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===Core=== [[Image:DunmerCultist.png|thumb|350px|right|]] ====Sleeper Cultists==== "''Sleepers! awake! The Sixth House is Risen and Lord Dagoth is its Glory!''" ''"Crazies with clubs have been attacking non-Dunmer. Call themselves Sleepers. Some folks hurt. A few killed. Sleepers go nuts when you try to arrest them, so we have to put them down. Some are strangers we can't trace. Others are locals, gone nuts. Ones we capture alive have complete amnesia, no idea where they are or what's going on. Just keep talking gibberish about the Sixth House awakening, serving Lord Dagoth, running foreigners out of Morrowind. Sounds like a new crazy cult or something."'' Ever since Dagoth Ur's victory over the Tribunal in securing the Heart Chamber, violent blight winds began to sweep down from Red Mountain with ever greater frequency. The Ash storms carry with them dangerous magicks, and their foul winds serve as a means to broadcast the dream-sendings of Dagoth Ur to the Dunmer of Morrowind. It begins with a completely normal Dunmer starting to hear whispers in their head, their sleep being plagued by nightmares, awaking up exhausted after a full night's rest; small things, things that they'd likely dismiss at first without a second thought. It ends with them waking up in the middle of the night to wander the streets, preaching heresies and mad poetry with a voice that isn't their own; with loosing track of what is real and what is dream; with waking up one morning covered in blood and holding a strange knife. These are the Sleepers, perfectly normal Dunmer on the outside, but have been claimed by the Sixth House. Recruited from the disaffected, members of the criminal underworld, the poor, or anyone else who would take joy in seeing the false gods of the Tribunal cast down and the dogs of the empire driven from Dunmers' the ancestral homeland, Sleeper Cultists fulfill the vital roll of acting as House Dagoth's hands with in the cities of the Dunmer, performing assassinations, sabotage, sowing dissent, or any other task that brings the Sixth House closer to its goal. The Temple estimates that every town in Vvardenfell contains organized cells of Sixth house cultists. Occassionally in the lands of Morrowind, one might come across a naked, raving mad Dunmer, screaming prayers to Dagoth Ur and to the Sixth House while frantically attacking anything that gets too close. These wretched madmer are known as Dreamers. Once Sleeper Cultists who realized what was happening to them, they chose to embrace service to the Sixth House, and in return for their loyality, Dagoth Ur has shared his divine dream with them, signifing their official welcome to the ranks of House Dagoth. However, Dagoth Ur's dream is something that mortals were never meant to behold, and as such, this event tends to thoroughly shatter the minds of those that experience it. Freshly driven insane and filled with the extacy of having been blessed with their Lord's everlasting glory, Dreamers devote their every action towards their frantic, fanatical worship of Dagoth Ur. 8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sleeper Cultist | 3 | 3 | 3 | 3 | 1 | 7 | 1 | 7 | 2 | - |- | Dreamer | 3 | 3 | 3 | 3 | 1 | 7 | 1 | 7 | 3 | 6+ |} '''Wargear:''' Hand Weapon, Shortbow '''Spells:''' Earwig, Shadow Form, Brevusa's Averted Eyes. '''Special Rules:''' Infiltrate, Fleet of Foot, Stealth. A unit of Sleeper Cultists may: *Upgrade one model to Dreamer(Fearless, +1 Mg) for +15 pts. A Dreamer is a Character. Any number of Sleeper Cultists may replace their Hand Weapons with: *Dagger (free) *Dagoth Dagger +2 pts per model Any number of Sleeper Cultists may replace their Shortbows with: *Longbow +1 pts per model *Second Hand Weapon +1 pts per model *Shield (free) All Cultists in the unit except for the Dreamer(if taken) may take Leather Armor for +1/2 pt per model ====Sixth House Retainers==== "''We do not fear death. Life is a dream. Blood is a dream. We sleep in one soul, the soul of Lord Dagoth.''" Guided by dream-sendings, Dreamer Cultists will eventually make their way to one of the many hidden shrines of the Sixth House, where they shall be inoculated with Corprus. This is the first step an Ash Cultist takes on their journey towards enlightenment and oneness with His flesh. Normally, as mortals were never meant to hold the power of the divine, Corprus causes those infected with it to develop horrible, debilitating mutations as well as causing progressive