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adreal

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Everything posted by adreal

  1. Due to the liklyhood of wanderers never getting a battletome, and my desire for my battles to mean something, I have put together a rough reason for why wanderers fight the way they do in the mortal realms. First off, what we know, they fled from the realm of life die to chaos, but, being aelves, they seem to retain thief connection with realm magics. So they carry a deep shame, and have taken on the reliability of fighting chaos and relating the laylines of the realms that chaos destroyed. Through travelling the realms they have encountered mankind, who they blame for bringing chaos to the mortal realms, but respect the fact that they will fight chaos, but they will not ally with men, as they know they will fall to the temptations of chaos. They have encountered dwarves, and they think that they didn't fight in the age of chaos, just hide in the mines or the skies and looked for gold and gems. They have encountered godless aelves who either dominate (darkling covens, scourge privateers, order seepentus) the mortal realms or sell themselves to the humans (order draconis, swifthawk agents, eldritch council). They have also encountered aelves they believe to be blessed by gods of old. Asurmen (Phoenix temple) khaine (daughter's of khaine) and mathlann (idoneth deepkin), seeing them, spurred the wanderers into seeking kuronos, and returning him to the realm of life to be with allarielle. I'm doing this, and repairing the laylines they believe will absolve them from their ancient shame. After taking on the task of seeking kuronos, some male aelven children were born with a otherworldly apparience and greater affenitiy with beasts, the wanderers took this as a blessing from kuronos, and when they reached maturity they would form a fighting force known as wild riders. At the same time, some female aelven children were born with a naturally deeper understanding of life magic and a deep affinity with beasts, as they matured they formed a coven known as sisters of the thorn, the wanderers see this as a blessing from allarielle, and see seeking of kuronos as the right and just way forward. While all wanderers are taught to fight and defend the realms with a bow, some seek to understand the pathways of the laylines and become known as the kindred of the watch, their bows are blessed by both the wild riders and the sisters of the thorn, and because of that they have a supernatural ability to fire so fast that lesser races can't even load a shot before a hail of arrows descend on them, and are said to have the force of a charging elk.
  2. I hadn't even considered the shackles, but slowing down combat armies (who sometimes tend to lack in the wizard department) is a good idea, but getting them into range seems to be the hard part
  3. Ha, first post. I'm really looking forward to 2.0, got some ideas rolling around in the old brain, thinking of going with the waystone pathfinders for the extra command point it gives. List would look like this Waystone pathfinders Nomad Prince Spell weaver (staff) Waywatcher (general, eagle eyes) Waywatcher Waystrider 20 glade guard (full command) 20 glade guard (full command) 10 sisters of the watch (high sister) 10 sisters of the watch (high sister) 5 wild riders (full command) 5 wild riders (full command) 5 swifthawk reavers Emerald lifeswarm
  4. I would imagine the new rulebook to be like the 8th ed book, lots of fluff, 8 or so pages of rules, a break down of the 3 ways to play, and some battleplans and times of war stuff. Maybe if we are luckey the path to glory rules for everyone
  5. There is hope for elves yet......probably not
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