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The latest T9A Scroll is released!! Check out the latest issue for new background information, an exciting battle report and much much more!

  • New

    Toriyama, first minister, chief architect and sorcerer supreme to the mighty Emperor Katagura Mitsuke, hurried towards the great Mausoleum at the centre of the ancient sepulcher, navigating its maze-like twists and turns with practiced ease. Motes of dust glittered in the moonlight, kicked up by his feet as they trod pathways not walked for hundreds of years. Silently he mused to himself, reflecting on the irony that being such as himself, a creature whom until recently had, quite literally, all the time in the world, was in fact, in a hurry. At over 2000 years old, Toriyama had spent all his mortal days desperately trying to escape the ravages of time. In the end, he had succeeded; to a point. Neither living nor dead and having shed his organic skin, its machinations had no effect on him. He neither aged nor slept, did not eat, drink, breathe or care for the pleasures mortals enjoyed. He only served.

    Precious minutes passed, but eventually, having navigated the labyrinth and found its way to its heart, he came upon a pair of mighty bronzed gates that led into a large, sealed, rectangular structure. With but a gesture, the portal before him opened to reveal yet another passageway, this time angled downwards in to the very bowels of the Earth itself. Pausing for mere seconds to utter the correct incantations and gather his composure, Toriyama crossed the threshold. No sooner had he done so, than the portal behind him ground shut with a resounding boom. With no windows or light shafts to the outside, the avenue was plunged into blackness.

    Whilst Toriyama had lost his mortal eyes long ago, when his cursed flesh had been turned to stone, the cold orbs that now sat in their stead served him equally well. He could have used his mage sight he supposed, but old habits die hard. With a muttered cantrip, a pulsating nimbus of light burst from his hand, its radiance gently illuminating the passageway. Shadows danced in the soft glow, revealing deep set alcoves filled with the silent statues of armoured soldiers. Continuing his journey, further and further underground he moved, pausing only occasionally to examine clay seals, which adorned many of the gateways that sprung from the thoroughfare, like the roots of a mighty tree.


    It was some time later as his journey neared its end, that the path ahead opened into a vast chamber, hundreds of meters long. Within the chamber, arrayed in ordered ranks stood thousands of warrior statues, similar to the ones populating the alcoves he passed during his descent. Silently Toriyama slipped between them, making is way towards the very rear of the chamber. On the far wall, raised on a platform high above the ground and accessible by a long flight of wide steps was his destination; a mighty archway built of the finest marble. The shafts of its pillars were adorned with mystic symbols, whilst the capitals, frieze and base bore intricate carvings of dragons and other creatures of myth. At its centre sat mirror of polished silver, gently reflecting the light still emanating from his hand.

    Glancing at the faces of the stone soldiers he passed, he noted the differences in each and every one, for no two were the same. Pride and shame warred within his mind, for between him and his goal stood both his greatest achievement and the ultimate stain on his honour. Brushing aside the slight resurgence of a humanity he had long thought lost, Toriyama made his way to the steps. Upon reaching their summit, he removed a small gong from within the folds of his robe, before taking up a position in the middle of the platform, opposite the archway. With a strike of the gong, surprisingly loud in such a cavernous space, he began his ritual.

    With his ritual complete, Toriyama abased himself before the now open doorway, daring to snatch a glance at the scene beyond as he did so. Beyond mouth of the archway now lay an ornate throne room, bustling with all manner of celestial beings. At its centre, seated on a throne of gold sat a figure in full battle armour, head bowed and a sheathed katana upon his lap. Slowly the head rose, revealing a handsome, if cruel, face of purest jade.

    “Toriyama. Why do you disturb me so?” growled a gravel like voice, its displeasure plain.
    “Master!” From his prone position, Toriyama tried to bow even lower, as if he could merge himself with the stones beneath him. “I have found it. I have found HIM.”
    There was a pause. “Where?”. The figure was standing now and striding towards the portal, its cold dead eyes somehow managing to radiate malice.
    “Kala Volcanis Great one, in the Mountains of the Sky! The Dwarves, they…”
    “SILENCE!” Beautiful yet terrible to behold was the figure as it reached the gateway. The surface rippled like that of a lake as his master stepped through. “Kala Volcanis”. He paused again. “It is as the Kami foretold…” He paused. “Rise!”
    As Mitsuke’s hand swept upwards, Toriyama found himself unconsciously standing, his stony flesh no longer[Read More]
  • New

    Last night I had an impromptu hangout with HAT team leader @Eternal Flitter.

    The idea was for there to be a few of us on the hangout but technology and poor west country education let the side down somewhat. Nevertheless we had a discussion about some of the matchups at this weekends up coming tournament in Bath. We also talked about some of the differences between the Uk and Denmark.

