Showing posts with label Nations. Show all posts
Showing posts with label Nations. Show all posts

Sunday, 22 March 2026

Thoughts On - Civil War in New Hanendorf

Hi Everybody,

                      This started off as a simple question of the mind powers of a Lich and how many it could control at once, as I had planned to run a civil war where it had a BASE OF OPERATIONS. It turned into a 4-way kingdom brawl. You may need to drop something like this into a campaign one day.

The Civil War in New Hanendorf—1 22/03/2026

Let’s integrate your amended geography and political layout into the timeline. This gives us a much clearer strategic picture of how the collapse unfolds and how each external faction interacts with the lich-led uprising.

Below is the revised, fully aligned timeline, now using:

  • Kingdom White → West

  • Kingdom Teal → North (attacked in two towns on Day 4, Month 6)

  • Graptey (Ork Kingdom) → Small, North East

  • Original kingdom → Central region, now fracturing

We’ll keep the same starting point:

Start: Week 1, Day 7, Month 7, Year 2571

Months = 30 days, 10 months per year

? REVISED TIMELINE OF THE COLLAPSE

Starting: Week 1, Day 7, Month 7, Year 2571

? WEEK 1 — THE SPARK (Days 1–7)

Day 7 (Starting Point)

  • Peasant unrest peaks across the central kingdom.

  • The lich begins to subtly manipulate agitators.

  • Assassin cult kills two nobles in the west, causing panic.

  • Kingdom Teal (north) is still reeling from the Day 4, Month 6 attacks on two border towns — they are on high alert but stretched thin.

  • The main army of the central kingdom remains deployed abroad.

? WEEK 2 — THE UPRISING IGNITES (Days 8–14)

Day 8–10

  • Riots erupt in central farmlands and two major towns.

  • The lich uses illusions to appear as a prophetic revolutionary figure.

  • Assassin cult kills a Western viscount, destabilising the Western frontier near Kingdom White.

Day 11–14

  • Peasants seize granaries and local armouries.

  • The lich animates the first undead “fallen rebels.”

  • Kingdom Teal sends scouts south to assess the spreading chaos.

⚔️ WEEK 3 — THE NOBILITY COLLAPSES (Days 15–21)

Day 15–17

  • Three noble houses fall in the central region.

  • The lich dominates two rebel leaders to ensure ideological unity.

  • Assassin cult kills a general in the west, leaving the western marches leaderless.

Day 18–21

  • The Capital city enters lockdown.

  • Peasant militias form; the lich installs dominated captains.

  • Graptey (north east) orc scouts cross the border, sensing opportunity.

?￯ᄌマ WEEK 4 — THE POWER VACUUM (Days 22–30)

Day 22–25

  • The king orders the army home, but messengers vanish.

  • The lich raises undead from plague pits and old battlefields.

  • Kingdom White (west) moves troops to “secure the border,” but really to prepare for annexation.

  • Kingdom Teal (north) fortifies its southern border, fearing spillover.

Day 26–30

  • Graptey orcs raid two frontier hamlets in the north east.

  • Kingdom White seizes a western border fort “for stability.”

  • The lich establishes a hidden command center beneath a ruined estate.

? WEEK 5 — THE LAND GRAB BEGINS (Month 8, Days 1–7)

Day 1–3

  • Kingdom White annexes three western villages with minimal resistance.

  • Kingdom Teal occupies two northern river crossings to prevent refugee spillover.

  • Graptey orcs raid deeper, capturing a small mining outpost.

Day 4–7

  • The lich dominates a captured noble to gain access to sealed archives.

  • The Peasant armies swell dramatically.

  • Assassin cult fractures — some members now unknowingly serve the lich.

? WEEK 6 — THE LICH CONSOLIDATES POWER (Days 8–14)

Day 8–10

  • Undead labourers repair rebel-held towns.

  • The lich geases several rebel leaders.

  • Graptey orcs launch a full invasion into the north-east farmlands.

Day 11–14

  • Kingdom White and Kingdom Teal clash over disputed northern western borderlands.

