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Hi friends, my name is Owen. 
You might know that I've done 

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quite a few things for the Crown
of Command over the last couple 

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of years. 
Played games online, chatted 

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00:00:15,280 --> 00:00:19,040
about beast men, adventures, 
told stories, all those things. 

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But I'm here today to take a bit
of a deep dive into Warhammer 

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Armies Dwarves. 
Now, this book had a huge 

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influence on me as a gamer. 
Unlike many things in life, it 

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happened out of the blue. 
I'd always been a Warhammer 

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player when I always, obviously,
I was born. 

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I grew up, to paraphrase 
Dickens, but I'd always played 

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as an orc and goblin player or a
Chaos player or a beastman 

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player. 
And all the games I played up 

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until this point in the 80s back
into the early 90s was usually 

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just pile them high and knocking
down type games where we put all

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the figures we could find on the
table and just roll dice until 

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the sunset. 
But that sort of changed. 

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I think it would have been 
around 1993 I was in university,

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but I travelled back and forth 
to university. 

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At this point I had a little job
in the Laser Dome in Swansea, 

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which used to be an old cinema, 
The Oldcastle Cinema. 

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It's still there today, is one 
of the few surviving laser domes

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in the country and there I was 
working a couple of nights a 

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week. 
I was working to the extent that

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I got paid £42.50 a week. 
Now wherever you are in the 

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world, that isn't a lot of 
money, but at that time it 

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bumped up my student loan. 
Just give me something to play 

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with and it allowed me to do a 
few things hobby wise. 

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I used to go on a Friday and I'd
start work at 2:00, but I'd 

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always arrive at one. 
And the reason I arrive at one 

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is my pay packet would be ready.
A little brown envelope filled, 

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well, not filled, partially 
filled with cash. 

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And I would go with that little 
brown envelope into Swansea Town

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itself, usually to visit the 
comic shop. 

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It's called Comics with an X. 
It's a tiny shop, still there 

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today, still visited quite often
at that point, that point in 

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time, that magical time. 
It was over two floors. 

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But when I say two floors, it 
was like about the size of your 

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kitchen, I would imagine, with 
another one of your kitchen on 

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top of it, with just a dark, 
windy stairs in between the two 

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filled with cardboard cutouts of
Lara Croft's Tomb Raider, et 

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cetera. 
And I remember on this day, it 

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was a sunny day, much like as I 
look out the window and I walked

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to the comic shop, my £42.50 
clanking in my pocket, looking 

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to buy some Hawks and goblins, 
looking to buy maybe a Vampire 

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the Masquerade book. 
I was big into that at the time,

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my goth phase. 
And I arrived at the comic shop 

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and went upstairs. 
The stairway was dark and when I

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arrived in that little floor at 
the top it was like arriving in 

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Wonderland but without the Mad 
Hatter or Tea Party. 

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On the left hand side there 
would be a big rack full of lead

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figures, all in their blister 
packs. 

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Hanging from the wall on the 
right were all the paints and in

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front of you was a dirty window.
Now the comic shop is in one of 

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the old Victorian arcades in 
Swansea and the windows leading 

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looking out into the arcade were
never that clean. 

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But they're on a stand facing me
like the Holy Grail, gleaming in

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the light. 
Was Warhammer army dwarfs. 

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Now, I'm not a great painter, 
never have been, was never 

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really into dwarves as a race. 
But for some reason I picked up 

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that book. 
I opened it and it had that real

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stiffness a brand new book has. 
It creaks a little when you pull

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it open and there on the first 
page inside the cover were these

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wonderful pictures of brightly 
coloured 90s citadel miniatures 

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doing battle across a bridge, a 
tree man involved and lines upon

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lines of Marauder dwarves doing 
battle. 

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And that turned on a little 
light in my head. 

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I've got the book in front of 
me, but sadly it's an E version.

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I don't know where my old book 
went, but I used to carry it 

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everywhere. 
Needless to say I purchased the 

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book. 
I think it was 999. 

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That was 1/4 of my pay really. 
And then I picked up a small box

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of plastic dwarves. 
You remember the ones with their

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axe above their head. 
And in my comic shop bag is a 

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white bag red writing comic shop
established 1986. 

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I went back to work and all day 
thought about what I would do 

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when I got home. 
And I got home and I started to 

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read the book and I read it from
cover to cover and at that time 

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I would start and very rarely 
finish any projects. 

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But I started this project and I
carried on and on and for the 

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weeks leading on my £42.50 would
almost be totally spent on 

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Dwarves until in the end I had a
fine Warhammer army painted and 

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ready for war that lasted me the
best part of 10 years. 

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But that, and this isn't really 
there a story. 

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This is a deep dive into the 
book. 

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I'm going to work my way through
it. 

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I'm going to read some of it 
out. 

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I'm going to describe some of it
for you. 

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And no doubt if you're listening
to this, you are in the Crown of

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command and you will have had 
experiences with this book. 

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So come with me for a trip down 
memory lane. 

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I'm looking at the cover, and 
there on the cover is the great 

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Dwarf King Thorgren, Grudge 
bearer upon his throne, being 

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carried by his bearers, raiding 
into a big huge crowd of night 

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goblins who are being scattered 
before him. 

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There are some slayers in the 
pick as well, some dwarven 

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banners flapping in the wind 
behind. 

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The air seems to be filled with 
fire, as if the dwarf and war 

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machines are all kicking off 
together. 

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It's a wonderful drawing. 
It's atmospheric. 

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I'd love to have it as a poster 
on my wall. 

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It says it's a Warhammer 
supplement and it's by Games 

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Workshop. 
And then you open it up. 

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You can just imagine turning 
that cover, that sort of faintly

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hard but plasticky cover, and 
they're inside. 

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The first picture says wood 
elves ambush a dwarf army, and 

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you can see the dwarves marching
over a bridge. 

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Who's that clip clopping over my
bridge? 

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And there there are an army of 
wood elves facing them next to a

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pond and an old rewind building.
I don't know why they're at war,

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but what a war it is. 
The bases are all gobbling 

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green, of course. 
The trees are there scattered 

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about. 
Planners flap in the wind. 

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I wonder who won this? 
Below that, a mighty clash 

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between Dwarves and Chaos 
Dwarves is the next picture. 

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We can see a Bull Taurus rearing
up Bull Centaurs and there in 

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the centre, making its debut, 
the classic Anvil of Doom. 

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There's a unit of long beards 
there, a unit of thunderous, but

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we'll go into those as we go 
along. 

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The next thing, this is 
Warhammer Army's Dwarves. 

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It was written by Rick Priestley
and Nigel Stillman, legends each

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of them. 
Story is by Bill King. 

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Wow, look at the talent involved
here. 

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The cover art by Dave Gallagher,
black and white art by John 

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Blanche, Ray Wayne England and 
Mark Gibbons. 

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This has to be the high 
watermark of Gaines Workshop 

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army books of the last 40 years.
Warhammer armies Dwarves. 

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What a book. 
Wow. 

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The contents page is next. 
I'm not going to bore you with 

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that. 
Needless to say, there are two 

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contrasting styles of art in 
this one. 

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Very John Blanchesque, which is 
an axe. 

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A wing head axe seems to be 
floating through the sky and the

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next one is the face of a dwarf 
in a sort of a a runic sort of 

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style, which I think must be 
looks computer generated to me 

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or 90s computer generated. 
Anyway, we have a couple of 

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pages of those and then we go 
into a great looks like a John 

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Blanche artwork of a a flame 
cannon firing into the night. 

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Birds scatter before the flames 
and the dwarfs rush forward 

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their weapons. 
You can almost hear them 

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shouting. 
One of them's playing, blowing 

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on a horn, so atmospheric just 
brings it alive. 

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Behind them are those peak 
mountains that the sort of peaks

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that nobody could stand on 
without piercing their bum. 

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And then. 
But that was Warhammer. 

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00:09:23,040 --> 00:09:28,880
It was so different, so 
evocative, so stylish in what it

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had. 
And the first page just 

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describes the dwarfs, and 
there's an old dwarf staying 

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here. 
There's nothing as sure in the 

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world as the glitter of gold and
the treachery of elves. 

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And that says everything about 
the Dwarves and Warhammer, the 

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Lord of the Rings and many 
things, doesn't it? 

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I'll read you the first few 
paragraphs of this just to 

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reacquaint you with the 
greatness of the of the story of

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the work of the the way these 
were written back in the day, 

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and the ways they would capture 
your imagination and bring you 

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into the painting, the buying, 
the gaming, all from the Genius 

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of the Army books. 
The Dwarves are one of the most 

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ancient races of the Warhammer 
world. 

