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About Me

  1. Hey everyone, happy to be here! I found this community the other day via a random google search and on the side bar saw a Lumineth symbol... and here I am haha A little about myself: I am a relatively new hobbyist having only started last May (2019) but have been going hard into it ever since day one. I originally started with Seraphon as my Intro to Warhammer was Total War by CA, in that game I'm almost always the Lizardmen. Aside from that, I just love Dinosaurs and Mesoamerican histories, so joining the two is just amazing to me. However, with the Lumineth release I have all but switched over, this isn't to say I dont still work on my Seraphon.... but they're certainly not getting the attention they used to! The Lumineth to me are just brilliant (pun intended) all the way around. I love their lore, the silly Stoneguard hats, I love the Bull Symbolism they chose (excited for the other Aelementals) and just the models are gorgeous (except the heads, man, wth GW haha the alternative Lumineth heads are kinda horrible imo). My Original theme for my Lumineth was to be a firey destruction type theme with reds, oranges, yellows and a base of black. Over time this theme has blossomed more into a Rebirth & Destruction theme as I got more into my Alarith units. Really the big theme in my homebrew is balance, which I guess in many ways is also what Hysh is about! So works well lol My first Lumineth model finished was a Warden, absolutely love it (and almost lost her shield! That was scary) and Ive slowly finished (or nearly finished) two Truestone Seneschals, Avalenor and currently working on my Spirit of the Mountain. Avalenor in my theme represents Destruction as the magma from his mountain back rages in battle, however the Spirit of the Mountain that follows him is about rebirth.. akd where there was once death & Destruction... there is inevitably Rebirth & Regrowth. I also enjoy writing my own homebrew (which I hope to share sometime), right now I am busy worldbuilding/raxe building a new non-chaos aligned Minotaur race, the Hathorians. A small little glimpse into this homebrew: The Hathorians & Ymetrican Longhorn are related. Down below are some of my finished and WIP works, hope you like em and C&C is always welcome!
  2. The kids and I tend to play WarCry narratively (tabletop RPG using WarCry for combat) and now the missus wants to join in with some Fyreslayers. As such, I have started creating Lore-Abiding Fyreslayers for her. Sharing here in case anyone else is interested. Lore-Abiding?? What the??: Lore-Abiding is what I call warbands where the fighters' movement, offence, defence, and abilities are relative to their AoS stats. I think this makes them match up better to Warhammer lore (fluff text). For example: Vulkite Berzerkers should be tougher and way more deadly in melee than your average Chaos Cultist; etc. Disclaimer: I haven't battle tested this warband yet so it is definitely in ALPHA status. Please feel free to provide feedback and ask questions. Warcry - LA Fyreslayers - Alpha-compressed.pdf
  3. Updated and mostly finished (minus one character profile) of my faction for the upcoming Animosity Campaign! Registration is todaybat 9am EST (48 minutes) if you're interested in joining (New Player’s Guide | Animosity Campaigns)!Let me know what you think Google Doc Version (recommended, but comment on this forum):https://docs.google.com/document/d/1Pf4_KuK_-7Ox-QnNDkXSZvnCUe4EleKdiQByVnYiYoY/edit?usp=sharing********************************************************The Mountain’s PathSinaraipaints25/Sudsinabucket’s Homebrew faction and Prologue for Animosity IIIPrologue Part IThe Dawn of War““I have been a part of countless wars through the millenia, and one thing I have learned: War should be used to achieve Peace, one should always be ready for war and train in it, but one should not senselessly seek it out as these Idrelec do. Their war lust will be sated with their own blood. '' - Haset speaking to a Ruyalarian Emissary on the subject of the Idrelec.In the Hathorian capital of Iakhu Haset, the Goddess of the Hathorians and an ancient Primordial avatar of Hysh, sat upon her throne made of light. Her throne room sat deep inside the largest peak in the Twin Peaks mountain range in Ilithia, both the Goddess and her throne illuminated the whole chamber; no braziers were needed. No one, not even the Hasetians, the Priestesshood of Haset, knew if her throne was an extension of herself or simply a spoil from a war long past against primordial gods. Only once before in a moment of carelessness did Haset let slip in front of an Illithian confidant that her throne had a dark past, but then quickly changed the subject before it could get away from her. Her form was that of purest light, looked similar to the symbol the Lumineth use for their rune of Zenith, though from the shaft of the symbol grew four elongated hexagon arms and a large burning sphere above what would be a head if one were to guess. Though usually a blinding golden-white, her form instead now glowed that of a dark purple-blue that was dim. Her darkened form began to sink into the seat which she sat, all around her the large throne that of bright light that moved like magma from Aqshy. Next to the throne sat Haset’s warmask, the same worn by the Mountain Spirits, a gift from her Illithian allies.Haset was distraught, a feeling the avatar had come to know well in the recent weeks since her emissary to Ruyalar and to Caradryas Lightbringer himself had returned from their journey. The news from the Prime Dominion in Hysh was enough to make her look beyond just rebuilding in Ilithia, the Spirefall nearly ended her and her children the Hathorians, and she feared the beginning of something akin to it was again on the rise. It worried her more that it was not only in Vulgas, or Hysh as the Lumineth call it, but also in Haixiah itself. Haixiah being sacred to the Hathorians, but more so to Haset; it is home.It was in Haixiah in an ancient age that Haset and her sisters, the Surya, had come to be. The Lumineth speak of Haixiah and what lies beyond its shores, but only those few who have truly reached the light of Hysh have any idea. When they speak of the furthest reaches of Haixiah they speak of the likeness of white paper with sketches of light, then dots of light like those in eyes that have looked into the light, and then finally of waves of light that are also thoughts...memories. It was these very waves of light-thought which Haset came from, able to manifest into a form making it possible to break free from the outer rings pull to the very edge where the light gets trapped.News from the Prime Dominion pulled at the very core of Haset, she feared that one of the factions of Lumineth had come to find out how to harness the very light she came from into a Throne of Light, Ham-Galad. However, as unnerving this news was, it was only a theory that she hoped to explore herself in time. If the theory found to be reality Haset herself would bring upon those her wrath, no mortal should have the power that can create gods.There was other news from the region that however required more of a direct approach, the news of a war-hungry Lumineth faction that has seemed to have made a pact with the Blood God’s daemons themselves; this was unforgiving. She, a being of beyond ancient age, has seen many empires fall, but not quite like in the near-total collapse of the Lumineth, in particular Syar with their massive weapons of war. Haset, and the Hathorians themselves, were made for war but they did not view war in the same way as these Idrelec. These… Idrelec, Haset thought to herself, so wrapped up in the ecstasy of war, have forgotten that war is simply a tool of peace and for peace. Young races are so naive, even those of us made for war are that of a two sided coin, and the other side of that coin is peace. Her thoughts continued unabated until she heard footsteps, immediately her form and color began to shift and grabbed the war mask beside her.Sitting now on the throne sat the form of a beautiful aelven female with hooves of a bovine wearing the war mask, her true face never being shown to outsiders. Haset’s four arms rested upon each of the four arm rests of the throne, each hand holding and item: A Brazier that spouted unending shadow mist, her two weapons the Mace of Haixiah of bright light and stone and the Blade of Vari of Night and Shadows, and in her last hand hanging from a jeweled chain hung a decapitated Keeper of Secrets head; it’s eyes glowing like the throne behind it. Down the rich blue obsidian and marble hall walked two aelfs between seven large Hathorians towards the Goddess. Haset crossed her legs as she looked over the group, she recognized the Ilithian emissary who was helping mediate, his name was Eldir. The Goddess was fond of the Ilithian, his knowledge of diplomacy and of the Hathorian culture had been pivotal in recent years as knowledge of their existence began to reach out beyond Illithia and the shores of Syar. Eldir was an aelf Haset felt she could trust, and her trust of aelves is not easily won. The other aelf she did not recognize, he was tall, slender with pale skin and long wavy blonde hair. His gaze had not left her form since he had entered the chamber within the mountain, it was not surprising to Haset, anyone who sees something new has trouble looking away; especially that of a Goddess or God. His clothing was strange to what she had become accustomed to seeing other Lumineth wear, less traditional, but in its own way beautiful.Stopping several yards back from Haset six of the seven Hathorians drop back behind the aelves and a single larger Hathorian, who takes several steps forward. Clutching his war mace that burned with blades of light he tapped its butt to the floor three times before then lowering his head in respect,“Great Goddess of Ancient Light, Emissary Tulan of Ruyalar with word from Caradryas Lightbringer” the large Hathorians voice was deep, but his aelvish was flawless as he spoke the Lumineth language for better transparency while in talks.“You are generous with your time to escort the emissary here High Warchief Helaku” Haset’s voice sounded light like a gentle breeze, she gave a slight bow herself to the High Warchief before turning her gaze to Tulan, her own aelvish even better than the High Warchiefs as she began addressing him,“I hope your travels outside of the Prime Dominion and into Ilithia has proven relaxing? I hope the convoy that was sent to retrieve you was to your liking?” Haset’s eyes glowed with a relaxing hue of light as she locked eyes with the aelf.