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The Fangwood

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Submitted by:

Path to Story

Compared to the other areas of Ghur, the Fangwood is almost innocuous. The land itself does not seek to devour the settlers. While monsters still roam the forest, you would be hard pressed to find anywhere in Ghur where they do not.

Instead what makes the Fangwood special is the trees themselves. From a distance, they look peaceful as their white-barked branches sway and red leaves float along the wind. But on closer inspection, the marrow veins of the trees are seen and the ossified woods make themselves seen.

While not malicious, the roots of the Fangwood drink up the blood spilt along the Hungering Steppe. Each droplet suffusing them with the power of Ghur and over the centuries, they have been transformed.

Instead of wood, these trees are made of ringed plates of bone. Their leaves are crimson fronds of meat, ripe for the picking. As the trees are cut down, they spray their attackers with blood.

Those who settle here and persevere through the horrendous appearance of the trees can enjoy the marrow found within, even if they can’t quite place the flavor of it.

Existing Factions:

The Towering Court : The Great Weave

Bloodroot Legion : The Great Weave

Obsidiax Scintilade : The Great Weave

IMG_5685-a760134e

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: 7

Warcry Twist Rules:

Roots and undergrowth make fighting dangerous and running even worse.

Fighters cannot make disengage actions.

Realm Rules:

Out in the Open: 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 sounds of the Fangwood frighten your soldiers and the Blood Fear sets in. The Blood Fear can set in only once per game.

When the Blood Fear sets in, each unit without Fly not wholly within 6″ of any terrain suffers subtracts 1 from their Bravery until the end of the battle round.

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: 7

Warcry Twists:

Roots and undergrowth make fighting dangerous and running even worse.

Fighters cannot make disengage actions.

Region of War Rules:

Out in the Open: 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 sounds of the Fangwood frighten your soldiers and the Blood Fear sets in. The Blood Fear can set in only once per game.

When the Blood Fear sets in, each unit without Fly not wholly within 6″ of any terrain suffers subtracts 1 from their Bravery until the end of the battle round.

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