Tuesday, 27 January 2026

Albionic Muster ov Dwarf Steel

The (re)discovery of Albion would have been nothing more than idle gossip, had Oni, the famed/mocked wanderer not arrived at the doors of the King requesting an audience with Ravensoak

Oni - considered by some of the clan nobles as little more than an annoyance with better days  long behind him, retained the ear of many high figures in Dwarf society, for some reason they kept to themselves.

A period of private discussion followed, until Ravensoak sent for Ungrim Grunnson, middle son of a family in long decline, decent reputation and reliable, and informed him that he had an opportunity for him. Simply put - to assemble an expeditionary group for Oni and head out to Albion

The purpose of this mission, Grunnson was informed, that Oni had come into certain information about undiscovered runic lore contained on the island, carved onto the Ogham Stones themselves.

"Albion is an untapped resource, so some form of exploration should be done at least. If Oni has it right, then could be worthwhile. I'll send Burlinson with you, as well, just his sort of affair. Good sort to have on a job like this"

Not thinking it politic to state his reservations at this point, Grunnson accepted and headed out to begin recruiting for the trip, quickly followed by salesdwarfs specialising in ships, waterproofing and blacksmithry.



Ungrim Grunnson, force leader. In it to restore his family name and fortune.


Hearthguard, carrying double handed axes. Not to be trifled with.


Oni, former Runesmith of high regard, took to wandering post forge accident, often seen muttering to Nia the Crow, and Skeggi, his long suffering apprentice, who is considerably more sociable and practical in day to day matters.



Burlinson. Famed amongst Tuath Duar for his scouting abilities, and accompanied by his Rangers.


30 solid Dwarf spears. Backbone of the force.


Grima Facebiter. Complete lunatic, but on a job like this, exactly the sort you need to get shit done.


Any trip into the unknown with a high chance of death, shitty weather and large monsters, is going to be gathering Slayers.


Crossbows and bolt thrower. Due to the wet weather, black powder (of scant availability in the wilds of Tuath Duar anyhow) was considered to be a risk.


Archers, just in case.




The full expeditionary force marches. Makes yer proud.
































Friday, 9 January 2026

Midgard - Proposed Setting and Campaign Rules for Albion

 


WFB Albion is illustrated and described as dank, boggy, wet land, with persistent cloud cover. A land of standing stones, moors, crags and fens.

To accommodate this within the framework of Midgard rules, the below adjustments are proposed:


Weather


Scenarios and armies to be chosen as normal. Post deployment and prior to first turn, roll a D6 and consult the weather chart below:

1 - A thick mist has gathered whilst the armies were deploying. Consult the rules on page 94 of the Midgard rulebook. The scenario continues as intended - the fog is a nuisance, but this does not affect the needs for the battle!

2 - The general rain has increased to a heavy downpour. All weapons with the Hels Breath rule fire at half dice. All command tests involving movement through, around or over scenery are always on 2D6.

3 - Heavy Winds. All flying units suffer a -2 ST penalty to movement. All shooting ranges are reduced by -1 ST

4 - Steady Drizzle. Expected, so no effect

5 - Steady Drizzle. Expected, so no effect

6 - Its not raining right now, for once.


Wandering Druidry

Albion has more than enough wandering holy men/hedge wizards to provide for all.

Prior to deployment, each side rolls a D6. 

1 - If an Evil aligned army, a Dark Emissary arrives with beast in tow.

2-5 - Nothing

6 - If a Good aligned, a Truthsayer joins the army, with beast in tow

Neutral armies get nothing. Pick a side or step back.


Truthsayer - Level 2 Hero. CD 2, SD 0, Ar 2, St 2, Rep 2. Skills: Beastmaster, Sorcery, Non Combatant. Spells: Dispel, Protection

Dark Emissary - Level 2 Hero. CD 2, SD 0, Ar 2, St 2, Rep 2. Skills Beastmaster, Sorcery, Non Combatant. Spells: Curse, Wall of Mist.

Fen Beast - CD 8, SD 0, Ar 3, St 5 Rep 1. Skills: Fearsome, Aloof.

Note: Fen Beasts are entirely under the control of the handler. They may not receive commands or Mighty Deeds from other sources, and if the handler if killed, the beast withdraws from the battle immediately. If in combat, it will retreat and disappear.


The Toll of Campaigning


To represent the ongoing effects of being in the field.


Characters

Any character killed in battle needs to roll on the below table:

1 - Properly dead.

If it is considered that the character died a heroic death and was not running weeping for their mother at the first sign of danger, a level 1 character may be generated in their stead, obviously inspired by such reputational legends being witnessed. 

Quite what constitutes a "heroic death" should be considered post game, but only something suitably hardcore will suffice.

2 - Injured. The owning player can make the choice of either not having the character available in the next game, due to recovery, or fielding the character at -1 stamina in the next game.

3-6 - Fine, no ongoing effect


Units

Any unit destroyed in battle needs to roll on the below table:

1 - Shattered and Standards lost. Struck from the roster and no longer available.

2 - In need of recovery. The owning player can make the choice of either not having the unit available in the next game, due to resting up, or fielding the unit at -1 stamina in the next game.

3-6 - Fine, no ongoing effect.


Rewards for characters or units doing well? You survived the battle, thats the reward.