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About this blog

Conversions, Musings, Paintjobs and some custom factional builds in the Age of Sigmar. For anyone interested in exploring custom factions and the expansive lore capabilities of the setting within the confines of the Age of Sigmar realms along with a repository of my previous works that lend into the creations. Welcoming all feedback and creative musings from the community in helping me progress the project (and many more in future!)

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Aeloran Nomads - Wanderers Evolution for Age of Sigmar

So having worked on my Suneaters for a long time my partner has been working on her Nature Aelves to fight against them, one thing we have noticed is that the old Aelven scrolls are lacking... something, in splitting them down between so many factions and without recent updates they struggle to stand up to the more modern scrolls in efficiency or character. For this reason she asked me to look into allegiance abilities and more modern scrolls for a Wanderer evolution to fit the growing themes of Age of Sigmar for when Soul Wars hits. So heres where I am right now: AELORAN NOMADS When the Realms fell to chao those Wanderers who found themselves abandoned by their volatile and spiteful goddess fled across the realms, the tide of chaos ever biting at their heels as they sought a place to call their own. Yet godless and without allies every door became closed to them, even the mighty gates of Azyr were found sealed by the time their beleaguered populace came unto it. It was then that they were driven onwards, ever further out from their cities in the heart of Ghur towards the volatile and unknowable forests at worlds edge that they might endure the elements longer that they could the blades of their foes. Their hidden refuge at realms edge has, for the longest time kept the nomads hidden from the wars that ravaged the Realms, but the very magics that have shielded them have taken a heavy toll upon their bodies and souls. An intelligent and deeply invasive bestial wind called the Wyld at the edge of Ghur has seeped into the very fibres of every muscle, the primal drum beat that forms the very pulse of the realm now resides within the souls of every Aelf in their ranks threatening to overwhelm reason or logic with every beat of the endless rhythm. As the Wyld seeks to claim their souls the desperate Nomads sought ways to stave off their final bestial forms, that they might retain their Aelven grace and nobility for few millenia longer. Through many trials that claimed more and more of their population with every passing year eventually a symbiosis was found, the strongest souls within their ranks could merge their souls with the savage beasts of the realm, burying their own soul within that of the mighty beasts to hide it from the Wyld that sought to snuff them out. Such an act would preserve the Aelven soul but the toll it took on their partnered beast was heavy, no such beast could endure more than a few years of the merge before the Wyld claimed it entirely. It has then come to pass that the eldest amongst the Aeloran populace have formed such a bond with hundreds of beasts, each becoming inclined to merge with a beast that matches their personality beyond all others. At first such pairings seemed solely matched by personality, the most vigilant paired with the mighty raptors that claimed the skies of world edge, the fleet of foot would pair with the mighty stags that leapt deftly through the forest and the greatest hunters would merge with packs of the savage wolves that hunters in the darkest corners of their realm. As the years have worn on however the Aelorans features have begun to shift and alter to match that of the beasts whose souls have touched their own, the Birdkind develop accute vision, their bone structure lightening as though able to drift on the wind instead of falling. The Doekind develop extraordinary muscle structures allowing them to dance across the very tree tops with every deft leap, and the Wolfkin become hunters beyond compare. The Aeloran carry with the Wyld wherever they travel, it has become a disease that spread like wildfire throughout their populace and even the blending of souls can only delay it so long. They have become blighted, never able to settle for long lest the carnivorous plants of the Wyld itself spawn in their very footprints, beset at all times by the predators within and without they lead nomadic lives, ever in pursuit of the great hunt that they might find a beast able to endure the blend long enough to hold their degradation entirely.   ALLEGIANCE ABILITIES -   The Hunters Heart – To survive the Wyld is to understands ones place within the food chain, the Hunter must consume the prey, and the prey must be consumed. Roll a dice for every enemy model that flees due to battleshock whilst their unit is within 3 inches of an AELORAN unit, for every roll of a 4 more more the AELORAN unit regains a wound, if there are no wounded models in that unit you may instead restore a number of models to the unit lost earlier in the battle with a number of wounds upto the wounds restored.   Wyldform – The eldest of the Aeloran populace have begun their final descent into the Wyldform, every drop of their blood carrying the changing taint from world edge with them into battl. Should a precious drop of this blood hit the ground it bears the spores of the predatory plants of Ghur, erupting forth to reclaim the lands. At the end of any turn in which an AELORAN NOBLE is wounded but not slain, roll a D6 for every AELORAN NOBLE that was wounded adding the number of wounds lost. You may add one base of WYLDSHARD BRAMBLES within 3 inches of that model for every roll of a 4 or more.   WARSCROLLS: Many of these are still WIP and yet to be tested, as you'll see below I have pointed out scrolls that I havent yet published as I work out the details however the faction is split into 3 racial keywords (Aeloran for those still mostly Aelf, Centaurid for Aelven Centaurs and then Avari for the more Avian Aelves). Aeloran Reavers take the Reaver (Previously Ellyrian Reavers) warscroll with Keywords changed to match Aeloran Allegiance
Aeloran Chargers are currently just a retooled Pallador scroll because of fondness for the Gryphchargers, they'll become more distinct soon whilst maintaining mount specific characteristics       PITCHED BATTLE PROFILES
The table below provides points, minimum and maximum unit sizes and battlefield roles for the Warscroll and Warscroll battalions in this book, for use in Pitched Battles. Used alongside the rules for Pitched Battles in the Generals Handbook, this provides you with everything you need to field your army of Aeloran Nomads against any opponent   AELORAN NOMADS UNIT SIZE POINTS BATTLEFIELD ROLE NOTES UNIT MIN MAX Aeloran Noble on Wyldrunner Chariot 1 1 220 LEADER   Aeloran Wyldshaper on Griffin 1 1 260 LEADER, BEHEMOTH   Aeloran Lord on Wyldmare 1 1 220 LEADER   Aeloran Gladeshards 10 30 160/420 - BATTLELINE if AELORAN NOMAD Allegiance and your general is an AELORAN NOBLE Aeloran Reavers 5 20 140/500 BATTLELINE   Aeloran Forest Shades 10 30 160 BATTLELINE   Aeloran Chargers 3 12 200 -   Centaurid Huntresses 5 15 180 - BATTLELINE if AELORAN NOMAD Allegiance and your general is a CENTAURID Centaurid Stargazer 1 1 100 LEADER   Centaurid Gladiatori 5 15 180 -   Avari Sunrakers 3 6 200 -   Avari Starcaster 1 1 100 LEADER                                                                                          

Melcavuk

Melcavuk

Suneaters Relics and Spells - Card Designs

For the Suneater tribes with Artefacts, Spells and Prayers to keep track off within the army there needs to be a good way of staying informed within a game, so along with working out the technical components of these items I've been working on basic card designs to bring them to life within the game. So here they are for judgements and review! PRAYERS - MANIFESTATIONS OF THE SUNEATER  1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature until the beginning of your next hero phase.

  2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

  3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit increase their rend by 2.

  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

  5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

  6)       Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards.   SPELLS - LORE OF THE FLAME 1)       Fireball
Casting Value 5
Pick an enemy unit visible to the caster and within 18 inches and roll a D6, on a roll of a 1 that unit suffers a mortal wound, on 2-4 that unit suffers D3 mortal wounds, on a 5-6 that unit suffers D6 mortal wounds.
  2)       Molten Shield
Casting Value 7
Pick a visible friendly unit within 12 inches of this wizard, until your next hero phase you may re roll failed saves for that unit, additionally any save roll of a 6 or more inflicts a mortal wound on an enemy unit within 3 inches.
  3)       Jaws of the Suneater
Casting Value 8
The ground itself seems to warp and shift into a molten burning maw that threatens to swallow a man whole, consuming all in its path until its hunger sates. Pick a visible enemy MODEL within 18 inches that MODEL (damage will not overspill into the unit) suffers D3 mortal wounds, if the roll resulted in 3 mortal wounds (and the model was slain) select another model in the unit and repeat the process until you inflict less than 3 mortal wounds on a roll or the unit is destroyed
  4)       Aftershock
Casting value 6
The wizard slams his foot against the dirt with a thud that resonates as though a clap of thunder, as they ground shakes and distorts enemies find it hard to find their footing. Until your next hero phase enemy units that initiate a charge move within 9 inches of this wizard must subtract 3 from the result.
  5)       Choking Ash
Casting Value 6
Pick a visible unit within 18 inches of the caster, until your next hero phase that unit must subtract 1 from all hit rolls as they as surrounding by a thick blanket of ash, if the casting roll for this spell was 11+ that unit must also subtract 1 from to wound rolls until your next hero phase.
  6)      Immolate
Casting Value 8
The last spiteful act of many a Suneater wizard is to give themselves over entirely to the flame. Every unit friend or foe within 6 inches of this model (including this model) suffers D6 mortal wounds, if the casting roll was 11+ they instead suffer 2D6 mortal wounds as the Suneater revels in the destruction. ARTEFACTS - TROPHIES OF AQSHY 1 - The Elusive Spark
This shimmering spark was once a fire imp, its essence ripped away by Suneater priests it now fuels a lantern lengthening and distorting the shadows of its bearer into a haunting spectre. Enemy models within 6 inches of this model reduce their Bravery by 2
  2 - Drake blood Oils
Pick one MELEE weapon for the bearer to apply these oils to, this cannot belong to their mount. Any wound rolls of 6 or more with this weapon inflict a single mortal wound in addition to their normal damage
  3 - Embers of the first Pyre
Blessed are those given but a part of the first Pyre of the Suneaters, this model may utilise the Spark of Destruction prayer even if they are not a priest. If the model is a priest they may use this prayer twice in a turn.
SPARK OF DESTRUCTION: In your HERO PHASE select a terrain feature within 15 inches of this model and roll a D6. On a roll of 4 or more that terrain feature sparks into flame and you may place an INFERNO MARKER on it. Additionally roll a dice for any model (friend or foe) entirely within that terrain feature. On a roll of 6+ that model suffers a mortal wound as they are engulfed in the flames.
  4 - Flickerfire Cloak
The bearers cloak ripples and shifts as though a coursing magma flow, enemy models attacking this Hero in the combat phase must re roll any hit rolls of a 6 as they are captivated by the cloak.
  5 - Volcanic Shield
Hits struck against this shield reverberate with the deafening boom of a volcanic eruption, Cunning Ogors bang their blades against the shield on the charge to send their foes off balance. Enemy units within 3 inches of this HERO may not be selected to attack in Melee until all other units have been resolved.
  6 - Bone hewn Effigy
This model has a small token effigy of the Suneater carved from the bones of a great drake, it is said when the strength of the bearer begins to leave their form they may drain the last of the drakes energies from the bone to reinvigorate themselves. Once per battle in your hero phase you may elect to use this effigy, restoring D3 wounds to this model.   SAMPLE CARDS  

