The Daemon Wars- episode IV, Stone of Eablis
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Contents
The
Rules
Characters
The Good: Tyrannoc,
Elandrir, Ilris, Rytheiras, Ielnar, Malathar, Regulus, Silver,
Verion.
The Bad: The
Shade, Krasslik, Amon Chakai,
Ozdal.
The Ugly: Asmodeus,
Bahl’lal, Nurgh’Leth, SlythRa
Campaign Background To
Contents
The names of
the four greater gods are known to you as Khorne, Tzeentch, Nurgle and lastly Slaanesh.
This hierarchy of power was established before Chaos came into the world, but
before the coming of Chaos, before the northern gate crashed, there was a time
when gods fought each other for power and dominance. In the end, only four
greater gods remained, but before that time there were other greater gods.
One of these gods, that may have become the 5th greater god, was Eablis.
Eablis, the devourer, he was known as, because unlike the other gods, self
gain, rivalry and power were unknown ambitions to him. He simply devoured. It
is argued that Eablis represents the true nature of Chaos, an alien being with
no knowledge of right wrong, good or evil. It is simply an almighty entity that
strives to return the universe to chaos- the amorphous void supposed to have
existed before the creation of the universe
When the northern gate did crash, the hierarchy of the four Greater Gods had
already been established, but Eablis was still in existence.
Through the
rift in the fabric of reality came Khorne and his three brothers and together
they fought a cosmic battle to keep Eablis from entering the material plain.
They succeeded, but did not manage to entirely destroy his essence.
Even though Eablis had not yet emerged into the material plain, knowledge of
his existence was still known to many in the world and he already had a
following of cultists. In the final moments before Eablis’ demise, part of his
essence managed to penetrate the barriers to the material plain. This small
part of his essence invested itself into the stone that was part of the staff
of his high priest of the cult Eablis. The god did this in the hope that one
day he would be revived and released from the stone.
The cultists of Eablis tried desperately for many centuries to use the staff
and release their god, but none amongst them possessed the powers needed to use
so mighty an artefact.
With the passing of time the cult of Eablis slowly died away and with the death
of the last acolyte, all knowledge of the god Eablis was gone forever.
Until in some unknown event in history, the stone came detached from the staff
and was lost. The staff itself remained in the lost temple of Eablis for
several more centuries before the Greater Daemon, Amon Chakai, discovered the
crumbling ruins and took the staff for his own.
The
whereabouts of the stone remain a mystery to this day, but the stirring of
Daemons in the north are rumoured to have a connection with the stone. Recent
events point to the Daemon Bahl’l who is said to have the stone in his
possession. While he will most likely be ignorant of the stone’s purpose it is
only a matter of time before the stone be destroyed or used as a source of
unholy power to conquer and destroy.
The stone is a
truly ancient jewel, dating back to the second daemon war (See Daemon War
Index). It was the source of SlythRa’s power, a gift from Nurgle to his loyal
servant. For centuries the stone made SlythRa a living god until by the will of
Tzeentch, Amon Chakai destroyed himself and SlythRa in a titanic blast of
magic. The stone was hunted down by numerous other Daemon Lords, but none of
them ever found it. So it was that the stone fell into the hands of the Cult of
Eablis.
The stone
itself is no larger than a man’s fist. Its colour is dark, ruby red and it is
transparent. It glassy surface reflects no light yet it seems to glow from an
eerie, inner source. It is said that the God trapped within the stone will
commune with any who bare it in their hands, promising them everlasting power
and glory. The truth is that the god is insane with rage and knows that while
it is trapped in the stone it is vulnerable to he who has the necessary power
to either destroy the stone or consume its power.
Combat Rules To Contents
Combat between
characters can be decided in two ways. Firstly, the individuals involved can
come to an agreement as to whether the combat is a draw (both individuals are
injured and retreat, or both simply die), or one dies and the other wins. The
second option is decided by normal Warhammer rules, ie. Using magic items,
stats, special rules, etc. In the case of using the Warhammer rules, the
Dungeon Master will roll dice using the profiles of each character and report
on the outcome on the Ulthuan message board ASAP.
All outcomes,
whether decided by Warhammer rules or not, will be recounted in narrative form
with the recounting of actual dice rolls taking second place in priority.
All the normal
rules for Arena of death apply to combat in Daemon Wars:
Each
participant will roll a dice to decide who gets the first turn, for purposes of
the Magic Phase
Both participants
will count as charging in the first round
Attacks will
be made in order of initiative. In the case of a draw, the character whose turn
it is will attack first.
All spells
will be picked separately for each combat
Only exception
to the AoD rules is that Break and Psychology tests shall be taken as normal.
Before combat,
participants must declare which type of magic they will be using. If they have
different mounts or different characteristics, they must make it clear which
they are using in the ensuing combat.
Victory conditions To
Contents
The Good
a)
Keep the stone and split it into as many pieces as there are part
members. See below for details on the stone’s powers.
b)
Find the stone and destroy it.
The Bad/ The
Ugly
a)
Keep the stone and spilt it into as many pieces as there are party
members
b)
Combine the staff and stone together and form an almighty weapon.
c)
Take the stone to Ulthuan and release the god
d)
Take the stone to Ulthuan and with a special ritual gain all of the
god’s powers (this option is only available to extremely powerful individuals,
most probably non-mortals).
Important:
The stone can only be destroyed, its power sapped or its power released in the
lost temple of Eablis in Ulthuan.
Summary/Evaluation To
Contents
The options
available for each party provide the potential for treachery or conflict within
the party, as some individuals may opt for a different goal than the others.
Once any one
of these goals has been achieved the story is essentially over. For the purpose
of the a epilogue, further stories may be written about:
How the
released god rains destruction down upon the entire world (if option ‘d’ is
chosen).
How the
‘loser’ party try to catch up with the ‘winner’ party to steal the stone (if
option ‘a’ is chosen from either party).
Or how a
character becomes a demi-god if he chooses option ‘b’, ’c‘ or ‘d’.
For the
purpose of the epilogue the stone characteristics are as follows:
Roll a D6 at
the start of each turn. The stone confers a D6+ ward save (if a 1 is rolled
then the character is immune to all damage for that turn).
In addition,
for wizards it grants an additional level with +1 to all casting rolls and for
warriors it grants +2 to WS, S and A (each up to a max. of 10).
Despite the
rewards listed above, there is still incentive to release the god. If the
character with the stone at the end of the story chooses this option (option
‘c’), then the Dungeon Master will roll a D6 and consult the table:
1-2: The God
is pleased with character and beckons to him to be at his right hand and help
in the destruction of the world. Character gains +3 to all characteristics
3-6: The God
laughs at the character’s foolishness and devours his soul. (if character has
no soul then he is banished to the bottomless pit)
Characters To
Contents
The
Good
M WS BS
S T W I A
Ld
5 7 5
4(5) 3 3 7 3 10
Tyranoc is a high elf that hails from Eataine. He is the
youngest son of the Silverspear house and thus is charged with the upkeep of
the legendary Silverspear mage, Yrtle, whose tomb lies in a hidden location in
the empire. This duty must be carried out every two years, a duty that Tyranoc
duly carries out with pride, but with constant travelling in the Empire, many
of his family fear Tyranoc is showing signs that suggests he is adopting human
style in every aspect of his life. This is true in every sense, but being an
honest and truthful elf, Tyranoc is not shy of his ‘cultural’ lifestyle. His
constant travels have also earned him many friends, especially in the cult of
Sigmar, where he has befriended the Grand Theologist and the renowned knight,
Luther Russ.