  • The lich quietly feeds misinformation to both sides.

  • Peasant forces take the capital’s outer districts.

?¬タヘ☠️ WEEK 7 — THE KINGDOM SHATTERS (Days 15–21)

Day 15–17

  • The capital falls.

  • The king disappears (dead? fled? dominated?).

  • The lich’s “People’s Council” is declared.

  • Graptey orcs seize the north-east mines.

Day 18–21

  • Kingdom White annexes the western plains.

  • Kingdom Teal takes the northern trade towns.

  • Graptey holds the north-east forests and mines.

  • The lich controls the central heartland.

? WEEK 8 — THE FOUR-WAY DIVISION (Days 22–30)

By the end of Month 8:

The land is divided into four powers:

The old kingdom is gone. The lich is now the most strategically positioned power.

If you want, I can now build:

  • A month-by-month timeline for the next year

  • A map description of the four territories

  • The political structure of the lich’s new state

  • A breakdown of each faction’s military strength

  • A cast of key NPCs (rebels, nobles, orcs, foreign generals, assassin cult leaders.



Below is a fully revised timeline, a coherent political structure for the lich-led state, and a cast of major NPCs who drive the story forward. I’ve kept everything internally consistent with your geography:

  • Kingdom White → West

  • Kingdom Teal → North

  • Graptey (Ork Kingdom) → North East

  • Central Kingdom → Now collapsing

  • Start date → Week 1, Day 7, Month 7, Year 2571

I’ll give you something you can drop straight into a campaign or world bible.


? NEW EXPANDED TIMELINE

Starting: Week 1, Day 7, Month 7, Year 2571

? WEEK 1 — THE FIRST CRACKS (Days 1–7)

  • Food shortages and tax riots erupt across the central kingdom.

  • The lich begins manipulating agitators with Suggestion and Charm Person.

  • Assassin cult kills two nobles in the west, destabilizing the frontier near Kingdom White.

  • Kingdom Teal is still recovering from the Day 4, Month 6 attacks on two of its towns.

  • The main army remains deployed abroad.

? WEEK 2 — THE UPRISING IGNITES (Days 8–14)

  • Riots spread to three major towns.

  • The lich uses illusions to appear as a revolutionary prophet.

  • Assassin cult kills a western viscount; panic spreads toward Kingdom White’s border.

  • Peasants seize granaries and armories.

  • Graptey orc scouts probe the north east frontier.

⚔️ WEEK 3 — NOBILITY IN FREEFALL (Days 15–21)

  • Three noble houses fall in the central region.

  • The lich dominates two rebel leaders to unify the revolt.

  • Assassin cult kills a general in the west, leaving the western marches leaderless.

  • Capital city enters lockdown.

  • Peasant militias form; the lich installs dominated captains.

?￯ᄌマ WEEK 4 — THE VACUUM OPENS (Days 22–30)

  • The king orders the army home, but messengers vanish.

  • The lich raises undead from plague pits and old battlefields.

  • Kingdom White moves troops eastward “to secure the border.”

  • Kingdom Teal fortifies its southern border.

  • Graptey orcs raid two frontier hamlets.

? WEEK 5 — THE LAND GRAB BEGINS (Month 8, Days 1–7)

  • Kingdom White annexes three western villages.

  • Kingdom Teal occupies two northern river crossings.

  • Graptey orcs seize a small mining outpost.

  • The lich dominates a captured noble to access sealed archives.

  • Peasant armies swell dramatically.

? WEEK 6 — THE LICH CONSOLIDATES (Days 8–14)

  • Undead labourers repair rebel held towns.

  • The lich geases several rebel leaders.

  • Graptey orcs launch a full invasion into the north east farmlands.

  • Kingdom White and Teal clash over disputed borderlands.

  • Peasant forces take the capital’s outer districts.

?¬タヘ☠️ WEEK 7 — THE KINGDOM SHATTERS (Days 15–21)

  • The capital falls.

  • The king disappears.

  • The lich’s “People’s Council” is declared.

