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===Special Characters=== ====Jarl Olaf One-Eye of Whiterun==== In the latter years of the War of Succession, a one-eyed hero, Olaf by name, arose in the city of Whiterun. For as the Holds of Skyrim battled one another, the great Dragon Numinex terrorized the land. Olaf went forth, and according to his boasts, challenged the wyrm to single combat. With the power of the Thu'um, he cast the Dragon to the ground, and smote it many times with his great axe. The Dragon bowed to him as the victor, and Olaf gathered his men to shackle the sky-serpent. Into the Great Porch of the castle atop Whiterun they dragged the great monster, and there held it as a captive. Ever since that day, that keep was known as Dragonsreach. Either by the glory of this deed, or by an earlier dealing, Olaf became Jarl of Whiterun Hold. He used his capture and imprisonment of dread Numinex to prove to the other Jarls his greatness. A council was declared, the Moot of Skyrim, at which Olaf persuaded the warring Jarls to cease their feud and name him High King. So it came to be that this great warrior became the ruler of all the men of the North. The people of the north-western parts of Skyrim, of Solitude town and the forests of Haafingar, saw him still as a usurper. He made them kneel in submission, but secret slanders were exchanged among the people of Haafingar. A notable Bard wrote a verse accusing the Jarl of cowardice, of capturing Numinex while the Dragon was wounded, and stealing glory that was rightfully anothers. This verse was censored as sedition by Olaf's courts and councilors, but the legend of it still endured. Ever since his reign, the Bards' College in Solitude has burned Olaf in effigy for these abuses at the festival for the admission of new scholars and musicians. But in Whiterun, Olaf was beloved. When Numinex met eventual death, his skull was displayed above the Jarl's throne, irrefutable proof of the existence of the Dragons that once ruled the skies and terrorized the land, for all generations to come. 260 pts Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Olaf may be taken as your army's Jarl. You are limited to 0-1 Jarls in your army. Olaf may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Olaf may elect to take a single unit of Honored Veterans as a Core unit if Olaf is on foot, or Horse-Veterans if he is mounted. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Olaf One-Eye | 6 | 4 | 4 | 4 | 3 | 4(5) | 4 | 10 | 1 | 2+ |} Wargear: Dragon-Cleaver: The axe of Olaf One-Eye is a Runic Hand Weapon. Warmonger: This is a Runic War Hammer. Nordic Relic Armor, Shield of Resist Flame. Spells: None Shouts: Unrelenting Force, Disarm, Frost Breath Special Rules: Stubborn, Preferred Enemy(Dragons), Tongue Guardian Stone Blessing: The Thief Mighty Deeds: Feller of Giants, Fight All Our Lives Leader of Men: Friendly units within 6" of Olaf, as long as he is not fleeing, may use his Leadership for all morale tests they make. Legacy of Kings: Once per game, while Olaf is alive, you may choose to have one of your Bards invoke his Song for an additional turn(the turns need not be consecutive). Olaf may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts. ====Jarl Ulfric Stormcloak of Eastmarch==== In the dark days of the Fourth Era, as the Thalmor-led Aldmeri Dominion rose to crush the Empire, a young prince of Skyrim pledged his sword to the cause of Talos, to defend the realm of his forefathers. Ulfric was his name, son of the Jarl of the East March. He fought long in the defense of Cyrodiil in a Nordic regiment of the Imperial Legion but met defeat in battle. He was held for many months a captive of the Elves, tortured by the Altmer agent Elenwen for information. There he was deceived into believing that the words forced from his mouth caused the Imperial City to fall to the Thalmor, not knowing that it had fallen and had been subsequently retaken. He was allowed to escape at this point, that discontent might be spread throughout the Empire. After his release, Ulfric learned of the banishment of the worship of Talos, and the humiliation of the Empire at the hands of the elves. Swearing that he might strive to be a man worthy of his ancestors, he ascended the Seven Thousand Steps along the slopes of the Throat of the World, and atop the great mountain, at the monastery of High Hrothgar, spent many years learning the Way of the Voice from the Greybeards. But once his soul had grasped the Thu'um, he left the monastery, scorning the teachings of the Greybeards in favor of using the Thu'um as a weapon in the name of Talos. Crowned Jarl following the passing of his father, he offered the aid of his armies to Jarl Igmund of the Western Reach against the Witch-Men of the hills, who several years before had seized the city of Markarth and slain Igmund's father. The one condition for his aid to Igmund was that the Reach might become a sanctuary for the worship of Talos. Igmund accepted this offer, and with the Thu'um Ulfric shouted the barbarian invaders from the walls of Markarth and reclaimed it in the name of Talos. But Igmund, fearing the retaliation of the Thalmor and their allies in the Imperial government, denied the free worship of Talos in Markarth, and the great war-god's chapel renamed but an abandoned chamber. So Ulfric returned in sorrow to Windhelm, never forgetting that the throne he sat upon was the same upon which great Ysgramor once reigned. There he found himself with two choices; submitting his beliefs and his way of life to the lies of Elves, or abandoning the Empire he once fought for, rising up against