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From the beginning of time, 
their traditional homeland had 

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been the World's Edge Mountains,
the vast forbidden mountain 

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chain that marks the eastern 
boundary of the Old World. 

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Here, in ages past, the dwarves 
built their massive underground 

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strongholds among the high peaks
and tumbling chasms. 

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At its height, their realms 
spread from the far north to the

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distant S, while their minds 
stretched far beneath the earth 

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itself. 
These days of glory are now long

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gone. 
Many strongholds lie in ruins or

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are occupied by evil creatures. 
The great achievements of the 

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past are now nothing more than 
memories. 

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00:11:04,200 --> 00:11:08,800
Ancient sagas sung in the halls 
of the few surviving Dwarf 

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strongholds. 
Dwarves are the greatest miners 

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and tunnelers in the world, 
delving deep beneath their 

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mountain homes from metals, 
precious stones and the mineral 

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wealth buried there. 
From this raw material they make

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all kinds of precious objects, 
including weapons and armor, 

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00:11:28,200 --> 00:11:32,480
marvellous vessels and jewels 
worked with incredible skill. 

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00:11:33,320 --> 00:11:37,080
Beneath each dwarf stronghold 
there exists a labyrinth of 

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00:11:37,080 --> 00:11:42,680
caverns and tunnels, created and
enlarged over centuries as the 

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00:11:42,680 --> 00:11:46,840
dwarves dug ever deeper in 
search of new riches. 

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00:11:47,520 --> 00:11:51,840
Dwarves are supremely skilled 
Craftsman and take great pride 

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in everything they do. 
It is almost impossible for a 

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00:11:55,080 --> 00:11:59,280
dwarf to hurry his work, and no 
dwarf could ever bring himself 

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00:11:59,280 --> 00:12:02,080
to produce something slipshod or
cheap. 

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00:12:03,040 --> 00:12:06,200
Whether it be forging weapons 
and armour, the construction of 

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00:12:06,200 --> 00:12:09,560
fortifications, all the 
mechanical inventions of the 

186
00:12:09,560 --> 00:12:14,880
famed Engineers Guild, the 
ingenuity and technical ability 

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00:12:14,880 --> 00:12:19,280
of dwarves is unsurpassed 
anywhere in the Old World. 

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00:12:20,120 --> 00:12:24,760
No other race, not even the 
great Craftsman of the Hives, 

189
00:12:25,320 --> 00:12:29,200
can rival the care and skill of 
the dwarves. 

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00:12:30,240 --> 00:12:32,760
Dwarves all what? 
I'll start again. 

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00:12:33,000 --> 00:12:37,240
Dwarves obtain all they really 
need by trading raw materials 

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and artefacts with their 
neighbouring peoples. 

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00:12:40,080 --> 00:12:43,280
A few basic crops are grown 
within the walls of the dwarf 

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00:12:43,280 --> 00:12:47,040
strongholds, and a Hardy 
livestock graze on the high 

195
00:12:47,040 --> 00:12:50,040
pastures. 
Good land is scarce in the 

196
00:12:50,040 --> 00:12:53,400
mountains of the Dwarves, and 
they're not great farmers, 

197
00:12:53,600 --> 00:12:57,520
although they are enthusiastic 
hunters, able to find meat and 

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00:12:57,520 --> 00:13:02,120
fur even in the highest peaks. 
Grain and fruit are brought into

199
00:13:02,120 --> 00:13:06,320
the mountains by merchants and 
exchanged in the strongholds for

200
00:13:06,320 --> 00:13:10,520
metalwork and gold. 
If their trade routes are cut by

201
00:13:10,520 --> 00:13:14,280
war and the strongholds are 
besieged, the dour dwarves 

202
00:13:14,280 --> 00:13:16,880
tighten their belts and dine on 
dwarf bread. 

203
00:13:17,760 --> 00:13:21,440
A tough baked bread from a 
mixture of wild grain and 

204
00:13:21,440 --> 00:13:25,800
pulverised rock, made almost 
palatable when washed down with 

205
00:13:25,800 --> 00:13:29,920
good old dwarf ale. 
Indeed, the Dwarf Ale is so 

206
00:13:29,920 --> 00:13:33,920
nourishing the dwarves can 
survive for weeks on this alone.

207
00:13:34,400 --> 00:13:38,480
Every stronghold has a great 
store of barrels, takes great 

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00:13:38,480 --> 00:13:42,680
pride in their efficiency and 
unique flavour of its ale. 

209
00:13:44,120 --> 00:13:46,760
There are a number of pages 
going on telling us all about 

210
00:13:46,760 --> 00:13:49,840
the back, the background and the
history of the dwarves. 

211
00:13:49,960 --> 00:13:54,640
We have the dwarf gods, grungy, 
grim near the fearless Valea. 

212
00:13:55,360 --> 00:13:59,920
Then they talk about the dwarf 
clans, pages of evocative text 

213
00:14:00,160 --> 00:14:02,400
telling us all about the rich 
background. 

214
00:14:02,640 --> 00:14:07,440
This is where the old world 
finally found its feet in 4th 

215
00:14:07,440 --> 00:14:12,400
edition of the Warhammer world I
believe this is where that which

216
00:14:12,400 --> 00:14:17,120
walked finally started to run. 
We have the coming of Chaos, we 

217
00:14:17,120 --> 00:14:20,280
have the elves, we have the Doom
of Gurimneer. 

218
00:14:20,560 --> 00:14:23,640
All this stuff which still 
stands up to this day. 

219
00:14:24,440 --> 00:14:31,120
Then the Golden Age, the Goblin 
Wars and then we talk about the 

220
00:14:31,520 --> 00:14:35,760
Dwarf Realms. 
This is a gaming book. 

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00:14:36,600 --> 00:14:40,840
Its purpose is to provide you 
with the information required to

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00:14:40,840 --> 00:14:45,000
build and field Dwarf armies in 
the Warhammer world. 

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00:14:45,400 --> 00:14:49,400
And yet we are now on page 10 
and we are still talking 

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00:14:49,400 --> 00:14:54,960
background, still top notch 
background and world building 

225
00:14:54,960 --> 00:14:59,680
and characters and adventures 
and all those things just there 

226
00:14:59,680 --> 00:15:04,520
to inspire you. 
It talks about Carazza, Karak, 

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00:15:04,520 --> 00:15:07,840
the ever peak, the capital of 
the dwarves, Zafbah. 

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00:15:08,320 --> 00:15:13,920
That's always the realm I chose,
and I chose it from my army and 

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00:15:13,920 --> 00:15:18,560
their leader, Vander Karak, 
Kadrin, the Slayer Keep, Kadrig,

230
00:15:18,560 --> 00:15:22,040
Eight Peaks, Karakazuul, the 
Iron Peak, Barakva. 

231
00:15:22,720 --> 00:15:28,080
And then we have a map, an old 
pencil drawn map of the dwarf 

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00:15:28,080 --> 00:15:31,480
realm. 
And there is sadness that lies 

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00:15:31,480 --> 00:15:34,160
in the beauty of this map. 
It's like something of The 

234
00:15:34,160 --> 00:15:38,360
Hobbit or EU Hobbed as it's now 
been translated into Welsh at 

235
00:15:38,360 --> 00:15:41,480
last. 
But it's like the maps there. 

236
00:15:42,760 --> 00:15:45,880
And looking through this map of 
the of the World's Edge 

237
00:15:45,880 --> 00:15:51,440
mountains, you can see all the 
dwarf realms and some are marked

238
00:15:51,440 --> 00:15:55,640
as habitable and some are marked
as destroyed. 

239
00:15:55,720 --> 00:16:01,560
And it's hard to look at it and 
not feel sad because the dwarves

240
00:16:01,560 --> 00:16:06,520
are surrounded by death and 
destruction and doom, and yet 

241
00:16:06,520 --> 00:16:10,320
they are there like a fine light
in the pictures. 

242
00:16:10,320 --> 00:16:15,680
Dark, ready to March out and do 
battle like never before. 

243
00:16:17,760 --> 00:16:21,120
Moving on from the map. 
I don't want to move on from the

244
00:16:21,120 --> 00:16:22,960
map. 
I could look at the map for 

245
00:16:23,040 --> 00:16:26,120
hours. 
The Sour Sea, the Black Gulf, 

246
00:16:26,480 --> 00:16:30,240
the Realms of Thaila, the Plain 
of Bone, the Ash Ridge 

247
00:16:30,240 --> 00:16:35,680
Mountains, the Desolation of 
Asgor, the Crookback Mountain, 

248
00:16:35,760 --> 00:16:38,040
the Skaven lair. 
They're all there. 