Being part of
the Silverspear family, Tyranoc is expected to choose from two professions, one
being that of a spear master, or that of a mage. His duty of care to his
ancestor’s tomb has allowed him to gain much insight to the volatile power of
magic. This combined with his love for his weapon of choice, the spear, allowed
Tyranoc to make the decision to become the first warrior mage of his house. He
has studied under the best spear master in Ulthuan, Mentheus Silverspear, and
the greatest mage, Loremaster Teclis himself. Tyranoc has spent a hundred years
training with both the spear and mind, creating a deadly mix of magic and
physical force.
Save: 4+ armour save, (2+ when in chariot), 4+ ward save.
Weapons/Equipment: Senlui-Cynath(spear), two-horsed chariot,
heavy armour, Eagle Shield.
Special rules
Incredible Speed/Agility: Tyranoc shows exceptional speed, even when compared
with the elves and his agility is second to none, as he acts almost
instantaneously on instinct. (4+ dodge save)
Mage: Sated with his training in mastering the spear,
Tyranoc has undergone many years of rigorous training as a mage. Tyranoc is a
level 2 mage and may use any lore from the Warhammer rulebook or High Magic
Senlui-Cynath, 65pts: Ancient spear handed down for generations to
a chosen warrior of the Silverspear house. It is an incredible weapon with an
innate glow that is said to bless the user with increased speed and strength.
(+D3 attacks, +1 strength)
Eagle Shield,
25pts: A newly made shield that was made for Tyranoc as part of a prize for his
bravery in battle. In the field of war, the shield wards of harmful magic.
(Magic resistance of 1, and 6+ armour save)
M Ws
Bs S T W I
A Ld
6 6
8 3 3 3 8
3 10
Elandrir comes
from Nagarythe. From when he was little his parents raised him to be one of the
shadow warriors, and their dislike of the inhabitants of the other providences
of Ulthuan rubbed off on him. When he was still fairly young his father was
killed in a Druchii slave raid and his mother taken back to Naggaroth on board
a slave ship. He took up the traditional weapons of his family and got on a
boat to go after them, but he was caught in a storm and was washed back up on
the shores of Ulthuan; a good thing too, since it was a foolish act. He
realized that his people in Nagarythe were looked down upon by the other
providences, and he hated them for their frivolous concerns, especially the
elves of Lothern. So he left for the old world for a life of adventure. He
quickly made his way into Athel Loren, and found the Wood Elves to be much more
to his liking than the weak Asur. For quite some time he stayed there, having
been taken up by a foster father who was a way watcher. The elf took Elandrir
under his care and taught him the formidable skills he knows today, and other
bits about the style of combat favoured by the wood elves. But tragedy struck
as an attack by a beastmen horde that had hit deep into the old world found
it’s way into the forest, and Elandrir’s foster father was one of the elves who
died fighting them. Since then Elandrir has been all up and down the old world
and he found while he despised all evil, he had a true hatred for chaos; the
bloodshed and destruction caused by the servants of the chaos gods knew no end.
Elandrir has spent the remainder of his life travelling up and down the old
world, aiding men, elves, and even dwarves in the fight against chaos and also
against the undead. He still intends to return to Ulthuan one day when it’s
inhabitants’ softness is gone, and he can finally get vengeance on the Druchii
for what they did to his family.
Elandrir himself is a bit of an odd elf. While his emotions to particular
subjects have been changing all his life, he is now developing more stable
qualities. He is not very arrogant for an elf, and his regard towards “lower”
races is generally good. In fact, while he finds men to be less intelligent (and
in the case of bretonnia just plain stupid, since he does not understand their
unintelligent tactics and ideas of chivalry) he admires their hardiness and the
achievements they’ve made. He does not thoroughly hate the Asur, but he looks
down on their lack of resolve and fighting strength. He despises that which he
sees as truly evil, not barbaric as oOcs, but evil, which amounts to the chaos,
the druchii, and the undead. Also, many find him a bit withdrawn, but what it
really amounts to is that growing up in Nagarythe has made him shy away from
excess conversation, since he sees it as unnecessary. In actuality Elandrir is
a very compassionate elf, who is one of the best friends a person can have once
you get to know him.
Save: 4+ Ward save against
Undead and all types of Daemons, 5+ ward save against all other.
Weapons/
Equipment: Farsight bow, Moonbeam family sword (hand weapon), Pendant of
Lilithwe.
Magic
Items
Farsight bow-
An enchanted bow which Elandrir was given by his foster father during his time
in the realm of the Wood Elves. It is by most standards your average longbow,
however anyone who uses the bow benefits from an ancient enchantment cast upon
it by a seer long ago. The user gains an inner sight, and can almost
unconsciously pick out weak points in enemy armor and the weaker points of an
enemy’s body. It counts as a longbow, except the worst chance of wounding an
enemy will be a 5+, and armor saving throws are reduced by 1.
Pendant of Lilithwe:
This is an ancient pendant passed down in Elandrir’s family from the glory days
of Ulthuan, from when it was crafted by an extremely powerful enchantress. It
provides magical protection for it’s wearer from the fouler evils of the world.
Against Undead and all types of Daemons, Elandrir is also at –1 to hit and also
gains a 4+ ward save
Special
rules
Experienced
archer: Elandrir has always been agile and quick in his movements, even for an
elf, and he is very dextrous with his arms and hands. His innate abilities with
the bow combined with his experience gained while traveling the world make him
an expert at rapidly taking down his enemies. Elandrir can shoot twice with his
bow each turn.
Expert scout:
Since he has almost always traveled alone, and never with an army, Elandrir has
learned to fight in a way well suited to him. He has taken the skills of his
people of Nagarythe and improved upon them throughout his travels. If Elandrir
is in some kind of wood or a similar piece of cover an enemy will only be able
to see him to shoot him, target him with magic spells, or charge him on a roll
of 5+ due to his skills at hiding. In addition his heightened awareness and
reactions caused by his fighting style give him a 5+ ward save (obviously
pointless against undead and chaos because of his pendant).
M Ws
Bs S T W I
A Ld
5 7
6 4(6) 3
4 8 4 10
Silverflame the Dragon:
M
Ws Bs S T W
I A Ld
6
6 0 6 6 6 2
6 8
Many centuries
ago, the Elven cult of Windshapers fell into to conflict with tie neighbouring
townsfolk in the city of Anrel. In the ensuing chaos, the Dargon of the cult
destorye much of t56he village, and despuite the cult leade amaging to eventually
restrain the enraged beast, the Cult was exiled from Anrel. Iundeed it remains
somewhat of a mystery as to why the High council did not punish the Windshapers
more severely for many had died in the conflict. The truth was that the
Windshapers were too important a cult to disband, as many of the members are
highly respectable lords with their own say in Elven politics.
Eventually the
cult returned to their homeland and when they did they became the Lords of the
Land. Ilris is the current lord of
Anrél, the master of the realm, thus he rides the cult’s dragon, Silverflame.
One of his brothers is the Keeper of the Stone. He is the arch mage in charge
of the Windshaper’s shrine and his other, younger brother The Windshapers are
very Mystical and shadowy cult. They only get called to very important
meetings, and thus are not very tangled with the politics of Ulthuan.
Save: 2+ armour save, 4+ ward
save (Ilris), scaly skin 3+ armour save (Silverflame).
Weapons/Equipment: Armour of Windshapers, Wind Sword, Talisman
of the Shrine. Ilris rides Silverflame the Dragon.
Special
Rules
Silver Flame:
Flies, Causes Terror, Large Target, Breathes S4 fire w/ panic test, Scaly Skin
3+. Silverflame is the dragon of the house of Windshapers. It has served the
house masters for counltess millennia and serves them still.
Silverflame is a dragon and is treated like any other normal dragon excepting
that when Ilris dies, Silverflame will stand guard over his body and attack
anything except a friendly unit or character that comes within reach of it’s
breath weapon or, if charged, with it’s normal attacks. Note that he will
always attack the closer target if two are available
Magic
Items:
Armour of the
Windshapers, 35pts: This armour is a dull metalic colour, and nothing seems to
be very special about it, excepting the intricitly woven runes borne upon it in
some places. It conveys a 2+ save.
