I referred to this blog in the comments of my last post, but actually, it's such a good example of narrative (and very well written narrative at that) that I thought it was only right to post about it. The narrative is so good it actually chains different rule systems together as it weaves different stories together. Definitely Warhammer...well, War-games for Adults.
Check out MC Monkey-Dew's Miniature Games
I've been following the adventures of Giglamps for ages now, and I confess, I might be exploring some fantasy napoleonics soon. Don't panic - however - we'll carry on with Warhammer here.
Regarding the above mentioned blog: its not Warhammer, but it is fantasy (mostly Flintloque/Slaughterloo sort of thing), but he uses all sorts of rules to facilitate the story. To be honest, I'm not really seeing any 'fantasy' in the rule sets - just in the figures and the story. That, friends, is the power of narrative.
Wednesday, 25 January 2012
Monday, 23 January 2012
Warhammer for Children
We're nearly almost about to be on the brink of possibly considering the eventuality of completing turn 1 of the Battle of Koles Lorr. Patience, my pretties... patience. We've had a bit of a learning curve considering the long distances this game must pass, as well as some of the idiosyncrasies of the armies in play. We move ever onwards.
But in the meantime, I've been chatting on and off with Chris, of Chris's Gaming Journal. In our myriad of discussions about various different elements of Warhammer, he got me thinking about other editions of the game and its development.
That, in turn, got me to thinking about what I meant when I titled the blog 'Warhammer For Adults'. Of course, I have a whole page on that, but I guess the thing is still focussed on 3rd edition and was written when I was experiencing some ...frustration.
I guess I needed a hug.
Anyway, I thought I'd go into a more analytical look at what I mean when I refer to Warhammer For Adults. I can think of three points to make:
The first thing that got me onto this blog was simply my interpretation of the Warhammer 8 rules. Fundamentally, I felt that they were a dumbing down of the fine institution of Warhammer. I know there were a lot of problems with army books and game balance in the 6th and 7th edition, but I still felt the core ruleset was pretty solid. Warhammer 8 was generally a poor follow up from 6th and 7th.
I don't think that because I found I had a killer army that suddenly became ineffective. I've never played a tournament winning army (which is not to say I haven't won tournaments). I genuinely think that Warhammer 8 has been written first and foremost to sell figures, and to do that, it has been written to be accessible to anyone. Anyone. Not too sure how to tie you shoelaces? That's okay, we know that's complicated, but fortunately you can still play Warhammer. Still wondering who that person who lives on the other side of the silver window in your bathroom is and why they keep doing everything you do when you're in there? That's deep, but fortunately, you can still play Warhammer.
I'm not trying to make Warhammer exclusive, but one should assume that there is some sort of mental commitment required by those aspiring to play the game. One assumes football requires a basic level of fitness and hand-eye co-ordination, but they don't change the rules to say that players should only walk in order to make it more accessible.
I feel that the Warhammer 8 rule set has just crossed this 'simplicity' line. Chances are, if I was new, I wouldn't know the difference, but in my case, I've seen better, more engaging rules (not just 3rd ed, now, I mean 6th and 7th), so I know GW are capable of more.
This brings me to my second point. The Warhammer rule set is now developed with tournament play as its priority. True, in Warhammer 8, they've included a whole battle report in which a GM is used to help run the game. There are sections at the back looking at narrative and special scenarios looking at some non-standard scenarios. These are not present in older versions of Warhammer. My question, then, is why the hell have I not seen them in play? Ever?*
*I'm not saying they aren't played - but I confess, in the year or so that I've had a go at Warhammer 8, I never got to play them. And that's not for a lack of trying.
Simply, I think that people are so taken with the 'ease' of relying on the rules to direct how they should interact with each other (often in a situation where they don't really know each other, such as tournaments) that they just don't explore the possibilities. This leads to a situation where the rule set becomes a limiter, not an enabler. There is a small, but important difference between the questions 'My rule set seems to suggest we have this option, how do you feel about that?' and 'My rule set seems to suggest that we have this option, why are you deviating from it?'
This expectation that players have of each other to limit themselves to the rules, which are then supposed to have a common interpretation. Did you laugh just then? When I said common interpretation? Of course its impossible. The vast bulk of Warhammer forums on the internet exist to facilitate rules discussion between anonymous people, who appear to be hell bent on ensuring that everyone out there agrees with their interpretation of the rules. Some of these discussions take on court-case like proportions, where people submit precedents set by other rules and quote battle reports from White Dwarf as evidence of their understanding and why their position should be 'judged' the correct one.
Note that I've not discussed behaviour at actual tournaments - I'm just talking about the tournament-like or tournament-ready usage of the rules in supposedly friendly games where the players have control over the entire scope of the game. Whilst I'm not prepared to excuse tournaments (don't get me started on tournaments and the 'have fun or else' attitude that seems to permeate them, that's for another day), I can still understand that players might get a bit more competitive if they have something to win. I'm much less clear on why you have to win by quoting rules when its a friendly game between two supposed adults with nothing other than fun as the motivation.
Consider this example I've lifted recently from the forums. Bear in mind that I am aware of the dangers of just using internet forum examples, because I don't know the whole context of the discussion, and I will most likely never actually know the people or the circumstances. Also, I have no ill will to any of the people involved. I just feel sorry for them. In this case, one player succumbed to the deployment rules and tried his level best to meet their requirements. His opponent just let him. It is my assertion that two adults would have looked at the situation and said something like 'its a bit silly to deploy this way, what would it actually look like?' or 'I wonder if I can construct some sort of narrative that might explain why they would deploy this way.' I was pleased to note that the first response suggested as much, but the fact that the post exists at all is testament to the problem with tournament systems and thinking. That same forum is rammed full of questions about what happens when rule A meets rule B and ways of either getting around the limitation or deriving the most extreme exploitation of that rule combination, again, with the express intention of winning.
My third point takes a comparative look at Warhammer 3. Taking a look at the books of the time - Warhammer 3, The Realms of Chaos books and Rogue Trader, one would be hard pressed to get any coherent rules out of them. Simply put, the rules are terribly written. I'm talking plain, bad english, which is ambiguous and in some cases, incomplete. In spite of these limitations, every single rule is pregnant with possibility, simply because it is ambiguous. Players have no choice but to stop and consider what the hell the designer was trying to say. In the end, most players of this time ended up looking at narrative to get through.
And lets not kid ourselves - there is no rule set in the Warhammer stable that could be exploited more than Warhammer 3. Check it out - you can have a magic sword that automatically hits, automatically wounds, denies your opponent any armour save, and will kill him outright if a wound is scored. A level 25 wizard can summon an elemental onto the table. Do you know an elemental's stat line when it arrives? Put 10 in each column. That's right - it moves 10", has a Toughness of 10 and has 10 wounds. You don't pay points for these things - a wizard just summons one.