  • Graptey orcs seize the north east mines.

  • Kingdom White annexes the western plains.

  • Kingdom Teal takes the northern trade towns.

? WEEK 8 — THE FOUR WAY DIVISION (Days 22–30)

By the end of Month 8:

?￯ᄌマ POLITICAL STRUCTURE OF THE LICH LED STATE

The lich rules indirectly, using a puppet government and layers of magical control.

? 1. The People’s Council (Public Government)

A 12 member council of “revolutionary leaders.” In reality, 8 are dominated, 3 are charmed, and 1 is geased.

Roles:

  • Speaker of the People (dominated)

  • Master of Grain (charmed)

  • Marshal of the Militia (dominated)

  • Keeper of the Dead (geased)

  • Minister of Roads (dominated)

  • Minister of Justice (dominated)

  • Minister of Trade (charmed)

  • Minister of Faith (dominated)

  • Minister of Records (dominated)

  • Minister of Labour (charmed)

  • Minister of Security (dominated)

  • Minister of Health (dominated)

The public believes they are self governing. They are not.

? 2. The Lich’s Shadow Cabinet (Secret Inner Circle)

These are the true administrators.

  • The Lich — Supreme authority, unseen.

  • Three Undead Advisors — Former scholars, now lich bound.

  • Two Dominated Wizards — Handle magical infrastructure.

  • One Charmed Cleric — Manages religious compliance.

  • One Geased Noble — Provides legitimacy and historical knowledge.

⚔️ 3. The Revolutionary Guard

A hybrid force of:

  • Undead infantry

  • Dominated militia captains

  • Charmed agitators

  • A few monstrous servants

They enforce order with ruthless efficiency.

⚙️ 4. The Undead Labour Corps

Skeletons and zombies perform:

  • Farming

  • Road repair

  • Construction

  • Night time labour

  • Dangerous tasks

This frees the living population for skilled work and military service.

? NPC CAST (MAJOR FIGURES)

Here’s a strong, varied cast you can use immediately.

? THE LICH (True Ruler)

Name: Asterion Vale Former Life: Court archmage, betrayed by nobles Personality: Cold, calculating, eerily patient Goal: Build a perfectly ordered society under immortal rule Secret: His phylactery is hidden in a ruined noble estate beneath a false tomb

?￯ᄌマ ASSASSIN CULT LEADER

Name: Serrin of the Black Veil Status: Unknowingly dominated by the lich Role: Continues killing nobles, now targeting those who resist the new order Personality: Fanatical, ascetic, believes he serves justice Secret: The lich uses him to eliminate rival spellcasters

? PEOPLE’S COUNCIL — KEY MEMBERS

1. Speaker of the People (Dominated)

Name: Marla Dovren Background: Charismatic peasant leader Public Role: Face of the revolution Secret: Her mind is not her own

2. Marshal of the Militia (Dominated)

Name: Captain Roderic Hale Background: Former city guard officer Role: Commands the revolutionary armies Secret: The lich uses him to direct troop movements

3. Keeper of the Dead (Geased)

Name: Sister Elayne Background: Former priestess Role: Oversees burial rites and undead integration Secret: She knows the truth but cannot speak it

⚔️ EXTERNAL POWERS

Kingdom White General

Name: General Varron Hale Personality: Ambitious, pragmatic Goal: Annex as much land as possible Secret: He suspects a supernatural force behind the revolt

Kingdom Teal Envoy

Name: Lady Seris Thorne Personality: Diplomatic, cautious Goal: Prevent the revolt from spilling north Secret: She seeks an alliance with the lich out of desperation

Graptey Warlord

Name: Gorvak the Iron Tusker Personality: Brutal, cunning Goal: Expand Graptey’s territory Secret: He believes the lich is a god and wants to serve him

If you want, I can now build:

  • A map description of the four territories

  • A year long extended timeline

  • A military breakdown of each faction

  • A plot arc for a campaign set in this world

  • A detailed dossier on Asterion Vale (the lich)

Just tell me where you want to go next.

