Ian Livingstone CBE (born 29 December 1949 is an English fantasy author and entrepreneur. Along with Steve Jackson, he is the co-founder of a series of role-playing gamebooks, Fighting Fantasy, the author of many books within that series, he is one of the co-founders of prominent games company Games Workshop. Livingstone attended Altrincham Grammar School for Boys, according to him, he only earned one A-level in Geography, he has kept his close links with the school and has visited it on numerous occasions, including to donate money for a refurbishment of the ICT suite, to present awards to GCSE recipients in 1998. Livingstone co-founded Games Workshop in early 1975 with flatmates John Steve Jackson, they started publishing a monthly newsletter and Weasel, sent copies of the first issue to subscribers of the defunct fanzine Albion. Livingstone and Jackson felt that this game was more imaginative than anything being produced in the UK at the time, so worked out an arrangement with Blume for an exclusive deal to sell D&D in Europe.
They began distributing Dungeons & Dragons and other TSR products in 1975. In late 1975, Livingstone and Jackson organised the first Games Day; because they were selling products out of their flat, people would come looking for a store that did not exist. Under the direction of Livingstone and Jackson, Games Workshop expanded from a bedroom mail order company to a successful gaming manufacturer and retail chain, with the first Games Workshop store opening in Hammersmith in 1977. In June of that year to advertise the opening and Jackson launched the gaming magazine White Dwarf, with Livingstone as the editor. Livingstone picked the title, which had meaning for both fantasy and science fiction readers: a white dwarf could be a stellar phenomenon or a fantasy character. Livingstone stepped down as editor of the magazine after White Dwarf #74. In 1980, Livingstone and Jackson began to develop the concept of the Fighting Fantasy gamebook series, the first volume of, published in 1982 by Puffin Books.
Livingstone and Jackson sold Games Workshop in 1991 for £10 million. The pair, together with Bryan Ansell, founded Citadel Miniatures in Newark to make miniatures for games. Livingstone has invented several board games, including Boom Town, Judge Dredd, Legend of Zagor, Dragonmasters. In 1982, Jackson and Livingstone co-wrote The Warlock of Firetop Mountain, the first book in the Fighting Fantasy series, but following an instruction from publishers Penguin to write more books "as as possible" the pair wrote subsequent books separately; the series had sold over 18 million copies as of 2017, with Livingstone's Deathtrap Dungeon selling over 350,000 copies in its first year alone. Livingstone wrote another twelve Fighting Fantasy gamebooks, including The Forest of Doom, City of Thieves and Caverns of the Snow Witch before marking the 30th anniversary of The Warlock of Firetop Mountain with a new gamebook, Blood of the Zombies, in 2012, with The Port of Peril in 2017 for the 35th anniversary. In the mid-1980s Livingstone did design work for video game publisher Domark.
Livingstone recounted, "After the success of Games Workshop, I retired, got bored, invested in Domark to fund their cartridge development. I got in at just the wrong time - it was all going flat." In 1995, Domark was acquired by the video technology company Eidos Interactive, floated on the London Stock Exchange in 1990, formed the major part of the newly created Eidos Interactive. In 2005 Eidos was taken over by SCi and Livingstone was the only former board member to be retained, taking on the role of product acquisition director. Livingstone secured many of the company's major franchises, including Hitman, he contributed to the Tomb Raider project Tomb Raider: Anniversary, released in 2007. In 2009, Japanese video-game company Square Enix completed a buyout of Eidos Interactive and Livingstone was promoted to Life President of Eidos, a position he resigned from in 2013. In 2014 Livingstone appeared in the documentary feature film From Bedrooms to Billions a film that tells the story of the British Video Games Industry from 1979 to present.