Even Warhammer 3 cheese is for adults.
My point is that because the rule set depends on player co-operation (as opposed to player competition) and was designed with the idea of having a GM in place to help, players are immediately less likely to get stuck on rules, because they need to resort to something other than just the rule definition in order to explain what is happening. Most players of the era would be more comfortable having an elemental on the table than any Warhammer 8 player (using that rule set means you don't even have to be afraid of it because you always wound on a 6 now anyway). They would find a good narrative reason to have such a thing on the table, and then, as if by magic, would be able to include in that narrative a hero, or villian, or some other similar fantastic creature in order to counter it. Or it would only be available for a random number of turns. Players would resort to narrative to sort out the evident power problem.
That said, you don't need the Warhammer 3 rule set to do that. It's just that its most evident in players who hold to Warhammer 3 standards, because the rule set is so badly written. Take note of what I say - the players use narrative in order to compensate for the rules. Do you play Warhammer 6? You could use narrative to compensate for the rules. Do you play Warhammer 8? You can use narrative.
Think about the forum post mentioned above, where the poor bastard had to deploy his whole army in between the imaginary lines on the field. Could they not have re-arranged the scenery to suggest that there was only a narrow defile in which the army ended up entering the field? The narrative would simply be the opposing force knew that was a bottle neck and had set up in expectation of their arrival. I haven't even written a line of fiction to explain that. That's not even narrative.
Consider this for a parting shot: in the Realms of Chaos books, the points cost for greater daemons (you know, bloodthirsters, keepers of secrets - that sort of thing) are listed for a sense of completeness. One doesn't pay points for them - you simply agree with your opponent how many you will have. If your head just exploded, that's because you're still playing Warhammer for Children.
For more on Warhammer for Adults, check out The Oldhammer Contract and these comments on the 40K OSR over at Tales from the Maelstrom.
But in the meantime, I've been chatting on and off with Chris, of Chris's Gaming Journal. In our myriad of discussions about various different elements of Warhammer, he got me thinking about other editions of the game and its development.
That, in turn, got me to thinking about what I meant when I titled the blog 'Warhammer For Adults'. Of course, I have a whole page on that, but I guess the thing is still focussed on 3rd edition and was written when I was experiencing some ...frustration.
I guess I needed a hug.
Anyway, I thought I'd go into a more analytical look at what I mean when I refer to Warhammer For Adults. I can think of three points to make:
The first thing that got me onto this blog was simply my interpretation of the Warhammer 8 rules. Fundamentally, I felt that they were a dumbing down of the fine institution of Warhammer. I know there were a lot of problems with army books and game balance in the 6th and 7th edition, but I still felt the core ruleset was pretty solid. Warhammer 8 was generally a poor follow up from 6th and 7th.
I don't think that because I found I had a killer army that suddenly became ineffective. I've never played a tournament winning army (which is not to say I haven't won tournaments). I genuinely think that Warhammer 8 has been written first and foremost to sell figures, and to do that, it has been written to be accessible to anyone. Anyone. Not too sure how to tie you shoelaces? That's okay, we know that's complicated, but fortunately you can still play Warhammer. Still wondering who that person who lives on the other side of the silver window in your bathroom is and why they keep doing everything you do when you're in there? That's deep, but fortunately, you can still play Warhammer.
I'm not trying to make Warhammer exclusive, but one should assume that there is some sort of mental commitment required by those aspiring to play the game. One assumes football requires a basic level of fitness and hand-eye co-ordination, but they don't change the rules to say that players should only walk in order to make it more accessible.
I feel that the Warhammer 8 rule set has just crossed this 'simplicity' line. Chances are, if I was new, I wouldn't know the difference, but in my case, I've seen better, more engaging rules (not just 3rd ed, now, I mean 6th and 7th), so I know GW are capable of more.
This brings me to my second point. The Warhammer rule set is now developed with tournament play as its priority. True, in Warhammer 8, they've included a whole battle report in which a GM is used to help run the game. There are sections at the back looking at narrative and special scenarios looking at some non-standard scenarios. These are not present in older versions of Warhammer. My question, then, is why the hell have I not seen them in play? Ever?*
*I'm not saying they aren't played - but I confess, in the year or so that I've had a go at Warhammer 8, I never got to play them. And that's not for a lack of trying.
Simply, I think that people are so taken with the 'ease' of relying on the rules to direct how they should interact with each other (often in a situation where they don't really know each other, such as tournaments) that they just don't explore the possibilities. This leads to a situation where the rule set becomes a limiter, not an enabler. There is a small, but important difference between the questions 'My rule set seems to suggest we have this option, how do you feel about that?' and 'My rule set seems to suggest that we have this option, why are you deviating from it?'
This expectation that players have of each other to limit themselves to the rules, which are then supposed to have a common interpretation. Did you laugh just then? When I said common interpretation? Of course its impossible. The vast bulk of Warhammer forums on the internet exist to facilitate rules discussion between anonymous people, who appear to be hell bent on ensuring that everyone out there agrees with their interpretation of the rules. Some of these discussions take on court-case like proportions, where people submit precedents set by other rules and quote battle reports from White Dwarf as evidence of their understanding and why their position should be 'judged' the correct one.
Note that I've not discussed behaviour at actual tournaments - I'm just talking about the tournament-like or tournament-ready usage of the rules in supposedly friendly games where the players have control over the entire scope of the game. Whilst I'm not prepared to excuse tournaments (don't get me started on tournaments and the 'have fun or else' attitude that seems to permeate them, that's for another day), I can still understand that players might get a bit more competitive if they have something to win. I'm much less clear on why you have to win by quoting rules when its a friendly game between two supposed adults with nothing other than fun as the motivation.
Consider this example I've lifted recently from the forums. Bear in mind that I am aware of the dangers of just using internet forum examples, because I don't know the whole context of the discussion, and I will most likely never actually know the people or the circumstances. Also, I have no ill will to any of the people involved. I just feel sorry for them. In this case, one player succumbed to the deployment rules and tried his level best to meet their requirements. His opponent just let him. It is my assertion that two adults would have looked at the situation and said something like 'its a bit silly to deploy this way, what would it actually look like?' or 'I wonder if I can construct some sort of narrative that might explain why they would deploy this way.' I was pleased to note that the first response suggested as much, but the fact that the post exists at all is testament to the problem with tournament systems and thinking. That same forum is rammed full of questions about what happens when rule A meets rule B and ways of either getting around the limitation or deriving the most extreme exploitation of that rule combination, again, with the express intention of winning.