Absolutely — let’s build this into a full extended timeline and a campaign ready plot arc that feels coherent, dramatic, and grounded in the political and magical logic of your world. I’ll keep the pacing tight, the stakes escalating, and the factions moving in ways that make sense for their geography and motivations.

Below is a year long timeline (Month 7 through Month 10 of Year 2571, then into 2572), followed by a plot arc you can use for a campaign, novel, or strategy narrative.

? EXTENDED TIMELINE (Month 7, Year 2571 → Month 5, Year 2572)

? MONTH 7, YEAR 2571 — THE BREAKING POINT

Week 1–2

  • Peasant riots erupt across the central kingdom.

  • The lich begins manipulating agitators and dominating key leaders.

  • Assassin cult kills nobles in the west, destabilizing the frontier near Kingdom White.

  • Kingdom Teal is still recovering from the Month 6 attacks on two towns.

Week 3–4

  • Three noble houses fall.

  • Graptey orcs raid the north east.

  • Capital enters lockdown.

  • The lich raises the first undead labour corps.

⚔️ MONTH 8 — THE KINGDOM FRACTURES

Week 1

  • Kingdom White annexes western villages.

  • Kingdom Teal occupies northern river crossings.

  • Graptey seizes a mining outpost.

Week 2

  • The lich geases rebel leaders.

  • Undead repair infrastructure.

  • Assassin cult fractures; half unknowingly serve the lich.

Week 3

  • Capital’s outer districts fall.

  • Graptey launches a full invasion into the north east.

Week 4

  • The capital collapses.

  • The king disappears.

  • The lich’s puppet “People’s Council” is declared.

  • The four way division emerges.

? MONTH 9 — THE NEW ORDER TAKES SHAPE

Week 1

  • The lich consolidates the central heartland.

  • Undead labourers restore roads and irrigation.

  • Grain production stabilizes.

Week 2

  • Kingdom White fortifies the western plains.

  • Kingdom Teal builds defensive palisades along the southern border.

  • Graptey raids intensify.

Week 3

  • Refugees flee into the lich’s territory, where they are “welcomed” and quietly screened for usefulness.

  • The lich begins constructing hidden necromantic infrastructure beneath the capital ruins.

Week 4

  • The People’s Council announces sweeping reforms:

    • Abolition of noble titles

    • Redistribution of land

    • “Voluntary” labour quotas

  • All reforms are enforced by undead militia.

? MONTH 10 — THE LICH’S STATE STABILIZES

Week 1

  • Trade routes reopen under lich control.

  • Undead caravans begin delivering grain to border towns.

Week 2

  • Kingdom White and Teal clash in a border skirmish.

  • The lich secretly fuels the conflict with illusions and misinformation.

Week 3

  • Graptey orcs attempt to raid deeper but are repelled by undead pikemen.

  • Gorvak the Iron Tusker begins to suspect the lich is a “death god.”

Week 4

  • The lich begins long term projects:

  • A necromantic academy

  • A census of the living

  • A network of underground ossuaries

  • A secret phylactery vault

? YEAR 2572 — THE AGE OF FOUR POWERS

? MONTHS 1–2 — THE LICH’S GOLDEN QUARTER

  • The central region becomes the most stable territory:

    • No famine

    • No banditry

    • No corruption

    • No noble oppression

  • Undead labour makes the economy efficient.

  • Living citizens enjoy unprecedented safety — at the cost of freedom.

⚔️ MONTHS 3–4 — BORDER TENSIONS RISE

Kingdom White

  • Expands military presence along the western frontier.

  • Begins conscripting refugees.

Kingdom Teal

  • Forms a defensive alliance with two northern city states.

  • Sends envoys to the lich’s council.

Graptey

  • Gathers warbands for a spring offensive.

  • Gorvak sends emissaries to the lich, seeking “divine favour.”

Lich Led State

  • Begins quietly infiltrating both White and Teal with dominated agents.

  • Constructs a massive underground ossuary beneath the capital.