“Your people are most accommodating, I wanted for not, and excellent story tellers! The stories they tell i could listen to for human life times” the Lumineth smiled and himself gave a more gracious bow towards the avatar before him before clearing his throat, “What has your ancient wisdom concluded on the matter of joining the Ruyalar against the Idrelec and whatever foes we may face down this path of war?”Haset gently leaned forward her mask changing her what was once gentle facial expressions to what was now a more hardened and focused expression, her voice clear and precise in the words and their meaning,“You say that they call themselves… a Satrapy of Valour, yet they destroy the very realm they claim to defend, even allying with those greenskins”, She spits, “They openly welcome Chaos into Vulgas, or what you call Hysh, to seek battle for no better reason other than to claim victory, in fear of victory of others over themselves. There is no victory in endless war, even those bred for the battlegrounds know this. Peace must be the goal of War, War must be a tool of Peace. There is no valour in seeking out senseless battle, there is no valour in starting conflicts to only sate your own bloodlust. Valour is found in the defense of peace through war. The War Folds of the Hathorians will march with you of the Ruyalar”. The eye slits in the warmask began to glow of a red hot sun and the whole glow around Haset began to also glow and burn like that of a sun’s core, “Our sacred duty is to defend this realm of light, against any and all who may threaten it. Welcoming Chaos into the realm is to welcome my blade upon your throat.” Sitting back down the Goddess nodded to the hathorians behind the two Lumineth, the six bovine motion for Tulan to come with them, Eldris was to stay behind, which by his facial expression was not expected.The emissary could not help but smile in awe, and bowed before being dismissed to bring word to Caradryas Lightbringer of the joining of the Hathorians to their cause, having already spoken to the Ilithians in Yriquell. The Terms were simple: We join not for gold or reputation, we join for the good of the realm we all inhabit. The Idrelec have fallen to the depths of the Spirefall, or nearly, and they must be corrected if not by diplomacy then by the spilling of their blood. These terms were of course what were spoken, Haset however among her own council whispers from the Haixian throne of other unspoken motives within the Prime Dominion. The will of Haset does not end simply with ridding Hysh of a war-craved Lumineth Satrapy and its Chaotic allies, no, her sights also lie within the satrapy of the Dornayer.Leaning forward towards those that still remained, Haset waited until the large doors to the chamber had sealed to begin speaking,“I do not doubt there will be losses on both sides, no doubt, especially if what we have been told of these war hungry aelves is true. In the last month I have spoken with the Matriarch of the Yriquell and we have both agreed that we shall call upon once more the Mountain’s Path.”Silence was broken by a single question from a commander in the back, asking who should lead, after a short pause Haset let out a single name, “Asana”.At the sound of the name Helaku began to clench his teeth and his eyes closed as a wave of anger rose through him, though his mask hid this from everyone around him. Though he would follow the aelf blindly into battle, and he knew that she would do the same for him, he could not forget the history between them. Regaining his composure he could feel the goddesses stare on him, like a beam of light you cannot escape, and then a voice,“Did you hear me High Warchief?” Haset’s voice ringing in his ears, “You are to head to Yriquell ahead of the army and speak with the Matriarch and her general before leaving on their stone fleet. I head alone into Haixiah, there is something I must retrieve before joining in the campaign”. Helaku blinked his eyes, barely visible through the mask's slits, simply responding with a nod. With the simple gesture the haulking Hathorian warrior turned and began to walk out of the chamber and into the greater city of Iakhu,Haset’s body language did not shift and no hints of what she sought were given, but her orders were clear. Soon she turned her attention to the Ilithian emissary that still stood amongst the bovine council. Motioning for him to step forward, Haset releases her two weapons that now rested on the arms of her throne and clasped her hands together gently,“Eldir, sweet Eldir '' her voice innocent sounding but behind the pleasantries the aelf could feel a sense of enmity in her tone, “Word from your matriarch on what was spoken between us?”, her voice steady.The aelf cleared his throat and gave a nervous smile, “The Matriarch has agreed to your terms, that if we do find battle with the Dornayer and the throne is won to us, that it will be given to you, the Primordial Avatar of Hysh. It is also agreed that any land winnings will be granted to both nations, but those of Thalor Alari will receive double that of the Hathorian nation. She has also agreed to your...as she said, ‘very intriguing proposal’”.Smiling, though hidden under her own mask, Haset nods at Eldir and gives a slight bow from her throne,“It is settled then, our two nations will once again march to war. But do remind Matriarch Asarra Whitespear that if my theory about the throne is correct that she will need my knowledge to acquire what she seeks''. Giving a nod, Standing up Haset raises all four of her arms into the air, and around her the red glow like a sunset shown brighter until it blinded all in the room that did not close their eyes. As her glow began to fade, Eldir noticed after his eyes opened that he now glowed with the light of a sunset’s colors, the natural magic that flowed through him also felt empowered, “and so the dawn of war is upon us” Haset said before clearing the chamber of all but her High Priestess.Part II“Even once hardened enemies can become fast friends”The Huntress and the WarriorHelaku walked the dirt streets of Iakhu in a housing district, the dust from the road rising from under his feet shimmering like miniature suns. Long houses made of light and shadow birch lined the streets, behind them high totems of venerated Hyshian spirits and animals dot the skyline above the busy eastern market and war districts in the distance. The Hathorian capital had exploded in growth after the Spirefall and Helaku was reminded every time he walked the busy streets, and he was thankful for it. Taking his war mask off, his long fur covered most of his face but even so he navigated the streets without error, he had helped build the capital long ago. Lumineth and Hathorian passed by him, his stride steady as he walked towards the western entrance to the city to where he would enter into the Garden of the Mountain.The Garden of the Mountain is a feat of a joint effort between the Lumineth of Thalor Alari and the Hathorians of Iakhu. The mountain valley that serves as a natural path between the two capitals has been made into a giant garden, terraces of flowers and extoic trees dot the sloping mountain sides, gardens of vegetables and other crops line the side of the road for travellers and the cities. At the Hathorian entrance the High Warchief came to a stable that held both land and aerial mounts. With haste needed Helaku secured one of the flying hyshian bulls from a handler and took off for Thalor Alari, the trek would only take a few hours compared to a day on a land mount, or several days on foot. Below him all the flowers were in full bloom, a sight he had seen hundreds of times before in his travels between the capitals, still he enjoyed it all the same. Sweet scents filled the air even several hundred feet in the air, the high mountain walls trapped the flowers' scent creating a corridor of never ending spring smells. A few hours later in front of him at the horizon of the skyline Helaku could see the rising towers and walls of Thalor Alari.Landing a hippogryph roost along the eastern wall, Helaku dismounts his tauronox and for a brief moment greets the hippogrpyphs who rested there; including one not older than a few months. Gently rubbing their beaks and running his hands through their feathers, the high warchief paid his respects to the war mounts and helped continue to build a familiarity with Hathorians. Turning towards his mount, Helaku begins to lead it outside the roost that connects to the mountain, and towards Mt. Alari. In what could only be described by those of Thalor Alari as “Hathor Speak” or “Bovine Tongue” the High Warchief begins to speak with the tauronox and it with him, and soon the great beast took off towards the green mountain.“To see how naturally Hathorians and their natural companions coexist, almost as if they are the same. It is a marvel and an inspiration! It truly sparks wonder when I see one of your kind speaking directly with any of the many wild bovine species of the realm”, a voice came from behind Helaku, it was Eldir who had just arrived on his hippogryph.“You aelves are quick of feet, I will have to leave obstacles next time”, the Hathorian turned around and gave the aelf a smirk and wink before a powerful laugh ensued. Both gave a bow before walking down the path behind the walls that lead to the city.“To war again our nations march it seems old friend, I do hope it is worth it, though the idea of an aelf allying with a chaos commander does not sit well. It brings back memories from those dark times. I just worry that this will set back our rejuvenation, and now with a new God of Destruction on the loose?”, a somber look came over the aelf for a brief moment before he caught himself and corrected it, “Nothing our bond cannot endure, I’m sure however”, confidence returning to him.Looking down at Eldir the High Warchief nodded in agreement, “The Mother Spirit and the Queen Matriarch seem to know what is at stake, and I personally look forward to testing the resolve of the war-crazed satrapy. I partook in wars that happened before the Age of Aelfs, long ago before any Lumineth was alive, I doubt even the Dornayar have records of them”, Helaku gave a head shake, “I want to see if this self proclaimed ‘Satrapy of Honour’ can teach me any more lessons on what they claim to have, for i see no honour in their wars for wars sake.” Stopping in their tracks both looked up at what they thought was Thunder of a mighty storm breaking upon the mountains, but in the distance instead they saw the tops of the smaller mountains begin to form into giant floating islands. It was the first sign that the Ilithians were preparing to march for war, when their Stone Mages began to form the mighty stone fortresses of Thalor and Alari, named after the two Volcano spirits that the mountain range belongs to. A wonder to see, and still the spirits themselves still needed to be roused from their mountain home; Helaku had only seen the process a handful of times.Upon reaching the inner city walls the two easily entered given the status of Eldir and the giant plaque he held up to the gate guard. The City of Thalor Alari was busy, and it felt that more Vanari marched throughout the streets than normal, and there were. It was clear that the city was preparing for war, fresh blades made from the fires of Mt. Thalor were arriving in large carts, large numbers of Stone Guard walked along the Vanari towards the floating islands, even overhead Hippogryphs and feathered dragons began to fly towards the same islands. It was never a surprise to the High Warchief how quickly the Ilithians mobilized, not after the Spirefall.Walking through multiple districts the pair finally reach their destination, the Queen Matriarch's palace, where yet another council awaits. Four of the matriarchs guard give a signal as the two walk forward and the large door begins to open. Before walking into the entrance helaku puts back on his war mask, taking a few steps forward he catches up with Eldir right inside the doors. Torches made with gems of light dot the walls, creating an identical feel of daylight even inside the palace, for the torches mimicked Hysh’s natural rhythm.Reaching the inner chamber Eldir parted with Helaku who noticed that no one else had arrived yet, looking around the Hathorian stands and began to meditate in silence. After no more than ten minutes had passed one of Helaku’s ears twitched towards a sound to his left, and a door opened and out walked Asana. The bovine could smell the aelf, instantly his eyes opened, though the anger he felt earlier did not surface in her presence. Turning towards the aelf he could see she still sported her simple armor compared to other Lumineth vanari generals. An aelf of beauty, by Lumineth standards, her long wavy hair and moonkissed skin were showing without her usual head garb; she walked up until they were within arms length. Both looked at one another, neither spoke but both could feel the tension in the room. It had been many years since the two had commanded with one another, to have their shared army called upon was only done for campaigns that both the Queen Matriarch and Haset felt needed“Fine, you stubborn upright shaggy Ymertrica Longhorn, I will begin this glorious meeting”, Asana’s words breaking the silence, her sarcastic tone picking at the Hathorians' animal appearance. As if a part of a song Helaku chimed back, without a beat being missed and clearing his throat,“The Ymertrica Longhorn is a majestic creature, one which has the reverence of all in Hysh. So much so in fact that your mountain spirits take on the appearance of one! You honor me”, the High Warchief’s voice