249
00:16:38,160 --> 00:16:40,800
Oh, and now there is another 
map. 

250
00:16:41,000 --> 00:16:44,400
This time we are panning out a 
bit, if you can imagine the 

251
00:16:44,480 --> 00:16:48,480
credits of Game of Thrones as 
the page moves around and the 

252
00:16:48,480 --> 00:16:52,360
camera zooms in on the places 
which will have an impact on 

253
00:16:52,360 --> 00:16:55,200
this week's episode. 
The Northern Waste, the Sea of 

254
00:16:55,200 --> 00:16:57,680
Claws, The Empire, The Moot, 
Bretonia. 

255
00:16:57,880 --> 00:17:01,760
We're looking at the Warhammer 
World, the Old World. 

256
00:17:03,440 --> 00:17:06,240
And then we talk of the lost 
realm of the Dwarves. 

257
00:17:07,079 --> 00:17:11,720
Karak Drask, Karagvan, Karag 
Angor. 

258
00:17:12,839 --> 00:17:16,599
Let's read Karagvan and lose 
ourselves again. 

259
00:17:16,599 --> 00:17:21,680
In William King's rich text, 
Karagvan was hewn out of the 

260
00:17:21,680 --> 00:17:25,839
cliffs overlooking Blackwater. 
The mountains around the 

261
00:17:25,839 --> 00:17:30,760
stronghold are loaded with a 
strata of unique and extremely 

262
00:17:30,760 --> 00:17:36,320
precious minerals, including the
highly prized meteoric iron that

263
00:17:36,320 --> 00:17:42,680
dwarves call Gromniel Grombril. 
Grombril. 

264
00:17:42,880 --> 00:17:46,840
That's it, got it right. 
This exceptionally hard metal is

265
00:17:46,840 --> 00:17:50,400
forged into the best swords, 
axes and armour. 

266
00:17:51,080 --> 00:17:55,240
For centuries, Karakvan 
prospered and dwarves flocked to

267
00:17:55,240 --> 00:17:58,480
its halls. 
The mines beneath the stronghold

268
00:17:58,680 --> 00:18:02,880
became ever deeper and more 
extensive until the cliffs 

269
00:18:02,880 --> 00:18:06,800
overlooking the lake were 
honeycombed below the water 

270
00:18:06,800 --> 00:18:10,240
level. 
During the disastrous upheavals 

271
00:18:10,240 --> 00:18:15,080
that ended the great days of the
Dwarf Empire, Karakvan was 

272
00:18:15,080 --> 00:18:17,200
struck by a devastating 
earthquake. 

273
00:18:17,440 --> 00:18:20,520
The waters of the lake poured 
into the lower workings. 

274
00:18:20,640 --> 00:18:24,440
Through fissures in the rock. 
Thousands of dwarves perished, 

275
00:18:24,600 --> 00:18:27,600
and the great horde of treasure 
was washed away. 

276
00:18:28,680 --> 00:18:33,520
Amidst the ruin and destruction,
the Scaven attacked from beneath

277
00:18:33,760 --> 00:18:37,080
and Orcs from the surface. 
Trapped between these two 

278
00:18:37,080 --> 00:18:41,120
implacable foes, the Dwarves of 
Calakvan stood no chance. 

279
00:18:41,360 --> 00:18:45,320
Some fled, but most died, 
defending their stronghold 

280
00:18:45,480 --> 00:18:50,200
against its inevitable doom. 
The city was abandoned and it 

281
00:18:50,200 --> 00:18:54,600
remains uninhabited to this day 
except by trolls and other wild 

282
00:18:54,600 --> 00:18:58,840
monsters. 
Is now known as Cragmere, a 

283
00:18:58,840 --> 00:19:02,920
dangerous ruin of tunnels and 
broken halls in which the 

284
00:19:02,920 --> 00:19:05,800
treasures of the dwarves lie 
undisturbed. 

285
00:19:05,800 --> 00:19:10,480
From the dark days of the ruin, 
adventurers sometimes penetrate 

286
00:19:10,480 --> 00:19:14,360
its depths and some return to 
tell tales of horror and riches,

287
00:19:14,520 --> 00:19:17,680
but most are never seen or heard
of again. 

288
00:19:18,840 --> 00:19:22,480
Dwarf prospectors are lured back
to this ruined stronghold by the

289
00:19:22,480 --> 00:19:26,200
promise of Gromnil. 
Expeditions frequently brave the

290
00:19:26,200 --> 00:19:30,240
terror of the dark to penetrate 
the deepest tunnels in search of

291
00:19:30,240 --> 00:19:34,280
the precious metal. 
The dwarves of devised ingenious

292
00:19:34,480 --> 00:19:39,080
diving machines for exploring 
the deepest and richest workings

293
00:19:39,200 --> 00:19:44,640
which are permanently flooded. 
Needless to say, the Scaven and 

294
00:19:44,640 --> 00:19:49,360
other vile creatures which now 
dwell in the depths of 

295
00:19:49,360 --> 00:19:54,240
Cradagmaya are more than a 
difficult opposition for the 

296
00:19:54,240 --> 00:20:00,280
Dwarves. 
Wow, it's like the minds of 

297
00:20:00,280 --> 00:20:04,920
Moria, isn't it? 
Filled with dreadth and darkness

298
00:20:04,920 --> 00:20:08,840
and doom, where the Dwarves will
seek to reclaim it. 

299
00:20:08,840 --> 00:20:11,160
But whether they will, we shall 
never find out. 

300
00:20:11,640 --> 00:20:15,080
The book goes on. 
Talks about the Wild mountains, 

301
00:20:15,080 --> 00:20:19,680
the underway Black Fire Pass, 
and even outside the World's 

302
00:20:19,680 --> 00:20:22,920
Edge mountains where dwarf clans
live and prosper. 

303
00:20:23,080 --> 00:20:26,240
The Norse dwarves, of course. 
Citadel had a range of Norse 

304
00:20:26,240 --> 00:20:29,000
dwarves back in the day. 
The Black Mountains, the 

305
00:20:29,000 --> 00:20:33,880
expatriate dwarves. 
All of these before we go into a

306
00:20:33,880 --> 00:20:39,880
Dwarf history, and then for the 
next few pages, an incredibly 

307
00:20:39,880 --> 00:20:44,600
detailed timeline which goes all
the way through the Dwarves from

308
00:20:44,600 --> 00:20:48,520
the beginning of recorded time, 
the time of the Ancestor Gods, 

309
00:20:49,920 --> 00:20:52,840
right up to the present day as 
it stood in Warhammer. 

310
00:20:53,600 --> 00:20:58,200
I'll read the first one and I'll
read the last one for you before

311
00:20:58,200 --> 00:21:02,800
4500. 
Imperial year, the time of the 

312
00:21:02,800 --> 00:21:05,760
Ancestor gods. 
No written records of these 

313
00:21:05,760 --> 00:21:09,880
times survive, but legend 
relates to the dwarves begin 

314
00:21:09,880 --> 00:21:13,840
their slow colonization of the 
World's Edge Mountains. 

315
00:21:14,040 --> 00:21:18,800
About the Imperial year -5000 
This age came to a close with 

316
00:21:18,800 --> 00:21:21,400
the coming of Chaos. 
Good words. 

317
00:21:21,800 --> 00:21:25,680
The disappearance of the ancient
Ancestor God Grim near into the 

318
00:21:25,680 --> 00:21:28,880
Chaos Wastes and the 
disappearance of other Ancestor 

319
00:21:28,880 --> 00:21:32,960
gods shortly afterwards. 
Dwarf tradition holds that Grim 

320
00:21:32,960 --> 00:21:37,280
Near close the mighty Chaos Gate
after battling the Chaos Gods 

321
00:21:37,400 --> 00:21:40,040
and thereby saving the world 
from certain doom. 

322
00:21:41,280 --> 00:21:44,040
Shortly before Grim Near's 
disappearance, the Dwarves and 

323
00:21:44,040 --> 00:21:49,640
High Elves meet for the first 
time. 2 friendly relations and 

324
00:21:49,640 --> 00:21:56,360
they are established as friends 
for a while and then we move on 

325
00:21:57,160 --> 00:22:03,200
and we have the final entry. 
2510 Imperial Gallander the 

326
00:22:03,200 --> 00:22:07,160
Battle of Broken Leg Gully. 
After 10 years of constant 

327
00:22:07,160 --> 00:22:11,760
raiding and pillaging, the York 
warlord Grashnak is defeated by 

328
00:22:11,760 --> 00:22:15,320
King Angrim. 
Iron Fist of Caraccadin. 