? MONTH 5 — THE NEXT CRISIS BREWS

  • A mysterious plague appears in Kingdom White’s border towns.

  • Kingdom White blames the lich.

  • Kingdom Teal suspects Graptey.

  • Graptey blames everyone.

The lich knows the truth: It wasn’t him — something else is moving.

This sets the stage for the plot arc.

? PLOT ARC: “THE FOUR SHADOWS OF 2572”

This arc is designed to be flexible — it works for a campaign, a novel, or a strategic narrative.

ACT I — THE REVOLUTION’S AFTERMATH

  • The lich led state stabilizes.

  • Refugees pour in.

  • The People’s Council becomes increasingly authoritarian.

  • PCs or protagonists uncover hints that the council is magically controlled.

  • Rumours spread that the king is alive — or undead.

ACT II — THE SHADOW WAR

Three external powers maneuver:

Kingdom White

  • Plans a crusade to “liberate” the central lands.

  • PCs may uncover evidence of White’s war preparations.

Kingdom Teal

  • Seeks a diplomatic solution.

  • PCs may be sent as envoys or spies.

Graptey

  • Prepares a massive raid.

  • PCs may infiltrate or negotiate with orc warbands.

Meanwhile, the lich:

  • Expands undead forces

  • Builds secret necromantic infrastructure

  • Hunts for a rival necromancer or plague bearer

ACT III — THE PLAGUE OF MONTH 5

A new plague emerges in Kingdom White.

Key beats:

  • It spreads too fast to be natural.

  • It ignores undead.

  • It mutates.

  • It destabilizes the western quarter.

PCs discover:

  • The plague is engineered

  • Not by the lich

  • But by a third party necromancer, cult, or ancient entity

This becomes the new antagonist.

ACT IV — THE THREE WAY CONFLICT

The plague forces unlikely alliances.

Possible alliances:

  • Lich + Teal vs White

  • Lich + White vs Graptey

  • Teal + Graptey vs Lich

  • Or a chaotic four way conflict

The lich may:

  • Offer a cure

  • Weaponize the plague

  • Attempt to dominate the other rulers

  • Reveal the true enemy

ACT V — THE TRUE ENEMY EMERGES

The plague’s creator reveals themselves:

  • A rival lich

  • A forgotten archmage

  • A demon prince

  • A cursed artifact

  • A divine punishment

  • A rogue faction of the assassin cult

The four powers must decide:

  • Unite

  • Or be consumed

The lich may:

  • Become an uneasy ally

  • Attempt to seize total control

  • Betray everyone

  • Or be betrayed

ACT VI — THE FINAL RECKONING

The climax depends on your tone:

Heroic Ending

The four powers unite to defeat the plague maker. The lich is destroyed or exiled. A new order rises.

Dark Ending

The lich triumphs. The other powers fall. The central state becomes an undead empire.

Bittersweet Ending

The plague is defeated, but:

  • White collapses

  • Teal retreats

  • Graptey burns

  • The lich remains

  • The world changes forever

If you want, I can now build:

  • A map description of the four territories

  • A detailed dossier on the plague’s true creator

  • A military breakdown of each faction

  • A character arc for the lich

  • A campaign starter scene

Just tell me which direction you want to explore next.

 - - - - - - - - - - - - - - - 

Copilot (C) 2026 Microsoft was used in the making of this post.

Regards all,


Ivor Cogdell

 Graptey(C) 2026. Ivor Cogdell.




Thursday, 17 April 2025

Flag - New Battle Report Published

 Hi Everyone,

                  Just a quick note to let you know that I have published a battle report that has been in the works for a while in draft mode. I thought it would put it here at the top, but it has just changed the published date. If you would like to take a look, it is called "Nations Battle Report 1 part 2." I hope part three does not take as long to do.

             One of my wargaming mates is in a bit of a jam at the moment, so things are on hold on here, while we swap his stuff from his old place to where some mates are going to store stuff for him until he gets himself together, or rather when social services get their act together. Good luck on that one.

UPDATE - See Thoughts On - Busy Bunny. (4 August 2025).