My third point takes a comparative look at Warhammer 3. Taking a look at the books of the time - Warhammer 3, The Realms of Chaos books and Rogue Trader, one would be hard pressed to get any coherent rules out of them. Simply put, the rules are terribly written. I'm talking plain, bad english, which is ambiguous and in some cases, incomplete. In spite of these limitations, every single rule is pregnant with possibility, simply because it is ambiguous. Players have no choice but to stop and consider what the hell the designer was trying to say. In the end, most players of this time ended up looking at narrative to get through.
And lets not kid ourselves - there is no rule set in the Warhammer stable that could be exploited more than Warhammer 3. Check it out - you can have a magic sword that automatically hits, automatically wounds, denies your opponent any armour save, and will kill him outright if a wound is scored. A level 25 wizard can summon an elemental onto the table. Do you know an elemental's stat line when it arrives? Put 10 in each column. That's right - it moves 10", has a Toughness of 10 and has 10 wounds. You don't pay points for these things - a wizard just summons one.
Even Warhammer 3 cheese is for adults.
My point is that because the rule set depends on player co-operation (as opposed to player competition) and was designed with the idea of having a GM in place to help, players are immediately less likely to get stuck on rules, because they need to resort to something other than just the rule definition in order to explain what is happening. Most players of the era would be more comfortable having an elemental on the table than any Warhammer 8 player (using that rule set means you don't even have to be afraid of it because you always wound on a 6 now anyway). They would find a good narrative reason to have such a thing on the table, and then, as if by magic, would be able to include in that narrative a hero, or villian, or some other similar fantastic creature in order to counter it. Or it would only be available for a random number of turns. Players would resort to narrative to sort out the evident power problem.
That said, you don't need the Warhammer 3 rule set to do that. It's just that its most evident in players who hold to Warhammer 3 standards, because the rule set is so badly written. Take note of what I say - the players use narrative in order to compensate for the rules. Do you play Warhammer 6? You could use narrative to compensate for the rules. Do you play Warhammer 8? You can use narrative.
Think about the forum post mentioned above, where the poor bastard had to deploy his whole army in between the imaginary lines on the field. Could they not have re-arranged the scenery to suggest that there was only a narrow defile in which the army ended up entering the field? The narrative would simply be the opposing force knew that was a bottle neck and had set up in expectation of their arrival. I haven't even written a line of fiction to explain that. That's not even narrative.
Consider this for a parting shot: in the Realms of Chaos books, the points cost for greater daemons (you know, bloodthirsters, keepers of secrets - that sort of thing) are listed for a sense of completeness. One doesn't pay points for them - you simply agree with your opponent how many you will have. If your head just exploded, that's because you're still playing Warhammer for Children.
For more on Warhammer for Adults, check out The Oldhammer Contract and these comments on the 40K OSR over at Tales from the Maelstrom.
Sunday, 15 January 2012
Humble Beginnings: Realm of Chaos
Whilst we wait for the conclusion of the first turn of the Battle of Koles Lorr (yes, it's underway!), I thought I would regale you all with some painting progress.
So, Chaos Dwarves. Everyone loves 'em.
What we have here is eight of the little fellers, which just happens to be the smallest Chaos Dwarf unit one can take in a Realms of Chaos army of Khorne:
Of course, if I'd painted two more, then they would be the smallest unit available through the Chaos Allies contingent. I've got more, but I started getting bored of the painting. It feels like six figures for a particular unit is the right level for me before I need to change. So, I'll probably move back to some Undead (for whom this ally contingent is ultimately aimed at) before completing this unit.
Anyway, these are they:
The back rank:
As you should be able to see, they are equipped with heavy armour and two handed weapons, meaning they will contribute 124 (116 +8 for the banner) points to my fledgling Realms of Chaos army that I guess I've just started.
Now the interesting thing is that I wasn't really aiming to make them Dwarves of Khorne. I just like red. I'm just lucky that I've only painted eight, and that happens to work in a particular army list. Also, by way of further coincidence, I have another eight chaos dwarves, a bazuka, and a tenderiser. All coming soon*.
*Rounded up to the next thousand years
So, Chaos Dwarves. Everyone loves 'em.
What we have here is eight of the little fellers, which just happens to be the smallest Chaos Dwarf unit one can take in a Realms of Chaos army of Khorne:
Of course, if I'd painted two more, then they would be the smallest unit available through the Chaos Allies contingent. I've got more, but I started getting bored of the painting. It feels like six figures for a particular unit is the right level for me before I need to change. So, I'll probably move back to some Undead (for whom this ally contingent is ultimately aimed at) before completing this unit.
Anyway, these are they:
The back rank:
As you should be able to see, they are equipped with heavy armour and two handed weapons, meaning they will contribute 124 (116 +8 for the banner) points to my fledgling Realms of Chaos army that I guess I've just started.
Now the interesting thing is that I wasn't really aiming to make them Dwarves of Khorne. I just like red. I'm just lucky that I've only painted eight, and that happens to work in a particular army list. Also, by way of further coincidence, I have another eight chaos dwarves, a bazuka, and a tenderiser. All coming soon*.
*Rounded up to the next thousand years
Thursday, 5 January 2012
Introducing Dreamfish's Blog
Dreamfish has finally arrived. That is to say, he's finally caved and made a blog. You might remember him as the chap that trounced the elves at the Wyemm Seeyay, amongst other things.
To be clear, this is the URL:
http://realmsofminiatures.blogspot.com/
Of course, you've already seen a large part of his work (at the Wyemm Seeyay) and now at Koles Lorr, so you know he's good for it.
Pop over and check it out. He's started with the design for a new table, so the scope is universal - you don't need to be interested in Warhammer 3 to absorb it. And it is (will be) a fantastic table. Check it out.
Thursday, 29 December 2011
Battle Report: The Shadow of Koles Lorr - The Rules of the Game
Right - the last post of the year, then.
One thing we need before we commence with turn one is the actual scenario rules and the deployment plan.
This is the table:
In 3rd Edition, buildings are broken up into sections, to cater for movement and occupation. Koles Lorr is large enough to consist of three sections, as follows:
Scenery Rules:
- The rock face of the hill can’t be climbed on.
- Can fly over hill on level +10, rocks and woods on level +20 and tower on level +40.
- The rocks and the barreled defense count as hard cover.
- The woods are considered difficult terrain.
- The terrain is split in half creating two zones: orc zone and dwarf zone.
- Victory points are gained by occupying the zone of the opposite army.
- The tower has three main levels: ground level, 1st level and top level (see picture) and is made of stone.
- Dwarfs objective: capture cargo with as least 5 models.
- Dwarfs: Gain points by preventing tower from being destroyed or damaged.
- Orcs objective: eliminate Sir Loyne and Tendhe Loyne while defending the precious cargo.
- Orcs: Gain points by destroying or damaging the tower.
The 'cargo' is, of course, the cart with the curry powder.
So, with that in mind, these are the deployment areas:
Even if you are familiar with Warhammer 3rd Edition rules, you might be thinking 'what the hell is a dwarf scout? I've never heard of those?'
