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===Heroes=== [[File:hr_hillking.jpg|300px|thumb|right]] ====Hill-King==== Much of High Rock is split into endless city-states, principalities, baronies, and duchies. Each of these small territories are hardened by past infighting, the otherwise idyllic landscape marred by war and fortifications. Claiming hold of these locations are the Hill Kings- those of the magickal elite that stubbornly cling to power. In the past it was not uncommon for travelers to be carted to the hill-fortresses to have tribute demanded, for traversing this particular lord's land. Though this is mostly put in the past, the rulers that remain are every bit as petty and demanding. Lands owned by these nobles are generally small, and made up of few hamlets or villages. That is not to say that the kings are infirm or weakly followed, as they all tend to have loyal bands of thugs and men-at-arms, all willing to fight to the death. Hill Kings that live through the in-fighting and power attempts end up consolidating their power, by conquest of nearby territories or treaty signing. It is these grayed but clever rulers that oft are the most dangerous. 55 pts (80 pts for King Elder) Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. A Hill-King or King Elder may take a retinue of up to 2 attendants, for +18 pts per model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hill-King | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 8 | 3 | 4+ |- | King Elder | 4 | 4 | 4 | 4 | 3 | 4 | 2 | 10 | 4 | 4+ |} '''Wargear:''' Hand Weapon, Shield, Maille armor. '''Spells:''' None '''Special Rules:''' Stubborn You there, fight!: While on foot Hill-Kings may not refuse a challenge, though they may have an attendant fight in their place when challenged. if mounted they are forced to take part in the challenge regardless of present attendants. Note that King Elders may ignore this rule. Young and Not-So Wise: If mounted and part of a Lance formation, Hill Kings are required to fulfill the role of fore-front bearer. They must form up the first rank. Note that King Elders may ignore this rule. Commanding Presence: Friendly units within 12" of a Hill-King who is not fleeing may re-roll failed Morale Tests, except for those required by spell effects. This is increased to a range of 18" for King Elders. A Hill-King may replace his hand weapon with: *Spear +4 pts A Hill-King may take one of the following: *Second Hand Weapon +5 pts *Throwing weapons +8 pts A Hill-King may replace items in both hands with: *Halberd +8 pts *Greatsword +14 pts *Battle Axe +14 pts *War Hammer +14 pts A Hill-King may upgrade any number of his weapons to the following: *Elven +3 pts per weapon *Glass +6 pts per weapon *Ebony +10 pts per weapon *Daedric +25 pts per weapon (King Elder only) *Master Crafted +8 pts per weapon A Hill-King may replace his armor with: *Leather Armor (free) *Glass Armor +8 pts *Full Plate Armor +12 pts *Ebony Armor +18 pts A Hill-King may be mounted on a Warhorse for +25 pts. A mounted Hill-King may take a Lance for +10 pts. A Hill-King may take up to two spells from this book's spell list as follows: *Destruction Spells, cast on 9+ or less: +8 pts each *Alteration Spells, cast on 9+ or less: +5 pts each *Restoration Spells, cast on 9+ or less: +5 pts each *Bound Weapon Spells: +8 pts each A Hill-King may be given a Guardian Stone Blessing for +10 pts. A Hill-King may be upgraded into a Spellsword for +25 pts. This grants the King +1 Magicka, ''Soldier of Fortune'', and ''Battle Magi''. See the Spellswords entry for these Special Rules. A Hill-King may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Hill-King may take up to 40 pts of magic items from the armory where appropriate. A King Elder may take any number of magic items from the armory where appropriate. [[File:hr_sorcererlord.jpg|400px|thumb|right]] ====Sorcerer Lord==== It is unsurprising that many of the most powerful sorcerers in history have hailed from High Rock. Here, children are often tested for magical aptitude, and quickly placed under tutorships of older mages when proven able. From there one can rise through the ranks of the local Mages Guild (who encompassed most, if not all of High Rock), or eschew the guidance and seek training on their own terms. The most powerful of these folk are called Sorcerer Lords- they are the men and women with the most concentrate, surfaced elven blood, and an innate knack for spellcasting. These magicians frequently claim territories of their own, much like Hill-Kings, or serve as barons or counts for the more established nobility. Unlike many other practitioners, Sorcerer Lords are given quiet solitude from which to practice their talents, and tribute to see to it that studies are funded. 