In 2010 Livingstone was asked to act as the Skills Champion by government minister Ed Vaizey, tasked with producing a report reviewing the UK video games industry. The'NextGen' report, co-authored with Alex Hope of visual effects firm Double Negative, was released in 2011. In 2002, Livingstone won the BAFTA Interactive Special Award for outstanding contribution to the industry. Livingstone was appointed Officer of the Order of the British Empire in the 2006 New Year Honours, Commander of the Order of the British Empire in the 2013 New Year Honours both for services to the computer gaming industry. In 2011, Livingstone received an Honorary Doctorate of Arts from Bournemouth University; the Warlock of Firetop Mountain with Steve Jackson, Puffin Books The Forest of Doom City of Thieves Deathtrap Dungeon Island of the Lizard King Caverns of the Snow Witch Freeway Fighter Temple of Terror Trial of Champions Crypt of the Sorceror Armies of Death Return to Firetop Mountain Eye of the Dragon Blood of the Zombies The Port of Pe
Thrud the Barbarian
Thrud the Barbarian is a comics character created by Carl Critchlow in 1981. Although Thrud himself is a parody of Conan the Barbarian as depicted in the Arnold Schwarzenegger films, inspiration for the character's adventures and adversaries has been drawn from several fantasy sources. During the 1980s, a Thrud comic strip was a regular and popular feature in the roleplay and wargame magazine White Dwarf with Thrud's grotesque and comic antics forming a memorable part of the magazine's golden age. In 2002, continued interest in the character from role-playing enthusiasts and a desire to be free to experiment with a new artistic style prompted Critchlow to self-publish a series of award-winning full-length Thrud the Barbarian comics. Since October 2002, Critchlow has continued to develop his new artistic style in several different 2000 AD stories, contributing to the success of Lobster Random in particular. While Critchlow's use of muted palettes has been criticised, his style has received praise for being recognisable and unique.
The character of Thrud was created by the 18-year-old Critchlow in 1981 while he was at foundation art college. His graphic design tutor, Bryan Talbot, gave him the project of producing a comic strip. At the time, Critchlow was reading the Conan books by Robert E. Howard, this inspired him to produce Thrud; the initial five-page strip was published in comics fanzine Arken Sword. When Critchlow moved on to art college in Liverpool, Thrud made a further appearance in the comic Dead'Ard, which Critchlow co-authored with artist Euan Smith. Dead'Ard featured a strip titled The Black Currant, subsequently re-published in the 26th and final issue of the Warrior comic anthology; the Black Currant would appear as one of Thrud's many enemies. On seeing an advertisement in White Dwarf magazine asking for cartoonists, Critchlow submitted some of his Thrud strips and was hired. Thrud the Barbarian became a monthly feature in White Dwarf between issue 45 in September 1983 and issue 105 in September 1988. During this time, the black-and-white single-page strip was voted "Most popular feature" for three consecutive years.
In 1987, a collection of Thrud strips was published in a Thrud the Barbarian Graffik Novel by Games Workshop. In addition to strips, printed in White Dwarf, this anthology included a re-drawn version of the original Arken Sword strip and an origin story for Thrud. Once the Thrud strip had run its course in White Dwarf, Critchlow worked on other comics including the Judge Dredd/Batman crossover story The Ultimate Riddle, first published in 1995, his work on this story was painted, while considered impressive was criticised as being forced and muddy. Critchlow was developing a new style based on line-drawings with computer colouring, but having been pigeon-holed as a painter did not believe that he would be able to interest anyone in this different style; when attending gaming conventions, Critchlow found that he was remembered for his work on Thrud and recognised that there was still an interest in the character. He therefore decided to create and self-publish a full-length Thrud the Barbarian comic as a way to get his new style noticed.
A total of five Thrud the Barbarian comics were published: Carborundum Capers – June 2002 Ice'n' a Slice – January 2003 Lava Louts – June 2004 Thrud Rex! – June 2005 Bungle in the Jungle – January 2007Critchlow found that, by organising distribution through comic shops and a devoted Thrud website, he was able to break financially. His new style was noticed and received positive comments; the cover images for each of the first four comics were hand-painted in contrast to the computer-coloured line art used in the comic itself. For issue 5, Critchlow used his new style for the cover image. An origin story for Thrud was printed in the Thrud the Barbarian Graffik Novel; the story tells of a group of mercenaries who and searching for a pub, stumble across an abandoned baby in a deserted village. The mercenaries decide to raise the baby as one of their own, teaching him how to fight and drink beer. At the age of five, Thrud is sent to Crom the Destroyer Orthodox Pagan Infants School, where he towers above the teachers and his fellow students.
