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Plains of the Hungering Steppe

hungeringsteppes-a06d9677

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Path to Story
The Hungering Steppe is an area of Ghur where various factions fight over beasts and bones. This area is the focal point for the Path to Story Podcast.

The land from which the area is named. This vast expanse of flat land is home to many roving beasts and nomadic peoples. To the untrained eye, it could almost be described as idyllic. But this is the Realm of Beasts and there is always a predator waiting to strike. Only the locals know that the top of the food chain is the land itself.

When blood is shed on the Steppe, or if too many people gather together, the ground opens up with jagged maws to swallow the unsuspecting. These sinkholes are filled with jagged rocks that gnash any prey unlucky enough to fall into them.

Any who wish to settle the Hungering Steppe must live the life of a nomad, never staying in one spot less they draw the attention of the the maws.

The beasts of the Steppe move in great herds and are followed by many tribes. It is not enough to chase down your prey, but to outwit the other predators. It is only through brute strength and cunning that one can survive the Steppe.

Existing Factions:

Cult of the Unseen : The Great Weave

Ghurneth of Packhome : The Great Weave

Fortress Librarium : The Great Weave

hungeringsteppes-a06d9677

Submitted by:

Path to Story

Rules:

This location is one of the available options for your Path to Glory army to settle in.

Do not destroy without permission.

Soulbound Doom Level: 6

Warcry Twist Rules:

As fighters are taken down, those who deal the final blow find their predatory instincts honed to a razor’s edge, but all who look upon them see a rival alpha, who must be taken down to assert dominance over the others.

If there is no Alpha on the battlefield, after a fighter’s attack action takes down an enemy fighter, that fighter becomes the Alpha. Add to the damage points allocated to enemy fighters by each hit and critical hit from attack actions made by the Alpha. In addition, add I to the Attacks characteristic of attack actions that target the Alpha. Each time the damage from a fighter’s attack action takes down the Alpha, that fighter becomes the Alpha.

Realm Rules:

The Mouths of the Hungering Steppe: At the start of each battle round, after the priority roll is made, the player with priority rolls a die. If the number rolled is equal to or less than the number of the battle round, the Mouths arrive. The Mouths can arrive only once per game.

When the Mouths arrive, each unit without Fly not wholly within 6″ of any terrain suffers 1 mortal wound.

Rules:

This location is one of the available options for your Path to Glory army to settle in.

Do not destroy without permission.

Soulbound Doom Level: 6

Warcry Twists:

As fighters are taken down, those who deal the final blow find their predatory instincts honed to a razor’s edge, but all who look upon them see a rival alpha, who must be taken down to assert dominance over the others.

If there is no Alpha on the battlefield, after a fighter’s attack action takes down an enemy fighter, that fighter becomes the Alpha. Add to the damage points allocated to enemy fighters by each hit and critical hit from attack actions made by the Alpha. In addition, add I to the Attacks characteristic of attack actions that target the Alpha. Each time the damage from a fighter’s attack action takes down the Alpha, that fighter becomes the Alpha.

Region of War Rules:

The Mouths of the Hungering Steppe: At the start of each battle round, after the priority roll is made, the player with priority rolls a die. If the number rolled is equal to or less than the number of the battle round, the Mouths arrive. The Mouths can arrive only once per game.

When the Mouths arrive, each unit without Fly not wholly within 6″ of any terrain suffers 1 mortal wound.

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