125 pts Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. A Sorcerer Lord may take a retinue of up to 2 attendants, for +18 pts per model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sorcerer Lord | 3 | 4 | 3 | 3 | 3 | 2 | 2 | 9 | 6(8) | - |} '''Wargear:''' Wizard Robes, Sorcerer Staff. '''Spells:''' A Sorcerer Lord knows 3 spells, other than Summon Daedra spells, of your choice. '''Special Rules:''' Conjurer: A Sorcerer Lord may have all the Summoned Daedra he has payed for Summoned in play simultaneously, but may only purchase one of each spell. Their mer blood additionally confers them a +2 bonus to casting Conjuration spells. The Sorcerer may take up to 3 additional spells from these schools of magic for the following costs: *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 *Bound Weapon Spells: +8 pts each *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 Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) A Sorcerer Lord may take an Atronach Familiar(in addition to any one spell that is not Summon Daedra or Necromancy). This grants the Sorcerer the ability to select an additional spell from their spell list, and a Summoning spell, for a cost depending on the nature of the creature Summoned: *Summon Flame Atronach (cast on 8+) (+51pts) *Summon Frost Atronach (cast on 12+) (+64pts) *Summon Storm Atronach (cast on 15+) (+80pts) Rules for using Daedra are found here: [[Scrollhammer: Daedra Cults]]. Note that the Sorcerer Lord may not have a familiar and Summon Daedra spell of the same kind. The Sorcerer Lord may replace their Wizard robes with: *Leather Armor +6 pts *Maille Armor +12 pts *Glass Armor +18 pts A Sorcerer Lord may be mounted on a Warhorse +25 pts. A Sorcerer Lord may be given a Guardian Stone Blessing for +10 pts. A Sorcerer Lord may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Sorcerer Lord may purchase any amount of magic items from the armory where appropriate. [[File:hr_warlock.jpg|250px|thumb|right]] ====Warlock==== Deceivers. Oath breakers. To many citizens of Tamriel there is no more foul and detestable being then a warlock. While it is quite often easy to tell the difference between a mage and such a creature, it is also rather easy for the same mages to be tempted by the darker powers. A lust for an artifact, the feeling of helplessness, or the need of vengeance can all easily send one into a downward spiral. Still other practitioners are simply taught to cherish evil powers from the beginning without knowing better. The end result is much the same, no matter the cause - a powerful spellcaster hungry for power, with little care for the well-being of others or themselves. Warlocks favor necromancy and illusion magic- both of which are rather disliked as a whole, or forbidden altogether. No other magick is quite so fulfilling to abuse. In addition to bending others to their will, and raising hordes of the undead, these folk also frequently strike pacts with Daedra. It is this combination of reckless hunger and non-existent morals that make warlocks extremely dangerous. It is not unheard of for a warlock to appear before a community as a benevolent caster, wishing them aid, only to quickly infiltrate positions of power. Unchecked they can cause unbridled suffering among populated areas 110 pts Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Warlock | 2 | 4 | 2 | 3 | 3 | 2 | 2 | 8 | 7(8) | - |} A Warlock may be changed to *Orc for +? pts *Imperial for +? pts '''Wargear:''' Tattered Robes, Dagger, Sorcerer Staff. '''Spells:''' Earwig, Shadow-Weave, Mindless Frenzy, Poison-blast '''Special Rules:''' Beautiful Visage: Warlocks and Witches are concealed by a magick illusion that confers upon them great beauty. Other common races are at -2WS and -1BS to strike them. Upon being wounded (by anything) this special rule is lost. Note that units that happen to be Immune to Illusion, or are blind, may ignore