Since his accident Kaptain Mogrum was changed. Where before he had been a
  brutal, but cunning, Warboss who led his crew from the front, he was always
  first over the gunwales into an enemy ship, and a vicious, merciless fighter.
  But he was now a cunning, but brutal, Weirdnob Shaman!
  Since his awakening the pirate orruks who followed him fully embraced his
  change (not least because he killed a lot less of them in fits of anger. Even
  if he did kill a lot more of them in accidental explosions of Waaagh!
  energy... on balance it seemed better to them) and from then on they all
  consider themselves experts in the fields of thaumatology, evocation and
  sorcery. They nodded sagely to one another as they described the magic around
  them in great technical detail (often using the wrong terms but they really
  didn't care). They pronounced judgements on the quality of the wizardry they
  witnessed and debated the relative merits of various spells.
  When they journeyed to the very edge of the realms in search of the wild magic
  of Endless Spells, their Kaptain issued each of them an ensorcelled
  black-powder pistol as a focus for binding the Endless Spells. Each orruk then
  took it upon themselves to add charms and trinkets to their pistol, in order
  to enhance its power. A selection of teeth, bones, coins, pebbles with holes,
  crow feathers, gold and silver rings, and polished fragments of glass - all
  tied on with string or jewellery chains - adorned their foci.
~ ๐ฑ ~
  Spellbreakers at Realm's Edge is an AoS Skirmish campaign of bounty hunter
  wizards chasing down and capturing Endless Spells at the wilder edges of the
  Mortal Realms. It will span several Mortal Realms over the course of about six
  weeks.
  Each player will follow the exploits of one wizard, who can be accompanied by
  local guides or persistant retainers, or a mix of both. We will each have 250
  points to spend on our warbands, but we do not have to field the same models
  in every game - we are free to swap any or all of them between games. We will
  not be adding any points to the total but warbands might gain some extra
  abilities and equipment as the campaign progresses.
  We are likely to play Spell Hunters several times over the course of the
  campaign, as capturing Endless Spells should be the reason our warbands are at
  Realm's Edge. We will be injecting more variety to the Battleplan by adding
  one Open War twist card to each game. Some of them are fairly lethal in
  Skirmish, but we like the idea that Realm's Edge is not a safe place!
  
  ~ ๐ฑ ~
  
  
  
    The campaign will have a fairly loose structure, as each player is free to
    choose their own warband's storyline, and we will attempt to weave them (or,
    more likely, mash them) together as we go along.
  
  
  
    
      - 
        Chance Encounters 
 At Realm's Edge, stumbling across other
        spellbreakers can only mean a fight. Whether simply for survival or to
        control faylines, it matters not.
 Choose from: Clash at Dawn (from
        White Dwarf, January 2019), Hold the Centre (White Dwarf), Sweeping
        Assault (White Dwarf)
 
- 
        The Power of the Realms 
 When magic coalesces into
        wyrdstorms or faypools, many are the brave and foolish that flock to
        channel their power.
 Play Vortex of Power (from the AoS Skirmish
        booklet) or The Well of Souls (from Malign Portents)
 
- 
        The Monster 
 If a great beast is normally a worthy prize,
        those that roam the Realms' Edges will bring even more glory.
 Play
        Trophy Kill from the
        Warhammer Community blog.
 
- 
        Spellbreakers 
 Capturing an endless spell will require
        cunning and brawn in equal measure. And at times, fighting through a
        throng of rivals.
 Play Spellhunters (from Malign Sorcery) or
        Dangerous Hunt (White Dwarf). Or play Dangerous Hunt first, then the
        winner can be challenged by another warband to play Spellhunters.
 
- 
        The Great Quest 
 After a long search, the resting place of
        an artefact needed for a terrible ritual has been found. Who will secure
        it and tap into its power?
 - Play Treasure Hunt (White Dwarf) or
        Seize the Relic (Skirmish).
 - The winner will then be the defender
        in Fragile Cargo (Skirmish), against either the same opponent or a new
        challenger.
 - The winner will then be the ritualist in The Ritual
        (White Dwarf), against either the same opponent or a new challenger
 
- 
        Battle Grudges 
 Many times, rival spellbreakers have solved
        their disputes in honourable duels. But assassination is an equally
        effective, and far more expedient, way to set a record straight.
 Play
        A Time for Heroes (White Dwarf) or Assassinate (Skirmish), but only
        between warbands that have already clashed a few times
 
  
  
    