Regards,

Ivor Cogdell


Sunday, 11 February 2024

Warhammer Mighty Empires Turn1 Month 00 - Generating Tribes and 01b - Updated 09.03.2024.

 Hi everyone,

                      I am trying out Warhammer Mighty Empires, (C) Copyright 1990 Games Workshop, to flesh out one of my early "Nations" continents Bjantfass. I may mix in with it the "Countrycraft" rules, from Dragon Magazine # 293, (C) Copyright Wizards of the Coast. I tried to load a spreadsheet with my info in, but it was no good. I will just have to be descriptive.

                      I was using a 29 tall x 18 wide Hex map to begin with, but decided to use a 62 x 56 hex map instead to get finer detail. This works out to 50 miles across the face of a hex. I have a rough map to give me an idea of the general large-scale contents of the landscape, as shown in the preview. I plan to colour a second Hex map to show the conquests of each tribe over time.

House Rule - I have introduced Bandits, Pirates and Monsters to inhabit wasteland areas and some of the islands. Their territory will be a d4 or d6 depending on intelligence.

The army represents a quarter of the population of the tribe.

Map Key - I have split each Hex into 6 to represent the resources of the land and then added any features that may be generated by the game. Each Capital has a castle, except Bandits which have a fort.

Br = Bridge or Ford, C = City, D = Desert Tile, F = Forest Tile, Fo = Fortress, HA = Harbour, H = Hill, L= Lake,

J = Jungle, MG = Mine Gold, M = Mountain, N = Necropolis, Number = Tribe number Capital,   PL = Plain, PT = Plateau, S (1-6) = Ships in Port, T = Temple, Vo = Volcano, W = Wizard's Tower.

                    NW        NE

              W            1           E

                    SW         SE

Turn 0 Setup.


Tribe 01 Skularn Dark Elves. Alignment - Chaotic Neutral.

Resources = Capital, Built on a Ruin. (x = 25, y = 27) M5 D1 (e.g Mountain 5 Desert 1) - River, NW = F1 H5 - Barren, 

NE = PT5 D1 - Barren, E = M3 D3 - Barren, SE = H2 D4 - Village in a Cave, SW = H2 D4 -Village, W = PT3 H3 - Fort & Lookout Tower.

Army = 588 Total. (Not sorted into Banners yet.)

Tribe  3 Halflings. Alignment - Neutral Good.

Resources = Capital ( x = 28, y = 33) PL3 L3 , NW = PL3 F3 - Village, NE = PL2 L4 - Barren, E = L6  - Barren, SE =  M2 H2 L2 - Village & Necropolis, SW = M2 H4 - Fort, W = H6 - City.

Total Army = 633.

I have been adding monster lairs and bandits randomly over the map and two of them have landed close to some of our tribes already generated, so there will soon be friction in the air. Such as this one coming next.  Unless they talk it out and have a party.

Tribe  3a Lizard Folk Alignment - Neutral.

Resources = Capital ( x = 31, y = 30) PL6, NW = PL3 L3 - Fort, NE = PL3 L3 - Fort, E = PL6  - Village, SE = M1 PL3 H2 - Village, SW = PL4 F2 - Barren, W = PL6 - Village River.

Total Army = 648.

Tribe 7 Hobgoblin Raiders. Alignment - Chaotic Evil.

Resources (1d4 Hex) = Capital, actually it's just a Large Fort. ( x = 24, y = 34) F6 - Hot Spring. E = PL5 F1 - Village, SE = PL4 F2 - Village.

Total Army = 377.

Tribe 14 Elves - Alignment - Chaotic Good.

Resources = Capital (x = 29, y = 17) PL6 R, NW = H6 - Village,  NE = H4 J1 L1 - Village, E = H2 L4 - Fort, SE = H6 - Fort River, SW = H2 J4 - Village, W = H2 J4 - City.

Total Army = 909.

Tribe 16 Elves - Alignment - Chaotic Good.

