![]() |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Game started! The first turn will host at 50 hours and the ones after that in 26h.
Here's my in-game action report, which will follow the adventures of my prophet, Gutbelcher. I'm too familiar with Ogre lore (I'm not sure if they're actually illeterate or not) so please forgive me any inconsisties. Quote:
|
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
All living things have their place and role in the Plan.
Those interested in understanding this role should engage their primitive written discourse with us. Those who are uninterested fulfill the Plan also in their way, and are not to be discounted but instead killed. Courtesies and other primitive demonstrations of insincere good will to you all, Knife Bright Insight |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
(I'll post some in character RP stuff when the results for the first couple of turns are in - I will also be playing semi RP, though aiming to win of course - no prohetised scout for me)
|
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Some Bretonnia things, and a bug:
1) Is it deliberate that the questing knight leader has leadership zero? It's really aggravating, being as he comes with troops and produces troops every turn. I always have to recruit a Bretonnian Lord just to tag along with him and bring his troops. 2) I'd like to request a minor sprite change to the questing knight commanders, so I can recognise them from their troops on the battlefield. 3) I don't understand why Virtue of the Quest is both harder to cast and to research than Errantry war. I mean basically, it's just Errantry War + free cloud trapeze, right? I can see maybe it is worth a little research to get the option of that convenience (though it is rather niche), but if I ever manage to get an S3 damsel the chances of me using her for that are almost zero. Short version: I suggest it should be S2. Or even S1. Now the bug: 2) Errantry War and Virtue of the Quest produce Skaven. :( I suggest we leave the mod for a while though, to give time for other things to crop up. They're not low level spells. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Quote:
http://forum.shrapnelgames.com/showp...2&postcount=53 I changed the "Message of the Day" to reflect this situation. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Okay I'll look into that.
I wonder if Squirreloid knows we've started? |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Long had the Grand High Priest Tet Nukh Baset slumbered in his gilded tomb. Too long. Tet Nukh Baset awoke to find his glorious kingdom as dead as he, the priests in torpor, the great lineage of kings sealed in their tombs. This was not paradise. This was not even Nehekhara. This was a wilderness, the like of which Tet Nukh Baset knew only from the tales of Nehekhara's birth and the rise of the first dynasty. As galling as the circumstances of his awakening were, they were also somehow appropriate. He was reborn and his people would be too, in a perfect new form, to rise once more and show the world the glory of Nehekhara.
No paradise, mused Tet Nukh Baset, crushing the last of yet another group of mewling savages beneath his sleek gilded form. But an opportunity. The kings would be awoken in due course, but first his loyal servants. His right hand priest Muntuhotep had risen from his torpor already, and each month more priests awoke to curse the world and praise Baset. As crude, jagged axes bounced from his carapace, Baset sensed something dark whirling at the edge of his mind. He ignored it. These last savages were odd, covered in tattoos that were strange yet at the same moment familiar. No matter. He crushed a handful of them and they fled, gibbering in their foul tongue. They would not threaten Nehekhara. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
A man with the same strange tattoos as the fleeing savages, but cloaked in a long robe, stands atop a hilltop watching the advance of the gilded scorpion horror. At last he speaks, and the wind itself carries his words to the creature's ears.
"Terrible one, your might is without question, and you are great and powerful. But know that we may be of use to you in the coming war. We stand betwixt you and two nations who might resist your power, and should you restore our land to us and leave to us those lands bordering our keep, we pledge not to come in warfare against you, a shield to complement your fine golden sword, for a period of at least one year. Take what council you need, and when you have an answer for us, speak it to the wind and it will find its way to our ear." |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
And the Lord cameth upon the Bretons in his lands, terrorizing his people. And he smote them with his fury, and their eyes were filled with terror and their blows were weak, for He had the protection of heaven.
|
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Another chapter, following the life of Rolf the Engineer student/scribe slave under Ogre rule.
It seems that many people have been inspired to post in-character. I like this. Quote:
|
All times are GMT -4. The time now is 11:48 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.