sly, deep, and also deeply sarcastic in tone, gave the aelf a side eyed look.Asana raised an eyebrow before continuing on, seemingly shrugging off his response,“I am told we are to go to Haixiah to fight once more against my kin who seek out mindless war, somethings do not change. The Stonemages work now to create their fortresses, which you no doubt saw on your way here. I have also been given word just moments before walking into this chamber that your War Fold is already nearly to the walls, which does not surprise me”, her voice steady and confident in the towering hathorians presence, “my Vanari and other sections of the Thaloralrian army should be ready in mere hours, and then we will head towards the Prime Dominion”Giving a nod Helaku acknowledged what was told to him before revealing what the vanari general already seemed to know,“We had sent the War Fold forward in anticipation of the agreement of war, our nations so connected it is easy to anticipate the movements of each other... and I may have been given word of the agreement by the Goddess herself days prior ”.Smiling and nodding, Asana began walking towards a large table to the side of the Queen Matriarch's throne, on it were two maps, one showing all of Hysh and one of the Prime Dominion. Walking around to the top of the table the general points to a place on the map, the eastern tip of the satrapy that bordered near Elesha of Teclandec,“This is where my Stonemages will take us and where we will set up our first outpost, we will be in launching range of the Idrelec and able to keep eyes on the Teclandec also” continuing to go over plans for leaving for the Prime Dominion Asana looks over to see Helaku studying the map as he begins to comment on the region picked,“Seems like a defensible area, near the sea which is also good. I look forward to seeing this new land”, a snort of excitement leaves the bovine's nostrils, “The Primordial Goddess of Hysh will join us in time, though she has not told me why, she travels first into the depths of Haixiah first before joining with us on the campaign. It is a shame that our alliance dictates that one leader must always stay behind, to have both the Queen Matriarch and Goddess on the same battlefield would be a sight to behold again, bloody days they were”.Smiling Asana begins to walk towards the doors leading to the city, “It would be, however, the day both our leaders leave for battle is the day that th motioning for the Hathorian to follow. As the doors open their sight is greeted by the meeting of two mighty floating island fortresses over the city, floating stone stairs slowly forming to allow the army and those who would accompany them to board the Islands.“In a few days time we will be within the Prime Dominion my old friend, and again together we will fight for the good of Hysh and for a better future for our peoples”, both looked on as both the Ilithian Warhost and the Hathorian War Fold began to combine into one entity and join the Alarith and River Temples on the Floating islands high above.Days later the Army and all those who traveled with it were ready and forward they went towards the Prime Dominion and their destination, forward to war.Part III“Behind closed doors secrets are whispered, even by Gods and Goddesses, plans are spun away from even those we trust the most”Whispers of the Haixian ThroneHaset sat still upon her throne, in front of her stood Heba, her first daughter and High Priestess of the priesthood. Between them they talked of the possible events to come: Loss of life, victory, defeat. Among the many subjects spoken about, the one that was spoken the most was the possibility of a new fold being built within Haixiah. There hadn’t been a Hathorian settlement within the continent since the Age of Primordials when the Hathorians were first created. pockets of stability were more common than they are now, not that the volatility of the continent impacted the bovines much like that of other races. Soon conversation moved to battle, and the few worries regarding the battle prowess of the Idrelec“Will you wake him?” Heba asked cautiously.Haset didn’t answer at first, the question came a bit surprisingly, she did not think anyone but herself would even consider what was asked. Acknowledging with a nod of her head the Goddess confirms the suspicion,“You my children are made for war, but you are not the only ones bred for it. I sense that this fight within the Prime Dominion will require all possible advantages, and he is a great warrior.” Standing up and beginning to walk down the steps of her throne Haset looks down at the Priestess next to her,“I leave you in charge of Iakhu, if all goes well within the Prime Dominion...our future plans with Asrra Whitespear should move forward within the region and into coastal Syar. I will send word of our progress” Haset’s form begins to change again as she walks towards to open chamber doors, this time into a golden white winged longhorn, her wings angelic in appearance. Soon the Goddess is seen entering the clouds of the Ilithian skyline high above the mountains, below she could see the armies of Thalor Alari and Iakhu moving onto the large floating fortresses, she knew they would soon leave.On the winds she thought of what was to come, but she knew where they went they were needed, if only she could be sure the allies they found were on the right side. Haset questioned Caradryas’s morality as the aelf did steal the mate of another, such an act was unheard of within Hathorian society. If one was willing to steal that which one longs for the most, what else are they capable of? She also wondered of the other nations and travelers who would ultimately join the cause on all sides, what worthy foes would they meet? She began to clear her mind as she disappeared into the horizon, back to where she had come to being, Haixiah.The Thalor Alari-Iakhu Alliance: The Mountain’s PathThe Ilithians of Thalor Alari and the Hathorians have an intertwined history since the Spirefall, one that has forged an unbreakable alliance. From the Matriarchal Wars during the Spire Fall, the Battle of Autumn Plains, the Green Tide Wars and countless others, in the defense of Ilithia the two Nations have travelled together unquestionably into war. Two nations with a shared soul, they formed a handful of shared armies that among the many others they hold. These armies consisted of the best that both races had to offer, elite armies capable of penetrating deep into enemy territory or tackling the most savage fronts. The Largest and most battle hardened of these armies is known as the Mountain’s Path.Travelling on floating islands of mountain tops, the Mountain’s Path appears in the sky without warning. Atop a mountain top in the center of the Island sits a Temple to the mountain, here a Alarith Temple Mage or Kaibab Whisperer propel their stone fortresses forward, even the winds breaking before them. The army and those that support it on the campaign form villages or cities depending on the size of the island, often fortifying them as the island provides recurring stone and timber for building. Living rivers of river aelementals form on the islands, truly these are not ordinary fortresses but living fortresses able to self sustainment.The Leadership of these armies is broken down like other Lumineth armies, however the role of General varies between a aelf or a Hathorian depending on the campaign. Examples of this can be seen in the Green Tide Wars in Ghur where the Hathorian High Warchief Helaku was given the role of General over that of Asana the Huntress. It was thought that the Orruks and other wild tribes of Ghur would respect the appearance of brute strength of a Hathorian over the more fragile look of an Aelf. This may have been proven when in a Duel Helaku was able to cleave a Orruk Warboss clean in half with one swing with a rusted blade after dropping his own mace. Upon seeing their leader so clearly beaten the tribe of savage orruk swore fealty to the Hathorian, though ignoring any aelven orders. Though during the Spirefall it was Aelven command that was used almost extensively, as Hathorians were being killed on sight as they were thought to be Beasts of Chaos outside of the Twin Peaks region. The success of these armies at their core is the ability of both races to trust in the leadership of the other without question.Together the Ilithians of Thalor Alari and the Hathorians create the perfect balance of agility, intelligence and brute strength.Thalor Alari in The Prime Dominion of Animosity III Campaign:Named after the two mountain spirits in which the city sits in the shadows of, Thalor Alari is the regional capital of the Twin Peaks region in Ilithia. A naturalist faction of Lumineth, those of Thalor Alari strive to coexist with Hysh in natural harmony with the realm and that which dwells within it. Where others have massive forges, the Lumineth of Thalor Alari use Mt. Thalor as their forge with its active fires, the living volcano allowing a natural smithing process.Although on the surface they call themselves Lumineth, the aelves of Thalor Alari do not recognize the Twin Gods of light as their own, but instead worship Zenith Dragons and Haset; The Queen Matriarch claiming to be of a dragon bloodline. With the perceived abandonment by their creators, the aelves sought out new allies in which they found Haset and the Hathorians, Zenith Dragons, Hippogryphs, and the Aelemental spirits.The Twin God denying Ilithians have a history of military dominance and using that strength to maintain balance within their region of Ilithia and greater Hysh. Where seeds of corruption are thought to be found, the armies of Thalor Alari do not shy from marching forth, and rumors of corruption are coming from the Prime Dominion. Their interest in the Prime Dominion on the surface is simple: Land, Payment and to root out and destroy those who would welcome those outside of order into Hysh. However, beyond what is spoken in the halls of diplomacy, the matriarch of Thalor Alari has grander plans that she wishes to achieve. Where Asarra Whitespear feels that Teclis and Tyrion failed her people while the Matriarchal Wars during the Spirefall raged, that same rage towards them is what drives her to never do the same; at any cost she will see her people prosper.Hathorians in The Prime Dominion of the Animosity III Campaign:The Hathorians: Created by the Goddess Haset, an Avatar of Hysh, the Hathorians live amongst the mountains and highlands of Hysh. An ancient bovine shamanistic race, they have stood guard in defense of the realm of light since before the Age of Myth and the arrival of the Twin Gods Tyrion and Teclis. Although the Hathorians were made for war, the race with Haset’s guidance does not shy away from diplomacy and will seek peace before war in most instances. Treaties and peace are valued, even if at times as a tool in bidding time, putting off the demise of one to focus on the annihilation of another. Being highly skilled in both war and diplomacy has allowed the Hathorians to survive when others have fallen, to rise when before on the brink of their destruction. In the defense of Vulgas, Hysh in the Hathorian language, the Hathorians have clashed with Chaos, Greenskin, Gods, and Mortals alike, including the Lumineth, over the millennia.The Spirefall nearly brought the annihilation of the Hathorians and Haset, this near annihilation was not only brought upon by mistaken identity of being Beasts of Chaos by the Lumineth, but also by the chaos armies of Slaanesh and Khorne in particular towards the end of the Spirefall. If not for an alliance with an Illithian matriarch the Primordial Goddess and her children may not have survived.To see Khornites on the battlefield, no less in Hysh, makes the Hathorians filled with rage and even more so when aelves are swayed into allegiance with them. Such Allegiances are what made the Spirefall that much more bloodied and prolonged, and such offenses should not be repeated nor unpunished in the eyes of the Hathorians.Their Ilithian allies describe the Hathorians as stoic, embodying the strong and silent type with their quiet contemplation. This quiet thoughtful