Resources = Capital ( x = 31, y = 30) M2 PL4 Necropolis, NW = M2 PL2 F2 Fort Barren, NE = PL6 - Fort Hot Spring, E = M3 H3 Village River, SE = H3 L3- Village in a Cave, SW = M4 H2 - Village Lookout Tower, W = M2 L4 - Fort.

Total Army = 636.

Tribe 22 Human Bandits - Alignment - Chaotic Good.

Resources  = Large Fort. (x = 26, y = 11) PL3 F2 S1 River. NW = PL6 - Fort, NE = H4 F2 Village Lookout Tower,  E = PL4 F2 Village, SE =  M3 H2 F1 City & Lookout Tower.

Total Army = 649.

Tribe 30 Bosh Goblins - Alignment - Chaotic Evil.

Resources = Capital (x = 21, y = 06) H6 Built on Ruined City Lookout Tower, NW = P6 - Village  & Necropolis,  NE = PL3 F3 City, E =C4  City Port (No ships), SE = Lowland 5 F1 Castle, SW = C4 Village, W = PL5 F1 Village.

Total Army = 1197.

Tribe 34 Snotlings - Alignment -Neutral.

Resources = Capital (x = 19, y = 13) Lowland 4 Lake 2 , NW = PL6 - Fort,  NE = PL6 

Village & Temple to Neptune, E =PL3 L3 Village, SE = Lowland 1 Lake 5 Barren, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 35 Bash Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 26, y = 07) Lowland 6 Wizard, NW = PL5 F1 - Fort & Necropolis,  NE = PL5 F1 Castle & Road NE, E =PL4 F2 Village, SE = Lowland 5 F1 Castle & Wizard, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 62 Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 46, y = 20) C6 Built on a Ruined town -  W, NW = PL6 - City,  NE = PL6 -  Village, E = H2 L4 - Fort, SE = L3 F3 - Fort, SW = C4 - Barren Port, W = H3 F3 -Village.

Army = ____ Total.

There are armies to add next and then I will start them off scouting in nearby Hexes.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. (C) Copyright 1990 Games Workshop Ltd. All Rights Reserved

Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

Web Page Copyright (C) 2024 Ivor Cogdell.



Warhammer Mighty Empires (C) Project Preview

 Hi Everyone,

                       I have just started my draft of  Warhammer Mighty Empires (C) Campaign Turn One, set on my continent of Bjantfass, roughly 2571 years ago. The idea is to work out the kingdoms and provinces, put a name to some locations and battles, flesh out my timeline and work out who were the dominant players in history. This will be my first time using Mighty Empires.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. is Copyright (C) 1990 Games Workshop Ltd. All Rights Reserved. 

Here is a look at the continent of Bjantfass. Copyright (C) 2024 Ivor Cogdell. It may not be geographically accurate and subject to change, but that's why it's a fantasy.



Some of the names are the current sector colour designations and other countries. I may be tweaking the border of Ellrostanne and other Sectors as events unfold. I may add settlements to the left and right areas too, as my timeline unfolds.

The continent of  Drennas is to the West, Jelv, Bretonia and Cathay are to the East. I have no plans to expand into those areas as yet.

I have not made up my mind whether to just use the ME points system to resolve battles on all conflicts or occasionally convert to Warhammer Fantasy Battle (C) armies and fight it out on the tabletop.


Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

 Copyright (C) 2024 Ivor Cogdell


Sunday, 9 January 2022

Nations Battle Report 1 Part 1 - Background - Updated - 23.01.2024

 Hi Everyone,

Nations Battle Report No. 1 Part One - The Background to the conflict.

                   This is my first outing on here of Nations, my home made battleground. It is the year, BE.2571. It takes place on the continent of Bjantffas, the home of the Btjantff Empire, mainly controlled by the Elves, with a smattering of other races around the edges. The area had recently been devastated by volcanic eruption to the south, The central capital, Nitan, Grey with a red dot) has been built in an extinct volcanic crater. It has been devastated by a Dragon taking up residence in its main living area.


The Continent of Bjantffas.

Note: Smaller Island nations not shown on this map.