the Thalmor where the Emperor and his weighty assortment of bureaucrats and corrupt politicians would not. He chose the latter. Mustering the strength of his fathers, Ulfric rode to Solitude, and declared a rebellion against the young, Empire-supporting High King Torygg. He challenged Torygg to combat by champion, that the loyalty of Skyrim might be settled there and then. Torygg, in an act of bravery worth a place in Sovngarde, accepted the duel, and fell before Ulfric's shout and his sword. Ulfric fled the city, leaving it in the hands of Torygg's widow. Accused of murder and treason for this deed, those who assisted him in this act within Solitude's walls were put to death, and the hearts of those loyal to Cyrodiil to the end were turned against him. Upon his return to Windhelm, Ulfric declared all of Skyrim a separate kingdom from the Empire, under his rule. All the Jarls of the east of Skyrim swore oaths of allegiance to him, but those of the west, Igmund and Torygg's widow included, remained loyal to the Empire. Only Balgruuf the Greater, the good Jarl of Whiterun, remained neutral at this time, supporting the Empire in name while tacitly allowing the worship of Talos within his city. Ulfric's incredible leadership and strength saw the Imperial legion dealt crippling blows and nearly sent from the province, until The Empire sent General Tullius and the Fourth Legion against him, to put his rebellion down, but many Nord warriors flocked still to his ranks, seeking to fight to restore the worship of Talos. Ulfric has never been without both friends and enemies in every Hold. There are many Nords in Skyrim who praise his great name and know him to be a selfless hero and true defender of the Nordic way of life. There are those yet devoted to the Empire who think him as a cruel barbarian warlord who seeks only to crown himself king. But none doubt his ferocity in battle and his skill as a general and a leader of men. [[Image:Ulfric thuum.jpg|thumb|400px|right]] 235 pts Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Ulfric may be taken as your army's Jarl. You are limited to 0-1 Jarls in your army. Ulfric may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Ulfric may elect to take a single unit of Honored Veterans as a Core unit if Ulfric is on foot, or Horse-Veterans if he is mounted. Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ulfric Stormcloak | 6 | 4 | 4 | 4 | 3 | 4 | 4 | 10 | 1 | 5+ |} Wargear: Sword of the King: This is a Master-Crafted Ebony hand weapon whose blows cannot be Parried. Cloak of Storms: This counts as 6+ Light Armor, and grants Ulfric +1 to his Feel No Pain against frost damage. Axe of Dismay(Hand Weapon), Shield of Dwindling Magic. Spells: None Shouts: Unrelenting Force, Disarm, Razor Edge Special Rules: Stubborn, Preferred Enemy(Aldmeri Dominion), Tongue Guardian Stone Blessing: The Lord Mighty Deeds: Sovngarde Awaits, North Wind Freedom or Sovngarde!: Friendly units within 12" of Ulfric Stormcloak may use his Leadership for all morale tests they make, so long as he is not fleeing. Throne of Ysgramor: Twice per game, while Ulfric is alive, you may choose to have a Bard invoke his Song for an additional turn(the turns need not be consecutive). Combat by Champion: Unsaved wounds inflicted by Ulfric in a challenge give +3 to combat resolution instead of the normal +1. Ulfric may replace the Cloak of Storms with one of the following: *Wolfpelt Mail(5+ Light Armor) +10 pts *Nordic Relic Armor +35 pts Ulfric may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts. ====Galmar Stone-Fist==== [[Image:Skyrim ulfric and galmar.jpg|thumb|400px|right]] Of the men of Windhelm fighting in Ulfric's rebellion, Galmar Stone-Fist stands among the most loyal. Both a cunning tactician and a huge warrior, this elevated Housecarl has served as the second in command to Ulfric since the rebellion began. Although born into a prominent clan in Windhelm, Galmar chose not to engage in the corruption found in many other wealthy clans of Skyrim, and nor did he choose the life of a drunken troublemaker like his brother Rolff. Rather, he forged a legacy in battle, a young warrior seeking to live up to the legacy of the honored dead in Sovngarde. Known well by the Imperial Legion, like his liege lord Ulfric he came to see the Empire as only a husk of what Talos made it, and after many trials swore to allow the Thalmor to persecute Nords in their own land for too long. His faith in Talos and his loyalty to the Nordic way of life exceeds that of even Ulfric; plain-spoken and strong-willed, his passion grants him strength, if it might one day be his undoing. Galmar Stone-Fist stands as the exemplar of all that the Stormcloaks, and all Nords in general, stand for. 140 pts Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Galmar may be taken as a replacement for a Holdcarl. He may take a retinue of up to 3 Housecarls, for +20 pts per model. Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Galmar Stone-Fist | 5 | 4 | 4(5) | 4 | 3 | 4 | 3 | 10 | 1 | 5+ |} Wargear: Axe of Eastmarch: This is a Master-Crafted Skyforge Steel Battle Axe that strikes at full initiative the first round of combat. Wolfpelt Mail: This is Light Armor(5+). Hand Weapon. Spells: None Special Rules: Stubborn. Mighty Deeds: Bear of a Man, Strong Will and Stout Heart Leader of Men: Friendly units within 6" of Galmar Stone-Fist may use his Leadership for all morale tests they make, so long as he is not fleeing. Highland Tactics: Galmar may Infiltrate his unit. Galmar may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts. ====Hrormir and Darfang, Champions of Evensnow==== Among the ancient sagas of the North tell of two great champions of a forgotten age, Hrormir and Darfang, of the age of the dark winters when Man struggled against Elf. It was in this age that magic was respected by all as a warrior art, before the College of Winterhold and the wilds became filled with necromancy and brigandry. Hero of the lost realm of Evensnow, the greatest swordsman in the land, Darfang, was seduced by dark powers, enslaved in mind and body. The wild, wenching wizard, Hrormir, went forth into the snow and reclaimed his friend from the sorcery that bound him. As he sought to free his boon companion, he became the lover of Nocturnal, goddess of thieves, and was given the magic of the shadow at his beck and call. His deeds were forever remembered in a great ballad, and his Icestaff was in later eras held as a relic of the Mage's Guild. 150 pts for Hrormir, 150 pts for Darfang 2 Hero choices. Independent Character, Skirmish, Infantry, Nord, Single Model. Hrormir and Darfang count as two Thanes in your army, and must always be taken together. Other Thanes in your army may take the same combinations of wargear, upgrades, Shouts and Mighty Deeds as them. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hrormir | 4 | 5 | 4 | 4 | 2 | 4 | 2 | 9 | 5(7) | - |- | Darfang | 7 | 4 | 4 | 4 | 2 | 4 | 3 | 9 | 1 | 2+ |} '''Hrormir''' Wargear: The Icestaff: The fabled Icestaff freezes Hrormir's foes while cloaking them in a fey glow. Models Chilled by Hrormir's frost spells are Chilled for -2 Initiative rather than just 1, and lose their Night Fighting cover saves. Master's Robes. Spells: Frostbite, Bound Sword, Bound Armor, Ice Storm. Special Rules: Stubborn. Mighty Deeds: Never Back Down, Out of the Mists. Gift of Nocturnal: Hrormir may take the Guardian Stone Blessings of the Shadow and the Thief for +10 points each. '''Darfang''' Wargear: Blade of Darfang: This is a Master-Crafted Runic Hand Weapon of Striking. Shield, Nordic Relic Armor. Shouts: Elemental Fury, Razor Edge. Special Rules: Stubborn, Tongue. Mighty Deeds: Son of the Sky, Shield-Brothers ====The Companions of Ysgramor==== After the Return, the warriors of Ysgramor settled around the mythic Skyforge, deep in the heart of the land. Naming their mead hall Jorvasskr in honor of Ysgramor's ship, they served as defenders of Skyrim and her people ever since. Through four eras, they have endured in one form or another, and their fame spans over all the Holds. The forms they have taken have been for good or for ill. In days of old, they pledged themselves as warriors for one Hold or another; when Companion slaughtered Companion during the Wars of Succession, they agreed to not to involve themselves in feuds between Jarls in future eras. Instead, they serve as mediators in personal disputes and bounty hunters, whenever they are not defending Skyrim's people from wild beasts, Orcs, Giants, outside invaders. Armed with the mightiest steel of the Skyforge, crafted by the finest smiths in the land, the Companions are truly a sight to behold. Ever since the passing of Ysgramor to Sovngarde, the Companions have never had a true leader. Every Companion is free to ultimately choose his path in life. Troubles within the organization are resolved by the Circle, the experienced champions. The worthiest of the Circle, the Harbinger, acts as the moral guide to the band, but even the newest blood may dispute his orders. The warriors of Companions for this reason dispense with all honorifics in their addresses and speeches, only referring to one another as brothers in arms. In the Third Era, the Companions fell into a life of brigandry and dishonor. The name of Ysgramor was shamed by their deeds. But those few in their number still seeking honor gathered in secret, and returned to Jorvasskr to bring the corrupt Harbinger and his lackeys to justice. This action was met by violence, and many Companions spilled the blood of their brothers, but every criminal in the order was slain or driven out that day. Ever since, the Companions have sought to reclaim their lost honor, to find the lost Shield of Ysgramor, and to regain the pieces of his mighty axe Wuuthrad, long since scattered across the land. A recent action of the Companions in their quest for glory has proven both a blessing and a curse; the blood of Hircine, God of the Hunt. For when the Glenmoril Coven, a band of foul witches, promised power to a hapless Harbinger late in the Third Era, he accepted, not knowing what would befall him and his Circle. For as each of them partook in a dark ritual with the witches, each of them transformed into a great wolf, and set upon their foes not in honorable battle but in ruthless savagery. Even as they recovered and returned to the human shape, half of the spirit of each warrior remained in the lupine aspect, able to transform again at will. Many sought to use this power in secret, for noble purposes; others found themselves unable to control this power, transforming in times of great bloodlust or at the height of the moons, tearing their foes to pieces and devouring their flesh. Every warrior of the Circle has since this day joined the ranks of the Hounds of Hircine, but many with regrets; for all who bear the Beast Blood are tied to the hunt, not to the path of Shor, and so must spend eternity not in Sovngarde, but in the great Hunting Grounds. 23 pts per model Elite. Infantry, Skirmish, Nord. 5-20 models per unit. You may take 0-1 units of the Companions of Ysgramor as a unique Warrior Clan in your army. 25mm x 25mm base(Companion). 40mm x 40mm base(Wolf Form). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Companion | 4 | 4 | 4 | 4 | 1 | 3 | 2 | 8 | 1 | 6+ |- | Circle Champion | 4 | 4 | 4 | 4 | 1 | 4 | 3 | 9 | 1 | 5+ |- | Harbinger | 4 | 4 | 4 | 4 | 2 | 4 | 3 | 10 | 1 | 5+ |- | (Wolf Form) | 2 | 0 | 5 | 5 | 2 | 4 | 4 | 9 | 0 | -(6++) |} The entire unit has the following Special Rules: Stubborn. For every 5 models, you may upgrade one model to Circle Champion for +20 pts In a unit numbering 10 or more models, you may upgrade one model to the Harbinger for +30 pts A unit of Companions containing a Circle Champion or the Harbinger have the Fight All Our Lives Mighty Deed. '''Companions''' Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Shield, Light Mail. Any number of models may replace their Great Weapon or Shield with any of the following: *Master-Crafted Skyforge Steel Poleaxe (free) *Master-Crafted Skyforge Steel Hand Weapon (free) *Master-Crafted Skyforge Steel Spear (free) *Master-Crafted Skyforge Steel Dagger (free) *Bow (free) *Short Bow (free) Any number of models may replace their armor with any of the following: *Chainmail or Plate Armor +2 pts per model *Scaled Mail +3 pts per model *Full Plate Armor +6 pts per model Spells: None '''Circle Champions and Harbinger''' Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Wolf Armor(5+ Light Armor). Any number of models may replace their Great Weapon or Shield with any of the following: *Master-Crafted Skyforge Steel Poleaxe (free) *Master-Crafted Skyforge Steel Hand Weapon (free) *Master-Crafted Skyforge Steel Spear (free) *Master-Crafted Skyforge Steel Dagger (free) *Bow (free) *Short Bow (free) Any number of models may replace their armor with any of the following: *Full Plate Armor +3 pts per model *Nordic Relic Armor +10 pts per model Each Circle Champion may purchase up to 20 points of magic items where appropriate from the armory. The Harbinger may purchase any number of magic items where appropriate from the armory, and may purchase one or more of the the following artifacts: The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. +35 pts Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Master-Crafted Runic Battle Axe that strikes with +2 Strength, and re-rolls all failed wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units from this army book within 6" of wielder to become Fearless. +48 points. Spells: None Special Rules: Character. The Harbinger is a Special Character, and so only one may be taken. Immune to Disease. Mighty Deeds: In addition, each Circle Champion and the Harbinger must also take of the following Mighty Deeds: Battle Rage, Cleaving Blows, Skilled Hunter, Feller of Giants, Resilience, Shield Brothers(these Mighty Deeds only apply to them individually, not to the entire unit). Battle-Prowess: Each Circle Champion and the Harbinger may take Skilled Fighter for +3 pts, Deadeye for +6 pts, or Legendary Fury for +10 pts. (See the Warrior Clans rules for further details). These upgrades only apply to the model purchasing them, not to the entire unit. The Beast Blood: Once per game, at the beginning of your movement phase, if there are no Independent Characters (other than the Dovahkiin) attached to a unit of Companions, and no other friendly or allied units within 6" of a unit of the Companions, all Circle Champions and the Harbinger in the unit may call upon the power of Hircine. In a span of mere seconds, their bodies undergo a terrible transformation, from men into great savage wolves. While in this form, they use the Wolf Form profile rather than their own, and bear no wargear. \ Replace each model in Wolf Form with a more appropriate model if you wish; note that models in Wolf Form are mounted on 40mm x 40mm bases. At the end of each of your turns, if a model in Wolf Form has not slain a model, return that model to his normal profile, with all his previous wargear and abilities. No Independent Character (other than the Dovahkiin) can join a unit of Companions with one or more models currently in Wolf Form. '''Wolf Form''' Beasts, Skirmish, Werewolf. The characteristics of a model in Wolf Form are included in the profile for Companions above. Wargear: None Spells: None Special Rules: Fearless, Rending, Causes Terror Hircine's Blessing: This model is Ethereal, but the Ward Save granted against mundane attacks is only 6+. Controlled Savagery: To enter the shape of a wolf is to endanger one's sanity, to subject oneself to the rage of a mindless killer. As each model that enters Wolf Form, that model must take a Leadership test on its own value. If that model fails, it gains Frenzied and Bestial Instinct, and if any of its attacks miss in close combat, you must instead allocate them to a non-Werewolf model in the same unit as the model that failed the Leadership check. These rules apply for as long as the model remains in Wolf Form. It cannot be shaken from its Frenzied state by any means other than leaving Wolf Form. If the Leadership check is passed, however, the model instead may continue to use its Mighty Deeds and Battle Prowess while in Wolf Form. ====The Dawnguard==== The Dawnguard are an order of vampire hunters whose named reached legend in Skyrim during their heyday. When the adventurous son of the Jarl of the southern Hold of Riften was infected with vampirism, he was unable to control his desire to drink the blood of the living. With great sorrow, the Jarl ordered him to be held under house arrest in a fortress near the border between the Rift and the land of the Dark Elves of Redoran. The Dawnguard were formed to protect this youth, and to protect any others who might from further predations of the undead. The vampiric prince attempted an escape, and died in the process. The order began to lose favor at this point, and became more and more desperate in its methods. After several generations, the Dawnguard no longer held any righteousness at all in its cause, using the prison fortress as a base for leading raids against innocents to be robbed and tortured. The Dawnguard, having indulged in the tyranny it once sought to destroy, were eventually disbanded, sinking into outlawry. In the Fourth Era, however, the Dawnguard were reformed. Vampires had begun a resurgence, each clan openly attacking travelers and villages, the most dangerous of them even plotting to blot out the sun itself. As the Vigilants of Stendarr fell against this rising menace, the strongest blades and brightest minds in Skyrim congregated under the old banner of the Dawnguard, to make a final stand against the night. 