When one of the children shoots him with a pea shooter, Thrud's reaction is to kill and maim twenty-seven pupils and three teachers, leading to his expulsion from the school. Choosing to return to the wilderness rather than his adoptive parents, Thrud lives alone until, one day, he stumbles across a hidden burial chamber. Finding a small helmet and a large axe, Thrud arms himself. Finding gold and gems, he decides to return to civilisation with his newfound wealth establishing himself a reputation as a violent warrior. Many years Thrud the Barbarian becomes Thrud the King, but finds the mundane duties of kingship tiresome without opportunities to fight. To put a halt to Thrud's constant mutterings of, "Kill! Death! Maim! Mutilate! Destroy!", the wise men of his kingdom collect stories of heroism from around the land and read them to him long into the night. Endowed with the strength of a rhinoceros, the speed and agility of a jungle cat and the intelligence of a garden snail, Thrud is a one-dimensional character who engages in mindless slaughter and strikes Frank Frazetta-style poses while remaining ignorant of plot points.
Depicted as an 8-foot-tall barbarian with a hugely exaggerated, muscular physique and a small head, dressed in large furry boots and a loincloth, Thrud is a caricature of Arnold Schwarzenegger's Conan the Barbarian. Thrud is a heavy drinker, frequenting The Hobbit's Armpit tavern and causing mayhem when he is unable to have his desired flavour of crisps; these and other annoyances cause Thrud to invoke the author of
Editions of Dungeons & Dragons
Several different editions of the Dungeons & Dragons fantasy role-playing game have been produced since 1974. The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the game. Many D&D fans, continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions. After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the rules-light system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons & Dragons; the standard game was expanded into a series of five box sets by the mid-1980s before being compiled and revised in 1991 as the Dungeons & Dragons Rules Cyclopedia. Meanwhile, the 2nd edition of AD&D was published in 1989. In 2000, the 3rd edition, called Dungeons & Dragons, debuted; the 4th edition was published in 2008. The 5th edition was released in 2014; the original D&D was published as a box set in 1974 and featured only a handful of the elements for which the game is known today: just three character classes.
The rules assumed that players owned and played the miniatures wargame Chainmail and used its measurement and combat systems. An optional combat system was included within the rules that developed into the sole combat system of versions of the game. In addition, the rules presumed ownership of Outdoor Survival, a board game by then-unaffiliated company Avalon Hill for outdoor exploration and adventure. D&D was a radically new gaming concept at the time, it was difficult for players without prior tabletop wargaming experience to grasp the vague rules; the release of the Greyhawk supplement removed the game's dependency on the Chainmail rules, made it much easier for new, non-wargaming players to grasp the concepts of play. It inadvertently aided the growth of competing game publishers, since just about anyone who grasped the concepts behind the game could write smoother and easier to use rules systems and sell them to the growing D&D fanbase. Supplements such as Greyhawk, Eldritch Wizardry and Gods, Demi-Gods & Heroes, published over the next two years expanded the rules, character classes and spells.
For example, the original Greyhawk supplement introduced the thief class, weapon damage varying by weapon. In addition, many additions and options were published in the magazines The Strategic Review and its successor, The Dragon. An updated version of D&D was released between 1979 as Advanced Dungeons & Dragons; the game rules were reorganized and re-codified across three hardcover rulebooks, compiled by Gary Gygax, incorporating the original D&D rules and many additions and revisions from supplements and magazine articles. The three core rulebooks were the Monster Manual, the Player's Handbook, the Dungeon Master's Guide. Major additions included classes from supplements like assassin, monk and thief, while bard and ranger, which had only appeared in magazine articles, were added to the core rulebooks. Supplements for AD&D included Deities & Demigods, Fiend Folio, Monster Manual II, Oriental Adventures and Unearthed Arcana, the latter of which compiled material published in Dragon magazine, others.
