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===Elite=== [[Image:AshGhoul.jpg|thumb|275px|right|]] ====Ash Ghouls==== ''"You have chosen war with Dagoth Ur. We grieve for your loss, but we will not spare you. You refused the sweetness of Lord Dagoth's friendship. Now know the bitterness of his fury."'' An Ash Wight or Sorcerer who is especially deep in the heart of Lord Dagoth's mysteries will eventually grow a flute-like proboscis from the gaping hole in what was once their face. This creature is known as an Ash Ghoul, a priest of the Sixth House. At this stage of corprus evolution, their flesh grows to contain ever more divine power, and their magical powers increase dramatically in tandem. Able to channel the divine influence of Dagoth Ur to unwary Dunmer, the hidden caves and strongholds of the Sixth House seem to strum with divine melodies at their very presence, calling out to Sleepers and Dreamers to them in oneness with His flesh. Ash Ghouls are formidable foes indeed, as their minds and bodies are spiraling towards the divine in an ever-faster rate. No mere simple brute or senseless lunatic, the Ash Ghoul is extremely intelligent and capable of cunning tactics, and possesses the skill and strength to put such a mind to devastating use. Even without the threat of their fearsome magic, Ash Ghouls are not to be underestimated. Despite their emaciated appearance, Ash Ghouls are deceptively strong: possessing incredible strength and endurance far beyond that of an ordinary mortal. Even through the Ash Ghoul's body is marvelously saturated with the divine power of their Lord's blessings, they still among the least of His servants, as Ash Poets, Ascended Sleepers, and Ash Vampires stand high above them in Dagoth Ur's bountiful grace. An Ash Ghoul especially high in their Lord's grace will mutate even further; the tentacle-like organ growing from the hole in their face will grow larger and more pronounced. Eventually this growth will begin to encompass it's entire skull. These Ash Ghouls on the verge of enlightenment are known as an Ash Poets; Ash Cultists of extreme intelligence and power that have nearly completed their path towards achieving oneness with their Lord. Ash Poets, filled with near peerless wisdom in the ways of Dagoth Ur, choose to speak only through metaphors, parables, and verse, phrasing everything in riddles and rhymes, as they see the world in a different, divine perspective. Ash Poets are among the strongest of the Sixth House Cultists. 25 pts per model. Elite. Skirmish, Infantry, Ash Creature.3-15 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Ghoul | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 7 | 4 | 5+ |- | Ash Poet | 6 | 3 | 4 | 4 | 2 | 5 | 3 | 8 | 6 | 5+ |} '''Wargear:''' Hand Weapon, Sixth House Robes '''Spells:''' Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists. '''Special Rules:''' Causes Fear '''Disease:''' Blighted Aura (6+), Blight Attack (5+) A unit of Ash Ghouls may: *Upgrade one model to Ash Poet(+2 WS, +2 Mg, +1 Ld, +1 I, +1 A, Blighted Aura (5+), Blight Attack (4+)) for +32 pts. An Ash Poet 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 Ghouls may replace their Hand Weapons with: *Sixth House Dual Sickles +12 pts per model *Sixth House Bell Hammer +12 pts per model *Ash Staff +10 pts per model Any number of Ash Ghouls may take: *Sixth House Amulet +5 pts per model The entire unit may upgrade their Hand Weapons to: *Dwarvern +4 pts per model The Ash Poet may take an additional spell of your choice from the School of Illusion, Mysticism, Restoration, or Alteration for +15 pts, and may trade any number of his 2 starting spells for spells from the School of Mysticism. The Ash Poet may take up to 20 pts of magic items, where appropriate, from the armory. For every three models in the unit, an Ash Ghoul may take up to 10 pts of magic items, where appropriate, from the armory. [[Image:NixHound.jpg|thumb|400px|right|]] ====Houndmaster & Blighted Nix Hound Pack==== "''Our herds are sick. And the game animals -- kagouti, alit -- they grow