
When a player uses Speed Dice, he or she rolls all the dice
player can spend to gain Speed Dice in a turn is equal to the
and add the results together. This result is how far the Racer
Racers SPD stat, and the maximum number of Drive Points
can move up to in inches this turn. Any unspent Speed Dice
a player can spend to gain Turn Maneuvers in a turn is equal
or Turn Maneuvers are lost at the end of each turn.
to the Racers HANDLING (HDL) stat.
After spending normal Drive Points, a player can choose to Example: James has 3 Turn Maneuvers and 2 Speed Dice this
Push the Limit of the Racers engine. A player who Pushes turn. The order he must follow is turn, move, resolve attacks, turn.
the Limit can gain either 1, 2, or 3 additional Drive Points James starts by spending one Turn Maneuver to rotate his Racer
(players choice). These Drive Points are spent to gain Speed 45 degrees to the right. Next, he rolls his two Speed Dice, and his
Dice or Turn Maneuvers as described above, but the player results are 4 and 5, so James Racer can move up to 9 this turn.
ignores the Racers SPD and HDL stats in regard to spending James only moves his Racer 5. Since his Racer did not contact any
these new Drive Points. enemy Racers, James does not resolve any ram attacks. His Racer
isnt in range to use any arsenal attacks. Having completed his
After a player spends Drive Points gained from Pushing the move and any possible attacks, James uses his remaining 2 Turn
Limit, he or she rolls a die for reach Drive Point gained in Maneuvers to rotate his Racer 90 degrees to the left, setting up for
this manner. For each result of a 4, 5, or 6, his or her Racer his next turn.
immediately suffers a point of damage. If this causes the
Racer to Stall, the player immediately forfeits the rest of the
turn, and the Racer heals damage equal to half of its starting
RAMMING ATTACKS
If a players Racer contacts an enemy Racer when it moves,
total. At the end of the turn, the Racer is no longer Stalled.
it must immediately perform a ram attack. A Racer cannot
Example: Johns Racer has a SPD of 3 and a HDL of 2. At the start continue moving after it rams an enemy Racer; it stops in
of his turn, John gains his 4 Drive Points. He spends 3 Drive Points place. The player performing the ram attack rolls a number
to gain 3 Speed Dice, the maximum he can normally gain because of dice equal to the ramming Racers ARM stat, plus dice for
of his Racers SPD stat, and 1 Drive Point to gain a single Turn

34 ENGINES OF DESTRUCTION
its speed modifier (as noted on the table below). The player
STALLING
controlling the rammed Racer rolls a number of dice equal to When a Racer suffers damage equal to its DMG stat, it is
the rammed Racers ARM stat. immediately Stalled. A Stalled Racer cannot be damaged,
Each result of a 4, 5, or 6 counts as a hit for the ramming though it can be hit with ram attacks or arsenal attacks. If
Racer, and similarly each result of a 4, 5, or 6 counts as a block a players Racer is Stalled at the start of his or her turn, the
for the rammed Racer. player forfeits the entire turn and the Racer repairs damage
suffered equal to half (rounded up) its starting DMG stat.
If the total number of hits is equal to the number of blocks,
nothing happens. If the total number of blocks exceeds the A player whose Racer has Stalled at least once during the
total number of hits, the ramming players Racer suffers game cannot Push the Limit for the rest of the game.
damage equal to the difference. If the total number of hits Example: After turning, John moves his Racer 8 and contacts
exceeds the total number of blocks, the rammed Racer suffers James Racer. John still had another 4 of movement available
damage equal to the difference. Additionally, the ramming thanks to his Speed Dice roll, but his Racer stops immediately when
player rolls a number of dice equal to the damage dealt to it contacts James Racer to perform a ram attack. Johns Racer has
the rammed Racer and adds the results together. The rammed an ARM stat of 3, and James Racer has an ARM stat of 4. John
Racer is moved a number of inches equal to half this result rolls 5 dice for his ram attack3 for his ARM and 2 for his Speed
(rounded up) directly away from the ramming model. The Modifierwhile James rolls 4 dice for his Racers ARM stat. John
move a rammed Racer makes does not trigger another ram scores 3 hits, and James scores 1 block. James Racer suffers 2 points
attack if it contacts another Racer model. of damage for the difference. Additionally, since James suffered 2
points of damage from the ram attack, John rolls 2 dice and adds
the results together. His result is a 7. Half of 7 rounded up is 4, so
RAM ATTACK SPEED MODIFIER
James Racer is moved 4 directly away from Johns Racer due to the
Disstanced Moved Ram Attack Dice impact of the ram!

Example: After completing his ram attack, John checks his Arsenal. It
Less than 6 1 Dice has a RNG of 10 and an ATK of 3. Even after ramming James Racer,
it is still in range of Johns Arsenal. John rolls 3 dice for his Arsenals
6 12 2 Dice ATK stat, and James rolls 4 dice for his Racers ARM stat. John scores
no hits, and James scores 2 hits. Nothing happens; the attack was
Greater than 12 3 Dice successfully soaked up by the armor plating of James Racer!

TERRAIN
ARSENAL ATTACKS The three types of terrain in the game are hills, forests, and
Each Racer model has a single Arsenal representing the guns, rough ground.
flamethrowers, blades, or other weapons attached to its hull.
If a players Racer begins the turn with any portion of its
Each Arsenal has an ATK stat and a RNG stat. The RNG
base on a hill, that player gains a free Speed Die for the turn.
represents the distance in inches the weapon can fire. After
This Speed Die does not count when determining how many
completing movement and ram attacks, if an enemy Racer is Drive Points the player can spend to gain additional Speed
within the active Racers front arc and in range of its Arsenal, Dice based on the Racers SPD stat.
the player can perform an arsenal attack.
If a players Racer begins the turn with any portion of its base in
The attacking player rolls a number of dice equal to the a forest, reduce the Racers HDL stat by 1 for the turn.
Racers Arsenals ATK stat, and the defending player rolls a
number of dice equal to his or her Racers ARM. Each result If a players Racer begins the turn with any portion of its base
of a 4, 5, or 6 counts as a hit for the attacking player, and in rough ground, reduce the Racers SPD stat by 1 for the turn.
similarly each result of a 4, 5, or 6 counts as a block for the

WINNING THE GAME


defending player.

If the total number of hits is equal to or less than the number


Players are attempting to have their Racer contact the six
of blocks, nothing happens. If the total number of hits exceed
Race Flags in order. Contacting a Race Flag out of order, or
the total number of blocks, the defending Racer suffers
contacting a previously contacted Race Flag, has no effect.
damage equal to the difference.
When a players Racer contacts Flag 1, mark this on that racers
progress track. After contacting Flag 1, when the Racer contacts
Flag 2, mark this, and so on, all the way through Flag 6.

The first player to contact all six Race Flags in order wins
the game.

ENGINES OF DESTRUCTION 35
STORM STRIDER
SPD 4

HDL 3

ARM 3

DMG 8

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack generates 1 less Drive


LIGHTNING STRIKE 3 10 Point during its next turn.

SPECIAL

NIMBLE This Racer ignores the penalty of rough ground and forest terrain.

VESSEL OF JUDGMENT
SPD 3

HDL 2

ARM 3

DMG 12

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack cannot Push the Limit


HOLY FIRE 4 8 during its next turn.

SPECIAL

This Racer can Push the Limit up to five times a turn instead of three. This Racer can Push the
DIVINE INSPIRATION Limit even after it has Stalled.

36 ENGINES OF DESTRUCTION
GUN CARRIAGE
SPD 3

HDL 2

ARM 4

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

SHORT BARREL 6 6 No special rules.


SUPER CANNON

SPECIAL

When this Racer successfully rams another Racer, do not halve the die result to determine the
HEFTY distance the enemy Racer is moved.

WRAITH ENGINE
SPD 3

HDL 4

ARM 3

DMG 8

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack is also moved as if the


GHOSTLY CLAWS 6 2 attack were a ram attack.

SPECIAL

This Racer does not have to perform a ram attack when it contacts another Racer (though it
PASS THROUGH can!). This Racer can move through other Racer models as long it does not end its movement
with its base overlapping another Racers base.

ENGINES OF DESTRUCTION 37
ARCANTRIK FORCE GENERATOR
SPD 3

HDL 2

ARM 3

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack is moved d6 directly away


FORCE BLAST 2 18 from this Racer.

SPECIAL

CARAPACE This Racer gains +2 ARM against arsenal attacks.

TRANSFINITE EMERGENCE PROJECTOR


SPD 2

HDL 2

ARM 3

DMG 9

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

If an enemy Racer is damaged by this attack, this Racer gains +2


TRACTOR LANCE 4 12 SPD and HANDLING during its next turn.

SPECIAL

When this Racer damages an enemy Racer with a ram attack or arsenal attack, during its next
CALCULATED turn it can Push the Limit for 2 additional Drive Points without rolling to suffer damage. If it
DESTRUCTION Pushes the Limit for a third additional Drive Point during that turn, it must still roll one die to
determine if it suffers damage normally.

38 ENGINES OF DESTRUCTION
SIEGE CRAWLER
SPD 2

HDL 3

ARM 4

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

SIEGE CANNON 5 8 No special rules.

SPECIAL

When this Racer repairs from being Stalled, it repairs all of its damage instead of half.
RHULIC Additionally, a player does not have to forfeit his or her turn to repair this Racer from
ENGINEERING being Stalled. Instead, this Racers SPD and HANDLING are reduced to 1 during the turn it
was repaired.

WAR WAGON
SPD 3

HDL 3

ARM 3

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack has its HANDLING


HUGE THUMPER 4 8 reduced to 1 during its next turn.

SPECIAL

This Racer ignores the penalty of rough ground terrain. Up to three times per game, at the
end of this Racers turn you can place a single piece of rough ground terrain in contact
TEAR UP THE TRACK with the Racer and completely within its back arc. More than one piece of terrain cannot be
placed per turn.

ENGINES OF DESTRUCTION 39
CELESTIAL FULCRUM
SPD 3

HDL 4

ARM 3

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

ELEMENTAL CYCLONE 3 8 Rotate an enemy Racer damaged by this attack up to 45 degrees.

SPECIAL

This Racer can rotate up to 90 degrees for each Turn Maneuver spent instead of the normal 45
WHIRLWIND degrees. Additionally, this Racer can make arsenal attacks against enemy Racers in its back arc.

SIEGE ANIMANTARAX
SPD 3

HDL 3

ARM 4

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

This Racer must be in base-to-base contact with an enemy to make


HEADBUTT 6 0 this arsenal attack.

SPECIAL

When this Racer successfully rams, it can immediately move up to the distance the enemy
FOLLOW THROUGH Racer was rammed directly toward that Racer.

40 ENGINES OF DESTRUCTION
THRONE OF EVERBLIGHT
SPD 4

HDL 4

ARM 3

DMG 8

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

This arsenal attack gains +2 ATK if the enemy Racer is base-to-base


SPINE BURST 3 10 with this Racer.

SPECIAL

When this Racer is rammed, it can move the ramming enemy Racer up to the distance it was
GRASPING TENTACLES rammed directly toward it.

DEATH KNELL
SPD 3

HDL 2

ARM 2

DMG 10

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer damaged by this attack loses its Arsenal and


WILTING WHIP 2 2 Special rules during its next turn.

SPECIAL

When this Racer suffers damage from an enemy ram attack or arsenal attack, after the attack
PUNISH THE WICKED is resolved choose one: the enemy Racer suffers 1 point of damage OR the enemy Racer
cannot Push the Limit during its next turn.

ENGINES OF DESTRUCTION 41
MEAT THRESHER
SPD 3

HDL 3

ARM 3

DMG 8

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

This Racer can make two attacks with this Arsenal each turn instead
GATLING GUN 3 8 of one.

SPECIAL

BUILT TO SMASH This Racer is always considered to have moved more than 12 when it makes a ram attack.

SACRAL VAULT
SPD 2

HDL 3

ARM 4

DMG 12

RACE PROGRESS 1 2 3 4 5 6

ARSENAL ATK RNG

An enemy Racer targeted by this Arsenal has its ARM reduced by


SPECTRAL LANCE 3 10 1 until the start of your next turn. (This includes before resolving
this attack.)

SPECIAL

An enemy Racer that rams this Racer suffers 1 point of damage before resolving the ram
SOUL STORM attack. If this causes the enemy Racer to become Stalled, the ram attack does not take place.

42 ENGINES OF DESTRUCTION
WeserveonlytheTrueLawsetdownbyMenothCreatorofMan
CRYX THEME FORCE

DARK HOST
Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark, sinister warriors in the service
of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent
necromancers, armies of horrifying banes beset the enemy like a tide of darkness and death.

ARMY COMPOSITION
An army made using this theme force can include only the following Cryx models:

Cryx warcasters Necrotech solos


non-character warjacks Scrap Thrall solos
Bane models/units Skarlock Thrall solos
Darragh Wrathe Soul Trapper solos
Machine Wraith solos Wraith Engine battle engines

SPECIAL RULES

For every full 20 points of units and battle engines in this army, you can add one command
attachment or medium or smaller based solo to the army free of cost. Free models do not count
toward the total point value of units in the army when calculating this bonus.
Bane models/unit gain Prowl. (A model with Prowl gains Stealth while it has concealment.)
Before models are deployed at the start of the game, you can place two 4 AOE dense fog terrain
features anywhere completely within 20 of the rear table edge of your deployment zone.

THEME FORCE: DARK HOST 43


WeserveonlytheTrueLawsetdownbyMenothCreatorofMan

THEME FORCE TACTICS The Pirate Queen Skarre list below is from one of our CID
users, Brandon Andrews of Florida. I really like this list,
By Will Pagani as it asks some very hard questions for your opponent
Dark Host is the newest theme force for the Nightmare while also answering many common problems. First
Empire of Cryx. Focusing on the Bane aspect of the Cryx of all, this list hits like a freight train. Bane Warriors are
Faction, this list supplies some rather strong bonuses already one of the hardest-hitting units in the game with
to Bane models, really making this an attractive choice. Dark Shroud and Weapon Master, so applying Skarres
Quite a change from Ghost Fleet or Infernal Machines, feat, Blood Magic, to them puts these models above
this theme is a much slower, far more durable force, and beyond the normal damage output of units. Wraith
rewarding players for positioning and use of terrain as Engines with Rapid Strike and Skarres feat can each
key strategic elements. output three effective-POW 22 hits. Many warjacks and
warbeasts crumple against that kind of damage. Add in
Pulled from the void, banes value nothing more than Dark Guidance, and it is unlikely to miss any attacks.
the destruction of life. A dense fog and a feeling of The durability of the list is without question. Incorporeal,
unease is what lets combatants know that the banes ARM 20 Wraith Engines require very specific types of
are approachingcoming out of walls and through attacks to remove that are not very common. Bane Knights
fortifications as if they were not there. The benefits of are ARM 20 against ranged and magic attacks and go to
this theme force are tailored very well to the Bane-model DEF 14 with Set Defense against charges, making them an
units. With the combination of Ghostly and Prowl, they excellent frontline unit. Any that survive to make contact
excel at hiding in terrain and threatening the surrounding with the enemy can be affected by Blood Magic the turn
portions of the board. Placing Dense Fog terrain features they charge, making them ARM 23 in melee and ARM 25
gives the list more consistency in where the Bane models against ranged and magic.
can hide and strike from. Theres also nothing quite like
having two clouds if your warcaster needs to hide from If you know me, you know that Goreshade the Bastard
the enemy. Pushing these clouds up next to terrain pieces is one of my favorite warcasters of all time, and he not
can create large portions of the board that are difficult for only thematically fits into this theme but also runs it
your opponent to threaten. quite well! The list below is a potent combination of a
few effects to really create an anti-shooting skew list.
When building lists for Dark Host (and in general), I With Shadowmancer, Goreshade and his battlegroup
always start with what caster I would like to play. For will gain Stealth. Bane Knights and Warriors occupying
the purposes of this article I chose Pirate Queen Skarre concealment-granting terrain gain Stealth. Wraith
and Goreshade the Bastard. Engines are Incorporeal. These factors combined really
force your opponent to close with your army, which is
where Banes want to be. Combining the Death Walkers
ability Breath Taker with Darraghs ability Mortal Fear
gives 4 to damage rolls, making your Inflictors very
durable against living models. This list preys upon
jack-heavy lists, easily crushing the armor and boxes
those armies bring to the table. With the high ARM of
Banes and so much Stealth available to the army, most
infantry-clearing lists have issues removing the Banes
before they make it into combat. They are then backed
up by a strong, fast, hard-hitting battle group and the
additional unit of Bane Warriors that Goreshade brings
to the table with his feat, Dark Summons.

Dark Host lists are best served by warcasters that can


help deliver the Banes to the opposing army. The Witch
Coven, Lich Lord Asphyxious, and Lich Lord Terminus
are some more of my top picks for being the head of this
theme force. Each brings a different survival mechanic
to the theme, and each has a very different game plan
for victory.

44 THEME FORCE: DARK HOST


WeserveonlytheTrueLawsetdownbyMenothCreatorofMan
LIST 1 LIST 2
by Brandon Andrews by Will Pagani

Model/Unit Points Model/Unit Points

Pirate Queen Skarre  +28 WJ Goreshade the Bastard  +27 WJ

Inflictor  13 Inflictor x2 26

Stalker x2 16 Reaper  13

Skarlock Thrall 0 Stalker  8


(free with theme force)
Wraith Engine  15
Wraith Engine x2 30
Bane Lord Tartarus  0
Bane Lord Tartarus  0 (free from theme force)
(free with theme force)
Darragh Wrathe  9
Darragh Wrathe  9
Bane Knights (10) 15
Necrotech  2
Bane Warriors (10) 16
Scrap Thrall  2
Bane Warrior Officer & Standard  0
Bane Knights (10)  15 (free from theme force)

Bane Warriors (10)  16 Total 75

Bane Warrior Officer & Standard  0


(free with theme force)

Total 75

THEME FORCE: DARK HOST 45


46 GAVYN KYLE
DOSSIERS GIVE A
S PREMIER SPY. GATHERED AT GREAT EXPENSE AND RISK, THESE
TAKE A LOOK INSIDE THE FILES OF GAVYN KYLE, THE IRON KINGDOM NT CHARACTERS IN WARMAC HINE AND HORDES.
S AND MOTIVAT IONS OF IMPORTA
BEHIND-THE-SCENES LOOK AT THE HISTORIE

the Kalm
ieri
etz; ex cerpt from e D. Wilson
eacat & Matt Go ss andn & Matth
glas S stor O
ed by Dou Garden, N
Transcrib ud Art by Tom
Kenner
by Darla

ZEVANNA AGHA THE OLD WITCH


I appreciate your patronage, as always. But there
are some major figures affecting the worlds
stage whose nature makes them better suited
to examination by historians and theologians
than experts in espionage. Zevanna Agha is one
such case. I did my best, but bear in mind that
we are dealing with a perplexing figure whose
existence defies reason.
The Old Witch presents the guise of being
human while being immune to the most
important aspect of humanitymortality. She
defies classification in other respects as well.
My career is based on gathering and applying
evidence to arrive at logical conclusions. In
every path I followed with Zevanna Agha,
my conclusions led me into blind alleys to be
ambushed by contradictions.
The Khadoran government has gone to great
glad to have her as a protector, though they
lengths to obscure the record of the Old
are also terrified of her. Northern tales contain
Witchs involvement with its sovereigns, nobles,
countless cases of the Old Witch seizing
and commanding military officers. Its possible
children, meddling in marriages, and flat-out
Agha has her own agents covering her tracks as
murdering those who displease her. She is as
well. I have run up against countless forgeries
cruel, malevolent, and wicked to her own people
and contradictions in testimonyincluding
as she is to her enemies. This does not deter
claims of her being in two places at once. If she
northerners. To them, the Old Witch is part
is willing to alter government documents, then
of a broader beliefcommon in those frozen
why not historical annals and ancient tomes?
landsthat progress requires pain, sacrifice,
From all of this, one might conclude that Zevanna and bitter lessons. Also, it would seem, the
is a fiction. There is no record of her birth. Given spilling of a tremendous quantity of blood.
the overwhelming evidence through firsthand
This report focuses more on ancient than recent
eyewitness testimony, I nonetheless conclude the
events. This extended from my questfutile
Old Witch does, in fact, exist. She is not merely
though it proved to beto find an origin for
a ghost tale or a parable for children.
Zevanna Agha. I must admit the movements of
Accepting Zevanna Agha as real, the next troops in modern times interested me less than
question becomes: what has she been doing for the undeniable fact that Zevanna Agha had a
all this time? This would become the thrust hand in shaping civilization itself.
of my investigationtracking down evidence
GK
of the Old Witchs actions and trying to make
sense of them.
It is hard to gauge whether in the aggregate
her actions have been for good or ill. Certainly
those who live in the Motherland are fiercely

GAVYN KYLE 47
TIMELINE OF ZEVANNA AGHA ACTIVITY
An abbreviated timeline, culled to focus on speci
fic events and to reflect the vast time period
cover the subject. Countless dates and incidents required to
were omitted.
Prehistoric: Hundreds of legends refer to a
crone 26-201 AR: Orgoth soldiers operating in
figure in the wilderness of the northern lands the northern
. Some territory go missing. Not all of these
cast the crone as a capriciously benevolent figur disappearances
e. can be connected to Agha, but records sugge
Others depict her as a monster. One recurring st her
myth combating Orgoth to protect Khardic villa
suggests Zevanna predates Menoth and humanity. ges.
184-188 AR: Zevanna Agha may have warned Khard
2200 BR: The Old Witch appears in the Kalmieri ic
, an generals in the Iron Alliance not to rely
epic featuring the life of Molgur chieftain on their
Horfar secret factories in Korsk for colos
Grimmr. This describes the Old Witch giving him sal production.
the She was ignored. In 188 AR the Orgoth attac
axe Rathrok (a.k.a World Ender ) to Grimmr. k Korsk
and demolish northern colossal production.
2170-2045 BR: Priest King Khardovic found
s the 209 AR: Vladin Tzepesci usurps power
kingdom of Khard. Records of the era occasional and unifies
ly Umbrey. Before his death in combat in 229
reference Khardovic speaking to a beggar-cr AR, King
one. Vladin was contacted multiple times by
Khardovic is claimed to have fathered over an old crone.
thirty
nt 230-250 AR: Zevanna Agha is seen in counsel with King
children, and multiple records mention an ancie
midwife overseeing many of their births. Levash Tzepesci and played a hand in the forma
tion
of the Greylords Covenant in 243 AR. Last seen
1670 BR: A plague wreaks havoc on the Kos in the
and capital in 250 AR at the onset of the Coloss
Skirov people, allowing the Khards to expand al War.
their
territory and capture Molga, renamed Khard
ov. 459 AR: Zevan na Agha is present at the crowning
Several scholars credit Zevanna Agha. Other sourc
es of King Mikhail Vanar, a fact used by gover nment
say the plague originated with the blackclads
but officials to combat discussions of the Old Witchs
credit Agha for the Khardic immunity. association with the Tzepesci dynasty.
1421 BR: Khardic king Sveynod Skelvoro decla
res 505 AR: The Old Witch warned King Ruslan Vygor
himself emperor, the start of the Khardic Empir
e. against fighting the swan in the drago ns mouth, a
His crown was forged by Zevanna Agha. prophecy thought to refer to Vygors death in
battle
at the end of the First Thornwood War.
1415-1382 BR: The Khard-Kos War. The Old
Witch
The 512 AR: First written descriptions of Agha
appears in the record of dozens of battles.
majority of her appearances are on the side
of the accompanied by a peculiar warjack referred to as
Khardic Empire, but several times she fights
on the Scrapjack, a construct assembled from salvaged
opposite side, protecting heroes of Kos. wrecks from the First Thornwood War.
1382 BR: Zevanna Agha is alleged to have visite
d the 605 AR: The first battle at the Temple of Garrodh.
leading Umbrean horselords to persuade them to
defy Zevanna Agha, along with military leaders from
the Khardic emperor. multiple other factio ns, battle in the Thorn
wood.
Zevanna advises Prince Vladimir Tzepesci mome
1263 BR: The Old Witch is alleged to have persu nts
aded before he kills the Harbinger of Menot
the last great Skirov kings in their mountain h.
holds
to surrender to the Khardic Empire. 606608 AR: Zevanna Agha participates in multi
ple
engagements alongside the 3rd Border Legio
1169 BR: An aged advisor matching the descr n
iption fighting wilderness uprisings
of Zevanna Agha is described as being present instigated by
at the Khadoran blackclads.
meeting of the Tzepesci, Umbreyko, and Chard
ovosk
of 609 AR: The northern Khadoran village of Daliskov is
families. This meeting results in the formation
the Black Ring, which becomes Umbrey. attacked by gargantuan winter trolls led by Hoarl
uk
Doomshaper. Its people are saved by the interv
716 BR: The Old Witch is notably absent from ention
the of the Old Witch. Witnesses say Doomshaper
lengthy Horselord Wars between the Khardic Empir and his
e trolls vanished amid massive flocks of crows
and the Umbreans starting in 820 BR, but one accou .
nt
Black 609 AR (cont): Several gigantic ice-covered trolls
has her instrumental in the surrender of the
Ring in 716 BR, which resulted in Korska as
the are reported thousands of miles away in the northern
eastern capital. Bloodstone Marches. This coincides with a conve
rgence
of wilderness forces on a remote trollkin settle
600-433 BR: Legends claim Zevanna Agha resis ment.
ted This battle ends with natural disasters,
the Orgoth before they conquered western Immor including an
en, earthquake and a lightning storm.
but I found few descriptions of her actio ns until
the
in the Late 611 early 612 AR: An enormous steam-powered
Rebellion. Folktales of her deeds circulated
wilderness regio ns. Descendants of these far-f
lung construct resembling Scrapjack and ridden by a crone
villages insist Zevanna Agha made their towns
hips is witnessed in southern Khador, Ord, western Cygnar,
invisible to the Orgoth and killed any who came
near. and the Widowers Wood. Reports of gremlin and other
grymkin activity escalate in its vicinity.

