Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • entries
    34
  • comments
    72
  • views
    1,436

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!)

Entries in this blog

The first Gargant of the Host and a Challenge...

Working out a 1000 point list to test out the battletome when built, also looking for anyone willing to do games at Warhammer World to help test and shape the Battletome as it develops. Stormtitan Venomtongue Shaman (Infamy: The Red Mist) - Stumpstave.
The Redmist infamy (-1 to hit in shooting phase) helps offset his origin flaw (enemies reroll 1's to hit when shooting him), this gives me the chance to make a more noble stormy looking Gargant and combine it with bits from the Archanok kit to make a spiderlike shaman to reflect the fact he is venomtongue. His ability allows friendly gargants to use their least wounded profile  Bogdrinker Battleborn (Infamy: Of Ghyran) - Drakecleaver and Gargant Buckler
By running Bogdrinkers as battleline the pair can cover a larger distance with their Bravery debuff, and with the Infamy of Ghyran this gargant will keep healing until he is put down fully. By using a Gargant buckler he is more resilient in close combat (able to save even the most rending of blows).  Bogdrinker Battleborn - Massive Club
Since friendly non-bogdrinker models suffer the bravery debuff from this marshladen Gargants it made sense for both battleborn to be Bogdrinkers, taking the massive club for this one means that when the Venomtongue casts his spell I have the highest chance of triggering those mortal wounds with 3D6 attacks from this model.! Rockhewn Longarm - Gargant Bombard
Slow but resilient (Halving enemy damage characteristics) the Rockhewn made the most sense to become the Longarm of my host, the range of the cannon offsets his slow movement well and he can sit on an objective long enough to deter enemies. Ikar Bezerker Longstrider - Gargant Impaler
Hitting like a steamtrain and outflanking this Gargant should harass the enemy Monsters, combining his native tusked Ikar origins every 6 to hit with the massive spear generates another attack offsetting is low attack numbers (4 damage a piece though!), and the ability to come on from any table edge means he has a degree of tactical flexibility   So as to the challenge, once the 5 Gargants in this list are built I'd appreciate anyone willing to bring a balanced 1k list to Warhammer world to help clash with the gargants and balance out the fledgling battle tome!

Melcavuk

Melcavuk

 

The Titan Host Gargants - Name Generator

What good would an army of unique giants each carving out their own legend be if they had no personality, not unique tales to tell. So when fielding an army of Titans using the battletome I felt it was important every unit be treated like a character, with a name befitting the legend they would be known for, as these are Giants however the names would be incomprehensible for mortal kind whose small ears could not hope to comprehend a Gargant name, and their tiny mouths incapable of producing the noises needed to prounounce it anyway, So the Gargant name generator allows you to produce the names that mortal men know each Gargant by, defined by their Origins and Specialities to produce personalised names.  

Melcavuk

Melcavuk

 

Titanhost Gargants: Break my Gargant Maker

OK, with the three provisional scrolls done for the army what I am in desperate need of now is some players to go through the various combinations on the warscrolls to see if there is any broken, over or underpowered, obvious or useless choices i have included in order to be refined. There are a number of typos I have spotted which i can go through an edit but I tend to find players have the best insight into what might result in broken combinations. So you might be thinking that with just 3 warscrolls the faction cannot have that many combinations to assess, but as I'm a weird one we now have 135 possible combinations of Warscroll, Origin, Speciality and Weapons. Now that is army variety So if anyone has a chance to read my Gargant builder, build you ideal Gargant with what is on show and see if there is any broken combinations I would be immensely greatful. We have the Overlord (Hero), Shaman (Wizard), and Gargant (everything else) scrolls, along with clarification of what each Origin and Speciality means for the warscroll. Thanks to anyone and everyone who reads this and moreso for those willing to give it a go!  

Melcavuk

Melcavuk

 

The Titan Host Gargants - Battletome Conception

As of late I have been working on a Gargant centric army list Battletome, something that brings not only a low model count to the table but the ability to convert unique characterful models for every entry in the list. To do this I have taken the unique approach of multi stage customisation on each warscroll however in order to make sure it is understandable I'd appreciate if people could read through a feedback on what I have so far (This is the basic Gargant scroll, there will be different ones for characters. I havent worked out the ranged weapon list yet)  

Melcavuk

Melcavuk

 

The Menders Conformation (Duardin Background)

When allies fled left Chaos to roam,
and evil pillages farm and home.
When cries of aid met deafened ears,
our people suffered dire years. 'Twas then when our need was most,
when hounded by the endless host.
Our forebears sought to hide below,
Through paths they could not truly know. 'Neath darkest hold and hidden forts,
through halls of stone that came to naught.
Past seams of golds and jewels of wonder,
lies the darkness of the Under. Vast halls echo empty across the Realms, a mere relic of times long since passed where stories are still told of vast carriages of gold that left the mountains to flourishing civilisations of Man and Aelf. The oldest still remember the days of the Duardin might across every realm, vast bastions of strength and wealth that formed the bulwark against the tides of Chaos in the early days of invasion that Sigmar might pull back all those unable to defend themselves behind the walls of Azyr. These mighty halls became islands of civilisation in a sea of chaos and death, and for a time their great stone walls repelled all who sought to pillage those that lay within. Yet as months dragged on to years the duardin within began to realise their part in Sigmars great plan, with his gates now sealed they had simply been discarded, a neccessary loss in a war that was only in its opening days.  In Ghyran the besieged Duardin of the Mender Conformation turned to their ancient crafts to tunnel beyond their isolation, with chaos on all sides they began to dig deep through the realmplate. So dire was their need that vast seams of gold and jewels were ignored, every man woman and child wielding pick for every moment of their waking life. As supplies began to run low, the hope of ever emerging from the great work began to dwindle, yet seemingly failure encroached on their task the mountains rewarded the perseverance. The Menders emerged in the darkness beneath the realmplate, a vast and empty madness that even the stars dare not stare upon shielded from the light of Hysh by the vast realm of Ghyran above this desolate landscape stretched seemingly endlessly onwards as little reward for a lifetime of labour. The only life that flourished in this deep and unrelenting emptiness came at the Hub, a massive mountainous spire jutting down from the Realmplate above, here seems of the Realm stones that invigorated the lands above allowed some small trace of green and life by way of a nourishing fungus to perservere even in the Under. The Menders set to task building their new home here hidden from the realm above, the Hub becoming a network of vast new holds as they sought to cultivate the fungus to feed what remained of their populace and for a time they were sated. In time the Menders sought to revisit the vast network that has lead them from their holds above, finding that years spent staring into the vast emptiness of the Under has robbed them of any joys the gold and jewels once bestowed. Yet deep within their heart the Duardin greed still lingered, hungering for something they could as of yet not truly understand, they turned their hands to task and made the seams of metal into a vast array of tunnelling machinery to widen the chasms through which they had made their escape. It was only as they emerged, the searing sun now offensive to their very eyes and bleached skin, turning their gaze to the changed world around them that they truly understood that which they craved. In a world where wealth was in an abundance it had lost all value, the only thing of true value was life itself, it was a currency without comparison and valued beyond even the rarest of jewels. The Menders looked upon the realms abandoned by Sigmar, upon those who had been felled on the field of battle and tried to save the wounded that were not beyond their talents. Those who could not be saved on the field of battle were instead taken to the vast depths below that they might be worked on hidden from the eyes of the Hosts of Chaos.   Key Characteristics:
Pressure Suits
Sunshield visors
Medical Gear
Axes for amputation instead of Mining Picks
Mechanical Arachnid mining constructs
 