While AD&D was still in the works, TSR was approached by an outside writer and D&D enthusiast, John Eric Holmes, who offered to re-edit and rewrite the original rules into an introductory version of D&D. Although TSR was focused on AD&D at the time, the project was seen as a profitable enterprise and a way to direct new players to anticipate the release of the AD&D game, it was published in July 1977 as the Basic Set, collecting together and organizing the rules from the original D&D boxed set and Greyhawk supplement into a single booklet, which covered character levels 1 through 3, included dice and a beginner's module. The booklet featured a blue cover with artwork by David C. Sutherland III; the "blue booklet" explained the game's concepts and method of play in terms that made it accessible to new players not familiar with tabletop miniatures wargaming. Unusual features of this version included an alignment system of five alignments as opposed to the three or nine alignments of the other versions.
This Basic Set was popular and allowed many to discover and experience the D&D game for the first time. Although the Basic Set is not compatible with AD&D, as some rules were simplified to make the game easier for new players to learn, players were expected to continue play beyond third level by moving on to the AD&D version. Once AD&D had been released, the Basic Set saw a major revision in 1981 by Tom Moldvay, followed by the release of an Expert Set written by David Cook, to accompany the Basic Set, extending it to levels 4 through 14, for players who preferred the simplified introductory ruleset. With this revision, the Basic rules became their own game, distinct both from original D&D and AD&D; the revised Basic rules can be distinguished from the original ones by cover colors: the Basic booklet had a red cover, the Expert booklet a blue one. Between 1983 and 1985 this system was revised and expanded by Frank Mentzer as a series of five boxed sets, including the Basic Rules, Expert Rules, Companion Rules, Master Rules (black, supporting levels 26 through 3
A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy. Games have a goal that a player aims to achieve. Early board games represented a battle between two armies, most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points. There are many varieties of board games, their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo. Rules can range from the simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario; the time required to learn to play or master a game varies from game to game, but is not correlated with the number or complexity of rules.
Board games have been played in societies throughout history. A number of important historical sites and documents shed light on early board games such as Jiroft civilization gameboards in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC is the oldest board game known to have existed. Senet was pictured in a fresco found in Merknera's tomb. From predynastic Egypt is Mehen. Hounds and Jackals another ancient Egyptean board game appeared around 2000 BC; the first complete set of this game was discovered from a Theban tomb that dates to the 13th Dynasty. This game was popular in Mesopotamia and the Caucasus. Backgammon originated in ancient Persia over 5,000 years ago. Chess and Chaupar originated in India. Go and Liubo originated in China. Patolli originated in Mesoamerica played by the ancient Aztec and The Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago; the earliest known games list is the Buddha games list. In 17th and 18th century colonial America, the agrarian life of the country left little time for game playing though draughts and card games were not unknown.
The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, told them their devotion for the day should be confined to their homes. In Thoughts on Lotteries Thomas Jefferson wrote: Almost all these pursuits of chance produce something useful to society, but there are some which produce nothing, endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, billiards, etc, and although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, imbecility, etc. and suppress the pursuit altogether, the natural right of following it.
There are some other games of chance, useful on certain occasions, injurious only when carried beyond their useful bounds. Such are insurances, raffles, etc; these they do not take their regulation under their own discretion. The board game Traveller's Tour Through the United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and today claims the distinction of being the first board game published in the United States; as the U. S. shifted from agrarian to urban living in the 19th century, greater leisure time and a rise in income became available to the middle class. The American home, once the center of economic production, became the locus of entertainment and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction; the earliest board games published in the United States were based upon Christian morality. The Mansion of Happiness, for example, sent players along a path of virtues and vices that led to the Mansion of Happiness.
The Game of Pope and Pagan, or The Siege of the Stronghold of Satan by the Christian Army pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence and hope" while the pope and pagan are cast in black, the color of "gloom of error, and... grief at the daily loss of empire". Commercially produced board games in the mid-19th century were monochrome prints laboriously hand-colored by teams of low-paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of inexpensive board games; the most significant advance was the development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games. American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when the country embraced materialism and c
David Rowland Langford is a British author and critic active within the science fiction field. He publishes newsletter Ansible. David Langford was born and grew up in Newport, Wales before studying for a degree in Physics at Brasenose College, where he first became involved in science fiction fandom. Langford is the brother of the musician and artist Jon Langford, his first job was as a weapons physicist at the Atomic Weapons Research Establishment at Aldermaston, Berkshire from 1975 to 1980. In 1985 he set up a "tiny and informally run software company" with science fiction writer Christopher Priest, called Ansible Information after Langford's news-sheet. Langford is now the sole active partner. Increasing hearing difficulties have reduced Langford's participation in some fan activities, his own jocular attitude towards the matter has led to such nicknames as "that deaf twit Langford". As a writer of fiction, Langford is noted for his parodies. A collection of short stories, parodying various science fiction, fantasy fiction and detective story writers has been published as He Do the Time Police in Different Voices.