Melcavuk

Melcavuk

 

Tribes all off Kinds...

As the name implies the Suneater Tribes consist of more than one Singular migration, back before the Age of Chaos the great prophet climbed from his pitlike grave and set out across the realms to unite his kin in a conquest that would shatter the very walls of the cities of Order. It was here that the first tribe, dubbed the Burning Klaw tribe was formed, born out of Ghur and yet in time many others have sprung up, each led by and tailored to the great Volsungr that leads them. Whilst the Suneaters might naturally seem to favour the wild landscapes of Ghur or the flaming hills of Aqshy they can be found in nearly every realm.   THE PYRE MAWS (SCORCH) -  When the forces of Man, Aelf and Duardin sought to retake the realm from the wilds and chaos that had reigned the did so with supreme arrogance and lack of foresight to the whims of the realms themselves. In the chaos that had descended over the realm the Suneater Tribes had flourished, their trail of destruction cared not if the cities razed were of Sigmars pathetic cohorts or the Dark Gods of the deluded masses, simply that the flames rose high into the night to please the Suneater. To see such glorious destruction come to an end as the forces of Order sought to raise new Cities, their “Seeds of Hope” was an affront to the Great Destroyer, that anything could rise from the Ashes was an insult to the devotion that the Maw Pyre clan had shown in their ravaging of the forests of Ghyran.

Incensed by this affront to their destructive labours the Maw Pyres migration was ceased, no longer pushing onwards to their homes in the lands of Aqshy and the blistering heats of the volcanic winds in that realm of fire their Prophet turned them back toward these fledgling cities. The wrath of this tribe was unlike anything the mortals had come to expect, the ferocity of their flames tore through the forests of Alarielle in a seemingly unstoppable tide, the very nature of her Sylvaneth making them vulnerable to the heat and flame that sought to devour everything in its path.

It was then to the great engineers of the Freeguild that she had so often rebuked for their ways of industry that Alarielle went, their smoke belching machinery seemingly more tolerable in the face of the total incinerations of her forest realm. These bewildering machines were put to task by their engineers, digging great trenches through the forest to blockade and surround the tribes of Suneaters as they made their advance. These great trenches were linked to the river Terral, its coursing life giving waters flooding through the trenches and forming a bulwark against the fires and halting the Ogors advance. The wound the Maw Pyres carved into the very skin of the Realm of Life would never fully heal, the heat of their onslaught had burnt deep through the dirt, scorching and sealing the dirt and rocks into blades of volcanic glass that would endure no life to grown in them. To this day this lingering malignant wound persists, a reminder of the outrage of the Suneater Tribes to the fresh onset of civilization seeking to end their joyous infernos.   THE BURNING KLAWS (SHATTER TOOTH PLATEAU) The Burning Klaws tribe is said to be the original Suneater tribe, born of the teachings of the first prophet after he was chosen by the great burning god. In the beginning they were few, the Ogor Firebelly wizards had been spread far and wide throughout the realms as they sought new and more potent elixirs to try and mirror their gods mighty powers, however the Prophet was a beacon fire, one great burning pyre that drew all the disparate Firebelly tribes from across the realms toward the Shatter Tooth Plateau in the realm of Ghur. It was here, many months before that the Prophet had been reborn in the stomach of the Suneater, here he had faced trial by fire, combat and of resolve, and it was here he had emerged the champion and prophet of the great God.   In modern days the Burning Klaws are the largest of all tribes, holding dominance in the realm of Ghur whilst many of their kin undertook the great migration to the fires of Aqshy, here they control the greatest site of power in the Suneaters history, one that inspires both the respect and ire of lesser tribes. When each of the great Volsungr left the Burning Klaws to start their own tribes they took with them their own interpretations of the Suneaters whims, it was in this way that his teachings of the Pyres changed, evolved or diluted with every new tribe. The Burning Klaws however stayed true to the teachings of the first prophet and are afforded far more potent magicks than their kin, in battle they are known to field elite Ogor bodyguards for their Chosen Prophet, carrying great slabs of volcanic glass as shields to create an unbreakable wall around their foes, penning them in and pushing them ever closer to the pyres. In this way foes that do not perish in battle slowly roast alive in an ever-tightening cage of fire and shield. The Burning Klaws invoke far more Bal Kasta than any other migration, so long and far has their migration marched that many tribes have fallen to their ever onwards onslaught.   THE UR-GORES (FYREWATER GULCH) When the Great Migration to the realm of fire occurred, it was the Ur-gore tribe that led the way, their young and inexperienced Volsungr commanded his tribe make the journey that they might bathe in the burning might of the Suneater in a realm that reflected his eternal glory. The first of the great tribes to separate from the Burning Klaws they cut a swathe of destruction from the Ghur gate into Aqshy, however in their wake they often spied the stunty and arrogant Fyre Slayers, these dwarves held no love or respect for the great Suneater but worse they seemed to pillage the Ur-gold left in the ruins of the great advance of the Suneater Tribes. To see anyone finding comfort or solace in their reign of destruction angered the mighty Ur-gores, that their weak and pathetic foes might profit from the glory of the Suneater was a slight that could not be allowed to endure. It was then only proper that the Volsungr found a momentous act of spite to shown dominance over this foe, when they razed their next village the prophet gathered his Gothi Fyri priests to him and set them to task, a great pit was dug in the heart of the ruined village with every precious metal found thrown in. When they had gathered all of worth he stoked a mighty blaze, calling on the primal fires of the realm and his own gods mighty magics the blaze roared with blistering intensity, slowly melting the precious metals into a glimmering, bubbling pool of burning hot metal.   Gathering his most elite kin to him the Volsungr and his priests set to work, shaping and warping the molten metals with agonising efficiency into glistening golden tattoos across the skin of the Tribes chosen. The very touch of the metal was a torturous burning unlike any they had endured before and yet the Ogors endured it as they would any gift from the great Suneater, and when the Volsungr will was completed his tribe marched to war once more, now emblazoned with rippling metallic tattoos formed of the very Ur-gold that they Fyreslayers had sought to pillage from the ruins of their migration.  The Volsungr of the tribe is a mighty creature, his entire skin covered in rippling and shifting Ur-Gold ever heated by the supernatural flames stoked from inside his destructive soul. He marches as a living effigy and idol to his tribe, considered far more a demi god than mere prophet by those who follow in his wake no blade can pierce his golden hide. Such arrogance and spite has left to a fierce conflict between the Ur-gores and Fyreslayers, the latter desperate to reclaim the Ur-gold of their god.   THE ASH WALKERS (MISTS OF ULGU) It is said that the mists of Ulgu glow with the brimstone haze in the approach of the Ash Walker tribes, the thick fog that envelops the realm shifting and enhancing the lights from the many torches of the tribe until the very air around them seems to boil and hiss with the encroaching flame. It has been many decades since the Ash Walkers moved into the mists of Ulgu, led by a young prophet seeking to carve out his place in the legends of his people by finding and bringing down the cities of the elusive Aelves rumoured to call the city home. However there are creatures that lurk within the mists of this realm, born and shaped by the ever shifting nature that began to pick away at the migration, ripping Ogor from mount and consuming whole swathes of the Grot accompanyment in a single bite. Beset on all side and never truly seeing their foe the Prophet found himself shaken by not quelled, he spurred his Aldin Draken kin forward with him at the head of the pack, charging headlong into the mists with a ferocious roar and a gout of flame that lit the entire region. What fate found the Volsungr is as yet unknown, but with both their prophet and elite warriors having been taken the migration was on the bring of collapse, no Ogor had the strength of will nor the divine status needed  to lead the tribe onwards. Just as it appeared the migration had come to an end the Gothi priests came togther, their shrill voices shrieking and wailing out into the nights sky as they were riddled with visions (or so they say), it is the word of the Gothi that the Suneater wishes them to push onwards into the realm, that their prophet yet lives still waging wars ever deeper into the shifting mists of the realms. WHilst doubtful there was little the Ogors could do to contest the vision, this small flicker of hope was enough to spur them onwards deeper into the mists of Ulgu. As time has passed the Gothi leadership of this migrations has shifted and shaped its actions, leaning more heavily on Grots to do the majority of fighting they favour quick strike and hit and run tactics across the realm. The Ash Walkers make extensive use of Carrion Drakes, favouring bow over spear and pulling the mighty artillery and Waagh karts behind them that they might atleast have the eye of the Suneater upon them if his prophets cannot be with them. THE DEAD HEADS (GRAVES OF SHYISH) The Dead Heads are odd kin to the Suneater tribes, hailing from the rotting lands of Shyish where all life begins to wither and fade they have taken the very energies of the Realm into their migrations. Wielding strange and shifting green flame borne of the darker magicks of the realm they are a disconcerting sight for those that behold them, their warriors dubbing bio luminescent paint across their forms in the vague shapes of a skeletal visage they can be seen leering from the darkness on the still nights as a legion of glowing skeletal monstrosities. For Suneaters this is a sombre migration, gone are the visicious chants, the maniacle laughter or the revellery that comes with a normal migration, instead they set to task with a startling efficiency and near silence save for the occasional grunt or groan of the mighty beasts that accompany them.  In battle the Dead Heads make more use of the elite Ogor units than their kin, favouring the Slatr warbeasts and Aldin draken both of whom can march for days without food or sustinence, ideal for a realm where even crops are known to wither with the briefest of glances. It is said that their mighty Volsungr can never know death, having bathed in the ethereal flames deep at the heart of the realm his body lay littered with scars from wounds that could have been mortal to a lesser beast, he dons and ancient carved skull mask  and has adorned his magma drake with skeletal armour. To fight the Dead Heads is to witness the ruthlessness of their commitment to the task, to face sheer burning agony in the eerie green glow of the flame, and when battle is done the Dead Heads efficiency in burning all that fell ensures their battles do little to reinforce Nagashes legions in the realm. THE LOST MIGRATION
Whilst the tribes hail from nearly every Realm there is one that no tribe calls home, the mercurial and shifting metallic realm of Chamon, it is said in centuries past some upstart Ogor tribe within that cursed realm considered themselves the true disciples of the Suneater. What followed was a savage battle between the Suneater migration and the self dubbed Furnace King of Chamon over the true teachings of their destructive God (who likely simply revelled in the fresh destruction and onslaught to be witnessed). It is said the Prophets and Iron Baron clashed over days, weeks and months, every battle sending hundreds of Ogors to an early grave and countless grots, great gouts of flame clashing with cold and beaten ironworks of the Furnace kings yet there was to be little victory found on their side. As the months turned to years the first great prophet made a decree, the realm of Chamon was to be blocked to the Suneater tribes, the children of the Suneater could not waste their numbers in such petty conflicts whilst the true enemy of their kind erected yet more cities, walls and fortresses across the other realms that they had neglected. Instead an accord was found, the Iron Barons would send great shipments of the Iron Bark of their realm through the mighty gates to Aqshy and the Suneaters holy site, in return the Fyrepowders of the realm of fire would be sent back, each would pursue the destruction of the cities of Order in their own manner without shedding the blood of other Ogors. The accord was sworn, yet shakily held, all together weakened by the rumoured the Iron Barons had made off with a shard of the eternal flame of the Suneater stolen from a fallen prophet. What machinations these Ogor engineers had for such a potent relic was as of yet unknown, though if it was brought to bear against the newly swelled ranks of the Suneaters the conflict might well consume both tribes.