14 pts per Dawnguard model Elite. Infantry, Skirmish, Nord. 5-20 Dawnguard(including Captain) per unit, plus 0-1 Battle-Trolls for every 10 Dawnguard. Battle-Trolls are Beasts, and are not Nords. You may take 0-1 units of the Dawnguard as a unique Warrior Clan in your army. 25mm x 25mm base(Dawnguard). 40mm x 40mm base(Battle-Troll). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dawnguard | 3 | 3(4) | 4 | 4 | 1 | 3 | 1 | 9 | 2 | 6+ |- | Dawn Captain | 4 | 4(5) | 4 | 4 | 1 | 4 | 2 | 10 | 4 | 6+ |- | Battle-Troll | 3 | 0 | 5 | 4 | 3 | 4 | 3 | 8 | 0 | 5+ |} '''Dawnguard''' Wargear: Crossbow, Dawn Axe, Dawnguard Armor. Spells: None Special Rules: Stubborn, Hatred(Vampires), Immune to Fear and Terror. The Dawn Captain is a character, who must always challenge and accept challenges from Vampires when able to. Battle Prowess: Fiendhunters, Deadeye(see the rules for Warrior Clans). One model may be upgraded to Dawn Captain for +16 pts. The unit may take a Battle-Troll(see below) for every 10 Dawnguard(including Captain) for +32 pts each Any number of models may take one of the following: *A second Dawn Axe +1 pt per model *Shield +1 pts per model *Spell: Flames +2 pts per model *Spell: Sun Fire +2 pts per model *Dawn Hammer +4 pts per model Any number of models may replace their armor with: *Dawnguard Heavy Armor +2 pts per model Any number of models may upgrade their crossbows to: *Enhanced Crossbow +3 pts per model The Dawn Captain may take a Restoration spell from the Holds of Skyrim armory for +5 pts. The Dawn Captain may upgrade his Dawn Axe: *Runic Sun-Axe +15 pts The Dawn Captain may upgrade his Dawn Hammer to: *Runic Inferno Hammer +15 pts The Dawn Captain may upgrade his Shield to: *Blazing Rune-Shield +15 pts The Dawn Captain may upgrade his crossbow to: *Dwarven Crossbow +6 pts *Enhanced Dwarven Crossbow +9 pts '''Dawnguard Armory''' Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires. Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires. Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires. Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires. Enhanced Crossbow: This weapon strikes with +2 AP. Dwarven Crossbow: This weapon strikes with +1 S. Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP. Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead. Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3" for this casting, regardless of modifiers. Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit. Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18". This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain. '''Battle-Troll''' Wargear: Troll Armor: This is Light Armor(5+) Spells: None Special Rules: Bestial Instinct, Stubborn, Causes Fear Trollsblood: Battle-Trolls have Regeneration(6+), but flame attacks get +1 to wound against them. Pummeling Blows: Melee attacks from Battle-Trolls get +2 AP. Each Battle-Troll may take one of the following (mundane) Gauntlets: *Bladed Bracers(Melee attacks gain the Rending special rule) +4 pts *Flail Bracers(bearer gains the Rampage special rule as part of its Charge Bonus) +6 pts Each Battle-Troll may replace his armor with the following: *Heavy Troll Armor(4+ Heavy Armor) +8 pts ====The Order of the Silver Hand==== Among the more infamous of the warrior bands of Skyrim in the Fourth Era are the Silver Hand. Eternal enemies of werewolves, the Silver Hand seek to hunt down the terrifying man-beasts and make armor from their skins. Despite their hatred of this dangerous threat to innocents, the Silver Hand have no qualms toward preying on innocents themselves, robbing any passerby unfortunate to stumble upon any old fort they might inhabit. For this reason, they are seen as outlaws and butchers by the people of Skyrim, and their enmity with the Companions of Ysgramor has of late escalated toward total war. 14 pts per model Elite. Infantry, Skirmish, Nord. 5-20 models per unit. You may take 0-1 units of the Silver Hand as a unique Warrior Clan in your army. We Know What You Truly Are!: An army can never contain units of both the Silver Hand and the Companions. