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MaatithoftheBrand

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About MaatithoftheBrand

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  1. Work has slowed due to travel, but... here is my draft warscroll for the Damhari Nobles. Design Notes: The Nobles are supposed to be fragile but dangerous cavalry - more fragile than most aelven cavalry currently in the game, to match the Kurnothi theme of running through the wilds at sport rather than "merely" at war. The warscroll also has the test for my new concept to give the Kurnothi (and the infantry above) more punch and unique flavour - the Blessings of the Wild Court. Flavour wise, community magic that is intrinsically a part of being Kurnothi, that each band can manifest as a once per game boost to their prowess.
  2. I would guess that Morathi's spies and assassins, and indeed the Executioner regiments, can include male aelves in the same way in the medieval Church women could be Christians - the Temples and the Daughters of Khaine represent the "clergy" and the religious communes and communities built around Morathi and her supporters - here the males "born of the Cauldron" are remade into the wretched labour classes, some of which then "rise" to become Doomfire Warlocks. However, presumably there are - both in the Free Cities and in the Temple-Cities of the Daughters themselves - "lay" communities that work in more skilled civilian positions supporting the wretched male aelves and making sure that the Daughters can devote themselves to improving their devoted acts of slaughter without needing to become architects or bakers or trade pioneers. Most of these populations are probably either devoted Khainites or unfocused, venerating Khaine or the wider pantheon of Order passively. The males here are not under Morathi's /direct/ control, but also cannot rise to become a threat to her, and so probably aren't bound by the same rules or treated with the same hostility, and indeed many could swear oaths of silence and become Executioners dedicated to their sorceress, or else be recruited by Morathi and her inner circle to serve as shades/assassins/spies/all the other old World-that-Was Khainite roles that males could perform - the criteria is almost certainly utter devotion to the High Oracle above all others, and much like the Bloodwrack Medusae represent Queens who rose too high and threatened Morathi, I have no doubt that there are some cruel "honours" for a male assassin who Morathi decides might be a threat.
  3. If you are interested in Gloomspite they have an awful lot of variety and places for your army to grow, and indeed can give you a lot of variety for RPGs, both Soulbound and D&D/generic fantasy characters/villains The army has a core of the Moonclan Grots - goblins, with a variety of wacky villain leaders - shamans and bosses, and the Grotapalooza who can be RPG villains in their ow right as all manner of strange goblins, creatures of the Underdark/Shadowfell/Feywilds, and what have you, with their strange fairy tale elements and mushroom creatures. One even wears a big mask like the goblins in Chult in the Forgotten Realms. With hordes of grots, elite warriors and bosses, and then squigs - ridden squigs, hearded squigs, gigantic squigs, squig artillery that spits smaller squigs..., even without dabbling with the other elements of the Gloomspite the Moonclan gives you a lot of options. Spiderfang are a cavalry force of goblins on giant spiders of ever increasing size - in game they add a lethal short range punch to a goblin force, particularly in dense terrain like forests or cities. In Soulbound they range from massed Spider Rider mooks through to monstrous araknarok spiders and powerful shaman kings, especially if you add in the flavour of them having bosses swollen to physically imposing brawlers by magical venom. Then they get monsters - Troggoths can be an army in their own right, and have a surprising amount of variety within themselves if you want a monstrous, elite army. Rockgut and Fellwater Troggoths offer a decent choice in battleline for AoS, and there are few fantasy settings or regions in a D&D world that don't have trolls - with these two