disposition is highly respected by the Aelves of Hysh, Ilithia in particular, as they respect sound and thoughtful thinking. This high intelligence and calculated reasoning combined with the immense size and strength also make them to be considered dangerous by many, even their own allies and in particular those of the Great Nation of Sayr. A highly spiritual and shamanistic society, the Hathorians pay homage to the Ancients, or Aelements to the Lumineth, they live in the shadows of. Among the mountains and within the highlands where they live one can hear the throat singing Whisperers, and the Ancients delighting in their songs, all worship Haset above all else, the Mother Spirit.Core CharactersHathorians:Haset: A being of pure light and a primordial avatar of Hysh, Haset commands the light and magic of the realm as a master weaver controls a needle, all with the sound of her voice. On the battlefield, the foe is mesmerized, not only by the slaughter before them as she is potent in melee but also because of the hymns and blessings she weaves with her voice. As whole enemy regiments burst into searing light or worse, her destructive power causes veteran and new recruit alike to flee. For her people, the Hathorians, she is the Mother Spirit and a beacon of hope that does not falter. Her charge is to maintain the fluid natural balance of Hysh with the Mortal realms, in particular with Ulgu, at any cost. Without balance, there can only be Chaos. The Goddess Haset of the Hathorian Nation is an ancient goddess, possibly as old as the realm itself, the goddess has seen the realm grow and evolve more than many. Eons before the Age of Myth there was a Great Awakening throughout the Mortal Realms, if this was the first or one-hundredth time no one can be sure, but life sprang forth. From the smallest insect to Gods and Goddesses, life seemed untamed and its expanse continued for generations. These Gods and Goddesses were physical manifestations of the realms themselves, imbued with the realm’s natural raw magics. Among the mad expanse of life came the goddess Haset and the five Surya or five Light Avatars (or also known as Solar Gods) in the realm of Valgus, or what would become known as Hysh.Haset’s existence, along with the other Surya, began in a burst of light, and at that moment consciousness was born, with Haset being the strongest of the five. Each Surya had a calling, Haset’s was War and Knowledge and so was her name among the other Surya. According to Hathorian legend, Haset and the Surya came into being when beams of purest light from the highest reaches of Valgus raced downwards, willing itself to take form instead of being absorbed by the realm. With conscience and awareness, the new Goddess and the other Surya began to travel the lands as one, in golden fields met by forests of permanent autumn leaves the Solar Gods walked. The purity and natural balance about them made these beings of light joyous, their radiant light helping to promote the growth of the realm about them. To Haset’s knowledge, only one other Surya survives.Haset’s form glows with the light of Hysh as her spirit within is pure light itself, blinding and purifying it is only when she dims her light can mortals look upon her. As light is and can be an infinite number of colors Haset also is and can be numerous different forms, no one however but the High Priestesses of Haset know her true face. Rumors spread of an Aelven woman with a bovine head with six horns, within the two top horns a large disc is held. Others say they see the form of a beautiful white bovine, not dissimilar to the Ymetrica Longhorn. The most outlandish tales tell of a symbol that dances in radiant shades of light as it whispers messages of Wisdom. Only one thing is constant in any of the sightings beyond the raging light: The Sphere above her head.Helaku, Honored High Warchief of Haset:“As the large Hathorian charged towards them, the Gors and Bullgors did not know how to react. At first, they thought him one of their own, for the form was that of their own, or seemed to be. Instead of patches of fur, he was covered in long thick fur that even covered part of his face, or was it a mask? They could not tell from the distance they stood, it was not until they realized that his weapon radiated with pure light and that his armor bore both Lumineth and strange symbols that he was not one of their own. With a horrendous warcall the raiding party begins their own charge at the yak like minotaur in front of them. Before combat was met, man sized bolts whistled down from the sky skewering a few gor and a bullgors where they stood. With a thunderous war cry of his own Helaku, Honored High Warchief of Haset, crashed into the gors like an avalanche crashes into a building. Swinging his mace, its pure piercing light energy cauterizing and melting armor that it struck. The remaining Bullgors rushed the Hathorian, almost as large as he and more in number, seeking the blood and flesh of their assailant. Helaku raised his shield to the first one, its green crystals pulsing outwards with his own push, sending the first bullgor flying back several meters, crashing into a highland boulder. Swinging his crude axe, the second Bullgor is parried by the Honored High Warchief’s own weapon. As the bullgor raised his axe to strike the sense of pain raised through his back, and then his chest; a beam of light soon shown where the bullgors chest cavity once was. Lifeless body fell before Helakui, blood shown on his war mask, he again wades into the remaining beasts, none are spared.” - First Encounter of Beast of Chaos and Hathorians, outside of Iakhu, Capital of the Hathorian Nations Helaku, meaning “Mountain Strength” or “The Mountain’s Strength” is the personal High Warchief of Haset, and the first Male Hathorian to be made by the Goddess. Created for war, Haset imbued in him all of her own combat prowess and knowledge, he is war made manifest. Since before the Age of Myth, Helaku has commanded over the Avatar’s armies, or War Folds, and has crushed many in her name.Over the ages many High Warchiefs have challenged the ancient Honored High Warchief for his position, and to be Haset’s personal High Warchief; they soon realize their folly. Though all male Hathorians are bred for war specifically, none can match Helaku’s strength or tactical intelligence, they are soon overpowered and sent back to their own war folds.Pivotal to the battle of Yriquell-Lunia, Helaku lead the charge of the Hathorian Elite Guard, The Mountain Guardians, to repel the Slaansh warhost that had been carving a path of death through Ilithia during the Spirefall. The Hathorian war fold caught the Slaaneshi forces off guard, being able to hold them long enough for the remaining Ilithian forces to regroup and join back into the battle. The ferocity that the Hathorians fought with inspired the aelves, but it was Helaku’s own martial prowess that inspired them even more. Cutting down even the largest of Slaangor, the High Warchief seemed unstoppable, it was only until a Keeper of Secrets emerged that the tide began to shift again. If it was not for the Warchief’s own tactical foresight the battle would have been lost. His own forces holding back the Keeper of Secrets and elite center, allowing the Ilithian infantry to flank the weaker sides of the piercer formation of the Slaaneshi force. Enough time was bought for Haset herself to engage the greater daemon of Slaanesh, soon the village was won and the Hathorians disappeared again, like the myths of old. It would not be for another passing of Ulgu that the Hathorians and Ilithians of the region would become military allies.Lumineth:Asana the Huntress & Ilithian War Hippogryph, Vanari GeneralDiplomacy within the Prime Dominion:Ally Coalition: The RuyalarShared Reason: Being the most cultured of the Satrapies within the Prime Dominion, Haset and Asarra Whitespear reasoned that it would be them more than any of the others that would accept the bovine goddess and her children into their ranks and society.Hathorians: The Hathorians in particular find the Ruyalar intriguing, always trying to push boundaries and try new things. However, it is also noted that in Syar this was a part of their downfall: Always wanting to try and create better war engines. As much as the Hathorians view the Ruyalar as allies in a fight for the Prime Dominion, they also feel this innovation must be watched from the outside with new eyes, striving for ever new heights is what led to the dazzling fall.Thalor Alari: As the Ilithians have denied the Twin Gods and many of their teachings they have in many ways been on their own, for this reason they seek to learn what they can from the Ruyalar; knowledge is what Thalor Alari seeks. Aside from knowledge and payment, the Thaloralrians seek out to test their own military might against such foes as the Idrelec. Proud of their own military prowess, they seek to prove the superior force and take land to prove it.Respected Coalitions: The Celandec & The TeclandecThe Celandec: Both the Hathorians and the Thaloralarians have sympathy and understanding towards those of the Celandec satrapy. Both nations coming from against-the-odds-histories from the Spirefall, the plight of the Celandec resonates with them and common cause could be found.The Teclandec: If there was a place within the Prime Dominion that reminded both the Hathorians & the Thaloralarians of their home in Ilithia it would be the Satrapy of Teclandec. In particular for the Thaloralarians who have built a large trading empire, the Teclandec are a possible new trade partner to expand into Haixiah and other routes in between. The Hathorians respect the level of culture and civilization that the satrapy has achieved, however are wary that they have not yet found the humility to sustain such great heights of talent; did they learn from the fall that was the Spirefall?Prime Enemy Coalition: The Idrelec.Shared Reason: Although The Hathorians, Thalor Alari and the Idrelec are similar in many ways, they also differ in such fundamental ways that to Haset and the Matriarch that peace between them could never be. The welcoming of chaos into Hysh can not be tolerated.Hathorian Reason: Although both the Idrelec and Hathorians are bred and made for war, where the Idrelec seeks it out and does not accept peace as a natural part of the cycle of war, the Hathorians seek peace but prepare for war. The true victory to the Hathorians is peace and bringing honor to both sides for not just peace, but lasting peace.Thalor Alari: Sharing the same views as the Hathorians of the war hungry Aelves, the Ilithians also seek to expand their own territories in Haixiah, although until now were unsure if that would even be possible with the volatility of the continent. Now with the reality that a port city within Haixiah is possible Queen Matriarch Asarra Whitespear tries her hand at grabbing that which she wants.Secondary Enemy Coalition: The Dornayar.Shared Reason: Both Haset and Asarra share an opinion of Elusedrod the Deathly and his throne of light: He should not have it. The main common thought is that the leader of the Dornayar should not be able to see what the throne allows him to see. To have such an advantage not only in war but even in peace is too dangerous to allow.Hasets reason: “Ham-Galad, the Throne of Light of Elusedrod the Deathly is carved from Hysh’s radiance”, per the words of her Ruyalar emissary, has awoken a fear within Haset that she has not felt but a few times in her very long life. She fears that the throne is made of the very light which she came from, and therefore that the aelf upon it may unlock the secret of godhood.Thalor Alari: Although the Throne of Light is a concern, the Thaloralarians do not care for the presence of the star lizards, and wish to expel them from the realm and steal their ancient knowledge. The Thanalarians are always wishing to expand their knowledge of history so they can avoid repeating it, for partly this reason they wish to take on the Dornayar: To raid the great libraries of the Satrap.Asarra Whitespear also has her own agenda, which except to a handful of trusted individuals, no one knows about.