48 GAVYN KYLE
Technically, the oldest myth connected with He collapsed at the opening of an old and yawning
the Old Witch is a story in the north that can cave. He held his side and gulped in air, grateful
be summarized as: When Menoth first walked to yet breathe. For the one called the Bears
the world, he found the Old Witch in her cave, Son and the Winters Frost, Lofar who broke the
already waiting for him. spears of the Noskove champions, who threw the
Troll King into the abyss, and whose voice calls
Since no one could possibly have witnessed such down the avalanche, this was his lowest moment,
an encounter to pass it down, as it predates having barely eluded the jaws of death.
humanity itself, this must be considered
apocryphal. Nonetheless, this suggests the Looking into the caves darkness, he saw the
northern peoples believe the Old Witch predates gleaming of bright eyes.
mankind and possibly Menoth. Not one pair or two, but dozensbaleful, cold eyes
I am no theologian, but recent investigations have staring out at him. A cacophony of shrieking and
let me build a rapport with several prominent cackling followed, and then a rush of wind as
religious scholars. Asked to evaluate Aghas hundreds of crows flew forth and past him. They
nature, my experts hypothesized that she might did not touch him, flying past and down to feast
be some sort of primal spiritual entity who has on the dead below.
chosen to adopt her guise as a crone. Several One gleaming eye lingered in the caves depths. A
grymkin exist as examples of inhuman beings larger huddled figure shuffled forward, wrapped
who closely resemble people, though they are not. in darkness as if garbed in shadowsan ancient
This includes rusalka, as well as such creatures hag, more bird than woman. Her head was cocked
as the so-called Twilight Sisters, the Gentleman to one side and cowled in tattered rags, except a
Stranger, and the Old Man of the Swamp. These single piercing eye. The sound of talons rasped
and other beings are folktales come to life yet upon the stone as she limped forward, and her
who are also tangibly real. Aghas existence is movements were abrupt and strange. She came to
also inextricable from folklore. him, and he smelled her fetid breath and heard
cackling laughter when he tried to scramble
A sample of one of countless short poems, away. Gleaming claws emerged from the shadows
ancient in origin, that refer to the Old Witch: to touch the trail of blood he had left.
Forest Mother, Iron Claws
For me? She asked. Then, the claws stretched
Who ever is and ever was. toward the wound at his side. A taste? Her voice
suggested the rattling call of ravens.
Ravens black and winters white
Lofar knew better than to deny the Crone of Crows,
Tarry not while in her sight. whose appetites must be met. She was said to love
Another of my theological sources suggested few things more than the fresh spilled blood of
looking at the tales of Dhunia, a mother-goddess chiefs on winters snow. He said, A taste you may
figure among several wilderness cultures. She have, if you let me live.
did not claim that Zevanna Agha and Dhunia The witch reached out with her claws and quick as
are one and the same but theorized that both a blink snickered two fingers from his left hand,
represent embodiments of the land adopting a click, clack! She chewed them up with moist,
familiar feminine form. If it were possible for wet noises while he looked on and clenched his
Agha to predate humanity, perhaps she once bleeding hand to staunch the bloods flow.
looked different. This might explain the peculiar
way she is described in some old Molgur myths. Go on, go on, she said. See me again you shall,
The following transcript features a different when your second son is born."
description of Agha than is now typical. This Lofar the Eight-Fingered survived to lead his
tale is said to have been passed down in the people. On the day his second son was born, he
north since before the written word. It is among had visit from the Crone, who could not be denied.
the oldest tales I could find that has been
preserved in any detail. It is not always clear what her goals or purposes
might be. Her actions seem capricious and
GK cruel, and the oldest tales often describe her
So it was that great Chief Lofarhaving survived enjoyment of slaughter and feature her feasting
the ambushclimbed the sheer rock face, evading on human flesh and blood. The association
the soldiers below. The wound from the spear with crows and ravens is well established and
thrust that had pierced his side left a bloody recurring. In the oldest tales, it seems as though
trail up the cliff wall, but his strength and Agha resembles these scavenger birds.
desperation were enough for him to claw his way Her interest in the offspring of great bloodlines
to the top. takes a variety of forms. Sometimes this is purely

GAVYN KYLE 49
a matter of monstrous appetiteimplying He heard a dark murmuring, soft as the wind moaning
Agha steals children to consume them, savoring through a ravine,
tender flesh. She is said to have a satchel where as she lay the bundle at his feet and tugged at its
she keeps one or more children against such a bindings until they fell open.
need, as an ordinary person might carry a hunk As iron claws nudged the cloth aside
the sky grew dark and wild as the winds of a sudden
of cheese or bread. storm
In time we see more stories suggesting an darted through the battlefield to tug at the clothes of
interest in lineage, in establishing strong the dead.
families destined to rule lesser men. Even here, A hot rain began to pelt down upon them, each drop
sword-sharp as it fell,
in one of the oldest stories, that is true. sliding off the hardy skin of the warriors, driving into
I unearthed mention of Lofars second-born son. the churned earth,
He was taken as a child but allegedly emerged spilling from the blind eyes of the fallen in great tears
unexpectedly from the wilderness as a grown of death.
Upon its soon-soaked coverings lay a tremendous axe
man and became Holgin Ironbender, greatest of unlike any Grimmr had before seen or swung
kings of the ancient Skirov mountain holds. This even such a well-blooded kin as he.
suggests that at least in this case, Lofars son
was not kidnapped to become a snack. Holgin This suggests the axe Rathrok, also known as
Ironbender took the counsel of ravens, perhaps a World Ender, was given to Horfar Grimmr by
reference to receiving guidance from Agha. the Old Witch. This axe has been associated
with dark prophecies and dire omens and was
What follows next is a puzzling appearance of most recently connected to Chief Madrak
the Old Witch an ancient tale of another people. Ironhide of the United Kriels. It is this axe that
This is drawn from the trollkin Kalmieri, which led to the suggestion that Chief Ironhide might
tells the life, exploits, and death of Molgur be cursed, making him a controversial leader.
Chief Horfar Grimmr. Rathrok plays a role in recent events, making
GK this ancient account relevant.
Zevanna Agha is not otherwise linked to the
trollkin, being almost exclusively described
A voice rasped from within the cloaks, in connection to northern humans empires
wreathing him [Horfar Grimmr] in certainty and fire- and tribes. This account seems far afield from
smoke.
It was a deep sound, like the crunching of large bones other actions of the Old Witch, particularly
between teeth, since Horfar Grimmr and his confrontation
the rotting of a tree stump from its core, with Priest King Golivant took place far to the
the mountain cats gurgling breath around the elkens south, in the Wyrmwall Mountains.
bloody throat.
After querying one of my experts in northern
The battle is long lost, it said. ancient history, I was given the following
The battle is yet to come. hypothesis:
The figure had not moved and yet circled him, fate
stirring in its path, Dear Esteemed Sir,
and Horfar felt stripped bare in the burning fog of its
Regarding the Kalmieri and the passage quoted,
attention.
Are you the avalanche it asked, though it seemed not it is the only document we know of touching on
to seek a reply. the origins of Rathrok. That axe is described as
It circled him again. a powerful artifact of the Wurm. Even beyond any
Are you the mountain powers it is alleged to possess, it held significant
The unknowable figure seemed to become more solid symbolic weight. Its bestowal on Chief Grimmr may
before him [Horfar Grimmr], have helped embolden the chieftain to a grander
its self collected into a single form at the center of a thin plan of conquest against the civilized Calacians
mist. than might otherwise have been the case.
Only a great weapon can break the world.
... Grimmrs decision to commit his ill-fated attack
The crone drew close enough to speak her need, on the Wall of Thrace may therefore have been
though not a whisper came from within her cowls influenced by ownership of Rathrok. This attack
until at last she stopped before him and held out an initially succeeded but then had a disastrous
oversized bundle aftermath, resulting in Grimmrs defeat, torture,
wrapped in rough, plain cloth and bound with lion skin. and execution by Priest King Golivant and
Her hands were wrapped in rags with long metal talons the subsequent destruction and scattering of
that bit into the dusky leather like the claws of a raven the Molgur. If Zevanna Agha were responsible
around a hunted rabbit. and possesses prophetic insight, as has been
...
suggested elsewhere, the "gift" of Rathrok proved
to be a curse.

50 GAVYN KYLE
Why would Agha do anything to help southern I was situated in a coastal inn near Ceryl,
Calacia or to defeat the Molgur? sorting through a number of documents sent
There is a direct chain of events between Calacia
to me by Professor Orlyk related to ancient
and the founding of Khard. Even as Menite references to the Northern Crone, and due
civilization came north, so did the greatest foes of to the oppressive heat in the chamber I had my
the Menites. The two are inseparable. The strongest window open. A large and fearsome raven flew
of the remaining Molgur tribes traveled to the in the window, seized several of my documents,
northern mountains and plains after Golivants stared at me briefly, and then flapped away. I
crusade. These willful barbarians became the was too stunned to interfere. I do not believe
adversaries of Priest King Khardovic, whose the records taken were vital, though I cannot be
greatness was predicated on his own crusades sure. More than likely this was a random action
against them. This is the foundation of a united of a stray bird, but its timing was unsettling in
northern civilization. Without the fall of Horfar the extreme.
Grimmr, there might not have been a Khador. To get back to the file, accounts directly blaming
Personally, I do not think Zevanna Agha played a or otherwise hinting about the Old Witch
role in this southern event. Rather, I think her interfering with highly placed children crop up
insertion into the Kalmieri was a subsequent again and again in the annals. The following
embellishment. I am of the opinion many letter transcribed from ancient Khurzic is an
incidents credited to the Old Witch of Khador example connected with a woman named Ygrid,
are exaggerated. It is an appealing fantasy to Khardovics unpopular second wife.
imagine she might have laid the foundation for
Days have passed, but the hurt has not. She took
all civilization. That diminishes the importance
him. The monster my king lets into our home. She
of many great historical figures, including
took my son!
Khardovic himself.
His warlords and the other wives have tried to
Professor Radomir Orlyk of
lie to me, to convince me it was something else
the Skrovenberg Kollegii
some cursed creature from the wild, some stained
I received the following one worshipper of the Wurm that claimed himbut I
week later: know better. It was she. I can smell her rot on the
walls of this room. I can feel her stain in my heart.
I wanted to clarify my previous
missive and emphasize that
my studies have led me to
believe Zevanna Agha has
had a significant positive
impact on the Khardic Empire,
the Kingdom of Khador, and the
Khadoran Empire. I would never
mean to suggest otherwise. Nor did
I mean any disrespect toward this
entity in my last letter. Without
question, she is formidable and
deserving of both gratitude
and deference. I merely wanted
to ensure we did not attribute
actions to her that might reflect
poorly upon the Empire.
Professor Radomir Orlyk
Im uncertain what prompted this
follow-up message, though its tenor
leads me to wonder if the professor
might have been threatened. This
calls to mind a strange encounter
during the course of this and
other correspondence done
in preparing for this
assignment.

GAVYN KYLE 51
When last she came to my king she looked long on There was one who did not come, and her absence
me with that eye I hate so much. My king did not was noticed by one and all. This was the old woman
hear her whisper, but I did: So many children you in the cave. The old woman attended every kings
have. So much of the blood. It must be shared. wedding and would arrive unbidden to visit his
children when each prince or princess reached
This is the price we pay for consorting with such
one year of age. She would peer at the face of the
a creature. This is the cost my kings victories
bride or the kings youngest child and speak of
commands. No more children will I bear him, this
the future, whether good or ill. A kings entire
I vow. The hag be damned, and Menoth keep her
reign might be brightened or shadowed depending
from my chamber.
on the words of the old woman in the cave.
This letter was hidden for centuries, its The Winter King feared the old woman but dared
attribution and source unclear until others in not refuse her, nor stop her crows eating their
its stash were determined to be the private fill from his roast boar and meat pies. The lords
journals of Ygrid. She perished under mysterious highest stolnik told the king he must find and
circumstances but has been maligned by beseech her, lest the people lose faith and fail to
Menite historians for her vocal criticism of accept his bride.
Khardovic, a stance many of the Old Faith
consider blasphemous at best. There The king belted on his sword and mounted
are multiple records from those his steed and rode to the cave and back,
near to Khardovic who witnessed and when he returned, tired and
the priest-king taking private bloody from many adventures, the
counsel from an old crone old woman was waiting for him.
whose description matches He was red-faced and angry,
Zevanna Agha. These knowing she had made him the
accounts suggest she was fool, chasing his own tail, but
quite active in the affairs he swallowed his pride and
of this foundational priest- welcomed her, eager for the
king, the ruler who would festivities to begin.
inspire the creation of the The old woman approached
Khardic Empire. his eager bride, looked at
It seems possible that her once, and turned away.
no less than three of Not that one, she said, and
Khardovics wives lost the bride burst into tears.
children to Zevanna Agha.
There are suggestions she The old woman walked across
played a hand in selecting two the field of flowers to
of those wives for him. The another, a fierce-eyed woman in
following folktale is a reflection dusty leathers who stared back
defiantly. She was tall and lean
of this belief, though abstracted
and strong, not pretty and soft like
as a mythical.
the weeping bride.
In the castle of the Winter King, bride-
Who are you? asked the old woman.
giving was occasion for a great celebration,
this one greater than any before. Word of the I am daughter of the greatest horselord of the
festivities spread across the land. The festival plains. I came to hear the mountain songs and to
would gather commoner and noble alike, each to dance. Yet no man here dares take my hand. They
the mountain hold, there to pay homage to the say I am too tall, too strong, my hands too rough
north king. Bride-price was paid in gold and to hold.
silver for those who had it, or copper, tin, or
humble carved wood for those who could not. This one, the old woman said to the Winter King.
This one is your bride.
Even the poorest of paupers contributed to the
bride-price. The lowest beggar of the filthiest The king was taken aback but dared not refuse.
hillside town made the trek and with trembling The horselords daughter ate her fill from
hands contributed the longest and strongest the roast boar and meat pies and danced with
black hair from his headthe finest gift he the king, then married him and bore him fine
could spare. Each gift was taken and welcomed, children. Those princes served their mother as
and the gathering swelled as all prepared to queen when their father choked on a chicken bone
welcome the king in matrimony, to sing praises and perished.
to his bride, to see her dancing on the field of What of the pretty weeping bride to be? She was
flowers as music played. Those who gave gifts never seen again, and scraps of cloth in the
knew the Lawbringer smiled upon them.

52 GAVYN KYLE
pattern of her dress were seen lining the nests The Old Witch was particularly active in the
of crows throughout the land. It is said they ate centuries when the Khardic Empire was being
her weeping eyes first and found them sweet. consolidated. I have attached a separate folder
One aspect of this folktale that returned to with references if you feel inclined to read
my mind time and again as I worked through them all. Of interest to me is how her actions
ancient historical records is the notion of the seem contrary and whimsical, as she helps first
old woman in the cave being used to approve one side and then the other. More often, her
the authority of northern kings. This matter support of the Khards is clear. I believe the
has no bearing on modern or ancient law. instances where she aided other forces represent
attempts to preserve bloodlines of interest. She
Yet from before the Khardic Empire until also had an interest in specific heroes among
the modern era there are stories of contact the Kossites, Skirov, and Umbreans.
between Zevanna Agha and northern princes.
Some believe she was in contact with every Indeed, a case could be made that the Old
Khardic emperor and empress, as well as every Witch pitted the Khards and the Umbreans
subsequent Khadoran king, queen, and empress. against one another. Perhaps to find which was
I was unable to find documentation to prove the stronger? With a few different turns, the
this in every case but certainly contact with Umbreans might have wound up on top rather
northern rulers is seen repeatedly. than being relegated to second-class citizens.

What follows is a popular account of the origin I find it intriguing that Zevanna was tightly
of the Khardic crown. connected with the Black Ring, the last great
independent Umbrean rulers. Her interest in
GK notable Umbrean families persisted into the
modern era with the Tzepescis.
So it was that the greatest of the line of Khardovic
emerged from the snows of the worst winter in A noteworthy blank spot in my research had
a century to declare himself emperor of Khard. to do with the Orgoth invasion. Agha has a
This was Sveynod Skelvoro, whose touch could reputation as a protector of the north, and
ignite bonfires and whose eyes simmered with the legends insist she slaughtered the Orgoth
the remembered flame of his ancestors' crusades in abundance. Yet in examining records of
against the godless. the early battles, I see no evidence of her
It was by sword that Sveynod united the willful interference. It may be that she fought them
princes of Khard, and his throne was his warhorse only on the fringes, where they were incautious
Gefarich, whose tail and mane were as smoke. in the wilder regions. Perhaps her subtler
Menoth smiled on his rule, but he bore no crown methods were of little use against the foreign-
until one year after his declaration of the Khardic born invaders. Still, I did find mention of
Empire, when the Old Crone demanded audience. remote villages and townships that insist the
Crone protected them, hiding their ancestors
In her clawed hands she bore a thick and heavy away and keeping their villages invisible while
crown of gold and iron. Its iron had been taken slaughtering any Orgoth who came too near.
from the weapons of slain barbarian chieftains.
Its gold had been stolen from the barrows of the I did uncover stronger evidence for Aghas
first kings of the mountains, the forest, and the actions once the Rebellion started. She is
plains. It was set with rubies, each as red as credited with many small-scale strikes against
the human blood spilled to claim them. She had the Orgoth in the last years. Most of these
hammered the crown into shape upon the anvil of stories only exist in the verbal record as bits
her secret forge, said to be deep within her cave of local lore, but I was lucky enough to come
upon the mountain, its fire fed by the breath of across this scrap of a young womans journal
a chained wyrm she tricked into submission, among Greylords Covenant records.
its bellows pumped by imps and gremlins whose
GK
cackling laughter was as music to her. Once forged,
it was quenched in the blood of stolen infants. In the winter when the silver thaw broke the
trees, the men came to our village. They were
While wearing this crown, the Khardic emperor
terrifying in their armor and cruel to us as
could hear the moans and suffering of his people
they picked our men and mothers to put in their
and the dying screams of his soldiers, no matter
barred wagons. They had taken a slave-tax from
how remote they might be. With this crown upon
us before, but who would hunt and harvest if they
his brow, no emperor could be ignorant of the
taxed us again so soon?
weight of his decisions. So too did it let him watch
for those who might betray him. It was a heavy That is when she came, the babushka of crows,
crown, painful to wear, but Sveynod endured it to protect us. In one blink, there was one of the
until death claimed him. cruel men in his armor striking my mother in the

GAVYN KYLE 53
face, but in the next she was there. Her metal accomplished smith and craftswoman, as well
claws made such a noise as she dragged them as a keeper of powerful and dangerous artifacts.
from the mans belt to his throat, cutting deep
stripes in his armor. When the men tried to stop In looking for any information on the Scrapjack,
her, she moved through them, cutting them like I came across the following letter from a
Father cuts wood. The snow of our road was red Khadoran mechanik.
like sunset from all the blood. The last tried to GK
run from her, but she made the ground stop him.
It grew claws that bit into him and held him for Octesh 7, 560 AR
her, so she could do her work on his trapped body. Anasiv,
When she was done, she had taken the last mans I wish I could give you a more satisfying
skin in one great piece and cut a marking into it. answer to your question. You are not the first
She gave the skin to Aleksanas father and told assemblyman to ask me about the Old Witchs
him to hang it in the trees as a sign to all who companion, but none of us mechaniks are tasked
would try to steal her work. Then she left, gone with its maintenance. Honestly, I have only had a
into the winter. few opportunities to see the thing up close, thank
I cannot provide a specific date for this Morrow, and even they were brief.
particular item. If I were to hazard a guess, About four weeks ago was the closest Ive gotten
I would place it in the mid-to-late 100s AR, yet. Our kapitan had orders to join his column
due primarily to her reference of the winter. with forces under the Old Witchs direction
There were three silver thaws that reached as when we approached the Wolveswood. She and
far south as Volningrad in 130, 143, and 160 her jack were at the head of the column as we
AR, respectively. entered the trees.
I did not find many other detailed accounts How it moves, Anasiv! It rattled along like a
of Aghas activity during the Rebellion, pile of junk pulled from the scrap heap behind
though I did find discussion between several old Aleksis workshop. If I were a brave man,
Greylord scholars about an alleged warning she I would have asked the witch for permission to
delivered about the colossal factories in Korsk. examine it up close just to have an idea of how
Unfortunately I could not find the primary it stays together. Its unlike anything you or I
source, but the discussion implied she attempted or anyonedreams to build. Piled with scraps
to convince generals of the Iron Alliance not and refuse and whatever else the witch feels
to put all their efforts in Korsk, which was necessary to bring with her, it has an arcane
subsequently destroyed by the Orgoth. It is relay bolted onto its frame that would be more at
unclear exactly what role the Old Witch played home in our fathers wars than any modern one.
in this, except that things might have turned Each step it took, I was afraid the whole frame
out differently if her warning had been obeyed. would come unbolted and collapse into a heap on
the road.
There are similar incidents in the historical
record when a king or emperor did not heed In battle, though, it becomes something
the ancient crone, always to his detriment. altogether more. Under the witchs guidance, it
One of the best known is a prophecy allegedly comes alive in a way I cannot describe. When the
given by Agha in 505 AR to the mad King blackclads attacked our column, the witchs jack
Ruslan Vygor that his doom would come from was among them in moments, darting from victim
fighting the swan in the dragons mouth. to victim like some great bird of prey. It moved
Vygor thought himself Khardovic reborn and through the trees with unnatural grace to crush
paid Agha no mind. It is now thought she was the lives from dozens of men before returning to
referring to the Battle of the Tongue along the the Old Witchs side like a loyal pet.
Dragons Tongue River, which ended the First Senior Mechanik Vasily Ulchenko
Thornwood War. In that battle, Vygor was
killed by Cygnars Vinter Raelthorne II, who Perhaps it isnt surprising that even a mechanikal
would later became king. contraption employed by the Old Witch is
described as inexplicably lifelike and unsettling.
After the First Thornwood War, we see This is no carefully engineered and planned
descriptions of a mechanikal companion warjack design by the Khadoran Mechaniks
alongside Zevanna Agha, the so-called Assembly. I have more recent reports that Agha
Scrapjack. This appears to have been a machine may have undertaken some grander and more
created by her own hand, suggesting no small sinister alterations to this machine. She has
degree of ingenuity and craft. This goes along been seen riding atop a large conveyance that
with more ancient accounts of Agha being an bears decided similarities to the Scrapjack.

54 GAVYN KYLE
This goes with the fact that Zevanna Agha has There were survivors, thankfully, and we
been far more active since the Llaelese War. She interrogated them thoroughly. Many were raving
no longer feels the need to work only from the and overcome by grief, making it difficult to
shadows. Military documents are still loathe to isolate facts. All agree the town was attacked
refer to her without employing code phrases, by trollkin and trolls led by an aged trollkin
but it does not take a great deal of effort to shaman bearing many scrolls. Most of their
determine which reallocation of assets are a attention was occupied by what seems to have
result of her interference. been several gigantic winter trolls, walking
glaciers larger than most buildings, looming
She has long favored the 3rd Border Legion for over the outer wall. I would find this hard to
her operations, a legion slated to pacify threats believe if I had not seen their tracks with my own
within the Khadoran interior. She has led eyes. What happened after the wall shattered is
them many times. This includes battles against less certain. One witness claims crows swarmed
dragonspawn and blighted elves, now known the shaman and trolls, after which they vanished.
to be the Legion of Everblight; clashing with The survivors credit Zevanna Agha, and they say
blackclad forces in places like the Scarsfell, without her, all would have perished. Make of
the Blackroot Wood, the Shadoweald, and that what you will.
the Gallowswood; fighting Cyriss cultists; and
venturing deep into the Thornwood alongside Kovnik Chenko
other Khadoran forces for the titanic Battle at At the time, I was focused on Doomshapers
the Temple Garrodh. role in awakening a previously unseen breed of
The last is of interest, as it suggests Agha in gargantuan winter trolls. Ill admit the reference
the midst of one of the strangest supernatural to Aghas interference puzzled me, especially
conjunctions in recent memory. That battle as it seemed random and unlikely. During the
appears to have taken place to prevent some course of my current investigations, I found the
sort of disaster involving Lich Lord Asphyxious other dropped shoe, so to speak.
and the Harbinger of Menoth. The Old Witch It was the presence of these walking glaciers
was present alongside Great Prince Tzepesci that caught my eye. I discovered an odd
after having foreseen a great calamity if they mention of gigantic ice trolls in a Cygnaran
failed to intervene. It is worth noting that prior Reconnaissance Report related to a tremendous
to this clash, Vladimir Tzepesci was thought to battle taking place in the Bloodstone Marches
have perished after sacrificing himself in a clash
with Cryx elsewhere. He emerged alongside
Zevanna Agha with his armor and ancestral
weapon reforged, an event with powerful
parallels to the legends of old.
Sometimes I feel that Agha exists solely to
confuse me, though of course I do not rate
such attention. I happened upon something
while investigating the trollkin shaman Hoarluk
Doomshaper. At that time, I found a military
report related to an obscure attack on an
otherwise unremarkable northern Khadoran
town named Daliskov. This report is attached.
GK
Date: Glaceus 15th, 609AR
To: Koldun Lord Boris Metrovich
From: Kovnik Yegor Chenko
Daliskov has been destroyed. We lost contact with
the garrison over a week ago. Per your request,
I sent a kompany to investigate and provide
assistance if necessary. They found destruction
and death. The walls of the town had been knocked
down, buildings flattened, and there were more
bodies than could easily be counted.

