Thursday, 26 September 2013

IKRPG 2 : Mission 1, Let's Get This Party Started!

Briefing
Just North of Corvis, on the Thornwood side of the Black River, the Khadoran military have set up a forward base that has been designed to house a huge number of soldiers and warjacks for a future assault on the city.  With the ceasefire and the recent events in the Thornwood interior, it has been left with a skeleton crew of Winter Guard and one low-ranking officer to oversee it.

It cannot be allowed to exist.  Ceasefire or not, destroy it.

The Mission
The fort is a mere ten miles North of Corvis, due East of Fort Rhyker.  It has been designed as a temporary structure, with no real attempts to keep it from sinking in due course (the Cygnaran military may suspect this, but they wouldn't have confirmed it - the buildings are reinforced down to about ten feet and your players could PROBABLY try to burrow under if they have the gear and desire to find out if a cave in of swamp mud counts as crushing or drowning).  The area around the fort has been cleared of all trees out to 300 feet, although there are patches of sparse rubble which a bit of timing COULD allow small or average sized characters to run between without being spotted.

The frt itself is currently being held by a total of 25 Winter Guard, split into one Lieutenant (Katya Roshanov, if your players care.  They probably won't), 2 Sergeants, 2 Corporals and 20 Privates.  2 Privates man each of the Guard Houses and the Gate House at all time on six hour rotations, with the 10 who had just had watch on a 6 hour rest.  Every few hours, either the Lieutenant or one of the Sergeants will do a round of the guard posts.  The Corporals work twelve hour shifts each in the Steamjack Storage facility.


A-D = Guard Houses, 3 Stories Tall.  2 Privates with Blunderbuss and Axe.  Each building has assorted living implements such as a deck of cards and other assorted game boards, a telescope and around 10-20 Koltina.

E = Main Barracks, 3 Stories Tall.  10 Privates with Blunderbusses and Axe and 1 Corporal with Rocket.  The building contains five hundred Blunderbuss rounds, ten spare axes and ten spare Winter Guard uniforms (one size fits all.  So long as you're not a Gobber, Trollkin or Ogrun).  It also has several letters to and from the guard's families in Khadoran and on a Detection roll of 15 or higher, the players will find a loose floorboard concealing a stack of rather expertly realised, if borderline treasonous, sketches of several high ranking female officers (mostly Lieutenant Katya Roshanov, but also a few of Forward Kommander Sorscha Kratikoff and one that may be Empress Ayn Vanar) in compromising, if occasionally physically impossible, positions.  An extended search will uncover approximately 3-400 Koltina.

F = Steamjack storage, 2 Stories Tall.  1 Corporal with Rocket and Kolya, the Kompany Juggernaut.  The building also has huge piles of coal and tools for mechanikal engineering.  It also has several rockets and even a few additional warheads for Blasting Pikes.

G = Officer's Quarters, 2 Stories Tall.  1 Lieutenant with Blunderbuss and Axe, 2 Sergeants with Blunderbuss and Axe.  The building has ledgers, encoded orders and a chest containing the soldier's pay - 2000 Koltina.

H = Gate House, 3 Stories Tall.  2 Privates with Blunderbuss and Axe.  Much like the Guard Houses, the Gate House has a deck of cards and other assorted game boards, a telescope and 15 Koltina.  It also has a "Guest Book" that details the visitors the fort has had since it was built.

All the while the players remain stealthy and take out the individual groups without sound, they will be fine.  If a melee takes longer than a round or a gun is fired, the remaining guards will descend on the location, with the officers, the Winter Guard in the Guard/Gate Houses, the Corporal in the Steamjack Storage and Kolya turning up after a minute and the remaining Winter Guard turning up in ten minutes.

Loot
Guest Book - While mostly useless, this could be used to pin down several high ranking Khadoran military officials.  The CRS would pay out about 10 Crowns per player for it.
Koltina - A Khadoran gold coin.  Worth about half as much as a Crown (.5 gold each) in Cygnar.
Ledgers and encoded orders - Probably worth a LOT to the CRS.  Worth at least 100 Crowns per player as a bonus if they're brought back.
Tastefully realised erotic art - If Sly finds out you've got this, he'll offer 50 Crowns per player for them.

In addition to their monthly pay of 200g, completion of this mission will net a bonus of 100g for each character.