Two novels, parodying disaster novels and horror are Earthdoom! and Guts!, both co-written with John Grant. The novelette "An Account of a Meeting with Denizens of Another World 1871", is an account of a UFO encounter, as experienced by a Victorian; this has led some UFOlogists to believe. Langford admits the story is fictional when asked — but, as he notes, "Journalists don't ask." Langford had one serious science fiction novel published in 1982, The Space Eater. The 1984 novel The Leaky Establishment satirises the author's experiences at Aldermaston, his 2004 collection Different Kinds of Darkness is a compilation of 36 of his shorter, non-parodic science fiction pieces, the title story of which won the Hugo Award for Best Short Story in 2001. A number of Langford's stories are set in a future containing images, colloquially called "basilisks", which crash the human mind by triggering thoughts that the mind is physically or logically incapable of thinking; the first of these stories was "BLIT".
The idea has appeared elsewhere. Similar references mentioning Langford by name, feature in works by Greg Egan and Charles Stross; the eponymous Snow Crash of Neal Stephenson's novel is a combination mental/computer virus capable of infecting the minds of hackers via their visual cortex. The idea appears in Blindsight by Peter Watts where a particular combination of right angles is a harmful image to vampires; the roleplaying game Eclipse Phase has so-called "Basilisk hacks", sensory or linguistic attacks on cognitive processes. The image's name comes from the basilisk, a legendary reptile said to have the power to cause death with a single glance. Langford has won numerous other Hugo Awards for his activities as a fan journalist on his free newsletter Ansible, which he has described as "The SF Private Eye"; the remaining Hugo awards are as follows: 21 for Best Fan Writer, five for Ansible as Best Fanzine, another for Ansible as Best Semiprozine. As of 2008 he had received, in total, 28 Hugo Awards, his 19-year winning streak coming to an end in 2008.
A 31-year streak of nominations for "Best Fan Writer" came to an end in 2010. He shared the Hugo for Best Related Work in 2012; the name Ansible is taken from Ursula K. Le Guin's science-fictional communication device; the newsletter first appeared in August 1979. Fifty issues were published by 1987. Since resuming publication in 1991, Ansible has appeared monthly as a two-sided A4 sheet and latterly online. A digest has appeared as the "Ansible Link" column in Interzone since issue 62, August 1992; the complete archive of Ansible is available at Langford's personal website. Ansible issue 300 was published on 2 July 2012. Ansible has for many years advertised that paper copies are available for various unlikely items such as "SAE, Fwai-chi shags or Rhune Books of Deeds". In 1996, Ursula K. Le Guin wrote: ` Tell me. In Oregon we grow many large fir trees, he has written a regular column for SFX magazine, featuring in every issue from its launch in 1995 to #274 dated July 2016. A tenth-anniversary collection of these columns appeared in 2005 as The SEX Column and other misprints.
Further SFX columns are collected in Starcombing: columns, essays and more, which includes much other material written since 2000. David Langford has written columns for several
In Games Workshop's Warhammer Fantasy fictional universe, the Dwarfs are a race of short, stout humanoids similar to the dwarves of Middle-earth and those of Dungeons & Dragons. Dwarfs in the Warhammer setting are proud warriors driven by honor, the making of oaths, the recording of slights against them as grudges; the Beginning There are no written records of the earliest years of the Dwarfs history, though legend states that the first Dwarfs migrated northwards from their southern ancestral homes along the World Edge Mountains, following open veins of ore and tunnelling into the mountains in search of gold and gemstones. As they progressed, many clans built fortified settlements and mines called holds around the richest deposits, they reached the northern most edge of the mountains - the majority turned back, while some ventured north-west into the lands that would become Norsca and others turned east and crossed the Great Skull Land. It was written in the Great Book of Grudges that a time of great calamity fell when the storms of Chaos erupted across the Old World from the far north, colouring the sky, splitting the earth and tearing apart the mountains themselves.
