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The White Void

4ccf1fefeda84c372196681a2df7ea47-f1081f61

Submitted by:

Ed

The White Void. The burial ground of Gods. Where one still wanders the frozen wastes, seeking to reclaim the domain that was once their’s. Before there was Nagash, there were many Gods of death. Some gatekeepers and shepherds, protecting their flock from the living. Others despots and sadists, tormenting those weaker and less wicked than they. All met the same fate when the Great Necromancer came to their corner of Shyish. Their domains stolen, their people taken, and their bodies disposed of in the frozen wastes. The White Void.

But there are tales of one God still living in those ice blasted wastes. A great beast, who’s entropy would bring silence to the Mortal Realms. An end to all, living or dead. Those tribes who live in the shadow of this God Beast seek only the destruction of Order, both the eternal schemes of Nagash and the machinations of the God King Sigmar who aided the Necromacer’s conquests. These matriarchal tribes pay tribute to the shadow of Rymrgand, paying no notice to their true Master casting the shadow.

4ccf1fefeda84c372196681a2df7ea47-f1081f61

Submitted by:

Ed

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twist Rules:

Cold Snap

A sudden freezing snap sweeps across the location, and enemies find themselves fighting for their lives in sub-zero temperatures.

After a fighter’s activation, if they did not make a move action in that activation, roll a die. On a 1, allocate 3 damage points to that fighter.

Realm Rules:

The Winds of Death

Swirling zephyrs of deathly energy skitter across this realm, snuffing out the life-force of those whose path it crosses.

At the start of your Hero Phase, roll a D6. On a 6+, pick an enemy unit, and then roll a D6 for each model in it.
For each 5+, that unit suffers 1 Mortal Wound.

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twists:

Cold Snap

A sudden freezing snap sweeps across the location, and enemies find themselves fighting for their lives in sub-zero temperatures.

After a fighter’s activation, if they did not make a move action in that activation, roll a die. On a 1, allocate 3 damage points to that fighter.

Region of War Rules:

The Winds of Death

Swirling zephyrs of deathly energy skitter across this realm, snuffing out the life-force of those whose path it crosses.

At the start of your Hero Phase, roll a D6. On a 6+, pick an enemy unit, and then roll a D6 for each model in it.
For each 5+, that unit suffers 1 Mortal Wound.

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