Melcavuk

Melcavuk

 

The Menders Conformation (Faction Concept)

"We tended to you when no God heeded your call nor sought your bended knee, we lifted your wounded high above the clouds that they might look upon heaven eternally, It was we who waged war on death long before any of you had looked upon his face. We elevated you then, and we do so now."
Mender Envoy   Since I currently lack the funds to build or convert I spend my downtime musing on factional concepts for the Age of Sigmar, some good some... probably best not to dwell on  Anyway for the last few days the latest concept rattling around in my head is the Menders Conformation, a strange and sinister looking faction that cares for life above all else (though what form that life takes is of little consequence). The Menders have been around since time long forgotten, before gods set to seizing up souls like jealous children seizing away their toys, before the tide of chaos began to swarm across the realms, in times of dire need whilst never sought or called for the Menders descended from the Peaks of Ghyran with their unsettling machinery, setting to task over the fallen soldiers of the field. Those who could be repaired on the field suffer the attentions of the Mender attendants (also known as stitchers), their wounds sewn up crudely, broken or wounded limbs cleaved from flesh, damaged organs ripped from flesh and replaced by unknowable concoctions before being sealed over by crude leather stitching. The fatally wounded were instead gathered up by the mechanical harvesters, dropped into glass sphereical biospheres amidsts a bubbling concoction to preserve them before disappearing once more to the peaks of Ghyran, those who have been taken are never seen from again.   "By the decree of the High Marshall the conclave of the Menders are hence for barred from the boundries of Hammerhal under the crimes of interference with the divine plan of Sigmar, interference with the burial rituals of the Cult of Azyr, Kidnapping, Necromancy and refusing the summons of the Azyrian High Courts."
Hammerhal Herald   Who are they:
Menders are humanoid looking creatures clad in tattered robes and sinister masks that hide their true nature, many believe them to be men and women who escaped high to the peaks of Ghyran and found new purpose in the Realm of Life Abundant. The Menders are philisophically opposed to Death in all forms, they have been known to mutilate those injured on the field of battle beyond recognition if it means depriving nagash of a single soul or body to raise. Unusually for those native to Ghyran they have escaped Alarielles opposition to technology by residing high up in the peaks of the floating mountains beyond her gaze, descending upon bizarre arachnic looking metal constructs to harvest upon the field of battle and employ their perculiar talents. Why do they fight:
Menders are seemingly harvesting to a plan, the swathes of wounded they take back to the peaks has raised dramatically in the modern age, whats more they have begun to reap even healthy organs from the wounded on the field of battle so long as doing so doesnt damage the host beyond repair. This all lends credence to the belief that they are picking to a very specific order, building beyond the sight of even gods in the peaks of Ghyran, if true what horrors could await are as of yet unknown, How do they fight:
Menders employ crude hordes of "Repaired" soliders to reap upon the field of battle as Stitchers alongside rapidly striking cavalry and crude mechanical constructs, whilst many of the outriders move beyond the bulk of the host they are slow encroaching force that reaps from their enemies to restore their numbers. Their attendants seek out the wounded in order to bolster their own abilities

Melcavuk

Melcavuk

 

Its a converters life - Creating and Converting in the Age of Sigmar

As some of you may know I've been at this for a fairly long time now, converting and making news things is the main lure of the hobby for me and I'll fit games in around that. However there are times that I get stuck in the void between projects where I am starved of inspiration and desperately need something to spark off a chain of ideas that can form the basis for my themes. To do this I often start trawling around various blogs and websites in search of something that clicks into place, or wander the exhibit hall at warhammer world searching for a model, component or bit of scenery that I can build my own ideas around. I'm glad to say that this works 99% of the time, and since I have for years been an inspiration leech off of others works I figured its about time to pay some of that back into the community. Below are most of my conversions for the last two years, I've left off the Suneaters as they can be found in the rest of this blog, and the latest Idoneth because I have a live thread in the painting and modelling section for them. This isnt me saying "I'm so good at this, you must learn from me", its my way of paying back all those who have inspired me throughout the years that hopefully anyone searching for a glimmer of inspiration can see some of my old works and make a newer, better and more cohesive idea based off of them. I have explored maaaaaany army in the last two years, in part due to the rich tapestry that is the potential of age of sigmar and in part because my partner is overly supportive of my hobbies, I tend to avoid chaos as I like it more as a taint on an otherwise differently inclined faction rather than a thing as a whole but otherwise have explored most races (barring dwarves, cant get behind converting them for some reason). So thanks for reading, and feel free to browse what is a massive photo dump to follow, feel free to ask any questions and I hope if you're seeking inspiration there's something there to spark it.

Melcavuk

Melcavuk

 

Suneaters Battletome - Maps and A5 Warscrolls

Here's the first map to be put into the Suneaters Battletome, now two Ages out of date but here is one region of Ghur during an Order occupation of previously Ogor territory designed to be displayed over a two page spread in the Battletome. In the centre we see the first tendrils of the Firestorm that accompanied the Suneaters rebirth along with the blasted deserts from which he emerged.  I will also be printing myself some warscroll cards this evening so here is the warscroll for every Suneater unit reduced to A5 size for handy use in games!  

Melcavuk

Melcavuk

 

Suneaters Battletome - A Brief History

Fleshed out the two timeline pages within the Battletome with a brief history of major moments in the legend that is the Suneaters. Various parts of the tome will examine major and minor events in more details but for now this charts the way from first inception all the way through to them becoming a major force ready to burn every city that falls within the path of their migrations.  