Capital  Nitan 21,100 (40,000 gp). - Ruled by a science council, backed by landowners. A main City Guard. Two main routes in and out of the capital, Nitan`s Might the north east pass and Nitan`s Protection, a tunnel dug in to the extinct volcano to the south. Roads and villages nestle in the foothills. 

Latest News - A dragon has awoke and moved into Nitan and has wrecked most of the major buildings. The nobility, followed by the rest of the able bodied population have fled f the capital, heading west, leaving assorted treasures behind them. The roads are clogged, panic is rife. They are easy prey for bandits, or former guards who see the opportunity to go rogue in the chaos.  The remains are being picked over by thieves. Food stores have been ransacked, intact supplies would be buried among the ruins.

Council leaders - Socrel Lelius (Elf) Trade Guild, Wenda Hardeholme (Dwarf) Mine and bank Owner, Eldran Torsund -Gem Dealer, all survived an assassination attack,  Argyle Hoonfest- Army Commander, Grag Tern -Navy Commander. Advisors FOL, Tymorae, Gaia, Druid. They plan to set up a base of operations on the coast.

Former Accomodation - Battle of Atris Bay Tavern and Hotel.   Howling Bear traders,  The Sentry Officers College - destroyed, The Red Banner Traders Guild - wrecked. The Black Spider Queen Inn -Destroyed.  The Full Warehouse Pub. Nitan’s Arms. 

The Army HQ and Admiralty - Destroyed above ground, but who is in the secret bunker - tasked to the rebuilding of the Capital if disaster ever came?.  The Heralds Court - Destroyed. Guild Row - Destroyed. The Famed Mage Tower - Destroyed.  What was let loose to roam the ruins? The basement Vault contained some book copies from the Great Library at 7 Towers,  in the Country of Achin, to the West. Anything else ?. Nitan Bank - Destroyed - Partially emptied.

The Great Library of Nitan survived, so far, being mostly underground. Science College-Destroyed. The Followers Of Light Temple (Which was being repaired, then destroyed again in the earthquake and now has a Dragon sitting on it). Hanvers Palace-Destroyed. Tymorae‘s Chapel - Destroyed, but with its gold vault un-looted, as yet.  The Druid Grove was turned to ashes. Gaia Hall survived the initial chaos, because it was small and insignificant. The Indoor Market survived. The Lower Science College survived. The Abandoned Gold Mine - Very big, it connects to a large cave and lava tube system. It is quite full with peasants and others, who may be richer, but most were lost and starved to death or captured by its dark cruel, residents. I wonder who else has been disturbed in there?

The Stone Circle Teleport had been the scene of bloody conflict, surrounded by clerics and wizards trying to get out. Some got sent to random, forgotten, locations as they rushed their spells, without adequate supplies for what lay at the other places.

 Most of the Ruling Council of Nine were killed by assassins among their own Guard. Bandits attacked the refugees, who were fleeing mainly to the west along the main Northern exit. The southern tunnel through the mountain intersected a cave system and way down to the Underdark. During the disaster and the lack of food, the guard posts watching over the exit were deserted and the Goblin tribes are making the most of it.

They have ransacked villages for slaves and prowl the ruins of the capital for treasure. Some of the national guard from the Red Sector, where the Southern Tunnel emerges among Nitan's Fingers, have been tracking one of the goblin bands that have been rampaging across the countryside. 

The Battleground

I am using a homebrew rules mix of Rally Round the King by Two Hour Wargames. For their latest games check out their website. I am on turn five at the moment.

The western shoreline of Lake Nitan's Tears will be our battleground.

Regards,

Ivor Cogdell

P.S. 18 May 2022 - Yes, this is still taking place, I'm halfway through the project, but was not sure if it was the right mood at the moment with what is actually going on in Ukraine.

P.P.S. 6 September - Just having another go at it. Work and holidays got in the way. Working out what went on in turn five was a bit of a nightmare since I was so rusty, I still have a couple of elements to work on.

I mislaid my photos, but will keep looking