Wind Sword,
40pts: When this sword is struck against something it howls and the sword blows
forth with the power of a hurricane.
It Conveys +2 strength to it''s wielder.
Talisman of
the Shrine, 45pts:The Triplets of the Shrine each bear one of this small
neck-talismans. They are shaped in some ancient rune, unkown to the elves of
this day. It conveys a 4+ Ward Save
M WS
BS S T W I
A Ld
5 7
6 4(5) 3 3 8
4(5) 10
Culnolmarth
the Dragon:
M WS
BS S T W I
A Ld
6 6
0 6 6 6 3 5 8
Rytheriras
Valhachril, Prince of Caledor. The Prince was marked at birth by his red hair,
which is very rare and regarded by the Asur as a sign the recipient has been
blessed by Asuryan for greatness. And he did seem to be great. He commanded one
of the armies of Caledor during the Great War Against Chaos, and the fact that
Caledor never fell speaks volumes of his skill. He also had the opportunity to
serve under such great lords as Imrik, Aethis, and Ikarus. He learnt well,
becoming a highly capable leader. Too capable, in fact - he was extremely
haughty and arrogant, and not particularly popular therefore. But none could
disagree that he was indeed a very good leader.
Then it happened. He served in Albion under Aethis Flamebearer as that hero''s
second-in-command, and fought the hordes of Malekith the Witch-King on the back
of the great dragon Culnolmarth. And during the great battle outside the Dark
Master''s Citadel of Iron, against the hordes of Malus Darkblade himself,
Rytheiras and Culnolmarth found themselves battling against Malekith''s black
dragon riders. In the resulting battle, Rytheiras struck down his foe, but
received a deadly injury - his sword-arm was cleft off at the shoulder.
Following the battle, Rytherais withdrew into himself, sullen and morose. His
confidence was gone with his arm, for his great skills were gone now he had to
learn to use his off-hand for everything.
Now the word of (whatever he''s heard) has come to Rytheiras'' ears and the
Elven-prince has decided to leave his mansion and seek war again, to save
Ulthuan - and to prove himself anew...
Save: 3+ armour save
Weapons/Equipment:
Sword
of Ages, Guardian Phoenix, Helm of Fortune, Dragonheart Pendant, Dragon Armour,
Shield, Pure of Heart.
Special
Rules:
Culnolmarth
(Dragon)
Flies, Causes Terror, Large Target, Breathes S4 fire w/ panic test, Scaly Skin
3+, Level 1 mage (fire).
Magic Items:
Sword of Ages,
80pts: +1 to hit, +2S, +1A.
Dragonheart Talisman, 20pts: When riding Culnolmarth, if Rytheiras or his mount
is killed, the other doesn''t need to test leadership test (or monster reaction
test) and hates the enemy that killed it.
Guardian Phoenix, 30pts: 5+ Ward save..
Helm of Fortune, 25pts: 6+ armour save, reroll failed armour saves.
Dragon Armour, 8pts: 5+ Armour save, immunity to fire of all varieties.
Pure of Heart, 0pts: He and his unit are immune to panic, but if slain he gives
+100 victory points.
WS BS
S T W I A
Ld
9 9
4(5) 3 3
10 4 9
Ielnar was the
first druchii defector to the Asur not to have been assasinated within his
first year of defection, and has been one of the asur for a century and is only
of the age of 200. Due to his unpopularity with the nobles in court, he was
sent to the old world as a "diplomat" to help relations with other
peoples, his army to go with him, would be led by a merchants son, Lothbob, son
of Lurerno. Both were unhappy with this task ans so decided to use the army to
use as mercenaries to gain allies and to help on the second front against
chaos. Since then their army has been know as the old world expedition and has
been able to serve from Kislev to the Cathaian side of Naggaroth, in slave
raids.
Save: 5+ armour, 4+ward save
Weapons/Equipment: Balanced Halberd,
Cloak of the Infinite, Heavy Armour.
Special
rules
Hidden master-
Ielnar prefers to fight indescript in the ranks of his men. This is a useful
situation since his men know him by face but his enemy can not spot him. This
means that Ielnar muist be the one to issue a challenge and can not be
targeted. He will auto pass look out sir and can never be shot at in his
regiment no matter what the unit size.
Magic Items
Balanced
halberd, 50 pts: This halberd is the essence of balance in a blade. It gives
the normal +1 strength and if the enemy has a save of 3+ or better then another
-1 is added to his armour modifier.
Cloak of the
infinite, 65pts : this cloak shifts and waves by movement of an unseen power,
changing its masters existence in reality to a small degree. Ielnar has a 4+
ward save and magic resistance(1)in addition to this any magic spells cast at
Ielnar or at his unit will suffer a -1 to cast. Also if a character with a 4+
ward save (and only 4+-no other value) fights him then Ielnar gets a +1 to
wound against them but has his ward save drop to 5+.
Malathar the Swordmaster Captain
M WS
BS S T W I
A Ld
5 8 6 4(6) 3 3
8 4 10
Malathar is
one of the greatest students of the Swordmaster order, and a living legend
across much of Ulthuan. Some say his skill is second only to Tyrion''s, though
if you ask Malathar, even that description sells his abilities short. He is
arrogant even by Elven standards, and time and time again, Elven nobles have
tried to silence his boasting, only to be humiliated by his dueling theatrics.
Malathar also has a bad reputation as being a "ladies'' elf," another
quality that tends to rub nobles the wrong way.
Despite these excentricities, Malathar is unwaveringly dedicated to his
duties, hunting down the Cult of Pleasure wherever it may be hidden, and always
defending Ulthuan with his life. He is a charasmatic leader, loved by his
troops, and a valorous fighter even when things look grim.
Save: 5+ armour, 5+ Ward
save
Weapons/Equipment: Elven Greatsword,
Heavy Armour, Sword Medallion, Gaurdian Phoenix.
Special
Rules:
Swordmaster
Champion: As a member of the Swordmaster order, Malathar has honed his fighting
skills over hundreds of years of training. His combat prowess is dazzling even
by Swordmaster standards. Malathar gains +1WS (reflected in profile),
and is -1 to hit in hand-to-hand combat. Malathar also has the killing Blow
special ability. Although Malathar has a great weapon, he doesn’t suffer the
‘strike last’ penalty.
Magic
Items
Sword
Medalion, 30pts: Symbolic pendant of the Swordmaster order, blessed by a
powerful mage to protect the bearer. Gives the bearer a 5+ ward save).
Pure of Heart:
Malathar''s nobility is an inspiration to all around him. The army draws
courage from his example, but his loss will be felt all the more if he is
slain. Bearer and any unit he leads is immune to panic. If he is a slain or
flees off the table, the opponent gains an additional 100 VP.
Regulus Pendragon To
Contents
M WS
BS S T W I A Ld
5 8
6 4(5) 3 3
8 4 10
Rigel, the
Great Griffon of Regulus
M WS
BS S T W I
A Ld
6 5
0 5 5 5 5
4 7
Regulus was
born of the 2nd Prince of Caledor, Olorin Pendragon, and the daughter of a
prosperous merchant, Avagraine on July 23. Regulus grew up in Lothern, where
the family resided, and Olorin worked as a merchant. When the inscursion began,
Regulus and his older sister, Morgaine, were taken to the isle of Tor Avadorn,
the isle of the Priestesses. The priestesses were learned with the true
knowledge of magic and of the gods, and not of oral tradition or heresy. The
island was once accessible by the passer by, but due to the invasions, the
priestesses shrouded the isle in mist, only allowing those able to bend the
winds of magic to their will to lift the mist. Regulus, however, was one of the
only few who were not known to posess magical talent to open the gates. His
mother was the sister of the High Priestess, and his sister a priestess in
training. This baffled the druids on the island, the male counterparts of the
preistesses.