options being able to be all manner of standard/rock/cave/ice/venom/skrag trolls. The Forge World Troll Hag is a monstrous wizard, a decent advisor to a big boss of a Soulbound campaign, being able to be a bodyguard and sage advisor both to a warlord, and in another setting could be a troll wizard or even an enormous annis hag or similar. The Dankhold Troggoths/Trogbosses are giant-sized commanders - a tough unit to crack, and as the recent "solo play" rules from GW themselves show, major villains in their own right. In D&D or similar, these could be enormous mountain trolls, a troll king, a stone giant or who knows what else - they are big, covered in strange Feywild/Underdark details and intimidating to put down in front of adventurers. Gloomspite also get access to the Aleguzzler Gargant - a classic hill giant and a fun bruiser, in case you want even more variety in the strange monsters your gloomspite general/evil wizard/hobgoblin warlord has managed to coax into service. With Gloomspite as your base, you can then spread out into mixed Destruction if you want more options in your DM pockets - the upcoming Sons of Behemat give you enormous giants if the Dankhold Troggoths/Aleguzzler Gargant aren't big enough for you, the Mawtribes give you Ogors if you want heavy infantry marching behind your thievin' mobs, with sabretooth monsters, enormous fantasy creatures as mounts, a variety of wizards and heroes, and gnoblars for a different asthetic to your tides of little gitz. Then, of course, there are the Orruk Warclans - if you want heavily armoured or tribal orcs for your adventurers to have a more... traditionally martial... foe. Edit to add: Whilst I think that Gloomspite offer an enormous amount of variety, I agree with what others are saying - be led by the kind of RPG adventure you want to run/play. Gloomspite are straightforward villains - teeming hordes of stupid brutes or low-level enemies, with a few cunning commanders or wizards, and the option for some Feywild or Underdark flavour. If you want a gothic horror or undead campaign, Nighthaunt or Death in general, with you being able to pick up the Ossiarch / Flesh Eater Courts as your focus if you so wish. Beasts of Chaos have some very fun models, but I personally think offer fewer stories - unless your players really enjoy the "pushing back the Wilds" themes. Slaves to Darkness give you a lot of models and themes too, possibly more than Gloomspite, although I think the models have a touch less character, and from an RPG point of view I can see more times a team of Soulbound/adventurers would square off against a troll lord than a Chaos Warshrine
  4. Would definitely be interested to see what you come up with! Yes - will add the once per turn caveat on the command ability and the other text. Thanks for catching that! Huh, so it is... it isn't cutting off in my files... that's so weird... I will have a go at reuploading that. The weapon choice was to match what the "official" model has, but I suppose that it could be buffed. Yeah, for now at the very least the infantry lacks oomph - I am generally of the opinion that fan stuff should err on the side of caution if you want other people to adopt/accept/use it, and that it is easier to start basic and come up with a cool idea later to add to them to try and take away cool but too powerful ideas that you have made a core part of their character. One idea I did have, inspired a little by both the "command abilities" of the Ossiarch, and also the fey magic of the Eladrin in 5e D&D, giving them a once-per-battle ability that gives them a little boost - something hunt or feywilds themed to reinforce their otherness?
  5. That's a good point about the weapons - I'll look into seeing if editing the champion weapons to be a unit upgrade boost looks okay or if it looks a bit too wall of text. It would certainly be more elegant. The movement value comes from Skaeth's Wild Hunt - I assumed that the 6" was the slowest speed in that unit, and that given the other models are a lithe lion and a horse-man, that the "Ruhaigi" are probably the element slowing them down. I do want the impression of speed though, which was part of the reason for giving the Trackers an infiltrate ability.