329
00:22:16,720 --> 00:22:19,840
The good thing about this 
history is that you could devise

330
00:22:19,840 --> 00:22:24,080
and use and place your dwarf 
army in any part of it that you 

331
00:22:24,080 --> 00:22:26,600
wished. 
There were so many battles 

332
00:22:26,600 --> 00:22:31,200
fought and heroes created in 
wondrous realms that all this 

333
00:22:31,640 --> 00:22:35,560
could come alive in any way. 
You decided to paint your 

334
00:22:35,560 --> 00:22:39,280
figures or put them on the table
with the friends that you had to

335
00:22:39,280 --> 00:22:43,400
play with. 
Next came the article on Magic 

336
00:22:43,400 --> 00:22:46,680
Rooms. 
Magic runes in Warhammer were 

337
00:22:46,680 --> 00:22:51,160
extremely important, and this is
what made the Dwarf army 

338
00:22:51,160 --> 00:22:53,040
different from many other 
armies. 

339
00:22:53,320 --> 00:22:58,040
They didn't use magic users. 
They didn't use magic shot 

340
00:22:58,040 --> 00:23:00,640
across the battlefield from the 
fingers of Wizards. 

341
00:23:01,160 --> 00:23:07,160
No, it came from runesmiths, 
magical people who had spent 

342
00:23:07,160 --> 00:23:10,760
hundreds of years learning the 
secrets of the runes. 

343
00:23:11,600 --> 00:23:13,280
I'll read the first paragraph 
here. 

344
00:23:14,440 --> 00:23:18,240
Magic pervades the Warhammer 
world and permeates all things. 

345
00:23:18,480 --> 00:23:23,000
It flows into the material realm
from beyond the Chaos Wastes as 

346
00:23:23,000 --> 00:23:28,560
an ever shifting flux of energy.
This energy can be perceived and

347
00:23:28,560 --> 00:23:31,600
used by the races of the 
Warhammer world. 

348
00:23:32,080 --> 00:23:35,440
Some races, such as Elves and 
Men, can use magic to cast 

349
00:23:35,440 --> 00:23:38,160
terrifying and destructive 
spells. 

350
00:23:38,520 --> 00:23:42,320
Dwarves, on the other hand, are 
extremely resistant to magic and

351
00:23:42,320 --> 00:23:45,440
its influence, neither 
perceiving its presence nor 

352
00:23:45,440 --> 00:23:49,120
feeling its effects. 
Dwarves have learned to use the 

353
00:23:49,120 --> 00:23:52,800
power of magic in a different 
way, by incorporating it into 

354
00:23:52,800 --> 00:23:55,960
magic items such as swords and 
armour. 

355
00:23:56,400 --> 00:23:59,920
The Dwarves are the greatest and
more successful of all the races

356
00:24:00,040 --> 00:24:02,320
when it comes to making magical 
items. 

357
00:24:02,520 --> 00:24:05,960
Indeed, many of the most 
powerful magic weapons used by 

358
00:24:05,960 --> 00:24:09,920
men and elves were made by the 
dwarves using their unique 

359
00:24:09,920 --> 00:24:13,120
skills. 
A dwarf who makes magic items is

360
00:24:13,120 --> 00:24:16,280
called a Runesmith. 
As dwarves of no direct 

361
00:24:16,280 --> 00:24:20,080
equivalent to a human wizard, 
the Runesmiths are a very 

362
00:24:20,080 --> 00:24:24,080
important The Runesmiths are an 
ancient Guild of Craftsman. 

363
00:24:24,080 --> 00:24:27,640
For thousands of years they have
preserved the secrets of how to 

364
00:24:27,640 --> 00:24:31,680
forge magic runes and how to 
make weapons and armour and 

365
00:24:31,680 --> 00:24:35,920
other items of incredible power.
It goes on to tell us about the 

366
00:24:35,920 --> 00:24:40,840
Runesmiths and then the runes, 
incorporating a poem, an 

367
00:24:40,840 --> 00:24:44,440
incantation struck when a rune 
is made. 

368
00:24:45,320 --> 00:24:50,000
Find the heart of the mountain. 
Take it on the last day of the 

369
00:24:50,000 --> 00:24:53,760
third moon. 
Stroke the furnace at midnight 

370
00:24:54,440 --> 00:24:57,920
where the oar glows red. 
Hammer it before the dawn. 

371
00:24:58,120 --> 00:25:01,760
Bend seven times the white hot 
metal upon itself. 

372
00:25:01,960 --> 00:25:04,920
Recite seven times the verse of 
forging. 

373
00:25:05,120 --> 00:25:10,320
Quench in the blood of a dragon.
Slake red hot in the Quicksilver

374
00:25:10,320 --> 00:25:14,400
of Carrick and Gaul. 
Do this in the name of Harky the

375
00:25:14,400 --> 00:25:17,000
ancestor. 
Temper in the waters of Van 

376
00:25:17,160 --> 00:25:21,080
Horn, the blade upon the 
Dragon's horn on the third moon 

377
00:25:21,080 --> 00:25:23,680
of the winter. 
Carved the rune of slaying 

378
00:25:23,920 --> 00:25:27,920
Anoint in the blood of a troll 
slain on the day of Grungy. 

379
00:25:28,280 --> 00:25:32,960
Bind the hilt with dragon hide 
and with horn side inside. 

380
00:25:34,120 --> 00:25:38,880
Halt the haft with Azil's gold. 
Bind with Azul metal. 

381
00:25:39,240 --> 00:25:43,080
Mark the orc Fang pommel with 
the sign of Grimm near. 

382
00:25:43,320 --> 00:25:47,720
Perform the naming right with 
ale upon Valaya's altar. 

383
00:25:48,440 --> 00:25:53,640
The slaying of a troll by night 
will make the rune glow for 1000

384
00:25:53,640 --> 00:25:58,000
years. 
It tells us about battle magic, 

385
00:25:58,000 --> 00:26:02,320
about rune magic, about creating
a rune item and then choosing 

386
00:26:02,320 --> 00:26:06,720
runes, and then rather uniquely,
almost melded into the 

387
00:26:06,720 --> 00:26:10,760
background in a sort of 
camouflage way, wearing its rock

388
00:26:10,760 --> 00:26:13,440
like armour against a stone 
face. 

389
00:26:14,120 --> 00:26:18,920
Comes the rule of the runes. 
You may inscribe up to three 

390
00:26:18,920 --> 00:26:22,360
runes in a runic magic item, 
subject to the following 

391
00:26:22,360 --> 00:26:26,120
restriction. 
There are six points, all of 

392
00:26:26,120 --> 00:26:30,400
them named the Rune of three, 
the Rune of Pride. 

393
00:26:30,640 --> 00:26:34,400
All these things which again 
bring the background so much 

394
00:26:34,400 --> 00:26:38,080
into what is becoming the rules.
And now they mention the 

395
00:26:38,080 --> 00:26:40,800
different runes. 
Many of them are similar to the 

396
00:26:40,800 --> 00:26:43,320
magic items you would find in 
other army books. 

397
00:26:43,520 --> 00:26:46,680
But of course, these are all 
written so beautifully. 

398
00:26:47,560 --> 00:26:51,520
It starts with Snorri, 
Spanglehelm's Master rune costs 

399
00:26:51,520 --> 00:26:54,120
75 points. 
Then it gives you the background

400
00:26:54,120 --> 00:26:57,200
to this item. 
Runesmith to the High King in 

401
00:26:57,200 --> 00:27:01,600
Kalasa Karak during the time of 
Gallon, Snorri wrought the 

402
00:27:01,600 --> 00:27:06,160
exquisite war panopy of the High
Kings for several generations. 

403
00:27:07,160 --> 00:27:09,960
He fought many battles and was 
renowned for his magnificent 

404
00:27:09,960 --> 00:27:13,680
gromrel armour as well as his 
unique weapon rune. 

405
00:27:14,040 --> 00:27:16,960
Any blows struck by a weapon 
engraved to this rune will 

406
00:27:16,960 --> 00:27:21,160
always hit. 
No hit, no role to hit is 

407
00:27:21,160 --> 00:27:25,000
necessary. 
Costs 75 points and it always 

408
00:27:25,000 --> 00:27:28,360
hits. 
There are loads of these runes, 

409
00:27:28,360 --> 00:27:31,560
master runes, all of them, 
weapons, runes, and there are 

410
00:27:31,560 --> 00:27:34,080
different subjects. 
We have weapons runes, we have 

411
00:27:34,160 --> 00:27:36,360
armor runes. 
I'll give you one here, The 

412
00:27:36,360 --> 00:27:40,640
master rune of adamant. 
Hey Prince, Prince Charming. 