Regulus was but a young boy when the inscursion ended, and his father had
introduced him to his godfather, Allienoir. Allienoir gifted Regulus the
ability to say the "word", yet there was still something mysterious
about Regulus'’ subconscious, for it spoke to him. He had deeply disturbing
visions, and dreams of the future. Soon after his father took possesion of the
2nd throne of Caledor, Regulus had a vision that puzzled him throughout his
life. He dreamed of being in Naggaroth, or to him, a place of chills. He was
much older, at least 200. There were many strange elves, and they were fighting
eachother. He had many other dreams of the future, and they puzzled even the
most talented of mages. It was thought amongst the priestesses, that at the
time of Regulus'’ birth, the magic of Tor Avadorn, his birthplace, crept into
his mind, giving him powers unknown to them, but he would only be able to use
it had he the proper training. This was even clear to the Cheif Druid, or the
Merlin. However, this was to be kept secret, for if word got out that Regulus
had such poetential, he would acquire many enemies, even before he reached
adulthood. The only people who knew were his sister Morgaine, destined to be the
next high preistess, his mother and father.
Time passed, and the volcanoes of Caledor slowly became even more dormant. It
was at the time of his teenage years that these dreams kept coming to him. No
one knew why. This mystery greatly troubled him, and he decided that one of the
only ways to find the reason was to undergo the disciplined and difficult
trainings of the Swordmaster arts. Regulus had been able to find some peace in
his dreams, for he kept searching for the answer in his meditiations. Soon, his
visions quieted down again, now only appearing at suspenseful times in the
training.
Regulus finally graduated from the training, with great skill. He was one of
the most prominent Swordmasters in his class. He soon acquiered a liking to
Saphery, the magical atmosphere calming his mind. In the next few years, he had
fought off invaders to Saphery, and gained his fame by his accomplishments.
Soon, he was given the rank of blademaster, and even the rank of high
blademaster. He had a fairly peaceful life, until one night, his dreams flared
up again. He was again in the cold place, and the elves there were fighting the
same battle. There was a Bretonnian knight, a Wood Elf Waywatcher, a Lord of
Eataine, a dwarf, a Dark Elven Shade Prince, and a shadow warrior. As the dream
progressed, there were many more elves introduced and Regulus realized the
purpose of his dreams returning now: He was to go to the place in his dream,
which he now recoginzed as Nagarroth. He gathered up his regiment, and they
boarded a ship, and went off to join the fellowship of lords whom were
gathering in the land of the chill.
He fought valiantly, and was wounded many times. Once his regiment was captured
by the witch king and the dark druchii, Ruerl Khan. He felt abandoned by his
new friends when they did not come to save him, and joined the cult of Khaine.
He was released from his prison, and because it was evident to most of the
Druchii that he had converted, he led an army into battle against the High
Elves and his new friends, Torias Phoenixblade of the House of the Morning
Star, and Prince Finuval, the cousin of the Phoenix King, Sir Gaston, a witty,
brave, and dramatic Brettonian Kngiht, Greyfox, a sarcastic Waywatcher of the
glades of Athel Loren, and many others. He would have fought them all, too, had
it not been for the flames of the phoenix engulfing him, cleansing his soul,
and returning his worship back to that of Isha. It was first them that he felt
that the gods had other things planned for him. Regulus rejoined the High Elves,
and proved victorious.
He returned home, only months later to have his father murdered by the new
Druchii Invasion of Ulthuan, seeking revenge for their own raid. Regulus rode
to Caledor, and took his familiy''''''''s heirloom from his father''''''''s
waist, the Blade of the Pendragon, which within the metal held the Magical
powers of the Pendragon itself. He thus inherited his father''''''''s power,
and fought tirelessly against the hoard. He met up with Allienor, whom he had
not seen for many a decade, and his enemy from Naggaroth, Elias Kalderon, a
stealth shade of the Black Forests whom had assailed the prince many times,
Highborn Ravenfrost, who was a very well respected noble amongst Druchii
society, and the Vampire Count that was once the good Empire Kinght James the
Naught. Many others also joined the fight, but returning were his good friends
Finuval and Torias.
Regulus made his way to Avelorn after Lothern had been lost, and fought to save
the Everqueen, closely followed by Elias and his assasins, who in the end
failed to terminate Regulus and Torias who was in Nagarythe at the time.
Meanwhile. Finuval had just returned from a most dishonorable experience in
Bretonnia with the remnants of the 7th Legion. Eventually the company made
their way and met at the castle of the everqueen, where James the Naught, now
taking up the name of Zemanjaski, and a huge Druchii force laid siege to the
fortification. Many fair elves fell that day, and most honoured amongst them
was Imrik Dragontamer, the last known descentant of Caledor. Upon the death of
Imrik Dragontamer in Avelorn, Regulus obtained the honour of the High Prince of
Caledor. He was now a member of the great council.
Many times Lothern was fought for and lost, and many times it was won. The
battles to reclaim the lands almost seemed a game to Regulus. But soon enough,
news broke out that King Finubar had fallen somewhere in Caledor. The elves all
over Ulthuan were saddened and demoralized. Finuval however, upon hearing the
loss of his cousin, was nearly delirious, and had been taken to Bretonnia by a
very mysterious ranger. Little did he know that Elias had been tracing his
every step, and also boarded a ship, and went to the old world. Regulus, whom
had barely spoken to his friend for a very long time, decided to follow him and
guard him in the following times ahead. Yet when he got there, he came face to
face with Elias once more and he had somehow stirred the anger and painful
memories of Naggaorth inside of the High Prince, and got Regulus to convert to
the ways of darkness once more, and come with him in his flee from the guards
of Finuval in his attempt to assassinate him. Regulus and Elias darted off, but
Elias’ companion, Mengil, had been slain by Finuval himself, whom the ranger
before he died at the hands of Lord Kalderon, handed young Finuval a small box.
Upon opening the box, Finuval saw with his very own eyes, the Phoenix Crown. It
was then that he realized that he was to be his cousin’s heir.
So Finuval set
out for Ulthuan. But Regulus and Elias hearing of the news, followed him.
Regulus infiltrated Finuval’s camp, and followed him back to Ulthuan. He
witnessed at the Temple of Asuryan Finuval walk through the flame, and come out
unharmed. So Finuval was now the new Phoenix King, and Ulthuan was with a ruler
once more. But Regulus, being once again dark, assailed the council, and darted
off into the night. It was not until he had openly shot Allienoir, who had come
after the boy, that he realized his error, and returned to the light. Allienoir
would not survived, had he not been rescued by a unit of swordsmasters.
Regulus now fully himself again, returned to the council who now could see that
the prince was fully returned to the light, and the situation was forgotten. So
many battles raged on, and as one army grew smaller, the other seemed to get
bigger. This back and forth pattern continued on for two months, except now it
had been the Asur who’s forces always seemed to grow ever smaller. It was not
until a dark day that will live on in the history of Ulthuan, that King Finuval
marched upon the fields of Erandir, and challenged the fleet of Highborn
Ravenfrost. The battle was bitter and long. But in the end, the Asur prevailed,
however, not without suffering a great loss. Lying on the ground was Finuval.
The new Phoenix King had been slain in battle, yet his death had been a most
honorable one, and one with a great cause. For it had been at the fields of
Erandir that the Asur achieved a pivotal victory, and raised the spirits of the
Asur from their constant losses. Regulus, upon hearing the loss of his dear
friend, was filled with grief and anger. It would take a very long time for the
High Prince to get over this very great loss, but there would be another one
waiting ahead, that would be just as painful as this...