...and you'd be right. They are simply a unit of five skirmishers, who happened to arrive before the rest of the force. This is the advantage of narrative - we can make stuff up.
Also, given that Blue is the newest member to our little online gaming group, we felt it was the right thing to extend the first turn to him.
Sensei Milliog slowly released his breath, opening an eye to watch the steaming expulsion dissipate in the morning air. Milliog had left camp well before the sunrise in order to determine the future. This was something that Trammer used to do when the tribe was trying to work out what to do next. Now that he'd lost his head, Milliog felt that the duty of divining the tribe's next move fell onto his sloped shoulders.
Unfortunately, Trammer had never told Milliog how this divining was done.
After Trammer's unfortunate demise, Milliog had spent the rest of the previous evening pondering the mysterious snuff. Pondering, dear reader, is not something that the orcs excel at at the best of times, and now that his tutor had exploded, Trammer would be hard pressed to consider this the best of times. Still, in the absence of any actual thought, he certainly gave off the impression that he was deep in thought, by staring deep into the embers of the fire and scratching his buttocks from time to time.
Indeed, so powerful was his apparent thoughtfulness that the other orcs didn't even offer him a bit of Trammer once they'd cooked him up.
"Poor boy's mourning," one said.
"Yer, leave 'im be - pro'lly doesn't want to eat 'is mate now, does 'e?" pointed out another.
A third orc struck the first in the face, pointing out that it was now the evening, and not the morning, so how could the poor boy be morning? He further posited that it was impossible to be any specific time of day if you were an orc, and then moved on to question the sanctity of the first orc's mother's bed. This prompted the first orc to defend his position and family, which he did so with verve, by biting deeply into the eyebrow of his accuser, whilst punching vigourously in all directions.
It wasn't long before the rest of the orcs entered into the debate, leaving only Milliog and the cooked remains of his late mentor sitting on the sidelines: one pondering, the other smouldering. Milliog realised that he was never going to get anything done this way. He skulked off to go and investigate the mysterious snuff in the wagon.
He realised that it would be a good idea to see the powder in action again. He secured the services of a willing goblin (by hooking his fingers in the vile creature's nostrils and leading him to the wagon) and was able to observe the effects of the snuff again.
Although the goblin sneezed violently for what felt like quite a while, Milliog noted that it's head only exploded once he'd walloped it with a club. He repeated the experiment a few times with other goblin volunteers, noting that if he didn't hit them, then they didn't explode. They did seem a little distressed, with plenty of sneezing, tears and snot, but they seemed to be able to function more or less as before.
He tried it twice on orcs as well (those not engaged in that evening's fireside entertainment), reasoning that the goblins didn't explode because they didn't have any brains anyway, so there was nothing to explode in the first place. As it turned out, the orcs reacted in the same fashion. He noted with interest that their heads didn't even explode when struck with the club.
Therefore, the powder must be magical, because only magical orcs exploded. The problem was that he was the only magical orc left, which meant that he couldn't prove his theory unless he managed to get an observer. And, if his own head exploded, how was the observer going to tell him what he saw? One can't hear very well without ears, can one?
By the time he returned to the fire, the surviving orcs appeared to have come to an agreement (which had since moved from orcs and mornings to whether or not Pi was an actual number...) and were just dropping off to sleep. Finding himself unable to discuss his findings with anyone sensible, Milliog refreshed himself with some left-over Trammer. It was whilst chewing through a particularly stubborn bit of cartilage that it occurred to him that he might be able to divine the future, and possibly the purpose of the powder. After all, it had to be valuable if a whole army had been escorting it. And it was the sort of thing Trammer would have done.
And so Milliog watched his breath evaporate in the morning light. He had spent most of the night outside of camp, staring up at the silhouette of the old tower as the day broke, no wiser for his efforts.
Frustrated, he stood up, yawned and stretched. Just as he was about to depart the scene, he noticed a banner bobbing into view over the horizon. He waved his hand in front of his face, hoping to clear the gentle mist obscuring his view. The mist didn't clear, but Milliog was certain - he'd seen that banner before.
It was the banner of the dwarves they ambushed just the other day. The ones who were moving the snuff.
He wasn't too clear how they came to be there, but that was a matter for another day. Right now, he needed to get back and rally the boys. Milliog evacuated the scene and loped back to camp.
This time they'd have to make sure the dwarves stayed dead...
***
One thing we need before we commence with turn one is the actual scenario rules and the deployment plan.
This is the table:
![]() |
| As you can see, Koles Lorr is... large. |
Scenery Rules:
- The rock face of the hill can’t be climbed on.
- Can fly over hill on level +10, rocks and woods on level +20 and tower on level +40.
- The rocks and the barreled defense count as hard cover.
- The woods are considered difficult terrain.
- The terrain is split in half creating two zones: orc zone and dwarf zone.
- Victory points are gained by occupying the zone of the opposite army.
- The tower has three main levels: ground level, 1st level and top level (see picture) and is made of stone.
- Dwarfs objective: capture cargo with as least 5 models.
- Dwarfs: Gain points by preventing tower from being destroyed or damaged.
- Orcs objective: eliminate Sir Loyne and Tendhe Loyne while defending the precious cargo.
- Orcs: Gain points by destroying or damaging the tower.
The 'cargo' is, of course, the cart with the curry powder.
So, with that in mind, these are the deployment areas:
Even if you are familiar with Warhammer 3rd Edition rules, you might be thinking 'what the hell is a dwarf scout? I've never heard of those?'
...and you'd be right. They are simply a unit of five skirmishers, who happened to arrive before the rest of the force. This is the advantage of narrative - we can make stuff up.
Also, given that Blue is the newest member to our little online gaming group, we felt it was the right thing to extend the first turn to him.
***
Unfortunately, Trammer had never told Milliog how this divining was done.
After Trammer's unfortunate demise, Milliog had spent the rest of the previous evening pondering the mysterious snuff. Pondering, dear reader, is not something that the orcs excel at at the best of times, and now that his tutor had exploded, Trammer would be hard pressed to consider this the best of times. Still, in the absence of any actual thought, he certainly gave off the impression that he was deep in thought, by staring deep into the embers of the fire and scratching his buttocks from time to time.
Indeed, so powerful was his apparent thoughtfulness that the other orcs didn't even offer him a bit of Trammer once they'd cooked him up.
"Poor boy's mourning," one said.
"Yer, leave 'im be - pro'lly doesn't want to eat 'is mate now, does 'e?" pointed out another.
A third orc struck the first in the face, pointing out that it was now the evening, and not the morning, so how could the poor boy be morning? He further posited that it was impossible to be any specific time of day if you were an orc, and then moved on to question the sanctity of the first orc's mother's bed. This prompted the first orc to defend his position and family, which he did so with verve, by biting deeply into the eyebrow of his accuser, whilst punching vigourously in all directions.
