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Scrollhammer: Kingdoms of High Rock
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====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]]
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