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Silver Hand | 3(4) | 3 | 4 | 4 | 1 | 3 | 1 | 7 | 1 | 5+ |- | Silver Hand Captain | 4(5) | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 1 | 5+ |} Wargear: Silver hand weapon, Shield, Light Mail Spells: None Special Rules: Stubborn, Hatred(Werewolves), Killing Blow The Silver Hand Captain is a Character. Battle-Prowess: Skilled Fighters, Fiendhunters(see the rules for Warrior Clans). One model in the unit may be upgraded to Silver Hand Captain for +16 pts. Any model in the unit may trade his hand weapon and shield for: *Silver Bow +2 pts per model *Silver Short Bow +2 pts per model *Silver Poleaxe +3 pts per model *Silver Greatsword +3 pts per model Any model in the unit may trade his armor for: *Chainmail or Plate Armor: +2 pts per model *Scaled Mail: +3 pts per model *Full Plate Armor: +6 pts per model The Silver Hand Captain may make one of his weapons Master-Crafted for +6 pts. The Silver Hand Captain may take up to 15 points of magic items from the armory. ====The Dovahkiin==== [[Image:Dovahkiin vs alduin.jpg|thumb|500px|right]] In the dark and song-barren days of the Fourth Era, when Nords shed their brothers' blood, as worshipers of Talos disappear in the night, a doom far more dire came upon the land. For the End Times had begun; the black-spined Dragon, Alduin World-Eater, Bane of Kings, Devourer of Souls, had returned, and every day Shouted awake a the dead Dragon of old. While Nords fought over Talos, all were united in their terror of the coming of the Dragons. All who knew that Alduin himself had returned knew that the final battle was nigh, that all would perish beneath Time itself, their souls reduced to long-forgotten nothingness. But just as the Elder Scrolls foretold that Alduin would return in this age of conflict, so they also predicted the coming of the Last Dragonborn, Dovahkiin in the tongue of the Dragons. For he alone bore the mantle of Shor's ghost, and mastered the Thu'um as weapon and a tool, a free gift of Akatosh. A man in shell, but a Dragon in spirit, the Dovahkiin discovered his true nature when he saved the city of Whiterun from the Dragon Mirmulnir. As the beast fell before him, the power of its timeless soul was revealed to the Dovahkiin, stolen that this mortal warrior might learn the Thu'um from it. The Storm Voice in his breath, the Dovahkiin ascended the Seven Thousand Steps, meeting with the Greybeards on the Throat of the World. Here he was proclaimed Ysmir, Dragon of the North, in the old Nordic way, his Dragon's soul meeting and swallowing the Shouts of the Greybeards that battered his mortal husk. He lent his hand to the ongoing war, but throughout it all battled the Thalmor in search of the answers toward the return of the Dragons. He learned nothing from the Elves, however; but with the remnants of the scattered Blades, the Dragonguard of the old emperors, he learned the truth of Alduin and of the end. Through the power of the Elder Scrolls, he learned the old Shout by which Alduin had been torn from the sky long ago. He bested Alduin, but the World-Eater retreated high into the mountains, to Sovngarde, to eat the souls of the newly fallen. In pursuit, the Dovahkiin called forth the dragon Odahviing, and bested him as well, imprisoning him in Dragonsreach as Olaf One-Eye had done long ago. Odahviing judged the Dovahkiin worthy, and offered to grant him a chance to battle Alduin once more. Odahviing was freed, and upon his back the Dovahkiin rode to high Skuldafn. There he battled the ancient Dragon Cult, arisen in cursed undeath, and through an Aetherial gate journeyed to Sovngarde. Among the heroes of Sovngarde he feasted, but his still-living eyes could not comprehend the true power of Shor, beyond that which dwelt within him. Gathering the ghosts of the Tongues who had banished Alduin long ago, he charged out of the gates of the Hall of Valor, and before the eyes of Shor and Tsun themselves shouted Alduin into ashes. Time dwelt within his soul, and through his strength the doom of the world was averted. Many are the other legends of the Dovahkiin, of deeds both great and small. All of them tell one tale; that of the valor of one hero in a sorrowful age, of a hero of even Ysgramor's stature. For even in an hour when all was lost, when the great men of old were all fallen, a warrior blessed with the power to change fate still came forth, and with the Thu'um sang the sagas of the future. 260 pts for the Hero of Skyrim profile. 145 pts for the Thane of Whiterun profile. Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. The Dovahkiin holds the place of a Thane in your army. His combinations of wargear, abilities, shouts and Mighty Deeds do not prevent other Thanes from having the same combinations. The Dovahkiin may take a single Housecarl bodyguard for +20 pts. The Dovahkiin may be a common race other than a Nord. If this is chosen, his rules are altered: see below. The Dovahkiin removes your army's 0-1 restriction on the Companions of Ysgramor and the Dawnguard. You may still only have one Harbinger in your army, however, if your army contains the Companions. You may choose for the Dovahkiin to count as two Core choices in addition to a hero choice. If this option is taken, your army may take no other choices, except for Odahviing, Housecarls and one other Hero choice. The Dovahkiin has two profiles and sets of special rules, each representing a different stage of his rise to glory. The Thane of Whiterun profile represents the Dovahkiin as a wandering hero, whose innate powers have only recently been discovered. The Hero of Skyrim profile represents the Dovahkiin at the peak of his might, at the time around when he traveled to Sovngarde itself to vanquish the great dragon Alduin World-Eater. