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This is the story of my Warriors of Chaos army. It is centered around a fallen brettonian noble.
Once there was a Brettonian Nobel with lands that strecthed far and wide, a grand force of Knights and all the luxury he would ever need. But he longed for more. The place as vassal for a king was not enough. If anyone deserved the crown it was he! He started rounding up the displaced and displeased for a rebellion but before any military might could be mustered he was betrayed by one of his fellow nobles and an army of the king descended upon his land. He and a small force of loyal knights tried to hold of the attackers but eventually they were trapped in his main keep trying to hold of thousands with mere dozens. Their allies had abandoned them to save their own skins and their walls were falling. All hope seemed lost until a dark eve when a man appeared in the shadows of the dining hall demanding to speak with the noble. He promised to save the knights from their death and help them establish a new land in the northern wastes in exchange for servitude to the gods of Chaos. The noble agreed. The man left but promised to give them an honest chance of escape.
Later that night tribe of beast man attacked the royal army giving Garmand and his knights a chance to escape north carrying many of the artifacts that had been gathered in preparation of the rebellion.
After a few miles the knights came to an encampment where 20 warriors all wearing pale white armor with red markings awaited them along with the man, Itanos. He told Garmand that this was the beginning of his army and of all that awaited him in the north. Beautiful women helped the knights relax and grow comfortable in their new roles as exiles. Itanos explained the power and luxury following the Dark Gods would bring. By morning all Knights and their lord had sworn allegiance to The Brothers in Darkness and special vows of servitude to the changer of ways and the Dark Prince.
They journeyed far to the north until they could see the realm of chaos at the horizon. There Garmand faced the first of many challenges. They encountered a small warband of the blood god lead by another champion. The leader was mounted upon a huge beast of brass wielding a cruel sword covered in glowing red runes. Garmand bellowed a challenge and the champions charged each other. The beast was a cumbersome but strong monster while the rider was fast as a serpent. The blows cut Garmand deeply until one of the artifacts, a small jewel, from his homeland lit up and erected a magical shield around him. Garmand went on the offensive again and slowly battered his opponent till death. He then claimed the champions head, sword and followers as his own. They journeyed for many days until they arrived in a small settlement of barbarians. Garmand nonchalantly rode into the center square and kicked down their altar to the Blood god. He then had his men gathered all the people up and chain them. He then put the males to work in building a town for him to rule. These men of the Varg tribes were not soft men by any means, but after seeing their children tortured and women ravaged they realized their life was now forfeit. Itanos encouraged Garmand to capture more tribes of rival gods while he spoke to those who followed the Changer and the Prince. So was it when a large township complete with tall walls was built in the middle of the chaos wastes. In the center a mighty castle stands where the nobility of chaos are living. The marauders live in slave like conditions to be used by those chosen by the gods. Any try at rebellion is punished most severly and noon dares defy the Chaos Baron!Units and Leaders
Garmand the Striker: Garmand is not a native to the chaos wastes but is in fact fallen noble from the land of the Lady of the Lake, who fled justice 300 years ago. He is the last of the exiles where any semblance to a brettoni still can be seen for he still dreams of Lordship over his homeland one day.
Garmands Strikers: The knights who stayed loyal to Garmand. Now they have been warped from the noble and righteous knights they once were into cruel, sadistic monsters who will stop at nothing to fulfilltheir desires. If Garmand is not leading them personally they are under the command of their Champion Andros.
Itanos Shadowkin: Itanos is a man of importance among the cults in the old world. He is a master of the Grey Wind but also rules the rawpower of Tzeentch. He is often called upon by cults and Warbands to relay messages between far apart groups of warriors. He was the man who approached Garmand and swayed him to Chaos.
Valdek the Unbroken: The herald of Itanos. He carries the flag of the army in battle but his main role is as the final frontier between Itanos and those who wish him harm. It is rare that you see the mage lord on the field of battle without his watcher. He bears a suit of armor filled with powerful protective magic’s to better follow his call.
The Mage Wardens: Itanos personal bodyguards. They are a point of calm in the sea of chaos that is war where Itanos can focus on how to best overcome any threat. Their Champion is called Mangus The Golden.