sick, too. When blight storms come, animals walk in the storms. They get sick, get the red taint. Then they go crazy, bite and fight, go mad, kill everything. Without the herds, without the game, we must starve.''" In the ancient cave complexes, ruins and towers scattered around Vvardenfell, various Sixth House cults are hidden. Here the Sleepers and Dreamers go to when they are exposed, to join in with the well-organized and connected cults. Here these cultists are prepared for the coming struggle to regain Morrowind- trained to become raiders and irregular troops. All kinds of dangerous creatures are also bred in these well-hidden strongholds. The most fierce Nix-Hounds are being blighted and trained to become frenzied beasts of war. A normal Nix-Hound can already pose a threat to an unprepared warrior or adventurer, having big, rending claws and a sharp mouth built to suck blood from warm-blooded creatures. A blighted Nix-Hound however, becomes large, strong, and almost insanely aggressive and fierce. A team of Dreamer cultists is necessary to coordinate the blighted creatures, and prevent them from attacking anything in sight. 14 pts per Houndmaster. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit. 7 pts per Nix Hound. Elite. Horde, Beast. 5-6 models per Houndmaster. 25mm x 25mm base for Houndmaster, 25mm x 50mm base for Hounds. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Houndmaster | 3 | 3 | 4 | 3 | 2 | 4 | 1 | 7 | 3 | 5+ |- | Nix Hound | 3 | 0 | 3 | 3 | 1 | 6 | 1 | 6 | 0 | 5+ |} '''Houndmaster Wargear:''' Whip '''Houndmaster Spells:''' Curse-of-Ash, Spark, Earwig, First Barrier, ????? '''Houndmaster Rules:''' Causes Fear Handler: A Houndmaster gives a +2 Leadership bonus to his associated Blighted Nix Hounds. '''Houndmaster Disease:''' Blighted Aura (6+), Blight Attack (5+) '''Blighted Nix Hound Wargear:''' Claws '''Blighted Nix Hound Rules:''' Fast, Fleet of Foot Feral: If a Houndmaster is slain, the Blighted Nix Hounds associated with the slain Houndmaster become their own unit and must take a leadership test. If the unit passes the test, they frenzy. If the unit fails the test, they flee. '''Blighted Nix Hound Disease:''' Blighted Aura (6+), Blight Attack (5+) ====Ash Deathguard==== "''Fire, poisons, claws, pincers, wheels... what slave knows what the lover feels?''" An Ash Cultist in similar progress as the Ash Poet, an Ash Guard is a creature in between the Ash Ghoul and the powerful Ascended Sleeper. It's skull slowly deforms into a shape similar to a large, magical flute. A creature like this who chose the path to become a Sixth House holy-warrior is called an Ash Deathguard. Posessing enormous powers and intelligence, and speaking, like the Ash Poet in riddles, rhymes and songs. An Ash Deathguard, having earned it's terrible name this way, has the holy task of protecting his fellow Ash Cultists. While the lower Ash Guards protect small, hidden Sixth House shrines from intrusions, the Ash Deathguards protect the greatest shrines of the Sixth House servants lying beneath the Red Mountain, inside the dreaded region of the Ghostfence. A region which the Temple Buoyant Armigers dread to go into, with all the right reasons. 25 pts per model. Elite. Skirmish, Infantry, Ash Creature. 4-10 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Deathguard | 6 | 6 | 4 | 4 | 2 | 5 | 2 | 7 | 2 | 5+ |} '''Wargear:''' Hand Weapon, Sixth House Robes '''Spells:''' '''Special Rules:''' Causes Fear, Preferred Enemy (all Common Races except Dark Elf) '''Disease:''' Blighted Aura (6+), Blight Attack (5+) A unit of Ash Deathguard may: *Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts *Upgrade one model to Musician for +10 pts Any number of Ash Deathguard may take: * Second Hand Weapon +4 pts per model * Shield +4 pts per model Any number of Ash Deathguard may replace held weapons with: *Long Bow and Dagger +6 pts per model *Sixth House Dual Sickles +12 pts per model *Sixth House Bell Hammer +12 pts per model Any number of Ash Deathguard may take: *Sixth House Amulet +5 pts per model Each Ash