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===Special Characters=== [[Image:tribunal.jpg|thumb|400px|right|Vivec, Almalexia, and Sotha Sil]] ====Vivec, the Warrior-Poet==== Vivec is the VI of ALMSIVI, the eternal Warrior-Poet. He is Vehk and Vehk, mortal and god, for he stands one-half Chimer and one-half Dunmer above Nirn, while also dwelling eternally in the Aether. Mephala is his anticipation, for he is at once Vehk and Vehk, mortal and god, man and woman, Chimer and Dunmer. He is Thief, the brave rogue, and with his song writes truths into existence. His holy city lies upon the south coast of Vvardenfell; he is forever called upon by the prayers of Dunmer, begging for deliverance from Dagoth Ur. Many battles has he fought forever and ever to defeat Lord Dagoth, each time banishing the Devil of the Red Mountain until his next return. The Temple of ALMSIVI teaches that VI was hatched into the mortal world from the egg of a netch-wife cast into the sea, and raised by the kingdoms of the Dreughs. In the form of a woman he was beloved of Molag Bal, who taught him the ways of godhood. He was ravished by Molag Bal while his head was disembodied, and so came to the King of Rape his lover, and from him learned the art of belly-magic. From this, Vehk and Vehk became father-mother to a brood of devils, who tore apart the land, until he smote them all with his Spear Milk-Finger. To Nerevar, the legends call him mentor, that with his verse and riddles he instructed the young hero in the path to Royalty over all things. In the days of Nerevar, the Lie Rock, Baar Dau, fell forth from the heavens toward the city of Vivec; with his hand Vivec bound the rock to remain above the city, but to once more fall and destroy it should the Dunmer cease to love him. Vivec advised Nerevar before the Battle of Red Mountain. When Nerevar fell, and Azura's curse was brought upon the Dunmer, he ascended to be forevermore worshiped as the One who Mephala Anticipates. For a thousand and thousand more years he ruled Morrowind alongside his goddess-lover Almalexia and the mystic deity Sotha Sil. It was only at the end of this golden age that the Empire came to Morrowind. Vivec fought to ensure a high level of independence for Morrowind, even with the nation's membership in the Empire. In the days of the Akaviri invasion, Vehk taught his people to breathe water, and called forth a great flood to drown the Armies of the East of East. When Dagoth Ur awoke, Vehk went forth with his armies and smote him again and again. But Dagoth Ur grew stronger, and stole the Tools of Kagrenac over which the War of the First Council was fought. But in the days of Nerevar, Vivec came to dwell within his palace alone, in meditation; only the highest Priests are allowed in his holy presence. The teachings and mysteries of Vehk and Vehk are held within his Thirty-and-Six Sermons, by which Nerevar is instructed, and in which many truths are hidden. Vehk walks Nirn in the form of a mortal, bound to time, while Vehk walks the Aether as a god, born before all time begins. For he is Vivec. 500 pts. Vivec may be taken as a Hero choice in any Great House army. Should he be taken as a Hero choice, Buoyant Armigers are Core units and are not 0-1. Skirmish, Infantry. Single model. 50mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Vivec | 8 | 8 | 4 | 4 | 4 | 8 (9) | 4 | 10 | 10 | - (3++) |} Wargear: Muatra: The Milk Finger, ebony phallus-spear of Vehk and Vehk, bane of Daedra. Born of a forbidden rite, it is the Giver and Taker of Milk, the symbol of the potency of its Master. Artifact, Spear. Muatra is an Ebony Spear with Heroic Killing Blow. Wounds, whether saved or unsaved, caused by this weapon have Absorb Magicka(total on 1+). Spells: Black Hand, Ascendant Shield, Swimmer's Blessing, Vivec's Kiss, Father's Hand, Vivec's Feast, Vivec's Command, Turn of the Wheel, Vivec's Tears, Vivec's Touch, Vivec's Mercy. Vivec's Wrath: Vivec calls down every magical force and element in existence, devastating his foes in a whirlwind of blazing light. This unique spell is a shooting attack, Cast on a 20+. Destruction. Each time it is cast, Vivec may choose one of three firing modes: Vivec's Smiting. S10 AP7, Move or Fire 1, Range 24". Vivec's Purging. S7 AP7, blast, Move or Fire 1, Range 24". Vivec's Cleansing. S3 AP7, large blast, Ignores Cover, Move or Fire 1, Range 24". Special Rules: Preferred Enemy(Daedra), Relentless, Guardian Stone: The Thief. Vivec