Tzeykahasiatza: Tzeýkahasiatza is a Deamon Prince of Tzeentch who fell from his masters good graces when a Wood Elf managed to trap his soul in a cave for six hundred years. Itanos found him and split the Deamons soul in two. One part that possessed his Magical prowess and one that held his mind. The Magic was bound within a great book and the mind in a suit of enchanted amour. On the eve of battle Itanos sometimes hand Tzeýkahasiatzathe book to let him lead warriors in battle. He takes the shape of an amour hovering on a pillar of smoke wielding a halberd. He fights along with the Turned leading them with a mix of cunning and magic from the book.
The Turned: The followers of the blood god who changed allegiance after Garmands defeated their lord. They wield wicked halberds in combat. Their Champion is called Sandor Beast Slayer.
The Marauders: In times of war a great number of the barbarians that populate the dark town follow the army to the field of battle, praying to the Changer and the Dark Prince that they shall be granted their own suit of amour so they too can reap the rewards of true exaltation. They are always lead to battle by a Chieftain of the Vargs. They were the first tribe that was subjugated by Garmand at the Lords arrival in the northern wastes and are as such seen as slightly better than normal marauders.
Timbarley the Mad: Timbarley once was an imperial Amethyst Mage but after being mocked for his lack of talent he made unholy deals with one of Altdorfs many chaos cults to be a vessel for a Deamon in exchange for magical power. Sadly his frail mind collapsed under the strain and he is now a cackling mad man who the cult had to pay dearly to have smuggled to the north by Itanos. Itanos now uses him as a caddy for a cursed artifact that allows him to alter the flow of magical power.
Itanos walked through the dark cellars of the castle flanked by Valdek and Timbarley. Or the imperial man was roughly on his flank.The southerner sometimes stopped to examine the floor, his hands, an interesting mold spot or a pool of stagnate water or wandered over to Valdek tostudy the mans softly glowing armor. They had been down here to check the spellwards around the chamber that held the book containing the magical partTzeykahasiatzas soul. He tended to it twice a week least not the mighty Daemon wouldspring free and lay waste to all he had built. Well twice a week if the foolGarmand didn’t force him to go with him on some foolish endeavor to soothe somewhim of his. The most recent ones being: Chasing down and slaying a greatdragon to emulate his Brettonian ancestors, corrupting several Marauders intoChaos Spawn for the joy of hunting with his knights and the chase of an ancient sword said to be the greatest magical weapon wielded by any man that had turned out to be an old rusty piece of metal. Now the buffoon was raucously celebrating the conquering of another marauder tribe that would fall into obscurity right after they caught the next. Well as long as he was calm and sober enough to greet any of the Chaos Lords seeking alliances with the Chaos Baron all was well. He ascended the stairs up to the main castle where his Wardens where deployed in combat formations ready to deal with anywho sought to harm their liege.
Tzeykahasiatzasensed it. The deceit and the lies, the subterfuge and the mistrust that seepedthrough the very rocks of the castle. He could hear the marauder warriors plotto overthrow the baron… ha BARON! He was nothing else then a pompous warlord whobelieved he could be what he once was! There will never be any way back fromthe Dark Gods. He could also hear the whispers of his captor and his silentlackey to claim their rightful places as rulers of this keep and also themighty lord of the fastness little ploy for the god of mists priestess! Theyall plotted and planned for things they could not see. Personally he would justwait and bide his time. The mortals would make a mistake eventually and then hewould reclaim his place as a true God amongst men!
Last edited by The Odor; April 6th, 2012 at 21:42.
I like the idea - not a bad story.
Two things stuck out to me though, although to be honest I've not really kept up with my Chaos fluff so these points may be invalid.
Firstly, the Khorne worshippers allowing themselves to be enslaved like that - I would have though they'd rather die fighting then surrender to anyone.
Secondly, building the castle in the wastes - I thought most of the tribes in the North were nomadic, and were so out of necessity; Otherwise, they simply don't survive. I guess a castle might help protect them from the elements a little, though, so perhaps that works.
So, that's all that really stuck out to me as possibly non-consistent (with existing fluff) areas. But they're small points, really, and would be fine left as is.
Deadstar: Well in the warrior book they speak of ritual combats between Champions where the winner takes the followers of the loser. And in the main rule book they tell of a fortress that a chaos lord have.