    Some people might find this interesting. Otherwise its white noise while you are painting.

    Hopefully this is something that people would like to see more of. I hope to get more of the content tem involved next time with a bit more planning.

    HPM [Read More]
  • New

    On round 3 we were paired up against Switzerland: with a very good showing last year, they’d come up with lists that were relatively out of the box, and quite dangerous. Looking at them, I had several medium to good matchups, but there were two lists that I definitely wanted to avoid: The Pyromancy/Bowline OnG and the MSU Dwarves of @polux.

    In the end, I had to settle for a match against Filip and his Saurian ancients, in Secure target and Refused Flank.

    Filip wrote:

    Cuatl BSB, Ancient knowledge, Wellspring of power, Ring of fire, Dispel Scroll, Divination magic
    Skink priest, 1 spell Druidism
    Skink Priest, 1 spell Druidism

    2x 20 Braves with 2 Caimans and musician
    20 Braves with 1 Caiman and musician

    2x 2 Spearbacks
    1x 2 Salamanders

    2x Taurosaur
    1x Engine of the Gods

    So a pretty straightforward list: 3 stubborn roadblocks backed by druidism for healing, a decent amount of shooting in the form of the spearbacks/salamanders and a Pathmaster of Divination to keep my big targets honest.

    The good news were that without any cowboys my units “only” had to deal with the three taurosaurs before getting to the soft part of the army.

    For magic I got Beast Awakens, Insect Swarm,Break the Spirit and Howling wind in Shamanism, the Matriarch got Regrowth and Forest Spirits. The Quatl got Unerring strike, Scrying, Judgment and Stars Align while the Skink priests got Healing Waters and Stoneskin.

    We traded deployment drops for a while, then my opponent forced me to go first by dropping the rest of his army. I ended up with a weighed left flank, the two treefathers relatively central and a unit of Kestrels and the small BD looking over the rightmost objective. The Saurians were squaring off against the treefathers and the small elven contingent, with the three Taurosaurs covering the left flank.

    Turn 1 – Sylvan Elves

    Having played against this kind of list before, I knew that I had to pull the taurosaurs out of position; as long as they stay within 12” of the quatl charging them is a bad idea, and the same applies if they can support each other.So I decided to sacrifice one unit of kestrels for a chance to open up the saurian lines.

    The kestrels moved up within charging range of the leftmost taurosaur, tempting the charge, while the BD with BSB moved into position for countercharge. In the middle, the treefathers moved up a bit to threaten the enemy advance: All I had to do to win was to delay the scorers long enough to the right while securing the objective on the top left.

    Magic started with an insect swarm on the closest taurosaur, which bounced off without effect thanks to the engine’s ward save. The ring of fire was dispelled. The archers opened fire at the closest spearbacks, dealing 2 wounds at long range.

    TURN 1 – Saurian Ancients

    Filip proved to be too smart for my tricks: instead of charging my kestrels, he moved two taurosaurs in range for some blowpipe shots. The salamanders also moved up to shoot at them. In the middle, the spearbacks had a clear shot at the treefather, so moved up to take it. The rest of the army advanced cautiously, the cuatl getting in range for some spells.

    Magic started with a miscast Fate’s Judgment on the right treefather: I let it through, my armour saving the wounds caused. The spell was lost in return, so definitely a good tradeoff! The Unerring Strike was then dispelled with dice.

    Shooting was a bit more effective: the combined efforts of the blowpipes and the salamanders dropped two kestrels, effectively taking them out of the game. The right treefather shrugged off all of the spearbacks’ shots thanks to his armour and ward.

    TURN 2 – Sylvan Elves

    With the original trap avoided, I figured that I had to put some pressure on the saurians: the kestrel moved back, and I offered a long charge on the BSB’s bladedancer retinue to the taurosaurs. Both treefathers advanced to be able to shoot some roots at the wounded spearbacks. The Forest Guard shuffled a bit towards the objective marker, and would keep on doing that all game long.

    Magic started yet again with a successful insect swarm, this time dealing a single wound to the closest taurosaur. The rest was dispelled by the quatl with ease. Shooting was focused on the spearbacks, and between the two treefathers’ shots and the 20 sylvan archers, I managed to kill the unit and get some points!

    TURN 2 – Saurian Ancients

    After some deliberation, my opponent decided not to take the long charge on the bladedancers. He shuffled the taurosaurs around, careful to keep all of them within the Engine bubble. The quatl and braimans stayed relatively put.

    In the magic phase I had to let a bubble Scrying go off to try and dispel the Unerring strike: my adversary was kind enough to fail his casting attempt for the latter, though, so the magic phase ended… [Read More]
  • New

    Hello listeners! It's been a while for us largely due to holidays. Summer is a slow gaming/podcast season in Copenhagen! Nevertheless, we are back with a short episode to keep you going unill next month when we will bring you a tournament report from Giant Fanatic 2017!