Stats
Privates - Basic Winter Guard stats.  1 Health.
Corporals - Winter Guard Rocketeer stats.  1 Health.
Sergeant - Basic Winter Guard stats, +1 to all stats.  1 Health.
Lieutenant - Winter Guard Lieutenant, +1 to all stats.  'Jack Marshal.  10 Health.
Kolya - Juggernaut with 1 box removed from the Hull of each column.

Thursday, 5 September 2013

IKRPG 2 : The House Rules!

OK, so firstly, a proviso - I'm running this game with several people who have never played the Iron Kingdoms before, and one person who has never roleplayed at ALL before, so I'm trying to keep this campaign more or less within the books.  That said, there are a few ideas I want to throw in...

Character Creation
Unless a player really wants to switch out abilities, I'm running this straight from the book - you pick a career and you copy down all the abilities!  I'm using the Unorthodox Engagement Team Adventuring Company (don't even know what it does, but it sounds awesome...) but, apart from that, fair game.

The exception is spells - a spellcaster can switch out any of their spells for any other COST 1 or 2 available to their career.

None of this is technically house rules, I'm just setting down the guidelines and this seems like the best place to put it.  My blog, my rules, people!

'Jacks
Steamjacks can't take nearly enough damage to be the terrifying force of nature they richly deserve to be, so I'll be taking steps to ensure that they can survive more hits than a player character.  I may change this later but, for now, I'm only adding in one rule;

When attacking a steamjack or warbeast, all damage after armour is halved unless it is from another steamjack or warbeast, or it has the Armour Piercing special rule.

Requisitions
As a military campaign, my players shouldn't have to rely on their own funds for gear.  Not only does it not make sense, but it limits the cool toys they can play with.  As such, I've come up with a vague system of social rolls to help my players get toys - ALL rolls should be roleplayed out a bit, but it doesn't need to be Shakespeare.

'Mundane' items (basic weapons, armour and military gear...) are free - you want a military rifle and some Trencher armour, you get it!  Ranged weapons come with 25 rounds.  Obtaining more than is necessary (a character has two hands, they PROBABLY don't need an axe and two rifles...) requires a roll.

'Specialist' items (non-standard weapons, fitted armour and other gear) are discretionary.  If they're necessary for a mission (assassinations will probably need a decent scoped Heavy Rifle...) they're free but, if they want something that makes less sense ("No, you don't need the mini-slugger for the stealth mission...") a roll is in order.

Specific Mechanika requires a social roll.  More general mechanika will probably be granted as the campaign goes on as the players are promoted and make allies (or just make it themselves...).  The granted Mechanika will be that character's personal property, and will be considered fully charged before each mission.  The same goes for any warjack in the division's stable.  The stable currently consists of an Ironclad, a Charger, a Lancer and two Hunters, although this will increase throughout the campaign as I get more models the division is reinforced.

As far as the actual roll is concerned, I'm working on the basis that each player will make out a list of what they want and then make a roll against a target number of 10 plus the following modifiers;

Each mundane item after the third. +1
Each specialist item after the first. +2
Each piece of specific mechanika. +5
Each 'jack after the first for the team. +5
Character is pulling rank or attempting to intimidate. +2
Character has made an effort to get to know Father Brown in the campaign (cancelled if they ever try to pull rank or intimidate him). -2

Even if they fail, all is not lost!  They are still allowed all mundane and specialist items that are needed and, if they HAVE to have something, Sly can accidentally lose it for the duration of a mission for a tenth of it's cost and the assurance that he'll get it back - abusing this service will mean it stops.

Thursday, 29 August 2013

IKRPG 2 : The A-Steam

It's that time again!  With Kings, Nations and Gods on it's way, the time has come for...  Another IKRPG campaign!  This time around, I'll be focussing on the city of Corvis and, more specifically, the trenches just north of it - the party is going to be an Unorthodox Engagement Team seconded to the 95th "Gravediggers" Trencher Company.  Unlike my last campaign which was aiming for fairly gritty gangland combat, this is going to be closer to a mash-up of every 80's Action movie and adventure TV series ever - The Expendables meets the A-Team, big, loud, bombastic and just a bit silly!

Now, unlike before, there aren't going to be a series of set groups to interact with, so I'm going to start by highlighting the key support NPCs, their backstories, archetypes/careers and roles, and possibly even put up pictures!  Also unlike last time, I don't have the actual models yet, so I'll be putting up the minis I'm GOING to use and replacing them as I finish 'em off!