Melcavuk

Melcavuk

The Roster - Units within the Suneaters

The great tribes of the Suneaters are a nomadic people, their every migration an endless march to war for the glory of the Pyre. Many creatures of the realms see the glory of the flame, and seek the blessings of the great Suneater, adding their number to the swelling ranks of devotees following the Great Prophets of the Suneater Tribes.       HEROES AND CHAMPIONS Volsungr on Magma Drake
In the guttural dialect of the nomadic Ogor tribes the word Volsungr roughly translates to Chosen one or Chooser, both of which apply aptly to the great Volsungr of the Suneater Tribes. They are the highest authority within the tribe, seconded in potency only to the great Suneater himself, they have walked the blasted wastes and faced the great trials in the same way the very first Prophet of this kind did and emerged the stronger for it. Each nomadic tribe has but a single Volsungr, the most potent of their Ogor wizard that has risen to dominance, often the oldest and strongest of their kind their skin is rough and blistered from decades walking the flames of their Gods glory, adorned with trophies of civilisations that they have incinerated. To pass the final trial to become a Volsungr each aspirant must tame one of the great drakes of Aqshy, walking alone and unarmed into the Scorch fire Chasm as their prophet had done so long ago. So seldom does such an aspirant emerge from the Chasm successful (or intact) that there are but a handful of Volsungr roaming the realms, each at the head of a great host of the Suneater tribes who recognise their glory. Volsungr ride into battle mounted atop their Magma Drakes, a rippling beast of scorching heat and burning hot scales. Their hides are thick enough to deflect even the best of Duardin blade and their great wings allow them to race down the battlefield even carrying to burden of their master atop their backs. In the heat of battle, they can unleash boiling brimstone flame from their wicked beaks, boiling blood and shattering bone with the intensity of the molten magma that erupts from their gullet. Tribes form around the Volsungr, seeing them as the prophets of the Suneater and his embodiments within the realms, as such each tribe takes on features of their Prophets, often mirroring his garb and trophies with priests screeching out their new masters interpretation of the will of the Gods. For this reason, should a new member of the tribe seek to take on the position they are cast out into the blistering wastes, for no prophet can endure the word of another, if the Suneater finds the challenger worthy he will protect them and allow a tribe to form around their new interpretation of his will.   Exalted Volsungr It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the Gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its presence. Indeed, many take to bathing in the Magma flows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungr migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanied, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the unsightliest of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require. Gothi Fyri It is said in Suneater tribes that no Ogor has ever held the rank of Priest to the Suneater, they claim that their deep and booming voices are too like the sounds of volcanoes erupting for the mighty god to distinguish them from the volatile realm of Aqshy and hear their pleas, meanwhile it is the shrill and piercing cries of the Grots that are unlike any other within the realm, able to pierce through the seismic rumbling and volcanic eruptions to irritate the god enough to earn his attention. It has been this way since the very beginnings of the tribe, those grots of particularly loud, shrill or annoying voices picked out from the crowd at a young age and thrown out into the wastelands to earn the attention of their God. Each is forced to live in exile until they return with a convincing token of their gods favour, though what is considered convincing is often left open to interpretation, some hunt the great phoenixes of the realm to try and carry off a cloak of flaming feathers as the warm (and burning) embrace of the Suneater. Others climb to mountains top to pluck a shard of the great salamanders burning rocks from the very lip of a volcanoes edge. Of course, many more simply band together in a conniving mob and wait for a more competent grot to complete such a heroic feat, then as their soon-to-be victim heads back to camp the mob descend on them in a flurry of rocks and fists to savagely beat them to death and steal their prize. Such acts often amuse the Suneater enough to let pass... and in doing so he loses but a single priest and gains a handful more as their victims trophy gets divided up between them. In battle the Gothi Fyri cut small figures, often able to hide behind the ranks of Suneaters that they might search for favour and blessing from the great god, it is this cowardice and cunning that makes them particularly adept at their jobs, often finding the resolve to channel the gods will when it benefits them most. Aside from their divine talents the Gothi Fyri act as mouth pieces for the great chosen ones of the Suneater, barking out their orders in a shrill and piercing cry to the rest of the tribe, though such cries often boil down to the annoying and hardly helpful “He's right you know”   Gothi Herald
Some Gothi priests can be seen riding to battle atop a weedy scavenger dragon known to feast on the corpses left in the wake of the Suneater tribes known as the Scorch. The Carrion Drake is a lesser dragon in the realms, lacking in the brute strength of its greater kin and unable to produce volatile breath to drench its foes it instead finds its feasts in the wake of greater creatures, using its acidic maw to burn through cloth, armour and stone to feast on what meats the other predators could not reach. Its cry mimics that of the death wails of its victims, known for capriciously toying with its food before it feasts, often if it can separate a weakened mortal from their people it will strike and retreat, leaving rents gouged in their flesh and relishing the scent of their blood spilling into the dirt as they try and make good an escape. Time and time again it will claw at its victims until eventually sweeping from on high to feast. It is said the first Gothi to ride a carrion drake subdued it quite by accident, when scavenging weapons and armour from the corpses left in the Scorch the grot opted for an impromptu break to consume mushrooms to sate a growing appetite (and due to immense laziness), cracking open the breastplate of a fallen human soldier he packed it full of mushrooms before starting a blaze beneath the corpse, relishing the scent of fresh meat blending with the narcotic smokes of the mushrooms. Alerted from his mushroom induced stupor by the cry of a carrion drake above the little grot scuttled across the ground, secreting his small form in a crevice between two rocks and uttering a shocking array of curses as he was left to watch the serpentine dragon feast on his meal. However, as the acidic maw sunk into the crumpled breastplate the vicious liquids merged with the mushrooms, the two combining into a heady haze of madcap madness which was quickly followed by the resounding thud of the now unconscious drake landing on the ground beside it. The Gothi saw he opportunity, this new beast would raise him high above the other grots, its guaranteed status, respect (for a grot at least) and most of all meant he'd be a good distance further away from getting stabbed, shot, sat on, fallen on or generally crushed on the field of battle Gothi Heralds fly ahead of the great hosts of Suneaters, where their lesser kin are the spark that will burn down all in their path it is the Heralds task to break the will of the people ahead of the host, they are masters of the long hunt, scratching and screeching at their foes until huge trains of refugees march for the safety and refuge of the mighty fortresses of Order. The Heralds ensure that every human, Duardin or Aelf in their path cluster together to hide within their stone walls so that when the main host arrives all of the meat is in one place, in this way they ensure that when the Suneater consumes the souls of the fallen he is now fed meagre scraps, but a banquet fit for a God of his magnitude.       Beserkr -     THE TRIBE Ashen Grots – Grots by their very nature and small stature often find themselves at the bottom of the pecking order in the mortal realms, yet these cunning creatures are drawn to power either desiring the acquisition of it or to be elevated by their very proximity to it. Those that follow the will of the Suneater do so with a fanatical devotion, revelling with glee in their ability to slip past the walls of the cities of order and start a blaze deep in the heart of their enemies fortifications. These blazes are much like the grots, small and weak when isolated but when many rise up together they are able to topple even the biggest of foes. Ashen grots make up a large portion of the Suneater tribes, and their fanatical cackling laughter ripples through the forces with every fresh pyre lit, they bombard their foes with an endless onslaught of black powder spark grenades or get in close to slit throats with crude but glistening obsidian blades. Ashen grots can often be seen in a host of shuffling grey hoods and cloaks as though a roiling tide of ash threatening to choke out all life in the battlefield, their name however is derived from being unfortunately short enough in stature to soak up much of the dust kicked up by the great beasts of the tribe, lending them an unfortunate dusty camouflage whether they want it or not.   The Svangur – Sun-bleached and half Starved Ogors saved from the Desert by the will of the Suneater, these fanatics descend on their prey with startling speed and ravenous appetite. Those who have looked upon the face of the Suneater are often driven mad by the experience, gouging out their fingernails in a gruesome display of devotion and forcing in jagged shards of obsidian in their place, others go even further, ripping the teeth from their mouth to replace them with wickedly curved metallic tusks with which to gorge their foes during the feasting on the battlefield. These Svangur never truly lose the hunger they felt when wandering the deserts, it is ingrained into every element of their being and the urge to feast drowns their every sense, on the field of battle they a gruesomely gore drenched sights as they feed on fallen foes before descending pack like onto the next.   