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===Heroes=== [[Image:AshVampire.png|thumb|250px|right|]] ====Ash Vampire==== ''"Vampires are loathsome monsters, creations of false gods and Western necromancers. The kinsmen of Lord Dagoth have been called 'ash vampires' by the ignorant, but they are not vampire in any way. They are wise and powerful, long-lived and masterful in sorcery -- but they are ageless, immortal wizards, like all of Lord Dagoth's kin -- and not vampires."'' Miles behind the Ghostfence, into the dreaded Red Mountain, where the sky rages, lie enormous and ancient Dwemer ruins. In the endless maze-complexes beneath these ruins dwell creatures of enormous power and intellect. These are the 'Ash Vampires', or as they call themselves; The Heartwights. Originally brothers and generals of Voryn Dagoth long ago in the First Era, when the Dunmer were still yet Chimer. In that age long past, they were once proud members of House Dagoth, and loyal followers of the First Council and the hortator, Indoril Nerevar. After the war with the Dwemer ended, Lord Dagoth and his brethren were betrayed, and slain at the hands of Nerevar and the Tribunal. No one realized it at the time -perhaps not even Dagoth Ur himself- however, a connection had been forged between the souls of Lord Dagoth, his brothers, and the Heart. They had embraced their final rest in the real world, yet found they themselves awake in the Dream-sleeve. More than three thousand years later, in the Second Era, when all that remained of Sixth House was naught but a distant memory, they returned. Dagoth Ur and his brothers woke from their long slumber, and took the heart chamber for their own, fighting off the Tribunal again and again. No matter how many times the Tribunal destroyed Dagoth Ur and the Heartwights, in the end they would always return, waiting at the Heart, freshly revived yet again. It was a hopeless battle that the Tribunal fought, and after suffering devastating losses, they were finally forced to retreat from Red Mountain. Realizing that they could not win against Dagoth Ur and his Ash Vampires in open combat, it is then the Tribunal resorted to the construction of the Great Ghostfence. After securing the crater Red Mountain, the Heartwights quickly spread across the volcano to assume control of the abandoned Dwemer citadels, each claiming one in their own name. Within these citadels, the Heartwights secured the ancient tools and research of the Dwemer, which would help them in acheiving their ultimate goal: The building of a new God, Akulakhan, the destruction of the Tribunal, and the expulsion of the Imperials and all other outlander invaders from their native homeland. The Tribunal and their supporting forces continued to made seasonal campaigns against Dagoth Ur and his Ash Vampires, but never succeeded in gaining ground inside the ghostfence. The tide turned completely in favour of the House Dagoth however, when Almalexia and Sotha Sil lost the Dwemer artifacts Sunder and Keening to Dagoth Odros and Vemyn. From this point on the Tribunal retreated to their respective God-Cities, no longer showing their faces into the public, and House Dagoth began to grow in power and influence at ever faster rate. The Ash Vampires play a integral part in Dagoth Ur's plans, as generals, councilors, and champions of the Sixth House. Heartwights are not normal ash creature however; they are somehow directly connected to Dagoth Ur, and as a such, are completely different from the other sleepers. The Heartwights appear to control the magical manifestation of their flesh with uncanny skill. Making good use of their ability to shape corprusflesh, the Ash Vampires sculpt immeasurably strong and powerful bodies for themselves, appearing as large, pale, muscular Dunmer. While their physical prowess may be impressive, it is but only second to the terrible magicks that they wield, possesing mystic abilities far surpassing those of any mortal. The powers of the Ash vampires is nearly godlike, a fact that became terrifyingly obvious after two Heartwights managed to defeat two Gods of the Tribunal one-on-one. And with the Heart of Lorkhan in Dagoth Ur's possession, their powers will only continue to increase. 210 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model. *If the Ash Vampire has a Dwemer Animunculi retinue he loses Independent Character status and becomes a unit. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Vampire | 5 | 4 | 4 | 5 | 3 | 5 | 2 | 9 | 5 | 4+ |} '''Wargear:''' Hand Weapon '''Spells:''' Select two of the following- Curse-of-Ash, Curse-of-Flesh, Hand of the Sixth House, Wrath of the Six House, Summon Flame Atronach. An Ash Vampire may take up to three additional spells from this book's spell list as follows: *Any Alteration Spell +8 pts *Any Destruction Spell +20 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Any Restoration Spell +8 pts *Destruction Spells, casting cost 13+ or lower: +10 pts *Illusion Spells, casting cost 13+ or lower: +10 pts *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) See [[Scrollhammer: Daedra Cults]] for rules for Daedra. '''Special Rules:''' Vestigial Skills: An Ash Vampire retains some of the abilities it had in its previous life. It receives two of the following bonuses. If both are placed into the same class then an additional, more powerful effect is provided. See [[Scrollhammer: Dwemer Animunculi]] for rules for Dwemer Animunculi. * Warrior: +1WS and +1S * Skirmisher: +1I and +1A * Mage: +2 Magicka * Artificer: +1 Magicka, gains 40 pts worth of Dwemer Animunculi bodyguards at no point cost. * Warrior (x2): +1WS, +1S, +1T * Skirmisher (x2): +1WS, +1I, +1A * Mage (x2): +2 Magicka, recieve an additional non-Conjuration spell from the Spell List for free * Artificer (x2): +1 Magicka, +1W, gains an additional 60pts worth of Dwemer Animunculi Dagoth's Chosen: Ash Vampires are the Lieutenants of the Sixth House reborn, and are granted a measure of the Dreamer's Divinity. Whenever an Ash Vampire is reduced to 0 Wounds, remove any Dwemer Animunculi bodyguard, and roll 1d6 every turn thereafter. On a roll of 6, the Ash Vampire returns to life at the place where he died with one wound remaining. Honorable and Cordial: If an Ash Vampire has Ancient Dagoth Brandy, instead of drinking it, they may offer it to an enemy Independent Character at the beginning of a round of a Challenge. If the enemy Independent Character refuses they strike at 1 I for the rest of this turn, and instead the Ash Vampire drinks it. If the Independent Character accepts they have -1S and -1T for the rest of this turn. Regardless of accepting or not the Ancient Dagoth Brandy is consumed. Sportsman: During a Challenge involving an Ash Vampire, if the enemy character is the one who issued the Challenge, then that enemy's first blow automatically strikes the Ash Vampire. '''Disease:''' Corprus Aura (6+), Corprus Attack (5+) An Ash Vampire may replace his hand weapon with: *Sixth House Bell Hammer +25 pts *Sixth House Dual Sickles +20 pts *Ash Staff +25 pts *Sixth House Dagger +8 pts An Ash Vampire may take: *Ash Statue +7 pts *Belt of Heartfire +35 pts An Ash Vampire may take one of the following: *Blood Ring +15 pts *Soul Ring +12 pts *Heart Ring +30 pts An Ash Vampire may take one of the following: *Sixth House Amulet +15 pts *Amulet of Heartheal +40 pts *Amulet of Heartthrum +35 pts *Amulet of Heartfire +35 pts *Amulet of Heartrime +40 pts An Ash Vampire may take any number of magic items from the armory where appropriate. [[Image:Dagoth_Gares'_Ilunibi.jpg|thumb|585px|right|]] ====Sixth House Minister==== The ministers of House Dagoth serve as intermediaries between Red Mountain and the various cultists and lesser Ash Creatures, relaying and directing orders from Dagoth Ur and his Ash Vampires to the the rank and file of the Sixth House. They are the wardens of the secret bases of the Sixth House scattered across Morrowind, and they are the priests of the Sixth House cult. From their hidden shrines they lead their congregation in sharing the sacraments of flesh and blood, and dreaming the dreams of their Lord. The ministers of House Dagoth are tasked with overseeing that the servants of the Sixth House grow strong and wise in Lord Dagoth's ways, and to this end they lead the Children of His Flesh in contemplation, so that they might enter even-more-deeply into the profound enlightenment of the divine dreamworld. 70 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Ghoul Minister | 4 | 3 | 4 | 3 | 3 | 4 | 2 | 8 | 5 | 5+ |} '''Wargear:''' Ash Staff, Sixth House Robes. '''Spells:''' Select three of the following- Curse-of-Ash, Spark, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists. A Sixth House Minister may take up to two additional spells from this book's spell list as follows: *Any Alteration Spell +8 pts *Any Destruction Spell +20 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Destruction Spells, casting cost 13+ or lower: +10 pts *Illusion Spells, casting cost 13+ or lower: +10 pts *Destruction Spells, casting cost 13+ or lower: +10 pts *Summon Flame Atronach (cast on 8+) +15pts See [[Scrollhammer: Daedra Cults]] for rules for Daedra. '''Special Rules:''' Causes Fear Dromotropic Harmony: Friendly units within 8" of the Sixth House Minister roll on the Greater Blight List rather then the normal Blight List. Units that have Corprus Attack within 12" of the Ash Minister have -1 to the required roll for their Corprus Attack to grant corprus. Does not stack with Tonal Synchronotropism. Spitefulness: When the Sixth House Minister is slain the model that killed the Sixth House Minister must automatically roll on the Greater Blight list to see what disease they are granted. '''Disease:''' Blighted Aura (6+), Blight Attack (5+) A Sixth House Minister may take: *Ash Statue +7 pts *Belt of Wisdom +12 pts An Ash Ghoul Minister may be upgraded into a: *Ash Poet Minister(+2 WS, +1I, +1A, +2Mg, Blighted Aura (5+), Blight Attack (4+)) for +25 pts *Ascended Sleeper Minister(+1BS, +1T, +3Mg, Blighted Aura (5+), Blight Attack (4+), Causes Terror) for +35 pts A Sixth House Minister may take up to 40 pts of magic items from the armory where appropriate.
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