  4. Hi! I'm back! Today without much lore other than the lore contained within the warscrolls themselves. But today, I come to you to present the Hardtack Boarders and Rotting Cranians. Hardtack Boarders are zombie mates that use giant undead parrots smuggled from Ghyran to board other vessels and try to sink them as fast as they can. They are hard to hit and are able to pack a punch with the right leader choice (foreshadowing???). I will not lie, they were inspired by the boarding troops used by Vampire Coast in Total War, but I decided that giant bats are a little to cliche for my taste. The 2nd units, the Rotting Cranians are basically Rotting Prometheans brought over from The World that Was with a new name. I just like big crabs, what can I say, I hope we're getting more of them after the Underworlds release. Art credit: Hardtack Boarders - "Zombie Parrot", Sinistral-uk on Deviantart Rotting Cranians - Vampire Coast concept art, Creative Assembly
  5. As this is the first post I'd like to explain some of the lore of this faction. I'd like to mention that I tried to distance the Gravetide Corsairs from the Vampire Coast itself, as I want it to be a standalone faction with it's own backstory while retaining the vibe of a pirate-centric faction, although there are some rather obvious and outright stated references to Harkon and his crew. For the purposes of this faction I created an entirely new deep-dwelling race of shapeshifters original to the Mortal Realms called the Abyssals. The Abyssals were almost in their entirety wiped out by the Idoneth during their escape from Teclis as they were the first ones to have their souls consumed by the Deep Aelves, for they had some unique magical properties only encountered in their raced and appropriately dubbed Abyssal magic, a forgotten kind of Shyish magic now only wielded by the mostly feral and decrepit Abyssals, which after hundreds of years of hiding in the depths have devolved into an almost bestial state only able to use their powers in an instinctive manner. Only a few of them remained of sound mind and were considered the ruling caste of the underground Abyssal society. During Nagash's conquests of the realm of Shyish, he encountered one such Abyssal, the most powerful of the ruling sorcerers, Shra'ghot. The Abyssal would do anything to return his race to it's former glory, so they offered him a pact of loyalty with the intention of stabbing the Supreme Lord in the back when they have grown in power sufficiently to sperate their new empire from Nagash's grasp. As the Supreme Lord isn't that foolish to not see through the Abyssal's plans, yet was curious of the creature's abilities, he agreed to this pact on one condition, Shra'ghot would be supervised at all times by an envoy chosen by Nagash himself. After finding the fitting soul to assign to the creature, he conjured it back to life, giving form to Coraletta the Mad One, a vampiric corsair captain that served under the command of Luthor Harkon himself. With a new dark alliance formed, Shra'ghot has been crowned the Grand Admiral of the Undead Fleets and now seeks revenge against the ones who robbed them of their long lost legacy in the name of the Supreme Lord. So what do you think? I've already created a lot of warscrolls for this new army, here are the two "heroes" of this new story to give you a hint to what's to come in this project. I'd like to receive some constructive criticism from anyone who'd like to share their thoughts on what they've seen so far. Also, I've kind of hit a creative block when it comes to writing rules for the faction itself so if you have any suggestions I'd gladly read them. Art Credits: Shra'ghot - "Ceremorphosis Mindflayer Transformation", JessJackdaw Coraletta - Vampire Coast concept art, Creative Assembly
  6. I noticed we had a place to discuss Seraphon, but really no place to share with each other our current or finished projects. Id like this thread to be a place for us all to share that, whether it be models that we are or have painted or even homebrew we are writing. Please be kind it takes a lot to share, especially if it's something someone has written, this is a helpful thread where we as a Seraphon community can encourage one another. So please, without worry of judgement, share wuat you're working on, have finished or even are planning all things Seraphon!
  7. Hey everyone! So, I'm not that great a writer, but I do enjoy writing from time to time. I decided to start writing my first longer story about my Seraphon, in particular about my Slann. Up until this point my Slann has been MIA in my fluff, this is due to the poison running through his body and essentially being stuck in a coma. I however want to expand on him and my Seraphon a bit, so this is a part of that. This story will focus on him, my star seer, a skink, and the surrounding events in my homebrew valley in Ghyran. Many of my kitbashes will likely make appearances in this story, including my most recent Sauropod kitbash/sculpt (which can be seen here: Sinarai's Paint & Kitbash Blog with a side of Homebrew - Painting and Modelling - The Grand Alliance Community (tga.community)). I'll be doing this chapter by chapter, it may take me a while as I am a slow writer, but I think it'll be a fun story to follow. Each chapter I am aiming for around 10 pages (roughly 5500 words), which for me is a lot. I am hoping to publish a chapter a month, but that of course may change depending! Really looking forward to sharing this with all of you, and I hope you like it. Thoughts and C&C are welcome, please be gentle though. Happy Reading
  8. Following up on discussions in my earlier thread about rewriting the Stormcast Battletome, and a discussion in the What's Next For Stormcast thread, I have taken another stab at rewriting the Stormcast rules. Many players have identified a big problem with the Stormcast Eternals - their rules do not match their lore or even their models! Stormcast are large models but still die pretty easily; they have swords the size of Freeguild but their attacks are mostly weak and inaccurate; they have Wizards that can fight better than melee heroes; the large expensive centerpiece models are not impactful enough for their relative stature; most stormhosts are never worth playing and the general traits & artifacts are weak; the special characters are mostly useless, and so on. My main goals with this revamp are the following: Rewrite the warscroll rules so they more accurately reflect the lore and models of the Stormcast Eternals Reduce the model count of the Stormcast army and make each unit feel more elite Revise the allegiance abilities to bring them in line with other 2.0 armies and better portray the way Stormcast go to war Replace the existing Stormhost rules with new identities and rules that fit better into narrative and matched play Increase the point costs of many underutilized units and make these units stronger (both offensively and defensively) In order to accomplish these goals I have some overreaching strategies: Almost every Stormcast model has +1 to their Wounds characteristic Basic Stormcast are 3 wounds and 4+ save Shields give a unit +1 save. If the unit already has a 3+ save, shields re-roll 1s instead. "Elite" units (Paladins, Evocators) are 4 wounds. Paladins have 3+ save. Mounted units are +2 wounds over their unmounted counterparts Knights are 5 wounds Lords are 6 wounds Lord-Celestants are +1 wound over other Lords Special characters usually +1 wound Rules for weapon options (including shields) have been examined in every unit to make each choice feel more compelling Prime models in every unit each have a special once per battle ability Prime Electrids also increases casting/unbinding/dispel rolls by 1 Add synergies to more unit combinations that make sense from a narrative or thematic perspective All Warrior Chamber units, some Vanguard units, some Extremis, and few Sacrosanct units have improved damage output With all that context in mind, see the spoilered text below for all the updated warscrolls. Named Characters: Warrior Chamber: Extremis Chamber: Vanguard Chamber: Sacrosanct Chamber: Pitched Battle Profiles (aka Point Costs): A full gallery of the warscrolls can be found here: https://imgur.com/a/9xhaNrF Update: Allegiance abilities, Stormhosts, and Battalions: https://imgur.com/a/1lVenGv This has not been playtested so it's obviously not balanced, but let me know what you think anyway! Stormcast Battletome Revamp (MSEA).pdf
  9. The Stormcast battletome released in 2018 is woefully out of date. It does not have the same kind of interesting abilities or army rules found in battletomes released immediately afterwards. None of the Stormhosts really match the narrative of the army, all of the battalions are total trash, most of the traits/artefacts are rubbish, and many units are just downright useless. With that in mind I have started a project to rewrite some of the rules in the battletome. The goal is to update the rules to better match the narrative and make more interesting choices when making lists. In some cases that means some units/Stormhosts will become more powerful, but in those cases I believe it is justified since they are currently weak to the point of being unplayable. I will use this thread to post my progress, thought process, and hopefully gather feedback from other AOS players. Here is what I have so far: https://imgur.com/a/HAuEMWl I don't believe this will be 100% balanced, but let me know what you think either way! Update Nov 14 2019: https://imgur.com/a/dHAJdvI Update Jan 3 2020: https://imgur.com/a/zdDQQ8J Update March 18 2020: https://imgur.com/a/tCyMsVJ
  10. Hey everyone So, here we are at the end of 2020, it's been a crazy ride. As the year comes to an end I've started to think about how I want my hobby to look like in 2021, and a big part of that is definitely homebrew lore writing. When I first started getting into Warhammer I started with Seraphon, just so natural given my love for dinosaurs and mesoamerican culture, morphing the two together is just genius to me. However, time marches on my interest in a select few factions has happened, the Lumineth being the main one (Deepkin and new Slaanesh being the other two) and with that means I get to do more homebrew! With the release of the Lumineth and their battle-cattle the door has been open on so many conversion/kitbashes, and that's where this blog comes into play I love Minotaurs, but I dont like that isn't a a non chaos-aligned games workshops interpretation of them, so taking matters into my own unofficial hands, I have created my own Minotaur race for AOS. This minotaur race resides in Hysh and is not chaos aligned and does have shakey relations with the Lumineth, in particular the Syar. This blog is hopefully a launching point to possibly turning my homebrew into an unofficial battletome for myself. Any tips anyone has for battletome creating would be awesome! As i'm not a great artist, nor have money to hire an artist, most of the pictures for this will likely be either of my kitbashes or art that loosely represents what i have in my head (sourcing the artist when able or using those with a watermark). I'm going to reserve the first few comment sections to fill in, and add to/edit as i go and as I receive more feedback. I hope you enjoy this as much as i have and continue to love creating and building
  11. Pseudonyme’s NON-PLAYABLE WARBAND AI WARCRY ADD-ON (for chaotic beasts and other mindless hordes) Dear fellow wargamers, The goal of this add-on is to add a simple AI to control a Non-Playable Warband (referred as NPW in the rest of the ruleset), to control chaotic beasts and other mindless hordes (Squigs, ghouls, ghosts….) in your regular games of Warcry. In addition to the AI, each NPW has their own specific rules to add flavor and hopefully « fun ». This add-on is aimed at people who only have 1 friend who has only 1 warband, for people who wants to use models they shelved for whatever reasons and for people like me who are always looking for an excuse to buy more minis. DISCLAIMER This entire rule set might content traces of sarcasm and trolling. Please take everything personally. Also, english is not my first language, so if you have any suggestions on phrasing, please comment on this topic. WHY THIS ADD-ON When I first read the chaotic beast rules of activation, I was rather disappointed because it was just giving another option to the players, not that there is anything wrong with that, but I’d have rather preferred something uncontrollable, the game itself trying to decimate both players. This idea came to mind after transposing multiplayer deployment for 3 players and reading an AoS White dwarf battleplan with an AI for Troggoths. And because I played Zombicide Black Plague, I came to the conclusion that there should be a simple way to do an AI for at least the non-human non leader models. WHAT THIS ADD-ON IS NOT A solo mode for Warcry. Yes, the following rules could be easily adapted in a survival mode with the maximum of turns to survive / maximum enemy waves to kill, but this is not the intent. A full solo/coop would require more in depth AI, at least to control the leaders and specific scenarios (Warhammer quest in a sense) and specific victory conditions. Ok, ok, ok. If you really insist, the specific scenarios at the end could be played solo or cooperatively with a couple of tweaks here and there, that might appear in a future version of this ruleset. Pseudonyme NPW Warcry AI add-on.pdf
  12. One of my sons is into Seraphon so I made some WarCry rules for fun and thought I'd share. -- Edit: Thanks to @Revlid's feedback and some play-testing, Ive updated these and am happy that they aren't game-breaking. They are now in BETA status. I know GW has brought out Seraphon rules, but I'm keen to run with these as well because I prefer them for narrative games. They are what I call Lore-Abiding (😋) which means that fighters' movement, offence, defence, and abilities are relative to their AoS stats. I think this makes them match up better to Warhammer lore (fluff text). For example: Skinks should be as tough as Grot Stabbas; Suarus Knights should be as armoured as Saurus Guard; Saurus Warriors should be better at attacking than Skinks; etc. -- Thanks to https://waywalkerstudios.com/ for runemarks and blank fighter cards. Also, thanks to Games Workshop for the decades of awesome. Disclaimer: I haven't actually played WarCry yet, let alone battle tested this warband so it is definitely in ALPHA status. Please feel free to provide feedback and ask questions. WarCry - Seraphon (Lore-Abiding) - v0.1.pdf
  13. Hello all! If you've been paying attention to total war news like I have, then you know about the vampire coast dlc coming out. The lore for the faction was amazing, and I figured that they would fit into AOS pretty well with some changes, So thats what I plan on doing!