It was in this period that the great Ancestor Gods emerged - Grungni and Valaya - who helped lead the Dwarfs to safety by leading them to dig deep under the mountains to escape the storm ravaging the world above. After the catastrophe of the Coming of Chaos, the Dwarfs emerged to find their world changed and warped. Mutated Beastmen roamed throughout the land, slaying everyone in their path. Warriors of the Chaos Gods murdered and pillaged at will, Daemons created nightmare realms, enslaving entire tribes and peoples; the sheer power of Chaos threatened the entire world with eventual destruction. To battle against such enemies, Grungni forged the first weapons and armour, while teaching the Dwarfs the skills of metalworking and mining, he forged the first magical runes, capturing the wild winds of magic and harnessing their power into them, creating more potent weapons and hammers, as well as runes that gave runic protection into armour and talismans. He armed Grimnir with two mighty axes and armour harder than the bones of mountains, he and his first Runesmiths armed the rest of the Dwarf race.
Soon after, they marched forth from their stronghold and battled against Chaos, where Grimnir slew many deamons and Valaya protected them from the dark magics of their foes. Though they could not destroy the forces against them, they drove them from their mountain homes and defended them from further onslaught. Soon after their re-emergence and battles with Chaos, the Dwarfs encountered the High Elves of Ulthuan. An army led by Grimnir, as they were chasing a marauder warband into the lowlands, met a fleet of Elven warships led by the mage Caledor Dragontamer, blown off course while searching the Old World for clues as to the source of Chaos. Though uncertain of each other, the armies combined to defeat a fresh onslaught by Chaos forces, the spells of Caledor working in conjunction with the axe-work of Grimnir. During the aftermath, the Dwarves learnt from the Elves of the wars in their homeland and their vast struggle against the magic of Chaos, while the Elves learnt of the great storm that erupted from north.
Realising that a Chaos Gate had opened at the polar north, Caledor began to devise a plan to trap the power of Chaos in a vast vortex, returned to Ulthuan to plan his endeavour. Grimnir, upon learning of the Chaos Gate from Caledor, decided to journey northwards and close the gate himself. Though Grungni and Valaya warned him such an endeavour might not succeed and he would die, Grimnir replied it was worth the risk. Shaving his hair and beard except for a mohawk, he gave one of his mighty axes to his son Morgrim and journeyed northwards to close the Gate, he was never seen again and his fate remains unknown as Caledor's plan succeeded in trapping the power of Chaos and banishing it to the dark corners of the world. Soon after this victory and Valaya vanished, with many saying they had returned to the mountains awaiting the day the dwarf race would need them most. With the defeat of Chaos, the Dwarfs prospered and expanded all across the World Edge Mountains, establishing mighty strongholds and vast passageways beneath the earth.
As the Elves returned to the Old World and established their colonies along the coast and in the forests, trade flowed between the two races and strong bonds of friendship grew between them. The War of Vengeance The War of Vengeance was the Dwarf name given to cataclysmic war that erupted between the Dwarfs and the High Elves. Though the two races had enjoyed peace and prosperity with each other for over a thousand years, the Elves’ increasing colonisation of the Old World, in conjunction with apprehensions and mistrust amongst several of the dwarf kings and leaders, began to create tensions between the two civilisations, though many endeavoured to maintain the alliance; the first sparks of the war were begun when Dark Elves, under the orders of Malekith, began attacking Dwarf colonies and trading parties in disguise as High Elves, culminating in the slaughter of Agrin Fireheart, one of the most ancient Runelords of the Dwarf race and the Runelord of Barak Varr. High King Gotrek Starbreaker, though a strong proponent of continuing friendship with the Elves, soon exhausted all attempts at peace and reconciliation both with the elves and amongst the more warlike of his fellow kings.
As a final act to prevent conflict, he sent his most skilled ambassadors to demand recompenses from the High Elves for the atta