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Made in au
Fresh-Faced New User




Hi guys i'm a first time user but i could really use your input,
i know this is kinda weird but a couple of friends and i play warhammer fantasy and i'm building a campaign for us to screw around with, its unfinished so far i'm still building it but to put it into perspective its a total war type thing
so if your willing to actually read through this stuff (and i'll understand if you dont want to) i could really use your input to point out any historical innaccuracies or unbalanced rules , i'll keep you updated whereever possible but so far heres the storyline as well as into for two teams

Warhammer Fantasy Sartosa Campaign

This game is used without permission from games workshop and should be viewed as fan created work intended for personal use, please keep this in mind.

The Warhammer Fantasy Sartosa Campaign,
is intended to create a turn based strategic game out of the tactical turn based game which is Warhammer fantasy, the isle of Sartosa is located to the south Tilia

Back story,

The island of Sartosa has always been something of a notorious pirate haven being used as a navel base for various various factions throughout its history. At one time or another the factions of Tilia Arabia, The Empire and Britonia have conquered the island to quell its sometimes troublesome inhabitance, bringing back with them pirates treasure, fame and glory. However due to its poor infrastructure and often erratic weather the isle of Sartosa is usually forgotten soon afterwords as the winds of war and fortune change within the Warhammer world. Unknown to the human factions and all but the most learned of Dwarvish scholars Sartosa harbours a much older and much darker past. Unbeknownst to all but a few, Sartosa was once a mighty dwarvish port, its hidden underwater pathways and mountainous ports allowing mighty dwarven ships to sail forth and cross the great ocean. The port itself was dug deep in Sartosa with artificially constructed underground rivers leading through hidden mountainous terrain to reach the interior of the island; a massive hidden port. The dwarvish hold of Karak-Zeaz was connected through a great underground road through a long off branch of the underway from the great road that lead through the karak eight peaks. Karak-Zeaz originally wasn’t established as port however, it was originally founded by a group of underground dwarvish miners and explorers exploring the underground in search of precious metals and gems. Upon reaching Karak-Zeaz they struck huge seams of gold, silver and mercury as well gems such as opals and amethysts. The dwarves themselves were only interested in there digs and ships and were therefore unaware that another presence had established itself on the island, deep within a forests of Sartosa a secret group of elvish scholars not wishing to partake in the bloody civil war that was gripping the elvish nation gathered as many magical talismans, books and artefacts as they can, in order to establish a secret hidden vault to keep the artefacts of the undivided elvish civilisation safe, believing that the dwarves would unknowingly guard the island on top of the vaults enchantments. These vaults were established around the island of Sartosa and hidden with great magical enchantments that resulted in the erratic weather that Sartosa is known for. Unbeknownst to the elvish scholars however was a side effect that caused the isle of Sartosa to effectively become a counter whirlpool to that of the grand vortex, the great magical device that the elves use to drain the magic away from the world. This counter whirlpool very slowly gathers large amounts of magic and deposits it directly into the heart of Karak-Zeaz resulting in both high amounts of magic for practitioners to draw upon and pure and undiluted warp stone. Believing there work to be done and the history and artefacts of the elvish people to be safe the scholars committed suicide to ensure that nobody could breach the vaults until the dark elf, high elf situation had been resolved and the clues left behind deciphered . This of course went all unknown to the dwarvish population in Karak-Zeaz. This peace continued for over a thousand years until the day of the sundering, the Slann believing themselves to be in accordance with the old ones wishes restructure the tectonic plates of the world, this shattered the majority of the dwarvish holdings and promptly cut the hold of Karak-Zeaz off from outside contact, however darker still was the eventual fate of Karak-Zeaz the combination of a thousand years of magic build-up and warp stone conversion within there very homes was enough to overcome even the dwarvish innate magic resistance, with the sundering spell acting as a catalyst the majority of the inhabitance of Karak-Zeaz were ripped apart as demons were able to rip themselves straight out of the warp into the world, those that didn’t die immediately were slaughtered as the demons of chaos ran free throughout the city in orgy of mindless violence.

