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Griffon’s Eyrie

Submitted by:

The Weaver

The Griffon’s Eyrie is a region in the Spiral Crux in the Realm of Chamon.

In the Age of Myth, the Godbeast the Lode-Griffon was chased from its lair by Argentine and descended from the void to rest upon the central region of what is now known as the Spiral Crux. Its vast magical presence warps the entire region, but most especially nearest to where it roosts. As the entire region is disrupted and cities and civilisations destroyed, a number of local Empires pool their magical resources to destroy the creature, not knowing they are carrying out the plans of Tzeentch.

As the Griffon dies, a great rent is torn in reality and hordes of daemons flood through, heralding the Age of Chaos in the Realm and dooming most inhabitants. The whole area is saturated with magic, but in particular, the Eyrie is transformed into a wondrous labyrinth of flying rock and crystal spires the natural laws broken by the lingering power of the slain god-beast. Metal meteors the size of cities were driven to and fro by vastly powerful winds and storms of metal blades surged forth. The mutating energy was deadly to most mortals but proved a paradise for deamons and some servant of the God of Change.

The Necroquake flung many streams of aether-gold into the Crux and the Eyrie, following them came once more the sky fleets of the Kharadron Overlords, now armoured with new technology to deal with the strange energies. In particular, the ships of Barak-Nar seek to breach the area, bringing them into conflict with the Tzaangor living in the area.

The Tzaangor tribes that live here see the Eyrie as a paradise bequeathed to them by their god. They are immune to the sickening aura, the tribes find it a haven away from the rampant armies of and his allies. The tribes that are currently found living their nomadic lifestyles there include the Changespoil Claw, the Ungomarant, and the Silver Tongue. The greatest of these tribes is the Shimmering Eye. These beastmen live within the Azure Crown, a formation of floating rocks that orbit the very center of the Eyrie and the golden corpse of the deceased lode-griffon.



Submitted by:

The Weaver

Rules:

Do not destroy completely
Soulbound Doom Level: 8

Warcry Twist Rules:

Griffon Storm

The stifling air is punctuated with dazzling flashes as bolts of lightning strike the earth. This is surely a war of the gods, and your patronage will see your enemies smote from above.

All fighters can use the following ability:

[Quad] Lightning Strike: Pick an enemy fighter on the battlefield and roll a number of dice equal to the value of this ability. For each roll of 4-5, allocate I damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.

Realm Rules:

The Alchemist’s Moon

Anvrok’s Alchemist’s Moon hangs heavy in the sky, and as it waxes and wanes it affects battlefields lit by its nimbus light.

At the start of the first battle round roll a dice and refer to the list below: the result applies until the next battle round, when the next result on the table replaces it for a round, and so on.

1) New Moon: Add 1 to all save rolls.
2) Crescent Moon: Add 1 to all hit rolls.
3) Quarter Moon Moon: Add 1 to all wound rolls.
4) Half Moon: Add 1 to all casting rolls.
5) Gibbous Moon: Double the range of all spells.
6) FullMoon: Double the number of mortal wounds inflicted by spells that cause mortal wounds.

Rules:

Do not destroy completely
Soulbound Doom Level: 8

Warcry Twists:

Griffon Storm

The stifling air is punctuated with dazzling flashes as bolts of lightning strike the earth. This is surely a war of the gods, and your patronage will see your enemies smote from above.

All fighters can use the following ability:

[Quad] Lightning Strike: Pick an enemy fighter on the battlefield and roll a number of dice equal to the value of this ability. For each roll of 4-5, allocate I damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.

Region of War Rules:

The Alchemist’s Moon

Anvrok’s Alchemist’s Moon hangs heavy in the sky, and as it waxes and wanes it affects battlefields lit by its nimbus light.

At the start of the first battle round roll a dice and refer to the list below: the result applies until the next battle round, when the next result on the table replaces it for a round, and so on.

1) New Moon: Add 1 to all save rolls.
2) Crescent Moon: Add 1 to all hit rolls.
3) Quarter Moon Moon: Add 1 to all wound rolls.
4) Half Moon: Add 1 to all casting rolls.
5) Gibbous Moon: Double the range of all spells.
6) FullMoon: Double the number of mortal wounds inflicted by spells that cause mortal wounds.

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