As I said, I'm not all that up to date with my Chaos fluff. Last I remember followers of different gods would rather kill each before they'd work together, but that was in the now out of date Army Book and I haven't bothered to keep up because I like it better that way.
Sounds alright, although you may want to change "Nobel" to Noble. You don't want him winning any peace prizes, he's a Warrior of Chaos!
Now, as for the story itself
- Keep in mind that if you travel north of Bretonnia, you reach the Empire, then Kislev, then the Chaos Wastes. And none of these lands are particularly fond of people crossing the borders with armed guards, let alone Chaos Warriors.
- That noble agreed pretty easily. No subterfuge, or desperation? Just a "Hey, you can rule the world if you join forces with Chaos," "Sure, let me think on it - Okay". This guy has all the makings of a byronic hero - sort of like Darth Vader. Here he is, an exile from his own lands, pursued by the people he was trying to save (he wanted to be king because he thought the current king was abusing his power right? Riiiight?) and now, 300 years later the only thing he can remember is the driving urge to conquer the land he once loved. My favorite thing about Chaos is that it rarely just shows up and makes a deal. Instead, it's sneaky, and you fall under it's power before you even realize it. At the very least, perhaps he made the deal out of desperation to save his last few loyal men rather than see them die as traitors.
- Their castle
The Chaos Wastes are ice-locked. Even the most Southern borders are nigh inhospitable. Kislev borders them here, but only because the Ice Queen has claimed a river as her border, even Kislevites don't settle that far north. There are Chaos strongholds, but they are usually far from civilized lands (Kislev isn't going to let you build a border fort without running you down) and are gifts from the Chaos gods to followers who are far removed from such petty needs as food and warmth. Half the reason that the Chaos armies are so depraved and so violent, is that they have been forced to retreat to these snowy realms to lose their pursuers when their invasions go badly. Now they live there, scraping out an existence on what they can find. They attack the south because they need to in order to flourish and survive. Sitting still in a castle is hardly a good way to make a living on the tundra. Look at the Mongols, Eskimos, First Nations in America, or any early tribal culture - they follow the herds because they can't farm, or don't know how to farm.
I know it's nitpicking, but your story is very good, I just think you could do a bit more with it.
And Deadstar - the fluff has been changed somewhat. Northmen worship all of the Chaos Gods, plus a few of the minor deities as well. It's sort of like Christianity - same general belief system, but if you're Catholic you just might be a bit more devoted to Slaanesh than you are to the other three gods. Differences of belief within a larger system. They can all work together, Archaon has the favor of all 4 Chaos gods, and leads an army made up of all of their followers. It's the Daemons who don't mix'n'match, because they are manifestations of their gods' wills, and therefore they will never truly trust one another.
I can see what you mean and I will probably rewrite the start more clearly at some point. But he didn't want to take over from the king because the king was cruel (I think) but because he thought he was able to. King> Noble.
I would believe it to be possible to raise a castle with the help of a Sorcerer Lord Of Tzeentch. And the Marauders do die like flies and have tried to make a rebellion against Garmand on multiple ocations BUT the man is a chaos lord. He dosent care. He can easily get new ones and the high death toll keeps them on their toes and weed out all the weak and a good rebellion is a fine way to see how many he can kill before they surrender.
Added more story. A short text about Itanos and one on Tzey. I intend to writethis out with story parts from all major players and make it kinda like a one day of their lifes story.
Last edited by The Odor; December 29th, 2011 at 00:24.
What dukedom did he originally rule? Just a small note that could add to your story.
And yes sometimes when a Champion defeats another they take their warriors, going way back to Mark of Chaos (the book based on Warhammer: Battle March the game) a Khorne champion does this to some Slaanesh guys.
Also in the new warhammer heros books Wulfrik and Sigvald, both live in castles/ permanent cities. They are really good books, not only showing the heros but a rare "day to day" workings of those in the Wastes. Both men even have their own special lady friends which shows they are still some what men, contrary to other fluff stating that once you became a Chaos Warrior and got your armor you no longer had human needs and urges.