In their ravenous and deranged state, the Svangur are a challenge for any general to marshal, they are volatile and often given over to fits of rage that can run rampant and contrary to the will of their Tribal Leaders. And yet these mad Ogors are considered to have been touched by the very hand of the Suneater, they cannot be cast from the camp without risking the ire of their volatile god. Instead such creatures are often led at a distance to the rest of the host, parties of ashen Grots and their Gothi Fyri carrying great torches lure the Svangur as a vanguard to the main body of the tribe, at once limiting the damage they can do to their kin and allowing favourable flanking around an enemy force.   Gullveig Ogors - The Gullveig Ogors live in the unenviable position of being part of the Suneater tribes but devoid of blessings of the Suneater, in this manner they are often considered the lowliest of the Ogors in the tribe (but still far preferable to a mere grot). Due to their precarious role within the tribe those who can afford it often don heavy armour and large slab shields until such a time as they have earned the protection of their fierce and demanding god whilst others are doomed to rely on their (admittedly lacking) wits and their coarse skin to save them from harm. Such things are unneeded after all by those who bear the mark of the Suneater as that in itself would protect them from harm. Often comprised of the tribe juveniles these fanatical followers seek to slaughter and pillage until they have accomplished feats of such destruction as to earn the favour of their God, many leaving their tribes to join that of the most feared Volsungr across the tribes, that they might bask in the glory of the greatest prophets and be led to feats worthy of earning their name. Other still become mercenaries, travelling far beyond the borders of their tribe migrations to seek out their own destinies before eventually returning to their true homes in the tribes.      SAVAGE VETERANS Bal Kasta – The Bal Kasta (Also known as Akursed) are Trophies of the Volsungr, taken from the firstborn of conquered tribes these massive Ogors would be contenders for Tyrant one day in any other Ogor migration, instead in the Suneater tribes they can never hold rank or power. Those tribes who refuse the enlightenment of the Suneater, too blind to see the true path to glory, and who are too weak to avoid subjugation by a Suneater migration swell within the ranks of the Gullveig of the tribe. But these tribes are hidden from the Burning Gaze of their mighty god, they are not viewed as foes of the Suneater (such a status would make them fearsome indeed), they simply no longer exist in his eyes and therefore can never receive his blessings. As such the flame still burns them as it would never burn a true disciple of their god, they cannot belch forth his devouring fires nor summon the pyres to his glory.    Such is the curse of the Bal Kasta, they will live their entire lives in the service of those chosen by their God but never live to see that power become theirs. Great Volsungr will have full regiments of Bal Kasta within their armies, a striking show of his dominance over the tribes as his fallen foes now serve at his whims in Battle, and in time some of these fallen champions may well be put to use. The Gothi Engineers of the tribes have long since mastered the Fyre Powders of Aqshy, using it to power their catapults payload and feed the mighty Pyre Belchers of the tribes, and whilst no true Son of the Suneater would disgrace himself with using it to mimic the mighty fire belch of the Beserkr there is little that Bal Kasta have to lose, and many find themselves all too willing to try.   These brave (suicidal?) Balkasta have two mighty fire belching blunderbusses strapped one beneath each arm, their form clad in beaten iron plating that might (probably not) resist the flame should the volatile alchemical mixture backfire onto them, each is attended to by their own compliment of Grots tasked with filling and reloading the fire belching cannons as the Ogors simply cannot use their hands for anything other than holding onto this fearsome arsenal. Those who live long enough in battle hope that in time, should their gods eyes fall upon them belching flame from these mighty cannons, they might earn his favour and be elevated from the rank of Bal Kasta, though such a thing is unlikely.   In their desperation to find the attention of the Suneater these Akursed Bal Kasta have been subjected to the most extreme of Gothi engineering, their unfavoured forms however prove poor vessels for the sheer power of their god being forced through them from Gothi incantations. The weakest of Bal Kasta burn alive, their god devouring their souls first and their bodies withering away after, but a rare few can endure the constant agonising torment, learning to crave its agony as a mark of recognition from a god that cannot stand their presence much less their prayers.   Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Gullveig, these chosen of the Suneater have walked the blasted wastes alone for months on end and entirely without supplies. They are tasked with finding enlightenment that at their lowest moment in their final breath they might look upon the face of the Suneater, be judged and reborn. Perhaps more shocking they have emerged from those daunting wastes with enough of their sanity intact not to descend into the bestial hunger that claimed so many of their kind, and with the physical strength to drag what remains of their half-starved bodies back from the brink of death. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace, their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Draken nest, a bustling feeding ground for the enormous stone hide bearing Draken of Aqshy, an irritable bundle of sword-proof hides and jagged teeth prone to belching flame when provoked, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Drakens nest, each must engage in mortal combat with the Draken with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.   Those who survive the trials do so through the use of brute force and strength of will to beat a reptile into submission, triumphantly riding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes.  The sacred duty of the Aldin Draken is to accompany the Volsungr into battle, should their mighty prophet fall the Magma drake mount has been known to rampage back through the Suneater Migration wreaking havoc on their numbers. Should this happen the Aldin Draken are put to task, pursuing the distraught beast and bringing it down that it might join its masters body on the Pyre and ascend to the halls of the Suneater together. Burnin Bomb Catapults – The destructive toys of Gothi engineers these ramshackle artillery pieces have felled the walls of many a city who thought themselves secure from an encroaching migration. Formed of the Iron Bark of Chamon the skeleton of the catapult is impervious to the volatile fyrepowders it is tasked with launching at the enemy, a blessing not extended to its overly eager and some what derange Grot crew. Driven onwards by their fanatical faith the Grot crew drag the catapult from ash and mud to reach their perfect firing position before loading ever increasing piles of volatile fyrepowders mixed with the excrement of the tribes beasts (to make it stick to a target) into the catapult cup. Launching this volatile chemical down the field hopefully before it detonated in their hands, though such a divine act of destruction from their god would only stoke the Grots faith higher. A battery of these crude machines is capable of bombarding the villages and townships of order from over their wooden palisades, raining hellfire down upon the populace and inviting them to leave the safety of their walls to fight the tribe in open battle or burn alive in a cage of their own making.   Pyre Belcher –  This great beast from Aqshy is a bloated and tormented creature gorged on the industrial runoff from the cities of man. Its form has swollen and misshapen with the volatility of the chemicals it has been fed but in return it has developed the ability to spit forth huge gouts of flame in the course of a battle. It is forced forward into battle by its Grot handlers, poked and prodded and gorged on lesser squigs that it might launch its payload further forward setting flame to all in its path.   THE GREAT BEASTS Slatr Warbeast – When one looks upon the Slatr Warbeast it is hard not to be wowed by the majestic nature of this primal creature, it is not by any stretch of the imagination a creature of traditional beauty but one evolved perfectly for longevity and resilience. Indeed, it has never been recorded of such a creature perishing due to natural causes lending credence to the theory that such a beast may be immortal lest for death by less natural themes. Its flattened and bullish face is akin to many a nightmare as a child with the full stretch of its maw measured at over a cart in width and at least the same in depth to the gullet though I have yet to find an apprentice willing to test that, when looking into its eyes you are struck by the sheer simplicity of the creature not burdened by higher thought or malice. The juveniles of the species are often found in migratory herds travelling alongside the Suneater tribes of Aqshy, seemingly drawn moth like to the pyres to their primitive gods that these tribes are prone to igniting, indeed the subdued state these creatures enter in the presence of such a blaze has allowed ramshackle howdahs to be assembled across the beasts’ broad backs. It is then sadly witnessed that when these savage tribes march to war they goad the Slatr alongside them, bombarding their enemies from afar with crude catapults launching burning debris down the battlefield. Such burning projectiles seemingly spur their mounts onwards chasing the bright lights racing across the sky   Mighty Slatr Dwarfing even the regular Slatr these beasts of war can carry units into battle, they are also inspiring to those Suneaters nearby as living manifestations of the might of the Suneater. Crewed by an Ogor chieftain with Bal Kasta as their personal guard.   GREAT TOTEMS OF THE GODS Waagh Kart Totem of the Suneater - A destruction war shrine that moves with the migrations of Suneaters. The rippling heat and power of the shrine can turn away blades and burn up projectiles before they reach the fanatical followers of the Suneater, but its true potency lies within the trials of flame. Gothi attendants stoke the flames around the giant stone effigy before swinging it forwards, should he prove willing the Suneater musters his energies to belch forth huge gouts of flame from the pyres to engulf loyal warriors, consuming them and letting them emerge unscathed from other pyres of the Suneater. Those who are unworthy however will find themselves consumed by the Suneater in his eternal hunger. These mighty shrines spur the Suneaters warriors onto even great violence and destructions. A physical manifestation of their gods mighty and wrath these mighty war machines are prized possessions of the Prophets and often jealously guarded from the other Migrations.  