413
00:27:41,000 --> 00:27:44,800
The master Rune of Adamant. 
The rune adds +2 to the armour 

414
00:27:44,800 --> 00:27:47,560
save of the character. 
The rune can be combined with a 

415
00:27:47,560 --> 00:27:49,920
Rune of stone to give a + 3 
save. 

416
00:27:50,160 --> 00:27:53,040
It is possible that this may 
reduce the quiet dice roll to a 

417
00:27:53,040 --> 00:27:57,160
negative number, in which case 
only attacks with a high saving 

418
00:27:57,160 --> 00:28:00,040
throw modifier can harm the 
character. 

419
00:28:00,280 --> 00:28:04,800
Costs 50 points +2 armour save. 
The Rune of stone was always a 

420
00:28:04,800 --> 00:28:06,720
favorite of mine. 
To give you a plus one save. 

421
00:28:06,720 --> 00:28:10,720
Only cost five points. 
The rune of spell eating, the 

422
00:28:10,720 --> 00:28:14,920
master rune of stormy red beard,
plus one combat result within 12

423
00:28:14,920 --> 00:28:16,680
inches. 
There are loads of these. 

424
00:28:16,680 --> 00:28:19,440
The rune of battle to add to 
your battle runes onto your 

425
00:28:19,440 --> 00:28:21,760
standard. 
The rune of courage, the rune of

426
00:28:21,760 --> 00:28:24,760
fear, the rune of slowness, the 
rune of warding. 

427
00:28:25,760 --> 00:28:30,080
And we have engineering runes, 
the rune of accuracy, the rune 

428
00:28:30,080 --> 00:28:33,440
of burning, the rune of 
disguise, the rune of forging, 

429
00:28:33,440 --> 00:28:36,360
the rune of fortitude. 
Many of them. 

430
00:28:36,960 --> 00:28:41,240
And then we go on again to look 
at talismanic runes, Master rune

431
00:28:41,240 --> 00:28:44,880
of dismay, the master rune of 
spite, the rune of the furnace, 

432
00:28:44,880 --> 00:28:47,760
the rune of luck, the rune of 
spell breaking. 

433
00:28:48,760 --> 00:28:54,400
And then it gives us entire page
runic magic items record form a 

434
00:28:54,400 --> 00:28:58,560
blank sheet for you to use to 
mark down your own rooms. 

435
00:29:00,000 --> 00:29:02,840
Then our book goes into a few 
pages of fiction. 

436
00:29:03,920 --> 00:29:07,920
Really great written story about
the Escaven and the dwarves 

437
00:29:07,920 --> 00:29:10,520
doing battle. 
One I've recorded before is 

438
00:29:10,520 --> 00:29:14,000
often played one of the Crown of
Command adventures. 

439
00:29:15,080 --> 00:29:18,760
We're reaching the middle part 
of the book now, and now they're

440
00:29:18,760 --> 00:29:22,240
going to show us the magnificent
figures, beautifully painted, 

441
00:29:22,640 --> 00:29:25,880
that we can buy. 
And every one of these is 

442
00:29:25,880 --> 00:29:29,240
familiar to me. 
My army consisted, and now I'll 

443
00:29:29,240 --> 00:29:33,840
have to remember a unit of 20 
dwarf warriors, the old plastic 

444
00:29:33,840 --> 00:29:37,080
ones that I bought on that first
day when I bought the book. 

445
00:29:37,320 --> 00:29:42,640
A unit of 20 Slayers, Bugman's 
Dwarf Rangers there with their 

446
00:29:42,640 --> 00:29:47,160
crossbows, a unit of iron 
Breakers, a unit of long beards,

447
00:29:47,160 --> 00:29:54,560
the the flame cannon, a cannon 
and the Anvil of Doom. 

448
00:29:55,120 --> 00:29:59,280
And a boat thrower. 
I think I had Vander leading it,

449
00:29:59,440 --> 00:30:00,960
and a couple of other characters
as well. 

450
00:30:00,960 --> 00:30:03,360
She was a big army, and a lot of
them are in here. 

451
00:30:03,920 --> 00:30:07,240
On the first page we have a 
flame cannon and Bugman's Dwarf 

452
00:30:07,240 --> 00:30:10,160
Rangers. 
What a brilliant regiment of 

453
00:30:10,160 --> 00:30:13,360
renown. 
They were the Bugman character, 

454
00:30:14,200 --> 00:30:18,840
so evocative, owed Tom Fikeson. 
There he is with his one eye and

455
00:30:18,840 --> 00:30:21,680
his peg leg and his axe held 
above his head. 

456
00:30:22,360 --> 00:30:25,120
We move on to the Dwarf King's 
throne of power. 

457
00:30:25,960 --> 00:30:28,960
I never owned this, but look at 
it. 

458
00:30:29,840 --> 00:30:34,120
What a wonderful bit of metal 
this is beautifully painted. 

459
00:30:34,840 --> 00:30:38,160
And then is the Anvil of Doom. 
Now I still have this, though it

460
00:30:38,160 --> 00:30:42,080
lies in pieces. 
One of the greatest, most 

461
00:30:42,080 --> 00:30:46,880
impractical models ever created,
riding on wheels into battle, 

462
00:30:46,880 --> 00:30:50,160
pushed by its guardians. 
The Anvil of Doom that could 

463
00:30:50,160 --> 00:30:54,040
strike and send spells 
scattering all over the 

464
00:30:54,080 --> 00:30:57,720
battlefield. 
Amazing figure, amazing piece of

465
00:30:57,720 --> 00:30:59,600
work. 
In the in the army book. 

466
00:31:00,120 --> 00:31:02,600
Dwarf clansmen. 
They are the Marauder ones, but 

467
00:31:02,600 --> 00:31:05,640
they're mixed together with some
of the plastic ones that I own. 

468
00:31:05,640 --> 00:31:08,120
Dwarf long beards, Dwarf 
crossbow men. 

469
00:31:09,000 --> 00:31:10,680
And now we go on to some battle 
scenes. 

470
00:31:10,840 --> 00:31:14,080
Undead and dwarf units in savage
combat. 

471
00:31:14,800 --> 00:31:17,160
High elves and dwarves doing 
battle as well. 

472
00:31:17,320 --> 00:31:20,680
Then Felix and Gottreg helping 
to defend a dwarf forge. 

473
00:31:21,000 --> 00:31:24,160
Bringing in heroes. 
Mentioning books one of the 

474
00:31:24,160 --> 00:31:28,480
first times they did that. 
Dwarf slayers, some dwarf 

475
00:31:28,560 --> 00:31:32,280
clansmen and then pages of dwarf
thunderers. 

476
00:31:32,600 --> 00:31:35,240
Some more Dwarfs. 
There's pictures of the original

477
00:31:35,240 --> 00:31:39,520
Gottrick and Felix characters. 
The Felix figure I use for my 

478
00:31:39,520 --> 00:31:42,760
ranges of shadow. 
Deep Force still got him after 

479
00:31:42,760 --> 00:31:45,160
all those years. 
The organ gun, I had that as 

480
00:31:45,160 --> 00:31:48,040
well. 
Dwarf painting guide. 

481
00:31:48,480 --> 00:31:51,480
I never paid attention to these.
I could never paint with black 

482
00:31:51,480 --> 00:31:54,200
under undercoat, never got on 
with it. 

483
00:31:54,400 --> 00:31:56,800
Don't play much better with 
white undercoat, but black 

484
00:31:57,000 --> 00:31:59,040
particularly difficult. 
I've got a figure in front of me

485
00:31:59,040 --> 00:32:03,040
here on my board that needs 
painting, but somebody in their 

486
00:32:03,040 --> 00:32:05,400
wisdom has painted. 
I've given it a black undercoat,

487
00:32:05,880 --> 00:32:07,280
which will prove difficult for 
me. 

488
00:32:08,360 --> 00:32:11,200
And then we've got some cut out 
cards containing some of the 

489
00:32:11,200 --> 00:32:13,600
magic items. 
You could cut these out and use 

490
00:32:13,600 --> 00:32:15,960
them. 
And then the gyrocopters, and I 

491
00:32:15,960 --> 00:32:18,480
own gyrocopters, but I didn't 
use them very often. 