    On this episode Rasmus and Henry have a chat about what they have been doing this month in the hobby, a bit of an overview of the recent news and talk a little bit about giant Fanatic which is happening next weekend (30th September).

    Rasmus Ice effect:

    A link to the paiting tutorial we discussed:

    Sorry for the summer hiatus. We should be resuming regular broadcasts moving into winter :)

    If you want to get in touch: [Read More]
  • New

    Crossbows, Rangers, and voluntary exiles.

    Much have been written on the subject of dwarven rifles, by a lot of people who know very little on the subject and thus embarass themselves with every word. Not as many words have been wasted on the dwarven crossbow. and for a very good reason.
    A crossbow is a crossbow, no matter who makes it, the dwarven one is more solid and can be used as a club with very little damage to the weapon but is otherwise identical to those used by out own regiments.

    Dwarven militias from poorer settlements or lower classes will often choose the crossbow over the rifle for simple reasons of economics, the former being much cheaper to produce and many dwarfs with woodworking skills can produce their own with ease, instead of having to commission a master gunsmith.
    Public, or Militia regiments recieve a small stipend to cover the time spent in training, but its members much buy their equipment theirselves, often leading to a very varied appearance compared to the Proffesional, or Queen's regiments, who are provided for and equipped by the queen.
    For that reason, it is very common for public regiments to have a wealthy female sponsor who provides for them in return for social capital reaped from the regiment's success.

    Crossbows also have the advantage of silence which can be vital is the more unstable regions of the under-realm, where the sharp retort of a rifle-shot may bring the ceiling crashing down or bring undue attention. As such it is also a common weapon for political assassination in those few dwarfholds unstable enough where that is a occurrence.

    With Queen Haephestia having ruled it with a gold-steel fist since time immemorial, that thankfully is not the case for Hammerhold.

    In open combat, the crossbow fulfills the same role as the rifle, allowing even a poorer settlement to unleash a withering volley of fire to support the massed regiments of heavy militia speardwarves and axedwarves. Such a combined force is usually enough to see off all but the most determined attack from anything less than a professional army, heavy armour and stout shields rendering counter fire all but impotent.

    (Banner painted by pro painter Jonas Wideen.)
    The regiment depicted in these woodcuts is Habrik's Shafters (and yes, the Hammerhold dwarves have enough Imperial visitors to fully understand and embrace the double-meaning of their name) and their banner depicts Habrik himself, now long-dead, in the normal ancestor-worshipping manner of public regiments.

    Of far more interest is the rarer crossbow-armed style of regiments; the Rangers, and their role in society.

    Rangers dwarf a small stipends much as all public regiments do, but unlike others who are only part-time warriors, being a Ranger is not a choice to take lightly. Once the Oath of a Ranger is taken, the dwarf cannot return to any Dwarfhold for more than a single week a year as long as they adhere to the role of the Ranger, unless forced to do so by injury or illness. For that reason, a troupe must be almost entirely self-sufficient and most rangers carry all their belonging with them at all times, their crossbows and long knives being equally suited to hunting and cleaning game as they are at slitting throats.

    It should be noted that the Oath of a Ranger, unlike the Oath of the Seeker is completely completely voluntary, does not bring shame of the Rangers family, and can be renounced at any time. It is not uncommon for young dwarves who have trouble adapting to the very conservative dwarven society to spend a few years as a Ranger before settling down. Such runaways seldom stay for long. It is also seen as a good, if unusual way to see the world, as Rangers travel far and wide, both within the Dwarfhold's holdings and far beyond.

    Rangers spend all their days in the field, on the move, often under open skies, always on the move.

    For many outlying settlements owing fealty to the Queen, especially those not dwarven, a yearly visit by a Ranger troupe may well be the only contact they have with the Dwarfhold at all.

    They also provide accurate fire support for the Hold's army, skirmishing and scouting, as well as wildlife rescue in peacetimes.

    It falls to ranger troupes to patrol the Dwarfholds lands, making sure roads are safe and banditry is short-lived, either at the end of a volley of well-aimed bolts, or under the steelshod boots of a massed dwarven throng, summoned by said Rangers.

    [i]The majority of Rangers are females and most stay a Ranger for their entire life, seeing it as more of a calling and a mobile community than the martial profession it officially is.
    Rangerhood is also one of very few professions for a dwarven female that allows them to remain unmarried (the others being Seekers, Runesmiths and priests, the Forgemaiden bodyguard of the Hold's Runemistress, and a number of ceremonial titles, such as the First Hammer, First Shield).
    It is also a good "out" for any dwarf that does not fit in[Read More]


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