Deathguard may upgrade his Hand Weapons or Long Bow and Dagger to: *Dwarvern +6 pts per weapon *Ebony +10 pts per weapon [[Image:AscendedSleeper3.png|thumb|300px|right|]] ====Ascended Sleepers==== "''You think what you do has meaning? You think you slay me, and I am dead? It is just dream and waking, over and over, one appearance after another, nothing real. What you do here means nothing. Why do we waste our breath on you?''" Having reached the final stage of enlightenment and evolution, the poetry of the former Ash Poet becomes so sublime that all transcription becomes impossible, except by way of sheet music, the orchestration of which will slowly drive mortals into an irrevocable madness. At this point, the cultist has become more dream than flesh. Their form has become so distorted that they are rendered completely unrecognizable from their former mer-ish appearance. Where once was their face, a huge mass of osseous tentacles and flute-like growths now dominates the front of their body. These deranged creatures are known as Ascended Sleepers, though the fools of the Tribunal Temple simply call such terrifying creatures Flute-and-Pipe-Ogres, in reference to the great flute-organs that comprise what passes for their skull, which they use in their strange rituals and to perform extreme feats of magic and tonal architecture. Ascended Sleepers are also known to be extraordinarily intelligent, having experienced the secrets of the Dream-sleeve, and being ascended from it, seeing reality as it truly is: a dream. They have attained full enlightenment in the ways of Lord Dagoth, and have woken up from their former mortal illusions. Ascended Sleepers devote themselves towards furthering their Lord's goals, they are able to spread Dagoth Ur's influence across great distances, broadcasting His dream-influences to everyone in their reach. The mere presence of an Ascended Sleeper can cause every Sleeper and Dreamer cultist within the area to become possessed by the Sixth House even from far away, and those possessed will be unable to be freed from their dreams unless the creature is completely destroyed. All but the very strongest warriors, sorcerers, and mages must take great caution when confronting an Ascended Sleeper; deceptively unaggressive and slow, Ascended Sleepers posses a terrifying mastery of the arcane arts, able to cast extremely powerful and destructive spells in quick succession with little trouble. In addition to their arsenal of magic, Ascended Sleepers have reached full control of the divine seed implanted into their bodies, and as such are capable of enormous feats of strength and endurance. They shrug off all but the mightiest blows, and posses enough strength in their deceptively atrophied limbs to send a fully-grown warrior flying. Because of their incredible intelligence, strength, and magical power, they are feared even by the elite orders of the Ordinators and Buoyant Armigers, but not even the gristly rumors do them justice. Ascended Sleepers are always feared more by those who have encountered one once before. 55 pts per model. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ascended Sleeper | 4 | 4 | 4 | 4 | 3 | 4 | 2 | 7 | 8 | 5+ |} '''Wargear:''' Tentacles '''Spells:''' Curse-of-Ash, Shockball. Ascended Sleepers may each purchase two additional spells and/or replace Curse-of-Ash/Shockball with any spell for the following price: *Any Alteration Spell +4 pts *Any Restoration Spell +4 pts *Any Mysticism Spell +8 pts *Any Illusion Spell +8 pts *Destruction spells cast on 13+ or less +8 pts *Destruction spells cast on 14+ mana +16 pts *Summon Flame Atronach (cast on 8+) +15 pts *Summon Frost Atronach (cast on 12+) +30 pts *Summon Storm Atronach(cast on 15+) +50 pts See [[Scrollhammer: Daedra Cults]] for rules for Daedra. '''Special Rules:''' Causes Terror '''Disease:''' Greater Blighted Aura (5+), Greater Blight Attack (4+) Any number of Ascended Sleepers may take: *Sixth House Amulet +15 pts per model *Ash Statue +7 pts per model
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