Melcavuk

Melcavuk

 

An Army of many shapes... - Suneater Batallions

A little work done on revising the Suneater batallions, I feel I could do with two more in order to fully fill out the quota within the tome as 2 of the current ones are mixed destruction Batallions with a central theme of Suneaters.   Currently thinking of the following thematic compositions for one of the last two but in terms of rules to fill them out I'm open to suggestions: TRUE SONS OF THE SUNEATER
There are Ogors, especially amongst the older members of the tribes that grow to resent the power the Gothi have garnered through their manipulations of the Suneaters blessings, these embittered beings go to excessive lengths to prove their devotion to a god that would sooner heed the word of a Gothi priest than the prayer of true Ogor Kin. In battle they are visceral, savage beyond compare as they swear to carve their name into the very legends of their kind or die before kneeling to the grots of the migrations. Exalted Volsungr
2 x Fyreborn Slayer Units
0-4 OGOR units    

Melcavuk

Melcavuk

 

Suneaters Battletome: The Migrations

I've spent alot of time going back and forth as to whether introducing Subfactions to the Suneaters would fit my theme or not, as each of the migrations tailors to their Volsungr its entirely possible for them to change modus operandi as soon as they change leadership. However I eventually resolved that those within said migration would likely fall into similar patterns of behaviour (its what they were raised with after all) which allowed me to create the key, most reknowned and named migrations of the Suneaters. What I havent done however is key it to paint scheme, there is even a disclaimer when picking your Migration that you can paint however you want:    

Melcavuk

Melcavuk

Suneater Tribes: The Warscrolls

Here's the current quota of Warscrolls from the Suneaters battletome, I keep deivising new unit concepts but that this point feel I have hit capacity on number of scrolls in a reasonable faction in AOS. If anything I may end up dropping scrolls to replace them with new ones if any are found to lack the right feel for the army  

Melcavuk

Melcavuk

 

Suneaters Battletome: First Look

So here's a first look at what is the basis for a sleek and more refined looking Suneater Tribes battletome. Latest revisions include the newly refined Allegiance abilities for the Faction along with revised prayer and a newlook warscroll layout for 2.0   Along with a handful of screenshots I have enclosed a PDF for everything i have written thus far if anyone wants to do some playtesting for me with proxy models or give feedback.   Download the current WIP tome here: Tribesinprogress.pdf

Melcavuk

Melcavuk

 

Designing Faction Abilities - Revisions

Alot of the time when I design a unit or faction ability I get alot of questions as to how I can tell what is "Fair" on the battlefield, mostly I like to think i have a good eye for what makes for a fun, thematic but balanced faction and unit within the factions but there are times at which I can get it wrong. Through copious playtesting the Suneaters one thing came to mind as an oversight on my part, the GOTHI became an autoinclude as they very faction abilities meant to come by selecting the faction are keyed to their prayers, so you could never benefit from allegiance without having to spend copious points on the priests. After playtest number 4 or so I've revised a way of keeping the Pyres thematic and limited whilst allowing for list diversity, here is the new Allegiance abilities:   BATTLE TRAITS
An army with the SUNEATER TRIBE allegiance gains the FEEDING THE FLAME and CREEPING DEATH special rules   CREEPING DEATH: The Suneaters do not simply bombard a foe with rocks and arrows like lesser races, every attack sends great gouts of flame, burning oils or incendiary devices down the field as much waging war on the very lands around them as they do the foe. Enemy Models may not benefit from COVER against a Suneater Tribes ranged attack, every would be shelter soon descending into a fire drenched tomb.   FEEDING THE FLAME: Before either army deploys on the battlefield select one piece of TERRAIN and place a single INFERNO MARKER, it is possible for other INFERNO MARKERS to be placed throughout the game through abilities or artefacts, when placing an INFERNO MARKER, it must be placed wholly within a terrain feature and not within 6 inches of another INFERNO MARKER. Each turn you may enact the below rule in your hero phase:

In each of your HERO PHASE any SUNEATER HEROES within 6 inches of a terrain feature may attempt to call forth a Pyre. Roll a D6, on a 4 or more you may place an INFERNO MARKER on that terrain piece.   PYRES OF THE SUNEATER In your hero phase count the number of INFERNO MARKERS currently on the battlefield and select an army wide ability from the chat below. You may select one ability to enact until your next hero phase up to the number of pyres you have (you may select a lower number ability if you wish) to channel the favour of the Suneater. Only one such Pyre Ability may be in force at any one time. Once an ability has been enacted roll a D6, on a roll of 1 you must remove 1 INFERNO MARKER from the battlefield as it is drained of its energies.   INFERNO MARKERS ABILITY 1 Choking Smoke – With the smoke from the Pyre hanging low over the battlefield the Suneaters can conceal themselves with ease. Until your next Hero Phase, subtract 1 from any attacks targeting a SUNEATER TRIBES unit in the shooting phase 2 The Leaping Flame – Until your next Hero Phase SUNEATER TRIBE models may re-roll failed charge rolls this turn, in addition any successful charge that rolls a 9+ immediately inflicts 1 mortal wound on an enemy unit within 3 inches. 3 The Roaring Blaze – SUNEATER TRIBE units may run and shoot, or run and charge for the duration of this turn. A unit may not elect to do both however. 4 Undying Embers – SUNEATER TRIBE HEROES immediately heal D3 wounds, additionally increase the attack characteristics of their weapons by 1 until your next hero phase. 5 or more Shimmering Heat – Until your next hero phase SUNEATER TRIBE units that suffer a wound or mortal wound may ignore them on a D6 roll of 5+ this turn as the heat of the blaze warps away otherwise mortal blows.   GOTHI PRIESTS Now ofcourse this meant that the Gothis prayer on their scroll needed changing, once more it should be keyed to the Pyres that they attend to for their god but since they intuitively can summon pyres through factional allegiance it should be something new. I actually took Prayer 6 off of the original prayer list and tweaked it allowing them to weaponise summoned pyres instead of making new ones by praying:   All Gothi Fyri  know the Spark of Destruction prayer and may additionally select another from the Suneater tribe prayer list. They may attempt each prayer they know during each of their HERO PHASE. SPARK OF DESTRUCTION: In your HERO PHASE select an INFERNO MARKER within 15 inches of this model and roll a D6. On a roll of 4 or more that INFERNO MARKER erupts in a glorious explosion, any enemy units within 6 inches of the marker immediately suffer D3 Mortal Wounds    Which means the new replacement Prayer 6 makes sense in the times of magic that are now ravaging the realms giving even a Volsungrless Suneater list the potential to consume spells. PRAYER LIST 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)       Spell Eater – Roll a D6, on a 3 or more the PRIEST channels the flames hunger for the arcane magicks permeating the realm. Until your next HERO PHASE this model may attempt to dispel 1 spell each turn as though he were a WIZARD.

Melcavuk

Melcavuk

 

A Spark to the Powder Keg

If the Aelves thought themselves fortunate to stunt but a single tendril of the great Migrations they were mere fools, they had not been the target of the migrations long march across the realmscape, nor had they faced the true might of the Migrations warriors, instead to revel in the joy of their ambush showed the arrogance of all of Sigmars pets. Their greatest mistake however was to put thorn to the great beast and then flee without expecting retribution, even as their fleetfooted kin retreated higher out of the valley and into the forests the drums of war began to reverberate, seemingly coming from the mountains themselves. Those animals of higher instinct knew what was to come, great flocks of birds taking to the skies in search of less volatile grounds to make their nests, whole herds of antelopes racing in a crazed stampede through the valleys to find pastures and refuge far from these fields. Aelven scouts, hidden high in their perches to watch for signs of the enemies witnessed the arrival the main body of the migration into their secluded valley, vast plumes of smoke rising high up into the skies as every tree seemingly erupted into a rapturous applause of flame in the very presence of such military might, every blade of grass withering to form a carpet of Ash that the divine migrations might not walk upon unworthy ground. Worse still a word carried on the wind, riding the beat of every drum and etching its way into the hearts of those who heard it... "Surt'ar....." Leaping deftly from their lofty perches the Aelven scouts made all haste toward the refuge of their kin "Surt'ar...." The very air around the scouts seemingly became thicker with every passing moment, a wave of blistering heat crashing down upon them, the sun long since having retreated behind the clouds of smoke from the migrations Pyres. "Surt'ar...." One by one the scouts dropped lifeless, their bodies already shadowed in ash as they slumped face first into the dry and cracked earth, the very air in their lungs blistering and burning as they choked out their last few breaths before giving way to the sweet release of death. He was awake.... So game 2 of the narrative series is tomorrow, I get to test out Surt'ar in his post-prison state as a rage fuelled fanatic hell bent on vengeance, where better to start than with a migration that has been assaulted by pesky Aelves. Here's the 2k list I'm looking at:   Surt’Ar – The First - GENERAL
Gothi Priest - Judgement of the Suneater Prayer (healing)
Gothi Priest - Volcanic Blows Prayer (Increases rend)