  6. Design Notes on the stuff so far: The Ruhaigi are very much supposed to be the most "Kurnothi" of the Kurnothi - where the Damhari are aelven nobles with a wild twist, and the Wilderdancers are outsiders - allies and spies as much as hunters - the Ruhaigi are supposed to show off the undiluted culture of the Kurnothi. They are as wild and reckless as Orion in the World-that-Was in the heights of his hunts, but temper that with the same almost solemn seriousness of elves - the stoic "knighthood" we see in the Kurnoth Hunters in the Sylvaneth and in Orion's role as King of Athel Loren. The Ruhaigi are where I tried to really push off both the hunting themes and this duality. and rule wise, they are designed to be able to stand in fairly well for Cities of Sigmar units if push comes to shove. Hero wise, the Firstspears are armed with big boar spears - they encourage the hunting "hounds" of the Kurnothi, and can bring down monsters in melee, where they thrive. But, on the flip side, they are leaders who boost Bravery and act as "kings". As a mechanical unit, they are a blend/a stand-in for Freeguild Generals and Nomad Princes - combat heroes with a support element. As a mirror, the Huntcallers are surrounded by despair and the solemn weight of their duty, and are not statted for the same front-line melee work as the Firstspear. However, they still carry the hunting horns that define the magic and hunting theme of the army. As a mechanical unit, they are a support caster, although none of the CoS casters are obvious 1-for-1 fits. The troops are designed to have these same internal and external splits. The Trackers are reckless and aggressive, but show this with a calculated stealth rule that emphasises skill not passion, whilst the Hunters are calmer, more patient ranged fighters, whose special rules stress emotion and cruelty. Rule wise, both the Hunters and Trackers are based off the Wild Hunt statblock with rules and flavours drawn from the Shadow Warriors, albeit toned down in order to make them feel less like elite assassins and more like a Battleline unit. The Noamhar are deliberately a break from this, being as they are in-universe a very big break from how most Ruhaigi. As they are physically more like the Sylvaneth and are "made" with Sylvaneth magic, the Noamhar are rule-wise designed to look a lot like "Kurnoth Hunters Lite", with a Life-magic effect designed to somewhat offset the fragility and cost of an aelven army (as they run towards fragile elites). Using them as Greatsword Hunters in a Living City army could be a good "count as" for these guys. There will be a lot of small rules/spells/magic items that let me single out individual units to be hunted yes - that is very much something I want to go for, design wise, and when I get round to sharing the Allegiance Abilities on here. The Autumn subfaction will also get a buff against HEROES and MONSTERS to show their emphasis on the hunting aspect of their wars, there will be an endless spell that reduces enemy movement options, etc... The other major theme is showing the raucous din of a "wild" hunt - giving bravery debuffs and exploding hits to show the sudden fury of the fey. The dread otherness of the fey, and the vengeful horror of fighting nature spirits cut off from their own god was a big theme I wanted to explore - the feeling of being "prey". In terms of centrepiece concepts, both the Wild King and the Great Stag are going to be Eltharion-esque "larger than life" heroes, and if I end up exploring a larger Noamhar monster that will probably end up conceptually being the Spirit of the Mountain style big unit. If I have not explained anything or people have any questions or suggestions, let me know!
  7. Warhammer Underworlds warbands - the Ironjawz and the Daughters of Khaine https://www.warhammer-community.com/2020/07/16/warhammer-underworlds-the-2020-road-map/
  8. First lot of Kurnothi warscrolls - the warscrolls for the Ruhaigi (Although following a conversation with my partner I am tempted to add a small monster - a Noamhar who has entirely lost control) These warscrolls are based quite heavily on the Aelves in the Cities of Sigmar Battletome, with some nods to the Sylvaneth heritage of the Kurnothi. Let me know what you think!
  9. Thank you - rules stuff is not my forte, but progress is happening very, very, slowly - hopefully at the very least the first few warscrolls will be up for people to view/critique in a day or two
  10. Woke up this morning to find several more pages of new debates and came to very much the same conclusion - I said my piece and stated why I like AoS/approach the lore, no point adding more of the same over and over! Glad I could throw some interesting stuff out for you, at least!