The Dwarfs:
The hold of kayak-zeaz wouldve stayed forgotten were it not for the actions of Captain Jaego Roth admiral of the Grand alliance, so bent for vengeance against the legendary vampire Count Noctilus dread-fleet and seeking allies wherever he could stopped into Sartosa in order to recruit Aranessa Saltspite, Aranessa Saltspite herself a rumoured daughter of the sea god Manann had long been exploring the hidden underground underwater passageways filled with gold that led to Karak-Zeaz, in exchange for a great deal of gold Captain Jaego Roth was able to secure a map and her services. Jaego Roth took the map to his friend Red Brokk and well known sea faring dwarf and the matter would've ended there were it not for the fact that it caught King Alrik Ranulfsson eye remembering tails of his great great grandfathers fortune when it came to the mining of Karak-Zeaz he immediately dispatched a party of dwarven miners to see if the underway could be cleared to Karak-Zeaz, lucky or perhaps unlucky for the dwarfs skaven had been using the road to establish a string of towns in the underground passageways, not realising they had been discovered the skaven were caught unaware and the promptly cut down freeing up the underway passage all the way to Karak-Zeaz. Realising the worth of a Karak-Zeaz regained High King Alrik Ranulfsson has empowered whomever managed to recapture Sartosa with the ability to found a house and Lordship over Sartosa, this has lead to many adventurers, second sons, apprentices and aspirant hero’s all attempting to take back Karak-Zeaz

With the future revenues of Karak-Zeaz the Dwarvish nation could use this wealth to rebuild itself after all of the costly and destructive wars, a rebuilt and renewed Karak-zeaz could sustain the Dwarvish nation for many years to come.

Special Rules:
Preferred Terrain: Mountainous
Dwarvish Architecture, All dwarf structures and walls have double hit points permanently, *please note this does not effect armies that have captured dwarvish territority as it is assumed that would not know how to maintain it properly

~ There's got to be a way out. There hasn't been a prison built that could hold Derek Custer. Why don't we scrape away this mortar here, slide one of these bricks out, then using a rope weaved from strands of this hessian, rig up a kind of a pulley system so that when a guard comes in, using it as a trip wire, gets laid out, and we put Rimmer in the guard's uniform, he leads us out, we steal some swords, and fight our way back to the 'bug?
Or we could use the teleporter.
Or in a pinch, we could use the teleporter. ~


Dwarvish Miners, All mines generate 50% increased points value when controlled by a dwarf
*if a mine produces 200 points it instead produces 300 in the hands of the dwarfs

~I've got it. We laser our way through. An excellent plan, with just two drawbacks: One, we don't have a power source for lasers; and Two, we don't have any lasers. ~

High Elves
The Elvish interest into the isle of sartosa was sparked from a recent find in the great library of Ulthran, a young researcher found what appeared to be a nonsensical book and after checking with the head librarian to confirm that it was in fact non magical spent years attempting to find a pattern within it, what he discovered was a journal of one of the major conspirators within the forgotten scholars, the book itself detailed the plans to hire thieves to steal many of the great artefacts during the elvish civil war and detailed preliminary plans for the vaults as well as detailed information on the isle of Sartosa, it was left behind hidden as a clue to any who could find it. The young researcher promptly handed off his find to the head librarian who upon seeing its subject forwarded it to Teclis High Lore master of the white tower. Teclis for years, as a side project, had been trying to discover why the patterns within the winds of magic around Sartosa behaved differently than that of the other area's. The high elves themselves had always believed that the dark elves stole the various relics and artefacts during the civil war, however upon reading this new discovery, Teclis deduced what had happened. He dispatched a messenger to the great library and the head researcher begin scouring the shelves for proof to the original book. What the researcher and the high elves found was the 15 journals of the original conspirators. However Teclis was needed to help rebuild and stabilise the high elven nation, the dark elves had slowly been growing in power, to this end, he empowered the young researcher to begin an expedition to Sartosa and calling in several favours from political friends Teclis ensured that the expedition was well funded and armed.

These artefacts represent hope and future to the high elven people, aside from magical trinkets and relics the collection contains heirlooms of all the great high elven families, as well as historic manuscripts dating right back to before the first chaos incursion and could very well lead to discoveries about the elven people and the old ones as well as their place in the universe.

