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===Support=== [[Image:Necromancers.png|thumb|440px|right]] ====Necromancer Cabal==== Necromancy is all too often a taboo and shunned school of magic, it's practitioners feared and reviled by the common people in most lands; Only in Alinor and the Imperial Province are the Black Arts practiced openly. In order to avoid persecution of their works, those mages and sorcerers who would wish to learn and study Necromancy must do so in secret, away from the ignorant fears and inhibitions of populated areas. Hiding themselves in caves and ancient ruins, Necromancers will often organize themselves into small cabals, so that they might benefit from a collective security and work together in their dark research. Such cabals form the main body of the Order of the Black Worm, comprising the vast majority of its members. ~12 pts per model. Support. Skirmish, Infantry, Imperial. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Necromancer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5 | - |} Necromancers may be changed to *Breton for +1 pts per model *Altmer for +2 pts per model '''Wargear''': Necromancer's Robes, Sorcerer's Staff OR Dagger '''Spells''':Animate Skeletal Minion, Animate Zombie Minion. Necromancers have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells. '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Emissaries are Characters The entire unit may: *Upgrade one model to Emissary(+1 Mg, +1 Ld) for +10 pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts *Upgrade one model to Musician(can always rally) for +5 pts The Emissary may take up to 10 pts of magic items where appropriate from the armory. The Emissary may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts. ====Worm Anchorites==== There are those among the ranks of the Order of the Black Worm that see necromancy not merely as an art, but as a religion; Those who have accepted the words of the King of Worms, and realized the true potential of necromancy as a path to transcendence. Powerful in the Black Arts and wise in the teachings of Mannimarco, Worm Anchorites are the priests and curates of the Order. These dark sorcerers fully devote themselves to the mastery of their craft, ever seeking to become closer to their god. ~30 pts per model. Support. Skirmish, Infantry, Imperial. 3-6 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Worm Anchorite | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 8 | 5 (6) | - |} Worm Anchorites may be changed to *Breton for +1 pts per model *Altmer for +2 pts per model *Sload for +? pts per model '''Wargear''': Necromancer Oblate's Robes, Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Zombie Minion. '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) A Worm Anchorite may purchase up to three spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Necromancy spells cast on a 12+ or lower (+11pts) Any number of Worm Anchorites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free. Worm Anchorites may take up to 16 points of magic items from the armory where appropriate. ====Unliving Beasts==== While the Arts of Necromancy can be practiced on animals, such experiments rarely produce interesting results. The servant's ability to follow directions seems to be related to the subject's intelligence in life. While raising the corpse of a man, elf, or beastman can produce a useful servant, the corpses of animals produce mere guard dogs at best. Often a raised animal is unable to distinguish its master from the rest of the living and many amateur practitioners have been torn apart by the animal servants they created. ~7 pts per model. Support. Horde, Beasts, Undead. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skinned Hound | 2 | 0 | 3 | 4 | 1 | 4 | 2 | 6 | 0 | - |- | Bonewolf | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 | 0 | - |} '''Wargear''': Claws, Teeth '''Special rules''': Frenzy Unliving Beasts cause Fear. ====Thrassian Plaguewrights==== The slug-men of Thrass are infamous for their skill at creating and manipulating disease. Indeed, it was none other than the sload who were responsible for the outbreak of the Thrassian Plague, a devastating pandemic which wiped out more than half the population of Tamriel. Plaguewrights are sload sorcerers who have taken up the art of epidemic magicks, seeking control over the spread of all forms of pestilence. They dedicate their time to concocting and studying diseases, and are always on the lookout for new test subjects to practice their experiments on. ? pts per model. Support. Skirmish, Infantry, Sload. 3-6 models per unit. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Plaguewright | 1 | 4 | 3 | 3 | 2 | 2 | 1 | 6 | 6 | - |} '''Wargear''': Necromancer's Robes '''Spells''': Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Soul Trap, Levitate, Teleport '''Special Rules''': Shade of the Revenant Epidemiologist: ????? (Allows you raise zombies with a disease upgrade at the cost of increasing the difficulty of the spell.) *Chills: -1 to cast *Brown Rot: -1 to cast *Astral Vapors: -2 to cast *Crimson Plague: -3 to cast *Carrion Worms: -4 to cast *Slug Famine: -4 to cast Fleshshapers are Characters. The entire unit may: *Upgrade one model to Fleshshaper(+1Mg, +1 to cast Epidemiologist spells) for +? pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +? pts Plaguewrights may take up to 12 points of magic items from the armory where appropriate. The Fleshshaper may take up to 20 points of magic items from the armory where appropriate. [[Image:1000px-Skeleton_Mage01.png|thumb|310px|right]] ====Worm Eremites==== The process of becoming a Worm Eremite, the unliving martyrs of the Order of the Black Worm, is only undertaken by the most devoted and reverent of Mannimarco's followers. A creature very similar to a Lich, a Worm Eremite retains all the intellect and magickal potency they had once possessed in life. There is, however, one key factor which separates them from Liches; They lack free will. Worm Eremites are bound undead, meaning that they are forever compelled to serve the one who created them. For the Worm Eremites, however, this is not a curse or a scourge, but a blessing. Created by and beholden to only Liches and greatest of living Necromancers, Worm Eremites have bound themselves into a state in which they might never cease their sacred duty to the Order of the Black Worm, and to their eternal service to their God. ~55 pts per model. Support. Skirmish, Infantry, Undead. 1-4 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Worm Eremite | 2 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 6 (7) | - |} '''Wargear''': Necromancer Oblate's Robes, Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies A Worm Eremite knows one of the following spells: *Firebolt *Flames *Fireball *Incinerate *Shock *Sparks *Chain Lightning *Lightning Bolt *Ice Spike *Frostbite *Ice Storm *Icy Spear *Poisonblast '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Worm Eremites cause Fear. '''Disease''': Worm Eremites have Carrion Worms A Worm Eremite may purchase up to two spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Necromancy spells cast on a 12+ or lower (+11pts) Any number of Worm Eremites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free. Worm Eremite may take up to 30 points of magic items from the armory where appropriate.
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