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The Ravenids

The Ravenids2

Submitted by:

The Weaver

Nestled to the north of Thondia, beyond the shadowed expanse of Vensoth Bay, lies an enigma shrouded in mist—the Ravenids. An immense string of coral islands, like nature’s jagged necklace, encircles a brooding central volcano. Yet, beware, for these sun-kissed shores belie a sinister secret.

Unveil the secrets of the Ravenids and you’ll unearth a realm teeming with scaly predators, their forms as varied as the shifting tides. But it’s not only the land that chills the heart; the surrounding seas themselves pulse with life, a savage symphony led by ravenous cetaceans, daring even the most hardened Scourge Privateers to challenge their dominion.

 

The Avengorii of The Ravinids

Beneath the unsuspecting beauty of the Ravenids’ sunlit shores, a hidden nightmare thrives—a meticulously sculpted cavern, a haunting haven that cradles the tormented soulblight vampires of the Avengorii Dynasty. In this ornately carved cavern, an ancient curse takes form, binding a coven of Vengorians in an unending struggle to tether their spiraling minds, lest they plummet into an abyss of blood-drenched madness, a savagery beyond salvation.

Within the grotto’s shadowed embrace, they tread a treacherous path, engaging in a relentless cycle of brutal hunts, a desperate attempt to quench their insatiable thirst. These macabre pursuits often go deep into Thondia, painting a grim tableau of carnage across its landscapes. Each merciless step they take leaves a trail of lifeless remnants in their wake, a grim testament to their unquenchable hunger.

Yet, as their blood-soaked odyssey continues, the accumulating corpses serve as a foreboding trail that winds towards an inevitable reckoning. Few souls would dare cross blades with this ever-growing coven of monstrous vampires, but in the shadows, whispers of justice stir—a reckoning that even the nightmarish Avengorii Dynasty cannot forever elude.

 

Additional Warcry Rules:

Defend The Ravenids – Soulblight Gravelords

Those that are helping the Avengorii Soulblight on the island can help “Defend The Ravenids” as they repel any invading armies. Vampire Lords taken in a Warband increase their Toughness characteristic by 1. 

Desecrated Blood – Khorne , Select Beasts of Chaos , Select Slaves to Darkness

As a Khornate, Beasts of Chaos, or Slaves to Darkness Army pledged to Khorne, you can decide to desecrate the Avengorii of the Islands – spilling blood wherever you go and leading the broken into war. These Warbands can field Deadwalker Zombies – though they do not change, or gain any additional, Runemarks.

Fangs & Claws – Tzeentch, Select Beasts of Chaos, Select Slaves to Darkness

As a Tzeentch, Beasts of Chaos, or Slaves to Darkness Army pledged to Tzeentch, you can decide to cast arcane magics across the islands as you make your way across them – pulling together the long-dead to fight on your behalf. These Warbands can field Skeleton Warriors (wither with Ancient Blade or Ancient Spear) – though they do not change, or gain any additional, Runemarks.

The Skittering Kingdom – Skaven

Somewhere below the island lies a Skaven warpstone mine. Arch-Warlocks, Warlock Bombardiers, and Warlock Engineer can use the Expand Warpstone Spark Canister ability on a Triple, instead of a Quad. Additionally, add 1 to the Movement characteristic of all Stormfiends.

 

The Ravenids2

Submitted by:

The Weaver

Rules:

Cannot be completely destroyed

Soulbound Doom Level: 6

Warcry Twist Rules:

Feeding Frenzy

The feral instincts of Ghur overwhelm all, replacing reason and sense with a deep and endless hunger for raw flesh.

After resolving an attack action that allocated 1 or more damage to an enemy fighter, remove I damage point allocated to each friendly fighter within I” of that enemy fighter.
Each time an enemy fighter is taken down within 1″ of a friendly fighter, roll a die for each friendly fighter within 1 of that enemy fighter.
Remove a number of damage points from that fighter equal to the roll.

Realm Rules:

Realm Command

Each player can use the following command ability in addition to any others that they can use:

Feral Roar:Channelling the spirit of Ghur, the commander looses a roar that sees monsters all shapes and sizes fight on without head of injury or pain.

You can use this command ability at the start of the combat pahse. The unit that recieves the command must be a Monster. Until the end of that phase, when you look up a value on that unit’s damage table, it is treated as if it has suffered 0 wounds.

Rules:

Cannot be completely destroyed

Soulbound Doom Level: 6

Warcry Twists:

Feeding Frenzy

The feral instincts of Ghur overwhelm all, replacing reason and sense with a deep and endless hunger for raw flesh.

After resolving an attack action that allocated 1 or more damage to an enemy fighter, remove I damage point allocated to each friendly fighter within I” of that enemy fighter.
Each time an enemy fighter is taken down within 1″ of a friendly fighter, roll a die for each friendly fighter within 1 of that enemy fighter.
Remove a number of damage points from that fighter equal to the roll.

Region of War Rules:

Realm Command

Each player can use the following command ability in addition to any others that they can use:

Feral Roar:Channelling the spirit of Ghur, the commander looses a roar that sees monsters all shapes and sizes fight on without head of injury or pain.

You can use this command ability at the start of the combat pahse. The unit that recieves the command must be a Monster. Until the end of that phase, when you look up a value on that unit’s damage table, it is treated as if it has suffered 0 wounds.

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