492
00:32:19,160 --> 00:32:21,400
Miners. 
There's a battle there with some

493
00:32:21,400 --> 00:32:25,800
old Orc figures, and then we've 
got the Warhammer battle at the 

494
00:32:25,800 --> 00:32:30,640
Eastgate of Carrick Eight Peaks.
And for the next few pages it 

495
00:32:30,640 --> 00:32:35,320
gives us an old scenario that we
can do between dwarves and orcs 

496
00:32:35,320 --> 00:32:36,320
and goblins. 
It gives U.S. 

497
00:32:36,320 --> 00:32:38,600
Army lists. 
It gives us everything we need, 

498
00:32:38,600 --> 00:32:43,040
as well as the designer's notes,
which is a huge thing to have, 

499
00:32:43,040 --> 00:32:46,600
isn't it? 
Then there's another story, and 

500
00:32:46,600 --> 00:32:49,360
only now. 
But now we go back to 

501
00:32:49,360 --> 00:32:52,600
background, the dwarf language 
and script. 

502
00:32:53,120 --> 00:32:54,880
Now there's no need for this, is
there? 

503
00:32:55,000 --> 00:32:57,160
There's no need to put this in 
an army book. 

504
00:32:57,840 --> 00:33:01,960
But yet they did, and the army 
book came alive because of it. 

505
00:33:02,560 --> 00:33:06,400
The language of the dwarves, 
Casalid, is a very ancient 

506
00:33:06,400 --> 00:33:09,320
tongue indeed. 
Over the many millennia of 

507
00:33:09,320 --> 00:33:13,920
history, the dwarf language has 
changed only slightly, having 

508
00:33:13,920 --> 00:33:16,760
absorbed some words from the 
humans and the elves. 

509
00:33:17,200 --> 00:33:20,480
This resistance to change is 
undoubtedly due to the strong 

510
00:33:20,480 --> 00:33:23,920
sense of tradition which all 
dwarves possess. 

511
00:33:24,920 --> 00:33:28,400
Dwarves are extremely resistant 
to new ideas, especially if 

512
00:33:28,400 --> 00:33:30,440
those new ideas come from other 
races. 

513
00:33:30,760 --> 00:33:33,920
In contrast, there are many 
words in the tongue are men that

514
00:33:33,920 --> 00:33:36,880
obviously owe their origins to 
the dwarves. 

515
00:33:37,640 --> 00:33:41,080
This means there are inevitably 
points of similarity between the

516
00:33:41,080 --> 00:33:44,880
two languages, especially in 
words for metalworking and 

517
00:33:44,880 --> 00:33:47,600
mining. 
And it gives us a load of a 

518
00:33:47,600 --> 00:33:51,680
dwarf lexicon, if you like. 
Angrell is the dwarf word for 

519
00:33:51,680 --> 00:33:57,040
stone carving lines in the face 
of very old dwarf azul. 

520
00:33:57,080 --> 00:33:59,840
Metal of any kind, dependable 
and sturdy. 

521
00:34:00,600 --> 00:34:04,840
Boga, a candle which blows out 
unexpectedly, plunging the 

522
00:34:04,840 --> 00:34:07,080
tunnel Into Darkness. 
Here we have. 

523
00:34:07,080 --> 00:34:09,520
We used to have a lot in 
Warhammer, which they seem to 

524
00:34:09,520 --> 00:34:12,840
have lost somewhat. 
Now, is that humour that came 

525
00:34:12,840 --> 00:34:16,280
with it, those gags, Boger. 
Bugger. 

526
00:34:17,080 --> 00:34:20,080
My favorite, of course, is right
down the list here, which I 

527
00:34:20,080 --> 00:34:23,440
remember to this day. 
And it's one that I and the 

528
00:34:23,440 --> 00:34:26,280
group of friends that I used to 
play with at this time, you used

529
00:34:26,280 --> 00:34:29,719
to remember quite well. 
And it is the dwarf word that 

530
00:34:29,719 --> 00:34:34,040
says ick, putting your hand in 
something slimy and unpleasant 

531
00:34:34,040 --> 00:34:36,520
in the darkness. 
Well, yes, yes. 

532
00:34:37,520 --> 00:34:40,360
Ragarin, a coarse and 
uncomfortable clothing made from

533
00:34:40,360 --> 00:34:45,440
the height of a troll. 
Yeah, a ricket, a small stone 

534
00:34:45,440 --> 00:34:47,719
which falls on your head as you 
walk down a tunnel. 

535
00:34:48,120 --> 00:34:50,000
A lot of comedy in the dwarf 
lexicon. 

536
00:34:50,520 --> 00:34:52,520
Look at the time they made 
putting this together. 

537
00:34:53,040 --> 00:34:56,560
And then we have the other, the 
dwarf rooms, the dwarf numerals,

538
00:34:56,679 --> 00:35:01,520
some common dwarf words. 
And now, and only now, and we're

539
00:35:01,520 --> 00:35:05,480
on page 64, do we come to the 
rules. 

540
00:35:06,200 --> 00:35:07,600
And we start with the war 
machines. 

541
00:35:07,600 --> 00:35:09,560
Of course important in any dwarf
army. 

542
00:35:10,080 --> 00:35:15,000
The dwarf organ cannon misfires 
were of course a big part of the

543
00:35:15,000 --> 00:35:18,360
game in those days. 
The profile of the organ cannon,

544
00:35:18,360 --> 00:35:21,000
24 inch range, that's the 
maximum you could guess. 

545
00:35:21,480 --> 00:35:29,120
Strength 1010. 
I say save none, no save wounds 

546
00:35:29,120 --> 00:35:34,240
D3 multiple shots. 
We go on to the flame cannon. 

547
00:35:34,240 --> 00:35:35,960
Great figure with the flame 
cannon. 

548
00:35:36,200 --> 00:35:40,000
Still got that again. 
Dangerous thing to feel would 

549
00:35:40,000 --> 00:35:42,520
often blow up as much as it 
would do good that it only has a

550
00:35:42,520 --> 00:35:46,360
maximum range you can guess of 
12 inches Strength 5 but would 

551
00:35:46,360 --> 00:35:51,560
use the flame template can pages
of text around these. 

552
00:35:52,360 --> 00:35:56,240
The throne of power, How to 
shoot the throne of power, how 

553
00:35:56,240 --> 00:35:59,680
to use it in hand to hand 
movement and bearer casualties. 

554
00:35:59,680 --> 00:36:04,920
The characteristics powerful 
thing that gyrocopters. 

555
00:36:05,160 --> 00:36:09,040
The steam cannons, how they fly,
how to use them on bombing runs.

556
00:36:10,680 --> 00:36:13,080
So good. 
Just reading this makes me want 

557
00:36:13,080 --> 00:36:15,000
to bring my dwarf army out of 
retirement. 

558
00:36:15,400 --> 00:36:18,320
They're starting to re release a
lot of the older the older but 

559
00:36:18,320 --> 00:36:22,760
newer figures for the old world.
I'm off to Warhammer World in a 

560
00:36:22,760 --> 00:36:25,560
few weeks and this is tempting 
me, let me tell you. 

561
00:36:27,600 --> 00:36:29,280
Then we have the Dwarf Anvil of 
Doom. 

562
00:36:29,840 --> 00:36:33,800
Let's read a bit about this. 
The Anvils of Doom are ancient 

563
00:36:33,800 --> 00:36:38,120
devices forged with great skill 
by the runesmiths of old in the 

564
00:36:38,160 --> 00:36:44,080
bowels of Thunder Mountain, 
Thunder Rd. using the energy of 

565
00:36:44,080 --> 00:36:48,040
the volcano's heart Kurgas, the 
most skill of the Old Ones, 

566
00:36:48,040 --> 00:36:52,000
melted Grombril to forge the 
Anvils, and they cooled. 

567
00:36:52,000 --> 00:36:56,640
Kurkas himself beat the Rune of 
Sorcery under each gleaming 

568
00:36:56,680 --> 00:36:59,640
anvil. 
No one knows how many anvils 

569
00:36:59,640 --> 00:37:03,880
were forged before the secret of
the Rune of Sorcery was lost. 

570
00:37:04,240 --> 00:37:07,440
The Dwarf Book of Grudges 
recalls how an evil dragon 

571
00:37:07,440 --> 00:37:10,960
attacked Thunder Mountain and 
slew the old Runesmith in a 

572
00:37:10,960 --> 00:37:13,560
mighty battle which went the 
mountain apart. 

573
00:37:14,600 --> 00:37:17,560
During the devastation, the 
forges of Thunder Mountain were 

574
00:37:17,560 --> 00:37:20,000
destroyed and many Runesmiths 
slain. 

575
00:37:20,640 --> 00:37:24,360
The Anvils of Doom are ancient 
and valuable heirlooms and that 

576
00:37:24,400 --> 00:37:29,200
always value them more highly 
they than highly they they they 

577
00:37:29,200 --> 00:37:31,560
they than any other of their 
possessions. 