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A Hidden Truth...

A continuation of the background story for my Suneaters The tomes of Azyrheim tell little of the battles that quelled Gorkamorkas rebellion, nor the atrocities that followed it at the hands of those who fought in the name of justice and Order. The few tales that have survived to the modern age speak of a host of men, aelf and dwarf the likes of which the young realms had never before seen, all marching in the shadow of the Man-God Sigmar under the mighty flags of Azyr. This massive host was drawn not just from the noble houses within Azyr, but every general (disgraced or otherwise), pirate, corsair and mercenary who owed fielty to the Barbarian king. This vast host spanned from horizon to horizon, some say that its footfalls could be heard across the entire spanning continent of Ghur as it marched across the lands, that its nightly campfires were so many that they threatened to drown out the darkness entirely as though day simply spanned into day once more. It is said that the tides of Gorkamorka were met by this host on the plain of Rok-Gor, a once verdant and beautiful landscape in a realm of savages, the green tides number were twice that of the Order host and beneath the combined footfall of the legions every spec of grass within sight was crushed out of existance. It is said that the mages of Hysh wielded their sun based powers with reckless abandon, forever changing the intensity of the sun in this part of the realm to scorch all life from the grounds below, that so savage was the combat that no native fauna escaped the onslaught.   The battle was savage, with vast number of casualties on both sides, but eventually the god of destruction found himself brought to heel, beaten and bloodied but his thirst for mayhem and war thoroughly saited the mighty Orruk god lay down to revel in his heady onslaught. With the rebellion quashed Sigmar returned back to Azyr, with matters more befitting a god to focus his attentions on he left his grand host to disband themselves, here he trusted in the souls of men to do as they were instructed… a fools hope. His vast host had been raised on the promise of bloody conquest, of glorious trophies and heroic deed, but moreover they had been promised a wealth of gold and treasures that they might use to raise kingdoms of their own. Men lured by such temptations are not so easily swayed into forgetting them, and Sigmars conquest against Gorkamorka had cost them many lives and far more gold than they had been repaid, now left in the midsts of the savage landscape of Ghur these weak men sought to find treasure of their own.   Corrupt generals and greedy nobles all spurred their legions forth into Ghur, they butchered the local populace indiscriminately, Ogors that had no part to play in Gorkamorkas rebellion and mighty beasts older than human memory all under the guise of bringing order and civility to the Realm. Whole Ogor migrations found themselves on the wrong side of man-forged blades, any lands of worth or found to be rich in metals and minerals soon became annexed by Dwarven kings and merchant guilds, the previous owned put to work in slave camps or executed as warning to the savage populace of Ghur as to what happened to those who resisted the recent influx of Order into the Realm.   The Iron Klaw Ogors, who had lived in relative harmony with the man-kingdoms of Ghur for as long as records existed, never took more meat than needed from the human villages around their migrations. To blame them for taking their share would be to blame the man for taking the sheep to slaughter, these Ogors demonstrated immense discipline only picking the elderly or weak from human villages to sait their hungers, never staying in one place long enough to diminish the populace beyond reason. Their demise came without warning, unbeknownst to the tribal elders their migration had setup camp atop a wealth of mineral deposits high up in the mountains at realms edge, it was in the dead of night amidsts a thunderous storm that a dwarven cannonade sought to bring the whole mountaintops down upon them. Flashes of black powder detonating lit up the nights sky, punctuated by streaks of lighting racing to the heavens, war scarred and embittered dwarven veterans marched up the mountainside to butcher those Ogors who survived the savage cannonade. It fell to the young Chieftan of the tribe to muster what little defense he could bring to bear, a mere handful of champions atop mournfangs raced down the crumbling mountainside to meet with their attackers. Fortunate was not however with the young chieftan, struck in the helmet by an oncoming cannonball he found himself flung backward off of his mount, foot still tangled in the saddle straps he was dragged down the mountainside, dazed from the strike and beaten by every rock on his descent his blood crazed mount ran throughout the night deep into the deserts beyond the mountains.   As the dwarves butchered all those Ogors who remained they lacked the insight to know what they had instigated, the nightmare that they had unleashed upon the realms with the soul survivor carried far beyond the charted edge of the realm….