Captain Reb Steele
(Human Mighty Cutthroat/Military Officer/Trencher)

Commander of the UET division of the 95th, Captain Steele is a career soldier who wants nothing more than to get out into the field and take back the Thornwood from the Khadorans.  Sadly, as a full officer, he's been relegated to a glorified desk job, handling the briefings, debriefings and general admin of several teams of younger (and, although he'll never openly admit it, fitter) soldiers.  Having been fighting Khadorans and their hired mercenaries for the better part of three decades, Steele no longer trusts anything even passingly Khardic, and certainly doesn't trust the latest ceasefire; an attitude not helped by the total lack of communication since the joint Cygnaran/Khadoran operation into the Thornwood.

He also looks like a TOTAL badass...

As stated, Reb Steele is responsible for the unit's briefings and debriefings, but he also takes it on himself to be personally responsible for his team's wellbeing, up to and including verbally abusing, mocking and understating his charge's victories like any proper, caring Trencher commander does.  In return, he gives the best - as long as his soldiers get results and stay on the fairly straight and narrow, the base is stocked with good booze, the finest recreation and the loosest men and women, and while there is no mission, he has a long-standing understanding with Watch Commander Helstrom that his troops' minor infractions in Corvis itself will be overlooked or dealt with internally.

Sergeant Tyler "Father" Brown
(Human Gifted Arcane Mechanik/Priest of Morrow)

Sergeant Brown is an oddity in the military - an ordained priest who is also a soldier AND a trained mechanik.  Having grown up around a Morrowan church he is totally immersed in the religion and despite having an irreverent streak a mile wide, he takes his ministry very seriously.  A firm believer in the concept of the volition, he has no problem making weapons for the military, trusting those who wield them to make the personal choice to use them to defend rather than attack, and at least incapacitate cleanly and painlessly.

Really hope I can find a copy of this mini, he's near enough perfect...

It's an important rule on the base - you do NOT mess with Father Brown.  While he's always incredibly cheerful, slow to anger and has never kept a grudge in his life, he's also a full six and a half feet tall and built like an ogrun, so common sense says to keep him on your good side.  Even when happy (which is always), he cuts an imposing figure - his body is covered in tattoos of both religious and military significance, and he frequently goes around shirtless while not in his workshop to show them off.  It's important to note that he is not riled by religious mocking - he's worked with soldiers nearly his entire life.  He has also taken the time to learn basic Menite, Dhunian and even Thamarite lore and will happily debate religion at length, as well as officiate basic ceremonies for religious soldiers (if the other parties are comfortable with a Morrowan priest.  Many Menites aren't).

As far as interacting with the team goes, Father Brown is the division's armourer and, along with Sly (see below), he creates arms and armour of both a mechanikal and mundane nature for his units.  He has a regular supply of most common Cygnaran military weapons (want a military rifle?  He has military rifles...) and ammo, as well as decent supplies of armour.  If you get on with him, he's not above doing some custom jobs up to and including mechanika, and "The Father's blessings" are some of the most sought-after items in the 95th.

Corporal Slyzzagzuragmelekharun "Sly"
(Gobber Intellectual Alchemist/Field Mechanik/Investigator)

Where Father Brown is loud and booming, Sly is quiet and often comes across as slightly wound up.  As Brown's crew chief, Sly's main focus is to keep the other mechanics and blacksmiths in the group on track with a level of focus which, for a gobber, is close to torture. Still, he knows this post is not meant as a punishment, and has thrown himself into it, trying to find as many things to do as possible. As part of throwing himself in, he has trained himself to observe everything that goes on inside the camp and can, for a price, give vital information on internal matters.

This remains one of my favourite models to paint. It's just so silly...

Highly intelligent, brimming with energy and eager to please, he is able to cobble most mundane items in a day or so and, so long as he likes you and you don't mind that they look fairly ramshackle, you can get good, cheap gear from him. Unlike Father Brown, the stuff that Sly makes while he's tinkering around are FOR the the owner, not just requisitioned for a mission, and certain soldiers in the division can get incredibly well equipped on a relatively tiny budget.

Lieutenant Drake Jaeger
(Human Skilled Explorer/Pistoleer/Ranger)

The CRS representative for the division, Lieutenant Jaeger is almost perfectly designed to observe without being observed. Short, thin and athletic, he can pass through knotted woodland and marshlands as easily and as invisibly as level fields. He rarely talks above a whisper and, even then, prefers to listen than talk. While he himself is from a fairly normal small town, he has a certain affinity with the groups around Corvis, and is at home trading with swampies, swamp gobbers and even some of the gatorman tribes in the area.

