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mercoledì 2 ottobre 2019

Lavinia von Enzesburg's Retinue - a Mordheim Warband


This warband was first put together to antagonize the Coldwood Smugglers, for the simple reason that I had a number of spare Undead to use. I choose the Restless Dead" rules to build it and I must say it came out alright, and it is actually quite fun to play.



The leader of the warband is of course his Majesty the Liche King, C18 Undead from 1983 (sculpted by the Perrys, I suspect). I found this beauty on eBay, already painted, at a ridiculously low price some time ago. It's really beautiful, but since it is really small compared to the rest of the warband, I decided the Liche King is actually a Queen. What follows is the story of how she came to the Wasteland.
Lavinia von Enzesburg was the only daughter of old Graf Maximilian. At her father's death, she inherited vast lands in east Stirland, to rule with her husband, young and handsome Udo, at her side. However, Lavinia was not interested in lands or husbands: her one true love was knowledge, which she had pursued since early childhood under the tutelage of many respected teachers. History, astronomy, mathematics were her daily bread, but the field sheloved most of all was magick. Her father had first forbidden this, then allowed some simple rudiments to be taught, but when he finally died Lavinia was free to pursue the study of magick under several famous teachers. She would spend most of her time studying, delegating government to her council. Her husband did not complain: blonde-maned Udo had always been more interested in the company of men than women, and he often scoured the country on wild hunts with a number of young and merry companions. All seemed well, until the Black Year came: storms striked first, flooding the country and ruining crops; famine followed, and then plague spread through every village, taking its grim toll in lives. 
Lavinia, avoiding council meetings, was oblivious to the gravity of the situation until it was too late: one day an army of peasants wielding torches and pitchforks laid siege to her castle, raising as their grim standard the impaled corpse of her husband Udo, a shameful reference to his sexual habits. Only then did she realize how unfitting her council was to rule, a flock of corrupted sicophants who had grown rich and fat off the power she had entrusted them with. The peasants were calling for their heads and a new, more fitting lord, in the person of her cousin Luther the Just, standing among the rebellious scum in his gold-inlaid ceremonial armour.
Lavinia had never been good with people, talking to them or understanding their motives, but she was used to be in charge and she would not bow to any mob of rioting curs. The fat was in the fire, but she would not go down easily: someone else would pay for this, and dearly.
She fried the first speaker of the rebels, the town mayor, with a bolt of lightning, just to remind everyone of what she was capable of, and stated she would only negotiate with her cousin. Luther was a reasonable man, and he was happy enough to receive the title of Graf from Lavinia, along with lands and castles she did not care for. The former Gräfin was exiled in a remote manor, well provided of lands and revenues to sustain her for as long as she needed. Anonimity and isolation would be a benefit, not a punishment to her. The bloodthirsty mob was satisfied when they were allowed to unleash their rage on the councilmen, and that evening their heads were mounted on pikes on the battlements of the castle.
Dunkelulm was a good abode as any to Lavinia. She had space for her studies, a selected few servants and no courtiers to distract her. Those were happy years for her - no one would stay awake to spy ar the strange lights at night coming from her windows, nor wake her up during the day for boring social activities; no one raised questions about the teachers who would visit her. In a way, Lavinia had too much freedom, perhaps. Someone was concerned for the corpses disappearing from the local graveyard, but then those people disappeared. A few priests came to visit and left in a hurry, terrified by nightmares and visions or forced to flee after infamous accusations were made on their good names. For Lavinia, the years at Dunkelulm were fruitful: she delved deeper and deeper into her magick studies, and her fascination for forbidden knowledge and the dark arts grew out of control, even her own. Lavinia's descent into darkness was slow but steady, until one day, in her old age, she achieved the ultimate goal of the scholar of the dark arts and the necromancer - lichehood.