  11. Okay so I could keep pointing out ways that thematically the Seraphon occupy a lot of the same... narrative space, if not exactly the same in-universe or out-of-universe metaphysical and mechanical space but, I don't think that is really going to advance the conversation. For me, and I imagine for a great many others, part of engaging with a sprawling fantasy setting that has existed across multiple years/editions/writers is trying to square some of the elements that have changed, some of the elements that don't really work and never have, and some of the elements that aren't going to work for you and/or your group specifically. This is particularly true, I think, of things like Warhammer(s) and Dungeons & Dragons. For some people, that involves ignoring some of the stuff that is too early or too out there - a lot of people playing in the Forgotten Realms might use an old sourcebook and mentally change all mentions of Drizzt Do'Urden as jet black to the more modern purple/grey/etc. A person roleplaying with the Dark Heresy rules rather than the more modern Wrath & Glory rules might ignore the old lore that a Daemon Prince don't need to be elevated by a single power and can remain Undivided. A person might choose to ignore the most problematic sentences that stress the otherworldly and daemonic nature of the Seraphon from Grand Alliance: Order. Others might choose to try and blend the old and new so that all the books can broadly coexist. They might say that drow actually come in as wide a variety of skin tones as humans, and Drizz't/old artwork just disproportionately shows a minority. The Dark Heresy players might argue that Undivided Daemon Princes are just rare and elevated by minor powers within the Warp rather than one of the Four. A person might view 'daemon' as a broad framework in the Age of Sigmar setting, allowing them to narratively include all manner of not-traditionally-mortal creatures under that umbrella, including Seraphon. Perhaps the latter isn't for you. And yes, some of the early lore of Age of Sigmar ranged from merely different to the current fluff all the way through to actively bad. But have you ever read Ian Watson's "Space Marine", or David Ferring's "Konrad Saga"? I don't think its particularly fair to immediately say that early missteps means that you should write off the entire setting's lore just yet. Age of Sigmar has some cool lore, and a lot of potential. And, if the change from the early Realmgate Wars novels to the likes of "Dark Harvest", and from the early bright, description-heavy Battletomes to the world-building and tonal weight of the Lumineth Battletome, are any indication, Age of Sigmar is going to some very good places.
  12. Alright, to address this quotation "From cords of glittering celestial energy they summon forth the Seraphon, a long-lost race returned to reality by the power of the Starmasters." This could easily be read as "From cords of glittering celestial energy" - to watch them appear is to see shafts of starlight fall from the Heavens "They summon forth the Seraphon" - you can summon your bannermen or vassals, it does not have to mean they are being pulled wholesale from swirling magic "A long-lost race returned to reality by the power of the Starmasters" -the spawning pools ran dry without the magic of the world-that-was to sustain them, until the Slann were able to infuse their temple-ships with the magic of Azyr and begin their births anew. Yes, it is conceivable that my hypothetical Seraphon army could lose a war of attrition because the temple-ship cannot draw enough power to spawn new warriors quickly, but that does not stop them being warriors suffused with Azyrite magic, glowing like the ancient murals, and marching in lockstep like extensions of the Slann will - it is still possible to play up those themes without needing them to all have the word "Daemon" written across their foreheads, if that is the flavour you want and enjoy in your Seraphon. I am saying it is possible to square the 2.0 fluff with the original lore, the same way the rough and ready fluff of, say 2e 40k can be squared with the modern stuff. Some bits take a bit more work, but its often possible.