Bowlcut is CRS standard issue.

Jaeger lives for information and, unlike Sly, his area of expertise lies outside the camp. For the price of new information, he is willing to share his knowledge of the nearby marsh or get you in contact with some of the surrounding tribes. He'll also supply recon information for missions, although that doesn't require direct contact with the soldiers themselves.

Lieutenant Cat Campbell
(Human Gifted Arcanist/Cygnaran Warcaster/Soldier)

The first warcaster brought to the UET division, Lieutenant Campbell was a journeyman to an almost entirely unremarkable warcaster that got killed, unsung, during the siege of Northguard. While she has seen and done things that would make a veteran twice her age think twice about a career in the military, she has encountered a problem with the bureaucracy - she never formally completed her journeyman tour, and is therefore still technically an apprentice. She was recruited by Captain Steele fairly quickly upon her arrival in Corvis with the intention of trading a spot on a UET for the promotion she needs to become a fully-fledged Warcaster.

Nothing fancy, but that's what you want from a kickass Warcaster!

While the other members of the UET division are there to provide logistics, administration and off-field support, Lieutenant Campbell is there for a single reason - to provide more firepower. While her control currently only extends to her arms and armour, she is getting more and more powerful by the day, and even just another handcannon in the team lineup can be the difference between life and death in the field. To her credit, she continues to dutifully take orders from people who should be her juniors, hoping to one day get a promotion and the operational freedom she craves.

Tuesday, 2 October 2012

IKRPG! Session 2 - KHDR Street Football.

9th Octesh, 608AR (still)

Having finally got to their HQ, the Guard took to settling in, exploring the warehouse they'd been given and discovering that, while their stuff had been delivered, that was the only stuff in the building.  Having decided that they should look towards getting some money in to both furnish their building and just to simply get food, they split up to spend the rest of the day getting money;

Ivan introduced himself to Ivan Yurakin, the nearby alchemist, and offered his services as another alchemist willing to make various concoctions for him.  A payment of a third of the street price per elixir was agreed upon, and he spent the rest of the afternoon brewing potions for the man.

Vladimir and Demitri asked around about ways of getting the money they'd got from the thugs earlier in the day (last week) changed up for real cash.  They eventually discovered that the best person to go to was a man named Yusuf Krann, a Money changer in Uhliburg who specialises in blank coins.  After discovering that Yusuf Krann is actually a crotchety Rynn who doesn't actually understand Khadoran, they managed to negotiate through the beautiful language of coin to get 30 gold for the 55 blanks they picked up.  On the way back, they managed to pick up a cheap stove from an ironmonger's for 18 gold and Vladimir's axe from his time in the Winter Guard.

Josef and Lyudmilla went to the local guard house to find bounties, finding a standing bounty on bandits in the area and a large list of people who have gone missing from the docks in the last few years.  After this, Lyudmilla went to the other guard houses to see if they had any other outstanding bounties, and Josef went to the courthouse to attempt to get an invitation to any local balls or parties, only to be told that they didn't know who he was, and would not give him an invitation until he had made a name for himself in the city.

Flim was...  Tasked with looking after the HQ and starting to clean up.

After they had all finished their tasks and returned home, they discovered that the two taverns on their street, the Firey Anvil and the Dunked Dregg, both had large crowds in front of them.  As they watched, the two crowds started chanting at each other as a ball was thrown into the middle of the street.  Three men from each crowd ran out and started hitting each other and trying to kick the ball.  Quickly working out that a rudimentary and frankly brutal sport was being played in front of him, Ivan ran in as one of the men went down and quickly joined the scrum before being punched in the face and going down himself.

Vladimir silently looted a few people's pockets (including Ivan's...) under the pretence of making sure they were OK, and then the group retired to their HQ to plan for their next move...

Sunday, 30 September 2012

IKRPG! Session 1 - Winter is Coming.

Before we start...  Player Characters!

