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Ruins of Evergleam

evergleamruins-bac6e8b6

Submitted by:

The Weaver

Playing through the Race to the Vault Quest? Click here to return.

Devastated during the Spirefall, Evergleam now lies in shattered ruins, haunted by spindle-limbed wraiths. The Disciples of Tzeentch are certain that somewhere within lies a clue to the location of the Shackler of Peaks’ location.

Battleplans to use:

evergleamruins-bac6e8b6

Submitted by:

The Weaver

Rules:

Do not destroy without permission
Soulbound Doom Level: 7

Warcry Twist Rules:

None

Realm Rules:

Sorcerous Scars: The sky above the Doomstretch churns with aftershocks from intense magical combat, and the land is constantly rupturing in the throes of torment.

Subtract 1 from hit rolls for attacks made with missile weapons, unless that unit can fly. In addition, subtract 3 from charge rolls for units that start a charge move within 6″ of a terrain feature.

Ancient Safeguards: Rogue spells and magical constructs roam these lands,
remnants of the Spirefall and its evils. To go astray or remain in one place for
too long is to invite certain death.

At the end of your movement phase, roll a dice for each friendly unit that remained stationary in that phase. On a 2+, that unit suffers D3 mortal wounds. In addition, if a unit makes a normal move or runs, and that move finishes within 6″ of any edge of the battlefield, that unit is treated as having remained stationary for the purposes of this rule.

Rules:

Do not destroy without permission
Soulbound Doom Level: 7

Warcry Twists:

None

Region of War Rules:

Sorcerous Scars: The sky above the Doomstretch churns with aftershocks from intense magical combat, and the land is constantly rupturing in the throes of torment.

Subtract 1 from hit rolls for attacks made with missile weapons, unless that unit can fly. In addition, subtract 3 from charge rolls for units that start a charge move within 6″ of a terrain feature.

Ancient Safeguards: Rogue spells and magical constructs roam these lands,
remnants of the Spirefall and its evils. To go astray or remain in one place for
too long is to invite certain death.

At the end of your movement phase, roll a dice for each friendly unit that remained stationary in that phase. On a 2+, that unit suffers D3 mortal wounds. In addition, if a unit makes a normal move or runs, and that move finishes within 6″ of any edge of the battlefield, that unit is treated as having remained stationary for the purposes of this rule.

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Tzeentchian sorcerers have turned their attention to the Doomstretch, with dire consequences for the aelves of the region and the realm as a whole…

A blot on eastern Ymetrica, the Doomstretch is avoided by sane souls. The sky churns with aftershocks from intense magical combat, and the land is split by constant tectonic agony. Beneath the Doomstretch was buried a loathsome relic, named in crystal tablets as Yngr’yme or the ‘Shackler of Peaks’. While records of the artefact’s precise nature were lost, legend spoke of its ability to enslave the minds of the mountains – a sin beyond measure in Ymetrica.

If Tzeentch’s forces were to claim such a relic, they could inflict wounds upon Ymetrica that might undo the work of the Reinvention. Whatever Lumineth forces could be mustered were drawn together, even if it occasionally required Sigmarite allies to be abandoned mid-campaign. To the aelves, it was a grievous but necessary sacrifice. They could only hope to reach the Doomstretch vault before all was lost.

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