Wednesday, February 16, 2022

Gunpowder weapons

 


Gunpowder is not a recent invention in the Old World. It's been around for a long time and has been used for military applications as far back as Magnus the Pious' time, if not longer. There are accounts of "große Kanonen, Zwerg gemacht" (literally: big, dwarf-made guns) being used against the Chaos hordes assaulting the Kislevite port city of Erengrad.

During the 25th Century, cannons have become lighter and more easily transportable. Big guns are no longer found solely on the walls of the Empire's fortifications or aboard the land-locked carracks of the Imperial Fleet. From 2450 or thereabout, horse-drawn cannon have found their way into the armies of every province of the Empire.

The "gunpowder revolution" not only has to do with the weight of the cannon. Even more important is price: as the gunmakers have perfected their craft, they are increasingly able to use cheaper iron to cast weapons (rather than hideously expensive bronze) in bulk (and still keep weight down). The cost of gunpowder and cast iron balls is also down to acceptable levels. The very best guns are still bronze and shoot hand-crafted stone balls, but iron guns shooting iron are good enough and much cheaper.

There are as many gun types as there are gun manufacturers - and then some - but Nuln, the greatest gun forge in the Empire, has begun to set the standards of gun-making. The smallest field cannon is the 4-pounder "infantry gun." The biggest transportable piece is the 12-pounder "groß-Kanone." Its power is undeniable, but it needs a crew of 15 and six horses to pull it. There are also 6 and 8-pounders being made, and a 6-pounder howitzer. Bigger guns for ships (not typically made in Nuln) and fortifications also exist.

While cannons have more or less replaced conventional artillery, gunpowder weapons are slower to replace bows and crossbows. There are many reasons for this. The elf bow remains the fastest-firing and most deadly ranged weapon but requires many years of training to use. Lesser bows are still deadly in the hands of a skilled archer. Crossbows are equal or superior to guns in terms of range, power, and reload times. Of all ranged weapons, guns are perhaps the most affected by damp weather conditions.

That said, muskets are becoming very affordable going into the 26th century, to the point where it is cheaper to buy than a crossbow of comparable power. There are some companies and battalions of gun-armed infantry already, and the number is likely to increase. But it'll take time: guns may be cheap, but it's still very expensive to completely reequip existing armies.

Pistols, rifles, and blunderbusses warrant special mention: 

Pistols have become very popular with Imperial light cavalry (pistoleers, road wardens, scouts, and the like) and, by extension, the sons of the nobility. Young bravos armed with sword-and-dagger, Estalian style, and a couple of pistols (of fine make and great ornamentation) are a common sight indeed. Because of the demand for pistols, prices are quite high compared to equivalent longarms.

Rifles, iconized by the Hochland Long Rifle, are glorified muskets with longer barrels and tight "rifled" barrels that give great accuracy and power (it must be mentioned that they need equally finely made bullets and precise application of the best gunpowder). Such weapons must be carefully crafted by master artisans, are terribly expensive, and are not really worth equipping large formations with.

The blunderbuss is a peculiar weapon that's captured a special place in the Empire's imagination. It's a crudely crafted weapon that is capable of shooting almost anything. While the effect can be devastating at short range, it's not really a military weapon. Coachmen and criminals do love it, though.

The origin of gunpowder is hotly debated (but ultimately irrelevant beyond scholarly debates). The dwarfs claim they invented it and have been using it forever. Others point to Cathay as the point of origin and say the dwarfs learned of it through trade. Whatever the truth, dwarfs routinely use cannons and have done so for many years. Dwarfs employ handguns as well, but not to the exclusion of crossbows. It's possibly a matter of ancient tradition, but there is another consideration as well: using large quantities of gunpowder underground is a great way to choke your own warriors.

Monday, February 14, 2022

Wigmar's relatives

 


Original parents

Eldwin Heck (d. 2480): Wigmar's (adoptive) father. Died of the plague.

Dagna Heck (d. 2480): Wigmar's (adoptive) mother. Killed herself by jumping into the river.

Siblings

Adler: Fate unknown.

Josef Quartjin: Took the name Quartjin after the boatman who adopted him. Told Wigmar they were all adopted.

Henrietta (d. 2480): Died of the plague.

Berit (d. 2480): Died of the plague.

Ernst (d. 2496): Convicted of rape and murder. Hanged in Dunkelberg.

Kurt Heck: Two years Wigmar's senior. A mercenary with the Dark Griffons.