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Champions of the Tribes

So who then make up the Champions of this Flame obsessed tribes, that they might elevate themselves above the Gullveig and Grots within the migration and carve out their own names in the legend of the Suneater. Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Gullveig, these chosen of the Suneater have walked the blasted wastes alone for months on end and entirely without supplies. They are tasked with finding enlightenment that at their lowest moment in their final breath they might look upon the face of the Suneater, be judged and reborn. Perhaps more shocking they have emerged from those daunting wastes with enough of their sanity intact not to descend into the bestial hunger that claimed so many of their kind, and with the physical strength to drag what remains of their half starved bodies back from the brink of death. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace, their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Draken nest, a bustling feeding ground for the enormous stone hide bearing Draken of Aqshy, an irritable bundle of sword-proof hide and jagged teeth prone to belching flame when provoked, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Drakens nest, each must engage in mortal combat with the Draken with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.   Those who survive the trials do so through the use of brute force and strength of will to beat a reptile into submission, triumphantly riding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, Often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes.   The sacred duty of the Aldin Draken is to accompany the Volsungr into battle, should their mighty prophet fall the Magma drake mount has been known to rampage back through the Suneater Migration wreaking havoc on their numbers. Should this happen the Aldin Draken are put to task, pursueing the distraught beast and bringing it down that it might join its masters body on the Pyre and ascend to the halls of the Suneater together. Tactics: These fearsome heavy cavalry become battleline if you field a Volsungr as your general, whilst slightly slower than their Prophets they excell at following the mighty beast up the Battlefield and using their crossbows to weaken foes he intends to charge. More over their specialties against monsters make them a genuine contenter to hunt down the enemies toughest warriors and drop them before any damage can be dealt to your heroes.   Bal Kasta -  The Bal Kasta (Also known as Akursed) are Trophies of the Volsungr, taken from the firstborn of conquered tribes these massive Ogors would be contendors for Tyrant one day in any other Ogor migration, insread in the Suneater tribes they can never hold rank or power. Those tribes who refuse the enlightenment of the Suneater, too blind to see the true path to glory, and who are too weak to avoid subdjugation by a Suneater migration swell within the ranks of the Gullveig of the tribe. But these tribes are hidden from the Burning Gaze of their mighty god, they are not viewed as foes of the Suneater (such a status would make them fearsome indeed), they simply no longer exist in his eyes and therefore can never recieve his blessings. As such the flame still burns them as it would never burn a true disciple of their god, they cannot belch forth his devouring fires nor summon the pyres to his glory. Such is the curse of the Bal Kasta, they will live their entire lives in the service of those chosen by their God but never live to see that power become theirs. Great Volsungr will have full regiments of Bal Kasta within their armies, a striking show of his dominance over the tribes as his fallen foes now serve at his whims in Battle, and in time some of these fallen champions may well be put to use. The Gothi Engineers of the tribes have long since mastered the Fyre Powders of Aqshy, using it to power their catapults payload and feed the mighty Pyre Belchers of the tribes, and whilst no true Son of the Suneater  would disgrace himself with using it to mimick the mighty fire belch of the Beserkr there is little that Bal Kasta have to lose and many find themselves all too willing to try. These brave (suicidal?) Balkasta have two mighty fire belching blunderbuss strapped beneath each arm, their form clad in beaten iron plating that mighty (probably not) resist the flame should the volatile alchemical mixture backfire onto them, each is attended to by their own compliment of Grots tasked with filling and reloading the fire belching cannons as the Ogors simply cannot use their hands for anything other than holding onto this fearsome arsenal. Those who live long enough in battle hope that in time, should their gods eyes fall upon them belching flame from these mighty cannons, they might earn his favour and be elevated from the rank of Bal Kasta, though such a thing is unlikely. Tactics: Short ranged and at their best when immobile the best use for Bal Kasta is to use a Waaghkart to throw them up the battlefield, becoming a point defense unit on an objective you need secured and scorching any enemies that mighty dare to come close. The Bal Kastas ideal target is mid weight infantry though they are no slouches in horde control. Supported by a defensive line of Ashen Grots to take any charge these Ogors can then fire over their defenders in unrelenting barrages to fell oncoming units.

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Melcavuk

 

A Tale less Told...

I've begun the start of the Suneaters background, it tells a very different tale of Gorkamorkas rebellion that has been told to date and is the tale from the Ogors of old, Sigmars "truth" is a lie...   THE SUNEATER TRIBES Deep within the Realm of Fire the drums of war echo with resounding beats as the fanatical Ogor and Grot acolytes of the violent and fire-born god The Suneater march to war. Putting all that stands in their path to the flame that every realm might one day reflect the broken and charred world that birthed them.   There are many who tell the tales of righteous victories of Sigmar, those that would tell of his heroic deeds and noble intentions to creation a unified pantheon of the gods, all equals in their own right who would form a bulwark agaisnt the tides of chaos that sought to seize upon the Realms. But the words of men are weaved of lies and weighted by the egos of their kind, such tales are little more than the fanciful reimaginings by the poets and politicians of Sigmars realms, their lies woven into the very fibres of every building and the muscled sinews of every Soldiers in his armies.   The terms of Sigmars alliance with Gorkamorka are oft glossed over in the telling of the pantheons founding, such details do not fit the narrative of Sigmars tales and thus who chose to share it with nobody, the feeble Man-God promised the Lord of Destruction a war unlike any other… he told tales of a tide of chaos encroaching upon the realm and a mighty battle to dwarf anything the mighty Orruk god had ever experienced before. The weak god sought to whet the appetite his rival, but where he offered war he hide his desire for a peace without end, when he spoke of battles in glory he wove a leash to keep Gorkamorka to heel, and when he spoke of an empire that spanned corner to corner of the realms he meant only his own. And thus when Sigmar lay the first bricks in the foundation of his grand alliance it was on a crumbling foundation built of lies and deceit, doomed to fail.   To leash the Lord of Destruction is to try and cage the very wind or lid the volcano, for every day that passed for this mighty beasts beneath the heel of Sigmar his temper grew and his patience shortened. Years of enforcing a peace he had never wanted renegated the only glorious creature to little more than the attack dog of the man-god, sent out to wage wars no other god was willing to risk there people for only to return and find yet more idols and cities erected to the weaker gods of the pantheon. As his realisation of this injustice grew Gorkamorka began to unravel the leash he had been caged by, he saw the lesser gods for what they were, false idols feeding off of the belief of their peoples seeking to impose their wills upon the realms that neither asked for nor wanted them. Gorkamorka however was born of the primal winds of the realms themselves, every brick laid tore just a fraction more of that primal wind away, every mighty beast caged fed the other gods and syphoned away his powers. All this while Sigmar thought himself just and glorious, he saw no ill in the cage he had built for the Lord of Destruction, and in his arrogance he failed to see the last threads of his leash unravel until it was too late.   The Gods of Order had thought Gorkamorkas power had diminished beyond reckoning, but the explosive force of his temper caught them all off guard, as the last strands of his leash decayed he erupted forth in a tide of destruction unlike any that had gripped the realms before, he gathered to him every Orruk and Greenskin and those Ogors that would heed the call. It is said by the scholars of Sigmar that every creature of destruction fell beneath the sway of Gorkamorkas petty rebellion, they do not tell of the Ogor tribes that wanted no part of the endless wars that Gorkamorka sought to instigate, but these truths are often found to be inconvinient in light of the war Sigmar waged against Gorkamorkas kin. In retaliation to the tide of destruction Sigmar gathered to him an army of man, aelf and dwarf to enforce his word of Order across the realm, such a combined army marched that the very grass beneath their feed was crushed away to darked dirt, their hunger was so ravenous that they stripped whole regions bare off livestock yet all these things were blamed on the kin of destruction.

Melcavuk

Melcavuk

 