It wasn't long before the rest of the orcs entered into the debate, leaving only Milliog and the cooked remains of his late mentor sitting on the sidelines: one pondering, the other smouldering. Milliog realised that he was never going to get anything done this way. He skulked off to go and investigate the mysterious snuff in the wagon.
He realised that it would be a good idea to see the powder in action again. He secured the services of a willing goblin (by hooking his fingers in the vile creature's nostrils and leading him to the wagon) and was able to observe the effects of the snuff again.
Although the goblin sneezed violently for what felt like quite a while, Milliog noted that it's head only exploded once he'd walloped it with a club. He repeated the experiment a few times with other goblin volunteers, noting that if he didn't hit them, then they didn't explode. They did seem a little distressed, with plenty of sneezing, tears and snot, but they seemed to be able to function more or less as before.
He tried it twice on orcs as well (those not engaged in that evening's fireside entertainment), reasoning that the goblins didn't explode because they didn't have any brains anyway, so there was nothing to explode in the first place. As it turned out, the orcs reacted in the same fashion. He noted with interest that their heads didn't even explode when struck with the club.
Therefore, the powder must be magical, because only magical orcs exploded. The problem was that he was the only magical orc left, which meant that he couldn't prove his theory unless he managed to get an observer. And, if his own head exploded, how was the observer going to tell him what he saw? One can't hear very well without ears, can one?
By the time he returned to the fire, the surviving orcs appeared to have come to an agreement (which had since moved from orcs and mornings to whether or not Pi was an actual number...) and were just dropping off to sleep. Finding himself unable to discuss his findings with anyone sensible, Milliog refreshed himself with some left-over Trammer. It was whilst chewing through a particularly stubborn bit of cartilage that it occurred to him that he might be able to divine the future, and possibly the purpose of the powder. After all, it had to be valuable if a whole army had been escorting it. And it was the sort of thing Trammer would have done.
And so Milliog watched his breath evaporate in the morning light. He had spent most of the night outside of camp, staring up at the silhouette of the old tower as the day broke, no wiser for his efforts.
Frustrated, he stood up, yawned and stretched. Just as he was about to depart the scene, he noticed a banner bobbing into view over the horizon. He waved his hand in front of his face, hoping to clear the gentle mist obscuring his view. The mist didn't clear, but Milliog was certain - he'd seen that banner before.
It was the banner of the dwarves they ambushed just the other day. The ones who were moving the snuff.
He wasn't too clear how they came to be there, but that was a matter for another day. Right now, he needed to get back and rally the boys. Milliog evacuated the scene and loped back to camp.
This time they'd have to make sure the dwarves stayed dead...
***
***
Battle Navigation
The Rules of the Game
***
Sunday, 18 December 2011
Battle Report: The Shadow of Koles Lorr - Meet the Contestants!
If you didn't know already, Dreamfish and I have already played a remote game of Warhammer.
We did that because Dreamfish lives in The Netherlands, and I live in England.
In that game, it was just the two of us, with me serving as the remote player, and Dreamfish doing all of the measurements and movements of the physical figures. Check out this post for information on how one goes about playing Warhammer by email.
But now things are different. Let us never forget that the primary purpose of this particular site is to help me find Warhammer 3rd Edition players, or at least, those that want to learn. In the few months that the blog has been running, more players of distinction and fine taste have stepped forward, meaning that we have a third member wanting to play. That means that we can play Warhammer the way it was always meant to be played... with a Games Master!
So, Dreamfish will be serving as the GM, being accountable for the figures, movements and measurements. The game will take place in his beautiful warhammer shrine, which is a room where he can leave the game undisturbed for the several weeks that will pass as we play the game. He knows the secrets of both amies, and quite possible has some secrets of his own that neither of us are aware of!
That means that I get to take on the role of one of the antagonists. It is therefore with great pleasure that I introduce to you our other antagonist:
Blue runs a blog (http://bluesmarauders.blogspot.com/) which you may already be aware of, as his updates pop up regularly over in the 'My Blog List' section just next to this article.
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As can be seen, statistically, without ever having played 3rd edition this century, Blue is still a better player than Gaj, who ends up trailing the new-comer with one loss...
Spectators will be naturally inclined to support their favoured fantasy army, but it is interesting to note that sub-texts could be inferred: Old England vs. New England? USA vs. Great Britain? Arguably, there's even an (relatively) East vs. West argument to be fought out here. Have the Dwarves forgotten the shame of losing the Colonies? Can the Orcs hammer the final nail into Imperial Grandiosity's coffin lid?
Of course, it's just a game...
We did that because Dreamfish lives in The Netherlands, and I live in England.
In that game, it was just the two of us, with me serving as the remote player, and Dreamfish doing all of the measurements and movements of the physical figures. Check out this post for information on how one goes about playing Warhammer by email.
But now things are different. Let us never forget that the primary purpose of this particular site is to help me find Warhammer 3rd Edition players, or at least, those that want to learn. In the few months that the blog has been running, more players of distinction and fine taste have stepped forward, meaning that we have a third member wanting to play. That means that we can play Warhammer the way it was always meant to be played... with a Games Master!
So, Dreamfish will be serving as the GM, being accountable for the figures, movements and measurements. The game will take place in his beautiful warhammer shrine, which is a room where he can leave the game undisturbed for the several weeks that will pass as we play the game. He knows the secrets of both amies, and quite possible has some secrets of his own that neither of us are aware of!
That means that I get to take on the role of one of the antagonists. It is therefore with great pleasure that I introduce to you our other antagonist:
Blue in VT!
Blue runs a blog (http://bluesmarauders.blogspot.com/) which you may already be aware of, as his updates pop up regularly over in the 'My Blog List' section just next to this article.
The Players
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| Gaj 21st Century Warhammer 3 Stats: Won: 0 Drawn: 0 Lost: 1 Location: Nomansland (Wiltshire), England Gaming Experience: Started playing D&D in the late 80's and Warhammer in the early 90's, just catching the end of 3rd edition. Progressed all through until 8th edition, before electing to return to the 3rd edition. Gaj has started selling and trading his later edition armies to build up classic 3rd edition armies. Armies: 1. Undead - target: Terror of the Lichemaster 2. Orcs & Goblins - target: Forenrond's Last Stand 3. Chaos - target: Realms of Chaos 4. High Elves - every player probably should have at least one 'good' army... Other Interests: eBay - grade 'A' addict. Games of all sorts. Board games, card games, drinking games, psychological games, video games... |
Blue in VT 21st Century Warhammer 3 Stats: Won: 0 Drawn: 0 Lost: 0 Location: Vermont, USA Gaming Experience: Started playing D&D in the early 80's and Warhammer in the late 80's with 3rd edition continued up through 4th when real life got in the way. Now (after 15 years since his last game) just getting back into the gaming scene. He has mostly been collecting and painting but is excited to get back into the gaming side of things now that he has found some "right" minded folks, albeit thousands of miles away. Armies: 1. Dwarfs - by far his largest and most loved Army 2. Empire - seen as allies to his dwarfs 3. Chaos Dwarfs - with many Greenskin and other chaos allies. Note - the dwarfs are still in charge! Other interests: Acoustic Blues Guitar (hence the "Blue"), Camping, Fishing, Military History, and trying to catch up on his sleep - despite his children's efforts to the contrary... |
As can be seen, statistically, without ever having played 3rd edition this century, Blue is still a better player than Gaj, who ends up trailing the new-comer with one loss...
