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Knight
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PostSubject: Araby   Wed 8 Oct 2008 - 17:52

Okay, so along with the warbands that I am slowly building (emphasis on the slowly) I am also trying to write a campaign and make terrain etc for it. Now I wanted to do something different rather than the same old Mordheim setting - City of the Damned that is. Instead I want to set it in Araby - in a desert city. I have read through the Relics of the Crusades setting on the specialist games site, as well as the Khemri settings and both have good things in them.
At the moment I am undecided on whether I want it set solely within the bounds of a city, and if it is, whether or not the city is deserted or not. I would also be interested in doing a few 'tomb fights' as well, so that is further adding to my dilema.
I plan on drawing a fair bit of inspiration from the Assassins Creed game - at least terrain wise, and I want to include docks in there as well, so the city will obviously be coastal, or at least astride a river. I also plan on building an arena of sorts too. What I guess I would really like to hear about is how do you organise your campaigns and settings - are they all in emptied cities, or do you just ignore the populace for purposes of fights etc.? Do you have provision for third parties - town guards, thieves, assassins, civilians etc. If it is an empty city - how do they find provisions etc?
Finally, does anyone know of where I can find some more information on Araby - I have scoured most of my books and can't come up with a lot of information. I know that GW has kept it as a mysterious and exotic place, but is there anywhere wher ethere is detailed information about this desert land?
And finally, I apologise if this is in the wrong sub-forum, but I wasn't sure where to put it so Fluff seemed a good spot.
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DeafNala
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PostSubject: Re: Araby   Thu 9 Oct 2008 - 2:07

Of course I'm not the one to say, but I'd imagine that this is the appropriate spot for a thread about developing a Mordheim setting.Suspect

The lack of background material MAY prove to be a blessing. Rather than depending on some GW designers take on Araby, you can create a setting that is ALL your own; sounds pretty good to moi.

There IS something REALLY appealing & romantic about Araby. A Barbary Coast Pirate town partially in ruins from some catastrophic event surrounded by the burning sands of a trackless desert. AND there on the horizon the mysterious remains of some Anciet Civilization beckoning to the Brave & Foolish alike to explore Its Wonders.

The modeling, gaming, story-telling possibilities are as limitless as your imagination.thumbsup
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jackanory
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PostSubject: Re: Araby   Thu 9 Oct 2008 - 9:04

I like the idea of a country in the clutches of a tyrannical race of Djinn. You could have cities almost completely abandoned with all their inhabitants having been taken by the Djinn into slavery. Possibility of staging some of it in the f**k-off massive floating city that the Djinn are building.

Warbands:
Crusader type Brettonians (blazing sun is it?)
Berber tribesmen (nomads)
Araby themed orcs
Djinn enforcer bands (with enslaved humanoids)
Desert undead (something like the tomb kings)
Dark elf corsairs
the rebellion! this could just be like a random assortment of humanoids who've banded together to fight the Djinn (would provide lots of variation in the minis fielded)

All just off the top of my head, inspired by Deafnala's contribution Smile
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Hawkeye
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PostSubject: Re: Araby   Thu 9 Oct 2008 - 10:29

Wow, I like it!

I'm seriously tempted to start building a ruined Barbary Coast pirate town being slowly reclaimed by the sands, and to convert a host of models to use there. Nice ideas on the warband possibilities too!

Ok, first things first, though. Finish my Mordheim board (just a few more buildings, and some canal boards), and THEN I can do it...

Brilliant idea!
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crowbeard
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PostSubject: Re: Araby   Fri 10 Oct 2008 - 8:39

You could have "WW2 Stalingrad" type scenario set during the crusades and include all of the above as well ,,, or you could have a deserted city were the warbands are magically traped (think djinn) and have the campaign geared to them escaping ....

personally i like the stalingrad idea .... you could have a cool dock/ship based scenario based around a habour blockade ...smuggler warbands .... raids ..... reconnassaince ...
assassanations ........
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DeafNala
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PostSubject: Re: Araby   Fri 10 Oct 2008 - 9:05

AND what would the Barbary Coast be witout PIRATES? LOTS OF PIRATES OF ALL TYPES! pirat

PLUS all thoe Goody-Two-Shoes Anti-Pirates, Anti-Slave Trade, & Merchants of the Less Reputable Sort [why did Dick Cheney pop into my head? Suspect ].
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PostSubject: Re: Araby   Fri 10 Oct 2008 - 9:12

...and lots of Dogs of War and other folks. Cities with people from all over the Warhammer world (without a name), perhaps a bit like Spain under the rule of the Umayyad Empire.

Oh, and of course a renegade band of desert squirrels Very Happy
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Hawkeye
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PostSubject: Re: Araby   Fri 10 Oct 2008 - 10:17

Aha, the desert squirrels!

Don't they ride around in tanks, and evade the Allied forces?
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DeafNala
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PostSubject: Re: Araby   Sun 12 Oct 2008 - 5:33

Hawkeye wrote:
Aha, the desert squirrels!

Don't they ride around in tanks, and evade the Allied forces?
lol!
Ja, Field Marshall Knuck-Knuck von Rommel!
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Da Bank
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PostSubject: Re: Araby   Sun 12 Oct 2008 - 6:23

My friend just came out with something from Relics campaign.

email me: bankofmarienburghs@yahoo.com and I will send to you.
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Von Kurst
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PostSubject: Re: Araby   Mon 19 Jan 2009 - 19:27

Araby! Great place. As DaBank said we've been fighting there for the last 10 weeks or so. The inspiration to locate there came from the excellent online Warhammer campaign Animosity 3 run by the folks at Da Warpath.

The main site with a map and descriptions of major places of interest is here--
http://www.freewebs.com/animosity2campaign/index.htm
the forums are here--
http://z3.invisionfree.com/Animosity2/index.php?act=idx

There are some great threads on building terrain and research to be found in the main forum.

thumbsup
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PostSubject: Re: Araby   Today at 11:15

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