Faction Focus: Suneater Tribes

So here's a light hearted faction focus for my Suneater tribes for AoS 2.0 FACTION FOCUS: SUNEATER TRIBES Its time for another Faction Focus today and one I'm sure all of me has been waiting for! We'll be looking at who the Suneater Tribes are, with tactical insight from "Totally not me wearing a different hat" along with how they'll evolve into Age of Sigmar Second Edition... WHO ARE THE SUNEATER TRIBES
Fanatical, obsessed and enraged the Suneater Tribes are the city burners of the Destruction faction, they are ruled over by Ogor Prophets who play the role of Barbaric Kings and Seers of the tribes, driven by the will of the Suneater (A Volatile aspect of Gorkamorka) to burn the cities that seek to bring order to the wilds of the Realms. The Suneater tribes are an enemy of Sigmars own making, a result of his armies being left to enforce their own concepts of civilization without restraint across the realms, conquering tribes who would otherwise have taken only their fair share of meat and lives from weaker races. The relentless expansion of Order cities pushes the tribes to the edge of extinction, and in this moment of cataclysm a mighty Prophet walked forth from the blasted deserts at the edge of Ghur, a living avatar of their Gods firey temper. To the Suneater tribes every city in the realms is a taunting reminder of the dominance that Order sought to show over their people, it is a blight on the face of the Realm, they believed that when walls are broken and shelters burned the natural order of things will resume, with Ogors (and their grotkin) resuming dominance over the weaker man-things of the Realms. The Suneater tribes fiery temper is matched by their abundance of pyrotechnic weaponry, wielding flame as easily as blade or club in their onslaught, they bring what few other destruction factions can... the ability to break wall and burn fortress. To this end they are often slower moving than many of their destruction kin but make up for it with a plethora of ranged weaponry and a first for destruction: Priests. A Suneater tribe migration is a literal scar upon the realms, hundreds of miles of woodland in Ghyran is now little more than a blackened wound referred to as "The Scorch" where a rogue Suneater migration was eventually brought to a halt by a combined Order alliance. Whilst the Suneaters themselves were destroyed the wound they left on the realms has yet to begin to heal, either through intense heat or magical mean no seed will take to the burnt soils they left in their wake. PLAYER PERSPECTIVE
Ricki-in-a-Hat is one of the most devout players of the Suneater tribes, more to the point is definately not me in a hat giving the tactical overlay of my custom faction, at all. Interviewer: So what attracted you to the Suneater Tribes
Ricki-in-a-Hat: Well first of all thanks for having me Tim.. Interviewer: I'm not Ti...
Ricki-in-a-Hat: Good story Tim, I found the original factions of destruction to be lacking something, they all encapsulated the wilds of the Realms but it lacked that emotional aspect that I find ties me better to collecting and playing a faction. There is a visceral rage to the Suneater tribes, they are not acting without reason but avenging centuries of abuse and onslaught by the cities of order, in their minds they are the good guys here, fighting to reclaim lands and lives lost when Sigmar decided that his armies would take what was theirs in the name of "Good" Interviewer: So what're your tips for Suneater Tribes players?
Ricki-in-a-Hat: Stoke the Pyres, the inferno marker ability is a fantastic way of delivering massively impactful abilities on a turn by turn basis, all from the hugely thematic concept of burning down the terrain that makes up the battlefield (could anything be more destruction?) You'll want a couple of Gothi Fyri priests using their Cowardly rule to avoiding incoming fire to stoke pyres across the battlefield. Most Suneater Tribes units are better when near, or targetting an enemy near an Inferno Marker, use their to control the battlefield either by having troops Firewalk using the Waaaghkart or delivering an unrelenting artillery bombardment. Interviewer: What advice would you give to a new Suneater Tribes player?
Ricki-in-a-Hat: Start with a character, these are the lynchpins of the Suneaters story, every tribe is shaped by the will of its Volsungr prophet from their fighting style, appearance all the way down to their motivations. In developing your tribal leader you'll understand and connect better with the rest of your force. Some will be led by Ogor centric Volsungr who trust the Gothi Priests as far as they can throw them (which admittedly is still pretty far, especially if you crush them into a ball first) so will focus on Gullveig and the mounted Ogors to deliver much of their blow. Others might listen a little too much to the Gothi whispering in their ears, a force comprised of cowardly Grots with minimal Ogors present but bringing in much more artillery. IN THE NEW EDITION So GREAT NEWS... I'm still writing the Battletome (see procrastination is for WINNERS), what this means is it can evolve and change with the new edition, first of all this faction packs in some of the most reliable combat Wizards in the game with a Volsungr on Magmadrake packing in over 20 wounds and enough mobility to delivery him where you want your endless spells to originate. Your Inferno Marker will also take on new life in AoS 2.0 as the excitations of flame elementals focuses around the Pyres of the Suneaters, you'll have to decide whether to use your Pyres to enhance your fighting capabilities or extinguish them to unleash volatile and capricious flame elementals on your foes and drown the battlefield in living fire. Points will ofcourse be reviewed as we enter the new edition, with a couple of units already seeing points drops (Slatr Warbeast), but moreover whilst over factions relish the new "Look out Sir" mechanic your Gothi priests take it a step further with their Cowardly rule keeping them entirely safe from enemy shooting when hidden near other Suneater units. You'll also be able to take advantage of some of the massively thematic new relics from Ghur and Aqshy, realms the Suneater tribes have the bulk of their Migrations in, this way you can tell the tale of your tribes conquests through treasures captured along. Combining Pyre Markers and your Waaaghkarts ability to launch units up the field you'll be able to target enemy characters seeking to hide in the backfield, or bring your slower units to bear in the prescence of your Volsungr on Magma drake, locking down the enemies most potent units with your own viscious combat units and controlling the battlefield from an early stage. IN SUMMARY The Suneater tribes and their world burning migrations are looking set to bring the cities of Order to heel in the new edition...

Melcavuk

Melcavuk

Gods given form...

Chosen of a god borne of Fire and Destruction, the Prophets of the Suneaters rule not by might alone but by Divine Right, they are chosen, elevant and gifted beyond any of their kind that they might be the fists of the Suneater beating down against the cities of Order. Every Volsungr is a warrior of reknown, a capable wizard (though intensely destructive in the nature of their spells) and a competant tactician, those who have not passed their trails of the Suneater cannot challenge them for rule of the tribes as none would follow a creature so unloved by their God.  The Volsungr In the guttural dialect of the nomadic Ogor tribes the word Volsungr "Vol-Sun-GHUR" roughly translates to Chosen one or Chooser, both of which apply aptly to the great Volsungr of the Suneater Tribes. They are the highest authority within the tribe, seconded in potency only to the great Suneater himself, they have walked the blasted wastes and faced the great trials in the same way the very first Prophet of this kind did and emerged the stronger for it. Each nomadic tribe has but a single Volsungr, the most potent of their Ogor wizard that has risen to dominance, often the oldest and strongest of their kind their skin is rough and blistered from decades walking the flames of their Gods glory, adorned with trophies of civilisations that they have incinerated. To pass the final trial to become a Volsungr each aspirant must tame one of the great drakes of Aqshy, walking alone and unarmed into the Scorch fire Chasm as their prophet had done so long ago. So seldom does such an aspirant emerge from the Chasm successful (or intact) that there are but a handful of Volsungr roaming the realms, each at the head of a great host of the Suneater tribes who recognise their glory. Volsungr ride into battle mounted atop their Magma Drakes, a rippling beast of scorching heat and burning hot scales. Their hides are thick enough to deflect even the best of Duardin blade and their great wings allow them to race down the battlefield even carrying to burden of their master atop their backs. In the heat of battle they can unleash boiling brimstone flame from their wicked beaks, boiling blood and shattering bone with the intensity of the molten magma that erupts from their gullet. Tribes form around the Volsungr, seeing them as the prophets of the Suneater and his embodiments within the realms, as such each tribe takes on features of their Prophets, often mirroring his garb and trophies with priests screeching out their new masters interpretation of the will of the Gods. For this reason should a new member of the tribe seek to take on the position they are cast out into the blistering wastes, for no prophet can endure the word of another, if the Suneater finds the challenger worthy he will protect them and allow a tribe to form around their new interpretation of his will.     Exalted Volsungr:  It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its prescence. Indeed many take to bathing in the Magmaflows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungrs migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanies, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the most unsightly of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require.

Melcavuk

Melcavuk

 

Suneaters Artillery (Or how to fling fire)

One of the key weakenesses in the destruction faction to date has been a lack of real ranged fire power which can cause the faction to struggle against tough ranged armies or those factions able to out maneuver them. Whilst the gitmob faction has a number of unique artillery options they are buried within a small and as of yet un-updated faction that lacks real allegiance benefits, and the Bonesplittas whilst able to fire enough arrows to blot out the sun themselves lack other methods of putting fire down the field.   Why do Suneaters Have Artillery? The Suneaters take every walled city, every monument to a pathetic order god and every Order settlement eroding away their domains as a personal insult. In the time before time it was the rule of strength that dictated status within the realm, but as Sigmars pathetic council of gods has curled a mailed fist around the throat of every beast they have come across, choking the very life out of the realms as they seek to erect cities of stone and felled wood to bring civilization to that which ought be left wild. The Sunaters are driven by the desire to put flame to every stone hewn insult of a city that defaces their realms, that they might in time light the very fuse to bring down Azyr itself and restore the nature order of destruction to the Realms. 
The Suneaters are masters of flame and the exotic fyrepowders of Aqshy, long have they travelled through the realms of fire and beast perfecting the art of destruction and there are few walls in all the Realms that can withstand the full might of a Suneater bombardment.   Tactics: The Burnin Bomb Catapult - This ramshackle siege machine is forced through dirt and undergrowth by a crew of ashen grots, filling its cup with a volatile mixtures of squig "extracts" and aqshy fire powders to launch down the field. The improvised nature of the explosives means it is far less than reliable and can just as easily splatter harmlessly against the walls of a city as shatter through them, but it is the maniacle determination of the crew that sets the machine apart loading the cup time and time again in ever increasing volumes of explosive until they get to rejoice in the thunderous roar of the Suneater as their payload finds its mark. 

These catapults come in cheap at a mere 80 points, designed to be purchased in units of upto three what they lack in potency they make up for in numbers, a number of these catapults in the backfield accompanied by a Gothi can lay down serious bombardment to deter enemy units from approaching vital objectives and cover the approach of your melee units. The Pyre Belchers - This great beast from Aqshy is a bloated and tormented creature gorged on the industrial runoff from the cities of man. Its form has swollen and mishapen with the volatility of the chemicals it has been fed but in return it has developed the ability to spit forth huge gouts of flame in the course of a battle. It is forced forward into battle by its Grot handlers, poked and prodded and gorged on lesser squigs that it might launch its payload further forward setting flame to all in its path. This unit produces variable levels of fire each turn, whilst this can limit how much you depend on it it also makes the unit an unknown variable to your foes. The fear of its large volume of fire and relatively high damage output coupled with the ability to improve accuracy through immobility makes this a fantastic addition to the arsenal of the Suneaters.