578
00:37:32,600 --> 00:37:35,840
Runesmiths use the Anvils of 
Doom for making magic items. 

579
00:37:36,080 --> 00:37:40,040
Most Anvils are owned by various
strongholds or by guilds, and 

580
00:37:40,040 --> 00:37:43,360
the Runesmiths make use of these
when they only they need to. 

581
00:37:44,080 --> 00:37:47,440
A few Anvils are owned by 
Runesmiths, but these tend to be

582
00:37:47,440 --> 00:37:51,360
the sedentary Runesmiths who 
reside in the halls of Karaza 

583
00:37:51,360 --> 00:37:55,320
Karak and the weapon shops of 
Karak Azul. 

584
00:37:56,400 --> 00:38:00,080
The Anvils are objects of great 
power, and in times of extreme 

585
00:38:00,080 --> 00:38:03,680
need, a Runesmith can unleash 
spells and lightning upon his 

586
00:38:03,680 --> 00:38:05,600
foes. 
With a mighty blow of his 

587
00:38:05,600 --> 00:38:08,800
hammer, the Runesmith can 
release the Anvil's power. 

588
00:38:09,240 --> 00:38:11,800
Lightning boat's blast from a 
surface of many. 

589
00:38:11,800 --> 00:38:16,160
Magically a mighty energies 
unfurl, the sky darkens with 

590
00:38:16,160 --> 00:38:20,640
brooding energy and clouds of 
multi coloured magic swirl and 

591
00:38:20,640 --> 00:38:25,200
sparkle in the air. 
The unveil in battle follows, 

592
00:38:25,200 --> 00:38:27,960
followed by lightning and then 
total power. 

593
00:38:28,640 --> 00:38:30,360
I remember that it used to go 
mad. 

594
00:38:31,200 --> 00:38:37,320
Lightning all over the board. 
Rules for cannons follow stone 

595
00:38:37,320 --> 00:38:42,000
throwers, bolt throwers, and 
then some dwarf banners you 

596
00:38:42,000 --> 00:38:47,120
could cut out in colour. 
He's always really hard to do or

597
00:38:47,120 --> 00:38:51,040
to get them looking good anyway.
And then we have dwarves 

598
00:38:51,040 --> 00:38:56,280
themselves, Hatred of orc and 
goblins, the Elf grudge -1 

599
00:38:56,280 --> 00:38:59,440
leadership penalty if they're 
any elves within 6 inches, and 

600
00:38:59,440 --> 00:39:04,920
the old dwarf start line 
movement 3, Weapon skill 4, Bow 

601
00:39:04,920 --> 00:39:10,080
skill three, Strength 3, 
Toughness 4, Wounds 1, 

602
00:39:10,320 --> 00:39:14,640
Initiative 2 attacks one 
Leadership 9. 

603
00:39:15,600 --> 00:39:19,280
Champion more or less the same 
but with weapon skill 5, 

604
00:39:19,480 --> 00:39:23,160
initiative 3 and two attacks the
hero. 

605
00:39:23,400 --> 00:39:27,640
Weapon skill 6, Strength 4, 
Toughness 5, Two wounds 

606
00:39:27,640 --> 00:39:32,400
Initiative 4, Three attacks 
Leadership 10 and then the Lord 

607
00:39:33,040 --> 00:39:36,160
Movement 3. 
Webiskill 7, Boskill 6, Strength

608
00:39:36,160 --> 00:39:40,680
4, Taped US 5 Wounds 3. 
Initiative 5 Attacks 4. 

609
00:39:41,080 --> 00:39:45,720
Leadership 10. 
Dwarves had special rules are 

610
00:39:45,720 --> 00:39:49,280
they could wear armour with no 
no difference in their movement.

611
00:39:49,320 --> 00:39:52,560
Their movement was only three so
to reduce it even more would 

612
00:39:52,600 --> 00:39:54,280
make them impossible to use 
really. 

613
00:39:54,520 --> 00:39:58,720
But whenever they pursued people
they were at -1 on the 2D6 roll,

614
00:39:59,000 --> 00:40:00,880
or whenever they fled, it was 
the same. 

615
00:40:01,920 --> 00:40:06,000
We have the rules for Dwarf 
runesmiths, Slayers. 

616
00:40:07,080 --> 00:40:08,600
Slayers were great, weren't 
they? 

617
00:40:08,600 --> 00:40:10,880
They were never that great in 
the game. 

618
00:40:10,880 --> 00:40:13,440
They would just hold up units, 
but they were there. 

619
00:40:13,440 --> 00:40:16,520
The the story, everything about 
them is so good. 

620
00:40:20,000 --> 00:40:23,200
Then we go into the army list. 
Of course it gives you all the 

621
00:40:23,200 --> 00:40:25,920
rules, as it does in all the 
books, about what you can take, 

622
00:40:26,600 --> 00:40:29,160
how many heroes, how many 
champions, how many Lords, how 

623
00:40:29,160 --> 00:40:32,440
many runesmiths, regiments, 
monsters, etcetera. 

624
00:40:33,320 --> 00:40:35,920
Gives you the rules and the hand
to hand weapons of what you can 

625
00:40:35,920 --> 00:40:38,560
have. 
And then it goes into them. 

626
00:40:39,360 --> 00:40:44,080
One general for 160 points. 
Your army must be led by a 

627
00:40:44,080 --> 00:40:47,400
general. 
One nought to 1 battle standard.

628
00:40:47,400 --> 00:40:53,320
We've got heroes, Slayer, 
champions, we have regiments, 

629
00:40:53,520 --> 00:40:56,320
long beards. 
These were the older dwarves, 

630
00:40:56,960 --> 00:40:59,000
they were like all champions in 
themselves. 

631
00:40:59,000 --> 00:41:02,120
They all had weapons, skill 5, 
strength 4 and initiative 3, 

632
00:41:02,280 --> 00:41:06,360
heavy armour and a shield. 
You could use them with options.

633
00:41:06,360 --> 00:41:09,320
May carry a magic standard and 
chosen appropriately. 

634
00:41:10,320 --> 00:41:12,520
Unit of hammers. 
These were the Dwarf King's 

635
00:41:12,520 --> 00:41:16,280
bodyguards. 2 handed weapons. 
Great great figures. 

636
00:41:17,640 --> 00:41:20,240
Unit of iron Breakers. 
That's what always my favorite, 

637
00:41:20,240 --> 00:41:24,440
the great mining deep down. 
Dwarves. 20 points per model, 

638
00:41:24,880 --> 00:41:28,200
but they'd wear extremely 
powerful Gromrel armour which 

639
00:41:28,200 --> 00:41:32,720
would give them a great save. 
Weapons Kill 5 toughness 4 

640
00:41:33,040 --> 00:41:37,280
initiative 3 dwarf warriors. 11 
points per model. 

641
00:41:37,320 --> 00:41:39,280
Plenty of those dwarf 
crossbowmen. 

642
00:41:39,680 --> 00:41:42,720
Dwarf Thunderers. 
At this point the thunderers can

643
00:41:42,720 --> 00:41:47,280
only fire every other turn. 
Sounds like three shots a game, 

644
00:41:47,280 --> 00:41:50,120
and they'd only hit the less 
than half of those, maybe a 

645
00:41:50,120 --> 00:41:52,280
third. 
They were practically useless 

646
00:41:52,760 --> 00:41:55,040
but didn't stop me taking them 
every single time. 

647
00:41:56,040 --> 00:41:59,320
Dwarf miners, Dwarf slayers. 
Then the war machines we've 

648
00:41:59,320 --> 00:42:02,960
already talked about. 
Then the special characters. 

649
00:42:04,040 --> 00:42:10,200
King Kazador of Karak, Azul, 
Ungrim, Iron Fist, the Slayer 

650
00:42:10,200 --> 00:42:17,440
King of Karakhadrin Room, Lord 
Crag, the Grim, Gottrick 

651
00:42:17,440 --> 00:42:20,640
Gernison and Felix Jaguer. 
Look at these. 

652
00:42:20,640 --> 00:42:24,720
Look at that old artwork. 
Gottrick Gernison is certainly 

653
00:42:24,720 --> 00:42:27,000
the most or the least successful
stroll. 

654
00:42:27,040 --> 00:42:29,400
A Troll Slayer in the Age of the
World. 