Spectators will be naturally inclined to support their favoured fantasy army, but it is interesting to note that sub-texts could be inferred: Old England vs. New England? USA vs. Great Britain? Arguably, there's even an (relatively) East vs. West argument to be fought out here. Have the Dwarves forgotten the shame of losing the Colonies? Can the Orcs hammer the final nail into Imperial Grandiosity's coffin lid?
Of course, it's just a game...
![]() |
| You know what they say about long distance relationships... |
The Dwarves
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| Sir Loyne's Stout Dwarves of High Regard |
So, let the battle commence. See you in hell Good luck, Blue!
***
Battle Navigation
Meet the Contestants!
***
Wednesday, 14 December 2011
Battle Report: The Shadow of Koles Lorr
Yep, it's that time of year again, kids. Ol' Dreamfish, myself and mystery guest soon to be revealed have cooked up another encounter of truly epic proportions, in our noble, never ending quest to promote the 3rd edition of Warhammer Fantasy Battles. Anyway, the prologue:
Prologue: The Shadow of Koles Lorr
"There's gold up there, you know," Jabbartha said. His brow furrowed as he formed his grim expression. "Gold."
Hans Ohlow shook his head.
"It's not gold. Stop bloody calling it gold. If you just called it what it bloody well was, we wouldn't be standing here now, in the freezing wind, up to our knees in mud and shit, staring at ... well, nothing. It's not gold!" Hans thrust his hands into his pockets and stared into the distance. His companion, Jabbartha Hhut, shook his head. Of all the scouts he had ever come across, never had he met one that complained so much about being outside.
Both dwarves stared out across the plain.
"You know..."
Oh great. More complaining, thought Jabbartha. Keep going, mate - I've got nothing else to do either.
"...I can't think of a single purpose for this place. Why would the gods make such a forsaken stretch?" Hans poked a tuft of grass with his boot. "It's only purpose is to be bloody wet. Wet grass, wet mud, wet air. Wet dwarves. And it's not even bloody raining."
"Yet."
"Eh?"
"It's not raining yet," Jabartha said. May as well set his expectations now.
"Doesn't matter. Even if you do find this bloody wagon, all your stupid gold" - he quoted with his fingers - "is just going to be soaked through or stuck together in one big clump. I don't know why everyone thinks it's so bloody great anyway."
Both dwarves fell silent.
Jabbartha cleared his throat. "Any-"
Hans cut him off. "And it's a stupid place to put a tower, too! How long's it been here?"
Jabbartha looked up at the tower. Koles Lorr. "Ages. We didn't build it, actually. It's a human build. Prob'ly why they abandoned it. Wasn't up to much."
"They probably all hanged themselves after a week with putting up with this!" Hans kicked a clump of earth. He soles squeaked in the wet as he watched the muddy clump sail into the misty air. It's depressing squelch on landing did nothing to cheer him up.
Jabbartha was getting tired of Hans now. "Look. I don't want to be here any more than you do. Right? So do us all a favour and go check out that tower. That gold is out here somewhere, and if it was me on a night like last night, I'd have taken up in that tower too. So get out there, get the cart and the gold, and lets all of us go home, okay?"
Hans spat his disgust at the order.
"It's not gold," he mumbled under his breath. He signalled to the other rangers to follow him.
***
"Who is this chap again?" King Pinne lowered his spectacles and looked down at the writ of office he had been presented with.
"Sir Loyne, your majesty. He claims to be a paladin of Yasmar Nodrog," Muz Shipeez said. Muz had served in King Pinne's court for many decades now, and knew better than to infer his doubt about Sir Loynes credentials, but the fact was that he knew of all the families that needed knowing of, and the Loyne's of Gird were not a family he'd ever heard of before.
"Is he in the book?"
"No, Your Majesty, he has arrived unexpectedly."
"No, no - not the appointment book. You know - the names book that you look at all the time?"
Muz smiled. This was good news, if the King was thinking like this already. "No, Your Majesty. Sir Loyne is in neither the Great Family Tree nor the appointment book. I did find a a match on Yasmar Nodrog, though."
The king brightened. "Brilliant. Never heard of him either. Do we have a temple for Yasmar here?"
"Not that I'm aware of, no -"
"What's he do anyway, this Yasmar Nodrog? What's his godly job?"
"He is the god of food-"
"Food? Really?"
Muz blinked at the interruption and let out a slow breath. "Yes, Your Majesty. Food. And rage, it seems."
"Food and rage?"
Muz nodded.
The king removed his spectacles and started chewing thoughtfully on the frame. "I would have thought we would have a temple to the god of food, surely?"
"It seems that we like to keep food out of our worship, Your Majesty."
"Mmmm...well, I suppose we'd better let him in and see what he has to say for himself."
Muz nodded. He had already gathered the King's Guard to the audience chamber, just in case. He signalled to the doormen to open the doors and admit the king's visitor.
"Oh, and Muz?" King Pinne whispered.
"Yes, Your Majesty?" Muz looked straight ahead.
"Maybe we should have a worshipful celebration of this Yasmar Nodrog. A little food and beer. You know - show some respect?"
"All in hand, your Majesty. All in hand."
"Not sure about the rage part just yet."
Both dwarves watched as the trumpets announced the arrival of Sir Loyne.
"Don't worry, Your Majesty, I have a feeling the rage will come soon..."
***
A small, unfortunate dwarf tottered behind Sir Loyne, struggling with a huge banner that towered over him. The banner was too tall for the dwarven hall, resulting in the poor dwarf having to drag the banner pole along the ceiling, as close to upright as possible.
"King Pinne!" Sir Loyne bawled, stretching his arms wide "Ty!"
King Pinne winced. He liked being called King Pinne. He hated his first name. It sounded so... common. His eyes widened in horror when he realised Sir Loyne wasn't stopping there.
Sir Loyne stepped up the dais, gripped the dwarf king's shoulders and hefted him onto his feet, where he proceeded to crush the bewildered king into a punishing bear hug. Sir Loyne winked at Muz over the king's shoulder. King Pinne glared furiously at his guard over Sir Loyne's.