Melcavuk

Melcavuk

Unit Focus: Gothi Priests - How to screech till your god listens

Today I'm looking at who the Gothi priests are and what role they play not only within the Suneater Tribes faction but in the Destruction faction as a whole. To begin their name comes from the very first Grot to discover the Great Prophet of the Suneaters, it was a meagre and mildly deranged grot picking clean the corpses of those who had fallen victim to the blasting sun of the Shattersands that witnessed the mighty ogor climb forth from the Maw of the Suneater. At first young Gothi chose to follow this Ogor through the desert in the hopes of fresh meat when his new found companion fell dead and yet as the days dragged on his insanity began to slowly shift and attune with the strange new power eminating from the Ogor. Those visions that had once been a tidal wave of destructive thoughts coalesced into a burning dagger of righteous destruction, a fine needlepoint to drive through the hearts of the enemies of his god, and as his visions changed so too did the form of the Ogor he followed, no longer did the creature look bedraggled and half starved, instead Gothi now saw him wreathed in rippling tides of flame as a glorious Avatar of the Sungods will. Gothi was a constant companion to the Prophet from there on out, it was his cunning that aided the might of the Ogor in uniting or dominating the tribes that fell before them, and his constant screeching whining that lent caution where needed to root out those who did not believe in the Suneaters cause that they might make an exampe of them. Where as the Prophet had the raw strength to harness the raging flames of destructive magic it took considerable physical and mental exertion with every effort, such primal energies would have torn any Grot attempting mastery apart in seconds, but Gothi had a different gift. The Great Suneater was said to reside sat on the lip of the greatest Volcano in the Realms, so volatile was the volcano that the deep reverberating prayers of Ogors blended with the seismic rumbling and were lost to the ears of their god, time and time again Ogors would pray to their deity but found no reply, it was however the high pitched, screaching prayers of Gothi that pierced through the rumbling to find the ears of the Suneater. Whilst other priests might pray and beseach their god with kind words and flattery Gothi was not a creature of such finery, instead his prayers were constant nagging, whining, screaching until the god was whipped to fury enough to respond, and in time Gothi mastered exactly what to say to trigger specific furious responses from his god to tailor his prayers. It is unclear at exactly what stage the first Gothi passed on, various rumours say the Prophet sat on him months into their conquest, others that he survived years before falling into an oil vat and burning alive, what is known however is that rather than face the wrath of their Prophet in telling him his favourite pet had died the Ogor elite simply scraped what they could of the first priest out of the robe and shoved the next most annoying grot to hand into them. And in this way the order of Gothi Priests was born, what started as a bunch of spares for each time the main Gothi died grew and grew, Grots eager for the one role in Suneater society that merited any rank or prestige were willing to risk the beatings and eventual torturous death if it meant gaining just a small amount of power and stature.

Gothi Fyri -  It is said in Suneater tribes that no Ogor has ever held the rank of Priest to the Suneater, they claim that their deep and booming voices are too like the sounds of volcanoes erupting for the mighty god to distinguish them from the volatile realm of Aqshy and hear their pleas, meanwhile it is the shrill and piercing cries of the Grots that are unlike any other within the realm, able to pierce through the seismic rumbling and volcanic eruptions to irritate the god enough to earn his attention. It has been this way since the very beginnings of the tribe, those grots of particularly loud, shrill or annoying voices picked out from the crowd at a young age and thrown out into the wastelands to earn the attention of their God. Each is forced to live in exile until they return with a convincing token of their gods favour, though what is considered convincing is often left open to interpretation, some hunt the great phoenixes of the realm to try and carry off a cloak of flaming feathers as the warm (and burning) embrace of the suneater. Others climb to mountains top to pluck a shard of the great salamanders burning rocks from the very lip of a volcanoes edge. Of course many more simply band together in a conniving mob and wait for a more competent grot to complete such a heroic feat, then as their soon-to-be victim heads back to camp the mob descend on them in a flurry of rocks and fists to savagely beat them to death and steal their prize. Such acts often amuse the Suneater enough to let pass... and in doing so he loses but a single priest and gains a handful more as their victims trophy gets divided up between them. In battle the Gothi Fyri cut small figures, often able to hide behind the ranks of Suneaters that they might search for favour and blessing from the great god, it is this cowardice and cunning that makes them particularly adept at their jobs, often finding the resolve to channel the gods will when it benefits them most. Aside from their divine talents the Gothi Fyri act as mouth pieces for the great chosen ones of the Suneater, barking out their orders in a shrill and piercing cry to the rest of the tribe, though such cries often boil down to the annoying and hardly helpful “He's right you know”   Gothi Heralds -
  Some Gothi priests can be seen riding to battle atop a weedy scavenger dragon known to feast on the corpses left in the wake of the suneater tribes known as the Scorch. The Carrion Drake is a lesser dragon in the realms, lacking in the brute strength of its greater kin and unable to produce volatile breath to drench its foes it instead finds its feasts in the wake of greater creatures, using its acidic maw to burn through cloth, armour and stone to feast on what meats the other predators could not reach. Its cry mimicks that of the deathwails of its victims, known for capriciously toying with its food before it feasts, often if it can seperate a weakened mortal from their people it will strike and retreat, leaving rents gouged in their flesh and relishing the scent of their blood spilling into the dirt as they try and make good an escape. Time and time again it will claw at its victims until eventually sweeping from on high to feast. It is said the first Gothi to ride a carrion drake subdued it quite by accident, when scavenging weapons and armour from the corpses left in the Scorch the grot opted for an impromptu break to consume mushrooms to sait a growing appetite (and due to immense laziness), cracking open the breastplate of a fallen human soldier he packed it full of mushrooms before starting a blaze beneath the corpse, relishing the scent of fresh meat blending with the narcotic smokes of the mushrooms. Alerted from his mushroom induced stuppour by the cry of a carrion drake above the little grot scuttled across the ground, secreting his small form in a crevice between two rocks and uttering a shocking array of curses as he was left to watch the serpentine dragon feast on his meal. However as the acidic maw sunk into the crumpled breastplate the vicious liquids merged with the mushrooms, the two combining into a heady haze of madcap madness which was quickly followed by the resounding thud of the now unconcious drake landing on the ground beside it. The Gothi saw he opportunity, this new beast would raise him high above the other grots, its guaranteed status, respect (for a grot atleast) and most of all meant he'd be a good distance further away from getting stabbed, shot, sat on, fallen on or generally crushed on the field of battle Gothi Heralds fly ahead of the great hosts of Suneaters, where their lesser kin are the spark that will burn down all in their path it is the Heralds task to break the will of the people ahead of the host, they are masters of the long hunt, scratching and screaching at their foes until huge trains of refugees march for the safety and refuge of the mighty fortresses of Order. The Heralds ensure that every human, duardin or Aelf in their path cluster together to hide within their stone walls so that when the main host arrives all of the meat is in one place, in this way they ensure that when the Suneater consumes the souls of the fallen he is now fed meagre scraps but a banquet fit for a God of his magnitude.   Prayers -  1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature.

  2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

  3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit resolve their attacks at a rend of -2.

  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

  5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more  that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

  6)       Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards.   Tactics -  Gothi Fyri are a staple of the Suneater tribes force, their unique prayer is one of the most reliable ways of ensuring the factions Pyres are lit turn after turn to progress through the rewards table for offerings to their gods. Their small size coupled with the "Cunning not Brave" rule make them hard for your enemies to take off the board aslong as you keep them away from close combat. This means you can tailor their second prayer to benefit your force, either healing your mighty warbeasts from a distance to keep them in the fight or giving volcanic blows to large mobs of Ashen Grots to rend through even the toughest of armour. If you opt to take the Draken mount you lose a degree of resilience gifted by their small stature but now gain the speed to keep up with the advance of cavalry and beasts from your list, ensuring that by the time your monsters reach the enemy lines they are still within their first wound bracket and more importantly lighting pyres to boost your army much further down the field.   Gothi Heralds serve a different function, they are faster than almost anything else within the Suneater tribes giving you a massively mobile model to deliver your boosts as and when you need it. Their bravery debuff aura coupled with their unique Spark of Despair spell lets you weaken the resolve of even the toughest of foes, whilst their ability to pick off specific models in units you fly over and help pickout unit leaders or banners that would otherwise have lived through your onslaught. If you are running a large number of Grots within your list then the Herald makes an ideal pick for General, his unique command ability lures grots out of hiding to pick off weakened foes on the battlefield allowing you too keep your units in the fight longer, and if gifted with the Volcanic Shield relic will always strike before his enemies in close combat allowing you a far better chance to get off your Strike and Circle ability without taking any attacks back from your victims.      

Melcavuk

Melcavuk

Starting in the Middle

Good Evening!   So many people (I hope) will of seen my work in progress on a shiny new destruction faction for Age of Sigmar:   THE SUNEATER TRIBES   The Suneater tribes are comprised of fanatical Ogors and Grots who worship the Suneater aspect of Gorkamorka, following the teachings of his Great Prophet they seek to tear down all civilization that seeks to steal the realms away from the Wilds and to feed the souls of their victim to the Great God. It is the Suneaters belief that all that is built must be torn down and rendered to ash, and that by feeding the souls of their victims to the Suneater he will one day swell in size until he can read the very Sun itself and rip it from the skies above them.    They are a fire centric faction with a unique allegiance trait centred around setting terrain features ablaze in great Pyres to the glory of the Suneater, it is through these pyres and their priests that they can earn the attention of their volatile god and rain havoc down on the battlefield.    As I progress, shape, test and reshape the faction in terms of models, rules and background they will likely pass through many incarnations until I reach such a stage as i am happy with them. But for now here are those I have completed thus far!  

Melcavuk

Melcavuk

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