GAVYN KYLE 55
in virtually the same exact period as the company of an alarming number of grymkin
attack on Daliskov. It was clear to the CRS while atop an enlarged Scrapjack?
ranger that the entities were out of place in
I have more questions than answers when
the desert. In reading these reports, I was
examining these most recent activities of the
startled to see mention of Doomshaper as well,
Old Witch, so you can understand why I focused
at almost the same time frame as the Daliskov
more on the past. I can say that after the work I
report, though these events transpired over a
have done, I am firmly convinced the Old Witch
thousand miles distant.
exists and is formidable. I absolutely believe
The trollkin refer to this as the Battle of the she has had a marked impact on the course of
Bloodstone Marches and it is apparently a human history. In particular, I think she has
significant clash that led to the relocation of played a hand in the rise of northern civilization
the United Kriels led by Madrak Ironhide. I am and the shape of the royal bloodlines of both
still unearthing its details, but it involved large the ancient Khardic Empire and the modern
armies of trollkin, gatormen, and farrow. Unless great princes.
Doomshaper can also be in more than one place
I have concluded it is impossible to gain a
at oncesomething Ive not seen attributed to
proper perspective on her actions without the
himI must conclude Zevanna Agha somehow
broad view and the fullness of time. We are
banished him and his walking glaciers to
only starting to comprehend what it was she
the Bloodstone Marches from Daliskov. Given
was doing a thousand years ago. So, I have no
there was an enormous battle where he landed,
confidence in our ability to quickly ascertain
I cant consider this to be coincidental, though
what she is doing today. All in all, I would
I cannot fathom Aghas motives beyond
advise giving her a wide berth and, if possible,
protecting Daliskov, an unimportant town.
avoiding drawing her attention.
What I have been able to determine is that
GK
not only was there a great deal of bloodshed
at this battle, but some sort of powerful and
disturbing supernatural rituals may have taken
place. Directly on the heels of this battle, there
was a massive earthquake across the Bloodstone
Marches, as well as a series of atypically
powerful storms. After spreading a wide net to
learn of firsthand accounts among my trollkin
contacts, I learned that an alarming number of
very powerful individuals were present.
The involved parties allegedly include all three
ruling omnipotents of the Circle Orboros,
Hoarluk Doomshaper, Madrak Ironhide, Lord
Carver of the Thornfall Alliance, Barnabas
of the Blindwater Congregation, Kromac the
Ravenous, a great king of the Tharn tribes,
and Wurmwood, the Tree of Fate. This is just
the sort of bizarre circumstance Zevanna Agha
seems to enjoy participating in, yet she was
notably absent, so far as I can tell, perhaps
because no Khadorans were present. But I have
heard unsubstantiated rumors that Rathrok was
seen in the hands of Kromac the Ravenous after
this battle, no longer in the hands of Madrak
Ironhide. Given the Old Witch was involved in
bestowing this relic on the trollkin more than
two thousand years ago, I have to wonder if she
played a hand in taking it from them now.
To what end? How does this benefit her favored
northern bloodlines? Is this some utterly
unrelated long-term game? How does this
event in 609 AR relate to more recent stirrings,
including sightings of Zevanna Agha in the

56 GAVYN KYLE
TROLLBLOODS THEME FORCE

KRIEL COMPANY
The trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek
to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial
practices of the trollkin with modern firepower and the might of trolls to crush any opposition.

ARMY COMPOSITION
An army made using thisthemeforcecan include only the following Trollblood models:

Trollblood warlocks Sons of Bragg


Non-character warbeasts with ranged weapons Trollkin Runebearer solos
Units/solos with ranged weapons Troll Whelp solos
Krielstone Bearer & Stone Scribe units War Wagon battle engines
Weapon Crew units

SPECIAL RULES

For every full 20 points of units and battle engines in this army, you can add one weapon crew
unit, command attachment, or medium-based solo to the army free of cost. Free models/units do
not count toward the total number of units in the army when calculating this bonus.
Models in this army can ignore other friendly warrior models when determining LOS.
You gain +1 to your starting roll for the game.

THEME FORCE: KRIEL COMPANY 57


THEME FORCE TACTICS block your opponents LOS to important models, like
your warlock, without hindering their ability to sling
By Jack Coleman
spells or use their own ranged attacks.
The Kriel Company theme force represents the more
The final bonus for this theme is +1 to your starting
modern and militaristic aspects of the Trollbloods
roll for the game. Winning the starting roll can be quite
Faction. Many of these trollkin originally trained in the
beneficial, allowing you to go first and control the tempo
Cygnaran army and have returned to their kith in heed
of the game or go second and take the board side with
of the call to unite the kriels and fight for the survival of
the most beneficial terrain (or prevent your opponent
their people.
from taking it).
The first special rule for Kriel Company grants a free
This theme force is designed to provide a different
weapon crew unit, command attachment, or medium-
experience than the common Trollblood brick. A Kriel
based solo for every 20 points of units and battle engines
Company list does not want to clump up inside of
in the army. This means in a 75-point army, you can have
a protective aura in the same way as other Trollblood
up to three free things. If you want the most bang for
armies. A Krielstone is still useful for buffing your
your buck with free points, then the Pummeler Crew,
battlegroup and removing stealth and incorporeal from
Thumper Crew, Braylen Wanderheart, Fell Caller Hero,
your opponents models, but the units available in this
and the Pyg Bushwhacker Officer & Mortar are currently
theme force have low-to-moderate armor values and
your best choices. The Trollkin Runebearer is another
will be far safer if you spread them out to avoid AOEs
good choice, because many of the warlocks who work
and take advantage of the defensive bonuses available
well in this theme force benefit greatly from its presence.
from terrain features.
The second special rule allows all models in the army to
Another way this theme force differs from other
ignore other friendly warrior models when determining
Trollblood armies is the restriction of warbeasts without
line-of-sight. This is a great quality-of-life buff for any
ranged attacks. Fielding an army without a Mauler may
Trollblood gun line. Drawing LOS to small- or medium-
seem incomprehensible at first, but there are other ways
based enemy models can be very frustrating and
to increase the melee damage of your warbeast besides
sometimes even impossible when your own army is full
the Rage animus. The Stone Strength effect from a
of medium-based troopers. This benefit allows you to
Stone Scribe Elder combined with spells like Calamity,
fight your opponent instead of fighting with your own
Mortality, or Pulverizer will provide a +3 bonus to
models. Additionally, you can actively use this to easily
melee damage, enabling a Dire Troll Bomber or Blitzer
the damage it needs to deal with hard targets in melee.
Another option for dealing with heavy armor is to bring
a gargantuan.

It is crucial when building any list to identify the


strengths and weaknesses of the models in your army.
One of the weaknesses of many Trollblood ranged
models is that they have a lower RAT than similar units
in other Factions. The traditional answer to this has been
to choose a warlock that can mitigate this weakness by
improving accuracy with buffs, debuffs, or status effects.
Another great solution is the new Pyg Lookouts unit.
These pygmy trolls have Mark Target, which increases
accuracy of any ranged attacks that target an enemy
model within 5 of a model in their unit. When combined
with Ambush, these pygs are great at getting behind
enemy lines to mark crucial targets.

Kriel Company works well with warlocks who can


increase the offensive capabilities of their army or
control and debuff the opponents army. Grim Angus,
Hunters Grim, Calandra, Ragnor Skysplitter, and
Horgle the Anvil are all good options for a Kriel

58 THEME FORCE: KRIEL COMPANY


Company army. Here are two examples for a Kriel Company army list.

LIST 1 LIST 2
Model/Unit Points Model/Unit Points

Hunters Grim +25 WB Ragnor Skysplitter, the Runemaster +30 WB

Glacier King 35 Dire Troll Bomber x2 38

Pyre Troll 9 Slag Troll 10

Trollkin Runebearer 0 Trollkin Runebearer  0


(free from theme force) (free from theme force)

Krielstone Bearer & Stone Scribes (4) 6 War Wagon 16

Stone Scribe Elder 3 Krielstone Bearer & Stone Scribes (4) 6

Pyg Lookouts 10 Stone Scribe Elder 3

Thumper Crew  0 Northkin Fire Eaters 7


(free from theme force)
Pyg Bushwhackers (10) 15
Trollkin Scouts  10
Pyg Bushwhacker Officer & Mortar  0
Trollkin Sluggers (5) x2  20 (free from theme force)

Trollkin Sorcerer x2 6 Pyg Lookouts 10

Total 75 Total 75

THEME FORCE: KRIEL COMPANY 59


BY WILLIAM OZ SCHOONOVER

No Quarter presents another all-new official one-shot chapter for The Undercity. In this chapter, the Strangelight Workshop
has contracted the players to protect an area of the notorious tunnels beneath Corvis. The barrier between Caen and Urcaen
is weak here, and if it is not strengthened, one of the monstrous grymkin horrors lurking in the afterlife will be loosed to
wreak havoc on the city.
This chapter uses components from both the core Undercity game and the Black River Irregulars expansion.

ONE-SHOT CHAPTER: WICKED GAMES

GOAL Wickedness
The Strangelight Workshop, one of the few organizations Players can take advantage of special Wickedness abilities
in western Immoren that studies grymkin, has noticed during their heros activation. Each ability on the following
a massive spike in the frequency of sightings over the chart can be used once during each players turn. After
last few months. One of the places these sightings have the action affected by the Wickedness ability is completely
escalated the most is in the Undercity of Corvis. The resolved, roll a die. On a roll of 4, 5, or 6, activate the
members of the Workshop have designed a new piece of grymkin villain matching the Wickedness. If the villain is
equipment they believe will strengthen the barrier between not in play, spawn it.
Caen and Urcaen and return the frequency of grymkin
incursions to a more manageable level. Unfortunately, the
WICKEDNESS BENEFIT VILLAIN
close proximity of grymkin interferes with the functioning
of the equipment. You have been contracted to patrol the
area, guard the machines against tampering, and confront Boost an attack or
Overindulgence Piggyback
any grymkin that may appear. damage roll

GAMEPLAY Cowardice
Move two spaces
when you walk Hollowman
Any XP gained by heroes in this chapter is placed on the instead of one
heros character sheet instead of the Treasury. The first
time during each players turn that XP is earned, all other
Greed Reroll any roll Dread Rot
players gain 1XP. During a players hero activation, the
player can spend 5XP to level the hero up. The player draws
three cards from the heros ability deck and chooses one to Level up hero for
Cheapskate Murder Crow
keep. The other two cards are shuffled back into the deck. 3 XP instead of 5 XP

When grymkin choose targets, they attack the hero with


the most Ability cards before following the preference Thievery
Take 1 XP from the
Crabbit
on the Villain Action card. If two targets have the same bank
number of Ability cards, the grymkin attacks the hero
with the most XP tokens. When a grymkin follows the
Pursue tactic, it considers the Ritual Circle and machine
spaces as valid targets.

60 THE UNDERCITY:WICKED GAMES


Bosses
Lord Longfellow is a significant villain and a boss and does
not begin the game in play. Lord Longfellow is spawned
when a players Wickedness roll is a 6 or when an Impending
Doom Event card is drawn. If Lord Longfellow is already
in play when he would be spawned, activate him. Lord
Longfellow also activates at Initiative1. If Lord Longfellow
ends an activation while wounded, he is returned to the
reserves and regains all of his Health points.
The Skin & Moans and the Gorehound also do not begin the
game in play. They are significant villains and bosses that
activate at Initiative1.

Interactions
RUBBLE
Heroes in cave-in spaces can attempt a STR12 or PER12
challenge to find a useful item. If the challenge is successful,
the hero draws a card from the Loot deck.

MACHINES
Remove 1XP from the clock at the end of every round for
each machine space with no grymkin characters in it.

PORTAL
Before the finale, if a grymkin model moves into, or
activates in, the Ritual Circle space and there are no battle-
ready heroes in the space, the grymkin is returned to the
reserves and 1XP is added to the clock for each point of
Health the character has. If there are multiple ways to move
a villain that satisfy its tactic icons and one of the paths
includes the Ritual Circle, that path must be chosen.

FINALE
The finale is triggered when the clock is reduced to 3 XP
or fewer, the clock reaches 14 XP, or the fifth round ends.
When that happens, the final boss is spawned in the Ritual
Circle space. If the finale is triggered because the clock
reaches 14XP, use the Skin & Moans as the final boss. If it is
triggered for any other reason, use the Gorehound.

VICTORY OR DEFEAT
The chapter ends and the party loses if every hero is either
incapacitated or passed out.
The party wins if Lord Longfellow and the final boss are
incapacitated.

THE UNDERCITY:WICKED GAMES 61


DEEPER INTO THE UNDERCITY

SETUP VILLAIN RESERVES


3
2B

MACHINE

3B

23B

4
10B
2

VIT 2 VIT 1 VIT 3 VIT 1


STR 5 STR 5 STR 7 STR 5
DEF 13 DEF 14 DEF 11 DEF 12
ARM 12 ARM 12 ARM 14 ARM 12

CRABBIT MURDER CROW PIGGYBACK DREAD ROT

RNG ACC POW RNG ACC POW RNG ACC POW RNG ACC POW
BITE CLAWS POLE ARM FARM IMPLEMENT
0 5 8 0 6 8 0 6 10 0 4 9
MEAT SHIELD Other friendly non-crabbit

19A
BAG MAN A hero damaged by
characters cannot be targeted by ranged attacks DEFENSIVE LINE While in the same
GANG This character gains +1 on attack this characters attack loses 1 XP.
while in this characters space. space as another friendly character,
and damage rolls while another friendly VICTUALS YOU CAN NEITHER RAISE NOR BUY
BOUNDING LEAP This character ignores this character gains +1 ARM.
character is in its space. When this characters attack causes damage,
rough terrain and obstructions. It cannot end a IMPERVIOUS FLESH Attacks cannot
PATHFINDER, STEALTH add 1 XP to the clock.
movement in an obstruction space. do super damage against this character.
TOUGH
TINY

PORTAL

9B
5

RUBBLE

21B
1

MACHINE

4B

1B
6 VIT 1 VIT 5 VIT 7 VIT 9
STR 5 STR 6 STR 8 STR 10
DEF 12 DEF 14 DEF 14 DEF 10

HERO SETUP:
ARM 12 ARM 13 ARM 13 ARM 10

HOLLOWMAN LORD LONGFELLOW GOREHOUND SKIN & MOANS

The heroes must be divided evenly between the two hero spaces . MILITARY RIFLE
RNG ACC POW
2 4 8 DUELING PISTOL
RNG ACC POW
2 6 10
FINISHER Roll an additional damage
BITE
RNG ACC POW
0 6
RNG ACC POW
9 BUTCHERS BLADE
RNG ACC POW
0 5 10
DEATH FEAST If there is XP on the clock at
die against targets whose Health is lower TONGUE the end of this characters activation, roll a die.
EYELESS SIGHT This character ignores DEF than their Vitality.
1 6 9 This character removes 1 XP from the clock and

ADDITIONAL SETUP:
bonuses from map rules and Event cards. heals one wound token up to the number rolled.
RECIPROCATE When it is missed by an PEOPLE HANDS A hero must discard a Feat card to
enemy ranged attack, immediately after the leave this characters space. DEATH-POWERED When this character misses
APPARITION When this character activates, an attack roll, it removes 1 XP from the clock to
attack is resolved this character can make one DRAG If this characters ranged attack hits, place the
place it one space closer to the nearest hero. target in this characters space. After the attack is resolved, reroll the attack roll. Each attack roll can be
basic ranged attack against the attacker.
this character makes a melee attack against the target. rerolled only once as a result of Death-Powered.
PATHFINDER, SNIPER BEAST BEAST, TERROR

Place the Clock tile near the board with 8XP on it.

EVENT DECK: VILLAIN ACTION SIDE QUEST


The Undercity cards DECK: DECK:
2, 3, 6, 7, 1316, The Undercity cards 18, Shuffle the unused
21, and 22. and 2934. Loot cards to
create a Loot deck.

62 DEEPER INTO THE UNDERCITY


GRYMKIN STAT CARDS & TOKENS
LLOWMA N LLOWMA N C RAB B I T DR
EAD R OT
DR
EAD R OT
HO HO

LLOWMA N LLOWMA N C RAB B I T DR


EAD R OT
DR
EAD R OT
HO HO

LLOWMA N LLOWMA N UR
D E R C ROW
DR
EAD R OT
DR
EAD R OT
HO HO M

LLOWMA N LLOWMA N UR
D E R C ROW
DR
EAD R OT
DR
EAD R OT
HO HO M

LO N G FE L L & MOAN S EAD R OT EAD R OT


RD OW S KI N DR DR
O
L

PI G G
Y BAC K
PI G G
Y BAC K E HOUND
GOR

PERMISSION TO PHOTOCOPY FOR PERSONAL USE ONLY


privateerpress.com/no-quarter/web-extras/no-quarter-73
VIT 2 VIT 1 VIT 3 VIT 1
STR 5 STR 5 STR 7 STR 5
DEF 13 DEF 14 DEF 11 DEF 12
ARM 12 ARM 12 ARM 14 ARM 12

CRABBIT MURDER CROW PIGGYBACK DREAD ROT

RNG ACC POW RNG ACC POW RNG ACC POW RNG ACC POW
BITE CLAWS POLE ARM FARM IMPLEMENT
0 5 8 0 6 8 0 6 10 0 4 9
MEAT SHIELD Other friendly non-crabbit
BAG MAN A hero damaged by
characters cannot be targeted by ranged attacks DEFENSIVE LINE While in the same
GANG This character gains +1 on attack this characters attack loses 1 XP.
while in this characters space. space as another friendly character,
and damage rolls while another friendly VICTUALS YOU CAN NEITHER RAISE NOR BUY
BOUNDING LEAP This character ignores this character gains +1 ARM.
character is in its space. When this characters attack causes damage,
rough terrain and obstructions. It cannot end a IMPERVIOUS FLESH Attacks cannot
PATHFINDER, STEALTH add 1 XP to the clock.
movement in an obstruction space. do super damage against this character.
TOUGH
TINY

VIT 1 VIT 5 VIT 7 VIT 9


STR 5 STR 6 STR 8 STR 10
DEF 12 DEF 14 DEF 14 DEF 10
ARM 12 ARM 13 ARM 13 ARM 10

HOLLOWMAN LORD LONGFELLOW GOREHOUND SKIN & MOANS

RNG ACC POW RNG ACC POW RNG ACC POW RNG ACC POW
MILITARY RIFLE DUELING PISTOL BITE BUTCHERS BLADE
2 4 8 2 6 10 0 6 9 0 5 10
FINISHER Roll an additional damage RNG ACC POW DEATH FEAST If there is XP on the clock at
die against targets whose Health is lower TONGUE the end of this characters activation, roll a die.
EYELESS SIGHT This character ignores DEF than their Vitality.
1 6 9 This character removes 1 XP from the clock and
bonuses from map rules and Event cards. heals one wound token up to the number rolled.
RECIPROCATE When it is missed by an PEOPLE HANDS A hero must discard a Feat card to
enemy ranged attack, immediately after the leave this characters space. DEATH-POWERED When this character misses
APPARITION When this character activates, an attack roll, it removes 1 XP from the clock to
attack is resolved this character can make one DRAG If this characters ranged attack hits, place the
place it one space closer to the nearest hero. target in this characters space. After the attack is resolved, reroll the attack roll. Each attack roll can be
basic ranged attack against the attacker.
this character makes a melee attack against the target. rerolled only once as a result of Death-Powered.
PATHFINDER, SNIPER BEAST BEAST, TERROR
FAITH UNASSAILABLE By Josh Coln

Outside Imer, 611 AR


Dartan Vilmon held his great sword, Censure, at side-guard as Assessing the aftermath of the battle, Vilmon was pleased to
all around him hundreds of skorne warriors fled past in their see his paladins still stood and had held their ground, having
retreat from the holy city of Imer. The foreign soldiers had long defended the forces flank as Exemplar knights cut through
ceased testing their skill against Vilmon; the two-dozen skorne the skorne lines like a sword driven by divine will. Overseeing
bodies lying in a circle around him served as sufficient warning Vilmons paladins was Champion Gerion Vance, who spoke to
to all who would cross blades with the paladin of the Order of his fellow knights of the Wall atop his steed, while Senior Warder
the Wall. Once sure the enemy had truly gone, Vilmon shifted Junia oversaw the Knights Exemplar under Vilmons command.
from his stance and visualized the holy fire within Censure He noted how well both these particular groups of knights had
flowing back into himself. The heat moved through his arm and fought together, complementing their strengths and weaknesses.
into his heart, where it would be stoked until once again needed.
As he completed this meditation, the mystical flames igniting his The two leaders approached their field commander, and it was
blades filigree flickered and extinguished. Steel to flame, flame Champion Gerion who spoke first as he dismounted. By the
to steelas he had learned as an initiate long ago. Creator, that was a hell of a fight. Some of those skorne really
knew how to swing a sword.

FAITH UNASSAILABLE 65
Vilmon allowed himself a small smile at his friends bravado, no For their first few minutes together, the pair traveled in silence.
doubt spurred by the presence of their Exemplar allies. Vilmon considered the older knight riding beside him. Sarvan
Gravus had been a fierce and loyal warrior of the temple for
Exemplar Warder Junia had developed a cool tolerance for her nearly as long as the paladin had been alive, with service under
paladin counterparts casual demeanor. After a short beat, she the last three hierarchs. He was in many ways an irascible and
interjected. High Paladin Vilmon, my knights have secured the sour-spirited man, one who had been vocally critical of the Order
area, but some of our errants report skirmishes outside the citys of the Wall in particular, a sentiment only growing stronger as he
walls. Should we prepare a counterattack? got older. Yet, anyone who fought beside Gravus knew of his
Vilmon contemplated his options. No, we were sent here to devotion to Menoth and to the vows of his order. He was an
bolster Imers defenses. Others will be sent to clean up any Exemplar through and through. His ways were not Vilmons,
stragglers beyond the walls. but his dedication deserved respect. Vilmon had learned to
exercise restraint in the face of the older knights cynical asides,
Vilmon raised his voice to be heard by all the gathered soldiers governing his tongue and temper.
of the temple, whose marred and battle-stained armor belied
undiminished vitality brought on by tireless faith. He said, Not only was Gravus one of the most ardent and vocal detractors
Though the largest groups of skorne have been driven from the of the Order of the Wall, he had strong enmity for Vilmon in
city, there is still much work to be done if the region is to be particular. The paladin could not help but wish for continued
secured. Warder Junia, split your Exemplars into smaller teams. silence as they made for their destination.
Look for any citizens that require help. Champion Vance, your It did not take long, however, for the high exemplar to speak.
paladins will assist the Exemplars in aiding the wounded. High Paladin, he began, I understand you came from Sul to
Vilmon heard the galloping of hooves followed by a voice as aid in the capitals defense?
loud and clear as his own. Ignore that order! I did, Vilmon said, Though we only arrived at the battles
At the sight of the approaching rider, all knights Exemplar end. We worked to prevent the skorne from causing any further
simultaneously stood at attention. Riding toward the group of damage amid their rout.
soldiers was High Exemplar Sarvan Gravus. His steed, Fidelitus, Do not be too hard on yourself, Sir Vilmon, Gravus said, It is
stopped before the crowd with the grace only an expert rider unsurprising you arrived too late. The Order of the Wall is not
could command. known for decisiveness or bold action. Had Sul been threatened,
The high exemplar spoke to the senior warder first, paying no Im sure you would have been quicker to react.
mind to Vilmon, who until a few moments before had been in Vilmon allowed the jab to roll off him. After all, Gravus had said
command of Exemplars and paladins both. Warder, take your worse about him in the past. Indeed, it was not so long ago that
men past the eastern gate and rendezvous with Seneschal Elena the high exemplar had denounced Vilmon at his trial, accusing
Talbot. You will chase the retreating skorne beyond our borders. the paladin of disloyalty and sedition. Vilmon said, How do
The fewer left alive, the better. things fare with the Northern Crusade? Will you be returning to
Each Exemplar placed his fist upon his breast, and then turned Leryn soon?
in unison to carry out Gravus will. The high exemplar faced I believe that with the hierarchs recent passing and the
Vilmon, who patiently waited for his notice. High Paladin intercessors return to Imer, we have hammered the final nail in
Vilmon, please see to your knights and come with me. We are the coffin for the Northern Crusade, Gravus said.
summoned to speak with the intercessor.
Vilmon had feared as much. He asked, Intercessor Kreoss
Behind him, Vilmon could feel the other paladins bristle at means to end the crusade in Llael?
Gravus discourtesy, but he paid it no mind. He said, Champion
Vance, save as many lives as you can. The decision is the Synods, not the intercessors, Gravus said.
Still, I believe the current plan is to begin pulling troops as soon
Yes, High Paladin, Vance said, with an emphasis Vilmon had as possible, though some will remain. Leryn is valuable. Much
no doubt was for his benefit. has yet to be determined.
Champion Vance and the remaining paladins headed into the And what of the Harbinger? Vilmon found himself asking
ruined portion of the city, while Vilmon followed the mounted without forethought, though if Gravus heard the emotion in the
Gravus toward the Holy See at the heart of the capital. Vilmon paladins voice, he did not let on.
had a feeling this would be an unpleasant walk.
The Harbinger does as the Harbinger and Menoth will. She is on
some mission known only to her. Im sure she will return when the
Creator wills it. With a slight pause, Gravus added, Should she
perish on her pilgrimage, the Testament will safeguard her soul.
The distinct smell of smoke and incense permeated the air as
the two holy knights headed deeper into the city. Several of the Vilmon took a quiet breath to cool his rising temper. For years, it
formerly pristine streets were littered with debris. The road had been his singular honor to act as first among the Harbinger
Gravus and Vilmon traveled, Penitence Way, was largely empty. of Menoths guardians. It had been he who had returned
her body to Imer after her death in the Thornwood, there to
In the distance, the six towers of the Flameguard temple stood experience the miracle of resurrection. He could not confront
tall, their censers blazing proudly in defiance of the invading the thought of her facing such a fate again while he was so far
army. Dwarfing all other buildings, however, was the Sovereign away. After the end of the war in Sul and her subsequent journey
Temple of the One Faith, its enormous red stone edifice a north, Vilmon had remained in Sul while the citys walls and his
comforting reminder to the populace that the burning heart of own order were rebuilt. Three years passed. Vilmon had often
Imer remained inviolable.