"Ty! So good to see you! Brilliant to see how well you've done for yourself!" Sir Loyne dropped the flustered king back into his throne and waved expansively at the throne room.
King Pinne readjusted his crown, wondering why the hell none of his guard had done anything about this ruddy lunatic just wrenching him from his throne. The way Sir Loyne had clapped him on the back was tantamount to assault, as far as his shoulder blades were concerned. He'd have to have a word with them later on.
"Er..." he mumbled. "Yes, done alright, I suppose-"
"Alright?" Sir Loyne boomed. Before King Pinne realised what was happening, the giant dwarf reached out and grabbed the king's crown, planting it neatly on his own head. The room gasped.
"Alright, you say? You're a blessed king! This is fantastic! Bet the beer's good, eh? None of that cheap stuff for you anymore, eh?" Sir Loyne poked the startled king in the ribs and laughed.
"Ahem!" Muz cleared his throat.
Both dwarves looked at him.
"His Majesty feels that guests should refrain from wearing his crown at the first visit, although he would be happy to forgive you this small oversight given the nature of your joyful meeting just now," Muz said through his forced smile.
King Pinne nodded. "Yes, yes. His Ma... er, I... would like to get his crown back. If that's alright?"
Sir Loyne clapped both his hands on the king's shoulders as he laughed. "Of course, of course. So silly of me - you are the king and must be respected and all that. Of course!" He presented his head to King Pinne with a grandiose bow.
The king clutched the crown with nervous hands and placed it gingerly on his head, as if it were now somehow too hot.
"Anyway, I'd love to stay and chat about old times, Ty, but we've got urgent business to attend to." Sir Loyne swivelled round and stepped of the dais before turning to look at the king again. "It turns out that I need your help. And when I say 'I', of course, I refer to Yasmar Nodrog! We have a holy commission for you!"
King Pinne blinked. Muz shivered in an effort to maintain his composure.
"Sir Loyne, your dedication to the business of Yasmar Nodrog is both legendary and exemplary, I'm sure. Perhaps even Yasmar Nodrog would allow a humble, weary servant and his retinue time to rest and recovered before resuming the no doubt arduous duties required in his service?" Muz raised an eyebrow as he asked the question.
Sir Loyne raised an eyebrow in return.
"I am tireless in my service of Yasmar Nodrog."
His tone was frigid - all his jovial warmth was drowned out by the sudden cold silence in the room. The King's Guard clutched their weapons, desperately hoping nothing would come of this. Some looked at each other, unsure of what they should do. If Muz made the crazy giant angry, he could sort it out himself, as far as they were concerned.
He cocked his head. "But, he is the god of food. And to eat is to worship. Waddaya say, Tendhe? Bit of grub before we hit the road?"
The dwarf carrying the banner nodded eagerly.
The mood in the room lifted as Sir Loyne's demeanor softened.
"This is my boy, by the way," Sir Loyne said to the king. "Tendhe Loyne. Carries the banner, see? For the Loynes."
King Pinne gulped. "Uh, good to meet you." He turned to Muz and pleaded with his eyes.
"Excellent! We've laid on a little spread for you and fifty members of your party. His Majesty would love to discuss your holy commission over a little meal and perhaps a light after dinner smoke?"
"Fifty members?" Sir Loyne repeated. "No need for that - just the two of us, now," he said, pointing at Tendhe and himself.
"Oh?" Muz looked puzzled. "I see. Might I enquire... I mean, surely you're not travelling alone?"
"Of course not, you funny little dwarf," Sir Loyne chuckled. "We left Gird with a whole army."
"I see. I can send messenger to your camp to summon them?"
Sir Loyne snorted. "Unless your messenger can summon them from the grave, I'd imagine he'd find that task quite difficult. They're all dead, now. That's why we stopped here."
"Stopped here." Muz repeated.
"Yes. To get some more."
"More?" the king asked, his voice faint.
"Yes, more dwarves. Mine are all dead. So I've come to get some of yours. But come, let's go to this meal you've prepared. Lots more to round, eh?"
Muz staggered as Sir Loyne clapped his hand over his shoulders, herding him towards the door.
***
Sir Loyne just wanted everything he could lay his hands on. It just so happened that as Sir Loyne gained entry into the king's armoury, he noticed a tunnel leading to the massive forge and workshop, where Big Dog, the clan's largest stone thrower, was being serviced.
"I'm having that," he said, to no-one in particular.
There had been protests, of course. Hans, as the lead scout, had pointed out the futility of chasing a fast orc column with warmachines in tow. It would be impossible.
"Ah, but what if they establish a fort? What would we do then?" Sir Loyne had challenged.
"If they've established a fort, we'd set up watch and send runners to get the warmachines, if they were needed. They are orcs, don't forget, so the word fort is relative."
Sir Loyne had looked thoughtful and Hans thought for a moment that Big Dog would stay, but that was not to be.
"Bring it along. I can feel it in my bones - we'll need it for sure."
So now the only chance they really had to catch the orcs depended on the weather. Fortunately, the weather had been atrocious, and there was every chance that the could also have become bogged down.
The team of rangers were waiting for him at the tower. He looked up at it and took in all of its wet, grey misery. There was nothing frightening about the tower, it just looked cold. He shivered as a gust of wind whipped around the tower base, throwing his cloak open.
"Right boys, just like we did in the drills. On my signal, you kick the door in and step back," Hans pointed at Vitter Minsey, who nodded. He looked at Minn Spye "You go straight in and head right. I'm in right behind you, then you come in behind me and head left, with you two closing after us, okay?"
The other dwarves nodded and moved into position. Two on the right of the door, three on the left.
"Go," Hans whispered.
***
Both King Pinne and Muz sat silent for a while, letting the description of the loss to the orcs sink in. By the sounds of things, eighty dwarves had died.
"What was in the wagon?" King Pinne asked.
"Gold dust. Just like gold dust."
King Pinne and Muz looked at each other.
"Gold dust, you say?" the king muttered eventually, stroking his beard.
"Eighty dwarves, you say?" Muz muttered, knotting his.
King Pinne leaned forward now, staring Sir Loyne directly in the face. He'd had nine pints so far, and it was much easier to stand up to Sir Loyne now. Also, Sir Loyne seemed to much nicer, now. "Tell me more about this gold dust."
Sir Loyne returned his flagon to the table and wiped his beard with the back of his hand. "S'not gold dust. I said it's like gold dust."
"Yes, yes, but just as valuable, you say?"
Sir Loyne looked at the ceiling in thought. "Yes. Very valuable. Especially to Yasmar Nodrog. And the good human folk up north. Love the stuff, they do. They'll pay loads for it."