Aldin Draken x 2 - Battleline because Surt'Ar has the Volsungr Keyword
Aldin Draken x 2
Gullveig Ogors x 6 - Battleline, large unit to maximise the benefit of command ability and prayer
Ashen Grots x 20 (Bows) - Harassment battleline

Bal Kasta x 2

Slatr Warbeast
Burnin Bomb Catapult x 1
Pyre Belcher   It gives me a decent mix of units and a chance to see how the revised scrolls on the Pyrebelcher and Aldin drakken play out.
 
 

Melcavuk

Melcavuk

 

Tribal Hierarchy - Suneater Migrations

At any one time it is hard to gauge exactly how many migrations of Suneaters roam the realms, with no overarching hierarchy or chain of command to unit the migrations it is only when the Gothi hear their gods divine summons to war the the migrations will unite once more to form a tide of flame and destruction that can drown whole realms. There are however Migrations who have carved out the disctinction of "Clear and Present Threat to Civilization" within the whispered halls of Azyr, those whose threat encroaches ever closer to the cities of order, those who have raised villages and butchered populace far too long to be dismissed as mere raiders. These infamous migrations are slowly becomining whispered legend across the cities of men, the glow of their pyres tainting even the glow of dawn that it might be an army on the march, and they are named as follows: The Burnin Klaws (Ghur)
The Pyre Maws (Aqshy)
The Ur-Gores (Chamon)
The De'd Heads (Shyish)
The Ash Walkers (Ulgu) Whilst each tribe is different, formed in the image of their Barbarian Overlords the Volsungr Prophets they tend to share similar hierarchy, mimicking that of the very first tribe to depart Ghur on their rampage of destruction. CHOSEN CHAMPIONS
Those born of Suneater Lineage, the leaders and elite of the tribes most favoured
VOLSUNGR (Prophet and King by Divine Law)
BESERKR (Apostles and Disciples of the Volsungr)
ALDIN DRAKEN (Elite Guard, Answerable to the Volsungr Only)
FYREBORN FANATICS (Divine Soldiers, Marshalled by the Beserkr) CONQUERED TRIBES
Conscripts or trophies of conquered Ogor tribes allowed to serve the almighty Suneater
GULLVEIG (Conquered Ogors, the strongest survivors joining the growing Suneaters Armies)
BAL KASTA (Children of defeated Tyrants, Soldiers consumed by the Flame and used as Shock troops) GOTHI 
Grots serving the Suneater, considered second class citizens though the Gothi Priests are afforded respect for their affinity with the Suneater
GOTHI HERALD (Lead Gothi Priest, interpreter of Divine will second to the Volsungr)
GOTHI PRIESTS (Cunning, backstabbing priests leveraging favour with their god for position in the tribes)
ASHEN GROTS (Fanatical Grot cultists serving in the hopes of ascending to Gothi Status)
GOTHI ARTILLERY (Pyre Belchers, Burning Bomb Catapults, Salamander Herders)
WAAGHKART (A totem to the Suneater, Grots clamour to serve on the Kart that their god might takes notice)

BEASTS OF THE TRIBES
Beasts forming the Migration, these heavy beasts are as useful in Siege warfare for their resilience and brute force as they are at surviving the long marches on little food
MAGMA DRAKES
SLATR WARBEASTS
CARRION DRAKES

HEROES OF LEGEND
(In Recent Days heroes who had long since departed the Migration, either thought lost in battle or awaiting their gods final assault upon the realms, have begun to awake and return to the Great Migration, these legendary warriors exist outside of the Migrations Hierarchy, those to march to war alongside one is to be in the presence of the Favoured)
EXALTED VOLSUNGR (More mountain than Ogor these ancient Volsungr carry so many blessings of their God it is hard to recognise them)
THE FIRST (Legend has it the very first Volsungr of the Tribes has returned, though what savagery lies within his heart is yet unknown)

Melcavuk

Melcavuk

Painting Surt'Ar - Progess Shots

So at the end of day one of painting Surt'ar the progress is going well, for anyone who hasnt seen my progress thread in the painting forum he started the day looking something like this after in my impatience I balanced him on still curing greenstuff lower limbs and propped him up with a Doritos dip jar (other dips are available):   After alot of airbrushing, some glazes and the usual fire glow treatment I've gotten onto doing the detail work including his "packed lunch" of capture Azyrites in the back pouch:   Also given me a chance to think on some more of his background and state of being, rather than going full mortal or full daemon of destruction I'm leaning toward The First being somewhat inbetween. he is sustained by the worship of his god much like daemons are, growing more potent in the presence of Pyre shrines to the Suneater and able to withstand wounds that would feel mortals. Similarly when eventually slain he is seemingly rendered down to the inert magma that was sculpted into his current existance with armour panels simply clanging to the dirt, how long it takes him to recover seemingly varies though some claim it is simply the sulking of a creature licking their wounds that delays him. When the time comes to return to the battlefield he is birthed once more in the heart of a volcano, his form rippling back into existance with a force that can render even the dormant volcanoes of the realm active once more. Also working on how he "Feeds", current concept is literally grabbing a mortal up in his hand, channelling the heart of his form into that grasp to burn his victim alive. As the flames spread and blood boils, flesh sloughing away into nothingness eventually even the bones crumble into little more than ash. Those who have observed this happening say a flameborne shadow of his victim remains, as though a faint flickering echo of their soul that one deep drag of his massive nostrils seems to be absorbed into the Prophets form. Such feeding is the only way a creature so old can sustain themselves, the souls no longer finding afterlife and robbed from Sigmars salvation it is destroyed entirely in the process, some claiming this is the perfection in the Suneaters plan, he does not feed the forces of Sigmar, Nagash or Chaos, instead the dead are simply snuffed out of existance. When Gorkamorka kills you, he kills you right the first time.  