Josef Vassikin : Human Intellectual Aristocrat/Military Officer. The ranking officer of the unit and the leader of the Thorn Guard, Vassikin is the son of a low ranking Posnadik, and currently the owner of a sweet hat.
Flimpenuentsdor : Gobber Intellectual Alchemist/Field Mechanik. A certified (probably mad) genius, 'Flim' dreams of being admitted into the Greylords despite the minor issue of being totally unable to cast spells. This has led to him having an obsession with moustaches, as he has noted the correlation between them and rank in the Khadoran arcanists. Also the lieutenant of the Thorn Guard. Because... There wasn't really any other good options?
Demitri Koraztikoff : Human Gifted Arcane Mechanik/Field Mechanik. A mechanik with ambitions of one day creating a group of Servitors to do his bidding. Was made the treasurer of the Thorn Guard because he;s the least likely to blow the money up or pretend he never recieved it.
Ivan Demiodich : Human Mighty Alchemist/Soldier. The Thorn Guard's demolitions expert, Demiodich has found himself in the depressing position of loving explosions and being in a civilian area. Not one to let this dampen his spirits, he's now experimenting with other alchemicals, seeing how well acid works on traitors to the Empire.
Lyudmilla Ignatiovic : Human Gifted Gunmage/Rifleman. A Widowmaker with virtually undiscovered arcane powers, Ignatiovic gained a Magelock rifle (which she calls called Tzepsci) at the beginning of this new assignment and now fulfils the role of team sniper. Alone among her team, Ignatiovic is a fiercely loyal Umbrean, and is especially annoyed at the idea of Umbrean terrorists ruining what the Dark Prince has tried so hard to build.
Vladimir Ivanovich : Human Duellist/Thief. The team's quartermaster, if Ivanovich can't get it, it probably can't exist. Or he can't steal it yet. Has a habit of jumping in and out of combat when he could just walk...

Now, onto the first session...

9th Octesh, 608AR.  As a train sped from Korsk to Khardov with a division of the 4th Border Legion on shore leave as cargo, the 16th platoon, a whole six soldiers and all that remained of an ill-fated attempt to discover what happened in the Thornwood after Khadoran High Kommand lost contact with Supreme Kommander Irusk (see Colossals for more information!). were summoned from their bunks to the front of the First Class carriage, and to a beautifully appointed cabin with a dozen seats around a table.  Seated at the end furthest from the door, Koldun Lord Dhakun Volvodar who, as the troopers entered, passed them a dossier and bade them to sit around the table, which was covered with maps of Khardov and files on several targets.

After they were all in, their mission for the next few months was set out; there are three Kayazy in the city who have gone above and beyond the call of treason to become all-out threats to the state.  The issue, however, is that all three of them command such impressive private armies that they would take more resources than they would gain by taking them down.  A small unit of Winter Guard veterans, however, may be able to infiltrate the city to take these three out without causing riots.  They were sent in with a cover as a mercenary unit known as "The Thorn Guard", and were set up with an HQ building and mercenary charter.  To get them into the city relatively unnoticed, a whole division of the 4th Border Legion was given shore leave in the city so noone noticed their entrance.

Sadly, however, someone did notice them.  On the way to their HQ, in a reasonably deserted part of town, the group managed to wander directly into a gang meeting that was taking advantage of the quiet streets to deal more openly.  Flim, being the first to realise what was going on, decided to flee like a Devil Rat, but that simply drew the fire of several snipers posted on the roof.  Over the next few seconds, a shifty-looking Gobber fled, several bandits were stabbed with rapiers, one was shot and, most viciously, one was doused with acid.

With all the grace of a raving gorax, the team looted 55 coins - noteworthy in that they were blank gold circles, possible criminal coinage and, with that, the session ended...

Sunday, 23 September 2012

IKRPG! It's starting tomorrow!

So, the game starts tomorrow!  We'll be making characters tomorrow (so expect a post about them at about 1am tomorrow morning...).  Still before the campaign starts, I've had to make another...

KHARDOV HERALD!


Why yes, there are references and shots at the PP forums.  Because I'm mature like that.

Again, bonus points if anyone can translate the Khadoran!

Sunday, 16 September 2012

IKRPG! Life in Khardov, Part 8 : The Winter Guard

And so here we are, the final chapter on the organisations of my Khardov campaign, and into the biggest single group in the whole damn city - the Khadoran military!  That is, of course, a bit misleading - the Khadoran military in Khardov aren't TECHNICALLY a single group, as the garrison is split up into smaller barracks throughout the city, and each individual barracks has essentially aligned itself to either the corrupt Kommander Konstantin, or the young, idealistic Kaptain Posdanovich.