degradation of the mind; but in those who have dreamed the self-same dream as Dagoth Ur, the divine disease is able to realize its true potential, eliciting a far different effect upon the flesh of one has been so blessed. The first stage of corprus evolution, that of an Ash Slave, is marked by the point when the mutations caused by the divine disease become outwardly noticeable. While nothing about them has seems to changed drastically, there is still obviously something very off about their appearance, giving them a uncanny presence. The Ash slaves are the most common form of ash creature, and they compose the lowest rank of the members of House Dagoth. As the cultists evolve through the stages towards enlightenment, they are to be prepared for their service to the House. They will either, as suits their abilities, become Holy Warriors or Priests. Advanced Ash Slaves who are perparing to become Holy Warriors are known as Ash Guards. They serve as simple rank-and-file soldiers, acting as the guards to the secret strongholds of the Sixth House, in order to protect them against military incursions from the Temple Orders. Even those as lowly in the ranks of the Sixth House as the Ash Slaves and their ilk have tasted of the divine immortality offered by Lord Dagoth, and have therefore become unable to fear death or blood. The bodies of those who would become Holy Warriors are enhanced by corprus, providing them capabilities beyond those of normal mortals. The other path an evolving cultist might take is to become a priest of the Sixth House. Their starting duties lie in tending to the needs of fellow cultists and helping Sleepers and Dreamers with their rituals. An advanced ash slave who is preparing to becoming a priest is known as an Ash Skirmisher. While they retain the disturbing, uncanny appearance typical of Ash Slaves, they come across as friendly and welcoming, and strangely charismatic. Possessing a powerful grip on the art of magic, they search for people who are potentially suitable for indoctrination as Sleeper Cultists. They enlighten these individuals by sending their Lord's compulsions couched within dream imagery, and recruit willing mer into the service of the Sixth House. Whatever an Ash Skirmisher watches, their Lord watches with them. 9 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-18 models per unit 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Slave | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 4 | 6+ |- | Ash Guard | 3 | 2 | 3 | 3 | 1 | 4 | 1 | 7 | 2 | 5+ |- | Ash Skirmisher | 3 | 3 | 3 | 3 | 1 | 6 | 2 | 7 | 0 | 6+ |} '''Special Rules:''' Specialists: Each unit may be composed of any combination of the three types of Retainers, representing the different specialties of the lowest echelons of those who serve the Sixth House. Each Retainer has different choices of weapons and talents, as described below. *Ash Slaves: Armed with Claws. Know two of the following spells: Curse-of-Ash, Spark, Earwig, First Barrier, Lower Resists. *Ash Guards: Armed with Shield. An Ash Guard must take a Hand Weapon OR a Spear. *Ash Skirmishers: Armed with Hand Weapon OR Spear, and a Short Bow. An Ash Skirmisher must take a Dagger OR a Second Hand Weapon. '''Disease:''' Blighted Aura (6+), Blight Attack (5+) For every six models in the unit, one of the following upgrades may be made: *Upgrade one model to Champion(+1 A) for +6 pts. A Champion is a Character. *Upgrade one model to Standard Bearer for +3 pts *Upgrade one model to Musician for +3 pts [[Image:StarWoundEnemy.jpg|thumb|275px|right|]] ====Ash Zombies==== "''WHERE ARE YOU, LORD? We cannot hear you.... SPEAK to us! PLEASE!''" In order to grow closer to divinity, the Ash Slaves delve themselves ever further into Dagoth Ur's divine song, an odd and confusing experience for the cultists at first, but they hum along in their own lesser way with their lord. To an outsider's view, it would seem that the cultists blabber about trivial things, write incoherent poetry, decorate their strongholds, and rearrange furniture over and over. But only those who are willing and worthy to awake from their slumber are able to hear the divine song, and understand the meaning of the scrabbled Sixth House verse, often carved on the chest of a freshly-murdered imperial. In the caves and strongholds far removed from watching eyes, cultists practice these rituals, and eventually ascend to the next stage in their evolution. As the Corprus brings them ever towards divinity, the disease mutates the