  14. Happy Sigmarisnacht Everyone! Sigmarisnacht is that special time of year when all the good lords and ladies of the mortal realms battle for the divine presents of Sigmar. Twelve Days of Sigmarisnacht is a holiday themed Global Narrative Event that will be going on from December 1 - 12 this year. Participation is easy, just play the battleplan below (you'll probably want to be prepared with a gift for your opponent), and report your results at this link. You can share your pictures and stories in this thread, or at the Sigmarisnacht Facebook page. Your battles will determine the outcome of this first Sigmarisnacht event and also lay the groundwork for next year's. Lord-Celestant Coregos stepped out into the icy morning air. The scent of sulfur wafted on the breeze, and he could hear the distinct clash of battle in the arena. In the sky he could see a fresh wave of gifts hurtling down from Azyr. He stepped forward and nearly tripped over the package at his feet. It read (written in something that looked suspiciously like blood) “To: Coregos… From: A Secret Benefactor”. I guess I need to get them a present too, he thought, so he hefted his mighty warhammer and headed to the arena. …Who is Coregos’ secret benefactor? Will he defeat them in single combat? Play to find out! Your battles will determine what happens next! Sigmarisnacht 2019.pdf How does your army celebrate Sigmarisnacht?
  15. The full pdf is in the link. Same deal as my Ogor Mawtribes and Kharadron Overlords – but no background table, campaign, or allies this time, just the raw warband. Enjoy, and please give me any feedback you might have! Warcry–OssiarchBonereapers.pdf
  16. Following my shot at the Kharadron Overlords, I've had a go at a much more sensibly-sized warband – the Ogor Mawtribes! As well as fighter cards and an ability sheet, this includes a Background table. No Allies or Campaign as of yet, but all feedback is 100% welcome! Let me know if there's anything you think might need a second look. Warcry-OgorMawtribes-SMALL.pdf
  17. I was sad my chonky boys didn't get rules for warcry so I decided to make my own. I present my Gutbusters rules for warcry. Still in the process of testing them but thought I'd let them loose on the world. Would appreciate any constructive criticism especially RE the model costs and the abilities. The idea is that they are a very hard hitting force but with low numbers that need to use the very low powered grots to delay the enemy and set them up for the ogor's charges. Once I've got these guys sorted I'm planning to make some mercenaries for them (butcher, tyrant, maneater). Few samples below Gutbusters Warcry.pdf
  18. I've done a few homebrew Warbands that I'm pretty happy with at this point, and given feedback on a bunch more – and while costs and characteristics can be tweaked, it's the Warband abilities that often seem to trip people up on a fundamental level. With that in mind, I've put together some thoughts, comments, and guidelines for Warcry Abilities that readers might find useful. Let me know if you think I've missed anything, or got the wrong end of the stick!! Number of Abilities Ability Timing Universal Abilities Ability Duration Bonus Actions Ability Restrictions Value vs Flat Ability Costs and Guidelines Number of Abilities Aside from universal abilities, everyone gets six warband-specific abilities. The divide is normally 3x [Double], 2x [Triple], 1x [Quad], though some warbands trade a [Double] for another [Triple]. This ensures you'll always have a decent spread of abilities available to you, and each ability dice fills a different role. [Doubles] cover abilities that you should basically always have as an option – either because it's a universal ability that's core to your warband's tactics, or because it's part of the expected role for a specific fighter. [Triples] are for powerful, usually fighter-specific abilities that you might need wild dice to reliably trigger. [Quads] cover awesome, explosive abilities that most fighters can use and that will be useful at pretty much any point, because it's hard to control when you'll actually get them. Ability Timing To recap some oft-forgotten basics – fighters use abilities during their activation, once per activation, either before or after any action. Think of it like a special bonus action. This means you can't use an ability "during" another action – there are no abilities that you use mid-attack. It also means you can't use an ability if it's not your activation – there are no abilities that you use in response to an opponent's actions. If you want a defensive ability, it has to be used on your activation – i.e. before you get hit, in anticipation, or after you get hit, to heal. Universal Abilities Check out the universal abilities, first thing you do. Rush is +1M for your activation on a [Double], Onslaught is +1A (in melee) for your activation on a [Double], Respite heals (value) damage points if you're not within 1" of an enemy on a [Triple], Inspiring Presence lets you skip to another friendly fighter's activation on a [Triple], and Rampage lets you make a bonus move and a bonus attack on a [Quad]. These are your absolute baseline, available to everyone – if an ability is worse than this, there's no point to it. On the other hand, most warband-specific abilities aren't straightforwardly better than this, either. The majority of warband-specific abilities can framed as upgraded versions of these abilities, which offer an extra buff under certain conditions – for example, Daughters of Khaine, Legions of Nagash, Nighthaunt, and Gloomspite Gitz all have [Double] abilities that amount to "Onslaught, but you get +1S under certain circumstances". Those circumstances – the situations in which a warband is better than the baseline – shape how they play. Ability Duration Most abilities are buffs of one kind or another, so it's important to understand the key differences between the duration of each. Buffs that last for one action (e.g. one attack action, one move action) are good for a single explosive burst. Buffs that last for one activation can enhance both your actions in that activation, so they're best if you want to do that one specific action twice. Buffs that last for a whole battle round are mostly the same as the activation buff, so they're used for abilities that buff other fighters – but if you have some way of giving bonus attacks to the buffed fighter after its initial activation, a battle round buff will remain in place, too. Note that a longer duration isn't necessarily better. Let's use The Untamed Beasts as an example – their basic [Double] ability, Savage Fury, adds 1 to your Move characteristic for your next move and 1 to your Attacks characteristic for your next attack. Clearly, this is worse than Onslaught or Rush, both of which last for your whole activation, right? Well, no – Rush gives you +1M for your whole activation, so that's potentially +2" of movement across two move actions. Onslaught gives you +1A for your whole activation, so that's potentially +2A across two attack actions. But if you need to move in and then attack, that second action is "wasted" – it doesn't get the buff. Untamed Beasts can bypass that problem, thanks to Savage Fury. Let's make a direct comparison using a Preytaker with Fanged Axe. He has M4 and A3, so... Preytaker moves twice: 8" move, 0 attacks. 10" with Rush, or 9" with Savage Fury. Preytaker attacks twice: 0" move, 6 attacks. 8 attacks with Onslaught, or 7 with Savage Fury. Preytaker moves once and attacks once: 4" move, 3 attacks. 5" move, 3 attacks with Rush, or 4" move, 4 attacks with Onslaught, or 5" move, 4 attacks with Savage Fury. What's the result? Untamed Beasts have an ability that specifically makes them better than anyone else at charging in and attacking on the same activation (or killing a weak enemy and moving on). Let's take that Rush comparison further. Rush gives you +1M for an activation, which means you get +1M total if you move once or +2M total if you move twice. Untamed Beasts' Savage Fury gives you +1M for an action, which means it's just as good as Rush if you only move once – but it also comes with an entirely separate benefit, which means it's actually better than Rush if you only move once. Stormcast Eternals have Tireless Hunters, which gives you +(value/2)M for an action. That's a flat +1-3M total regardless of how many move actions you make – which means it's better than Rush if you're making only one move action, because you're cramming that extra movement into a single action, leaving you with another free to attack. That's the explosive power of a single-action buff. Bonus Actions Legions of Nagash have a very similar ability to Stormcast, called Shambling Horde – it also gives you an extra (value/2) burst of movement, but it comes with an additional restriction – it requires that your Leader be within 6". This is because it's not a buff to your move action, it's a bonus move action. This makes it more flexible, because it doesn't use up one of your standard actions. A skeleton who uses Shambling Horde and then takes one or two move actions is getting the same "extra" movement as a Stormcast who uses Tireless Hunters and then takes one or two move actions – but the skeleton doesn't have to take a move action. It can move and attack twice, or attack twice and move, or disengage then move into range of another enemy and attack once. Or if you're planning to move twice anyway and you don't have a (value) of 3+, you can just use Rush and lose nothing. This is what makes bonus actions so powerful, and is why they're normally gated behind [Triples], Runemarks, and other restrictions – they open up your options tremendously. A M4 fighter with a bonus move action can move 12", move into range to make two attacks against an enemy within 5", or move twice and then attack. An ability that gives +3A to a 3A fighter's next attack might seem identical to a bonus attack – they both give +3A, right? Except the bonus attack can be used even if you need to spend two move actions getting into range, or if you want to kill a weak enemy and then refocus on another target, or if you want to attack twice and then disengage. The bonus attack also benefits from other buffs – if you've got a Leader generating a +1A or +1S aura, such as through the Gloomspite Gitz Stab 'Em Good ability, that bonus attack isn't +3A – it's +4A. Ability Restrictions As we've just seen, the majority of abilities come with restrictions on their use – or on their optimal use. Some of these are indirect – for example, an AOE ability gets more powerful the more valid targets are in range, while an activation-long attack buff gets more powerful if you started your activation within 1" of an enemy. Others are more explicit, such as the ability of Gloomspite Gitz to get extra Strength only if they gang up on enemy model. These are important to designers because they guide the play style for each warband. If a player's abilities are at their best (or only usable at all) in specific situations, they'll learn to play in a way that creates those situations. For example, imagine a Chaos Warrior warband with an ability that gives +1A, but also gives +1S if there are no friendly models within 6". Immediately, the player knows that they'll have an easier time of things if they spread their models out, each of them a lone warrior looking to win glory on their own – which is the play style you wanted to encourage. It also creates an interesting dilemma for players – do I go for that +1S buff, or do I keep these guys together just in case