is a Character. Fading Divinity: Vivec is a Physical God. However, his Ward Save granted by this rule is only a 3+. Thief of the Tower: Due to his divine mastery of metaphysics, Vivec gets +10 to all spellcasting rolls. Godly Presence: All who surround the Warrior-Poet are dumbstruck by his might and radiance. All friendly units within 24" of Vivec (including himself) are Fearless. He causes Fear. Even Daedra Fear Vivec, even if they would normally be immune to Fear; if Daedra fail a Fear Test against him, their WS is always reduced to 1 this round. ====Almalexia, Blessed and Merciful==== Almalexia, or Ayem, is the Healing Mother of Morrowind, and the ALM of ALMSIVI. Appearing as a beautiful Chimer woman, this goddess is renowned for her senses of justice mercy. Said to have taken mortal shape before the hatching of Vivec, Almalexia long has ruled the Dunmer people as a mother figure. In the days of the First Council, she was wife to Indoril Nerevar. Upon her husband's death, she became the lover of Vivec, and reigned over Morrowind from its capital, Mournhold. The Temple has long worshiped her and heeded her soothing and gracious commands. Countless pilgrims flock to her holy city to receive her gifts. But there is another side to Almalexia, for Boethiah, Prince of Plots, is her Anticipation. She has the form of both a mortal and a god, just as Vivec does. Her sign, however, is the Warrior; with her divine powers, she heals her children in times of peace, strictly punishes them in times of disobedience, and defends them in times of war. Many times has the Mother of the Dunmer defended them in battle, her face beneath an ornate battle-mask, her weapon Hopesfire, twin sword to the blade of fallen Nerevar. 500 pts. Almalexia may be taken as a Hero choice in any Great House army. Should she be taken as a Hero choice, Her Hands are Core units and are not 0-1. Skirmish, Infantry. Single model. 50mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Almalexia | 8 (9) | 6 | 4 | 4 | 4 | 5 | 5 | 10 | 10 | - (3++) |} Wargear: Face of Inspiration: Almalexia's mask of war bears the horrifying visage of a Daedra, coming forth from the sacred light she exudes. Artifact, Helm. Almalexia causes Terror. Hopesfire: The ancient curved blade of Almalexia, Hopesfire burns with a brilliant white-blue lightning flame. Artifact, Hand Weapon. This weapon grants +1 Strength, ignores armor saves, Critical Strike, shock, Multiple Wounds(d3). Attacks from this weapon cause Critical Strikes on a to wound roll of 5+. Spells: Almalexia's Calming Touch, Devotion Undying, Almalexia's Grace, Hand of Righteousness, Mother's Kiss, Mother's Embrace, Mother's Balm. Almalexia's Wrath: Almalexia releases all her rage in a blast of piercing flame. Nothing can withstand the fury of the angered goddess. This is a shooting attack, cast on a 30+. S10 AP7, Move or Fire 1, Large Blast, Range 36", Multiple Wounds(d3), flame. Destruction. Special Rules: Relentless, Guardian Stone: The Warrior Almalexia is a Character. Fading Divinity: Almalexia is a Physical God. However, her Ward Save granted by this rule is only a 3+. Healing Mother: Almalexia's nature as a goddess allows her to grant her people with endless blessings, as well as wield amazing powers herself should she need to. Almalexia gets +8 to all spellcasting rolls. Just and Merciful: Almalexia is a force of law upon the battlefield, both loved and feared. Almalexia is Fearless, and all friendly units within 24" of her are Stubborn. In addition, all Flyer Beasts and Infantry may not Fly if they would begin such a move within 24" of her. ====Sotha Sil, the Mystery==== The third of the Tribunes is Sotha Sil, or Seht, the SI of ALMSIVI. The scriptures of the Temple begin the tale of Sotha Sil as one who awoke among mortals as a God of Wizardry, while existing in the body of a mortal Chimer simultaneously. Sotha Sil was fascinated with the machines of the Dwemer, and sought to learn more of the magic and scientific knowledge behind their creation. Aiding Indoril Nerevar as a mage, he became fully accepted as a god after the War of the First Council; Azura is his anticipation. His appearance is that of a Chimer wearing a mechanical suit of armor, the top half of his face obscured by a golden mask. Sotha Sil is the Mystery of Morrowind, for he is incredibly secretive in his ways. Rather than ruling a holy city populated by Dunmer, he spends his time in a vast series of underground tunnels, serving as his fortress and laboratory. Inspired by the designs of the Dwemer, he has developed an intricate system of clockwork technology. From his hiding-place, he has rarely shown his face upon the sunlit world. In earlier eras, he would often come up to the surface as the Light of Knowledge: he imparted his mysticism to the Psijiic Order, and assisted his sister Almalexia defending Mournhold against Mehrunes Dagon. But in more recent centuries, he has kept to himself, planning and building beneath the earth, in hopes of one day remaking the world in his image. 