Unlife was not much different than life for Lavinia, who had been a night ownl and a reclusive for years. Now, however, she could no longer meet any outsider, nor could she conceal her immortality. She then took an apprentice, a young man with a basic education and a fascination for the dark arts: Adalbert Keller. After a few months she adopted Keller as her heir and by the end of the year he announced his adoptive monther's death. A mausoleum, built in the hills behind the castle, would be her resting place.
The mausoleum was now a perfect place to be for Lavinia: she needed no food, no sleep, no air and no light, only quiet. It was surrounded by a hunting lodge where no one was allowed and conveniently linked to the keep of Dunkelulm by a tunnel. Adalbert Keller, now Adalbert von Enzesburg, lord of Dunkelulm, was the proxy of Lavinia and her tool to keep her unlife of research quiet and funded.
Liches have few needs indeed, but one thing they cannot do without are the spells that bind together their black souls and their rotting corpses. Such powerful spells are not eternal and need to be regularly renewed and fuelled with raw magickal energies, normally found in specific places of power, where the leys of the earth cross and the winds of magick meet. Such places are never unguarded, though: within the Empire, the local Inquisitions maintain permanent lodges of witch hunters there, and out of the Emperor's bound there are creatures and monsters that feed off the steady flow of energies. Lavinia is now getting weaker and tired, and she needs a new ritual of undeath: weeks ago, while she was looking at the stars to divine future events, she observed a rare phaenomenon, the fall of a rain of comets, which she traced to the borderlands between Marienburg, Reikland and Middenland. There, in the ground, she knows, there are pieces of stars made of pure magickal energy: each shard could easily fuel a single ritual, and so she set journey for the Wasteland, gathering her retinue for the long and dangerous trip.
 

During her life Lavinia was rarely able to move without the protection of her loyal guards. In unlife, she keeps them around: Captain Ulrich Krieger (Grave Guard), Dieter, Irmingard, Friedrich and Karl (4 Skeletons), all built from the Vampire Counts Skeletons set from GW.


The Necromancer Adalbert Keller is the only living person Lavinia trusts, and the only link between her and the world of the living. He travels with her mistress, now garbed as a travelling scholar, and drags behind him 3 zombies reanimated from bodies of travellers and villagers found along the way. Keller is completely submissive to Lavinia and is constantly fawning at her feet, hoping to receive one day the secrets of High Necromancy. Keller is a GW Necromancer and the Zombies are also from a GW set.




lunedì 17 aprile 2017

Grenadier Undead Villains - back from 2001

Not only heroes (or better said, anti-heroes) came out of the jar last week. There were also villains, well represented by two figures from Grenadier (now Mirliton) Undead range, sculpted by Bob Naismith.

The first one was Skorgan, one of the best developed villains I ever created as GM, although half of the credit goes to my fellow GM in the group, whom I took turns with. The best part of Skorgan is, basicly, that he died long ago and never really came back. He didn't do anything involving the PCs, ever. And yet he was, for years, a terrifying presence in the campaign.

Myaahhh!!!
Skorgan was essentially an ancient necromancer, possibly a liche, nobody really knows, because centuries ago the eastern Border Princes were a region even more wild than today, so nobody really bothered to keep a detailed account of Skorgan's life. Whatever is known is that he really was a poweful necromancer, and that at some point he was sealed in a tomb on the western foothills of the World's Edge Mountains, there awaiting his return.

Ossian, a half-elven wizard PC, learned about Skorgan from one of his contacts, a follower of Malal, who suggested him to go look into the tomb of the Necromancer to find his legendary sword, Xambarg. Ossian gathered a group of friends, including the Dwarf warrior Otto von Krautt, the disowned Imperial nobleman Axel and the Norseman Olaf, and together they entered the underground complex.

Getting rid of traps and magic protections, including undead guardians, was quite straighforward. Stripping the dead (yes, actually dead!) body of Skorgan, obviously a follower of Tzeentch, was relatively easy. But then, never underestimate the stupidity of PCs. I, as the DM, did not: in the loot box, along with several magical items, the heroes found a skull of metal. Its function was possibly to be a key, because it seemed to fit perfectly a shape carved in the wall, inside the wider carving of a door.