While tensions on both sides are reaching boiling point, they have been currently kept in check by both the fact they are being kept busy undermining each other, and the knowledge that if they erupted into open war in the streets, the rest of the Khadoran army would come and crush both sides to restore order.  Either side could be talked into helping the party or, in a world that only exists with player characters, they could be convinced to team up against the a threat to Khador.

Kommander Matvey Konstantin
Kommander Konstantin is not a bad man, he's just old and tired; a soldier too young to retire, too ornery to adapt and too unremarkable to be promoted.  When agents for a group of Kayazy came to him and suggested that it may be worth his while to let the Olcheniy deal with a larger number of threats in the city, he couldn't see a downside, especially if it kept his men out of gang fights and alive a bit longer.  Sadly, that didn't seem to be the case - the Kayazy took over more of the city and allowed crime to happen so long as it benefited them.  By the time he realised how deep he was in, it was too late, and he directs his Winter Guard to keep the status quo intact while he drowns himself in fine Uiske and hooaga.

Actually a pirate.  Don't tell anyone.
Despite his attempts to slowly poison himself to death, he's still a fit and strong man, a true Khard.  He will not suffer fools who try to kill him to live, and will happily bring down his foes with his ornate handcannons and, if all else fails, his fists.  Above all, he fights like someone who, in his heart of hearts, knows he doesn't want to die.

Kaptain Olga Posdanovich
Kaptain Posdanovich is one of a new breed of young, idealistic officers who have graduated from the Dhruznia Academy and sent to Winter Guard units with a mind to make a difference.  When she arrived in Khardov, she found a garrison that stayed in it's barracks, seemingly under siege from criminals who ran the city.  She took her recruits and she started making her mark on the city, busting gangs and destroying illicit operations around her barracks.  After a while, she uncovered evidence of her superior's corruption, and started a crusade against the older guard, desperate to prove herself as an officer and to regain the trust of the people, which she still feels has been lost by the actions of the previous garrison.
Well, I used Bull earlier in this lot, so I kinda HAD to use Blythe, right?  I still haven't found a use for Holt.
Olga makes no claim to subtlety, cheerily carving through her enemies with her greatsword with a sense of conviction gained from the knowledge that everyone she kills is an enemy of the motherland - criminals weaken the Motherland, which is tantamount to treason in her eyes.  As a result, anything goes and, when she knows she's fighting for the Motherland, there's very little on Imorren which will stop her.

Anshyll Styrr
A refugee from the destruction of the Nyss, Anshyll has given up hope on her species utterly.  Not knowing nor caring about the recovery of Nyssor, she has taken up the life of a Bounty Hunter and, with her father's Claymore, has ended the lives of more lawbreakers, bandits and outlaws than almost any other hunter in Khardov.  To this end, she's taken up almost permanent residence in the central barracks to check for new bounties and rumours of pay days across the city.
In the interests of multiculturalism, this is the campaign's token Nyss.
If Olga is the unsubtle, screaming zealot with a zweihander, Anshyll is the graceful war dancer.  Spinning and slashing through her enemies, she is a firm believer in "dead" makes for easier bounties, and will happily murder anyone with a price on their heads.  While she tends to kill criminals for money, she's not above killing people who get in her way, and in any other society would be regarded as a vicious sociopath.

Prikaz Agent Dhakun Volvodar
Agent Vovodar is a believer.  He's a strict Morrowan, a patriotic Khadoran and a firm proponent of the concept that the ends will always justify the means.  After years of war with Cygnar, Cryx, the Protectorate, Llael, Ios (unofficially), he came home to discover a country that had been taken over by money-grabbers, bean counters and, worst of all, the corrupt.  Using his contacts in the Greylords, he found a team of six veteran Winter Guard, and brought them into the city undercover to clean up the worst scum of Khardov.
"I have a fuzzy hat!  AND A FEZ!  RAWWRGH!"  Yeah.  Badass.
Dhakun is an old man now, and will be happy dying knowing that he's doing all he can to bring down the cancer rotting away at the heart of Khardov.  Still, his strength never came from having a youthful body - it came from his total mastery of the powers of ice and wind.  If it ever comes up, he can freeze his enemies in place, bombard them with ice and obliterate them with howling gales.  And he can hit them with his axe, if he wants.  I wouldn't risk it though.

Aaand that concludes the groups of Khardov!  I may or may not post up my first impressions of the IKRPG on Wednesday when (Scyrah willing) I pick up the book, but until then...  Dasvidanya!