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hero of Skyrim | 7 | 5 | 5 | 5 | 3 | 5 | 4 | 10 | 5 | varies |- | Thane of Whiterun | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 10 | 2 | varies |} Wargear and Spells: The Dovahkiin has ONE of the following: Adept's Robes Light Mail Armor Plate Armor The Dovahkiin has a hand weapon, shield, Spell:Flames and TWO of the following(he may take two of the same): *A second Hand Weapon, dagger *Bow *Short Bow *Crossbow(cannot be upgraded in quality except with Crossbow only upgrades, see below) *Poleaxe(+8 pts) *Greatsword(+8 pts) *Battle Axe(+8 pts) *War Hammer(+8 pts) *Wizard's Staff *One free spell from the Holds of Skyrim armory or from the Dovahkiin armory The Dovahkiin may replace one or more of his spells with any of the following: *Summon Flame Atronach (cast on 8+) +7 pts *Summon Frost Atronach (cast on 12+) +15 pts See Scrollhammer: Daedra Cults for rules for Daedra. The Dovahkiin may be mounted on a Warhorse for +25 pts. A mounted Dovahkiin may take a Lance for +10 pts. The Dovahkiin may make any of his weapons Master-Crafted for +8 pts per weapon. The Dovahkiin may upgrade any of his weapons to: *Skyforge Steel +8 pts per weapon *Dawn Weapon(hand weapon and War Hammer only) +2 pts per weapon *Enhanced Crossbow(Crossbow only) +4 pts per weapon The Dovahkiin may take the following if he does not take a magic helm: *Hunter's Cowl +6 pts The Dovahkiin may replace his armor or unarmored clothing with one of the following: *Leather Armor or Chainmail(free) *Dawnguard Armor or Dawnguard Heavy Armor +2 pts *Scaled Mail +2 pts *Full Plate Armor +12 pts The Dovahkiin(Thane of Whiterun) may take any number of magic items from the Holds of Skyrim armory, other than Artifacts. The Dovahkiin(Hero of Skyrim) 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 artifacts from the Dovahkiin armory, any number of the following artifacts from [[Scrollhammer: Artifacts of Tamriel]]: Auri'el's Bow, Auri'el's Shield, Azura's Star, Dawnbreaker, The Ebony Blade, Mace of Molag Bal, Mehrunes Razor, Oghma Infinium, Ring of Namira, Saviour's Hide, Sanguine Rose, Skull of Corruption, Spellbreaker, Staff of Magnus, Volendrung, Wabbajack, The White Phial. Artifacts may not be upgraded further except where normally allowed. The Dovahkiin(Hero of Skyrim) may take any number of artifacts from the Dovahkiin armory(instead of normally purchasing a similar item, as always). Artifacts may not be upgraded further except where normally allowed. The price of these items factors in the cost of the base item as well, as usual. *Runic Sun-Axe +20 pts *Blazing Rune-Shield +20 pts *Runic Inferno Hammer +30 pts *Shield of Ysgramor +35 pts *Wuuthrad +60 pts The Dovahkiin may purchase a single weapon upgrade enchantment from the Holds of Skyrim armory to upgrade Wuuthrad, granting it an additional ability. The Dovahkiin(Hero of Skyrim) may upgrade any of his weapons to: *Glass +4 pts per weapon *Ebony +8 pts per weapon *Daedric +20 pts per weapon *Dragonbone +30 pts per weapon *Dwarven Crossbow(Crossbow only) +8 pts per weapon *Enhanced Dwarven Crossbow(Crossbow only) +12 pts per weapon The Dovahkiin(Hero of Skyrim) may replace his armor or unarmored clothing with one of the following: *Master's Robes +15 pts *Nordic Relic Armor +20 pts *Dragonscale Armor +20 pts *Dragonbone Armor +25 pts *Daedric Armor +30 pts The Dovahkiin(Hero of Skyrim) may take an additional spell: *Any spell from the army spell list other than Summon Daedra +18 pts *Summon Flame Atronach (cast on 8+) (+15 pts) *Summon Frost Atronach (cast on 12+) (+30 pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) Special Rules: Stubborn, Dragonborn, Eternal Warrior, Tongue Mighty Deeds: Fight All Our Lives. In addition to this one, he has a unique Mighty Deed: Dragonslayer: The Dovahkiin has Preferred Enemy(Dragons) and is immune to Fear, Terror and Panic. If his unit is caught in a sweeping advance, they are not destroyed, but instead remain locked in combat and takes No Retreat wounds as if they had lost the combat while Fearless. The Dovahkiin may take a Guardian Stone Blessing for +10 pts. Shouts: The Dovahkiin knows the following Shouts: Unrelenting Force, Fire Breath, Whirlwind Sprint. The Dovahkiin(Hero of Skyrim) also knows the Shouts Dragonrend(see below) and Clear Skies. He may take additional Shouts from the rulebook with Cooldown 1 or less for +10 points each, Cooldown 2 for +20 pts each, and Cooldown 3 or higher for +30 pts each. He may take the shout Call of Valor for +20 pts(see below). '''Dovahkiin Armory''' Wargear: Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires. Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires. Enhanced Crossbow: This weapon strikes with +2 AP. Dwarven Crossbow: This weapon strikes with +1 S. Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP. Dragonbone Weapon: This weapon strikes with +2 Strength +3 AP. Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires. Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires. Dragonscale Armor: This is Light Armor(4+) that grants bearer a 3+ Ward Save against flame damage. Dragonbone Armor: This is Heavy Armor(3+) the grants bearer a 3+ Ward Save against flame damage. Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead. Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3" for this casting, regardless of modifiers. Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit. The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Master-Crafted Runic Battle Axe that strikes with +2 Strength, and re-rolls all failed wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units from this army book within 6" of wielder to become Fearless. Spells: Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18". This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain. Shouts: JOOR ZAH FRUL! ''Mortal''-''Finite''-'''Temporary''' Dragonrend: In the age of Alduin's tyranny, the Shout Dragonrend was crafted not by Dragons but by mortals. Turning the Dragons' own power over time and reality against them, the Shout Dragonrend forces a Dragon's soul to glimpse mortal, if only for a brief moment. The Dragon's powers are drained, and it falls to the ground, feeling a fear