Warhammer

Dalamar Yzeheart, Dark Lord of Clar Karond.................................450 points

Dalamar's father was a Dark Elf soldier whom during a raid in the north of Ulthuan raped a High Elf noble maid. She never recovered from the attack and she died during the birth of her son. Dalamar was raised by his uncle a lord in the city of Hoeth. The kid reminded him of his late sister, and although he never forgot that he was the fruit of an act of hate, and was the son of a druchii and could not be trusted. After the first few years he stopped worrying and learned to love him like a son. As Dalamar grew, he was introduced to the other noble High Elves, whom saw him as an inferior and toke every opportunity to make fun of him, and remind him of his father's race. During those hard years, he retrieved to the study of the arcane arts an only becouse of the love of his uncle he stayed in Ulthuan. As the time passed he took more and more time studying the magic and was admitted in Hoeth as an apprentice far earlier than normal. But the spells he was taught there, he saw them useless and believed that they wasted to much energy on ensuring that the spells where clean of dark and other 'evil' forces. But he stayed and kept trying to learn all that he could, even thought he soon could make spells far stronger than many of the most experienced teachers. He did not care much for the gods of chaos or any other god. And after a few years he decided to study by himself, using the resources allready built to try his own spells. Teclis was to oversee the new breed of wizards in a exhibition, and Dalamar saw this as an opportunity to prove his mastery of the arcane arts. He worked night and day for many days writing all the spells he had mastered, and with them he wrote his first book of spells which he entered in the competition. He was heavily criticized by the other wizards and called crazy for risking so much in his spells (half of the spells in the book, did not care about where the magic came from and some used dark magic to make them more powerful) so much that he was called a heretic and when the origin of his birth was told to the council of wizards he was named a druchii (the name given to Dark Elves) and forced to leave Ulthuan (although if it had'nt been for his uncle the sentence would had been of death). Once alone in the Old World, he decided to carry on studying magic by himself, and travelled to the empire to study on the college of magic, but was soon expelled becouse his methods were far too dangerous. Frustated and eager for learning he travelled to Naggaroth and asked the Witch King to be permitted as his apprentice, he accepted, surprised by such eager and fearless youth. He taught him for a while during which time he respected the young elf, but soon the master feared that if he was to teach him any longer he would learn all his powers in a matter of a couple of decades and precauciously named him Dark Lord of Clar Karond, the Tower of Doom where he carried on his studies at a slower pace as he was far too busy resolving the problems of his city and serving his king.

PROFILE

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WS

BS

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W

I

A

Ld

Dalamar

5

6

5

4

4

3

9

4

9

Weapons/Armour: Character's weapons and armour.

Save: 5+

Magic User: Dalamar may take up to four spells - explained below in the Special Rules section.

Magic Items: Dalamar may have up to four magic items chosen from the Warhammer Magic supplement.

SPECIAL RULES

Hatred
Dalamar is not subject to hatred of High Elves becouse of the love he feels towards his uncle.

Leadership
He is a dark lord and if there aren't any other dark lords in your army, he must be your general.

Magic
He has studied dark, high and human magic. When choosing his spells he can have one spell of any college, three high and as many dark as he wants (without exceding his limit)

Armour
He wears mithril armour which was given to him by his uncle. Because he has been wearing it all his life it doesn't affect his spell casting abilities.

Spell Learning
Dalamar is a real fast learner and once per battle he might try to learn a spell casted by an enemy, or friendly wizard. In the magic turn if he gets a roll lower or equal to his leadership by rolling 2D6 and adding the number of power cards needed to use it (e.g. spell 3 power need 6 or less in 2D6, 2 power needs 7 or less, etc...)


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