this rule altogether. Reachmagic: At any time during your turn, you may nominate a friendly, mortal model within 2" of the Warlock. Roll a dice- on a result of 5+, an additional Power Die is granted to the Warlock. On 4- the targeted model is automatically wounded yet still confers a Power Die if slain. The Warlock may take up to 2 additional spells from these schools of magic for the following costs: *Any spell (other than Summon Daedra) cast on 13+ or lower from the spell list: +15 pts *Any spell (other than Summon Daedra) cast on 14+ or higher from the spell list: +25 pts *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) *Raise Skeletons (cast on 10+) (+25pts) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) A Warlock may take up to three unbound familiars. For every 20 points spent in this fashion they may purchase an additional spell of your choice for the normal cost. Unbound familiars may not be re-summoned when slain, but multiples of the same kind may be purchased. *Flame Atronach (+11pts) *Dremora Warrior (+14pts) *Frost Atronach (+24pts) *Skeleton Champion (+?pts) *Wraith (+?pts) Rules for using Daedra are found here: [[Scrollhammer: Daedra Cults]]. The Warlock may replace their Tattered Robes with: *Leather Armor +6 pts *Mail Armor +12 pts *Glass Armor +18 pts A Warlock may be mounted on a Warhorse +25 pts. A Warlock may be given a Guardian Stone Blessing for +10 pts. A Warlock may purchase any amount of magic items from the armory where appropriate. [[File:hr_attendant.jpg|400px|thumb|right]] ====Attendant==== Attendants are the personal guards of a King or Sorcerer. They are frequently nobles or counts, but can occasionally also be high-ranking members of a guild, or simply hired mercenaries of exceptional prowess. As a side effect of following nobility, these men and women tend to be thugs or opportunists. That's not to say that there is no such thing as a noble-minded attendant- rather that they take the protection of their lord very seriously. Attendants are not Hero choices in their own right, but may be taken as bodyguard upgrades for various models. Infantry, Breton. Unit size and formation are determined by what model they are attached to. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Attendant | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 8 | 2 | 4+ |} '''Wargear:''' Hand Weapon, Shield, Plate Armor '''Spells:''' None. '''Special Rules:''' Precision Hands: Attendants are always purchased along with an Independent Character. The Character and his Attendants function together as a single Independent Character, except while the Character is in a challenge. Attendants cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from the character they are protecting. An Attendant adopts the unit size and formation of the unit he is attached to, and always functions as part of the Independent Character he is attached to(while remaining a separate model), with the exceptions described above. Less-then-honorable: If the accompanied Character is in a challenge one of the Attendants may attempt to make a rear attack onto the enemy's character before any blows are struck. Roll for Initiative- on a success a single melee attack automatically strikes the enemy character, as if the attendant had charged from cover. Regardless of what happens, if the enemy character is part of a unit (either has a retinue or joined a unit), the attendant is mercilessly hacked down and removed from the game. Any number of Attendants may replace both hands with: *Dagger and hand weapon (free) *Two hand weapons (free) *Great Weapon +6 pts per model *Bow or Short Bow +2 pts per model Any number of Attendants may replace their armor with: *Leather (free) *Maille (free) *Full Plate Armor +6 pts per model Any number of Attendants may upgrade any number of their weapons to: *Poisoned(4+) +10 pts per weapon If the model protected by the Attendant is mounted, each Attendant must also be mounted for +8 pts each. A mounted Attendant may take a Lance for +3 pts. Mounted Attendants lose their ''Less-Then-Honorable'' special rule but are allowed to attempt Glorious Intervention. Each Attendant may take up to 15 points of magic items from the armory where appropriate. An attendant may bear the army's Battle Standard for +35 pts.
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