that it could never have imagined before. It is only with the secret of this Shout that the Dovahkiin was able to stand as an equal against dread Alduin. This Shout may be used at the beginning of any movement phase, and targets a Dragon within 24" and Line of Sight of the Dovahkiin. That Dragon takes a S5AP0 hit, and may not use Hit and Run, march or Fly until the end of next turn. In addition, it is reduced to Initiative 1 and must take Shout tests to use its Shouts, until the end of next turn. If it fails the Shout test, it may not use Shouts while under the effect of Dragonrend for the rest of the game.. Cooldown 1. HUN KAAL ZOOR! ''Hero''-''Champion''-''Legend'' Call of Valor: It was in the mists of Sovngarde itself, at the gates of the Hall of Shor high in Aetherius, that the Dovahkiin challenged Alduin on the eve of the dragon's victory. At his side fought three heroes of old, the very ones who had created the Shout Dragonrend, and banished Alduin into to the strands of time aeons ago. It was then that Alduin fell by the hands of these four heroes. The god Tsun, Shield-Thane of Shor, granted these three heroes the power to one day return to Mundus for a short time, that they might aid the Dovahkiin should the need be dire. When the Dovahkiin shouts the Call of Valor, one of the three heroes is summoned to fight at his side once more. This Shout may be used at the beginning of any movement phase. Until the end of next turn, the spirit of an honored hero is called upon to fight by the side of the Dovahkiin; that hero grants the Dovahkiin additional special rules until the end of next turn. Choose the hero each time you use the Shout: Gormlaith Golden-Hilt: The shield-maiden Gormlaith grants the Dovahkiin Frenzy, Fearless, and makes 4 attacks at Strength 5 AP1 magic damage Initiative 4 each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Felldir the Old: It was Felldir the Old, gifted in magic, who used the Elder Scroll to seal Alduin away in time until the Fourth Era. Calling upon Felldir immediately grants the Dovahkiin 3 Power Dice, and elemental weapons(including spells) used by the Dovahkiin strike at +1 Strength. Felldir makes 2 attacks at S6 AP1 magic damageInitiative 3 Critical Strike each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Hakon One-Eye: Hakon is a mighty and tireless warrior. Hakon makes 4 attacks at Strength 7 AP3 magic damage Initiative 1 each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Cooldown 3. '''Odahviing''' The dragon Odahviing may be taken as an Elite choice in an army containing the Dovahkiin(Hero of Skyrim) for +225 points. Skirmish, Monstrous Creature, Flyer, Dragon. Single Model. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Odahviing | 3 | 3 | 6 | 6 | 6 | 4 | 4 | 10 | 0 | 3+ |} Wargear: Odahviing is covered in dragonhide - scales that are tougher than steel, yet flow fluidly with his movement. This gives him an armor save as indicated in their profile. Their claws have the ''critical strike'' rule. Special Rules: Odahviing is a Character. It's Coming from Above!: Odahviing lurks in his eyrie, or else wanders the skies, until called to battle by the Dovahkiin. Odahviing always arrives by Deep Strike. If while arriving in this manner Odahviing would land on a friendly model, or land on an enemy unit, or land on impassable(or lethal) terrain, shorten the distance he scatters to place him as close as possible to that model, unit or terrain without triggering a mishap( or landing in lethal terrain). Serve the Strongest: Odahviing will only pledge his aid to the warrior with the mightiest Thu'um in the world; after the fall of Alduin, this happens to be the Dovahkiin. If the Dovahkiin is removed as a casualty, remove Odahviing from the game as a casualty as well; his service is fulfilled. Shouts: Unrelenting Force, Swallow Shout, Fire Breath, Frost Breath, Clear Skies '''The Race of the Dovahkiin''' The following rules are also in effect, based upon the Dovahkiin's choice of race: *Nord: Use the default rules shown above. The Dovahkiin may purchase a Mighty Deed from the Heroes section for +8 points, and a Mighty Deed from the Warriors section for +7 points. *Imperial: The forces of the Aldmeri Dominion become Desperate Allies. You win ties on the roll to go first. The Dovahkiin is not stubborn, but his unit may always rally regardless of the number of losses, and may shoot or march the turn it reforms in the movement phase. *Breton: The Forsworn become Desperate Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, and has -1 Attacks and +1 Magicka. He may purchase a second additional spell from the armory(see above). *Redguard: Redguards of Hammerfell become Trusted Allies. Alter the Dovahkiin's base profile so that he has +1 Weapon Skill, +1 Attacks and -1 Magicka. The Dovahkiin loses Stubborn. *Altmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, and +2 Magicka. He may purchase a second additional spell from the armory(see above). *Bosmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, +1 Ballistic Skill, and +2 Initiative. *Dunmer: All Great Houses of Morrowind(other than Telvanni) become Trusted Allies. House Telvanni becomes a Desperate Ally. The Dovahkiin loses Stubborn, and may purchase up to two Destruction spells instead of his normal additional spell, for +10 points each. *Orc: Goblin-Ken become Grudging Allies. *Khajiit: Warriors of Elsweyr become Grudging Allies. The Dovahkiin gets -1 Strength, -1 Toughness, +2 Initiative, loses Stubborn and gains Fleet of Foot. *Argonian: The Dovahkiin loses Stubborn and gains Regeneration(6+).
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