1. THE OATH OF ENTRY
All who set foot within the Forge, be they friend or freebooter, agree to abide by the Laws of the Wild. These are the terms of our holdfast—no different than the blood-oaths sworn beneath the moons of Fenris.
To enter is to accept. To defy is to fall.
2. WHAT WE CRAFT
The Sons of Grimm Forge deliver:
Relics and warriors for tabletop wars (miniatures, terrain, tokens)
Custom prints for client-supplied schematics (STL files)
Great busts of heroes and champions of legend (Marvel, DC, et al.)
Household totems (wardrobe handles, soap trays, control holders, magnets)
Priming and painting upon request
Swift dispatch across the lands of Albion (2–7 days, depending on backlog)
Every item is summoned upon demand—nothing lies idle in the vault.
3. WHO MAY CALL THE FORGE
Only those of proper age (18 summers and beyond) and honour may request our aid.
Those who bring stolen files or cursed code to our gates will find no welcome—only wrath. Know this: the Forge does not craft for thieves.
4. THE ORDERING RITE
Place your order via the Rune Gate (our website) or speak to the Forge-Wardens directly. Once gold is received, the gears awaken.
4.1 SACRED FILES
Should you bring us STLs or files of your own, you swear by Fenris’ fangs that they are yours to share. If lies are found, your name shall be blackened, and your works burned.
5. GOLD AND TRADE
Prices are spoken in the tongue of Albion, Pounds Sterling, and are already blessed with the tax of the Imperium (VAT). Coin must be cast before the Forge stirs.
We accept tributes in the form of:
Visa, MasterCard, PayPal (and others of your choosing)
Prices may shift with the tides, but your pledge shall always bind the price agreed at the time of order.
6. THE RIGHT OF THE CRAFTSMAN
Every relic born of Grimm Forge’s anvil is ours by blood and fire unless bound otherwise by pact. You may wield it, display it, honour it—but not claim it as your own.
You may not resell, remould, or redistribute our sacred designs without written accord sealed with our sigil.
For known IPs and heroes not of our forge (Games Workshop, Marvel, DC, et al.) these we summon only for personal shrines, never for coin unless licensed by sacred rite.
7. DISPATCH OF THE HUNT
We ship across the lands of the UK, riding swift beasts of courier kind. Costs are added at checkout.
Once a relic leaves the Forge, its journey is watched—but delays lie beyond even our Chapter’s control. We are not to blame for misdelivered parcels due to a mortal error in the address given.
8. THE RIGHT OF RETURN
What may be returned:
Items damaged in battle (delivery)
Errors forged by our own hand
You must notify us within 7 days of receiving the relic, with clear pict-captures as proof.
Custom-crafted relics, blessed by your own designs or specifications, are not subject to return. Once begun, the forging cannot be undone.
9. LIMITS OF WRATH
We are not responsible for:
Our liability ends at the coin you paid. No more. No less.
10. BEHAVIOUR IN THE HALL
Do not:
Such acts earn swift banishment.
11. IP & THE ANCIENT ONES
Grimm Forge claims no kinship or bond with the holders of great IPs unless sworn and sealed.
We respect the dominion of the old houses—Games Workshop, Marvel, DC, and others. All models in their likeness are for personal honour, not coin. Should they summon us for alliance, we shall kneel in truth, not theft.
12. CHANGES TO THE LAW
These Laws may shift with time, as the seasons of Fenris. Updates shall be made upon the Rune Gate. Continued use after changes shall mean your oath is still sworn.
13. LAW OF THE LAND
These Laws are governed by the codes of England and Wales. Should disputes arise, they shall be settled in the halls of mortal courts.
14. SPEAK TO THE FORGE
Should you have queries, challenges, or seek audience with the Forge-Wardens, send your raven to:
ask@grimm-forge.com
FINAL WORD
Forge with honour. Respect the Craft. The Wild has Laws.
Break them… and be broken.
So speaks Grimm Forge. So speaks the Wolf.