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Scrollhammer: Great Houses of Morrowind
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====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.
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