Repainting Orks not sure how many points yet
Warriors of Chaos shelved until further notice
White Lightning: And here is where my blalant lack of knowledge of brettonian Fluff Truly shines. I got no clue about what dukedoms there are. I just have to check that out. And thanks for supporting my city choice.
Each dukedom was founded by one of Gilles' knights, there's a list in the Bret book. That does raise a point though - making him a Duke and having him rebel or leave is a pretty serious blow to Brettonia, and that makes it clash a bit with the fluff. Generally, you want your army fluff to be on a smaller scale than the given GW fluff, or not to change given GW fluff (for example, you don't want a Chaos Lord that beats Archaon in a duel - we'd have heard about that, plus you can't kill Archaon yet since GW says he's still alive).
Their are Fiefdoms, minor holdings within each Duchy (isn't that the proper term for a 'Dukedom'? I'm not European), led by a Knight, sworn to the service of the Duke and retaining a small army to defend his territory. You could name it whatever you want, best bet is to stick with a French/English sounding name.
I also hesitate to believe that Wulfrik stays in a permanent settlement, at least, not anymore. Black Library takes liberties at times, to make a longer story better, but GW Armybooks still trump them. The WoC book says that Wulfrik is cursed to roam forever in his longship seeking challenges, so I imagine that although his home may be a permanent settlement, he can't live there anymore because of his curse. He's bound to his ship.
Here's that list of Dukes and the places they rule over, plus some fluff to pick from.
Duke Louen Leonceur of Couronne - King of Bretonia, symbol is the Lion Rampant, given to founder Carleond, who slew a Lion and wore it's pelt.
Duke Bohemon of Bastonne - Gilles own bloodline, heraldry is a Dragon. Gilles took this heraldry after slaying the dragon Smearghus and making a revered robe from it's skin.
Maldred of Mousillon (deceased) - Founder Landuin was the most noble of Gilles knights, and took the symbol of the Fleur d'Lys. Mousillon has become dishonored and is now the home to Vampires, cast out Knights, plague victims, and other undesirables. A new black armored knight claiming family ties to the King is making a bid for the dukedom.
Theodoric of Brionne - Symbol of the Axe. During a battle against the Norse, founder Balduin had an axe embedded into his shield and fought on despite the extra weight.
Adalhard of Lyonesse - Lion's Head symbol, founder Thierulf was brother to Carleond of Couronne, and took the heraldry after they slew the lion.
Huebald of Carcassonne - imagery of a Sword, taken by founder Lumbard in respect to the warrior culture of his ancestors. Each boy born into Carcassonne is given a birth-sword, forged specifically for them, hung above their cot until the day they can wield it.
Folcard of Montfort - Symbol of the Castle, in respect to founder Martrud, who built Castle Monfort to guard Axe Bite Pass.
Cassayon of Parravon - Symbol of the Pegasus, founder Agilgar befriended Glorfindal, the father of all Pegasi
Taubert of L'Anguile - heraldry of the Sea Monster, in homage to Theralind, beloved of the founder Corduin. She was turned into the monster by a jealous hag, but her purity of heart won out and she guards the port city to this day, though her grief causes the fierce coastal storms.
Tancred II of Quenelles - Unicorn heraldry, in respect to the Fey Wilds of Athel Loren that lay within these lands. Founder Rademund befriended the Wood Elves and was counted among their kin.
Hagen of Gisoreux - Stag/Hart heraldry, as founder Beren fought off an ambush in the forest of Arden. The lone survivor of his company and near mortally wounded, a white hart led him to safety.
Alberic of Bordelaux - Trident of the sea-god Manaan as their heraldry, who supposedly allied in the flesh with founder Marcus to drive norse raiders from the land.
Chilfroy of Artois - heraldry is the head of the dire Boar, Morthanok, slain by founder and master hunter Folgar. Deadly beasts still lurk in glades of this realm, and frequent raids are made to keep them at bay.
Armand of Aquitaine - Bearer of the King's personal heraldry, and displaying the symbol of the Winged Falcon's Claw, in respect to founder Fredemund's affinity with birds of prey.
So there you go, take your pick of homeland, and set up a dukedom. It will add some depth to your story, if you'd like.
I was way of in how I thought Brettonia works. I am thinking of making him a smaller noble from Mousillon. That would give him a logical explanation to all his jealousy.