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The Magma Forge Karak Kuzitsak

magmaforg-de4f2676

Submitted by:

Witney Warhammer

The Magma forge of Karak Kuzitsak was founded by the wandering Duardin led by Runelord Kuzitsak Hammerfist, who left Dinorwig after the gold mines dried up.

The Duardin found a volcanic vent, hot enough to smelt the Gromril Iron ore that they found under the nearby hills. The skill of the Dispossessed, honed over many centuries working in Dinorwig allowed the Duardin to build a huge iron wall to protect their foundries and factory complexes. Having established their new home and fortified it with Ironweld Arsenal units, they began trading artillery pieces with the local free cities of Dinorwig and Vorsprangs Bridge.

The arrival of Chartrek had little effect on the Dispossessed of Karak Kuzitsak, the Chaos forces quickly learned the power of the Ironweld artillery and the strength of the iron walls. They left Karak Kuzitsak alone, but kept a watchful eye on them, attacking the caravans that supplied the stronghold when the Duardin looked to be getting ready to launch a counter attack.

Always pragmatic, Hammerfist made sure that he never sent more than one or two artillery pieces to reinforce the free cities and kept many of the cannons hidden on the battlements, creating the impression that they were not a threat and so ensuring that Chartrek’s forces left them alone.

Karak Kuzitsak came to the attention of the Kharadron overlords of Barak-Zilfin because of the Flame Ale they served in their ale houses. Many Kharadron skyships had stopped at the forge for repairs or supplies, or simply as a layover point on their way home from a trading trip. One enterprising Arkanaut, noticing that his ships holds weren’t quite full, negotiated a price for a couple of barrels of the brew and had them loaded on board as extra baggage. Returning back to his home port he sold the brew to a local innkeeper, making a healthy profit. When his Admiral heard about this transgression of Artycle 2, point 2 of the code, the dividing of plunder, he let it slide as enterprising as it gave him the idea to start trading Flame Ale as a side line to his main business of Aether-gold prospecting.

As interest in Karak Kuzitsak grew, a skyhold was built as a joint venture between the Barack-Zilfin skyport and the Duardin of Kuzitsak and they began to trade Gromril iron. This quickly replaced the trade in Flame Ale, which other skyports had picked up and could be bought directly from Dinorwig.

magmaforg-de4f2676

Submitted by:

Witney Warhammer

Rules:

Do not destroy without permission

Soulbound Doom Level: 3

Warcry Twist Rules:

Suffocating Heat

From somewhere deep below, a sweltering heat rises, stifling the air and draining fighters of their energy.

If a fighter makes any move actions, subtract 1 from their Toughness characteristic (to a minimum of 1) until the end of the battle round.

Realm Rules:

White Hot Weapons

Such is the saturation of magical, pyromantic energies here that objects become infused with raging heat. Metal is particularly susceptible, and when a searing wind blows strong through the area, sword blades and arrowheads glow white-hot. These weapons leave shimmering heat trails as they cut through the air, and set foes ablaze when they strike flesh.

There is a chance at the start of each battle round that a magical wind will blow across the battlefield, causing your warriors weapons to glow white-hot.
Roll two dice at the start of each battle round. If the combined result is an even number the wind is not blowing strongly enough and nothing happens this battle round.
However, if the result is an odd number, the mystic winds fan the pyromantic energies within your warriors weapons and they begin to glow white-hot; until the start of the next battle round both players can add 1 to all wound rolls.

Rules:

Do not destroy without permission

Soulbound Doom Level: 3

Warcry Twists:

Suffocating Heat

From somewhere deep below, a sweltering heat rises, stifling the air and draining fighters of their energy.

If a fighter makes any move actions, subtract 1 from their Toughness characteristic (to a minimum of 1) until the end of the battle round.

Region of War Rules:

White Hot Weapons

Such is the saturation of magical, pyromantic energies here that objects become infused with raging heat. Metal is particularly susceptible, and when a searing wind blows strong through the area, sword blades and arrowheads glow white-hot. These weapons leave shimmering heat trails as they cut through the air, and set foes ablaze when they strike flesh.

There is a chance at the start of each battle round that a magical wind will blow across the battlefield, causing your warriors weapons to glow white-hot.
Roll two dice at the start of each battle round. If the combined result is an even number the wind is not blowing strongly enough and nothing happens this battle round.
However, if the result is an odd number, the mystic winds fan the pyromantic energies within your warriors weapons and they begin to glow white-hot; until the start of the next battle round both players can add 1 to all wound rolls.

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