You are in the tomb of a Tzeetchian necromancer underground, and you see a magic key in the shape of a skull, and a possibly magic door carved into the rock - a portal of some sort. What do you do?

Next thing you know, a portal on the Warp opened, and a very nasty one since on the other side there was only molten Warpstone. Imagine the wave of blood in Shining, running through the corridors of the Overlook hotel. Now picture it as Warp-lava running through a dungeon.

Run for your life!
The PCs barely made it out alive, and they ran, ran for days. Behind them, a volcano of Warpstone was being born.

But that wasn't the end. One of the PCs, Otto, who had been the one putting the skull into the portal, was having nightmares about it. He wanted to be forgiven. So month later he decided to go at a temple of Alluminas and confess.
The priest told him that the only way to atone would be to close the portal. So Otto travelled back to the place, finding now the small volcano being mined by Skaven. Otto was able to kill Skaven resistance and, calling upon a demon of Alluminas, close the portal.

But Otto wasn't the only one having nightmares: Ossian had them too: he was dreaming of Skorgan, or maybe another necromancer, Thmerr, it was never clear. There was a body lying on a tomb, covered in bandages: and as Ossian got close, the body would spring to life and its hands would grab the wizard's neck.
"Ossian! Ossian!" he would hear before waking up in a pool of sweat.

It's... youuuu!!!
Ossian eventually went back looking for the source of his nightmares. He found the now dead volcano had been digged again beyond the mines, and the body of Skorgan had been freed of the Warpstone. But now the bones were a shining black colour, and the body protected by a cage of transparent crystal.
Ossian smashed the crystal open, stabbed the body to kill it and then, just to make sure he would not come back to life, decapitated it with Xambarg and took the head with himself, leaving the body behind.
Little did he know that a cult of Skorgan had emerged, and that the cultists believed he would come back to lead them. They had temporarily put the necromancer in a cage of Fixstone, a variety of Warpstone that worked the other wat around, blocking all magic. They had this ritual to bring him back: they needed to stab his heart and then decapitate him, but the ritual would only work with the necromancer's own blade! They had been looking for Xambarg everywhere without success. Thmerr, the leader of the cult, had tried for long time to look for Ossian, but he had no clue where to find him!
It was certainly Tzeentch's blessing that made possible that Ossian travelled all the way to the tomb and carried the ritual by himself! Truly the ways of the Lord of Change are mysterious, unfailing and full of irony.

If the wizard did everything by himself, I might as well go home
Now with the ritual completed, Skorgan's skull became a catalyst for Warp: magic energies would gather in the skull and then, at the right time, Skorgan could be brought back. The only problem was that Ossian had the skull now! And if the awakening ritual was not carried on properly, the skull would overload and, well... boom! The sort of boom that razes everything in a range of several kilometres and opens a Warpgate in the process.

Lol, sucks to be you, Ossian!
There were several attempts at deactivating the skull, but all proved unsuccesful. At last, Ossian, now chased by Thmerr's lackeys, through the help of Gelmir, Gelmir's brother Brandir, and the elven outlaw Charmian, tracked a spectral wizard in Tilea, Mario, who was able to help out. The ritual succeeded in releasing the energy of the skull in a controlled way, by making it sentient with a different identity - not Skorgan's, but Skorgan's skull's! The skull was very happy to be born as a magical being made of the Purple Wind of Magic: indeed he opened a portal to a new dimension of undeath, jumped right in with Mario, and closed the door behind himself, thanking Ossian for the help!

It took six years of game time (2502 to 2508 I.C.) and possibly nineteen years in the real world (1998 to 2017) to get rid of Skorgan, but now it's done. Now there is only a very pissed Thmerr. But that is a story for another time...