When the seige that Malekith laid upon Ulthuan was ended for many months now,
and the Asur victorious, Regulus and the fellowship returned to finish what
they had originally set out to do. There, he was captured by Terian Darksoul, a
most cruel and merciless Druchii, and tortured many times. In Naggaroth, he had
chosen to fight mostly in the styles of guerilla warfare. He befriended
Caladain, the captain of Finuval''''''''s fleet, Vana Ravenhair, a very insane
she elf whom had once saved him from the hands of Terian, and Rilith, the
companion of his Godfather, Allienoir. He was also reunited with many
companions whom he had not seen ever since he began upon this quest, like Sir
Gaston and Greyfox.
Many events happened in between here, no one really knows for sure exactly
what. The most knowledge we have of the experiences of Regulus picks up when he
went to speak to Rilith of his conversion to Slaaensh, and he was captured by
the Slaaneshi Hag Sianelle, Once of Avelorn, and thrown into her deep and dark
prison. Upon his escape, he was hunted down by Sianelle and 49 of her
daemonettes. He slew each and every one, yet when he went to fight the crone,
after hours of tireless fighting and show of skills, she thrust a hidden dagger
into his waist, and her blade through his chest. There he fell, and was
reunited with King Finuval in death. But one day, he closed his eyes, and when
he opened them, he was in the deep waters of the seas between Ulthuan and
Naggaroth, in a boat prepared to send him back to Ulthuan. He looked down upon
his neck, and the amulet Torias bid him bring to Nagarythe in the battle for
Lothern (DD2), which he had never come to do, was glowing a bright white, and
then faded to a deep blue. A voice he heard on the wind, "You still have
much to do, Regulus, Son Of Olorin, High Prince of Caledor. The Fellowship
lives on..." It Had been Isha, and her gift and the power of the amulet
had been enough to save him again.
His wounds still hurt, but he managed to row back to Naggaroth. When he got
there, he then flew back to Ulthuan upon his mighty Griffon and friend, Rigel,
and returned to Caledor. He then made a trip to Erandir Fields, and learned of
the death of Torias as well. The grief and pain was too much for him to bear.
Regulus had still not recovered from the loss of Finuval, and this only made it
ten times worse. He weeped the whole night, and awoke to a cold fog and
drizzle. It was not until he heard a voice in the air, which sounded much like
his godfather, Allienoir, ''''''''''''''''Long Live the
Fellowship'''''''''''''''', that he got up, and hopped upon the back of his
Griffon, and flew to the rescue of the young Meric Phoenixblade, the kin of
Torias. He then joined the Phoenix Council and was captured on a raid led by
Terian. Upon the Black Ark of Terian, he learned that Olorin was not his
father, and that his mother was a wicked and evil elf who had become corrupt by
her abilites. He also learned a most terrifying truth: That his true father was
Terian, whom had fallen in love with Avagraine. This pained the prince greatly.
Soon enough, he was rescued by Allienoir, and High Princes Aribis of Tiranoc
and Calarion of Saphery.
Upon his
return home, he learned that he was indeed the rightful heir to Caledor, for
his mother''''''''s grandfather had been the younest son of the great mage, yet
he had been so young that Caledor forbifd him to join them on the isle of the
dead. He was taken to Avadorn, where his enourmous magical talent mixed with
the greatness of the preistesses, creating a family that would truly shape the
history of Ulthuan.
Soon after the
last Druchii, foul beast of Chaos, and Skaven beasts were driven from his
shores, he met with Allienoir, Vana the Mad, Greyfox, Gaston and the befriended
Elias in Avelorn. That was the last time they all would meet as friends, for
Elias would soon return to the Druchii and Slaanesh in the following years.
He returned
home to Caledor where he ruled his people well. It was not many years after the
age of the fellowship, as Regulus calls it now, that he was bidden to Loch
Raven, the home of the Phoenixblades when a startling prophecy became foretold.
There he was reunited with Aribis and Allienoir, and became acquanted with the
Lord Morning Star. But soon after their arrival, a great Chaos horde assailed
the isle, and that is where the companions are now...*
Save: 3+ armour save
Weapons/Equipment: Dragon Armour,
Sheild, Blade of Pendragon, Amulet of House Phoenixblade, Radiant Gem of Hoeth.
Special
rules
Regulus is a
level one mage and may pick spells from any lore in the Warhammer rulebook or
from High Magic.
Rigel is a
large target, can fly and causes terror.
Magic Items
Magical Bloodline (Radiant Gem of Hoeth), 25pts: Level One Mage
The Blade of the Pendragon, 15pts: +1 Strength
Amulet of House Phoenixblade, 15pts: +1 to Armour Save, Reroll failed rolls on
Armour Dragon armour, 8pts: 5+ Armour save, immunity to fire of all varieties.
Pure of Heart: He and his unit are immune to panic, but if slain he gives +100
victory points. 0 points.
Silver, Avatar of the Old Ones
M WS
BS S T W I
A Ld
5 8 0 6 5
4 8 4 10
Silver was
created by the old ones before their retreat into the gate, his last order was
to protect this universe or the whole of existence shall collapse, and so his
powers have fought against the foulness only small amounts getting into the
world, his powers have cursed him to be immortal and he can never love another
being and yearns for the day when he could return to being a mortal. His
strength is yet to be unleashed for his power may blind him and his very
existence may be destroyed, alas little is known about this cold warrior and
his terrible burden.
Save: 2+ armour save
Weapons/Equipment: Silver wears the
Robes of Silver, the Gauntlets of Silver and the Talisman of the Old Ones
Special
rules
Silver may
fly, hates Chaos and causes fear.
Masamune
special ability. He can only be wounded on a minimum of 4+. In addition, his opponents
always strike last.
Psyenergy. In
any magic phase, he may cast Wind of Death (2D6 S4 hits). Power level 8. One
use only, until recharged by Robes of Silver.
Has the favour
of the ancients. This confers a 3+ armour save
Mark of Hate.
For every wound inflicted con Silver (wounds not saved). Silver must roll a D6.
On a 5+, he gains 1A.
Silver is a
level 4 mage and may pick spells from any lore in the Warhammer rulebook or
from High Magic.
Magic Items
Gauntlets of
Silver, 50pts: Confer a +1 Armour save bonus (a total of 2+ save). In addition,
he may re-roll failed armour saves.
Robes of
Silver, 70pts: Silver gains 2 extra power dice and recharges psynergy on a roll
of 5+. Roll at the start of each of his turns.
Talisman of
the old ones, 60pts: The Talisman confers a +1 to all of Silver’s dispel rolls.
In addition, Silver may re-roll on the miscast table, but must always stick
with the most recent result.
Verionous Silverstar, The Reverent
M
WS BS S T W
I A Ld
6
8 0 5 5 5
3 6(7) 9
Some say death
changes a man if so then this guy is the poster child for it! Once an elven
prince of Caledor with a tad too much of a flare for adventuring, he set out on
a personal quest to test his skills and hone them upon the many monsters and
races of the world. With this being said, his parents definitely didn’t approve
of this as they thought he should stay in Caledor and learns the ways of
diplomacy and to defend Ulthuan from invaders, but this fell on deaf ears for
he was to hot headed and in the night put his equipment on a horse and when he
was about to leave his father appeared smiling."I knew I wouldn’t be able
to stop you, here take this sword it has been in our family for millennia and
become great so you can come back here and aid your land."Verion smiled
and nodded and began his trip to Lothern for a boat to the old world.
He arrived in Lothern and with his vast amount of money bought himself a ride.