Special Rules:
Favoured Terrain
: Plains
Vaults of the forgotten scholar, whilst in possession of a vault of the forgotten scholar all magic banners and magic items are 25% cheaper
*please note this does not apply retroactively only when a unit are recruited
Magic Doors, because of the complex enchantments within the vaults of the forgotten scholar a high elf army may teleport between two vaults once per turn, the player must nominate a owned and not contested vault. Once teleported the army gains double movement.
* in order to use this ability the high elf army must be on the vault at the beginning of the turn, for example if Zac's army were to move on to the vault they would not be able to teleport that turn but would be able to teleport at the start of the next turn. elf armies once teleported are imbued with the magic of the vault and gain double movement for the turn they teleported
~What is it?
It's a rent in the space-time continuum.
What is it?
The stasis room freezes time, you know, makes time stand still. So whenever you have a leak, it must preserve whatever it's leaked into, and it's leaked into this room.
What is it?
It's singularity, a point in the universe where the normal laws of space and time don't apply.
What is it?
It's a hole back into the past.
Oh, a magic door! Well, why didn't you say? ~




Thanks in advance guys i'll try to keep you updated if any of your can manage to slog your way through the walls of text

Automatically Appended Next Post:
Oh, I just realised that this should probably be in the campaign section , sorry

This message was edited 3 times. Last update was at 2012/01/18 11:12:31



Misdirection is the key to survival never attack when your enemy defends never behave as your enemy expects and never reveal your true strength if knowldge is power then to be unknown is to be unconquerable 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

It seems fun!
Good luck with it

   
Made in gb
Terrifying Wraith




London, England, Holy Terra

This seems interesting! Hmm. Counts-as Empire Sartosans, perhaps?

Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
DR:90+S-G+M+B+I++Pwhfb09#-D+A+/eWD354R+++T(S)DM+ 
   
Made in au
Fresh-Faced New User




Dark Elves
For years the dark elves have maintained good trade relations with the pirates of Sartosa although rightly believing that the men and women of the piratical Sartosa are beneath them, they nevertheless trade stolen goods and slaves to the natives, this has made the dark elves if not liked then at least tolerated as Sartosa has been for years one of the major stop off points to sell off stolen loot and plunder and for years a number of not so noble houses have had decent relations with the isle of Sartosa. This eventually got so far that the dark elves have established a de facto colony on the isle of Sartosa, this “colony” is essentially the slave trading quarter of Sartosa and extremely profitable for the nobles involved in its day to day operations. The dark elves as a nation generally maintain spies in high elven territory so when a massive expedition leaves Ulthran with a unknown leader at its head, the dark elves knew something was up, unfortunately for the dark elves exhaustive researc on the isle of Sartosa produced nothing. So the dark elves where left to ponder an old rumour from Aranessa Seaspite about a hidden dwarven city filled with gold gems and other valuables. Sending expeditions deep inland is dangerous at the best of times with the beastmen around, however one expedition member managed to come through – a human hired locally, he spoke a hidden dwarvish hold deep the mountains, and when nobles “examined” this person to prove this whether or not he was telling the truth they found him magically charged, full of the very winds of magic. Upon this discovery each of the nobles promptly “forgot” to tell the court of malekith about this discovery and travel inland, what greeted them was the build up and concentration of a thousand years of magic. In due time the court and the witch king will be informed -if reinforcements are required- for now the dark elf factions in the city are readying themselves for war.

Unlike the other factions fighting for glory, wealth, honour or some arcane trinket the dark elves of Sartosa are far more concerned with the status quo, for years Sartosa has been a staging point and a selling point for dark elf fleets and they are loath to loose it now. And of course should they manage to beat the other factions out, large amounts of gold and magical power will be all available.

Special Rules
Favoured Terrain Coastal/river
Slave driver resupply dark elf factions can attempt a resupply if on a river or a coast
*can only resupply core basic unit, can recruit new units, only usable once per turn
~We're a bit short on a few supplies.
Like what?
Cow's milk. Ran out of that yonks ago. Fresh and dehydrated.
What kind of milk are we using now?
Emergency back-up supply. We're on the dog's milk.
Dog's milk?
Nothing wrong with dog's milk. Full of goodness, full of vitamins, full of marrowbone jelly. Lasts longer than any other type of milk, dog's milk.
Why?
No bugger'll drink it. And the advantage of dog's milk is that when it goes off it tastes exactly the same as when it's fresh.
Why didn't you tell me, Hol?
What, and spoil your tea? ~
Trading relations villages on coastal or river tiles have there income raised by 25%
*this does not effect upgrades but only the income from the village itself
~Of course, lager! The only thing that can kill a vindaloo ~


<--- kinda thinking this ones a bit out of character but to be honest i'm sick of dark elves shooting themselves in the foot every single campaign

This message was edited 2 times. Last update was at 2012/01/29 12:30:03



Misdirection is the key to survival never attack when your enemy defends never behave as your enemy expects and never reveal your true strength if knowldge is power then to be unknown is to be unconquerable 
   
 
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