Ash Cultists ever more in turn. During the transition to their next stage of enlightenment, Ash Slaves undergo a severe change. The disease causes the top half of their face to cave-in, leaving a gaping hole where their eyes and nose used to be, and revealing and an empty and rotting skull cavity within. Perhaps more disturbing than the deformities themselves is the fact that the Ash Zombies do not seem to be impaired by them in the slightest; they have lost their eyes, but their sight has only become clearer. They have lost their brain, yet they understand so much more now than they ever had before. This shows that the cultist truly has passed beyond their former mortal boundaries. The corprus strengthens their bodies beyond their former limits; even through they can't use magic in their current state, they are incredibly strong and durable, able to rip a man to shreds with their bare hands and shrug off considerable damage without effort. Wounds on their corprus-blessed bodies knit back together and lost limbs seamlessly grow back. Ash Zombies are often used as something akin to shock-troops; during this stage of enlightenment the Ash cultists' insanity has reached its peak, fervently giving worship to their Lord even as they frantically throw themselves at their enemies, desperate to draw the blood of any who oppose the Sixth House. 11 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-20 models per unit 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Zombie | 3 | 3 | 4 | 3 | 1 | 5 | 2 | 7 | 0 | 6+ |} '''Wargear:''' Hand Weapon '''Special Rules:''' Causes Fear, Frenzy '''Disease:''' Blighted Aura (6+), Blight Attack (5+) A unit of Ash Zombies may: *Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts The entire unit may replace their Hand Weapons with: *Spear OR Pike +1 pts per model Any number of Ash Zombies may each be given: *Second Hand Weapon +1 pts per model *Javelins +1 pts per model The entire unit may upgrade any or all of their weapons to: *Dwarvern +3 pts per weapon per model(or +6 pts for all weapons) [[Image:The_Sixth_House.jpg|thumb|375px|right|]] ====Ash Wights==== "''We see you, false one. Your flesh will feed us all.''" Ash Wights are terrible creatures of a magical nature created by the Sixth House cult and its Lord, Dagoth Ur. They generally resemble Ash Zombies, save for the small growths now budding within their empty skull cavity, and for fact they have become more advanced in controlling the corprus disease. After a gradual period an Ash Zombie will eventually regain its magical abilities, their consciousness ever shifting, waking and dreaming. They become more proficient at spellcasting than they ever were before, able to control the schools of magic with ease, making them dangerous enemies to face. After reaching this stage, an Ash Zombie becomes a creature known as an Ash Wight, and is gifted a robe signifying their new rank within the Sixth House. Ash Wights cut off and eat exceptionally large amounts of corprus weepings in order to grow their strength. Elite Ash Wights that possess exceptional magical abilities will generally become ash priests when they advance in rank in House Dagoth. These promising Ash Wights on the verge of their next evolution are called Ash Sorcerers. Their blight infection is even more advanced than that of their kin, the small corprus growths slowly beginning to fill the empty hole in the Ash Sorcerer's face. They are generally very vengeful creatures, and they fanatically travel great distances to murder and dismembered those who oppose their Lord Dagoth Ur. 12 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-14 models per unit 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Wight | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 2 | 6+ |- | Ash Sorcerer | 3 | 3 | 3 | 3 | 2 | 4 | 1 | 7 | 4 | 6+ |} '''Wargear:''' Hand Weapon '''Spells:''' Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Lower Resists. '''Special Rules:''' Causes Fear '''Disease:''' Blighted Aura (6+), Blight Attack (5+) A unit of Ash Wights may: *Upgrade one model to Ash Sorcerer(+1W, +2Mg) for +14 pts. An Ash Sorcerer is a Character. *Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts *Upgrade one model to Musician(can always rally) for +10 pts Any number of Ash Wights may each be given: *Longbow +1 pts per model The entire unit may upgrade any or all of their weapons to: *Dwarvern +4 pts per weapon per model(or +8 pts for all weapons)
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