When he arrived in the Old World he immediately began looking for monsters and
villains to slay and sometimes save a village from the occasional raiding party
of rocs, monsters, bandits etc. They started out difficult but after a while
they proved boring he needed a larger challenge and he was awarded it when he
was in Brettonia. While there he had heard rumours of a forsaken bridge where
an undead warrior who had the skill of 10 knights stood. This amused Verion had
he finally found an opponent he could enjoy fighting? (Sounds like a bloodragon
don’t it?:)) His curiosity got the better of him and with fervour in his heart
rode without stopping till he reached the bridge. There he saw the man clad in
blood red plate with a few bits of draconian emblazed on it.
Verion dismounted his horse and drew his runic great sword and began his
approach to the mysterious figure. The man looked up with blood red
eyes."Another pesky knight looking to destory me for their holy
quest?Bah,don''t you people ever learn?"Verion could only smile."I am
not one of you foolish humans,I am Verionous Silverstar of Caledor and I have heard
rumours you are quite skilled."A smile crept on the face of the pale
man."They are not wrong elf.Do you think a prissy pointy ear like
you could kill me?"Your weak insults will not enrage me,I have come here
to see if I have found an oppent worthy enough to face me."The man
laughed."Ha,an ego as large as mine?You will be granted your
duel."With that said the campire drew his black great axe and with no
words siad the melee began,all attacks moving with dizzing speed and neitheer
dis gaining an inch.(I''ll skip over the details for time sake)"Ha,for an
elf you are an excellent fighter,I have never seen such skill before you are
indeed worthy of joining our order."This puzzled Verion."What do you
mean warrior of darkness?I will never join the undead host and corupt my
soul!"The vampire just smiled more."Well I will not let you win so
you have not much choice in the matter."When he voiced that last word he
let one of his hands free of his weapon and shot a blast of black energy at
Verion,knocking him to the floor.
The vampire sepeed over the sprawled elf and kicked away Verion''s
weapon."Now welcome to the power of the Blood Dragons."when he siad
that everything went black.Verion woke up a few days later with all his
equipment and lying on the ground he also had a vast hunger.Unfortunatly for
the hero he had become a vampire ,and he was shocked with the power he had and
how he did not feel under anyone''s control.
....(time lapse animation)IIn short he gathered a force of heros not knowing
who he was and found that vampire and with the aid of the Brettonians killed
the creature.He has develepoded his skills over the years and is now quite the
foe and while he inate knows how to do basic necromancy he has sworn against
it,also he only drinks the blood of of evil beings and this has had a undisired
affect on him making me more and more tempted to fall into the path of
damnation but having strong will has managed to fight it off.
Save: 3+ armour save,
5+ward save.
Weapons/Equipment: Arcanus Draco Plate, Ishtar, Amulet of Death
Special
Rules:
Parry: One
model in base to base loses 1 attack
Verion Hates Undead.
Honours, sword master: Verione is treated as a Sword Master
Blood Powers, Strength of Steel: +1 strength on charging
Blood Powers, Rage of Unlife:+1 attack
Magic items:
Istar: This is
the sword of his family said to be enchanted with spells of strength and the
ability to wound a demon almost permanently. +1 S. Any wounds inflicted on
Daemons is doubled.
Arcanus Draco
Plate: Immune to Dragon breath and fire attacks. The plate confers a 3+ armour
save and 5+ ward save.
Amulet of
Death: An item he picked up off the corpse of his lord. It's a necklace of
precious stones with a large Obsidion stone in the centre. All attacks made
against Verion are at –1 to hit. In addition, the Obsidian stone grants a magic
resistance 2.
The Bad To Contents
M WS
BS S T W I
A Ld
5 8
8 4 3 3 8
3 9
The Shade is
part of an entity known as the Lying Darkness. How it came to pass and where it
came from is unknown.
Save: 4+ ward Save
Weapons/Equipment: The Shade wields the Vampiric
Ninja-To.
Special
rules
:
The Shade is neither living, dead, undead or demonic. Therefore he cannot be
affected by any spells or effects that target any such being. If fighting
during the night or in similarly dark surroundings all attacks at him have -1
to hit
Save: He is also near insubstantial and therefore has a 4+ ward save.
Being partly absorbed into the shadow world the Shade counts as having magic
resistance (1)
Ninja: The
Shade is a skilled ninja who has trained for decades and who have preformed
countless assassinations flawless.
He counts as having the killing blow ability and his attacks are poisoned.
Magic Items
Vampiric
ninja-to: The Shade is armed with an enchanted ninja-to which gives him one
wound for every two he succesfully (After armour and ward saves have been
taken) inflicts. Max. of ten wounds.
M
WS BS S T W
I A LD
5
5 3 4 4 3
7 3 7
Vicious and cunning, Krasslik was birthed into the Warrens of Clan
KrimsonFang 18 years before the First Great War of the Daemons. His fur
was all but purest white, his future was decided then and there. Either
to be a Skaven of great magical power or an elite guard or a warlord.
First an Elite Warlord Guard, Krasslik was train in the deadly arts of one on
one combat and striking from the shadows. Dreams of grandeur and
leadership filled Krasslik’s thoughts. Most Skaven dreamt of raising
their social standings by gaining power, Krasslik did not just dream of power,
he was infatuated with the word and its meaning. When the great
celebrations and the inductions of new Seers into the Cult of the Horned Rat
came around, Krasslik was eager to prove himself. Krasslik was one of the
8 who managed to get through the Death Coarse, the Great Warpstone Pillar that
stated the Teachings of the Horned Rat would destroy the unworthily and their
souls tortured for all eternity. Krasslik touched the Pillar, and only a
warm tingly sensation filled him, he was meant to be a Seer. His first
true command of an army was 9 years after he was inducted, the Council
dispatched him to deal with a case of heresy, an Eshin Clan had taken under the
sway of the Blood God, Krasslik was sent to punish these traitors. A
bloody battle ensured but Krasslik killed almost all of the Khorne Worshippers,
a few escaped, but it was deniable. The Seer Lord recognized his tactical
genesis and extreme power. Krasslik’s victory got him his next assignment,
the Warpstone hunt to the far north that got him in the midst of the Third War
of Daemons. Krasslik, like many Grey Seers, is addicted to refined
Warpstone, it has had adverse effects on his mind and raised his magical
power. He has always been very competitive and suspicious. Striving
to be better than every other being, doing anything to achieve his personal
goals and if the Councils wishes are also achieved then it is a bonus.
The weapon Krasslik wields in battle was found by him in the Chambers of Death
while performing his trials. Its power has not yet been discovered, the
Rune Encrusted Scimitar is light, quick, and very deadly. Krasslik knows
much of Magics, but his hatred of disease stops him studying Nurgle’s Magics
and the Plague spells of Clan Pestilens, he has always considered them below
his standards and not of his level.
Save: 6+ armour, 5+ward save, can regenerate.
Weapons/Equipment: Krasslik wields the Rune incrusted Scimitar
Special Rules
Warp Claw. One extra S6 attack causing D3
wounds. Also acts as a shield (6+ armour save)
Deep Seeded Hatred: Hates all Dwarves, members of clan Pestilens and those who carry the mark of Nurgle. None of these may be set up within 12” of Krasslik and the unit he is with. May never use Plague spells
Beyond the World of mortals: Immune to fear
and Terror
Extreme Warpstone exposure: Can regenerate
on a 4+
Blessings of the horned rat: 5+ward save.
Targets on T5 or more will always be wounded on 4+. -1 to all armour saves
WS
BS S T W I
A LD
6 6 5
5 5 10 4 10
Over the millennia Amon Chakai has developed what some may call, an ego, a sense of self-awareness or sense of his own being. While this is commonly the case with Daemon Princes who were once mortal, it has never been seen before with a Greater Daemon who was created purely from the warp. Thus, it is by his will alone, not Tzeentch’s, that Amon Chakai has quested an eternity for power. It is lust for power that scratches and gnaws at his evil, twisted mind, and it is lust for this power that sets him apart from other Lords of Change who serve their master mindlessly.