655
00:42:29,880 --> 00:42:32,960
His quest to find death at the 
hands of a worthy opponent has 

656
00:42:32,960 --> 00:42:36,240
never been fulfilled. 
But in the search he has slain 

657
00:42:36,240 --> 00:42:39,760
monsters, scave and orcs, 
beastmen and goblins beyond 

658
00:42:39,760 --> 00:42:41,720
count. 
He's been an outlaw in the 

659
00:42:41,720 --> 00:42:44,960
Empire, and he has fought in the
Empire's armies. 

660
00:42:45,320 --> 00:42:48,360
Rumour has it that he has once a
member of the Dwarf Engineers 

661
00:42:48,360 --> 00:42:50,440
Guild. 
But Gottrick never talks about 

662
00:42:50,440 --> 00:42:53,600
his past, either to confirm or 
deny this. 

663
00:42:54,120 --> 00:42:57,520
No one knows why he shaved his 
head and took the Slayer's Oath,

664
00:42:57,840 --> 00:43:01,000
and no one has ever had the 
courage to ask, not even his 

665
00:43:01,000 --> 00:43:06,680
human henchman Felix. 
These characters have lasted for

666
00:43:06,680 --> 00:43:09,960
many, many years. 
Gottrick is now even in the old,

667
00:43:09,960 --> 00:43:14,000
in the new Mortal Realms for the
Age of Sigma, probably the most 

668
00:43:14,000 --> 00:43:17,800
successful and popular character
in all of Warhammer history, if 

669
00:43:17,800 --> 00:43:20,480
anything. 
But that leads me on to Joseph 

670
00:43:20,480 --> 00:43:22,480
Bugman. 
He's got a bar named after him. 

671
00:43:23,800 --> 00:43:26,680
When I first started playing 
Warhammer back in the early 80s,

672
00:43:26,680 --> 00:43:29,840
Bugman's Dwarf Rangers were one 
of the original regiments of 

673
00:43:29,840 --> 00:43:33,440
renown. 
Such a good background 

674
00:43:34,840 --> 00:43:36,760
disappeared again into the 
Wilds. 

675
00:43:37,000 --> 00:43:42,760
No one knows where he went. 
The Brewer of Bugman's Six XI. 

676
00:43:44,040 --> 00:43:46,480
Wonder what he is now. 
I'd like to know. 

677
00:43:47,760 --> 00:43:50,400
Engineer Guildmaster Burlok 
Daminson. 

678
00:43:51,640 --> 00:43:56,600
And then we have the Warmer Army
books Collecting a dwarf army. 

679
00:43:56,600 --> 00:43:59,880
It shows us a basic sort of 
collection we've got and some of

680
00:43:59,880 --> 00:44:03,800
the figures that we can use. 
Dwarf warriors, troll slayers, 

681
00:44:03,800 --> 00:44:07,600
black and white pictures of all 
these old, many of them marauder

682
00:44:07,600 --> 00:44:10,400
miniatures. 
Gives us the stats again. 

683
00:44:11,000 --> 00:44:12,960
Gives us tips on what to build 
as well. 

684
00:44:13,480 --> 00:44:16,920
Are the units worth considering 
and a big core unit of hammers, 

685
00:44:16,920 --> 00:44:19,760
long beards and iron Breakers. 
These are all these are all 

686
00:44:19,760 --> 00:44:21,840
first class troops worthy of any
army. 

687
00:44:22,240 --> 00:44:25,240
However, for these we would have
to go for metal models, 

688
00:44:25,240 --> 00:44:28,160
increasing the initial cost of 
the army and this kind of them 

689
00:44:28,160 --> 00:44:30,360
they're telling us how much is 
this is going to cost us. 

690
00:44:31,040 --> 00:44:33,960
On the other hand, the general 
of a small clan of 1000 points 

691
00:44:33,960 --> 00:44:37,000
is unlikely to start with troops
which are more fitting for a 

692
00:44:37,000 --> 00:44:39,880
dwarf king. 
These troops are expensive in 

693
00:44:39,880 --> 00:44:43,200
points which in dwarf terms mean
they like being paid in gold, 

694
00:44:43,480 --> 00:44:46,600
not just in ale. 
A less costly alternative might 

695
00:44:46,600 --> 00:44:49,480
be the higher slayers. 
So it's basically giving you 

696
00:44:49,480 --> 00:44:52,760
some tips on how to start an 
army and how to use an army 

697
00:44:53,600 --> 00:44:57,880
which is gratefully received. 
So Noah, look at those Thunder 

698
00:44:57,880 --> 00:44:59,040
figures. 
Fantastic. 

699
00:44:59,040 --> 00:45:02,400
The Dwarf Flame cannon then it 
shows you how to expand the army

700
00:45:02,400 --> 00:45:03,920
and gives you more pictures as 
well. 

701
00:45:04,120 --> 00:45:06,560
Gives you some examples of 
made-up characters that you 

702
00:45:06,560 --> 00:45:09,320
could do in order to inspire 
your imagination. 

703
00:45:10,360 --> 00:45:15,720
And then to finish off a blank 
army sheet to write down your 

704
00:45:15,720 --> 00:45:21,800
own army on a final photograph. 
A final great picture of a 

705
00:45:21,800 --> 00:45:26,440
battle that is forever being 
fought on these old books. 

706
00:45:27,240 --> 00:45:31,120
It's dwarfs against orcs. 
I can see the Wyvern fighting 

707
00:45:31,120 --> 00:45:35,120
the anvil of doom at the front. 
Dwarves prepare to wreak 

708
00:45:35,120 --> 00:45:38,240
vengeance on an advancing or 
chord. 

709
00:45:39,720 --> 00:45:44,120
And then the back page, the blue
page of the dwarf book. 

710
00:45:46,320 --> 00:45:50,960
It's a long time, my friends. 
By my reckoning, 31 years since 

711
00:45:50,960 --> 00:45:53,160
I worked. 
Walked into the upstairs comic 

712
00:45:53,160 --> 00:45:58,400
shop room, picked up that Dwarf 
book and started my dwarf army. 

713
00:45:59,960 --> 00:46:02,880
But in that moment, and we have 
these moments in life, these 

714
00:46:02,880 --> 00:46:08,440
Seminole moments, that's what 
made me the Warhammer player 

715
00:46:08,440 --> 00:46:12,480
that I was. 
I suddenly had an army that I 

716
00:46:12,480 --> 00:46:16,560
felt passionate about. 
I suddenly had an army where I 

717
00:46:16,560 --> 00:46:19,360
named the characters. 
I painted them myself. 

718
00:46:20,280 --> 00:46:23,880
They fought, they loved, they 
lost, they won, they knew. 

719
00:46:23,880 --> 00:46:28,160
Defeat. 
Many draws, but still they were 

720
00:46:28,160 --> 00:46:32,360
my army. 
Vander and his clan of Zasfar 

721
00:46:32,360 --> 00:46:40,120
dwarves using the 4th edition 
Warhammer Army's Dwarf book is 

722
00:46:40,120 --> 00:46:44,000
one of the high points of my war
gaming career. 

723
00:46:44,000 --> 00:46:48,040
If you like. 
One which I will forever hold in

724
00:46:48,040 --> 00:46:52,600
my heart. 
And that's why, my friends, that

725
00:46:52,600 --> 00:46:57,000
I have been so pleased to be 
able to sit down today and talk 

726
00:46:57,000 --> 00:47:05,760
to you about my relationship, my
love of, let's say it, Warhammer

727
00:47:05,760 --> 00:47:10,880
Armies, Dwarfs. 
My name is Owen Stayton. 

728
00:47:10,880 --> 00:47:14,840
I am the host of the Time 
Between Times podcast, you can 

729
00:47:14,840 --> 00:47:16,560
find out wherever you find your 
pods. 

730
00:47:16,720 --> 00:47:19,760
I also have a YouTube channel 
which I have on it, Slumber 

731
00:47:19,760 --> 00:47:23,600
stories, things to help you go 
to sleep and I also have an 

732
00:47:23,600 --> 00:47:27,200
adventures at the Time Between 
Times channel where I put down 

733
00:47:27,200 --> 00:47:31,120
battles and backgrounds for my 
war gaming adventures. 

734
00:47:32,960 --> 00:47:35,800
If you want to buy me a coffee 
you would be most welcome. 

735
00:47:37,240 --> 00:47:40,800
Maybe that will give me enough 
money to stride into the into 

736
00:47:40,800 --> 00:47:46,840
Warhammer and pick up my next 
army, my next book, in the vain 

737
00:47:46,840 --> 00:47:52,600
hope that it will make me feel 
the way that Warhammer Army's 

738
00:47:52,600 --> 00:48:01,480
dwarves did all those years ago.
Thanks for listening my friends.