500 pts. Sotha Sil may be taken as a Hero choice in any Great House army. An army containing Sotha Sil may take units of Fabricants as core units, and may take Imperfects as Elite units. All other Core units become Elite(unless another one of the Tribunal is present in the army). Independent Character, Skirmish, Infantry. Single Model. 50mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sotha Sil | 3 | 6 | 3 | 4 | 4 | 3 | 1 | 10 | 10(11) | - (3++) |} Wargear: Mask of Sotha: Sotha Sil's mask allows him to visually analyze the currents of Magicka in their true form, while shielding him from the disruptions that may occur among them. Artifact, Helm. He is unaffected by Magicka Drain and Absorb Magicka. Staff of Clockwork: Sotha Sil bears a strange, glowing, cog-shaped staff which affects the physical nature of motion. Artifact, Staff. Friendly units within 12" of Sotha Sil may choose to march an additional 2" through open terrain without having to roll. If they do this, they must take a dangerous terrain test. Domewire Contraption: Wires run forth from Sotha Sil's armored carapace, conducting magical energies to and from him. Artifact. Sotha Sil recharges his Power Dice at the start of every turn, not just at the start of each of your turns(see Magic rules in the Scrollhammer Rulebook for details). Spells: Soulpinch, God's Fire, Levitate, Sixth Barrier, Brevusa's Averted Eyes, Silence, Purge Magic, Sotha's Mirror, Ward, Wisdom, Holy Word, Ordeal of Saint Olms, Sotha's Aegis. Aetherofabricant Charge: Sotha Sil imbues the clockwork engines of his machines with a mystic energy, preventing them from breaking down. Cast on 8+. This spell may be cast during any player's movement phase. Choose a unit of Fabricants within 12" of Sotha Sil. At the end of this Close Combat phase, for each Fabricant removed as a casualty from that unit this turn, roll a d6. On a 4+, place return that Fabricant to play in a legal location as part of its unit, with a single Wound remaining. Multiple instances do not stack. Special Rules: Fearless, Relentless, Guardian Stone: The Mage Sotha Sil is a Character. Fading Divinity: Sotha Sil is a Physical God. However, his Ward Save granted by this rule is only a 3+. Inscrutable Wisdom: Sotha Sil counts every Power Die he uses to cast a spell as rolling a 6. Secluded and Unconventional: Sotha Sil rarely leaves his Clockwork City, and has little interest in the affairs of others, Roll a d6 at the end of game turn 3 and every turn after that. On a roll of a 1 at the end of turn 3, a 1-2 at the end of turn 4, and a 1-3 at the end of each of the following turns, Sotha Sil vanishes from the battlefield in pursuit of another goal that seems more interesting to him. If such a result is rolled, he is immediately removed as a casualty. ====The Order of the Buoyant Armigers==== The Buoyant Armigers are among the most elite forces in all Morrowind. Their number is few, but they are magnificent in battle: honorable knight-assassins, poets and slayers of monsters, possessing incredible bravado beneath their grim Dunmeri demeanors. They are sworn to service to Vivec, the Master of Morrowind, chosen from the bravest nobles in all the land. They fight endlessly for their god, choosing to emulate him in their lives, ever vigilant against the predations of the Sixth House. They hold in their possession some of the strongest weapons and armor in Morrowind. 