66 FAITH UNASSAILABLE
prayed to Menoth to keep her safe. Although such prayers felt been motivated by a desire to serve the Theocracy. Vilmon knew
an inadequate replacement for his blade and vigilance, perhaps in his heart Gravus was wrong about Kreoss motives, but he
these supplications offered some protection in his stead. refused to be baited.
He knew better than to show any further vulnerability, but If you are correct, Vilmon said, and it was between those two,
was also aware that Gravus had commanded the retinue that what would you do?
accompanied the Harbinger in the northern territories while she
Gravus hesitated before responding, clearly weighing a choice
sought to spread the faith to foreign lands. He felt compelled to
that made him uncomfortable. I am loyal to the leader of my
ask, When last you saw the Harbinger . . . how was she?
order. But the theocracy is to be led by the clergy. That is the True
Gravus let the question hang in the air for a long moment. Just Law. The Exemplars serve, obey, and fight for the clergy. We do
as Vilmon thought he was being ignored, the high exemplar not govern. Furthermore, Kreoss heart is too soft to lead our
replied. She seemed . . . resplendent. nation. As for Feora, I admire the priestess conviction, but I do
not believe she possesses the qualities required of a hierarch. But
Before Vilmon could press further, Gravus continued. Now such hypotheticals do you no favors. It should be a visgoth who is
then, Vilmon, since I have patiently indulged your curiosities, I elevated to rule. The Synod grows more and more fractured each
have several questions for you in turn. day. Infighting between the visgoths worsens. It will only escalate.
Vilmon braced himself before responding, Of course. What The high exemplar paused before concluding, I am sure of one
would you like to know? thing: before someone becomes hierarch, there will be chaos and
strife, more than our holy nation has seen in a generation.
Based on everything youve seen, who do you believe will be
our next hierarch? Gravus asked. Vilmon frowned and considered this. He said, Forgive me, Sir
Gravus, but indulge me with one more question. Who do you
Vilmon could sense a trap. Only the Creator knows. Politics are think should be hierarch? He was genuinely curious, feeling
not my strong suit, but as tradition demands, it should be one of equal respect and loathing for Gravus cold assessment.
the visgoths.
Garrick Voyle, Gravus replied without hesitation. Vilmons
Indeed, Gravus responded, But there is no one of them stomach turned upon hearing the name. But before he could say
clearly superior to the rest. Visgoths Vesher, Sollers, and Bodalin anything, the high exemplar moved his horse to block the paladins
are all highly respected, and each has a substantial power base. path. Gravus voice was as hard as iron, while the darkening
I would not be surprised if Rhoven were to make a bid, being sky of the late afternoon cast long shadows across the mounted
ambitious. Still, there is someone not a visgoth whose influence knights form. I was there, Vilmon, there at the moment that
continues to rise far beyond her station. should have been our greatest triumph. Our people stood united,
poised to achieve our greatest victory, until you spoke in defiance
Feora, Vilmon said quietly, more to himself.
of our hierarch in a time of war. It was and is unforgivable.
The Priestess of the Flame is increasingly seen as a hero of the
Gravus words echoed doubts that had weighted on Vilmons
theocracy, Gravus said. If she made a grab for power, she
own mind. He could still clearly remember what transpired all
would have tremendous support, even outside the Flameguard.
those years ago: the bitter fighting in the streets of Sul against
It would be unprecedented for a member of the Incendium to
the Cygnaran invaders. Vilmon had felt joy on the day the
reach such heights, but as a senior priestess she is eligible.
Cygnarans routed and the western wall was reclaimed. Voyle
Vilmon knew Feora had been instrumental in protecting the ordered Protectorate forces to follow the retreating Cygnarans
Protectorates major cities against its enemies. He also knew the across the river.
priestess ambition had put her at odds with other respected
The fighting had gone well, but his conscience troubled him as
leaders, including both Intercessor Kreoss and Hierarch
they pushed on. He had witnessed when Coleman Stryker stood
Severius. Vilmon said, If Feora should try for power, I believe
alone before the entire Protectorate army, making a desperate
Kreoss must oppose her. It was, if my understanding is correct,
plea. He promised to release hundreds of Menite prisoners,
why he was made intercessor in the first place.
letting them be seen atop the battlements ahead, in exchange for
This is true. Those two have never gotten along; the Priestess a brief lull in the violence. It seemed folly to refuse such an offer.
of the Flames fervor to destroy our enemies is ever at odds It would have cost them little. But Voyle had refused, unwilling
with my Grand Exemplars . . . milder temperament. Gravus to yield even one day to peace. Then came the sound of those
said that last as if choosing his words carefully. He continued, women and children screaming in pain and terror after Voyle
I fear even the authority bestowed on Kreoss as intercessor ordered Feora to fire on the wall and all the helpless Menites
may not be enough to stop Feora. who stood atop it.
Severius orders were clear, Vilmon said. The martial orders Without looking Gravus in the eye, Vilmon said, I could not
are to remain undivided and under his control. Feora is his stand idly and watch the faithful die needlessly.
subordinate. How can she contest this?
Needlessly? Gravus spat. Their deaths would have served as
Ideally, this is true, Gravus said thoughtfully. But what an act of sacrifice for the ultimate glory of the Protectorate. We
if Feora challenges that authority? More than half the Synod could have conquered Caspia and burned the accursed Morrowan
supported her in her trial. Her people are loyal to her. He may Sancteum to ashes. It was not your place to speak.
have no choice but to seize ultimate power, if he intends to
It was wrong, Vilmon said.
maintain our unity.
Gravus sat atop Fidelitus, his countenance like a judge passing
Vilmon was skeptical that Kreoss would ever attempt such a
down sentence. He said, Wrong? The hierarchs word is law.
thing. He had always been a devout warrior and a pious champion
Wrong is putting your own soft-heartedness above the glory of
of the Creator. His rise through the ranks of the Exemplars had
the Lawbringer.

FAITH UNASSAILABLE 67
I am not an Exemplar. My order stands for principles older more to do with a young womans sentimentality toward
than the hierarchy. her protector.
Garrick Voyle announced your treachery in front of ally and Vilmon had often wondered the same, but he did not
foe alike. Gravus said, his eyes flaring. He spoke truth. appreciate such disrespect for the Harbinger. He had to
move the argument away from her. I stood trial, Gravus,
Hierarch Voyle declaring him apostate and sentencing willing and without protest. You were there. I would have
him to death was something that had seared a deep scar in accepted the punishment were I found guilty
Vilmons memory. He could feel the impact of the hierarchs
bladed fist connecting with his chesta killing blow. The But you were found guilty, Gravus interjected. The
strength Menoth granted to Voyle allowed him to turn Synod voted unanimously. Yet, here you stand, keeping not
warjacks to scrap barehanded, and in that moment his anger only your life but also your rank and titles.
had been turned on Vilmon. That punch would have ended
Hierarch Severius, the paladin said. It was his decision
his life. He had been prepared for death the moment he had
to overturn the judgment.
spoken out. He had not attempted to dodge or step aside.
It was the cost of his obedience to his code, a final protest. His Holiness proved an able successor to Hierarch Voyle,
but pardoning you was one of his few mistakes. I cannot
It was with astonishment, then, when he saw the wound
comprehend what value he saw in you or your order after
meant for him instead manifest on the body of the Harbinger.
everything you cost us, Gravus said.
He was awed and terrified to witness that miracle. She saw
fit to accept the mortal injury on his behalf. The horror of We protect the people, Vilmon said. And stand the
seeing the young woman he had sworn to protect buckling wall. We keep the faithful safe from chaos and destruction.
under the blow meant for him was shocking. I put up Severius knew this.
no resistance. I was ready to die, Vilmon said at last. He
looked Gravus in the eye and added, I would never have You think your actions kept the people of our nation
asked her to intervene. safe? Gravus asked in a mocking tone. The arrogance of
the Order of the Wall. You werent there during the chaos
Yes, but intervene she did, Gravus said. And some say she after Hierarch Ravonals death. The Temple fractured. The
followed the Creators will. That Menoth had commanded Synod broke into factions vying for power. Who do you
her to save you. Perhaps that is true. But there are some of think suffered during the food shortages and riots?
us who wonder if it had less to do with divine mandate and

68 FAITH UNASSAILABLE
Vilmon had been too young to remember, but he had heard The two men stared at one another for a long moment, and
the stories about the long years between the reigns of then the weight of Gravus words proved too heavy for
Ravonal and Voyle, when the temple splintered from power Vilmon to bear.
bids amid bloody infighting.
Vilmon broke his gaze and with a quiet and unsteady voice
The needless death I saw then would make your soft heart said, And if I were indeed guilty of this, what would you
quiver. I had to stand by while ambitious priests used the have me do? How would I right this wrong?
loyalty of my order for their selfish purposes. Only Garrick
Without hesitation, Gravus replied, Submit yourself for
Voyle possessed the strength and divine mandate to unify
purification on the wrack. Or if you do not have the courage
us. The high exemplar turned his gaze from Vilmon to the
for that, then head into the desert and never return. The
horizon, where the Sovereign Temple still loomed. You talk
choice is yours.
of duty and honor, but what of those who had to shed blood
to bring stability? When Garrick Voyle made his final push With that, Gravus turned his horse away from the paladin.
for hierarch, I rode in his name. I killed for himFlameguard, Come, Vilmon, we must still meet with the intercessor.
knights, even priestsbecause I believed in the future Voyle Perhaps you can confess your failings and throw yourself
would bring to our people. I was proven right. on his mercy. He can see justice done. It is a noble course to
volunteer for punishment.
Vilmon knew Gravus spoke true. It was widely known that
as an exemplar seneschal, Sarvan Gravus was instrumental The high paladin silently followed. As he walked, he took
in quelling all opposition to Voyles rise to power. Rumor in all the fear and death the recent days had brought to the
had it that at least one visgoth had met his fate at the end city of Imer, in the wake of Hierarch Severius death and the
of Gravus flailOrtun Drask, Garrick Voyles greatest skorne siege. Then, his eyes looked toward the east, toward
rival and a formidable priest who had also been thought to the merciless wind and desolate sand.
embody the very word of Menoth.
Now, after years of stability and victory against the
unfaithful, those days of uncertainty and unrest threaten to
return. I fear it will be a great while before anyone worthy
Vilmon walked in a daze, his footsteps heavy and emotions
rises to unite us again. Gravus let that last hang before
warring in his mind. He could not discern how much time
adding, Tell me, paladin, how does it feel to know all the
had transpired since they began their walk, though the sun
misery ahead of our theocracy can be laid at your feet?
had begun to set. Or perhaps it was merely hidden behind
I was true to my code. My only desire was to protect those the edifice of the Sovereign Temple of the One Faith. In
people, Menites every one. They had already suffered a few short minutes, they would arrive at the foot of the
during the war for their beliefs, Vilmon said. massive set of stairs leading to the Temples entrance.

Yes, you managed to save the lives of some few who Perhaps sensing the effect his words had on the paladin,
practiced an inferior and diluted version of our faith. What High Exemplar Gravus seemed more at ease, almost jovial
about the farmers and laborers in Gedorra, Sulonmarch, by his stern standards.
and Vardhan, who suffered as the war went on?
Vilmon, it really is too bad your path did not lead you
Vilmon remained silent. to become an Exemplar. The more unfortunate aspects of
your personality would have been hammered out of you.
Let us be honest, Vilmonthe reasons for your defiance Gravus paused before adding, For all your failings, you
were far from altruistic, Gravus said. are a tremendous warrior. How many unbelievers died by
That is not true. your blade the day Suls western wall was reclaimed? I
heard you cleaved in half a Caspian officer holding the rear
You made quite the display of your self-righteous anger, guard during the retreat. It is reassuring to know you can be
loudly defying our hierarch for all to see. How it must ruthless and decisive when your blood is roused.
have bolstered your pride to chastise your betters, to
hold yourself higher than His Holiness before so many Vilmon recalled the moment quite differently. Anger had
witnesses, Gravus said. To seek to shatter the faith and not entered into it, only the knowledge that killing that man
conviction of those gathered in his name. was the only way to stop the warjacks under his control.
Despite a fierce battle, Vilmon tried to give his foe a swift
That wasnt my intent. Vilmon replied. Before he could and merciful end. The paladin began to say something, but
say more, the high exemplar cut him off. ultimately did not respond, which only further lightened
the Exemplars mood.
You can fool yourself, Vilmon, but all hearts are open to
Menoth. His masked eye sees all. Hierarch Voyle removed Gravus said, You know, Vilmon, I recall the first time I met
paladins from honor guards in favor of the perfectly loyal you. It was just after the siege at Fisherbrook. I saw you
Devout. Yes, machines did your job better. It galled you. He standing guard beside the Harbinger as she sermonized to
excluded Grand Paladin Bouridor from his war councils. the faithless we had captured in the western side of the city.
He left your order to languish in favor of the Order of the
Fist and the Knights Exemplar. It all must have eaten at you. Vilmon would not call what the Protectorate forces did to
Do you deny it? Do you deny gaining satisfaction when the small town a siege so much as a one-sided devastation.
you rebuked your hierarch as he ordered our crusade to fire I remember you in your unmarred and pristine armor,
upon those walls, the very symbol of your order? Gravus continued, while my knights and I had fought so

FAITH UNASSAILABLE 69
fiercely on the eastern side of the town. I remember thinking, Gravus stopped his horse short and took a moment to
I am not going to get along with that man. Now of course, ponder the question. Eventually he said, For the sake of
your reputation had preceded you. Grand Exemplar Hurst the Protectorate, I would raze Imer to the ground.
spoke highly of you and your skill, calling you the best
That was all Vilmon needed to hear. He said, Regarding
swordsman he had seen. I wonder if he would have still
your earlier recommendation, Sir Gravus, I will not be
felt that way had he foreseen his ultimate fate, dying at the
seeking purification upon the wrack.
hands of an eldritch while you rushed to safety.
Oh? Unfortunate, Gravus responded. Such cleansing
Vilmon did not have the mental energy to summon the
would lighten your soul.
memory of Grand Exemplar Baine Hursts death at the
hands of the Cryxian warcaster called Goreshade. Nor I do believe you were correct about one thing. I have
did he bother to correct the last false statementhe had carried the weight of Hierarch Voyles death in my heart
left on Hursts urging in order to bring the Harbinger to for a long time. Perhaps there was some vanity behind my
safety. This was an old argument. Yet, something about actions, and if so, I must make penance, Vilmon said. I
Gravus bringing up Fisherbrook provoked a thought. Some will do so by spending the remaining days my Creator
memory long forgotten. High Exemplar, Vilmon asked, grants me protecting innocent people from men like you.
may I ask you something about Fisherbrook?
With a heavy sigh, Gravus dismounted. He said, I am
In his present mood, the interruption did not seem to faze saddened that my words failed to reach you. For a moment
him. Of course. I believed you might do the right thing. But In the end, you
remain a coward.
During the attack, is it true that you were tasked with
preventing anyone from the militia from leaving town in This conversation has reached me. My eyes are opened to
search of aid? Vilmon asked. many truths. Truths dwelling in my heart as well as your
own.
That is correct. No one was to leave lest they reach
Stonebridge Castle; otherwise our plans for traveling Both men had started walking side-by-side, facing toward
farther north would have been put in jeopardy. the nearing entrance to the Sovereign Temple. But Gravus
turned to face Vilmon as soon as the high paladin spoke. He
I remember that, said Vilmon. In order to achieve your
asked with a sneer, And what does the wise high paladin
objective, you ordered your men to slaughter the wives and
claim to know about my heart?
children of the militia soldiers.
We are Menoths creations, all men and women are born
Thats right, Gravus said without a hint of remorse. It
with a spark of both his wrath and his mercy, Vilmon
was the simplest way to keep the soldiers from running.
said. At one time, even you must have known grief at the
They stayed and fought to protect their loved ones.
sight of innocents slaughtered. Your code as an Exemplar
The comment incensed him, but Vilmon used all his allowed for nothing but absolute loyalty, yet that same code
discipline to contain his emotions. He continued, I see. I forced you to inflict horrors on untold innocents. All that
know that Severius led the attack. Did he specifically order death leaves an indelible mark on a mans soul. That mark
you to kill those people? left you pitiless. It blinded you.
Gravus paused and then said, I did my duty. Gravus face hardened once more. His voice became a low
growl. Tread carefully.
I do not doubt that, High Exemplar. But my question is
simple. Whose idea was it to kill the civilians? I know what its like to kill, Gravus. But I have a line, a
codeI only kill when I must. I do not kill the unarmed.
Mine, Gravus said. I executed my orders in the most I have often wondered what it is like for those who have
expedient and effective fashion. no such code, who take lives indiscriminately. Who hide
And at any point, had you considered any other strategy behind orders. Did you begin to enjoy the violence? Did
to fulfill your mission? Perhaps a blockade, or dispatching you give in to those dark impulses at Fisherbrook, Gravus?
cavalry to capture those who fled? Vilmon asked. Shut your mouth, paladin. Gravus voice was barely
An inadequate solution given the timeframe. Riding down audible, but his eyes flashed with anger. The tightening
each militiaman left the possibility that one might escape, of the high exemplars fist caused the leather grip of his
Gravus said. weapon to creak. You have your code. I have mine. Yours
is an excuse. Mine requires fortitude.
As they neared the Sovereign Temple, Dartan Vilmon had
an epiphany. Years ago, on the last day he had seen the Vilmon would not relent. Since you advised me on how to
Harbinger, she had spoken to him. She had said, Blind correct my past mistakes, allow me to do the same. Perhaps
devotion can make one strong, but belief tempered by in your advanced age, it is not your body, but your mind,
compassion makes faith unassailable. It was not until that that is failing. Retire from your order and spend the rest of
moment, walking next to the High Exemplar, that Vilmon your days at a monastery; perhaps quiet reflection on the
truly found the deeper meaning in her words. Canon of the True Law will silence the innocent women and
children whose screams invade your dreams.
New strength stirred in Vilmons heart. One last question,
High Exemplar Gravus. If Hierarch Voyle still lived, and he Bastard, roared Gravus, his eyes flaring with an inner fire.
ordered you to wipe out one of our cities for the stability of His weapon was in hand.
our nation, would you do it?

70 FAITH UNASSAILABLE
In an instant, the full weight of the high exemplars four- Flameguard had also gathered to watch the sudden duel.
headed flail slammed into Vilmons chest. The impact They stood tensely and silently gripping their weapons as
rattled him and the pain made it hard to breathe; yet, he both high-ranking knights stood a heartbeat from murder.
still stood. Before Gravus swung his weapon again, Vilmon
The acolyte nervously spoke, The intercessor awaits.
drew his great sword.
Both men shared a long look. Then, Vilmon turned to Gravus
He stepped forward to prevent Gravus blow from striking
and extended his flail, grip first, toward him. Duty calls.
him. The older man instead smashed a gauntleted fist at
Vilmons face. The paladin accepted the punch without Gravus took back his weapon, and as he walked passed
flinching. He had a different goal in mind. With a swift Vilmon, he said, This is not over, boy.
blow of his pommel, Vilmon struck the high exemplars
wrist, numbing the arm and causing Gravus to drop his I believe it is, Vilmon replied. In Gravus eye, he thought
weapon even as the older knights momentum took him he saw recognition of how close the older man had come to
past, struggling to keep his balance. his own death. He lived by Vilmons restraint and by the
intercession of duty.
Before Gravus could recover, Vilmon used the flat of his
blade to flick the weapon from the cobblestones up into As both knights made their way up the Temple steps,
his right hand. The paladin now held the exemplars Dartan Vilmon felt a lightness he had not experienced in
flailReverence, he believed it was called. A difficult and years. Finally, he knew why the Harbinger had left him
dangerous weapon to wield properly, one Vilmon would behind. Not because he was unworthy to protect her, but
never have chosen. because she had foreseen what the paladin must do for the
people of his nation and his faith.
The paladin turned and calmly said, I believe you dropped
this, Sir Gra Regardless of which earthly priest led the theocracy, war
and crusade would be an intrinsic part of the Protectorates
The world exploded in a flash of white as Vilmon felt Gravus future. And while there would always be those faithful
armored fist connect with the side of his face again. This time, men and women willing to take up arms in service of their
Vilmon tasted blood. As he regained his bearings, he realized Creator, there must also be some who act as shields for
Gravus held his right forearm in one hand while the other those incapable or unwilling to fight. Perhaps it was time
clasped Censure by the blade. Vilmons arms felt locked in the Paladins of the Order of the Wall reminded the other
the high exemplars grip. As blood trickled from Gravus martial orders why they had endured since the dawn of
clenched hand down the swords edge, Vilmon marveled at civilization. There were others willing to do what was right,
the strength his opponents anger provided him. including among the clergy. As the sun set on the city of
Imer, High Paladin Dartan Vilmon could feel a new fire
You are an enemy of the Temple, Gravus snarled, "I will
burning within him, a certainty of purpose he had missed
not let you destroy all we have built." Looking into the other
without knowing it was gone.
mans eyes, Vilmon realized that for all their differences,
both shared one thing in common: a conviction that ran into
the very core of their being. There would be no convincing
Gravus on the error of his ways. Gravus would always be
the man he was. The only language men like him could
understand was force.
And so, as it had been countless times throughout Vilmons
life, the Lawbringer showed him an opening. He could
clearly see it. With a turn of his waist and a motion of his
wrist, he would remove the fingers from Gravus right
hand. If his opponent would not relent, he would smash the
pommel of his sword across the bridge of the other mans
nose. In his minds eye, Vilmon could see dozens of moves
and countermoves. While he would try to incapacitate the
high exemplar, in his heart, Vilmon knew Gravus might not
stop until one of them lost his life. If all else failed, Vilmon
saw the maneuver that would ultimately end it all, a quick
feint ending in a horizontal slash across Gravus throat. He
was the more skilled warrior, and he had youth on his side.
The Exemplar would lose.
Just as Vilmon took a breath to steel himself for this grim work,
Gravus demeanor changed. The rage on his face vanished as
he let go of Vilmon. Behind him, the paladin heard a small
voice. Excuse me, High Paladin, High Exemplar?
Vilmon turned to see an acolyte at the foot of the stairs of the
Sovereign Temple. Vilmon wondered when he had arrived.
At some point, several Knights Exemplar and Temple

FAITH UNASSAILABLE 71
Preview

72 COMPANY OF IRON PREVIEW


By William Oz Schoonover

If youre dialed in to the Insiders on the Privateer Press


website or the news coming out of Lock & Load GameFest
2017, youve probably already heard of Company of Iron, the
new skirmish game coming later this year. Heres a preview
of some of the important ways Company of Iron is similar
toand different fromWARMACHINE and HORDES.

Company of Iron is a small skirmish game played on a 30 x


30 rumble table that uses models from WARMACHINE and
HORDES. If that name sounds familiar, it should. Company
of Iron is also the name of a league Privateer Press ran in
early 2016. We decided to keep the name for this new product
because this game evolved naturally from concepts in that
league. They both allow you to use your models to play
smaller battles rather than the clashes of larger armies typical
in WARMACHINE and HORDES. While the league relied
completely on the full existing rules for WARMACHINE
and HORDES, this new iteration of Company of Iron adjusts
a number of things about the core rules to better represent
small forces clashing in the Iron Kingdoms.

In order to offer a new experience with your WARMACHINE


and HORDES minis, we had to tweak and adjust several
things about the core rules. Before getting into all of those
changes, however, lets discuss a few of the things that
have not changed. First among the things staying the same
is model stats. The cards you use to reference your models
capabilities when playing WARMACHINE or HORDES are
the same in Company of Iron. Some rules on a card may be
slightly redefined from what you are used to, but one of the
major design goals of this new game was to change as little as
possible. Second, youll also notice that point values have not
changed, either. When building a Company of Iron force, youll
use the points printed on the cards. Along with many of the
ways models work staying the same, the core rules themselves
have remained largely unchanged. Things like making attack
rolls and charging have been ported over entirely.