Melcavuk

Melcavuk

 

Unit Focus: Surt'ar the First

Known Names:
The First (Also known as First Prophet) - Surt'ar is often referred to both as The First and The First Prophet, in terms of the Suneaters both are equally true. When he climbed back through the mighty Jaws of the Suneater he was born again as the very first member of the Suneater tribes, he was also gifted a sliver of the divine power that he pulled from the god that rebirthed him becoming the first ever Volsungr of the tribes
Forsworn of Vulcatrix - In part Surt’ar owes his unnatural longevity and might to the powers instilled in the life’s blood of Vulcatrix. When the great godbeast was shattered by the puny Duardin god little regard was given to where shards of her form fell. In each of these craters great volcanos blossomed to life pulsing with the scorching heat of every drop of her blood. Robbed of the fight Gorkamorka was not one to turn down a free meal, scouring the realms he found the still beating heart of the great salamander, in one mighty gulp he swallowed it whole. Legend says this heart still lurks within the gods stomach, pulsing undeterred, and from this the First Prophet drank deep of the blood of a Godbeast to sustain him in his long stay in his gods gullet.
Exalted of the Suneater - Every Volsungr to follow in the Great Prophets footsteps is at best a poor imitation of his power, whilst each stands taller and stronger than any other Ogors they cannot match the sheer potency that came with the First. In this way he is considered the Exalted of their God, the first of his kind and without comparison.
Surt’ar - The Last Chief of the Iron Klaw clan, and founder of the Burning Klaws this once mortal creature answered to the name Surt'ar before his ascension.
Ruler Over All - Suneaters despise the cities of order encroaching upon their lands, none more so than Surt'ar whose tribe was butchered by this relentless invasion of order upon the realms. By divine law Surt'ar asserts dominion over all that the light of the Sun touches, by right of his gods power.   Description: 
His once mundane Ogor form has long since given way to the unrelenting heat of the Suneater, the very blood in his veins boiled his skin until it sloughed away from a mighty molten form. With age and mastery of the winds of Aqshy Surt'ar has resculpted himself a form, sinews shaped from living flows of magma, the pulsing heart of the volcano fuelling his power and every footstep rendering dirt to glass beneath his feet. In this way he stands at over twice the height of any Ogor, more gargant now than his flesh and blood kin, but he has never entered the long sleep of the Exalted, never had his flesh given way to the stone that slows the muscles and brains of his most favoured disciples. In many Ogor tribes his smaller stature than the Exalted would render him secondary to them in the chain of command, yet none contest his rule over all of the tribes, within his heart pulses the very power of their god, his every word revered as divine law, on the field of battle none match his sheer destructive force, his unrelenting will and fury beyond ages. In battle he wields two relics of his power (though some contest these had previously been stolen from other tribes):
Pok'Gar - The Tongue of Vulcatrix is a whip wrought from the living flames of Aqshy, whilst unlikely to have been formed out of the literal tongue of the godbeast (as such a thing would dwarf even the great drakes of the realms) it is an exquisite weapon of destruction, coursing with a life of its own feeding on the very winds of flame that surge throughout the realms.  Savar - This heavy magma drenched mace is said to have been formed from crowns taken from conquered kingdoms, each king is said to have burnt alive with all his finery, the great Gothi priests sculpting the bone meal and precious metals with the spark of divine power of their forges into the weapon Savar, butcher of Kingdoms. Destroyer of Civilizations: Had Surt’ars rampage not been cut short in the Age of Myth there is no telling the damage he could have dealt to the growing expanse of order, indeed the Suneater claim that they would have better held the tide of chaos than any Order alliance had their Prophet been at the head of the Migration. Yet imprisoned he was, for an Age he was alone, cursed with his rage and the burning fury of his god, subject to the unrelenting torrents of the great Falls of Ghyran in a prison of water and arcane sorcery. All that time did nothing to lessen his hatred for the Aelves and their kind, the constant torment honing his blunt anger into a weapon of precise destruction. Now freed unwittingly by Nagash and his Necroquake this titan of destruction has clawed his way out of the pit for the second time in his life, ready to seek out his kin and see what has become of his legacy. Once more at the head of the great Migrations of the tribe it will not be long until he steers it into the very heart of Sigmars cities, that true destruction might reign in the realms once more.   On the Battlefield: Surt’ar is one of the few mid-sized heroes within the Suneater tribes, where as his lesser Volsungr seek out the power of the Magmadrake to lend to their own in the heat of battle, and the mighty Exalted are entombed in the volcanic rock that an Age of rest has rendered upon their forms Surt’ar represents the ideal his kin strive for. This makes him unique in the alliance, whilst large he is not fully considered a monster, toeing the fine line between monstrous infantry and the larger beasts in your army. Surt’ar is at his very heart a combat berserker, designed to charge into the very heart of your enemies forces and carve down their heroes, yet with his smaller stature he lacks the resilience of some of your larger heroes and for this reason is ideally supported by Gothi Priests who will further enhance his combat potential either with vital healing prayers to keep him in the fight longer, lending Volcanic blows to enhance his weapons to sunder even the toughest armour into dust or choking his victims in ash so that they might not fight back. Utilising Surt’ar alongside the powers from Pyres allegiance ability will be a furious assault upon your opponents defences, coupling his ability to increase the attacks characteristic of a nearby unit along with the Pyres ability to run and charge in the same turn can turn a unit of Fyreborn Fanatics into a blender of flame and beaten steel. Unlike most named characters Surt’ar does not show affinity to any particular Tribe within the Suneaters, each of them has been birthed from his own Burning Klaws and it is his energy the powers the Volsungr in every migration. With rumours of his return spreading throughout the tribes Gothi priests can be heard wailing into the mighty Volcanoes of the realms, that he might hear their cry and emerge from the roiling molten rock to lead their tribe into war.   Model Inspiration: I had a few concepts in mind for when modelling Surt’ar and in my eagerness I explained each in turn to my partner, whilst perfect at humouring my creativity she can often see things in the design stages that escape my notice due to enthusiasm. In this case it was simple “So its another big monster?”, yes… yes it was, every model I have made for this faction so far has been the constant strive to go bigger, go tougher, but The First isn’t about size its about power and rage, adding another monstrous miniature to the battlefield would make the force unwieldy, whats more it does little to differentiate what makes him different from the rest of his kind. For this reason, we’ve actually opted to go SMALLER (ironic that’s in bigger text, right?), currently Surt’ar stands only at twice the height of an Ogor, indeed even with his own trophies adding to height he is smaller than both the Volsungr on Magma Drake and stands just over half the height of the Exalted Volsungr. This is nice for a couple of reasons, firstly he stands it in an army of “bigger” by being unique and midsized, secondly it means I can lop off the behemoth requirement for him and am considering removing the monster keyword too.   MODEL UNVEILING TOMORROW!