45 pts per model. Elite(0-1 Buoyant Armigers OR Her Hands). Skirmish, Infantry, Dark Elf. 3-10 models per unit 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Buoyant Armiger | 7 | 5 | 4 | 3 | 2 | 6 | 3 | 9 | 5 | 4+ |} Wargear: Bow, Hand Weapon, Glass Armor. Spells: Vivec's Kiss, Vivec's Tears. Special Rules: Stubborn, Stealth, Infiltrate, Preferred Enemy(Sixth House), Heroic Killing Blow(melee attacks only). One model may be upgraded to Deputy-Marshal (+1 A +1 Ld) for +15 pts. The Deputy-Marshal is a Character. Each model may choose to replace his bow with: *A second Hand Weapon (free) *A Pair of Hand Crossbows (free) *A Short Bow (free) *Any Destruction Spell of casting cost 5+ or lower (free) *Any Destruction Spell of casting cost 7-9+ +2 pts per model *Any Destruction Spell of casting cost 10-13+ +5 pts per model Each model may upgrade any or all of his weapons to: *Glass +4 pts per weapon (or +8 for all weapons) *Daedric +20 pts per weapon (or +40 for all weapons) Each Buoyant Armiger may take up to 20 pts of magic items where appropriate from the armory. ====The Order of Her Hands==== The Hands of Almalexia, the High Ordinators of Mournhold, are the most elite of all the Ordinators. They are devoted to serving their goddess to the end. They wear armor of pale pink and alabaster; their helms bear the visage of Hortator Nerevar, and their breastplates are imbued with protective enchantments. Their scimitars are of finest ebony, each sanctified as weapons of the Mother's justice. 40 pts per model. Elite(0-1 Buoyant Armigers OR Her Hands). Fight in Ranks, Infantry, Dark Elf. 5-15 models per unit 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hand of Almalexia | 7 | 4 | 4 | 4 | 2 | 6 | 2 | 10 | 4 | 3+ |} Wargear: Ebony Hand Weapon, Shield. Her Hands Armor: This armor is a heavier form of the standard Indoril Armor. It is Heavy Armor(4+), and grants its bearer a 5+ Ward Save. Spells: Her Hands may have up to 2 Destruction spells (casting cost 9+ or lower). The spells must be the same for every Hand in the unit. Special Rules: Hatred(Undead and Daedra) A unit of Her Hands may: Upgrade one model to High Ordinator Captain(+1 A, +1 Ld) for +10 pts. The High Ordinator Captain is a Character. Upgrade one model to Standard Bearer for +6 pts Upgrade one model to Musician for +6 pts The High Ordinator Captain may take up to 30 pts of magic items where appropriate from the armory. ====Clockwork Fabricants and Imperfects==== Among the strangest of Sotha Sil's inventions are the Fabricants. These insectoid automatons are formed of both flesh and metal, and driven by internal systems of gears and pulleys. They are a terrifying foe to behold in battle, should the Mystery decide to go to war. The Imperfects are great mechanical golems, standing six yards high. They are nigh invincible, engineered to guard Sotha Sil himself. 26 pts per Fabricant, 220 pts for an Imperfect. Fabricants are Core units that can only be taken in an army containing Sotha Sil. Imperfects are Elite units that may only be taken in an army containing Sotha Sil. Fabricants are Horde, Beast, Automaton. Imperfects are Skirmish, Monstrous Creature, Automaton. Fabricant unit size 5-20. Imperfects are always Single Models. Independent Characters cannot join units of Fabricants or Imperfects. 25mm x 50mm base(Fabricant). 50mm x 50mm base(Imperfect). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Fabricant | 2 | 0 | 3 | 3 | 2 | 4 | 4 | 5 | 0 | 5+ |} Wargear: Clockwork Talon: This is a Hand Weapon with Critical Strike. Metallic Undershell: Fabricants have a 5+ armor save. Special Rules: Flesh and Metal: Fabricants are subject to Frenzy, and have Regeneration (6+). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Imperfect | 2 | 0 | 6 | 6 | 6 | 4 | 2 | 7 | 0 | 1+ |} Wargear: Shockblaster: This is a shooting weapon that fires with the following profile: S6 AP1, Move or Fire 1, Large Blast, Range 24", Shock damage, counts as dealing Spell Damage, Magicka Drain(1) on striking. Hand Weapon. Aethershield Plating: An Imperfect has a 1+ Armor Save and a 3+ Ward Save(a saving throw of 1 always fails). Special Rules: Regeneration (6+) ====Divayth Fyr, Oldest of the Telvanni==== In the fungus-tower of Tel Fyr, hidden in the coastal islands of Vvardenfell, there has lived a mysterious sorcerer for ages longer than can be remembered. Before the coming of the Empire, even before the birth of Indoril Nerevar, the reclusive wizard Divayth Fyr dwelt in his ash-swept hall. Master Fyr has over the millennia studied and mastered every form of magic, and acquired an impressive collection of artifacts. He has walked the realms of Oblivion, and has developed a method by which he can travel in and out of them with a wave of his hand. He has discovered many strange secrets, by which he has given himself unnatural vitality and prevented his body from ever aging. In recent times, he has delved into the exotic magic of Biomancy. He has