With that out of the way, lets address the burning question
that has to be at the top of everyones list: what has changed?
Well, thats a very big question, and theres only so much
space dedicated to this article, but well talk about the big
picture stuff as much as possible.

First off, lets look at army construction. As stated above,


Company of Iron is a small skirmish game. It represents
clashing patrols or raiding forces sent into enemy territory
for specific missions. Armies are constructed at 20 or 25
points. This keeps things small but also gives some flexibility
for interesting forces. To better reflect the small-scale action
of the game, some of the more powerful models available
to WARMACHINE and HORDES armies are not allowed
in Company of Iron. This means these forces wont include
any models on large or huge bases or models with the Focus
Manipulation or Fury Manipulation rules. That covers things
like warcasters, heavy warbeasts, artillery, cavalry, and
battle engines. Immobile models and models that attach to
warcasters and warlocks are also restricted. The last major

COMPANY OF IRON PREVIEW 73


restriction to army building is a change to the field allowance Most of the above assets will sound familiar to experienced
rule. Everything playable in Company of Iron is FA: 1. That WARMACHINE players. Boosts add one die to an attack
means that you can take one card of models. Want to take or damage roll, and each roll can be boosted only one time.
ten Mechanithralls? No problem, but you cant take more Rerolls can be used on any roll that you make, and a roll
than ten. That may sound like it restricts army construction can be rerolled as often as you have unique rerolls to spend.
quite a bit, but it still leaves many models to build armies Additional Die cards can add an extra die to an attack or
with and keeps things interesting and more balanced. damage roll. Shakes allow a model to stand up or remove any
other effect that can be shaken. Recover allows a player to
The next big difference with Company of Iron is the card deck,
automatically get a 6 on any casualty roll.
which ties into the models that you choose for your army.
When you build a Company of Iron force, you will need to What is a casualty roll? you ask. Its another one of the
reference the requisition cost associated with each model. This new ideas in Company of Iron that makes the small skirmish
cost represents how much added assistance is available to experience unique. Damage rolls in Company of Iron work in
your force. If you are taking extremely capable models, such as much the same way as they do when playing WARMACHINE
Kazazy Eliminators, they will not need as much help to achieve and HORDES: the POW of the attack is added to the roll and
their objective as models that would be relying on a buff from compared to the targets armor. If the total is equal to or lower
a warcaster in a normal game of WARMACHINE. Players start than the armor, nothing happens. But things change when a
a game of Company of Iron with a hand size based on the size damage roll beats a models armor, and the target loses its
of the game. In a 20-point game, the hand size is five, and at 25 last damage box. Since many of the models in this game are
points, the hand size is six. Requisition points range from 2 to single-wound infantry, this happens a lot. When a model is
+2. This changes your hand size for the entire game. To take the disabled by an attack, the owner makes a casualty roll. If the
example of the Kazazy Eliminators a step further, they have a roll is a 1 or 2, the model is destroyed, following the normal
requisition cost of 2, making your base hand size in a 20-point sequence. If the roll is a 3 or 4, the model is injured. An injured
game three cards. model becomes knocked down and remains disabled. Finally,
if the roll is a 5 or 6, the model is no longer disabled and
Command cards have two parts to them. The top of each card
becomes knocked down. This means that models arent killed
has a battle plan unique to it. These battle plans take their
quite as quickly in Company of Iron as they are in a game of
inspiration from various abilities in WARMACHINE and
WARMACHINE or HORDES.
HORDES and offer buffs to your force as a whole. The bottom
of each card has one of five assets. These assets are Boost, When you activate an injured model, it immediately makes
Reroll, Additional Die, Shake, and Recover. When playing another casualty roll. This means the model may start an
Command cards, you are limited to one battle plan each activation knocked down or may finally bleed out and die.
round, but there is generally no limit to the number of assets The one difference between this roll and the initial casualty
that can be played. At the start of each round, you discard as roll is that you gain a +1 to the roll if there are any friendly
many cards as you want, and then draw up to your hand size, models base-to-base with the injured model that are not also
allowing players to vary their tactics each round. injured or knocked down. This makes injured models less
likely to die if they receive help from an uninjured ally.

The last major change to the way the game is played does
the most to establish Company of Iron as a much different
experience from WARMACHINE and HORDES. All models
in this game are independent, and players take turns
alternating activations of a single model each. As mentioned
above, models are still purchased for armies based on their
standard points, so you have to include the entire Black 13th
Strike Force if you want to include Captain Dixon Lynch, but
this flexibility of activations allows for very interesting games
at this size. This major change also creates the most new rules
interactions that a player coming from WARMACHINE or
HORDES will have to learn. But dont worry; the rules give
plenty of examples and explanations for how some of the
more complicated concepts translate between the two games.

That covers a lot of the major rules of Company of Iron.


Future No Quarter issues will further explore Company
of Iron both before the game releases this fall and going
forward, as new models are introduced to both it and
WARMACHINE and HORDES.

74 COMPANY OF IRON PREVIEW


COMPANY OF IRON PREVIEW 75
WE'RE GOING INTO
OVERTIME!
BY WILL HUNGERFORD ART BY NSTOR OSSANDN
Grind Mk III is a rules supplement for WARMACHINE and HORDES that was first introduced in No Quarter #70.
Below youll find the first expansion for Grind since its release: a brand-new Playbook that adds new arenas, a new
manufacturer and sponsorship for Grymkin models, and rules for entirely new Grinders to use in your games!

76 GRIND

Playbook #3: Overtime Expansion


This Playbook provides a variety of additional rules for playing a game of Grind. Using them, you can play a single one-off
game or participate in a larger league.

This Playbook covers the Grymkin manufacturer and sponsorship, Overtime Grind Arenas, and Overtime Grinder Balls.

GRYMKIN MANUFACTURER & SPONSORSHIP


A dark and mysterious force has made its presence known in the Grind circuit. The Pigskin Promenade manufacturer provides
Grymkin warbeasts for HORDES teams. Additionally, an odd sponsorship is available for this macabre manufacturer.

MANUFACTURER SPONSORSHIP
Initial Sponsorship Requirement: Collect three corpse
Special Rule: Skin & Moans and Cage Ragers can collect corpse
tokens in a single scheduled game.
tokens from construct models as if they were living models in
games of Grind. One-time Crown Bonus: 2,000 crowns

Free Sponsored Model: 4 Crabbits


CROWNS MODEL
Special Rule: Crabbits can perform power attacks as if they were
15,000 Skin & Moans light warbeasts in Grind.

Ongoing Sponsorship Requirement: Collect two corpse


14,000 Cage Rager
tokens each scheduled game.
9,000 Frightmare

8,000 Rattler

6,000 Gorehound

GRIND 77
Overtime Grind Arenas If any part of the Grinder is within a Score Zone at any time,
the enemy team immediately scores a goal, the active players
The following arenas are now available for your games of turn immediately ends, and the arena is reset as described in
Grind. Remember, instead of utilizing random selection, the Playing the Game section of Playbook #1 found in No
players choose a pre-made Grind arena map that details Quarter #70. If a non-Grinder model is completely within a
exactly where each component is placed in the arena and Score Zone at any time, it is immediately removed from the
what specific types of obstructions and hazards are found arena as it falls into the Score Zone. At the end of the turn in
within. If the players cannot agree on which arena to use, which the model fell into the Score Zone, place that model (or
they roll off, and the winner chooses the arena in which the models) in the Catch. Models placed this way are knocked
game will be played. down and suffer a boosted POW 16 damage roll. This damage
roll is not considered to have been caused by an attack.
All arenas use the following common terrain features:
If a model is placed in the Catch after falling into the Score
Catch The Catch is 50mm in diameter and is a trench. It
Zone, any models within the Catch are displaced using the
represents a shallow pit in the ground where the Grinder is
rule of least disturbance, are knocked down, and suffer
returned to the arena (typically via a large crane or arcane
a boosted POW 16 damage roll. This damage roll is not
magic) after a goal is scored; however, when warjacks or
considered to have been caused by an attack.
warbeasts accidently fall into the Score Zone, or are tossed
into it by the enemy, they are lifted out and dropped into the
Note: It is possible for a player to have multiple models lifted
Catch just like the Grinder (see below). from the Score Zone and placed in the Catch in the same turn.
The active player chooses the order these models are dropped
Score Zone Score Zones are 3 in diameter. Additionally,
in the Catch. If a model falls into the Score Zone and a goal is
they are both considered open terrain and hazards. Score
scored before that model returns to play, it can be deployed as
Zones represent deep pits in the ground.
normal when the arena is reset.

78 GRIND
ARENA: SCHARDE PARK
A true hive of scum and villainy, Scharde Park hosts some of the most raucous and disorderly matches in the league, with the crowd itself
often getting involved in the action. Many away teams making their first visit to the arena have stared in horror as mobs of drunken and
bloodthirsty pirates jump over safety railings to push steamjack and grinder alike into the goal pits. More than mere sport, Grind has been
a fundamental part of Scharde piracy for decades, as nearly all illegal and black market player components make their way through the
islands and into the hands of unscrupulous sponsors and manufacturers. A large amount of this coin ends up back in the arena, however,
as sailors and captains alike wager their ill-gotten crowns on which players theyd like to see taken out of commission. Bribes are also not
unheard of, with players targeting specific opponents to fill their own coffers to the brim.

AWAY EDGE

AWAY
9
SCORE ZONE

15

MOB OF
PIRATES
HOME SIDELINE

AWAY SIDELINE
15 12 MOB OF
PIRATES

7
6

10 HOME
9
SCORE ZONE

HOME EDGE

Set up Scharde Park according to the map above. Note that each Mob of Pirates A Mob of Pirates is 6 x 12 and is a hazard.
Score Zone, arena edge, and sideline is associated with a team Non-Grinder models ending their activations in a Mob of
(home or away). The home Score Zone is the friendly zone of Pirates are pushed d6 directly toward the Catch. When a
the first player, and the away Score Zone is the friendly zone of model ends its activation, if a Grinder model is in a Mob of
the second player. Each team must defend its own Score Zone Pirates, it is pushed d6 directly toward the Catch.
and attempt to score goals in its opponents Score Zone.
Treasure Chest Treasure Chests are 50mm in diameter and
This arena uses the following types of terrain: Score Zone, are obstructions. When players successfully slam the Grinder
Catch, Treasure Chest, and Mob of Pirates. The rules for these or an enemy model into a Treasure Chest, they immediately
terrain features are as follows: add 100 Crowns to their coffers.

TREASURE CHEST

GRIND 79
ARENA: THE CLOCKWORK COLISEUM
A pinnacle of mathematical perfection, the Clockwork Coliseum is a testament to the level of craftsmanship only the worshippers of Cyriss can
bring to the sport of Grind. Engineered to impossible standards by scores of devout Optifexes, this coliseum is as beautiful as it is deadly for any
competitors stepping within. Unlike other arenas, the pillars of the Clockwork Coliseum are perfectly designed to harmonize with concussive
impact, requiring less kinetic energy to send the Grinder hurling across the field. Players must also contend with the arenas array of modular
platforms. Using high-level irregular harmonic algorithms known only to senior adherents of the goddess, these plates shift and move players
around at odd intervals, forcing teams to either adapt to changing circumstances or lose the match to the forces of incomprehensible order.

AWAY EDGE

AWAY
SCORE ZONE 12

15

AWAY SIDELINE
HOME SIDELINE

15
6 MODULAR PLATFORM

MODULAR PLATFORM

12
7

1 12

10 HOME
SCORE ZONE

3
3

HOME EDGE

Set up the Clockwork Coliseum according to the map Modular Platform Modular Platforms are 6 x 12 and are open
above. Note that each Score Zone, arena edge, and sideline terrain. While completely within the perimeter of a Modular
is associated with a team (home or away). The home Score Platform, non-Grinder models gain Displaced. (During your
Zone is the friendly zone of the first player, and the away Control Phase, place a friendly model with Displaced anywhere
Score Zone is the friendly zone of the second player. Each completely within 3 of its current location.)
team must defend its own Score Zone and attempt to score
Mathematically Perfect Pillar Mathematically Perfect
goals in its opponents Score Zone.
Pillars are 50mm in diameter and are obstructions. When a
This arena uses the following types of terrain: Score Zone, Grinder is slammed or thrown into a Mathematically Perfect
Catch, Mathematically Perfect Pillar, and Modular Platform. Pillar by an attack, double the distance the Grinder moves
The rules for these terrain features are as follows: when resolving Inertia from that attack.

MATHEMATICALLY
PERFECT PILLAR

80 GRIND
ARENA: BLINDWATER STATION
Deep in the heart of the swamp lies Blindwater Station, a desolate and hazardous arena where only the most foolhardy or desperate teams
come to test their mettle. Upkept to minimum league standards by gatorman bokors, Blindwater Station is festooned with black, murky
pools of water, while the arena itself is lit by macabre candelabras of bones and skulls. Rumors abound of cursed pillars that eat away at
the protection of even the sturdiest warjack or warbeast. Upon defeat, league standings are the least of a teams worries, as occasionally a
losing team will be dragged away to be enslaved by a posse of gatorman warriors.

AWAY EDGE

AWAY
SCORE ZONE 12

15

AWAY SIDELINE
HOME SIDELINE

15
6 MURKY POOL

MURKY POOL

12
7

1 12

10 HOME
SCORE ZONE

3
3

HOME EDGE

Set up Blindwater Station according to the map above. Note Cursed Pillar Cursed Pillars are 50mm in diameter and are
that each Score Zone, arena edge, and sideline is associated obstructions. While within 2 of a Cursed Pillar, non-Grinder
with a team (home or away). The home Score Zone is the models suffer 2 ARM.
friendly zone of the first player, and the away Score Zone
is the friendly zone of the second player. Each team must CURSED PILLAR
defend its own Score Zone and attempt to score goals in its
opponents Score Zone.
Murky Pool Murky Pools are 6 x 12 and are shallow water
This arena uses the following types of terrain: Score Zone, to non-Grinder models. When a non-Grinder model becomes
Catch, Cursed Pillar, and Murky Pool. The rules for these knocked down while completely within a Murky Pool, that
terrain features are as follows: model is removed from the table and dropped in the Catch at
the end of the turn as if it fell into a Score Zone.

GRIND 81
OVERTIME GRINDER BALLS
The following alternate Grinders are now available for your games of Grind. Players can choose which Grinder (including
the original) to use in their game. If the players cannot agree on which Grinder to use, they roll off, and the winner chooses
which version of the Grinder will be in their game.

All Grinders share the Inertia, Invincible, Parry, and Ricochet rules, but each has a unique rule (and occasionally, unique stats)
that sets it apart.

MOLTEN GRINDER GARLGHAST GRINDER


BASE DEF ARM BASE DEF ARM
LARGE 5 18 LARGE 5 17

INERTIA When this model suffers damage from an attack, after the INERTIA When this model suffers damage from an attack, after the
attack is resolved for every point of damage it suffers that exceeds its attack is resolved for every point of damage it suffers that exceeds its
ARM, it is pushed 0.5 directly away from the attacks point of origin. ARM, it is pushed 0.5 directly away from the attacks point of origin.
Only this push movement can trigger Ricochet. This model ignores all Only this push movement can trigger Ricochet. This model ignores all
effects that prevent it from being moved, placed, or pushed. effects that prevent it from being moved, placed, or pushed.
INVINCIBLE This model cannot be disabled, boxed, destroyed, INVINCIBLE This model cannot be disabled, boxed, destroyed,
removed from play, knocked down, or made stationary. This model removed from play, knocked down, or made stationary. This model
never suffers continuous effects. never suffers continuous effects.
RICOCHET If this model contacts another model, obstacle, RICOCHET If this model contacts another model, obstacle,
obstruction, or arena edge while being pushed due to Inertia, it obstruction, or arena edge while being pushed due to Inertia, it
will bounce off and continue being pushed the full distance. This will bounce off and continue being pushed the full distance. This
effect can lead to multiple instances of this rule occurring during a effect can lead to multiple instances of this rule occurring during a
single push. The active player chooses which direction this model single push. The active player chooses which direction this model
is pushed by placing the deviation template centered on this model is pushed by placing the deviation template centered on this model
with the 4 directly facing the model, obstacle, obstruction, or arena with the 4 directly facing the model, obstacle, obstruction, or arena
edge contacted and then choosing either direction 1, direction 2, or edge contacted and then choosing either direction 1, direction 2, or
direction 6. direction 6.
SUPERHEATED When this model is slammed, thrown, or pushed SWIRLING DARKNESS While B2B with this model, models gain
into contact with an enemy model, the enemy model suffers the Fire Stealth .
continuous effect .

Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

GRIND'AR THE NIMBLE


BASE DEF ARM
LARGE 10 18

INERTIA When this model suffers damage from an attack, after the
attack is resolved for every point of damage it suffers that exceeds its
ARM, it is pushed 0.5 directly away from the attacks point of origin.
Only this push movement can trigger Ricochet. This model ignores all
effects that prevent it from being moved, placed, or pushed.
INVINCIBLE This model cannot be disabled, boxed, destroyed,
removed from play, knocked down, or made stationary. This model
never suffers continuous effects.
RICOCHET If this model contacts another model, obstacle,
obstruction, or arena edge while being pushed due to Inertia, it
will bounce off and continue being pushed the full distance. This
effect can lead to multiple instances of this rule occurring during a
single push. The active player chooses which direction this model
is pushed by placing the deviation template centered on this model
with the 4 directly facing the model, obstacle, obstruction, or arena
edge contacted and then choosing either direction 1, direction 2, or
direction 6.
SOMEONE INSTALLED A CORTEX At the end of each players turn,
move this model d6 directly away from the nearest Score Zone. If the
Score Zones are equidistant, the active player chooses one.

Privateer Press, Inc. All Rights Reserved.


All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

82 GRIND
BY WILL PAGANI & WILL SHICK
CHRONICLED BY JOSH COLN

More than ever, the grymkin are making their presence felt across the Iron Kingdoms as they begin the Wicked
Harvest. The Barons Balance Due is a three-scenario campaign for two players that lets players weave the tale of a
grymkin assault on a sleepy town. A corrupt baron has drawn the attention of the grymkin, and the town must ready
its defenses or succumb to the Wicked Harvest.

This campaign is featured in the Grymkin: The Wicked Harvest Force book. Eager to game with his new Grymkin army,
Will Pagani challenged Will Shick to play the campaign. Shicks defenders repelled the initial assault in the first
scenario, defeating The Heretic and eliminating him from the campaign. This allowed Shick to bolster his defenses
for the second scenario, but Boomhowler & Company did not survive. The tables were turned in the second scenario,
when The Child successfully assaulted the city gates, eliminating Captain Bartolo Montador in the process.

The grymkins success in the penultimate scenario gave them considerable advantages in the final game. Now, the
baron is attempting to flee the town. Will he flee to the safety of the towns secret tunnel, or will he face the judgment
of the Wicked Harvest?
Will Shick
While I could talk about how I carefully crafted the perfect the mighty Boomhowler his life, so I could not take his band
tournament list to annihilate Paganiusing my intense of doughty trollkin warriors this time around for Operation
(some would even say violating) psychological profiling Meat Shield. Instead, I opted for a unit of Privateer Sea
and close analysis of the games hes played utilizing Dogs with three Sea Dog Riflemen. Cheap, yet surprisingly
Grymkin to pinpoint the ideal counter forces to shut down effective with Gang and Point Blank, they would be perfect
his game plananyone who knew anything about me or for Sucker! as well as Counter Charge speed bumps.
my play style would immediately know such a statement
was a ridiculous falsehood. Ive never been one to agonize Thankfully, both Rhupert Carvolo andmost important
over how to best optimize my choices going into a game. my favorite mercenary unit of them all, Croes Cutthroats,
For me, building an army is two parts theme, one part fun, had survived the initial Grymkin assault and could both
and one part efficiency. I really enjoy WARMACHINE and be included in this list. Rhupert and his ability to hand out
HORDES most when Im playing with models I enjoy, Tough would add some key staying power, while Croes
whether because I simply like the way they play or because Cutthroats would be able to threaten just about everything
they fit the narrative I want the army to tell. in Paganis army. I also tossed in Alten Ashley, as his
Monster Hunter ability would be great at getting around
In fact, it was this reason that made me dust off my Death Knell and corpse token-fueled high-ARM values.
Mercenaries in the first place. Sure, I could have played Also he seemed quite the sort to throw in with the Baron
Khador or Cygnar (Ill admit I did think about both at first), for the chance to earn some coin and a new Gorehound rug
but really, what army makes more sense for a corrupt baron for his hunting cabin floor.
to have under his command than a collection of cutthroats,
brigands, and sell-swords possessing dubious morals? Kayazy Assassins with their stern, mustachioed Underboss
Honestly, the more I thought about it, the more I knew there were a clear choice; after all, it had been their blades that
was no better choice than Mercenaries to play the foil to ultimately ended The Heretics self-righteous harvest. At
Paganis Grymkin in our campaign. DEF 15 in melee, they would provide a perfect roadblock
to cover the Barons flight. And lets be honest, Khadoran
The first model to be included in the army was the Baron underground crime syndicate chocolate goes great with
himself. Now, despite likely being a reprehensible and your pirate and cutthroat scallywag peanut butter. All that
corrupt guy, when it comes to saving his own skin, hes got was left was a warcaster to lead them.
a lot going for himself. Veteran Leader for everyone in his
army is nothing to sneeze at, especially when combined Magnus has always been one of my favorite characters
with Counter Charge for everyone as well. Top it off with since his introduction way back in WARMACHINE:
Sucker! and Feign Death, and the Baron is a man who likes Escalation. And he seemed the perfect fit to be trying to
to surround himself with bodies . . . very expendable bodies. save the hide of some corrupt nobleman of a fringe barony
But what else do they think hes paying them for? beset by supernatural creatures in return for some serious
compensation. The only real choice was which version to
So with this in mind, I knew that my final 75-point take, since both bring some excellent abilities to the table.
list needed to feature plenty of meat shiel . . . er, brave In the end, the allure of Magnus the Traitors spell list won
bodyguards for the Baron. out, and so I went with Magnus the Traitor along with a
tried and true battlegroup of a Mangler, Nomad, and Mule.
Sadly, even though I crushed him and banished The Heretic
back to hell in our first of three games, the victory had cost

84 BATTLE REPORT
Model/Unit Points

Magnus the Traitor +30 WJ

Mangler 15

Mule 15

Nomad 11

Alten Ashley 6

Rhupert Carvolo 4

Croes Cutthroats 16

Kayazy Assassins 15

Kayazy Assassins Underboss 4

Sea Dog Pirates 13

Sea Dog Pirate Rifleman x3 6

TOTAL 75

BATTLE REPORT 85
Will Pagani
Before we begin, please note that we are using a version of the rules for Grymkin that are post-CID. Some of the rules have changed
slightly on Grymkin models after their final iteration in CID, so some things may play differently than what we have previously shown!

I really liked the idea of The Heretic marching into a town heavy warbeasts I had included in my army, and it would
and accusing its leadership of corruption and sin, then allow for The Child to play a much more aggressive game.
ripping the Baron from his home and taking him kicking Much like my choice to bring Lord Longfellow, I really
and screaming to become part of the Wicked Harvest. liked the visual idea of the Dread Rots running through
Unfortunately, The Heretic was stabbed in the back during the streets of a town, terrorizing the civilians and stuffing
the first scenario by some seriously underpaid Kayazy. So them into sacks as the Death Knell followed to collect the
with The Heretics unfortunate demise, I decided that The excess bodies.
Child would continue the push into town. In our second
scenario, I was able to destroy Captain Bartolo Montador The Hollowmen would be able to deal with whatever infantry
to win the game, granting me a total of 13 Harvest tokens. Shick decided to bring. Between Apparition, Eyeless Sight,
With these tokens, I knew I would be receiving benefits in and Combined Ranged Attack, the Hollowmen are a very
this scenario, and I opted for an extra 2 of deployment and versatile unit. Very effective against units, solos, and even
the ability to Ambush one of my units. warjacks, the Hollowmen bring a little bit of everything to
an Ambushing unit. I just imagined this unit was made up
Knowing that The Child prefers a large battlegroup, I of the town guard that fled after seeing Captain Montador
initially considered the Dark Menagerie theme force, but I cut down by a Skin & Moans in the previous scenario, only
really liked the thematic idea of Lord Longfellow hunting to find comfort in the peaceful light of the Lantern Mans
the evil Baron down and finally claiming his soul for the glow. Little did they know that one way or the other, they
Harvest. With this in mind, I instead chose the Bump in the would be joining the Wicked Harvest . . .
Night theme force. Aware of Shicks love of heavy warjacks,
I flexed my power-gaming muscles and decided three For my Arcana cards I chose Ill Omensone of my
heavy warbeasts was a good way to go. Two Gorehounds favoritesand Sacrifice. Ill Omens does an excellent
could hunt down the Baron should he try a cowardly tactic job of protecting your army on the approach, especially
of skirting the battle while throwing his comrades into the against mixed-style armies possessing both ranged and
fray. With two Skin & Moans, I knew I would need ways to melee options. I took Sacrifice because I expected to take
collect the corpses of the wicked, even with the campaign damage on the advance from Croes Cutthroats and the
benefit of letting me keep them from game to game. One of Mules ranged attacks. Being at full health when going
my Skin & Moans was able to start with a corpse, but the into combat means my beasts will be much more likely to
Dread Rots and Death Knell would really help me collect survive in melee. My Trump card, Wrath, stepped up the
and distribute the bodies to the hungry nightmares of The damage output of my battlegroup models significantly by
Child. The additional durability brought to the army by increasing all of their FURY stats by 1.
the Death Knell was important to me because of how many

86 BATTLE REPORT
Theme Force:
Bump in the Night
Model/Unit Points

The Child +29WB

Arcana: Wrath, Ill Omens, Sacrifice

Cage Rager 14

Crabbit (2) 7

Gorehound x2 12

Skin & Moans x2 30

Death Knell 13

Lord Longfellow 0

(free with theme force)

Dread Rots (10) 12

Hollowmen (10) 13

Lantern Man 3

TOTAL 75

BATTLE REPORT 87
Deployment
Mercenaries Shick Grymkin Pagani
As the Defender, I had the dubious honor of going first. Shick deployed very centrally, so I followed suit. I placed
Now, while normally going first holds significant benefits, the escape tunnel to my right while deploying The Child
in a scenario where you have to escort a VIP to a heretofore and the Death Knell toward the center of the table, allowing
unknown escape tunnel, deploying first proves to be a bit them to shift toward whatever side they would be needed.
more of a bane than a boon. In addition to not knowing I skewed my Cage Rager slightly to the left and The Child
where Pagani would place the escape tunnel, I also had slightly to the right to make sure I would be able to get my
to prepare for my opponents opportunity to respond to spells where I needed them. The Dread Rots were deployed
my deployment. And to make matters worse, his Harvest on my left side to pair off against his Sea Dogs, while the
tokens earned from the previous scenario meant that Hollowmen waited in Ambush to prevent the Baron from
he would have +2 to his deployment zone and, more escaping toward a board edge. Gorehounds were deployed
important, an Ambushing unit of Hollowmen I would on the flanks, as they are very fast and can really maneuver
have to plan for . . . somehow. As such, I chose to keep my to where they need to be.
deployment fairly central, on one hand to protect myself
from Paganis Ambush and on the other to give myself as
much flexibility as possible in responding to where he put
the escape tunnel.