Having just taken his tenth pint, only a few words of that sentence hit home for King Pinne. Valuable. Love the stuff. Pay. Loads.
"We need to get that gold dust."
Sir Loyne assumed a very serious expression, and nodded slowly. "Yes we do."
"If I might interrupt, Your Majesty," Muz said, turning to Sir Loyne. "You said it's like gold dust, so it evidently isn't. My lord's question is simply this: if not gold dust - what is it?" Ten pints from King Pinne's personal cellar had injected bravery beyond compare into Muz.
Sir Loyne blinked at Muz, before bursting into raucous laughter.
"Of course, of course! You funny quaint mountain dwarves would've never heard of the stuff!"
The two other dwarves joined in the laughter. How funny and quaint they were, each realised! An eleventh pint had materialised in front of all three, which they clanked together and downed.
"Let me tell you about gold dust, boys. Holy, blessed gold dust from the east..."
***
Kahn Narbis looked down at the brown powder spilling from the bag. In the flickering firelight, it looked a bit like gold. He frowned. "Wot's Milliog say?"
Sensei Milliog emerged from the darkness. "Same as Krunk. Dunno." He shrugged. "I was gonna ask Trammer."
Kahn raised an eyebrow.
"Er..." Krunk stammered. "I mean, ask you to ask Trammer. 'Cos...you know..."
"Oh right. Come to that, 'as it?"
The other two nodded apologetically.
"I hates askin' him anything. You lot better be sure or I'm breaking something."
Krunk and Sensei Milliog eyed each other. If neither of them could work it out, then surely they were safe. Kahn would have to ask Trammer. They nodded in unison.
"Righto. Follow me," Kahn said, grabbing the bag. The other two fell in behind him as he marched to the other side of the camp. The rest of the orcs just dropped themselves wherever, resting and sleeping in their rags and armour. Even Kahn didn't worry about tents and the like when travelling - it was only the tribe's irritable, aged shaman that bothered with tents. Kahn opened the flap and stepped in. Krunk and Sensei Milliog skulked in behind him.
Trammar Zzole was an ancient, leathery orc, who after nearly fifty years of magic, was widely considered to be completely barking mad. Surely no orc could mess about with magic for that long and not go insane, spectators reasoned?
He sat in the middle of the tent floor, holding what appeared to be a human skull, rocking backwards and forwards and mumbling cheerfully to himself. Every now and then, a whinnying giggle escaped his cracked lips and he rocked a little faster, before the light in his eyes died down and he settled again.
Kahn slapped the wizened old orc's bald palate respectfully.
"Oi!" The old orc cried as he snapped out of his reverie. He looked wounded as he rubbed his head. "Wassat for?"
Kahn dropped the bag in front of the wizard. "D'ya know wot this is?"
Trammer poked the skull up against the bag, using his hands to make as if the skull was sniffing. "Waddaya reckon, Seesaw?"
The skull didn't appear to do anything. Trammer lifted it to his ear. "Say that again?"
His audience leaned in, hoping to hear some of the mystical chatter Seesaw was whispering to Trammer. The tent fell silent as all four orcs strained to hear anything.
"Ssshh!" Trammer hissed, causing the other three to step back in shock. He positioned the skull directly in front of him and fixed it with a stern gaze. "Come now Seesaw. Don't be stubborn. Tell Uncle Trammer wot it is." He shook the skull a little before ramming it face first into the bag again.
"Aha!"
Krunk and Milliog both leapt in fright. Kahn stepped back slowly.
Trammer giggled. "He sez it's a bag! See, you can put stuff in it! Like this powder. That's a great place to put powder. In the bag! Good Seesaw!" He patted the top of the skull.
"What's. In. The. Bag. Fool." Kahn growled.
"Powder. See-"
Kahn grabbed Trammer by the neck and dragged the old wizard to his feet. "Tell me what the bloody powder is or I'll pull your eyeballs out and stuff them into Seesaw's empty sockets, you shit stain!"
Trammer's eyes widened as he considered the implications of Kahn's threat. "It's snuff," he blurted.
"Snuff?"
"Yer. Snuff. Look, I'll show ya."
Kahn released the wizard, who already seemed to have forgotten the potential eye transplant just mentioned. Trammer grabbed a little pinch of the snuff, showing the other orcs.
"Here, take some like this. Don' worry, it's safe."
Each orc moved forward and also took a pinch.
"See, so now you puts it to your nose, like this." He watched carefully to make sure all the orcs had their snuff in the right position. "Then, alls you do is sniff it in, like so."
They all watched as Trammer closed his eyes and drew in a massive breath, vacuuming the powder through his nostrils.
The other orcs watched in fascination. First, his eyes shot open, and he coughed. Then, he breathed in as if to sneeze. but nothing came. He closed his mouth and blinked, breathing out slowly.
Then Trammer Zzole's head exploded.
***
Sir Loyne grinned. "Aye, that it does. Well, curry goes with beer. Curry powder's crap on its own. Got to make it into the sauce, you see? Also, you can use the sauce with fried potato cubes. That's especially popular up north. I'm sure that's what this shipment would have been used for."
"Fried potato cubes?" King Pinne was very quickly realising how limited his palate was. "Never heard of that either. How come you know all about this?"
"Yasmar Nodrog, of course. He shows us the way," Sir Loyne responded, looking up and opening his hands to the heavens. "You need to establish a temple here, you see."
The dwarves fell silent, contemplating this deep philosophical truth.
"Curry powder." King Pinne mumbled, lost in thought. "Culinary gold..."
Muz nodded in agreement. "We need to get it back. For Yasmar Nodrog!" He lifted his flagon high into the air.
"For Yasmar Nodrog!" the other two repeated, thrusting their own drinks into the air.
***
"I dunno," he said as he scratched his head. "Not sure I wanna put this in my nose anymore."
Krunk wiped bits of brain and snot off his face. "Yer, mebbe we sleep on it and have some more snuff tomorrow?"
Milliog nodded. "Yeah. Lets sleep on it."
He looked down at the body as Kahn and Krunk stepped out of the tent. He heard Kahn shouting orders for someone to do something about the mess. Now that Trammer was dead, he supposed that he had just become the tribe's shaman. He dug a bit of what later turned out to be a bit of Trammer from his ear, before reaching down and picking up Seesaw.
"Better make sure I've got another head," he said to the skull. "Just in case."
***
He signalled to Vitter, who had just emerged from the door, to come closer. He pointed on the direction of the shouting and whispered, "Orcs?"
Vitter cocked his head and listened for a while. "I think so. Really close...probably a couple of hundred yards, really."
The Loane Rangers had all gathered on the parapet now, and took in the news with excitement and trepidation.
They'd found them.
"Let's go get that gold, boys," Minn said.
Hans put his head in his hands in despair.
"It's not bloody gold..."
***
Battle Navigation
Prologue
***
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