they need support? A narrower but stronger ability is usually a better fit for Warcry than a more "generic" and somewhat weaker ability, just because the former does more to guide play. Runemarks also fall under this banner, albeit at the roster-building level rather than immediate play. They tie an ability directly to a specific set of characteristics and capabilities, and can therefore make a weaker model worthwhile, or make two powerful-but-identical models play very differently. A Leader ability is always going to be available to a warband, for example, but can only ever be used by one model in that warband. That makes it a good spot for buff auras, or more powerful abilities than you'd normally see elsewhere. It's worth pointing out that there are two ways to use Runemarks to restrict ability use. The first is to slap the Runemark on the ability – the second is to say that the ability can only be used within X" of another model with that Runemark. The difference lies in who you want to use the ability, and when you want it to be used. For example, Shambling Horde is a "universal" ability that nevertheless relies on the Leader runemark being nearby – it could just be a Leader ability, but then you'd be limited to using it once per battle round, during your Leader's activation. Conversely, the Beastmaster ability has the Agile runemark, and lets you affect a Beast fighter within 4" – it could be a Beast runemark ability that only works within 4" of an Agile fighter, but then it would occupy the Beast's activation, so it wouldn't be able to use Onslaught or Pounce on the same turn. A note for homebrewers – the only purpose for Runemarks is to restrict abilities. If you don't want/need to do that, don't use a Runemark. Sure, Ironguts are "elites", but unless you've got an Irongut-specific Ability in mind for your Ogor warband, don't bother giving them the Elite Runemark. Similarly, Troggoths are definitely "brutes", but if your entire Troggoth warband is made up of "brutes" you can just ditch the Runemark entirely. Value vs Flat One item worth considering – (value) based abilities vs flat bonuses. You always know what the (value) of an ability is before you use it, but there's no way to modify that value once you have it, even by spending Wild Dice. Therefore, you ideally want a decent mix of flat/value abilities, to avoid crippling a warband when it rolls a [Triple] 1 and a [Triple] 2. Use the average value (2 for half/value, 3.5 for value) as a guideline, and be aware that players can just "skip" using a value-based ability on a low roll. It's not such a problem for a Value 1 ability to be worse than a generic equivalent, because the player can just use the generic equivalent – and the fact that it could potentially be worse isn't a reason to make it significantly more powerful, because the players will just use it when it's powerful and skip it when it's not. Ability Costs and Guidelines This is the big one – thanks for sticking with us this far. Finally, let's lay down the guidelines for what various levels of ability can do for your warband, in general terms. Note that these are context sensitive, and depend at least in part on the capabilities of your warband. For example, part of the reason Nighthaunt underperform is because their abilities don't work very well with their actual fighters – their core defensive ability is to slap a -1 Strength penalty on an enemy model, but most of their fighters are already Toughness 5, so Aura of Dread simply won't have an effect on anyone but the strongest enemy fighters in the game. Here we go: [Double] – +1A total with an extra benefit, +2A total with an extra benefit and a restriction, +3A total with a restriction. Examples: Onslaught gives +1-2A total, but requires a second attack action to reach +2A. Untamed Savagery gives +1A total, but also gives +1A total. Backstabbing Mob, Chilling Horde, Bathe in Blood, and Chosen Champion give +1-2A total and +1S, but require a second attack action to reach +2A and a second circumstance (friend within 1", Minion within 3", enemy already damaged, within 6" of your Leader) to get +1S. Duff Up Da Big Thing and Chosen of the King give +2-4A total, but only for a specific expensive elite fighter, and come with an additional restriction (only within 6" of the Leader, only against W15+ models). Poisoned Weapon isn't a direct example, but fits best here for comparison's sake – since your fighters are S3-S4, against T4+ opponents it'll take you from hitting on 4s or 5s to hitting on 3s, which is a +33-100% increase in non-crit damage. That "non-crit" caveat is important – basically, it's worse than or equal to Onslaught on anyone except a fighter with D2/4 who'd otherwise be wounding on 5s. Then it's better. Aelf Venombloods, eat your heart out. Note that Warcry (mostly) values long-ranged attacks much more heavily than close-range attacks. Onslaught doesn't work on ranged attacks (i.e. more than 3"), so Idoneth get +1-2A total on ranged attacks with Storm Fire. [Double] – +1M total with an extra benefit, +2M total with an extra benefit and a restriction, +3M total with a restriction. Examples: Rush gives +1-2M total, but requires a second move action to reach +2M. Untamed Savagery is +1M total, but also gives +1A total. Tireless Hunters is +2M total and only requires a single move action, but relies on (value). Shambling Horde is +1-3M total and is a bonus action, but relies on (value) and a nearby Leader. Charge is +3-4M total and is a bonus action, but requires that you are within 6" of an enemy fighter. Low Tide is +1-6M total and is a bonus action, but relies on (value) and only works on the first battle round. Swift Climb is +XM total, where X = the distance you climb vertically. Acrobatic Leap gives you +XM total, where X is the distance you save by flying over enemy models and onto raised platforms. [Double] – Prevent an enemy model at short range from disengaging/moving, with a minor restriction or odds of failure. Examples: Harrying Raven prevents an enemy model within 20" from disengaging, but cannot affect movement and is specific to one, relatively weak fighter. Ensnaring Net prevents an enemy model within 3" from disengaging or moving, but is specific to your Leader. Nightmarish Visage prevents move/disengage actions out to 3" and is universal, but works only on a 3+. Barbed Net prevents move/disengage actions out to 3" and is universal, but works only on a 3+ and is specific to one, relatively weak model. Skewering Strike prevents an enemy within 1" from disengaging/moving, and also adds +1S to your next attack – but it's specific to an expensive kind of fighter, requires an attack action, and only works on a critical hit with that attack (the same or better odds as 3+, really – FEC have a lot of relatively quite powerful abilities). [Double] – Allocate roughly 1.5-2 average damage points, depending on value, to an enemy model at short range, ignoring Toughness. Examples: Fanged Buckler and Toof Shiv are 1.5 average (0.66-2.33, depending on value) within 1". Raven Dart is weaker, but longer range and universal. Turned to Crystal is stronger (1-2.66 average, depending on value) with a longer range, but is restricted to an expensive model. Throwing Stars and Chakrams and Throw Bolas are both unrestricted versions of Turned to Crystal, but in warbands with no ranged options (and slow Move, for Iron Golems). Chain Garotte is slightly weaker than Turned to Crystal... and is in a warband with no ranged options, sasuga Unmade. Shield Bash does by far the least damage of any example of this ability in the game, is restricted to a specific model, and comes with an additional, major restriction (you need to move into 1" on your turn) – I have genuinely no idea why it exists, and there is no reason to ever use it. Cursed Weapon is a weird one – it doesn't trigger off value, and does rely partly on Toughness, but it ultimately fits here – it should average 1-2.66 extra damage at 1" range, in exchange for needing an attack action. [Double] – Allocate roughly 0.5-1 average damage points, depending on value, to all enemy fighters within 2", ignoring Toughness. Examples: Sweeping Blow and Low Sweeping Blow. Pretty straightforward. Worse than the single-target examples against 1 model, comparable against 2 models, better against 3 models. Helpfully, these warbands are fast enough to make it work. [Double] – Add +1T to friendly fighters within 6". Examples: Righteous Aura does this as a Leader ability in a warband that's almost entirely T5 – useful against Ironjawz and Gloomspite, I suppose? Beast Spirit Ju-Ju is much more useful, since all your guys are T3-T4, so you're getting that precious -25-33% non-crit damage against almost every model in the game. Aura of Dread is effectively this, but only affects a single enemy model, has a 1-6" range, and is also in a warband that's almost entirely T5. It is very bad, as a result. Stand Defiant is this, but a [Triple], in a warband of T4-T5 models. It's just awful. [Double] – Do something like a [Triple], but with a major restriction, or a [Quad] with a major restriction and only on a Leader. Examples: Feeding Frenzy is just Respite, but it requires that you kill an enemy model on that activation. Lead With Strength and All-Out Attack are just Rampage, but only on a Leader and require that you kill an enemy model on that activation. Vessel of Torment is identical to Lead With Strength and All-Out Attack, but is also a [Triple] because a) the Unmade Leader is stronger than the Iron Golems or Untamed Leaders, b) the Unmade just don't deserve nice things. [Triple] – Add +1A or +(value)M to all friendly fighters within 6" – must be on a Leader, to avoid multi-stacking and keep its range limited. Examples: Grisly Trophy and Stab 'Em Good both add +1A. High Tide adds +1A and +1S, but only functions on the third battle round. Sacrifice to Khaine adds +1A, but requires a kill in that activation first, which is unusual but hardly a deal-breaker. Waaagh! and Bringer of Death adds +(value)M. Shattered Gloom Globe is just the debuff evil twin of +1A. Note the math on "auras" depends on your placement – if there's no-one within range, they're just a pricier Onslaught/Rush. If there's one extra model in range, they're twice as good. Two models, three times as good, etc. Note also that the +1A aura is constant – if you're within 6" and you attack, you get +1A. That means it's good if you're surrounded by targets, even if your friends are currently out of range. The +M aura, on the other hand, triggers when activated – you can (but must) use it to buff your friends before you move away from them. [Triple] – Revive a deceased fighter with (value) damage points removed. Leader-only. Examples: Summon Undead and Spectral Summon. Fairly straightforward – think of it as Respite that works even if they're dead and lets you bring them within 6" of your Leader, but it eats your Leader's ability use. [Triple] – Do something like a [Double], but 2-3 times as good and with one or more extra restrictions. Examples: Flaying Frenzy is the [Double] AOE, but twice as good, and limited to a single specific elite fighter. Death Scream is the [Double] AOE, but with twice the range, and limited to a single specific elite fighter. Boing! Boing! Boing!, Pounce, and Living Battering Ram are the [Double] single-target damage allocation, but three times as good (on average), and require you move within 1" of your target in your activation. Heartseekers is the [Double] single-target damage alloction, but with a 20" range. Snake Charmer is the [Double] Attack