Advance Deployment
Mercenaries Shick
Sticking with my central deployment and determined to
use the tight confines of the urban city to my advantage,
I placed Croes Cutthroats dead center along with Alten
Ashley. This way, I could have the Cutthroats pop out to
take Sniped crossbow shots as needed before ducking back
behind the building with Reposition [5].

88 BATTLE REPORT
Round 1
Mercenaries Shick
Pagani, in his treacherous grymkin ways, had placed the
escape tunnel on my left, between which stood not nearly
as many nightmares as I had expected. With his forces
more evenly dispersed (and more important, no AOEs or
Spray attacks to worry about), I decided to use the central
building to my utmost advantage in order to force him to
either commit to one side or divide his forces as he came
for the Baron.

I had the Nomad run up the right side to ensure it wouldnt


get completely choked out by the mass of bodies about to
race forward for death and glory (mostly death). Then,
Magnus activated. I had him cast Blur on the Kayazy and
Iron Aggression on the Mangler, then I advanced and cast
Snipe on the Cutthroats.

Next up, I had Croes Cutthroats run forward to hug


the center building, followed by the Sea Dogs, who took
position on the street to the right between the building and
the burning forest. Following them, I had the Kayazy run
up and take position on the left street. The Mangler ran up
to reinforce the Kayazy, while the Mule ran to back up the
Sea Dogs. Finally, I had the Baron run up to tuck in with his
Sea Dog escorts and then had the Piper advance and use
Heroic Call on the Sea Dogs to grant them Tough.

Grymkin Pagani
Seeing the Cutthroats positioned so close to the central
building seemed like a perfect chance to get some
use out of the Gorehounds. Immediately on my turn,
both Gorehounds ran up behind the central building,
prepared to use Ghostly to sneak through the building
and Lightning Strike to return to safety behind it. I Abused
the Skin & Moans to my right, healed all the damage with
fury, cast Tantrum, and advanced slightly toward my right
flank. The white Skin & Moans ran into a rather aggressive
position to threaten the Nomad and the Mangler across
from it. My left-hand Skin & Moans ran up to do the same
on the left, where a pile of infantry and a Mule awaited.
Im sure the Skin & Moans would be perfectly at home in
a pile of dead Cutthroats and burly pirate men. The Dread
Rots pushed forward around the left side of the building
to threaten the Cutthroats but were equally prepared to
die for the cause and supply the Death Knell with corpses
should the need arise. Crabbits advanced up to cover the
Death Knell and The Child. Lord Longfellow advanced
slowly up the center of the board, keeping an eye on where
the Baron would try to make his escape.

BATTLE REPORT 89
Round 2
Mercenaries Shick
I kicked off the turn by having Magnus upkeep all his
spells (with Iron Aggression being upkept for free thanks
to Resourceful, woot!). I assigned no additional focus to any
of the jacks, as I didnt really expect them to be doing much
but advancing this turn.

Already growing tired of the Barons shrieking and largely


unimpressed by the supernatural horrors of the grymkin
assaulting the city, Croe ordered his Cutthroats to open fire
on the Skin & Moans. I will admit that for a brief moment I
actually pondered moving them to open fire on The Child.
While mathematically it was highly improbable I could
knock out the warlock, it was possible. And even if I didnt,
how often does Croe ever get to use Hiss to hit a warlock?
Despite my intense urge to tell Josh to hold my beer, I
resisted and instead decided to do the smart thing: I opened Still, despite my opponents efforts, the remaining
fire on the Skin & Moans on the right side (affectionately Cutthroats were able to drop two Dread Rots and even
referred to as Beard & Moans), who was well within aiming put some damage on the remaining Skin & Moans before
range of seven Cutthroats. The tactical part of my brain told Repositioning to get out of the Sea Dogs and Kayazys way.
me that I needed to deal with the Skin & Moans before its All in all, the Cutthroats had already earned their keep this
ARM rose to stupid high levels thanks to the combination game, as far as I was concerned.
of Corpse tokens and the Death Knell. I could tell by his
Next up, I had Alten Ashley go. I had such high hopes for
smug face that Pagani thought Beard & Moans safe. But
him, but thanks to a combination of cover and Ill Omens,
theres one thing years of tournament play and top-level
the monster hunter missed the other Skin & Moans. I had
competition never prepare you for: a halfway-capable
him Reposition away from the Skin & Moans charge range
WARMACHINE player whose dice are hot. Pagani should
but realized only too late that he was dangerously exposed
have learned that lesson when I diced him off the table in
to the left board edge. Oops . . .
glorious fashion in Scenario 1. But it was clear he was going
to need several more painful reminders of the dangers of a I had the Kayazy Assassins activate next and run up to take
director with nothing to lose. on their role of speed bump. I hoped that between Blur and
Duelist, their DEF would prove sufficient to stymie Pagani
Normally, I consider myself a man of simple pleasures in
for a couple of rounds, giving me the time to roll up the
life. I rarely spring for expensive, exotic, or luxurious goods.
right flank while his force was divided.
But should you ever get the chance to savor the shattering
of Paganis self-confidence in his own inviolate state, let me Spurred on by the Cutthroats success, the Sea Dogs
tell you, the sheer succulence of it is worth every penny. advanced and attempted to prove their worth, but sadly,
Ill Omens continued to hamper any significant success they
It only took six shots to completely dice the Beard & Moans
might have had. Still, they remained potent meat shields
off the table. With a sudden lack of Skin & Moans to shoot,
for the Baron, who advanced courageously behind them,
the remaining Croes Cutthroats consoled themselves by
spurring them on toward his heroic escape, while the city
taking shots at Paganis Dread Rots. Showing his true colors
around them burned from the Grymkins judgment.
(those hues being yellow, dear reader), Pagani informed
me before I could roll my next attacks that he would be Magnus activated next and cast Death Ward on the Nomad
using his first Arcana Card, Ill Omens. Now the rest of my and Snipe on the Mule before advancing up. The Mule went
models would be suffering a 1 to all attack and damages next and fired on the Cage Rager. I boosted, hoping for that
rolls for one round. sweet Crit Devastation, but sadly I was denied. To add salt
to the wound, the attack bounced harmlessly off both the
I will neither confirm nor deny that at that moment I
Cage Rager and the Dread Rot caught in the blast.
performed Jobs chicken dance from Arrested Development.
(Editors Note: He did). Last but not least, I repositioned both the Mangler and the
Nomad so they could benefit from both Veteran Leader and
Counter Charge from the Baron for Paganis next turn.

90 BATTLE REPORT
Round 2
Grymkin Pagani
Well. I did not see that coming. Shick Shickd the Shick out
of my Skin & Moans on the left. So, any dreams of a pile
of pirates the Skin & Moans may have had died with him.
At least we picked up some corpses on the Death Knell
and a Tantrum move because of the other Skin & Moans.
Silver linings, I guess! I Ambushed in my Hollowmen on
the right side near the burning hill. I decided that it was
worth setting a few of my Hollowmen on Fire so I could
get more shots across the field.

My Cage Rager used Tantrum move to maneuver around


the central building and get into a better position for the
turn. Doing so triggered Counter Charge granted by the
Baron to a Cutthroat, who charged in to do 1 damage to
the Cage Rager. I first activated the Hollowmen, who
attempted to clear the lane for the remaining Skin &
Moans to charge the Nomad with Abuse. The flaming
cowards cleared part of the charge lane and slayed the
monster hunter Alten Ashley as they manifested behind
Shicks linesa solid activation. Lord Longfellow
advanced within 5 of one Kayazy and quickly ended
his life, then used Swift Hunter to move back for the
Death Knell to have ample room to transfer corpses to
the Skin & Moans. The red Gorehound advanced up to
the Kayazy still blocking the Skin & Moans charge lane,
killing one and watching another survive via Tough then
using its Lightning Strike animus to sprint back out of
way. The Child would have to finish clearing the path
for Skin & Moans. Charging in, she easily dispatched the
remaining two Kayazy blocking the charge lane and cast
Abuse and Wraith Bane on the Skin & Moans. The Death
Knell loaded up Skin & Moans, who then charged (for
free, thanks to the damage from Abuse) into the Nomad,
easily destroying it in four attacks. Healing with one of
his corpses for 3 wounds thanks to Death Feast, the Skin
& Moans then bought and boosted an additional attack
against the Kayazy Underboss, who failed his Tough roll.
At this point, I was feeling pretty good about my position.
A Mangler could get to the Skin & Moans, but thanks to
the Death Knells ability Warmth of the Graveand the
Corpse tokensthe warbeast had ARM 21. The Mangler
should only be able to do about 20 damage, while the
Cutthroats shouldnt pose too much of a threat, so with
a little luck, it would survive the onslaught and clean up
the Mangler next turn. Thanks to Death Feast, I had only
2 damage on the Skin & Moans.

To end my turn, the Dread Rots charged some of the infantry


on my left side and killed a Cutthroat and a pirate. The Cage
Rager was stuck behind the Gorehound and the Dread Rots,
so it just advanced up to be a threat next turn.

BATTLE REPORT 91
Round 3
Mercenaries Shick
Okay, this Child is going to be a problem.

I had flaming Hollowmen bearing down on the left, a Skin


& Moans in my grill, and a tiny Tantrum-throwing brat who
was backed up by a literal monster playing murder tag with
my poor Kayazy. Things, as they say, were getting serious.

During my Control Phase, I let Blur drop and upkept


everything else (for free!). That Skin & Moans had to go, so
I allocated 2 focus to the Mangler and 2 focus to the Mule,
leaving 2 focus on Magnus.

The Kayazy kicked things off with a Press Forward


order. I had one charge a Crabbit and another charge the
Gorehound. The other two remaining members simply ran
to assist their comrades with Gang, using Parry to ignore The dice hit the table, and Paganis head hit his hands. I had
the clumsy strikes of the Grymkin in their way. Sadly, I finally gotten my elusive Crit Devastation. The Cage Rager
was only able to do 6 damage to the Crabbit and minimal went soaring back 5, while the Gorehound that was caught
damage to the Gorehound. in the blast careened off a drainpipe to land in a heap at the
feet of the Sea Dogs. I also managed to crush two Dread
But that was okay, because I was about to unleash Croes
Rots. But while my damage roll on the Cage Rager was a
finest on that blasted Skin & Moans. Now, this did require
whopping 17, Pagani once again flashed his treacherous
the noble sacrifice of the poor Cutthroat engaged with
colors and played his second Arcana card Sacrifice, using
the Skin & Moans, who was obliterated by the free strike
the Dread Rots destruction to heal all friendly models of
he took as he mistimed his duck. Their shot cleared, the
their damage. Thus, my Mules hard work against the Cage
remaining Cutthroats opened fire, but this Skin & Moans
Rager was immediately wiped clean.
proved to be far more resilient than the other one, and it
sustained minimal damage. Despite this, the Gorehound was now easy pickings for the
Sea Dogs, who happily gunned the creature down where
Now facing down a much angrier Skin & Moans, Magnus
it lay.
commanded the Mangler to charge. While I knew success
wasnt guaranteed, I once again saw the smug look of The Baron, eager to inspire his troops, walked forward and
confidence creep onto Paganis face. And it was then, as fired his hand cannon at the knocked-down Cage Rager.
I picked up my dice, I knew that fate wasnt done kicking Pagani made the mistake of informing me that I would need
him in the teeth yet. to roll a 10 to do damage. I promptly rolled an 11 and dealt
the recently healed warbeast 2 points of damage.
Four attacks later and his Skin & Moans was little more than
a pile of bloody mush at my Manglers feet. I might never Magnus then activated, popped his feat, cast Blur on
be able to outplay Pagani, but by God, I could still dice him the Cutthroats, and then advanced next to the Baron.
right off the table. Rhupert activated and advanced, granting Heroic Call
to Croes Cutthroats.
With the Skin & Moans dead, it was time to deal with the
Cage Rager. I knew deep down in the pit of my soul that Finally, Magnus and his warjacks used the free move from
this was the moment. I activated the Mule and spent a focus Hit & Run to reposition away from the rapidly approaching
to boost the attack roll. Grymkin on the left flank.

92 BATTLE REPORT
Round 3
Grymkin Pagani
My poor Skin & Moans! I was sure after the crossbows failed
to do any damage to my warbeast that it would handily
survive the Mangler. Then Shick Shickd the Shick out of a
second Skin & Moans (which from now on I will call Shick
& Moans around the office). Down two heavy warbeasts
and losing the battlegroup attrition fight, it was time for
The Child to enter the fray.

I started off my turn with all four of the flaming Hollowmen


dying to Fire (things are really going my way at this point.
*face palm*), but with the Lantern Mans abilities, I knew
they would be back shortly. The Kayazy had triggered
Tantrum the previous turn, so I used this opportunity to
move The Child up and attack one of them, smashing him
into the cobblestone.
finished off the remaining Kayazy with a boosted attack
The Hollowmen continued to follow their plan: clear roll. The Child and the Gorehound were now free to charge
a charge lane for The Child to wreck the Mangler. The the Mangler and start tilting the game back in my favor!
Hollowmen expected to claim Jarok Croe for the harvest,
but as it turned out, he was simply another Cutthroat in a The Gorehound charged through the building and was
coat. Continuing their salvo of gunfire, two more Cutthroats unexpectedly countercharged by a Sea Dog. Luckily, the Sea
were gunned down, and the Hollowmen returned three Dog missed, and the Gorehounds charge attack took a solid
members to their ranks. chunk out of the Mangler. Next up, The Child charged in,
triggering a Critical Pitch on her attack roll, which I decided
Lord Longfellow, not happy about all the Stealth on the not to use. I rolled quite well and did 13 damage. My second
right side of the board, advanced within 5 of the Kayazy initial rolled two 6s to hitanother critical! I chose to pitch
near the Crabbit. Opening fire with his Black Penny rule, this time, but rolled much lower and only did 7 damage.
the spider slayed one Kayazy, freeing up the Gorehound, The Mangler was now missing all of its systems except its
and then missed the second Kayazy to accidentally shoot Cortex, so I felt pretty good about my chances. The Child
the Crabbit. He did 7 damage and knocked out the adorable bought some attacks on a few pirates and Cutthroats that
little creatures Body aspect. were sitting around and used Lightning Strike to return to
safety behind the building.
That same Crabbit had enough of these Kayazy and hopped
into the back arc of the Khadoran, boosting to hit on a bite The Dread Rots continued their push and moved toward
attack and landing the blow! Thanks to Lord Longfellows the front lines of the Sea Dogs, taking a few counter charges
well-placed shot crippling the beasts Body aspect, the along the way. They ended up killing two more Sea Dogs.
Kayazy survived. The second Crabbit advanced up and The Cage Rager followed up and killed another pair of
pirates to finish up my turn.

BATTLE REPORT 93
Round 4
Mercenaries Shick
I kicked the turn off by declaring that the Mule was
fireproof. Pagani, however, said my declaration was not
good enough, and I would have to roll for Fire. I rolled.
Being the gentleman that I am, I said nothing as I removed
the Fire token from the table.

I had Magnus upkeep both Iron Aggression and Snipe for


free and then allocate 2 focus to each warjack. There was
a Cage Rager that needed to be dealt with, and I intended
to do so this turn. But as I was soon to discover, despite
his kind platitudes and innocent, childlike face, when
facing defeat, Pagani is not above employing insidious and
conniving psychological warfare.

I kicked things off by having the Sea Dogs charge the Cage
Rager that was 1 outside of the Death Knells Warmth Despite his attempts to save his own skin, I still had the
of the Grave aura. I also had one lonely Sea Dog charge Mule, who advanced up and attacked the Cage Rager, now
the Gorehound on the left. Before rolling against the at 5 off the dice as opposed to 3. After two attacks, the Cage
Gorehound, I took a moment to savor the terror that crossed Rager was left with 4 points of damage remaining. Exactly
Paganis face as memories of our last game flashed through the swing Warmth of the Grave had provided.
his mind. Sadly, without the Gang bonus, the Sea Dog was
only able to deliver 8 damage to the Gorehound rather than Knowing I had to eliminate the Cage Rager, I had Magnus
completely wiping it off the table. The rest of the Sea Dogs activate and repair the Mangler, healing its Movement
were able to deal an impressive 16 damage to the Cage system and Left Arm. Then, instead of sending it to deal
Rager with their charge attacks. It was here, however, that with the Gorehound, I had it charge the Cage Rager and
I learned to never trust a Pagani while he is on the ropes. finish it off.
Because thats when he fights dirty.
Magnus was left in a precarious position, so I had Rhupert
As I was preparing to roll the Sea Dogs Point Blank attacks advance in front of him and put Heroic Call on the Sea
against the Cage Rager, Pagani casually pointed out that Dogs. I then activated the Cutthroats and had two of them
average dice did no real damage to it at ARM 19. Now, charge the Gorehound and the other two take up screening
while he may deny this, trust me, dear reader, when I tell positions in front of Magnus. The charging Cutthroats were
you that he then followed this up with some off-handed able to deal another 8 points of damage to the Gorehound.
comment about how I could thin out the Dread Rots with
I then had the remaining two Kayazy activate and use Parry
a couple of Sea Dogs.
to move into melee with Lord Longfellow. Sadly, I left the
Being the trusting, honest soul I am, after a moment more man-spider with 1 wound.
of discussion I agreed with his assessment and had the two
Lastly, the Baron decided the Grymkin were getting a little
Sea Dogs engaged with Dread Rots use their pistol shots
too close, so he ran to the other side of the burning forest.
against them instead of the Cage Rager. One of them did
He was safe there, at least for the moment, from the ever-
indeed manage to kill a Dread Rot. Pagani laughed an evil
encroaching Hollowmen.
cackle, his eyes turned yellow, and unholy fire wreathed
his body as horns erupted from his head. With one taloned
finger, he pointed down to the Death Knell and said, It will
take that Corpse, and now the Cage Rager is in the Warmth
of the Grave aura!

Truly this mans soul was as black and cruel as those of the
Grymkin that he commanded.

94 BATTLE REPORT
Round 4
Grymkin Pagani
Thinking I was being helpful actually really worked to my
advantage, as that Dread Rot corpse forced Shick to commit
his Mangler to my left flank, keeping my Gorehound alive.
That Lightning Strike animus had really been helpful, and
I didnt see that changing for the rest of this game.

I used Tantrum to move my Gorehound to threaten Magnus;


maybe I could score a caster kill to be certain the Barons
soul would end in my clutches! I then realized that Magnus
had Feign Death, and slamming Rhupert into him with
Force Hammer would prevent all of my Hollowmen from
shooting the warcaster. I didnt think the Gorehound could
get this job done by itself, as Magnus had 2 focus remaining.
I shifted gears back into full attrition mode.

The Child activated first, advancing into melee with several The Dread Rots attempted to avenge their fallen Cage
Cutthroats and easily dispatching them. With her remaining Rager buddy and stuffed two more Sea Dogs into their bags
fury, I decided to Force Hammer the Mangler into the Mule (which Im sure is rather familiar to the Sea Dogs after being
for super slam damage! But I rolled horribly and did a pressed into service and all!).
grand total of 4 damage, leaving the Mangler very much
functional. Using Lightning Strike, The Child moved back Longfellow began hunting the Baron in earnest, the
toward the escape tunnel and around the building. The nobleman appearing to be making a run for it around the
right flank was won! burning forest. Longfellow ran to intercept. The Deathknell
advanced to the left side of the table and prepared to use its
The Hollowmen continued their unstoppable march, Finisher rule next turn.
claiming the life of Rhupert and a Cutthroat and finally
finding the true Jarok Croe. The armies were looking scant; every attack might make
the difference between victory and defeat!

BATTLE REPORT 95
Round 5
Mercenaries Shick
Make or break time!

The Fire once again went out on the Mule. Told you he
was fireproof!

Magnus upkept both spells for free and assigned 2 focus


to each jack. Both jacks then spent a focus to shake
knockdown.

I knew I had to rid myself of the Death Knell. First, though,


I needed to clear a path for the Mangler, which meant using
the Mule to squish some pumpkin heads. With this in mind,
I had the Mule activate and advance to bring both Dread
Rots engaging my Sea Dogs into melee range. Even with
Pagani scoring Tough on both, I was able to kill the most
important one with my last focus point, thus freeing the Sea Despite some more impressive rolling, the Mangler was
Dogs to clear the way for the Mangler. showing some battle fatigue and left the Death Knell with
4 boxes. A good effort but not good enough.
I activated the Sea Dogs and had them advance out of the
way. On a long shot, I had the two Riflemen do a CRA to All was not lost, however. I knew I was facing down a
try and take down Lord Longfellow, but his DEF 16 proved Gorehound and possibly a Death Knell. But I still had the
too great for the brown-pants pirates. Lucky for them, Baron, which also meant I still had Counter Charge. While
Longfellow, likely still smarting from the right stabbing it was risky, I knew I was quickly losing the attrition game,
the Kayazy had given him, missed his return shot as well. so I decided to move the Baron up along with Magnus to set
up both the Mule and Magnus to be able to Counter Charge
The path cleared, I activated the Mangler and charged the
on Paganis turn. With a little bit of luck, I could either force
Death Knell for free with Iron Aggression. I only hoped that
him to deal with those two, leaving the Baron open to run
I had a little bit of that earlier dice luck left, as the odds were
for the escape tunnel, or better yet, bait him into going for
against me since I had to spend a focus to shake knockdown.
the Baron and murder him on his own turn.

96 BATTLE REPORT
Round 5
Grymkin Pagani
The Baron was in reach! I had Longfellow, a Gorehound,
and the Deathknell that could threaten him.

If I could Force Hammer the Mangler out of the way, I could


use Longfellow to clear a charge lane for the Gorehound.
Because of Sucker!, Longfellow could not get the job done
himself, so he aimed and cleared two of the Sea Dogs,
using Swift Hunter to get out of the way of the Gorehound.
The Child advanced and Force Hammered the Mangler,
boosting to hit and slamming it 4 into the last remaining
Sea Dog, killing both the Sea Dog and the Mangler. The path
was clear! The Gorehound charged the Baron, but before
his long lick-y tongue could claim him for the Harvest, a
Mule Counter Charged . . . and missed! Hooray! I was safe!
Or so I thought. Magnus then Counter Charged with his
Mechanikal Arm to knock down the Gorehound. my charge attack. I imagined lightning coming from the
sky and striking the bell on the end of the Death Knells
Luckily for me, Magnus actually killed the Gorehound, boppin stick, as a chorus sang in the background, and the
leaving enough room for the Death Knell to charge the emaciated driver swung his bell in slow motion to crush
Baron in a last-ditch effort. Rolling a 7 on my impact the Baron under its weight.
attack was exactly high enough to hit the Baron. Never
have I been more proud of a horse missing the majority The Deathknell claimed the Baron for the Wicked Harvest,
of its skin. Anyway, the impact did a mighty 3 damage, and our three-part campaign was over!
which allowed me to use the Finisher special rule on

BATTLE REPORT 97
Conclusion
Mercenaries Shick Grymkin Pagani
So in the end, the Grymkin got to reap their harvest, and the Sweet, sweet victory! Perhaps I will create an objective
Barons tarnished soul was now The Childs plaything. Id marker for my Grymkin army based on a defiled statue of
say I felt bad for the Baron, but thankfully, Magnus always Baron Von Shick, as the gremlins poke fun at the memory
gets his payment up front . . . of the corrupt baron!

All in all, I had an absolute blast playing through this I had a lot of fun playing this three-part campaign, which is
campaign with my fellow Will. Despite all my jabs, Pagani featured in the pages of the Grymkin Command book. The
is truly an amazing player and a fantastically fun opponent slow growth of the army sizes and benefits gained between
who put up with my stupidly godlike dice rolls with a grace scenarios makes it feel really cinematic as you play through
that was in and of itself godlike. the capture of the Baron.

