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Showing posts from November, 2017

Tabletop | AoS : Faeling Beastmaster

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Faeling Beastmaster Move: 4"   Save:  5+   Wound:  2    Bravery:  9 Melee Weapons Fae Sword     Range:  1''  |   Attacks:  1 |    To Hit:  3+ |   To Wound:  4+ |   Rend:  - |  Damage:  1 | Description The lesser fae, called Faelings live amongst the Gleshmerian population of the Fae-Flats. Even though they are not as powerful as other types of Fae, the Faelings are very in tune with nature. Often this tends to lead them to work with animals or agricultural products. When threats to Sanctum approach, the Faelings lend their considerable skills with animals to the defense of the nation, by leading packs of fearsome Spur Dogs into the fray. The Faeling Beastmaster is a single model armed with a Fae Sword. Abilities Animal Whisperer Any unit with keyword <Beast> within 9" of the Faeling Beastmaster that rolls a 1 whe...

Nation: The Barony of Beasts

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The Barony of Beasts is the name of the Empire of the Dire Spiders. The Dire spiders are capable of learning all languages both in the material realm and in all extraplanar existences. The spiders start life around the size of a tarantula and grow in size and physical strength very quickly within a year. As the dire spider ages, it will begin to acquire magical talents. Eventually reaching adolescence at 50 years and entering into a chrysalis state, where it will metamorph into a Phase Spider.  It will exist in this state, which is physically weaker but vastly magically potent, for several centuries.   A Dire Spiders life is wrapped deeply up into the mythic and social aspects of their species. A young spider will be in charge of actively carrying out diplomatic tasks, fighting, or gathering food. As a spider ages, it will slowly become more involved in life within the underground web cities of the Barony. After it attains its phase spider form it will begin an ...

Tabletop | AoS: Abyss Ogres

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Abyss Ogres Move: 6"   Save:  5+   Wound: 3    Bravery: 9 Missile Weapons Dark Bellow     Range:  8''  |   Attacks:  1 |    To Hit:  3+ |   To Wound:  5+ |   Rend:  - |  Damage:  1 | Melee Weapons Mancleaver      Range:  2''  |   Attacks:  2 |    To Hit:  4+ |   To Wound:  4+ |   Rend:  -2 |  Damage:  2 | Description The Abyss Ogres are a very common form of Daemon in the cursed nation of Nidal. Despite their low status in the hierarchy of daemons, a single Ogre could easily kill dozens of humans in single combat. The Ogres are typically found leading bands of blighted lunatics in horrifying ritual, engaging in bloody fights with other daemon bands, or hunting down surviving humans. Apostate The leader of this unit is referred t...

Tabletop | AoS: Guild Indagators

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Guild Indagators Move:  5"   Save: 4+   Wound:  1    Bravery: 7 Melee Weapons  Diamond Blades    Range:  1''  |   Attacks:  2 |    To Hit:  4+ |   To Wound:  3+ |   Rend:  -1|  Damage:  1 | Description The Guild Indagators are the River Lords primary fighting force. Though many within the nation know not of their existence these men and women act in far-flung tombs, foreign cities and all around the River Lords executing wide-ranging duties from interrogation, assassination, rescue missions, artifact recovery and much more. The Indagators are each tutored in the Guild of Adventuring in Norastrah, upon completion of their training they will become a Journeyman in the organization, given the Diamond Blade as a symbol of their rank, the Indagators are a feared foe by those who know of them. Moribus The leader of this ...

Tabletop | AoS: Luthericburg Sentinel

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Luthericburg Sentinel Move:  5"   Save: 4+   Wound: 3    Bravery: 7 Missile Weapons Razor Orb     Range:  8''  |   Attacks:  1 |    To Hit:  4+ |   To Wound:  3+ |   Rend:  -1 |  Damage:  1 | Melee Weapons Shortblade      Range:  1''  |   Attacks:  1 |    To Hit:  4+ |   To Wound:  4+ |   Rend:  - |  Damage:  1 | Description The Sentinels of Luthericburg are citizen soldiers, used to supplement the magi by acting as a locus for various spells. As members of the Nidalese survivor city, they have some latent magical training and as such are capable fighters in their own right. The Sentinel is a single model unit armed with both a shortblade and razor orb   Magic The Luthericburg Sentinel is a Wizard. He can attempt to ca...

Tabletop | AoS : Gleshmerian Levy

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Gleshmerian Levy Move: 5"  Save: 5+  Wound: 1    Bravery: 5 Missile Weapons Militia Weapons     Range: 14''  |  Attacks: 1 |    To Hit: 5+ |  To Wound: 4+ |  Rend: - | Damage: 1 | Melee Weapons Militia Weapons      Range:  1''  |   Attacks:  1 |    To Hit:  4+ |   To Wound:  4+ |   Rend:  - |  Damage:  1 | Halberd                   Range:  1''  |   Attacks:  1 |    To Hit:  4+ |   To Wound:  4+ |   Rend:  -1 |  Damage:  1 | Spear                       Range:  2''  |   Attacks:  1 |    To Hit:  4+ |   To Wound:  4+ |   Rend:  - |  Damage: ...

Region: Bleakwoods

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The Bleakwoods The Bleakwoods is a vast boreal forest that covers most of northern malteria. The forest is largely uninhabited, as it is filled with hostile creatures from Dire Spiders to Feral undead. The area has not been fully mapped by the nations of malteria as a result of the hostility of the territory. It is a hot spot for adventurers and treasure hunters however as it contains a considerable amount of ruins scattered about the forest from early malterian kingdoms.  The Bleakwoods are an important barrier on the continent as the woodland crawls all the way up to the northern coastline of the Bay of Gleshmere meaning any overland route from the River Lords to Sanctum or the Fae-Flats must cross through it. It became apparent after the conclusion of the Scintillian Crisis that this overland route must be made at least partially safer.  Lordsmen were unable to come to the aid of  Raileys Folley, as the Bleakwoods were nearly untraversabl...

Event: The Siege of Raileys Folley

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Raileys Folley The town of Raileys Folley was located in the region known as the Fae-Flats, similar to the Northarm, this region was made up of former Lordsmen, who made their way through the Bleakwoods dividing the Bay of Gleshmere and settled into the region looked over by the Fae peoples. It is one of the northernmost human settlements on Malteria, and was as a result largely self-sufficient, though it traded frequently with the town of Whistlepointe and counted itself as a protectorate of Sanctum. The fall of the city began in the early days of the Scintillian Crisis. The Undead Legionnaires of Scintillia descended southward and overran the town of Tambea, the survivors fled west and found themselves residence at Raileys Folley in the form of a ragged tent city. It was mere weeks before the 2nd Legion followed through the Bleakwood and surrounded the city.  Realizing the danger, the guard of Railey's Folley sent forth messengers to Sanctum t...

Nation: Sanctum

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Sanctum [191 64 -185] Sanctum is a protectorate of the Fae, it both refers to the wider protectorate as a nation and to the City-State that serves as its capital. The human population of the nation is comprised primarily of dissidents from the River Lords, individuals who chafed under what they perceived to be an oppressive hereditary autocracy. Like other groups in the River Lords, these peoples left the fertile kingdom, but rather than venturing up into the Northarm, they traveled along the coast of the Bay of Gleshmere. where they eventually came to a tall tower, thick with clinging vegetation, all about the tower the soil was rich and bloomed with wildflowers. It was here that they settled, not knowing what they had found. In a few years, the fae took notice of the new residents around their watchtower and issued forth from their realm to judge the humans The Fae are a race of empathy, feeling the emotions on a primal level of all living beings, of everything ...