Melcavuk

Melcavuk

 

The First Prophet - Forsworn of Vulcatrix

Work in progress for the emergence of the first Suneaters Named Character, the first champion and prophet who drank deep from the lifes blood of Vulcatrix, the founder of the Suneater Tribes and true son of the Suneater. The First Prophet disappeared from the tribes millennia ago, stories circulate around his exact reasons why but no Ogor could truly speak to what filled the mind of such a mighty champion of the Suneater. Most assumed he marched forth to the first Pyre, much in the same way the other ancient prophets have done that they might prepare for the final battle at the side of their mighty God, though none returning from the Pyre speak of the First Prophet. In truth his rampage outgrew even the mighty tribes of the Suneaters, he was stronger and faster than any of his kin, his hunger for battle outlasted any of the savage soldiers who fought at his side, he could march for days when lesser mortals had to stop to rest. One by one his migration fell out of step with the great Prophet, they were left to wage war in his wake and decimate those civilizations too small to face the wrath of the mighty one. It was an alliance of Aelves and Sylvaneth who stunted this rampage, though the battle waged long into the winter seasons it was as the weather began to grow cold and the great flames of his forms waged war with the icy elements that the alliance of Order began to gain the upper hand. Grew flocks of the frostheart Phoenix flew high above the Magma drenched gargant, a swirling tempest of lashing ice and snow caged him in. Great war beasts of the Aelven empire dragged mighty chains forth, raised high by the Arcane powers of their masters to lock onto the rampaging Prophets limbs, inch by inch his volatile form was dragged forth, his feet digging deep into the battle worn fields as he lashed out at his would-be captors with massive blows of his flame wreathed weaponry. It was with a final roar of contempt that the Prophet was pulled from the field of battle, sent tumbling down into a darkened chasm with even the brilliant light of his form disappearing into the darkness of the depths. Yet the Aelven empires knew that such a creature could not truly be killed by such trivial means, at best they could cage him until a weapon could be forged to slay the great beast, and for this their greatest sorcerers set to work shaping the very landscape around them to become a cage hewn from nature. Three great rivers were rerouted through the realm, the dirt roiling upwards and great tracts carved through the hillside, sending their murky waters tumbling into the great chasm to quench the flames of the Prophets rage, hissing gouts of steam spitting upwards into the skies above. Time has long since forgotten the battle, and the prisoner since caged, pilgrims even starting to reverse the geyser of Ghyran as a holy site of Alarielle interpreting its hissing as divinations of their gods will. And with ages these volatile days became something of myth, eventually lost to history in the Age of Chaos as all things are in the death of civilisations. Hidden at the foot of the Arboreal Mountains in Ghyran lay the nameless city, its new denizens dubbed it the Phoenicium and so content were they in their own victory in liberating this ancient stonehewn marvel that they asked not what it had been called before, nor why its echoing halls bore the arcane symbols of magics long since lost. In the years since the War for Ghyran and the liberation of the Phoenicium the architects of Azyr are still finding new marvels lurking within the expansive labyrinth that runs beneath the mountainrange, their arcane historians tracing back runes and wardings to some of the oldest civilizations in the realms all focusing power throughout the complex as though a lightning rod to the very heart of Ghyran.  Yet still they have not found the chamber of whispering, long since hidden from the prying eyes from mortals yet the voices within carry out into the echoing tunnels that form the Labyrinth. In the dead of night the young say they can hear the soft murmurings of lost voices, as though a lullaby reverberating through the stone itself, at once echoeing from every wall and none at all. This hidden chamber lay within the very heart of the city, no windows or doors piercing its marble walls, there was afterall no surface untouched by the wardings erected by its architects, the height of the chamber seemingly pierces high into the mountaintops, no ceiling visible to the naked eye and no light able to pierce such lingering darkness. At the heart of this rounded chamber lay the Altar, a roaring flame hovering above ground level, shifting and warping as though tugging at some invisible bonds that refuse to release their grasp. Around it three Oracles kneel in constant prayer in flowing waters of the restorative fount of Ghyran, their ancient skin showing no sign of age beyond a few decades though their eyes, blinded to the physical world, seem yet to carry wisdom that kings would never truly achieve. Here they have remained, their ward and duty demanding their every attention since the inception of this great work, it was the oracles who ensured neither man nor aelf would pierce the great stone walls of the Nameless city in the age of chaos, it was they who ensured the cage would not be broken by mortal hands. Each oracle courses and sways as though the very rivers of Ghyran themselves, the waters around them raising and falling with every motion, rushing toward the altar in crashing waves before receeding to the very edges of the chamber, their lips moving in constant prayer, soft lullabies seemingly to soothe the restless flame thatlurks at the chambers heart. Here they would have remained undeterred till realms end... but Nagash's great work was ignorant to their very existance let alone their purpose, he did not think of the repercussions when he sent his wave of malicious energies coursing through every vein in the realms. most villages merely felt the briefest of tremor, soon forgotten with the arrival of the restless dead urging more to join the ranks. The Whispering Chamber however, this great conduit of arcane power to the very heart of Ghyran was shaken by the convergence, even ignorant to the chambers existance the populace of the Phoenicium felt as every stone heaved and twisted in the impact of volatile magics, within the chamber itself the oracles screamed out as one in piercing agony, their heads flung back and sightless eyes burning bright with the same radiance as the flame, all water in the chamber bucking and recoiling from the flame as the oracles were riddled with torment. Nagashes powers flooded the chamber, rising through the arcane sigils across the walls, every inch it crawled higher fresh fissures began to form within the ancient marbling of the chamber, ageless symbols broken unable to contain the shockwave of magic that had been unleashed upon the realms. One by one the Oracles slumped forward, the heat of their body sending great clouds of steam racing skyward as the waters of Ghyran evaporated, tendrils of the flame inching their now lifeless forms toward the rooms central altar. Deep within the lost forests of Ghyran there is more worrisome news, the water levels of three rivers that forged a winding path through the hills of the Realm have dropped, with every passing day less water reaches the chasmic prison of the Prophet. And those Pilgrims who visit the site no longer hear the whispers of Alarielle from the Geyser, instead they speak of a roar of endless rage and the clanging of chains...   WARSCROLL   Contemplating giving him the DAEMON keyword as he is now technically an incorporeal living Avatar of a Gods will, in that regard he does match up pretty well with what it would take to be a Daemon (And a daemon of destruction would be a nice first)

Melcavuk

Melcavuk

Rebuilding a God - The Fallen Idol

Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle?  Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be?  Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong: “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard.   There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good.   “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull. “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame.   The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”

Melcavuk

Melcavuk

 

Flames in the Mists - Narrative Game (Aelves vs Suneaters)