And while each game was immensely enjoyable, the I really like the flexibility afforded by the play style of
unfolding narrative that we got to create together as we Grymkin Faction, whether that be through the Arcana cards
played through the campaignfrom the heroic and odds- or the huge diversity between the warlocks. I look forward
defying destruction of The Heretic, to the desperate defense to completing my collection and painting it all up to play
of the gates by Broadsides Bart and his Sea Dogs, to the final at Lock & Load 2017!
failed escape attempt by the corrupt Baroneach game held
great moments that came together to craft a story unique to
us. Its one that I know I will be telling for years to come.

98 BATTLE REPORT
ALL IN A DAYS WORK By E. A. Mader

Arlana placed the flat of her hand on the cold face of the massive Since Arlana was a wayfarer, it had fallen to her to bring her
standing stone. She closed her eyes, at first concentrating on the companions through the ley lines the previous evening to this
roughness of the ancient granite as she scraped her fingers across isolated valley high in the Wyrmwall Mountains, just north of
it, tracing the edges of the runes carved into the monoliths Ironhead Station. The entire network in this region was snarled
surface. Despite the sharp spring chill in the air, she felt a fiery and disrupted, affected by recent dragon activity, including the
warmth blossom beneath her palm. Focusing intently, she spilling of great quantities of blighted blood. She had appraised
fused her spirit with the ley energies that joined sites of power the region and thought she understood its peculiarities,
throughout Caen to the remote stone circle where she now stood. preparing to do her part to help repair them. What she sensed
this morning was something elsethe flows had changed.
Something was amiss. The energy flows she felt humming and
vibrating far below the surface seemed oddly muted to her. This area was noticeably empty of life. Cocking her head, she
Arlana frowned, puzzled. listened to the whistle of the breeze through the bare branches,
the drip-drip-drip of melting snow, and the creaking of trees.
She could still perceive subtle movements in the ley lines, like Absent were the piping cries of hawks and the soft squelching of
ripples in the stream, each provoked by changes in the natural paws over wet, fallen leaves. Just the sound of her companions
world or efforts of her fellow blackclads of the Circle Orboros as breaking down their camp
they tapped deep into the flows of energies. Her fellows were
endlessly whispering to one another through the network, or Arlana, the Dawnwaster! Are we getting a move on, or what?
using its powers to cross long distances in the blink of an eye.

ALL IN A DAY'S WORK 99


Arlana sighed, her reverie shattered. She pivoted to scowl at a could use per powers to shape the stones as required, repairing
tall woman leaning against a standing stone at the far edge of them by coaxing cracks together, or even raising new rocks from
the circle, a piece of waybread in her hand and a woldwatcher at the earth. Arlana listened to the pulse of Orboros, guiding the
her side. The towering construct of rune-engraved granite and fastidious labor of restoration. It was her job to ensure the newly
branches of oak tied together with hempen bindings loomed placed or repaired stones interacted properly with the energy
protectively over her, like an oversized watchdog. flows below the surface of the world.
Hallis, the Scourge of Morning! Arlana called out harshly. Fendiran used his woldstalkers to take watch against the
Cant you give me five minutes to wake up properly, for once approach of any enemies, circling the site chosen and staying
in your life? always on the move. By contrast Vadim stood still and silent as
the monolithsuntil he wasnt there. The Wolf of Orboros spoke
Any day but today. Were on foot, you see, said Hallis, smiling clumsy Cygnaran and the blackclads only passable Khadoran,
broadly. plus he wasnt much of a talker to begin with. Arlana had to give
The wayfarer raised her eyes heavenward. Youve tormented it to him: he possessed an uncanny instinct for danger.
me every morning since Bradigus took you on as a wilder. I Today, they were forced to hike far up the valley, their thick
dont understand what he ever saw in you. cloaks flapping wildly in the chilly wind. Hallis and Fendiran
Aside from my superlative talent in crafting the bones of the had fallen into lockstep, chattering amiably. Arlana and Vadim
earth, you mean? replied the stoneshaper. She idly flicked a followed wordlessly behind them in single file.
piece of loose bark from the construct and fussed at the ropes We sure mustve drawn a short straw to have to trek all the way
binding its joints. Maybe he just admires my patience and out to this insignificant site, said Fendirian. Now Alchiere
generosity, she finished, offering the waybread to Arlana with thatd make for a decent adventure. Discovering hidden energy
a flourish. Breakfastyoull need to keep up your strength on flows in those lush, unexplored lands. Expanding, not just
the trail. restoring, our sites of power... Youd have to get Syval the Salt
Thanks, Arlana mumbled, snatching the bread from her Wind to notice you to get sent to one of her domains.
friends hand. Or maybe Vaskis the Knotkeeper, mused Hallis, Although
After you, fearless leader! Hallis said brightly. She then jerked of all the potents wed ever cross paths with, Morvahna the
her head at the woldwatcher and ordered, Follow, Cragbones! Dawnshadow has the most pull. Dont you think?
Then theres Zu! Ive heard giant reptiles dwell there, large as
argus and even more voracious, recounted the stoneward with
relish. He regaled them with spurious tales of territories beyond
the Meredius.
They were on a mission much like the others that had occupied
them over the past two years, so many that Arlana had lost Youve convinced me, Fendiran, the Word-Weaver. Arlana, why
count: restoring the flow of ley energy in areas decimated by dont you ask Bradigus to send us there next? Hallis suggested
the clash between Dragonfather Toruk and his blighted brood. with a soft laugh.
It had been the first time in sixteen centuries Lord Toruk had
forsaken his stronghold in the Scharde Islands to wage war Arlana sighed. Bradigus knows we can handle ourselves here.
against his offspring. As the wayfarer regarded the burned and A lot of those exotic missions are given to those the potents
barren slopes around her, she wondered how long it would take wouldnt be sad to lose. This job is a reward, believe me.
for the area to recover. Blight was pernicious. Hmph. And what do you think, Vadim the Chinwagger? You
During the conflict, the dragons raked one another so violently could stand some more adventure, surely, Hallis said to the
with their terrible claws that they sent great gouts of blighted reeve hunter, who eyed her from beneath his thick wolfs pelt.
blood to rain down over the mountainsides, poisoning the He gave a hiss. Stand ready! With a bound he leaped past
landscape. Despite the efforts of many in the Circle Orboros in them and vanished into some brambles ahead.
the intervening years, several large regions remained severed
from the ley line network. Fendiran was already waving his woldstalkers into position
around the group, pushing Arlana and Hallis brusquely to the
Thus, it was that the wayfarer was picking her way over rock center. The humor in their expressions was gone. Cragbones
and root through blackened patches of what were once yew and assumed a defensive stance in front of the stoneshaper.
oak trees, hiking north up a deserted valley to a secluded site
that had been cut off by who knows what ever since the conflict. Arlana held her breath, her fingers loosening and tightening
around the haft of her voulge. Her expression darkened as she
As was now their regular pattern, Arlana was joined by Hallis assessed the exposure of their position, with thin tree cover and
with her ever-present woldwatcher Cragbonesand two others: only a smattering of small rocks and boulders behind them.
a chatty tow-headed stoneward named Fendiran and Vadim, a Broad slopes of slippery scree and patches of snow rose on
laconic reeve hunter born out in the wilds of Khador. Fendiran either side. Ahead, her view was impeded by the snarl of tangled
always kept three woldstalkers hovering close by him, although, bushes into which Vadim had disappeared. Her ears strained to
the stoneward would pointedly remind Hallis, he did not bother catch any sounds.
to name them like pets. Woldstalkers were extremely simple
wolds, slaved to Fendirans will and capable of doing little on The thunder of heavy feet pounding the earth came to the
their own, but able to unleash considerable firepower. huddled druids with breathtaking swiftness. A strange,
syncopated rhythm beat on the ground, which trembled with
The two women typically handled most of the direct work on the violence of each leap.
the standing stones making up the Circles ley line sites. Hallis

100 ALL IN A DAY'S WORK


Then it was upon them: a hideous monstrosity of bristling Arlana knew these peaks, for she had been born in a small
spines and flexing muscles, with an odd number of limbs. Its village not many valleys over. She had vague recollections as
asymmetrical frame twisted and lurched unsteadily, but as it she inhaled the scent of the mountains awakening in spring.
reared and crashed down, it easily reached the height of the She was glad to sense underlying vigor in the land despite the
woldwatcher. A growl rumbled from its throat and then became devastation sown by Toruk and his brood, but she would need to
a primal roar as it tilted its head back, revealing slick traces of guide the power of Orboros deep beneath the earth around the
dark blood congealed along a gash in its thick hide. It flashed toxic ground until it could again connect with the spiders web
an array of snaggled, razor-sharp fangs, and flecks of froth flew of energies running through the Wyrmwall. They would need to
from its jaws. Vestigial wings and cruelly curved black talons draw new stones from the earth, she reasoned, and weave their
made its origins all too clear. Dragonspawn. rituals of restoration in conjunction with the right configuration
of the moons and stars.Then, they mounted a crest that afforded
Dual bolts sang through the air, embedding themselves deep in the first clear view shed had of the site, and Arlana gasped.
the dragonspawns flank just as Fendiran urged his woldstalkers
to float smoothly forward to attack. A brightening glow kindled The handful of monoliths that comprised the stone circle were
at the base of each woldstalker and followed the curve of cracked and defaced, not by any beast or blight, but by some
their wooden frames upward to fill the constructs gleaming dark and deliberate artifice. Several of the rune-covered pillars
beryl eyes. The stones blazed with power as each of the three had been hewn to resemble beasts and then smeared with
woldstalkers emitted a beam of emerald light to sear the sinister earthen and reddish tints.
beast. It lashed out with two forward arms, its claws catching
one of the woldstalkers, which spun away. Cragbones then Hallis was clenching her jaw, and even Fendiran held his
stepped forward, bringing its heavy stone fists to bear, its runes tongue, rubbing his face meditatively as he glanced at the
illuminating a brilliant green. trembling stoneshaper.

Vadim burst from the thicket, his battle blade drawn. Its alone, Itll be fine, Arlana said. Its ugly, but we can fix this.
and weak! he shouted. Only a few steps farther, however, they came across a wide,
At the reeve hunters assessment, Arlana and the stoneward lost dark-red smear and a confused muddle of tracks. Vadim
no time in closing with the flailing dragonspawn, hammering raced ahead, holding up a hand wordlessly to stop them from
blows on the monster. His cleft blade flashing, Vadim took a following. Arlana held her breath until his deep voice carried
swing at its flank, then leapt back. Its fangs met air, but it then down to them.
whipped its barbed tail back behind it. Luckily, Cragbones Clear! A pause. A body. Rhulic.
caught the brunt of the attack and retaliated with a punch that
gave a sickening crack of bone. As one, the team ascended the final slope and arrived at the
edge of the ruined circle to find the reeve hunter kneeling over
In minutes it was all over. The creatures twisted bulk spilled a mangled, inert mass of flesh at the foot of the tallest of the
black blood onto the melting snow and flattened grass, which monoliths. He flipped the corpse onto its back with his crossbow.
already began to shrivel and shrink with the effects of blight.
The stink of seared flesh rose in their nostrils. Hallis recoiled and looked away, but Arlana forced herself to
study the dead dwarf. Many deep gashes scored his flesh, and
All in a days work, mused Hallis. thick blood matted his beard. One eye was swollen shut. Still, it
Yeah, murmured Arlana, kneeling to examine the fallen was not these wounds that made the wayfarers breath catch in
dragonspawn. She eyed the ugly slash that the beast had borne her throat but the terrible deformation of the body: an eruption
before they had added their own. She pursed her lips. of spines along one arm and the neck, a distorted skull and
masses of teeth bulging from a too-small mouth, still agape in
I guess this wont be as dull as Id thought, commented a silent final cry.
Fendiran.Better go on, said Vadim.
Fendiran broke their moment of contemplation, muttering in a
low voice, If its all the same to you, I suggest we get our work
over with as quickly as possible and get back to Bradigus.
Arlana nodded. The group came alive with activity, setting up
As they neared their destination at the head of the valley a couple camp and a worksite. Fendiran sent his woldstalkers to hover
hours later, Arlana privately observed that Fendirian might at the periphery, and Hallis ordered Cragbones to patrol the
be right in that their mission might have become downright site, while Vadim slipped noiselessly down the incline to scout
interesting. She herself didnt need interesting. Shed have the environs.
preferred simple, and safe.
The wayfarer approached the vandalized pillar where the
Blighted land occupied much of the slope to the west and part disfigured body lay and placed her palm on its surface,
of the valley floor. The blackened stumps of trees protruded pointedly avoiding the brownish drips. Her senses melded with
like broken teeth from the thin blanketing of snow that still the igneous rock, extending down to its foundation. She felt the
clung to the hillsides, and here and there lay boulders twisted dormant power beneath the site as one would hear a murmur
into fantastical shapes by blight, akin to wax that had been in the dark, and the connection sent a shiver through her spine.
held to a candle. Only the occasional blighted plant life pushed Then, it faded. Poor Hallis would have her work cut out for her.
forth: strangling vines and garish weeds that wound about
healthy foliage at the peripheries of dead patches, bending and Arlana gazed up at the smashed pinnacle of the stone, where
choking them. blows of a heavy hammer, she supposed, had fashioned the top
of the pillar into a sinuous head. She could make out the flare of
nostrils, and there the curve of fangs implied by some darkened
pigment. A dragon.

ALL IN A DAY'S WORK 101


She shivered, though she had not encountered any foul Very quiet there, Vadim explained to them slowly, as if
power in the stone. Nor had she detected the presence searching for better words and failing.
of intense blight. This site, perched on a high rocky
Did you see anyone? Were they armed? Obvious defenses?
outcropping at the back of a canyon, was cut off by the
Blight? prompted Hallis.
blighted land to the southwest, but she did not believe any
fell magic had tainted it. Who had damaged the stones, and No, said the reeve hunter.
for what purpose?
Hallis and Fendiran shared an eye roll, but Arlana laughed.
As she took in the landscape, the twang of a crossbow and I think Vadim would tell us if an army of blighted Rhulfolk
a sharp cry suddenly drew her attention to the east side of were charging through the valley. No, we dont understand
the circle. She caught a flurry of motion and the sound of this situation fully yet. Lets stick to what we know. Night
sliding scree. A drawn-out curse in Khadoran rose from is falling, and we still need to scour that monolith and have
the north, and Vadim emerged at the edge of the circle, his Hallis start her stone-curing magic by moonrise.
dark brows knitting beneath the shadow of his pelt, his
jaw clenched. Gratefully, they retreated into the comfort of routine.
Nonetheless, Arlana pulled Fendiran aside. Think you can
One dwarf, watching. Maybe a scout, maybe his friend, put together a sentry stone?
Vadim announced, pointing at the corpse. I missed my
shot. Dwarf went east. The stoneward nodded gravely. Just in case?

Youll have to follow, Arlana ordered, We dont know Just in case.


what kind of danger were in here, and weve hours of hard
labor ahead of us before theres any chance of channeling
the energies here back to the nearest ley line conjunction.
With a nod, Vadim went in pursuit of the scout. Arlana woke at first dawn, parched and shivering under
her black cloak. The smell of the bundled herbs burned at
We might not even be able to return to the other site safely
the grave cairn the evening before still hung about her dark
on foot anymore, Fendiran whispered sharply.
hair, which she untangled with her fingers and wove into a
Blighted Rhulfolk! exclaimed Hallis. We dont even thick, loose braid. Hallis lay next to her, legs tucked to her
know how many there are! chest, snoring softlya peaceful morning, for a change.

Well, thats what Vadims going to find out. The Ironhead The three blackclads had toiled into the black of night to
Enclave could support thousands of Rhulfolk, but out here? purge the blighted toxins from the earth around the pillar
Theyd be scratching a living from rock, living off moss and while Vadim kept watch. The druids had gathered around
marmot meat. the woldwatcher, which drove its heavy fists into the
tainted soil, and they had channeled their collective wills
And what if theyre stark raving mad from blight? asked through the construct. The carved symbols on Cragbones
the stoneshaper, her voice rising. frame blazed as if with greenish fire.
What if they slaughtered their own? Fendiran added. <Art>Illustrations>Card and Board Games>High
Arlana shook her head. I wouldnt bet on it, she answered Command>Gargantuan Might>Ley Lines_Nestor>
slowly. Gazing back at the dead body in its pool of dark Hallis had collapsed onto her bedroll the second Arlana
blood, she thought of the enraged dragonspawn they had had managed to coax a similar glow from the runes on the
killed. The image of the mysterious wound on the beast monoliths surface. The wayfarer and the reeve hunter also
floated to the front of her mind. Could the dwarf have slept soon thereafter, well weary from the unexpected rigors
fought the creature before climbing up here to die? of the day, while Fendiran paced, standing the first watch.
She wrestled with the urge to reach out to her fellow Now the stoneward slept, and Vadim was nowhere to be
blackclads through the nearby ley lines. They were cut off seen, which Arlana took as a sign that all was well. She
until they could restore the standing stones and create a drained her water skin, took in the view of the valley, now
proper energy flow. Their backs were to the hard face of a curling with thick fog, and returned to the monolith for
mountain. Below, who knew what twisted, blight-induced a moments meditation. The rock felt freezing to her bare
peril awaited. Arlana smirked, considering this wasnt the skin, but when she sent her spirit down through this stone,
kind of excitement Fendiran always said he was longingfor. only a tepid warmth kindled beneath her touch. Had the
Cmon, Fendiran, Panicmonger of Orboros, Im going to previous evenings ritual failed?
need a hand moving the dwarfs body. Might as well erect a Arlanas eyes darted about the stone circle, searching for
cairn for him. We ought to prepare our ritual to cleanse that some sign of intruders. All was as it had been the previous
blight and repair the stone before moonrise. So, move! Not evening, but the pillar . . . the pillar seemed different. Just
all of her peers would have bothered, content to allow the as shed experienced the day before at the previous site,
corpse to be consumed by scavengers. Arlana felt the dwarf the warm, enveloping power of the land seemed dimmed,
had suffered enough indignity. diminished. Blight in the area alone couldnt account for
An hour later, Vadim returned to report a small entrance to this overnight change, surely.
a Rhulic settlement cut into the rock on a high ledge along She went to Hallis and jammed an elbow into the side of
the eastern slopes of the valley. There was no telling how the still-drowsing stoneshaper. Listen, she whispered,
large it was. Somethings wrong with the monolith.

102 ALL IN A DAY'S WORK


Hallis merely grunted and turned her back to her companion.
Hey! Its morning, and the stone seems less powerful
now, Arlana insisted.
What? Hallis was stirring at last.
Look, the same thing happened yesterday, at our previous
campsite. The stone felt fine in the evening, but in the
morning, it felt different.
Ive never heard of such a thing, Arlana. Lets check
the monolith for new damage, but Im sure we would
have heard intruders. Then again, she grinned drowsily,
Fendiran was on watch.
The women rounded the stone pillar, examining it, and
Hallis had Cragbones lift her up to feel for cracks at its peak
where she had mended the rock to efface the dragon effigy.
Nothing.
Heavy footfalls broke the still of early morning, and Vadim
burst into the circle, breathing heavily. The cairn knocked
over. The dwarfs body gone. Taken! I search the valley and
see many Rhulfolk. But, fog.
Blood rushed to Arlanas head. We need time, she
muttered. they would keep on task. As she tried to pick her way down
the mist-filled valley to head off the approaching foes, the
She shook Fendiran awake and ordered, Finish that sentry
shortcomings of her plan were becoming apparent.
stone, now!
She stopped in her tracks and crouched, palms to earth,
She turned to Hallis. I cant take us through the ley lines. I
forcing herself to calm, for her heart to slow, remembering
need you to try, at least try, to work on the easterly stones.
her training. She began to listen, and slowly sounds carried
It doesnt have to be perfect, justthe thinnest connection.
to her: the soft shuffle of feet, the stifled rasp of whispers
We cant escape on foot through the fog.
in the Rhulic tongue, the clink-clank of metal. Gritting her
Hallis frowned and shook her head, You know I cant teeth, she summoned all the energy she could for this act of
finish in time. We have to take a stand. daring. She disappeared again...

That may be true, but well try all the same. And keep . . . And assumed solid form at the flank of the gathered
alert! Rhulfolk with a crackle of lightning and a boom of thunder.
She cast her thin arms wide so her cloak billowed out, and
Arlana, you know how blight affects living creatures. she brandished her voulge with a mighty yell, steeling
Theres a madness within them. I dont think well have herself to vanish again before the dwarves could organize a
a choice but to put them down, Fendiran said. He was proper attack. Shed lead them on a merry chase for as long
already running his hands over the raw stone, using his as her power availed her.
will to mystically carve into it potent runes. They appeared
beneath his hands, faster than any chisel could have done, But the Rhulfolk flung themselves to their knees and emitted
but it was still a slow and laborious process. a great wailing. A small chest tumbled from the arms of one,
sending a handful of coins and gemstones to sparkle on the
The wayfarer gritted her teeth. What a fool shed been damp ground.
not to ask the group to work through the night on their
defenses. Shed been so sure the Rhulfolk were few in
number. And if they were crazed by blight, why had the
scout fled rather than attacking? And now, why approach
in the day when they could have come in the night to Mercy! cried an elder dwarf in slightly accented
retrieve their dead kinsman? Cygnaran. Be merciful, druid! Spare us! The old woman
ventured a glance at the young wayfarer, who stood stock-
Keep at it, all of you, and none of you move from here
still, uncertain. Barely a dozen Rhulfolk were cowering
until I give the word. Ill teach them to respect the Circle
before her. Arlana observed no telltale signs of blight.
Orboros! Approaching the monolith and feeling the
The odd pickaxe and hammer they had been holding lay
vibration of energy gathered within, the wayfarer let her
abandoned on the ground.
mind join its flow. In a flash, she vanished.
Perhaps seeing that destruction was not immediately
raining down, the elder dwarf rose to her feet. She studied
the blackclad intently, then took a step forward.

What were you thinking? Arlana chastised herself farther Arlana finally found her tongue. Back! You desecrated our
down the slope. She had sought to instill confidence, but standing stones. You have been tainted by the blight. I saw
Vadim probably saw through her words. She only hoped your kinsman.

ALL IN A DAY'S WORK 103


Saw and killed him, you mean! the woman retorted, One of them began to weep openly. Arlana could just make
having apparently gotten over her fear enough to work up out his comrades muttering to him in Rhulic, You couldnt
a sense of indignation. have stopped Aelfric. It wasnt your fault he slipped away.
The eyes of several others looked at her nervously, and it You claim youre innocent, but when you took Aelfrics
was clear most of them feared antagonizing a blackclad, body, you did something to the great stones. I felt it myself.
even a young one such as she. Explain! the wayfarer suddenly accused them.
The old woman continued, You slew a son of our clan! Your stones mean nothing to us, replied the elder coolly,
Aelfric was mad, yes, touched worse than the rest of us by raising her eyebrows. We only wanted to bury our dead.
the dragon filth and obsessed with the accursed creatures. You claim innocence, druid, but we know your kind were
We watched over our kin here in this valley that we involved in this! Our kinfolk who fled Ironhead after the
thought abandoned by all. Why have you come to disturb dragon battle said blackclads were there! It was your actions
our misery? Take this tribute and begone! cried the elder, that brought them to our home. Can you tell me that your
pointing at the small chest. kind had no part in the devastation of these mountains?
We found your kinsman already dead there, Arlana Arlana said nothing at first. It was complicated, a matter she
countered. We came here only to restore our stones that would never have shared with outsiders, even if she could
have stood here for many years. The pillars were defaced, claim to understand it fully. The fact was, the dwarf was
painted in blood... not wrongmembers of her order were at least partially
responsible for what had transpired here. Krueger the
Ha! barked the elder. Mud, you meanmixed with rust Stormlord, she thought, recalling the most pervasive rumors.
and ashes and river clay for pigment. Its the work of one,
though Aelfric iswashandy with a hammer. We feared Arlana chose her words carefully, comprehending that these
the blackclads and, save for him, shunned those uncanny Rhulfolk were more victims than aggressors. She knew her
stones. I thought blackclads knew what blood looked like. order had fostered a fearsome reputation, but she had rarely
One of the other dwarves hissed at her, trying to get her to had occasion to benefit from that. I will not speak to what
settle down, but she waved him off. my order may or may not have done. We mean your people
no harm. We have work to attend, and then will go. If you
Arlana flushed. Then she told them hesitatingly, We killed do not attack, nor will we. The blight threatens us both.
a dragonspawn at the mouth of the valley. It was wounded Take your tribute.
and enraged. I think... Perhaps it slew your Aelfric.