cloned several female versions of himself, who serve as his bodyguard. Another current feature of his Tower is the Corprusarium. Guarded by a manumitted former slave of his, this series of chambers is a refuge for those afflicted by Corprus, the most terrifying of all the plagues unleashed by Dagoth Ur. Countless poor souls, deformed and driven mad by the disease, wander the bowels of his tower, as Master Fyr works tirelessly to develop a cure. Among the number of the infected within Tel Fyr is Yagrum Bagarn, the last of the Dwarves. Divayth Fyr is the most powerful and ancient wizard in all of House Telvanni, but has never joined the House's council. He has expressed that he takes no interest in the politics and murderous conspiracies of his fellow sorcerers. 450 pts. Divayth Fyr may be taken as a replacement for a generic Sorceror in a Telvanni army. Independent Character, Skirmish, Infantry, Dark Elf. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Divayth Fyr | 5 | 6 | 3 | 5 | 4 | 4 | 1 | 10 | 10 | 2+ |} Wargear: Scourge (see [[Scrollhammer: Artifacts of Tamriel]]), Daedric Armor. Spells: Chain Lightning, Daedric Bite, Lightning Storm, Levitate, Third Barrier, Sixth Barrier, Medusa's Gaze, Silence, Mass Paralysis, Soul Trap, Dispel, Purge Magic, Power Well, Ward, Hearth Heal, Blood Gift. Special Rules: Bound Daedra: Divayth Fyr may have all his summoned Daedra in play simultaneously(see the Sorcerer rules). Oblivion Portal: Divayth Fyr and his daughters have Deep Strike. Age Beyond Counting: Divayth Fyr's aeons of experience with magic grants him +5 to his spellcasting rolls. His armor does not give him Weakened Magicka, and he is Relentless. He may cast all of his spells with 1 hand. Corprus Familiarity: Divayth Fyr is unaffected by all diseases, including Corprus. Daughters of Fyr: Fyr may take a retinue of female clones to assist and protect him. For +25 pts per model, he may take up to 4 (Telvanni) Spellswords (with no upgrades) in Bonemold Armor as part of his unit. He and his daughters together count act as a single Independent Character, except while Divayth Fyr is in a challenge. The Daughters do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from Divayth Fyr. Divayth Fyr may take any number of additional Summon Storm Atronach spells (cast on 15+) for +60 pts each. ====Bolvyn Venim, Archmaster of Redoran==== The current ruler of Great House Redoran, Bolvyn Venim is a charismatic and hot-blooded noble. It was he who proclaimed the great crab-shell Skar to be his House's fortress in the mid-third era. He wields a blade of incredible power, and is the veteran of countless duels. He holds great distrust for Outlanders, and prefers death over failure to uphold the great martial traditions of his House. 165 pts. Bolvyn Venim may be taken as a replacement for a generic Noble in a Redoran army. Independent Character, Skirmish, Infantry, Dark Elf. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Bolvyn Venim | 9 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 4 | 3+ |} Wargear: Daedric Katana, Ebony Bow, Ebony Armor, 3x Healing Potion. Special Rules: Fearless, Furious Charge Master Duelist: Bolvyn Venim must always accept a Challenge. While in Bolvyn Venim is in a Challenge, friendly units within 6" of him that are Fearless do not take No Retreat wounds if they lose combat. ====Saint Jiub the Eradicator==== One of the great modern saints of the Temple is Saint Jiub the Beast-Slayer. Once a prisoner, sentenced to death for his crimes as a hired killer, Saint Jiub arrived on Vvardenfell with his future companion in battle, the Nerevarine. It is said he journeyed with the reborn Nerevar over much of Vvardenfell as the great warrior fought against the Sixth House. But it was not by fighting alongside the Incarnate that Jiub would earn his sainthood, for he was not present at the Siege of Red Mountain; Jiub performed his greatest deeds soon after. For the Cliff Racers, wild winged beasts native to Vvardenfell, had long preyed on the island's livestock, and even attacked Temple pilgrims on occasion. Cliff Racer flocks had forever been the scourge of the Ashen Isle. Jiub hunted these creatures without mercy, and drove away from Vvardenfell. Appointed a living saint for his actions, he became renowned as a great hero of Vvardenfell. He fought on against the wilds, until the end of the Third Era, when he went into retirement in Colovia to write his memoirs. It was there that he fell at the Battle of Kvatch, his soul stolen by the hordes of Daedra which had come forth from the Deadlands of Mehrunes Dagon. All Morrowind mourned at the news that their living saint had perished against the armies of the House of Troubles. 