boost, but three times as good (+5 bonus instead of +2), and requires a specific expensive fighter to be within 4" of a specific other model that is within 1" of an enemy. Da Grab an' Bash is the [Double] move/disengage prevention, but also allows a bonus attack on a roll of 6 (not the best, but the principle is there). Rapid Fire is the [Double] Attack boost, but 2-3 times as good if you're already using one action to move or disengage. [Triple] – A bonus move and bonus attack (or other [Quad]-equivalent), but with a major restriction. Examples: Swooping Attack is just Rampage, but on a specific, expensive model, and requires that you move down 3" to get the bonus attack (and eat fall damage). Harpoon Snag is just Rampage, but on a specific, expensive model, and makes your opponent move toward you instead of letting you move wherever you like. Darting Attack is just Rampage, but on a specific fighter, requires that you start within 1", and gives you a disengage instead of a move. Relentless Killer gives you a bonus attack if you kill someone, which is iffy. It's basically a [Double] ability with no Leader restriction – fair enough – tied a different specific fighter – still fine – and no bonus move – not great. It's solid if you're within 1" of two or more enemies at the start of your turn, but that's more situational than you'd want. In general, [Triple] is where you get bonus actions – they're much more rare or limited at [Doubles], and even at [Triples] mostly come as package deals tied to a specific model and situation. [Quad] – Make a bonus move and a bonus attack, with a minor boost to one of those actions based on circumstances. Examples: Rampage is the baseline. Death from Above is Rampage, but adds +1S if you moved 3" vertically down. Death on the Wind is Rampage, but adds +1S if you moved 6" in any direction. Royal Hunt is Rampage, but adds +1A if you're within 1" of a friendly (+1A is better than +1S, and the restriction is pretty simple too – that makes it strong). Spinning Somersault Strike is Rampage, but it lets you fly. Sneaky Stab is Rampage, but adds +(value) damage to the total damage of the bonus attack (not to each hit, I swear to god this needs commentary) if you're making a melee attack. Gift of Agony would be too strong as a [Triple], but it's a pretty lacklustre [Quad]. It's better than Rampage if you're already damaged and you started your turn within 1" of an enemy model and you didn't kill that enemy model with your regular attack actions. Pretty narrow. Otherwise, pass. Unleash the Beast is in the same boat. It's a [Quad], but it's basically just Onslaught x2-3 with a Strength buff. When Rampage is giving you the flexibility of two bonus actions, +2-6A and a Strength boost just doesn't cut it. It's better than Rampage if I start within 1" of an enemy, and my target is T4 or T5, and the ability has a value of 3-6. In any other situation, Rampage is equal or better. [Quad] – A [Triple], but 2-3 times better and/or lacking any restrictions. Examples: Aimed Strike is just [Triple] Heartseekers, but 2-3 times more likely to trigger. Reaped Like Corn, Biovoltaic Blast and Whirlwind of Death are just the [Triple] AOE damage allocation, but guaranteed to trigger in full and therefore about 3 times better on average. Vanhel's Danse Macabre is just all the [Triple] stuff that gives a single bonus move or attack, but with no restrictions, more flexibility, and targeting (value) friendlies within 6". [Quad] – Roughly a [Triple] plus roughly [Double]. Important, since you can't otherwise use two distinct abilities at once. Examples: Paralysing Venom is a [Triple] Heartseekers with a half-as-good [Double] move/disengage prevention baked in, and though it's limited to melee it's also universal and applies to twice as many attack actions. Rampaging Destroyer is a [Double] Onslaught, plus the various [Triple] bonus move abilities... but also requires a model taken down for each move, and is therefore on the weaker end. Miscellaneous Weirdness: Slaughter's Strength adds +(value) Strength to your attacks, making it a [Triple] that's weaker than basic [Doubles]. Spine-Crushing Blow is a [Double] that does the same thing, but is limited to one attack, and is therefore even more awful. In general, if an ability seems overly specific or limited, I try to look for the situation where it shines and let that guide the playstyle – but these just don't have one. They feel like leftovers from a draft where Strength worked differently – I advise you to ignore them for balance purposes. Poisoned Weapon is much more acceptable, at least in a warband with multiple D2+ attackers. Beastmaster is a [Double] that's identical to the [Triple] Snake Charmer. I guess the logic is that the Rocktusk is three times as expensive as the Serpents (albeit three times tougher, and notably faster and more damaging) while the Beast Speaker is less formidable than the Serpent Caller, but it's still a potent difference. God knows Serpents don't need to be made any better, but it's not like the Untamed Beasts were in need of help. I have no idea what Go Dat Way is for. It's +4M total as a bonus action, and requires a specific (otherwise useless) fighter to be within 4" of another specific fighter. It'd rate as a slightly-too-strong [Double], normally. Granted, Squigs are hilariously good, but you could get a Squig Hopper for 15pts more than a Squig + Herder and it'd be significantly faster even without spending a [Triple] on this.
  19. Back in May, I ran a small local event featuring homemade rules for playing naval battles in AoS. I received a lot of encouragement from the Narrative Play forum here, and eventually (after some tweaking from the original event) compiled my original rules with some additional naval homebrew content and photos from the event to make this book! In addition to the basic rules for playing naval battles, I've added rules for weather, naval command abilities, and specialty munitions. If you have any questions or feedback about it, please don't hesitate to leave me a comment, I will be using these rules again for future events, so the more finely tuned they are, the better those events will be. Enjoy!
  20. I've been working on some naval battles rules for an upcoming event I'm running and figured folks on here might get some enjoyment out of them. Also, I'm curious as to what sorts of rules other folks use (or would use) for naval battles. Mine revolve around keeping it simple, and have worked well in my test battles so far, but I'm sure there are a lot of different ideas out there. Bonus: My mini-armada of scratch-built ships making a beach landing!
  21. As I'm a fan of the Kharadron Overlords, I've taken a crack at giving them a warband for Warcry! As well as fighter cards and an ability sheet, this includes a full Campaign, a Background table, and Allies. All feedback is 100% welcome! Let me know what you think might need a second look. (if I ever do something like this again, rest assured I'm going to pick something with fewer weapon options – Warcry's simple attack resolution is not hugely friendly to representing different-but-equal gear like the Grundstok guns...) Warcry-KharadronOverlords-SMALL.pdf
  22. I was a little disappointed by the updated skirmish rules and I've been enjoying Warcry but wish I could use more models. So, I threw together this and was hoping to get some CaC on it to improve it later on. Also, which allegiances would you want me to work on first? Age of Sigmar_ Frontiers_V1.pdf
  23. Version 1.0.0

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    The armies of Efengie have been drawn into a war between the neighboring nation-states of Kytos and Lamellia; a war fought on both land and sea! This book includes a 2-player Narrative Linked-battles Campaign, 3 custom Allegiance abilities to represent the nation-states of Kytos, Lamellia, and Efengie, 5 Narrative Battleplans, 6 Legendary Artefacts of Efengie, and 1 rules expansion to add naval warfare to your Age of Sigmar battles. Plus, lots of fiction and pictures chronicling five months of narrative events! This is the fifth book in this series, you don't need the others (in fact, there's a fluff recap page at the beginning of this one), but if you enjoy this one, you may also enjoy the rest. Book 1 Book 2 Book 3 Book 4
  24. I decided as a thought experiment to design better rules for Daemon Princes. These guys should be awesome, I mean they proved themselves to be the BEST mortal champions ever and are given one of the rarest blessings from the gods. Yet as many point out (and I had a topic on this a month ago) Princes are "meh"-tier distraction carnifex outside of making a budget bloodthirster with artifacts or something. So I changed that by a few ways. Main points are All Daemon Princes are separate warscrolls. This allows matched play point differentiation rather than try to balance 5 versions with one point level. I haven't pinned down though where a good point level would be for them. Probably hovering around Dragon Ogor Shaggoth territory give or take 10pts. They lose Monster and Behemoth. This removes a few Monster interactions, allows for Look Out Sir, and lets more behemoths be taken (though thats usually pretty rare for chaos anyways). Up to wounds to 10 and gained a "6" ward save. Cursed Soul Eater becomes Standard. All attacks hit on a 3+. Weapon Choices are now based on damage. Risk a D3 roll or do a flat 2. All are wizards except for Khorne. Their unique spell Chaos Warp Blast gives them some mortal wound punch. Is the double 6 roll too much? I made it mostly for fluff purposes (8 pointed star of chaos). If you do not opt for Wings, you have a 3+ Save instead. Undivided helps with Battleshock. Probably too basic? But he can be the cheapest. Nurgle is tougher with better "ward save" as standard for nurgle daemons and heals more. Tzeentch casts and unbinds 2 spells and can access Lore of Fate (but I didn't want it to access mortal/arcanite items/traits). Slaanesh can pile in farther and is faster when running/charging. Maybe I should keep the "always strikes first" thing? I dunno how Hosts of Slaanesh will change stuff. Maybe he's too fast? Khorne hits more accurately, can dish out mortals wounds, and can flat out ignore spell effects (not just damage). What do you think?
  25. With Greenskinz most likely getting squatted (or somehow getting a hidden rebox....yea probably not likely) I just thought of some (probably) imbalanced ways to give them a proper orcy allegiance (well it's more like IJ revamp with normal greenskinz being the cheap chaff, but chaff that can pack a punch!). Basically boils down to massive point cuts, buffed bravery, revamped artefacts and traits, magic and prayers. It's not too well thought out, I basically replaced IRONJAW keywords with ORRUK for example. It is probably way more OP than I think it is but this was more of a thought experiment. In memorium of the OG Orcs, I mean come on how can you look at this art and not feel bad the old orcs are going the way of the old gobbos! The Orruk Waaagh’s of Gorkamorka (Faction Keyword: Orruk Waaagh) Made up of Greenskinz and Ironjawz Allegiance Abilities Command Traits Orruk Traits (so both greenskinz and ironjawz) Ironjaw Traits Orruk Artefacts Shaman Artefacts (Wizards only) Ironjaw Artefacts Lore of the Big Waaagh! Prayers of the Waaagh! (All Prayers last until the start of your next HERO Phase) Points Misc Rules Terrain Haven't really thought of endless spells yet. I guess the Foot of Gork can become a proper ES.
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