104 ALL IN A DAY'S WORK


The elder and the others shared looks and a quick whispered Why didnt you tell me, if you knew? the wayfarer
conversation. She said, You say you slew the dragonspawn accused the reeve hunter.
that was Aelfrics bane. I thank you for this. But remember
I just tell you. And the Circlealways secrets.
that we have tended this blighted valley that no druid
deigned to tread until the dragons fought. Be not so quick Arlana exclaimed in frustration. Hallis, I cant believe you
to accuse, chided the elder. Fixing Arlana with a twinkling let me confront those dwarves without all the facts. We
blue eye, she gathered up the chest and fallen gemstones. were heading toward bloodshed! With a weakened stone,
Then she rose and marched from the glade. no less!
Arlana let loose a thin breath of relief, careful not to slump, Well, not exactly, Hallis admitted. That stone is
to betray that she had been as afraid of a clash as they. repaired, and any blackclad could use it for basic needs.
As the other Rhulfolk beat a hasty retreat, somewhat less Nobody will be the wiseronly someone like you would
brashly, the elder called back to the druid, Look to your notice, Arlana. Those extra runes just allow Morvahna to
own, blackclad! Get gone from here! regulate who taps into its full power. A shift in territorial
boundaries. Not our concern.
Arlana chewed at her lip. An uneasy silence fell over them.
It was true such regulatory runes were not uncommon on
When Arlana returned to the stone circle, the other certain standing stone sites, though usually reserved for
blackclads assailed her with so many questions that she those deep within a potents central holdings. Morvahna
had to shout them down before she could recount the odd doing this here was a sneaky move, intended to allow her to
exchange. seize new regions before her rivals. Smart, but underhanded.
Arlana did not like being caught up in such games. Still, she
One thing still troubles me, she finished. I still cant could not blame her friend for having ambition. Within the
explain the way the standing stones seemed to change Circle, it was the only way to advance.
overnight.
Well, thankfully it didnt come to violence. Even if I could
Hallis and Fendiran stared at her blankly. But Vadim reach Bradigus now, I know what hed say. He would just
nodded toward the base of the monolith, eyes narrowed. want us to finish up and move on, Arlana said finally,
Frowning, Arlana approached the stone and ran her fingers crossing her arms tight across her chest. Its just . . . You
along the surfaces until she encountered an unexpected could have told me, Hallis. I needed to know this.
groove, and then anotherextra runes that would have I know. I know.
been hidden to casual observers. She pressed to the ground
to examine them. They were freshly inscribed. Arlana contemplated Fendirans half-assembled sentry
stone crowding the circle, their packs pushed aside in
Morvahna? These symbols mark the stone as Morvahnas, their rush to defend themselves, and the primitive dragon
the wayfarer said. visagescolored mud!that marred the massive stones.
Vadim caught her eye and nodded againthis time toward Weve got a lot of work ahead of us, sighed the wayfarer.
Hallis.
This is at least a weeks work, if were being honest, put
Hallis? You did this? Why? in Hallis, throwing her arms wide in exasperation. Well
Her friend did not bother to act surprised, though she gave have to create more monoliths to guide the flows past all
Vadim a sharp look, then tilted her head back and sighed. I that blight in the valley.
had hoped we could slip out of here without this becoming Arlana gave a rueful laugh, thinking suddenly of the elder.
a thing. Im not the first blackclad forced to take on extra I think I know some skilled stoneworkers we might ask to
orders from another potent. She only wanted me to add her quarry the stone we need. But were going to have to ask
mark, with a little discretion. Seemed simple enough. You really, really nicely. Perhaps make some promises.
cant say no to Morvahna, and why would I?
Then she pushed the stoneshapers shoulder gently. Come
Oh, said Arlana with dawning comprehension. Oh. on, Hallis, the Star-Reacher. We might as well help you try
Hallis folded her arms across her chest and shrugged. She to impress Morvahna.
mightve put in a good word for me.
Mute for once, Fendiran crossed his arms and let his light
mane fall forward to hide his face. Vadim shifted from one
foot to the other.

ALL IN A DAY'S WORK 105


CORVIS
CODEX
Blighted Cygnar
By Josh Colon & Douglas Seacat Art by Nstor Ossandn & Andrea Uderzo

To learn about the events leading to the circumstances described of a long-disembodied athanc provoked a dragon war
in this article, be sure to read Wrath of the Dragonfather by over central Cygnar. The cities of Orven and Ironhead
Zachary C. Parker. were the most affected, both places where Cygnarans
lived alongside well-established Rhulic enclaves.
For centuries, the dragons of western Immoren engaged These places were directly assailed by dragons and
in a cold war, awaiting any sign of their progenitor their corrosive blood, incurring great casualties and
making his next move to reclaim the power he had an aftermath of destruction complicated by massive
bestowed upon them. In recent years, however, events blight. Through the brave actions of a number of
conspired to provoke the dragons into sudden actiona heroic individuals, these cities managed to survive,
combination of Everblights influence and the discovery but even years later, reconstruction efforts have been
slow, costly, and hampered by unusual obstacles.

106 CORVIS CODEX


ORVEN While the soldiers aboard the Lady no doubt saved
tens of thousands of lives in Orven by drawing the
dragons away, this chase would not end without major
The Event consequences. Wainwright Crossing, the major rail
bridge over the Banvick River to the east, was destroyed
In the winter of 609 AR, a fierce and unexpected battle during the pursuit. Even by 611 AR, two years later, the
erupted over the skies and streets of the Cygnaran city of repairs to this bridge remain incomplete, as efforts have
Orven upon the arrival of the dragon Charsaug. Soldiers suffered numerous setbacks, and vital materials have
drawn from the citys garrison, part of the 14th Division often been delayed by the need to use alternate routes.
of the Cygnaran Army, fought heroically to protect the
As the speeding train battled against the twin dragons
city from the dragon, though there was little they could
in the mountainous region between Orven and Ironhead
do to injure the immortal and titanic creature. Charsaug
Enclave, an ancient terror reached Immoren for the
had apparently been drawn to the city after detecting
first time in sixteen centuries. Toruk, the father of all
the athanc of a legendary dragon in the custody of
dragons, returned to the mainland to do battle against
Major Prime Victoria Haley and Knight of the Prophet
his offspring.
Constance Blaize. While this athanc had been kept in a
sealed containment device, this mechanism had begun Toruks impossibly swift crossing of the distance between
to fail, prompting its detection. Cryx and western Cygnar had dire consequences for the
human kingdom. Beneath the Dragonfathers flight path,
Making matters worse, agents of the Legion of Everblight
the dead rose from the earth to attack the living. Many
also joined the fray: a pair of powerful blighted
cemeteries and small churches that fell under the shadow
Nyss warlocks named Saeryn and Rhyas, who rode
of the Dragonfathers wings were unhallowed by his
gargantuan dragonspawn to battle Charsaug in the air
passage, their graves tainted. A number of opportunistic
while Cygnaran Storm Striders blasted at the intruders
necromancers in the region have since used this to their
with lightning from below. While these warlocks turned
advantage, pillaging corpses for their own nefarious
their attention to Charsaug instead of the Cygnarans, a
purposes, though agents of the Church of Morrow were
second dragon, Ashnephos, joined the fray, escalating the
quickly dispatched to mitigate the damage.
potential collateral damage. Realizing the city could not
endure such an onslaught, Major Haleys forces rushed During the dragons battle, their blighted blood rained
from the city by train toward Ironhead Station, taking down from the skies, some of which collected into
the athanc and its containment device with them. The noxious and hazardous pools that have persisted. These
dragons followed behind. While the city was eventually blighted concentrations have attracted dragonspawn
secured, the resulting devastation changed its face and and are frequented by reanimated corpses, specters,
will continue to impact the region for some time. and other threats. While Orven took the brunt of the
immediate destruction, the surrounding wilderness
The Disaster was also greatly affected. Much of the blasted landscape
carries the scars of dragon blight, with twisted and
The battle damaged structures and destroyed buildings transformed wildlife competing against dragonspawn
throughout the city, many of which were obliterated in for meager resources. Both hunting and mining have
an instant by dragon fire or by collateral damage from become perilous for the people of the region, and many
the weapons fire of defenders, which included cannon have left their homes in search of safety.
volleys from Orvens Rhulic enclave. While the conflict
took place mainly within the industrial and commercial
districts, the battle originated in the northwestern The Restoration
quarter, a section of the city tightly packed with homes, The twin pillars of Orvens community are its human
businesses, and pubs. The citys defenders managed and Rhulic populations. For generations, both peoples
to divert Charsaug away from the densest population have lived in relative harmony, learning to appreciate
centers, but despite their efforts, the death toll was high in and respect each others strengths and differences.
the end. Worse, injuries to Charsaug caused the dragons These bonds were never more apparent than during
blighted blood to spill down onto several populated the aftermath of what the locals took to calling the ash
areas. The number of citizens afflicted with permanent storm, when both communities came together to begin
blighting as a result of this was limited primarily by the the citys extensive reconstruction efforts.
fact that many of those so exposed were slain outright,
a dubious blessing. By the time Ashnephos, Charsaugs While few places in the Iron Kingdoms have anything
twin, arrived to aid its sibling, many inhabitants of the resembling organized disaster relief, the Cygnaran
city thought their destruction was guaranteed. crown did send aid to the people of Orven, mainly in
the form of supplies, military reinforcements, and prison
The Lady Warthunder, a heavily armed military train, crews to help the locals with rebuilding efforts. With the
contributed to the defense and served to help Major high degree of cooperation between various local and
Haley escape the city. As the train sped out of Orven, military groups, most of the city has been repaired in
however, the twin dragons reduced the citys rail yard the last two years, with all major roads and commercial
to ashes. buildings restored to working order.

CORVIS CODEX 107


Despite these efforts, the people of the city continue to
struggle, as many are still displaced by the destruction of
The Aftermath
their homes and businesses, increasing Orvens homeless As the birthplace of Primarch Arius, the now-deceased
and criminal populations to unprecedented levels. former leader of the Church of Morrow, Orven has long
Refugees from Orven have flocked to other nearby cities, held a significant place in the hearts of the Cygnaran
such as New Larkholm and Ramarck, raising issues of faithful. With this in mind, the church immediately made
poverty and unrest due to increased overcrowding. Orven a priority, sending substantial aid to its citizens.
The greatest source of Orvens financial troubles Within days of the event, Orven received many
is the destruction of the Wainwright Crossing rail Morrowan apothecaries and church alchemists bringing
bridge and the failure of all subsequent reconstruction medicine to heal the sick and wounded, missionaries
efforts to it, despite several attempts by both local and helping families locate lost loved ones, and priests
military construction crews. This is not a reflection on sanctifying graveyards and putting errant spirits to rest.
the competence of the repair crews but rather due to These actions have once again endeared the populace
the dangers of the region, as dragonspawn and other to the church, which proved diligent in its work to
blighted creatures continue to roam the area. bring relief to the bodies and spirits of the people of
Orven. It is no coincidence that Orven has experienced
Whats more, a once small but vicious farrow tribe a resurgence of faith in the last two years, with several
called the White Tusk scavenged nearly all the useful new Morrowan churches and shrines erected in the city.
weapons and steel from the Lady Warthunder. Using
this fallen Cygnaran military equipment, including Outside the city, several efforts have been underway to
malfunctioning storm chamber technology, the White secure the area for safe travel. In the earliest days after
Tusk tribe has increasingly become a source of concern the incident, the increased dragonspawn activity made
for anyone traveling the region. traveling by foot or horse a dangerous proposition.
Word spread, attracting hardy monster hunters looking
Spoken among the work crews are tales of the spirits to prove themselves. Within months, monster hunters
of the fallen trencher company that fought on the Lady from across Cygnar and Ord flocked to the area, lured by
Warthunder, and how they linger around the bridge. both the challenge and opportunities offered by lucrative
These restless soldiers attack the living in a futile contracts. This is a risky endeavor that has already resulted
attempt to complete their mission, unable to distinguish in several fatalities, but some few have earned valuable
between enemy and bystander. This has been a major experience and a steady income hunting dragonspawn.
aspect of the difficulties in repairing the bridge, though
efforts continue. In the meantime, the city of Orven has Another common sight in the area is a number of self-
endured a decline in business and opportunities for styled master alchemists claiming to posses the
its people, though it is hoped this will pass when the cure to dragon blight or other related ailments. These
reconstruction is completed. Some have thrived amid devious charlatans are only interested in profiting off the
new opportunities created by the situation, while others misery of others, offering useless balms and potions at
have increasingly relied upon expert members of the extravagant prices. Perhaps the most egregious offender
local Rhulic enclave to provide aid to their neighbors. is a man named Ennis Gilroy. Gilroy has proven to be both
unscrupulous and successful in his endeavors. Claiming
to possess a method to remove blight from the ground
and make soil farmable again, Gilroy offers his services at
an exorbitant rate. He then hires the poor and displaced
to dig up a blighted field and dump the contaminated
soil and debris in places such as Rimmocksdale Lake.
This has contaminated the surrounding deep soil even
further, and reports of strange blighted fish and creatures
in the lake and surrounding hot springs have increased
drastically within the last year.
Not all efforts at cleansing the landscape are insincere or
ineffective, as the clients of the gobber-owned Mog and
Mags Sanitation Services can attest. Former assistants
at the Order of the Golden Crucible, these gobber twins
heard of the plight of Orven and set about finding
a way to solve the problem using their alchemical
expertise. Within a few months, the pair had invented
an innovative and ingenious, if slow, method to safely
siphon and extract blighted waste from soil and water.
Despite charging a modest fee and regularly foregoing
payment on a case-by-case basis, the brothers business
has boomed. The pair oversees crews totaling three
dozen humans, gobbers, and trollkin standing by for
such contracts.

108 CORVIS CODEX


While their process takes time and involves alchemical
solutions that are only available in limited supply, Mog The Disaster
and Mags Sanitation has so far restored several square The human-run subterranean city of Ironhead Station
miles of terrain outside Orven, bringing newfound weathered these events with little damage, shielded by
hope to those working the land in these regions. the mountain above it. The destruction to the railway,
Unfortunately, this process does produce blighted waste however, impacted its economy, causing shortfalls and
that must be disposed of. At present, the only solution is trade problems. The adjoining dwarven enclave suffered
to store these blighted contaminants as deep as possible badly as a result of its location, being considerably
in nearby caves and tunnels, including several depleted more exposed. Unlike its human counterpart, Ironhead
and abandoned mines. The impact on the wildlife of Enclave is situated on the surface of the mountain, and
the mountains remains to be seen, and there has been even its considerable underground structures were not
discussion that these efforts may open up Mog and Mag deep enough to escape unscathed. While the city did not
to legal consequences in the Cygnaran courts. endure any dragons deliberately rampaging through
its streets, the impact of Blighterghast unleashed
In terms of building reconstruction, several
tremendous destruction and lasting blighted spillover.
neighborhoods have been entirely torn down and
rebuilt, and these efforts remain ongoing. Clan Lord The damage to Ironhead Enclave was extensive, with
Horud Lakestone has roused the clans of the Orven approximately a third of the citys buildings and
Enclave dwarves to lend their expertise and assistance structures destroyed and another third damaged. While
in these matters. Clan Lakestone invested funds in this this wreckage was horrific for the city, it ultimately
effort and now technically owns a number of these new proved to be the least of the Enclaves troubles. As
structures, essentially broadening the enclaves reach. the dragons battled overhead, their blighted blood
Additionally, some of the Church of Morrows funds to showered the streets below, disfiguring the population.
help the region have gone to pay for dwarven workers, It is calculated that nearly five thousand people lost
a legitimate exchange but one that has bolstered the their lives. These casualties might have been worse if the
clans. Altogether, this has caused some political friction population hadnt reacted so quickly both to seek shelter
between human and enclave leaders. Many of Orvens and to come to the aid of the injured.
human citizens bitterly recall it was dwarven ordnance
raining down on their former neighborhoods during Though the vast majority of blight affecting survivors
the clash with the dragons. There has been a general was superficial, most of Ironhead Enclaves citizenry
expectation that the dwarves should volunteer their show some physical signs of dragon blight. Superficial
services rather than being paid, which many local deformities include rocky growths, bone spurs, eye
dwarves consider unreasonable. discoloration, and other cosmetic malformation. Despite
the emotional trauma brought on by these physical
changes, the hardy dwarven people adapted quickly,
IRONHEAD going about their lives and uniting together for the good
of the city. The prevalence of these changes has helped

ENCLAVE mitigate the degree to which they are considered a


stigma, at least within the community.
During the event, every able-bodied dwarf joined up
The Event to help in the defense of Ironhead Enclave and, more
Mere hours after the disastrous events in Orven, even important, in the disaster relief after Blighterghasts
greater devastation came to Ironhead Enclave, as the impact. Regardless of status or occupation, thousands
dragon alliance clashed against their progenitor, Toruk, of the Enclaves citizens took up arms, helped put out
the Dragonfather. This major dragon clash took place fires, or pulled their neighbors from the rubble. Though
immediately above the Enclave, showering the earth the city was ultimately spared from a direct draconic
below in blighted blood mixed with pouring rain. More assault, by the time the immortal beings departed, they
than once, a dragon would crash to the ground, shattering had left lasting scars on the city, its people, and the
the earth and toppling buildings before ascending once land itself. The degree to which the pervasive blight
again to rejoin the titanic battle above. In the most has affected the region is still only partially understood
dramatic turn of this draconic battle, Blighterghast and might require outside agencieslike the enigmatic
was sent hurtling from the sky to smash straight into Circle Orborosto correct.
the Enclave. His impact made a crater that penetrated
multiple layers of the dwarven city, bathing the entire
area in his heavily blighted blood. Enough blood was
The Restoration
spilled that numerous dragonspawn spontaneously came Unlike Orven, there was little cooperation between
into being. This resulted in one of the largest dragon- the Rhulfolk of Ironhead Enclave and the neighboring
related disaster in the history of the Iron Kingdoms. In Cygnarans in the aftermath of this attack. Ironhead
the end, Blighterghast and the dragon alliance prevailed, Station largely left the people of the Enclave to fend
driving Toruk away from the mainland, but the cost that for themselves and seemed more focused on the
such a victory had on the people of Ironhead Enclave will situation in Orven. In fairness, Cygnar was swept up
be paid for for years to come. by the Second Cygnaran Civil War and then months
of fighting Khador in the Thornwood. While these
conflicts were focused primarily in northern Cygnar,

CORVIS CODEX 109


they kept the kingdoms government preoccupied. The The worst of these areas are referred to by some as
people of the Enclave were less aware of these factors, the dragon-scarred wastes, avoided by all except the
seeing only that their neighbors were not there for most daring necromancers and occultists searching
them. Dwarven leaders rallied the people to solve their for unusual sources of power. Some of the monster
own troubles, reinforcing the fact that they remained hunters employed near Orven have taken to offering
Rhulic and not Cygnaran citizens. Some degree of their services to Ironhead or the blackclads, willing to
mutual support with the Orven Enclave took place, but test their mettle as skilled dragonspawn hunters at
the clans in each city remained focused on the damage competitive rates.
done to their respective communities.
Rhulic industriousness eventually prevailed, and a great The Aftermath
deal of the Enclaves infrastructure was repaired within While the majority of Ironheads population suffered
the first year of the attack. Still, the dwarves took notice. only minor blighting, there were those in the city
While Rhulic pride kept them from airing grievances who were less fortunate. A small but not insignificant
with the Cygnaran authorities, some ruling clans in minority experienced severe and unmistakable blight.
Rhul advocated ways to express their displeasure more The nature of the changes is extremely varied from one
meaningully. A few, such as clan Blackheel, went as far individual to the next but are all nearly impossible to
as to suggest increased prices on trade goods between hide. Some have developed hardened, scaly skin that is
Ghord and Caspia. Relations between Rhul and Cygnar cold to the touch. It is common for the afflicted to exhibit
were not severely strained overall, but the people of stony, angular growths on their foreheads, elbows, and
Ironhead Enclave have become considerably more knuckles. Some individuals have had hands and fingers
insular than they once were. turned into claws, while others have developed stunted,
All areas of the Enclave that could be expeditiously wing-like protuberances on their backs.
rebuilt have been seen to, yet this leaves several sizable The most alarming changes are not physical but mental.
regions cleared but largely untouched. These sections of Some have had their personalities and habits changed
the city are so heavily blighted that they are considered entirely. The most commonly reported change among
a hazard to all life and reconstruction impossible until the heavily blighted is extreme compulsiveness. These
some sort of solution can be found. Some of these areas blighted Rhulfolk become utterly and obsessively
are relatively smallwhere dragon blood splashed down driven to perfect a given craft, generally one practiced
on an individual building or street, for instancebut this more reasonably before the blighting. While some few
also includes the crater-like epicenter where Blighterghast have found productive ways to channel these energies
impacted and where a great pool of blood collected and such as by tirelessly assisting reconstructionothers
seeped into the ground and levels below. Attempts to are driven to laboring over strange and often disturbing
isolate and remove blighted rubble and stone are ongoing, projects, including crafting baffling works of sculpture,
but each affected zone offers its own challenges. It is an smithing, or construction. Many of these bear draconic
expensive, dangerous, and time-consuming endeavor. or serpentine elements, appreciated only by others
Most of these blight zones are cordoned off to the public, similarly blighted.
contrasting these ruined locations against the newly
reconstructed surrounding buildings. Some of the most severely blighted populace have been
taken in and housed at the Ward of the Claywives,
The Ironhead Elder Council has taken pains to quell a house of healing funded by the elder council and
rumors regarding the scope of the destruction here, supported by the local priests of the Great Fathers. The
and most of the clans have agreed to keep this an healers of the ward do their best to look after these
internal matter. The people of Ironhead do not wish blighted individuals, though some families opt to care
their tragedy to be known by the Cygnaran population for family members discreetly in their homes in order
nor the Moot back in Rhul. The council fears appearing to preserve their dignity. While this course of action is
incapable of caring for its citizens and also knows the seen as more honorable, there are risks. Many families
scope of those affected by the blight might permanently have trouble keeping their afflicted relatives obsessions
damage the reputation of the community. This would under control; there have been a number of incidents
cause a loss of face and political clout they are unwilling in which these blighted dwarves have injured or even
to endure. This has further prompted the council to go killed those caring for them, especially if prevented from
as far as sending only dwarves free of blight back to fulfilling their compulsions.
Rhul to update its government.
Not all of the most heavily blighted population have
It is not uncommon to see druids of the Circle Orboros been accounted for, a topic of no small concern. Many
in the immediate surroundings. These blackclads have heavily blighted citizens disappeared into the many
been hard at work for years, attempting to repair the tunnels and ruined underground passages beneath the
damage to the natural life of the region and to heal the city, where they created a new society for themselves.
wounds done to the several major ley lines flowing These dwarves have joined one of several furtive dragon
through the adjoining mountains. These druids face cults, most of which are devoted to Blighterghast. The
grueling and dangerous work, not only from the blight largest cult calls itself the Blightborn. Its members
interfering with their powers but also from horrific have entirely renounced the Stone Fathers, hoping
dragonspawn that continue to roam the surrounding to earn the favor of their dragon god by constructing
plains and mountainsides.

110 CORVIS CODEX


large and elaborate underground structures in his into madness. So far, the council of elders has kept
honor. The activities and intent of these cultists are Thelricks disappearance a secret from the populace,
largely unknown, but they have been busily involved who would lose morale knowing that one of their heroes
in creating their own deeper tunnels and buildings had succumbed. Some among the Grimshield family
and festooning them with peculiar works of art. These believe Thelrick now leads the Blightborn, as he was
projects have been kept secret and are guarded by some seen carving a strange symbol on the walls of his home
of the largest of Blighterghasts dragonspawn. in the weeks leading up to his disappearance. This same
symbol now appears painted or engraved on the walls
Rumors surround these cultists, from accusations of
of newer structures and machines in the lower portions
kidnapping to outright murder, though little proof
of the city.
has been offered to the citys authorities. For its part,
the Enclave has made the recovery of these people a Ironhead Enclave has had to contend with an alarmingly
priorityas long as it can be done discreetly, so as not to large number of dragonspawn in the region, most of
draw attention from the Cygnaran authorities or, even them thought to have arisen from Blighterghasts blood.
more so, the Rhulic Moot. So far, few have been willing to Making their homes in the citys sewers and ruined
explore the unknown depths. There have been thankfully buildings, these dragonspawn are simple-minded
few violent encounters despite apprehensions. but violent creatures, seeking primarily to kill to feed,
showing at least enough cunning to stalk isolated
One of the most tragic stories since the disaster involves
victims. Surviving witnesses claim these dragonspawn
Thelrick Grimshield, son of one of Ironheads councilors,
have been seen protecting the subterranean cultists
who proved instrumental in the defense and restoration
as well as refusing to attack those who bear the most
of the city during and after the devastation. During the
obvious marks of the blight.
crisis, Thelrick led from the front, putting himself in
grave danger to personally coordinate efforts to protect It remains to be seen if the Enclave will ever fully recover
his people and subsequently exposing himself to large from this disaster, and certainly it is likely the city will
amounts of dragon blight. Through sheer will, Thelrick never again be entirely the same. Most of the surviving
maintained a hold of his mind while his body transformed inhabitants hope the blighted regions can be cleansed
until the major rebuilding efforts were nearing completion and restored and also that in another generation or two,
almost a full year after the dragon battle. the blighted deformities will vanish. The hidden cultists
below the city belie this, suggesting an alien new culture
Once satisfied his people were taken care of, Thelrick
that has no intention of leaving.
retreated into isolation, his mind eventually slipping

CORVIS CODEX 111


PLAYER GALLERY

No Quarter #72 asked you to bring to life our newest collectible bust: General Sebastian Nemo. We received many
wonderful entries this time around, making for some fierce competition. Here are the judges favorites.

GOLD
CARLOS RODRIGUEZ
Displaying a skillful application of various
painting techniques, Carlos does a masterful job
of breathing life into the sculpt. His clever use
of lighting and color helped create a vibrant and
striking piece. Congratulations, Carlos!

HONORABLE MENTION
TYSON KOCH
The creativity and vision of Tysons Nemo won us over.
With his conviction to the concept, Tyson was able to give
us a unique and memorable interpretation of the venerable
Cygnaran warcaster. Very well executed.

112 PLAYER GALLERY

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