  13. Alright, fair enough - I see now why I missed these. So these references to translocation portals - the page 13 quotation explicitly describes them as Realmgates, which is probably why in my mind I am not getting a sci-fi or traditionally "mortal" vibe from them - these are portals that possibly predate Sigmar's Pantheon in the Age of Myth, and effectively act as dimensional rifts. Fundamentally, I still personally think that you could see this as similar to the rifts used by Chaos Daemons if you wanted to focus on the arcane and otherworldly nature of the Seraphon if you wanted to. The level of glib in my superficial description of the similarities between the nature of Chaos Daemons and Seraphon was indeed perhaps unhelpful. However, hopefully you can see that there are at least a few more similarities between Seraphon and manifestations of the Ruinous Powers than those two and Vampires, who are transformed mortals whether than wholesale created creatures, and the fact that the ones who can be moved magically by ghost boats or cursed castles are the exceptions rather than the rule, as they are for Daemons and the Coalesced. I think a lot of this comes from the fact that Seraphon originally had the DAEMON Keyword if I remember correctly, and their first Battletome described them being summoned down from Azyr by the Slann. I think giving them that Keyword was part of the very different design philosophy of early Age of Sigmar, where it could easily be shorthand for the fact that they were magical beings and that abilities that banished arcane creatures - most commonly daemons - would also have the effect of disrupting the magic of the Seraphon. A lot of people since then have used the idea of Seraphon being Order Daemons to describe in part this phenomenon - the Seraphon being creatures of magic that were bound tightly by their nature, as dictated by their creators, and who were summoned to the Realms. A lot like Daemons. The 2.0 Battletome, in this light, is less a retcon and more both a clarification and a development. We now get a clearer idea about the nature of the Starborne and how their starlight-infused existence works - the clarification - and the Coalesced, who in the centuries since the start of the setting had become something new. They are not literally Order Daemons - they do not manifest from specific aspects or whims of the Slann as they pull them from the Realm of Order - but they are certainly not mortal either. Certainly not wholly living beings as most in the Realms would understand it - they might be flesh and blood, but that is not all they are. So perhaps people using the shorthand "Seraphon are Daemons" is unhelpful. But the themes and ideas of that are still there and people still can choose to lean into them. If tomorrow I wanted to, I could go out and start a Seraphon army that was painted up as beings shining with Azyrite magic and starlight, use the rules for the Starborne, and play up the summoning mechanics and the utterly cold, ordered nature of the army and their devotion to the Slann and their wishes and Great Plan*. They would not be daemons, but that daemonic/angelic "otherness" would be entirely in keeping with the lore. And I would actually argue that this type of discussion proves just how far the lore has come. Look at 40k; there are infinite debates and theories and stances fans can take on what side Alpharius was really working for and when, the nature of the Ynnead and his goals, the purpose of the Dark and Cursed Foundings, etc. In Fantasy, there were similar debates and hooks and disagreements to be had (until the End Times gave us a lot of concrete answers, things like Nagash's slow return, the fates of Sigmar and Alith Anar, etc...). And now, in Age of Sigmar, we are beginning to get not only hooks like "What is Malaerion's plan with his eyes in Azyr, what is the Duradin army gathering in Chamon building towards, etc", but also debates to be had - "To exactly what extent can the Seraphon be considered mortal, can the Fyreslayers ever hope to succeed in resurrecting their god given how they use ur-gold, etc"? And that seems like amazing growth from where we started five years ago. *You know, apart from my abysmal painting skills... but like, in theory
  14. You keep describing them using "devices" to summon themselves into battle, but I am not finding any references to that at all flicking through the book - lots of references to them being pulled from the temple-ships by the thoughts of the Slann, or the magic of the Slann. Is there a page or specific passage I am missing that describes them using devices that you could point me towards? I think, fundamentally, to my mind a race of beings that are made in some magical manner (be that by the whims and forges of cruel gods, or by the arcane pools of frog wizards) and summoned to the battlefield from an extra-planar homeland (be it a fortress of crystal, or an Aztec spaceship) by a ritualist (either cultists, or the aforementioned frog wizards) are similar enough to both be considered arcane/daemonic creatures. I can see why you might disagree, but I thin if people still want their Seraphon to be Order Daemons, there are more than enough similarities and lore supporting them being arcane star lizards that they can lean into that.
  15. Daemons also bleed - there are numerous models, novels, and Battletomes that discuss daemonic ichor, or else have bones and skulls as trophies or the basis of weapons. They fight with physical weapons, can interact with the Mortal Realms around them, and have their flesh rent by their enemies as physical beings. That does not make their presence in the Realms any less temporary or make them any less creatures of and from the Realm of Chaos first and foremost. What exactly about the Seraphon being Azyrite magic rather than Chaos Magic makes them not like Daemons? Other than the fact that they have the ability to bind not just to Azyrite magic but the magicks of the other Winds to be able to exist as more traditionally living creatures?
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