Today saw the most recent clash between the Aeloran Nomads and my Suneater Tribe Ogors, the first in our narrative series to shape the factions place within the Realms. We decided to use the Open War card in order to generate a decent narrative for the battle beyond the normal objective based clash, it was our first time using the card and the variation in deployment made for an interesting start. The Suneaters tribe came straight down the middle of the field, a roiling unrelenting steamroller of muscle and flame, meanwhile the Nomads scattered to the edges of the field, emerging from two of the nearby forests in a pincer move to surround and envelop the slower and more cumbersome foe. Generating the Torrential Rain card was a nice touch, adding a real sense of atmosphere to the battle whilst our objective was to each take out the opponents messenger (for us these were the people carrying warning back to the rest of their faction of the oncoming war). TACTICAL OVERLAY As this was the first time in testing out many of the Aelven units I played soft with the Ogors, rather than deleting units I knew to be potent I wanted to see how potent each of the units were, however this couldnt always be the case (closest target, blocking my way etc). Poor deployment made the gladeshards easy prey to even the weaker flying hero of my force, they were initially too far out of range to hit and with a 16 inch move the carrion drake moved from outside their shooting range to in combat with them in a single turn so they didnt hold up too well. The Longstriders survived an onslaught of Bal Kasta, Aldin Draken, Grots and catapults, very resilient and putting out a few wounds of their own in return but the Pyre ability (-1 to hit for shooting) and the rain (-1 to hit for shooting) really didnt help the Aelves in this encounter, often making even their normal infantry hit on 6's at range which is just unplesant to far. It also stunted both the Bal Kasta and Aldin Draken shooting however, the former I forgot to use most of their abilities and the latter did reasonably but would be better utilised against a force with more monsters in it. The Apex predator rule on the Wyld Runner chariot was fantastic, holding my general in place whilst both the chariot and griffon savaged him and brought him down was a great victory for Charlotte at this point in the battle (I had been systematically deleting units, the centaurs got stood on by the volcanic idol). The battle really went on for about 6 turns, even then both our messengers were on full health (my grot hid in a cave, he's a grot) as time wasnt on our side and the battle was balanced we diced off and Charlotte came away with a well fought win. Narratively as more aelves had died the Ogors dominated the village and took the land but the Aelves filled their mission of getting a messenger through the Suneaters lines to rouse the rest of the Hunt to this new threat.   STORY The Aeloran scout crouched low in the lashing rain, her boots sinking into the deluge of mud beneath her and the once life Aelven cloak that shielded her form now sodden with rain hung heavily on her back. Her party had been ordered to take up position in a small copse of trees at the edge of what must have once been a man-kin village, from here she saw her first glimpse of the devastation wrought upon the world when her kind had abandoned it to the tide of chaos. Once mighty stone structures had been shattered as though by the hands of gods themselves, mighty carved pathways through the village now broken and shoddy reclaimed once more by the wilderness, there were no signs of the populace of this once burgeoning settlement, no laughter of children, no ringing of the dinner bells… it lay hollow and empty much like the Aeloran themselves.   Though it must have been nearing midday the heavy clouds had long since drowned out any memory of the sun, darkness swarmed across the battlefield and visibility was rapidly becoming an insurmountable challenge. Yet even through this wall of rain she could see the flickering lights of their quarry, hundreds of torches somehow enduring the outpour as though fuelled by some arcane means, the very rain tasted of the smoke and ash their foe sent out into the wilds. More worrisome was the thunderous footfalls of the beasts that formed their preys procession, at the head of their column lumbered some monolithic creature, the glowing embers of its mask making its haunting visage visible leering in the darkness, with every slam of its heavy feet the trees itself seems to wince and lean away from its advance.   As the last of the enemy procession cleared the treeline, the low drone of a hunting horn spurred the young Huntress from her thoughts, all distraction fading from her mind she felt the doe-kin spirit that shared her form spark into life. The energy of her blended soul coursed and rippled through her form, every muscle twitching with renewed vigour, leaping out of her crouched position her fingers curled tightly around the ironbark bow as her party joined the hunt. Silent save for the last reverberations of the horn still resonating through the treeline the Aelves advanced rapidly, leaping deftly over broken branches and ruin alike, the nearer the came to the enemy force the more they could hear the shrieking riotous laughter of the madness tinted grots still hidden from view, screeching in their primitive tongue to whatever gods they had sworn allegiance to. Notching an arrow, the Hunter took up her position amongst dozens of other archers, even Aelven eyes straining to pick out their quarry through the rain.   As the enemy advance came into view she could feel the ripple of shock resonate through those around her, each doing their best to mask it, but a discernible wince seemed to flood through the battle line. Standing well over twenty aelves in height came the enemy leader, a giant hewn of stone, its every coursing vein glowing with volcanic heat, a savage mask offering only a leering grin of distain to all that lay beneath it. Every step it took seemingly scorching the very earth upon which it stood, on its shoulder stood the screeching maddening grotkin they had heard on their advance, large and bloated for its kind she could not help but feel disgusted at its very form. With this massive monstrosity came lumbering Ogor cavalry, massive even for their kin and clad is heavy beaten iron armour, sat atop fat wingless drakes whose scales glimmered and rippled in the glow of their volcanic master. Behind them came crude metal contraptions, lumbering and creaking with every step mounting crude weapons beneath each arm, what foul monstrosities they were she could not tell but only hope it was not first hand that she would find out.   With every moment yet more horrors came into focus, poorly constructed wooden frames carrying massive rock totems to their god, siege engines carrying burning pay loads, dozens more Ogors and hundreds of screeching Grots… yet it was of little consequence. The hunting horn sounded once more, as one the archers rose from their positions and loosed their arrows, wood slick from rain what would have once been a seamless barrage rapidly descended into madness yet enough seemed to find their mark, Ironbark tips piercing even the rock hide of the monstrous creature at the head of the Ogor column. No cheer went up yet there was a sense of smug satisfaction as the Volcanic entity reeled backwards, short lived however was any joy the Aelves derives at its low rumbling laughter shook the very trees around them, followed shortly by the same lumbering footfall as before, they had done little more than amuse it.   As the rain broke momentarily the Huntress could spy the second pincer of the hunt closing on the enemy across the shattered remains of the village, dozens of stags leaping over low walls as their riders filled the sky with a torrent of arrows instead. The satisfying screech of impales grots punctuated every loosed arrow, Kurnoth hunters from the realm of the forest loosed massive spear like arrows of their own, yet even their mighty blows seemed to do little to the monster at the head of the column. Through the midst of the Ogor ranks she could spy crude bonfires being rapidly assembled by the enemy priests, every bonfire lit beginning to fill the clearing with a heavy smoke that threatened to choke the air around them. Even without the rain this smoke made it hard to place arrow to their quarry, wiping the sweat from her ash stained face the huntress paused for a moment. A sound resonated through her acute hearing even over the clamour of the battle, the strain of wood… a low growl, too late she realised the source of her distraction as the agonising sensation of a crude bolt ripped through her shoulder, the very strength of the shot carrying her forwards as the bolt embedded in a broken wall in front of her. The impact slammed her head to stone, coursing agony flowing through her every thought, blood beginning to blur her vision as she glanced backwards to her attacker. A second party of the giant lizard riding Ogors had approached from their rear… had they been the ones being hunted? Such delirious thoughts had little time to take root however as consciousness began to flee her beleaguered mind and darkness resumed.   Flickers of consciousness… merest glimpses of the battle found their way to the Aelfs mind, she could only watch helpless as her sisters valiantly tried to fight off the lizard riding hunters to no avail, soundlessly whimper as the bloated beasts feasted on their entrails. She could utter no warning as the heavy metal clad Ogors with their crude weaponry seemingly walked from the mighty pyres their priests had erected, belching gouts of molten metal that turned the once peerless gryph chargers of the nobles into screeching piles of singed flesh and molten slag.   She saw, with at least some satisfaction, her noble king fighting the volcanic beast that led the enemy assault, as his great chariot impaled the beast in a fearless head-on charge, a noble griffon descended on the stone-beasts back, the pair clashing and ripping the beast apart stone by stone even against the screeching protest of its Grot passenger. She saw too the hammer blow that shattered her kings chariot… though held out hope he had survived the assault to hunt once more, the spear like bolt that laid low the griffon even over the smouldering wreckage of the volcanic idol.   Great Wyldshard brambles had begun to flood the battlefield, every drop of noble blood that touched this accursed dirt sunk deep into the rain sodden mud. Wickedly sharp brambles erupted forth, they moved with carnivorous intent as they coursed and flowed across the battlefield, a living wall of vine and thorn that sought to stunt the Ogors advance.   As consciousness fled once more her final vision was of the fleeting form of the Wyldmare racing past her, a smile filling her blood-stained lips. The messenger had broken through the Ogor lines, help was coming.            