Much of the Daemon’s hateful nature stems
from the fact that only those born mortal and then corrupted by the Dark Powers
can ever become the chosen ones of their God. Amon knows he is not mortal, but
he believes himself to be an individual and a willing servant of Tzeentch and
thus sees no reason why he cannot be the Tzeentch’s chosen one, as opposed to the
usurper Egrim Van Horstman.
Prior to his involvement in the Daemon Wars,
Amon Chakai had for many centuries locked himself away in his fortress,
studying day and night over the lores of magic and their source. While he has
irrefutably become one of the greatest spell casters of his kind, aided by his
powerful book, it has come at a cost.
His body has become frail and weak compared to other Lords of Change and
he has developed an obsession with learning all the lores of magic and
achieving the power such knowledge would grant.
Save: 5+ ward save
Weapons/Equipment: Amon carries the Book of Omazidahn, he wields the staff of
Eablis, he wears Daemonic robes and he carries the Primal Potion.
Special Rules
Wings: Amon Chakai has a pair of huge
swan-like wings and can fly
Terror: Being a creature of pure chaos Amon
Chakai inspires terror into the minds of all mortals.
Mark Of Tzeentch: At any point in the game
Amon Chakai may re-roll any single dice roll affecting him. This potentially allows
him to re-roll a single die in a miscast.
Daemonic Aura: Amon Chakai has a 5+ ward
save.
Master of Sorcery: Amon Chakai is a level 4
mage and may pick spells from any lore in the Warhammer rulebook, but from the
Lore of Tzeentch he may pick one extra spell than is normally allowed for his
level.
Magic Items
Book of Omazidahn, 100 pts: This book is
rumoured to have once belonged to Omazidahn, the first chosen one of Tzeentch.
Omazidahn perished on Ulthuan during the very first Chaos incursion, but not
before fashioning his vast magical powers into the form of a book. Upon the withered pages dance multicoloured
flames and leering faces mouth silent screams. This evil artefact is in fact a
channel into the realm of Chaos and exudes the raw energy of the warp. The book
now hangs strapped to the belt of Amon Chakai who has twisted and corrupted it
to further his own diabolical powers.
In his own Magic phase, the book grants Amon
+D3 power dice. In his opponents magic phase the book grants +D3 dispel dice.
Staff of Eablis, 65pts: This is the staff
that once belonged to the high priest of the cult of Eablis, the Devourer God.
Imbedded within the three toed wyvern claw at the head of the staff was once
the stone of Eablis which contained the God’s essence. Even without the stone,
the staff is truly a mighty weapon; it acts as rift in the very fabric of
reality and its touch drains the life force from its victims.
For every 2 wounds inflicted by the staff
(wounds saved by armour or wards do not count), Amon gains +1S (up to a max. of
10) and one model in base contact, chosen by Amon, loses 1S.
Daemonic Robes, 80pts: Often a gift from the
gods granted to magic using Daemons who dislike wearing heavy armour, the
Daemonic robes bare a powerful enchantment. Even without wind, the robes
flutter and dance in the air, reflecting bright colours and distracting all
those who attack its wearer.
Roll a D3 at the start of each turn. All
attacks made against the robe’s wearer are at –D3 to hit. A natural 6 always
hits.
Source of the thousand Potions: 30 pts
Although known mostly for his vast magical
powers, Amon Chakai is also a master alchemist and over the centuries has
concocted a thousand potions, many of which are said to be the most powerful of
their kind. In particular, however, Amon has a favourite potion, the primal
potion, which he always carries with him to battle.
The primal potion may be drunk at the start
at any magic phase. If any double is rolled with the power dice, the spell
counts as being cast with irresistible force. One use only.
M
WS BS S T W
I A Ld
6
9 4 6 5 5
9 6(7) 10
Save: 3+ armour save,
regenerate on a 4+.
Weapons/Equipment: Soulreaver, Plate mail of Zeygrim.
Special rules
Oz is exceptionally large and powerful for a
Daemon Prince and could easily be mistaken for a Greater Daemon. Oz causes
terror
Oz has a pair of huge bat like wings and may
fly.
Mark of the Forlorn. Abandoned by Khorne, Oz
is no longer affected by frenzy.
He still, however, has a small degree of
Khorne’s essence within him and this combined with the gift from his new mark,
gives a far greater effect than before. At the beginning of each turn, Oz gains
+D3 dispel dice.
SoulReaver, 95 pts. This legendary weapon
lost much of its power when Oz was abandoned by Khorne. In his spite, Khorne
cursed the weapon, but he underestimated the power of his former servant. Oz was still able to wield the weapon, but
in battle it took superhuman effort and strength of will to control the axe’s
blood lust. If for one moment Oz lost concentration, the axe would bite back
with full intention of killing him.
The axe gives +1 attack (total of 7). Oz may
re-roll failed to hit and wound rolls.
For every one rolled, however, Oz takes one S6 hit.
Plate Mail of Zeygrim, 85 pts. While in the
service of Khorne, Oz was sent on numerous quests to prove his worth to the
Blood God. One of these quests came about during the rise of the Necromancer
Zeygrim. The Necromancer had spread a reign of terror all over the south lands
in Araby and Khorne saw this as a perfect opportunity to test his servant.
Legends tell of how Oz battled an entire army of undead single handed before
reaching the tower of the mad Necromancer. When Oz emerged from the tower he
wore the fabled armour of Zeygrim, a plate mail with the powers of regeneration
amongst other things
Armour save of 3+. All hit against Oz are at
–1S. While wearing the armour, Oz can regenerate on a 4+. All non-planar beings
(neither dead or alive) are at –1 to hit.
M WS BS S
T W I A Ld
6 9
0 6 5 5 9
7 10
Asmodeus is older then time itself, and was born with the first
God''s of chaos, when heaven and hell were one. Back then, all Angels served
god unconditionaly. But When the satan and his servents, the lords of chaos,
were banished to the underworld, the realm of Heaven was split into. Half the
angels of heaven rebelled and served under Satan, and thus the Dark Angels were
born. To honour his loyal gods of chaos, satan granted each of them an elite
dark angel, his finest to serve them. Over time, all of these elite angels were
slain by the holy Angels of light, who served god and continualy hunted dark
angels, because only an angel can kill an angel completely. The only Dark angel
to survive the wars of the Angels, which lasted over a milenia in the realms of
heaven and hell, was Asmodeus, the Dark Angel Servant of the 5th Chaos god
known as Eablis. In the wars in which Eablis fought the other 4 gods of chaos,
for the right to enter the warhammer world, Asmodeus fought with unchained
fury, but Eablis was defeated and banished to the deamon plains,Asmodeus became
dormant waiting for the chance when he would once again reign terror on the old
world. Now, as a new greater Deamon of Chaos Undivided has found the stone and
scroll that could return Eablis to the warhammer world if joined with the staff
of Eablis.Eablis has summoned Asmodeus to serve the new greater deamon, for who
better to send then one of the most ancienct evils ever known to existance
Save: 4+ ward save
Weapon/
Equipment: Blades of Elemental fury (two hand weapons), Armour of lost
souls., flaming crown of the Nova.
Special
rules
Unholy being
of Hell: Created from pure evil, Asmodeus’ physical form buzzes withdark enrgy
trhat suck’s the life force from those who come too close or stumble in combat
with him. For every 2 ones rolled when rolling to hit, one opponent in base
contact, chosen by Asmodeus, sustains 1 S5 hit.
Asmodeus
Causes terror and may fly.
Magic
Items
Elemental
Blades of Fury, 150 pts: Forged in the deepest depths of hell, these twin
blades posses evil powers of fire and shadow. One blade is encrusted with the
deamonic power of unholy searing fire, while the other is shrouded in dark
shadow.