135 pts. Saint Jiub may be taken as a replacement for a Warrior Priest. Independent Character, Skirmish, Infantry, Dark Elf. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Saint Jiub | 5 | 3 | 3 | 4 | 2 | 4 | 2 | 9 | 6(7) | - (5++) |} Wargear: Wizard Robes, Priest's Staff, Hand Weapon, Dagger. Spells: Heal, Heal Other, Inferno Hand, Levitation, Vivec's Kiss, Might, Quicksilver. Special Rules: Preferred Enemy(Cliff Racers) Beastslayer: Saint Jiub gets +1 to wound against models with Bestial Instinct Living Saint: Saint Jiub has a 5+ Ward Save. Vigilant Faith: Saint Jiub grants his unit immunity to Fear, Terror and Panic. Saint Jiub may take a Battle-Guar for +25 pts. ====The Nerevarine==== Among the greatest secrets of the Tribunal Temple is a foul heresy, unspeakable and unthinkable, written in the books of the Apographa. All who utter it or possess the Apographa disappear in the night, at the hands of the Ordinators of Inquisition. It is this heresy that the Ashlanders believe, and this heresy which is hinted at in the forbidden Eighteenth Sermon of Vivec. The heresy is the Cult of the Nerevarine. [[Image:Foulmurder.jpg|thumb|400px|right|The Betrayal of Nerevar]] Those who believe in the Cult of the Nerevarine believe a different version of history than that which the Temple claims. The Tribunal were not born as gods, but only as mortals. Nerevar was not slain by Voryn Dagoth, but defeated him, and proclaimed that no mortal should ever use the Tools of Kagrenac and steal the Godhood. Upon hearing this, his wife Ayem and his advisors Vehk and Seht murdered him, and Vehk applied the Tools to the Heart of Lorkhan. The three murderers thus became the false gods known as the Tribunal, and for this betrayal Azura cursed the Dunmer with their ashen complexion. The old gods of the Dunmer, Azura, Boethiah and Mephala, never intended to be anticipations: and so they vowed, and sent forth prophecies to mortals, that one day Nerevar would return, and destroy Dagoth forever. Following that day, he would next take his revenge upon the lying Tribunal, and unite all Dunmer under the banner of the Princes of Oblivion. This heresy is true. Many prophesies have been made, foretelling the end of both the Sixth House and the Tribunal. Among their number is the Lost Prophecy: "From seventh sign of eleventh generation, Neither Hound nor Guar, nor Seed nor Harrow, But Dragon-born and far-star-marked, Outlander Incarnate beneath Red Mountain, Blessed Guest counters seven curses, Star-blessed hand wields thrice-cursed blade, To reap the harvest of the unmourned house." And so it must be, that Nerevar Incarnate must be one born from out of Morrowind, and must overcome the Seven Trials: "Seven Trials: What he puts his hand to, that shall be done. What is left undone, that shall be done. First Trial: On a certain day to uncertain parents Incarnate moon and star reborn. Second Trial: Neither blight nor age can harm him. The Curse-of-Flesh before him flies. Third Trial: In caverns dark Azura's eye sees And makes to shine the moon and star. Fourth trial: A stranger's voice unites the Houses. Three Halls call him Hortator. Fifth Trial: A stranger's hand unites the Velothi. Four Tribes call him Nerevarine. Sixth Trial: He honors blood of the tribe unmourned. He eats their sin, and is reborn. Seventh Trial: His mercy frees the cursed false gods, Binds the broken, redeems the mad. One Destiny: He speaks the law for Veloth's people. He speaks for their land, and names them great." [[Image:Morrowind4.jpg|thumb|400px|right|The Arrival of Nerevarine]] In the latter years of the Third Era, a mysterious wanderer came to Morrowind, claiming to be Nerevarine. Much of him is shrouded in legend, yet it is known that four Ashlander Tribes and three Great Houses united under him against the Sixth House. All who refused to acknowledge him as Hortator from among these Tribes and Houses were killed at his hands. This wanderer was proclaimed Nerevarine by all the Ashlanders, and the Tribunal Temple knew that their end was nigh. Into the streets of Vivec's holy city he marched, and armies of Ordinators fell before him in battle. Now unopposed, he entered the hall of Tholer Saryoni, High Priest of Vivec. Unto