Melcavuk

Melcavuk

 

A Noble Hunt, A Savage Flame (Aeloran clash with Suneaters)

Background "They come like thunder and fire, like savage beasts driven mad by ravenous hunger... they are the volcano and the quaking earth... these savage beasts, our enemy, our quarry" Huntmaster of the Shatterflock Nomads The aftershocks of Nagashes malignant Necroquake still reverberate throughout the realms, tremours of nefarious magicks that shape and distort otherwise harmless beings into nightmarish monstrocities, but worse still after the effects it has wrought on the Maelstrom at worlds edge. These primal and shifting magical energies know no master, the insult of the wave of death that encroaching on their riotous storms only serve to stoke their ire, and in turn what had for so long been safe harbour for the Aeloran Nomads hidden beyond the edges of the map has begun to decay into arcane madness. The Wyld that they had for generations sought to mitigate though the soul blends seems to have risen once more, cancerous within the very skin of the realm as flora and fauna alike are overriden by the vicious carnivourous change of its ancient and knowable power. Once content to conceal their presence from the denizens of the Realm the nomads once more find themselves forced from save haven, ejected from their hiding place entirely exposed to a world that has changed much in their absense. Isolated, alone and oblivious to the developments of the realms in this new age each of the Aeloran Nobles strike out with their hunters, leading a great hunt across the realms in every direction that they might find new harbour, allies or benefactors to weather the storm that robbed them of their own. And yet no matter how far they travel from the primal storm of worlds edge they cannot escape the Wyld that has taken root within every member of their populace, driven ever onwards knowing that if they ever stop for too long the very jungle of savagery they have fled will begin to sprout around them.  It is a young noble of the Shatterflock that now finds himself in the path of an oncoming Suneater Migration, a wall of fire at his back and this new foe bearing down on his people the hunt has once more been joined, let arrows fly and battle commence. Wordy bit
Tomorrow sees the first playtest of the newly written Aeloran Nomads rules that form the heart of their battletome and a chance to experiment with their unique allegiance abilities including the vicious Wyldshard Brambles that sprout from ever barren dirt when seeded with the blood of Aeloran Nobility: An army with the AELORAN NOMAD allegiance gain the following abilities.

The Savage 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 or 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 battle. 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 5 or more. In addition is an AELORAN NOBLE model is slain, immediately replace the model with a base of WYLDSHARD BRAMBLES.   Its also a great chance to try out some of the newly fledged aspects that function as the command traits in the Aeloran society, each of the nobles bear a specific trait from their blends with their beasts of affinity, over time managing to manifest those traits they find most benefitial in an arcane evolution of their species:
  COMMAND TRAITS In addition to their command abilities, if they are a Hero, the general of a AELORAN NOMAD army can have a command trait from the list below. Pick the trait that best suits your generals’ personality. Alternatively, you can roll a dice to randomly determine a trait. If, for whatever reason, you must select a new general during the battle, immediately generate a trait for them.   D6 Command Trait 1 Aspect of the Scorpion – Your hero channels the poisonous nature of the monolithic scorpions at world edge. Pick one of your heroes weapons (this cannot belong to their mount), if your hero wounds but does not kill an enemy model with this weapon that model suffers an additional mortal wound at the end of that phase. 2 Aspect of the Stag – This hero channels the grace and speed of the great stags of the forest. Add 3 to this models move characteristic. 3 Aspect of the Raptor – Channelling the great raptors that claim the skies of Ghur these heroes descend on wounded prey with unrelenting speed. You may reroll failed charges for this model if the charge move will end within 3 inches of a model already wounded that turn. 4 Aspect of the Lion – The nails and teeth of this hero have sharpened to the needlike points of the feline predators of their homelands. In the combat phase you may add one to the rend of and attacks that roll a 6 to hit. 5 Aspect of the Hydra – This hero has gained a sliver of the mighty regeneration power of the Hydra, seemingly regrowing lost limbs in the heat of battle. In each of your hero phases you may regain 1 wound on this model lost earlier in the battle. 6 Aspect of the Ironhide – Channelling the tough hide of the Ironhide Rhinos of the Ghur mountains this heroes skin has toughened to deflect blades. Roll a dice whenever a wound or mortal wound is allocated to this model, on a roll of a 6 that wound is ignored.  Finally my partner gets to show off some of her in progress models on the battlefield (nice looking WHW table booked) including the Wyldshaper on Griffon, Reavers and the new Wyldrunner Chariot featured below:   And for the clash here are the planned 2000 point army lists: SUNEATER TRIBES MIGRATION - 2000 EXALTED VOLSUNGR – General, Leader, Behemoth (400) Gothi Fyri – Priest, Leader (80) Gothi Fyri – Priest, Leader (80) Gothi Herald on Carrion Drake – Priest, Leader (200) 3 x Gullveig Ogors - Battleline (120)
Crusher, Bellower, Banner Bearer (1 x Great Weapon) 20 X Ashen Grots - Battleline (130)
Spark Bearer, Standard Bearer, 20 x Burning Bows 2 x Aldin Draken Battleline (180)
Huntmaster, Tracker 2 x Aldin Draken Battleline (180)
Huntmaster, Tracker 2 x Bal Kasta (200)
Ignitor, Fyre Stoker 2 x Burnin Bomb Catapults - Warmachine (160) 1 x Pyre Belcher - Warmachine (140) 1 x Waaghkart – Warmachine (160)   AELORAN NOMADIC EMPIRE - 1960 Aeloran Noble on Wyldrunner Chariot – Leader, General (200) Aeloran Lord on Wyldmare - Leader (220) Aeloran Wyldshaper on Griffin – Leader (260) 10 x Gladeshard - Battleline (160) 5 x Aeloran Reavers - Battleline (140) 5 x Aeloran Reavers - Battleline (140) 10 x Forest Shades (160) 3 x Centaurid Hunters (120) 3 x Aeloran Chargers (200) 5 x Melusari Blood Stalkers (bows) ALLIES (160) 3 x Kurnoth Hunters (bows) ALLIES (220)      

Melcavuk

Melcavuk

 

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

×