Blade of elemental fire: re-roll failed to wound rolls. No armour save
including magical armour (only ward saves can be used)
Elemental blade of unholy shadow:
Within the deepest depths of darkness, this blade was formed. When in combat,
the blade is shrouded with an aura of unholy shadow, shrouding it from view.
When attacking with this blade, Asmodeus''s opponents are at –1 to hit and must
re-roll successful hits.
Armour of
Stolen Souls, 90pts: Trapped for eternity within the dark runes encrusted in
Asmodeus''s armour, are the agonized souls of all of his victims who'’s
hopeless cries can be heard in combat. The armour glows with the most unholy of
magics. Any model attacking Asmodeus (mortal or not), must pass a Ld test on a
2D6. If passed, the opponent may fight as normal. If failed, the opponent loses
D3 attacks (if attacks go to 0 or below then no attack rolls can be made). The
armour also confers a 4+ward save.
Flaming crown
of the Nova: This mighty artefact is said to be one of the last remnants of the
Old ones. The Old ones were known for the titanic gates they built through
which they could travel to the stars and feed upon the seemingly infinite
energies needed to sustain their civilization. This ancient crown was forged in
space from the implosion of a dead star. Apparently, the old ones source of
power was not infinite.
The wearer
becomes a level 3 mage. Asmodeus may only pick spells from the Hordes of Chaos
book.
The Elf Lord
M WS BS
S T W I A Ld
5 7 6
4 3 4 9 3 10
The Daemon Lord
M WS BS
S T W I A Ld
5 7 6
5 5 5 7 6 10
Born at a time of chaos and death Bahl''al is one of the ancient
Eldar. When Slaanesh was first born into the universve Bahl''al was born on an
elven world destroyed by the gods birth.
There he was born, in blood and fire the elf once know as Bahl''al became the
Watcher, devoted servant of Undivided.
Since that time, many thousands of years ago, Bahl''al has walked planets and
killed all in his way. It was just after the time of Aenarion that Bahl''al
came to this world, ever since then he has vowed that it will be his.
Bahl''al is tall, 6''7, but built like an elf. He walks with a cat like grace
though mostly it is covered up by the cloak he wears. He wears the Elf Blood
armour, an ancient elven suit of scale mal that Bahl''al dispossed of the last
wearer. He sacrificed thirty elves and bathed the armour in blood, all the
while incanting it with power. It came out the colour of blood and marked in
the center by the sigil of Undivided. He wears a helm of the ancient elven
fashion, high and pointed. However Bahl''al captured the Daemon Negrash Widows
Son and placed its very essence into the helmet, creating a terrifying object
of daemon fused with ithilmar.
He carries a Grimdaka, a deadly weapon in the hands of a capable user. It is
made out of the horn of a dragon, carved down so there is a hilt in the middle
and two sharpened blades extending from either end. Bahl''al has practised this
weapon for centuries and wields it faster then any other.
Bahl''al however does not appreciate close quarter fighting. He prefers to use
his considerable magical skills to deabilitate and crush any opposition. IT is
said that two centuries ago the Watcher travelled to lustria where he found the
Old One Erdakai. Erdakai trained him in the magical arts of teh Old Ones, a
more powerful version of High Magic. It imbues both High and Dark magic
creating pure magic. Bahl''al left the Old One a thousand times stronger then
ever before, with the power to challenge a Greater Daemon and win. Almost
demi-god.
His powers are not limitless though, he is easily confused when confronted with
something that surprises him and he cannot react fast to new situations. His
mana is severly drained when he uses the magic of the Old Ones and it is rare
that he employs it, none the less it is the most deadly weapon in his arsenal.
Bahl''al carries a veariety of trinkets on his travels, his favourtie being
soulstones. A type of cage that can trap the very soul of a living being and
incase them in solid rock. There bodies become his servant, tehre very will
gone. HE also carries a special type of brew designed to give him a quick fix,
bringing his magical powers back up to full power. However it is only
short-term and will leave him even more exhausted when the effects where off.
He serves Undivided with a loyalty equivelant to that of a Sigmartie Priest or
a Priest of Asuryan. Nothing will stop him from achieving his Lords goal of
complete destruction of the Warhammer World.
Spawn of the Unnamed Beast: At the start of each turn, Bah’l may choose which form he wishes to be in. Either the Elf or Daemon Lord. Each have their own special rules and magic items and ignore the other when one is selected.
Elf Lord
Weapons/Equipment: Bahl’l wields the
Grimdaka and wears Elf Blood armour.
Special
rules
Bahl’lal is a
Level 4 mage and may pick spells from any lore in the Warhammer rulebook, High
Magic or Chaos magic
Magic Items
Grimdaka,50
pts: +2A
Elf Blood Armour, 50pts. 5+ Save and a 4+ Ward Save.
Arcane Item, 45pts : Daemon Crown. Causes Terror. Also Khorne Daemons Hate the
wearer.
Weapons/Equipment: When in his Daemon form, Bahl’l carries Sword of the void and
wears the abyssal plain.
Daemon of the Unnamed Beast: at the start of
each turn, roll a D3 and consult the chart:
1-2: essence of Khorne, +2 to WS, S and A
3-4: essence of Nurgle, +1 to T and W (extra
wound lasts only for the duration of the turn)
5-6: essence of Tzeentch, +3 to I, becomes
level 4 wizard with +1 to all casting rolls for the duration of the turn)
Bahl’l causes Terror
Abyssal armour: D3+ armour save. Roll at the
start of each turn. All attacks made against the wearer are at –1 S.
Sword of the void: No saves, including magic
armour saves, may be taken. Ward saves are taken at –1 from the sword’s wounds.
Nurgh’leth, Daemon Prince of Nurgle
M
WS BS S T W I A Ld
6 8 0 5
5 5 8 6 9
It is said
that Nurgh’leth was one of the first champions of Nurgle to be gifted with
Daemonhood, nothing else is known about his past life. After he was granted
with Daemonhood he decided to enter the realm of Chaos and forever be with his
master. He left behind a book containing a ritual to summon him if he was ever
needed, but what Nurgh’leth didn’t know was that If he was summoned with this
particular ritual, he would not be able to go back. He left this book in a
cavern deep below the earth’s surface. Unfortunately, a wizard went searching
for this book thinking when it summoned Nurgh’leth, he would gain power from
the daemon. He eventually found the book. Nurgh’leth was outraged when he was
summoned by some pathetic wizard who was trying to steal his power. The wizard
tried to defend himself by summoning a fireball at the daemon, unfortunately it
missed and hit the tunnel entrance leading to the cavern, and of course
Nurgh’leth killed the wizard. But after trying to magic himself back to where
he came, he soon discovered it didn’t work, and now he waits below the earth
waiting for someone to free him, only the most powerful of Nurgle’s daemons
know what happened to Nurgh’leth, no one else does.
Save: 3+ armour save,
5+ward save
Weapons/Equipment: Great Plague Flail of
Decay,
Special
Rules
Mark of
Nurgle: +1 wound
Nurgle’s cloud
of flies: Nurgh’leth is at –1 to hit in
close combat.
Nurgh’leth’s
body is has been blessed with an extremely thick and tough plague ridden hide,
it protects him like armour. Confers a 3+ armour save.
Level 4 mage.
May pick spells from the lore of Nurgle.
Magic items
Great Plague Flail of Decay, 40pts: Poisoned attacks, -1 to enemy armor save,
M WS
BS S T W I
A Ld
4 8
0 6 6 10 4 6 9
Save: 5+ ward save
Weapons/Equipment: Plague Flail
Special
Rules
Causes Terror,
large target,
Daemonic
gifts: Stream of corruption, cloud of flies, plague flail.
Level 4
spellcaster. Spells chosen from Lore of Nurgle.
Magic Items
Attacks count
as poisoned attacks.