this Archcanon, he gave three signs. The first, that he was an Outlander, marked of a star as of yet unknown to the wizened priest. The second, that he bore strange scars, of one who once bore the Curse-of-Flesh Corprus, but had been cured and made immortal. The third, that upon his finger he bore the cursed Moon-and-Star, the ring that none but Nerevar himself could wear and not perish. Thus five of the Trials were complete by this hero. The elder of the Temple bowed his knee to this wanderer, declaring the Prophecies to be true. And so the newly proclaimed Nerevarine entered the Temple of Vivec, having obtained an audience with the Warrior-Poet himself. Vivec granted Wraithguard unto the wanderer, that he might use the Tools of Kagrenac to destroy the Heart of Lorkhan. For though such an deed would cause the Tribunal to slowly but surely lose their divinity, it would do the same to Dagoth Ur, saving the world from the horrors in store for it. The hero reclaimed Sunder and Keening, and marched upon the Red Mountain. There, Dagoth Ur had used the Tools and the Heart to create a second Numidium, a golem of incredible height and power. As Dagoth Ur prepared to go forth and destroy Morrowind, Nerevarine shattered the Heart with the Tools of Kagrenac. Thus the sixth and seventh prophesies were fulfilled. Azura appeared to him and praised him, for her will had been done that day. From there, Nerevarine went forth and performed countless more great deeds. It said by some that this hero truly was Nerevar himself, returned to Morrowind. Others say that he was an Imperial spy, as false as the Tribunal, sent to manipulate the Dunmer into complying with the Empire's will. Only the gods know which is true. But it does not matter. For this warrior fought with the blessing of Azura and the spirit of Nerevar, and fulfilled every prophecy. If the slayer of Dagoth Ur was not born the Nerevarine, then he chose to be the Nerevarine out of his own free will, aligning himself with that fate that he might bear the mantle of the hero of old. 250 pts for Nerevar Incarnate OR 110 pts for Nerevar Rising Nerevarine may be taken in any Great House army as a Hero choice. He may be taken as either Nerevar Rising (representing Nerevarine as a wandering hero) or Nerevar Incarnate (representing Nerevarine at the height of his power). Independent Character, Skirmish, Infantry. Nerevarine may be any of the ten common races of Tamriel. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Nerevar Incarnate | 7 | 5 | 5 | 5 | 4 | 5 | 4 | 10 | 5 | varies |- | Nerevar Rising | 5 | 4 | 3 | 3 | 3 | 4 | 3 | 9 | 4 | varies |} Wargear and Spells: Nerevarine has ONE of of the following: *Wizard's Robes *Leather Armor *Bonemold Armor Nerevarine has TWO of the following(he may take 2 of the same): *Any combination in both hands of Hand Weapons, Dagger, Hand Crossbows(+3 pts per Hand Crossbow), Javelins(+3 pts per Javelin), Throwing Knives(+3 pts per Throwing Knife), Spears, Shield, or Spell: Black Hand/Inferno Hand/Storm Hand/Winter Hand *Bow *Short Bow *Crossbow *Halberd(+5 pts) *Greatsword(+5 pts) *Battle Axe(+5 pts) *War Hammer(+5pts) *Katana(+8 pts) *Sorceror's Staff *Priest's Staff(Temple Only) *Two free spells of your choice from the army list, except for Necromancy/Summon Daedra Spells. Nerevarine may REPLACE any number of these two free spells each with a spell from the following list: *Summon Scamp (cast on 4+) (+5pts) *Summon Hunger (cast on 7+) (+7pts) *Summon Flame Atronach (cast on 8+) +7pts *Summon Dremora (cast on 9+) (+10pts) *Summon Golden Saint (cast on 9+) (+10pts) *Summon Dark Seducer (cast on 9+) (+10pts) *Summon Winged Twilight (cast on 11+) (+15pts) *Summon Clannfear (cast on 11+) (+15pts) *Summon Frost Atronach (cast on 12+) (+15pts) *Raise Skeletal Minion +6 pts *Raise Skeletons +10 pts *Invoke Ancestral Ghost (Temple Only) +6 pts Nerevarine may be mounted on one of the following: Battle-Guar +25 pts Ash Wasp +45 pts (House Dres Only) A mounted Nerevarine may take a Lance for +10 pts. Nerevar Rising may take any number of magic items from the armory, other than Artifacts. Nerevar Incarnate may take any number of magic items, including Artifacts, and may carry up to 5 consumables. He may take (replacing similar items as always) any number of the Nerevarine Specific Artifacts, and any number of the following artifacts from [[Scrollhammer: Artifacts of Tamriel]]: Auri'el's Bow, Auri'el's Shield, Azura's Star, The Bitter