Kleine Emil (d. 2480): Sickly child. Died of the plague.

Wigmar: PC.

Adoptive (second) family

Heller Heck: Uncle. Eldwin's brother. Adopted Wigmar and Kurt, the youngest living children. A mercenary sergeant with the Dark Griffons.

Maud Heck (d. 2497): Became sick in spring, died in summer.

Olina Drauer: Heller's daughter. Married to a watchman in Dunkelberg.

Wanda Metternick: Heller's daughter. Married to a freeholder outside Dunkelberg.

Breda Dreck: Heller's daughter. Married to a cavalryman.

Also see this post.

The Imperial Electorate

 


As of 2499 there  are 10 Kurfürsten that rule a province (these are the proper Elector Counts). There used to be 12 but two provinces have been lost.

1. Kurfürst von Averland: Marius "der Löwe" Leitdorf. One of the Empire's most renowned knights.

2. Kurfürst von Hochland

3. Kurfürst von Middenland: Boris Todbringer

4. Kurfürst von Nordland

5. Kurfürst von Ostland: Hans-Hals von Tasseninck (father of Hergard von Tassenick).

6. Kurfürst von Ostermark

7. Kurfürst von Reikland: Emperor Lutipold, long may he reign.

8. Kurfürst von Stirland

9. Kurfürst von Talabecland

10. Kurfürst von Wissenland: Emmanuelle von Liebwitz

(11. The Elector Count of Drakwald): The bloodline was destroyed. Territory divided between Nordland and Middenland.

(12. The Elector Count of Solland): Ravaged by orcs. Absorbed by Wissenland.

There are now 5 additional Kurfürsten (Electors) that aren't provincial rulers (but have other high titles).

11. The Grand Theogonist of the Cult of Sigmar: Yorri XV

12-13. The two Arch Lectors of the Cult of Sigmar

14. The Ar-Ulric of the Cult of Ulric

15. The Elder of The Moot

Sunday, February 13, 2022

Adlerverein

Die Adlerverein (the Eagle Club) is a curious little social club that comprises Kurfürstin von Liebwitz and many of her childhood friends, confidantes, and business connections (though their number has dwindled somewhat of late).

Though the origins of the club are innocent enough, at some point it turned towards the esoteric and mystical. For the past decade (or more) it has concerned it's with the extension of human life. Without resorting to sorcery, dark pacts, and the like. 

In time, it probably would have turned to more sinister means as it's members started to feel death breathing down their necks. But in this case, it didn't happen, because the Adlerverein has discovered the secrets of the Elixir of Life. According to von Liebwitz the recipe was written on ancients scrolls carried from Araby by the Knight's Panther. This alchemical concoction, when brewed just right with the correct ingredients, and administered correctly (the wrong dose will kill you), can indeed slow aging. 

Ankh-Akh has confirmed that the potion Wigmar carries is indeed the Elixir of Life. He also claims it's the first step towards undeath and damnation: the Elixir will only keep a man alive for a limited period of time. As you grow older, you need ever-increasing doses, until such a point that continuing to take the Elixir will kill you as surely as not taking it. Then, you turn to necromancy or the dark gods.

Black Orcs

 

Black orcs (so named because their skin color runs towards dark grey rather than green) are the largest, fiercest, and most disciplined of the greenskin races. Common orcs are bad enough: big and strong, hard to kill, and virtually fearless (at least as long as the battle is going in their favor). Black orcs are another level of bad entirely: each warrior is a match for any orc nob, is heavily armored (unlike common orcs), and carry heavy weapons that can shatter a human shield wall with a single blow. But worst of all is their tactical acumen and ability to work together as a cohesive military unit. They know no fear, even in the face of certain defeat, and seem completely immune to pain.

Fortunately black orcs are exceedingly rare in the Empire. Sometimes a lone black orc will lead a band of lesser greenskins or a small band of black orcs will come down from the World's Edge Mountains, but no unified force of such creatures have dared set foot in the Empire since before Magnus the Pious untied the provinces.

Empire scholars know very little about the origins of the black orcs, except that they probably originated from the World's Edge Mountains or in the Dark Lands beyond. Some have linked their creation to Chaos but this seems very unlikely: common orcs sometimes succumb to the lures of Dark Gods but black orc animosity towards Chaos is endemic. Then again black orcs hate elves, dwarves, humans, and every other creature - including other orcs - so maybe it's not so special.

Saturday, February 12, 2022

Known Cults and Where to Find Them

 


There are countless cults in the Empire (or so they say) but not all of them are know to Wigmar and friends...

THE PURPLE HAND

This cult is by far the best known to Wigmar. It's the cult of Kastor Liberung, Wigmar's double, and in many ways responsible - despite the cult's best efforts it should be noted - for his current good fortunes.

The cult appears widespread, having a following in Middenheim (appears to be the main seat of the guild), Altdorf, and Nuln (at least two separate cells). It's not universal, however, lacking followers in smaller towns. For example, there didn't seem to be any Hand cultists in Bögenhafen. And the cell that came after Wigmar in Übersreik were not locals.

Senior members are known as 'Magisters' and Kastor carried the title 'magister impedimentae' while in Nuln. His responsibilities including procuring for the cult what it needed - including living humans (presumably for human sacrifice, although this has never been proven).

The cult uses magic (chaos sorcery) when necessary but seems to work primarily throguh more mundane means.

The cult's goals are not clear, but it seems concerned with material wealth (as exemplified by Kastor's false inheritance) and power (access to/control over the Elector-Countess of Nuln). Beyond that it's anybody's guess.

A certain "Captain Scharlach of Middenheim" was named by cultists sent by the Hand to murder Wigmar in Ubersreik. He's supposedly a Watch Captain of the City of the White Wolf.

THE RED CROWN

Etelka Hertzen is the best known cultist of the Red Crown. Her apprentice Ernst Heidelmann a distant second. 

Unlike the Purple Hand, the Red Crown works with beastmen and greenskins (and who knows what other monstrosities).

Beyond Hertzen's fixation on Dagmar von Wittgenstein's great warpstone, nothing is known of the cult's goals or modus operandi.

Is the Red Crown in any way connected to the Purple Hand? Possibly. Heidelmann had spent time in Middenheim, the seat of the Hand. On the other hand, Middenheim is one of the places in the Empire with the highest concentrations of wizards and mystics, so it doesn't necessarily mean anything.

ORDO SEPTINARIUS

This is the cult that was wiped out (or rather, the inner council was dealt with) in Bögenhafen. An inner council of seven, with each senior member leading a cell of seven member s that were unaware of the identity of the others. 

Franz Steinhäger certainly knew that he was consorting with daemonic forces and the other members of the inner council had to know they were messing with forces that shall not be named. Yet despite these facts there was a certain naiveté to the cult, as if it was just taking its first, stumbling steps down the path to damnation.

It's not entirely clear how the Order of Seven relates to other cults. It did not seem connected to Kastor Liberung - beyond the fact that both used sorcery and that the Order may have been unknowingly (?) aligned with the Great Corruptor. Likewise, while Johannes Teugen knew Etelka Hertzen from their time in Nuln, and Franz Steinhäger exchanged damning letters with the witch, it doesn't appear that they were part of the Red Crown.

THE JADE SCEPTRE

Mentioned only. Possibly active in Middenheim but no known members have been named. Unclear if it's another cult of the Changer or if its devoted to some other foul power.

THE VON WITTGENSTEIN FAMILY

Even if Wigmar lives to see 100 years of age he'll be hard pressed to finds a more thoroughly corrupt family. They are all dead now, thankfully, except Margritte's brother, Gotthard von Wittgenstein. He's known to be residing in Middenheim. And the letters he exchanged with his sister are enough to damn him many times over. But is he a sorcerer like his sister? And is he involved with this cult or that?

THE DRINKER'S GET

 The get of Ahalt, the Drinker. Bloodthirsty savages that engage in ancient rituals and can take the shape of wolves. How do they relate to Chaos and other cults? How widespread are they? Why do they hate Taal and Rhya so much?

Friday, January 28, 2022

Karak Azgaraz

 


Karak Azgaraz is an old dwarf holdfast deep in the Grey Mountains. Though never as great or rich as the World's Edge hold or Karaka Norn, Azgaraz was nevertheless considered a great hold during its heyday.

These days it has nearly faded from human history. It's deep mines are largely empty and trade has nearly dried up. Scholars may remember the name but commoners - even merchants - will probably draw a blank if asked.

Karak Azgaraz has another problem to contend with, one that consumes all of its dwindling resources: greenskins. Every time the dwarfs try to establish an outpost or open a new mine, greenskins will eventually turn up and see their efforts undone.

It is only a matter of time before this noble house of dwarfs will disappear entirely under a horde of greenskins.