Cup, Bloodworm Helm, Boots of the Apostle, The Bow of Shadows, Chrysamere, Fang of Haynehktnamet, Goldbrand, Ice Blade of the Monarch, Mace of Molag Bal, Mehrunes' Razor, Ring of Khajiiti, Savior's Hide, Scourge, Spear of Bitter Mercy, Spellbreaker, Staff of Magnus, Volendrung, The Warlock's Ring. Nerevar Incarnate may upgrade any number of his generic weapons to the following: *Glass +6 pts per weapon *Ebony +10 pts per weapon *Daedric +25 pts per weapon Nerevar Incarnate may upgrade his generic armor to: *Glass Armor +10 pts *Ebony Armor +20 pts *Daedric Armor +30 pts Nerevar Incarnate may take one of the following spells for each group of two spells he chose: Any spell(other than Summon Daedra or Necromancy) cast on 13+ or lower from the spell list: +15 pts Any spell(other than Summon Daedra or Necromancy) cast on 14+ or higher from the spell list: +25 pts *Summon Scamp (cast on 4+) (+10pts) *Summon Hunger (cast on 7+) (+15pts) *Summon Flame Atronach (cast on 8+) +15pts *Summon Dremora (cast on 9+) (+20pts) *Summon Golden Saint (cast on 9+) (+20pts) *Summon Dark Seducer (cast on 9+) (+20pts) *Summon Winged Twilight (cast on 11+) (+30pts) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Spider Daedra (cast on 20+) (+75pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) *Summon Xivilai (cast on 24+) (+160pts) *Raise Skeletal Minion +12 pts *Raise Skeletons +20 pts *Raise Skeletal Horde +40 pts *Invoke Ancestral Ghost(Temple Only) +12 pts *Invoke Bonelord(Temple Only) +50 pts Nerevarine may only have 0-1 Temple Only items and spells, unless his allegiance is House Indoril or Lone Hero. Nerevarine may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. Special Rules: Eternal Warrior, Dragonborn. Star-Marked: Nerevarine may take a Guardian Stone Blessing of your choice. Slayer of Gods: The doom of the Tribunal is Incarnate. Neither god nor mortal can withstand the vengeful rage of Nerevar Reborn. Any Ward Save better than 4+ is reduced to a 4+ save against Nerevarine's attacks and spells. Heroic Resolve: Only the bravest of warriors would dare to lay siege to the Sixth House. Nerevarine grants his unit immunity to Fear, Terror and Panic, and makes his unit Stubborn. Neither Blight Nor Age(Nerevar Incarnate Only): Nerevarine is Immune to Disease, including Corprus. No effect can remove this immunity. Great House Allegiance: The legends of Nerevarine state that he was not only made Hortator of three Great Houses, but was also sworn as a House Brother to one. Nerevarine has a bonus based on which Great House is used for your army. If he is wearing the Moon-and-Star, he gains an additional Hortator ability based on which Great House is used for your army. Regardless of which army list is chosen, you may replace Nerevarine's allegiance abilities with Servant of the Empire, or Lone Hero. Great House Indoril: Nerevarine has no limit on Temple Only spells and items. Hortator Ability: While Nerevarine wears the Moon-and-Star, he has a 5+ Ward Save. Great House Hlaalu: Nerevarine has +2 I. Hortator Ability: While Nerevarine wears the Moon-and-Star, he and any unit he is attached to have Infiltrate. Great House Redoran: Nerevarine has +2 WS. Hortator Ability: While Nerevarine wears the Moon-and-Star, he and any unit he is attached to has Furious Charge. Great House Dres: Nerevarine has +2 BS. Hortator Ability: While Nerevarine wears the Moon-and-Star, he and unit he is attached to have Scouts. Great House Telvanni: Nerevarine has +2 Mg. Hortator Ability: While Nerevarine wears the Moon-and-Star, he may take any additional spell from the spell list for free(except Temple Only spells, Summon Skeletal Horde, and Summon Daedra spells). Nerevarine may always replace his Great House Allegiance ability with one of the following: Servant of the Empire: You get +1 to your Reserve Rolls, and this army is Trusted Allies with the Imperial Legion. Hortator Ability: While Nerevarine wears the Moon-and-Star, the your opponent gets -1 to his Reserve Rolls. Lone Hero: Nerevarine may take any number of Temple spells and Items, and has Infiltrate. He takes up both 1 Hero slot and 2 Core Slots, and is the only model you are permitted to field in your army. Hortator Ability: You are permitted to field Great House Agents of the House you chose as Core units, and take Divayth Fyr and Saint Jiub as Hero choices, as an exception to the previous force organization rules.
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