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Treweryn Mountains

volacorange-4ec7182b

Submitted by:

Witney Warhammer

The Treweryn Mountains are an ancient range of volcanic mountains to the west of Fort Ignis. During the Age of Myth, the Lumineth Realm Lords established a commune in the high peaks of the region, seeking the solitude of the mountains for quiet contemplation. With their knowledge and close communion with the land, they quietened the volcanic activity in a small area and built a shrine to honour the gods of the mountains and the wind. Using their magic they created large floating islands of rock to better isolate themselves and commune with the elements. A Realmgate linked them to Hysh and allowed them to return home. The realmgate served as a route into the high peaks of the mountains for hunters and miners, eager to exploit the rich resources of the area. A resource that the citizens of Vorsprangs Bridge consider to be theirs alone.

With the coming of Chaos, the Lumineth abandoned the mortal realms and retreated to Hysh. Before they left the Stonemage and Windmage carved runes into the rocks and cast spells of warding to keep the volcanoes at bay, sure that they would return one day to this place of sanctuary. As the forces of Khurgus Khull rampaged through Aqshy, they followed the passes into the high peaks and found the shrine, but were unable to approach due the spells in place. A Gaunt Summoner heard of the shrine and travelled to the Treweryn Mountains to investigate and corrupt the shrine. After several days of contemplation and spell casting, he finally overcame most of the spells but before he could recover anything of interest the land began to erupt. He abandoned the mountains to their fate, leaving half formed magic’s that held some islands aloft and funnelled lava into strange stalagmites of hot glowing rock. The power in the mountains remains unstable and dangerous to travels until this day.

volacorange-4ec7182b

Submitted by:

Witney Warhammer

Rules:

Do not destroy without permission

Soulbound Doom Level: 6

Warcry Twist Rules:

Arcane Inscriptions

Ancient hieroglyphs are etched into the walls of these ruins. For those who can interpret them, they are said to offer great knowledge and power.

All fighters can use the following ability:
[Double] Read Inscriptions: A fighter must be within 1″ of an obstacle to use this ability. Roll a die.
On a 6, you receive 1 wild die which can be used in the hero phase of the next battle round.

Realm Rules:

Firegates

The Realmgates found within this area are linked to a massive Realmgate that lies at the heart of a volcano. This makes travel through them impossible. Even standing close to them is dangerous, as great gouts of fire periodically belch forth from the gates, incinerating those that are close by.

Before the game begins, determine what terrain pieces are considered a “Firegate” that is connected to the Realmgate. Choose at least one terrain piece. You can also roll off if needed.

Massive Firestorm: There is a chance that a firestorm will erupt from the Firegate of the Realmgate at the start of each battle round. Roll two dice at the start of each battle round; on a roll of 7 or more, nothing happens. On any other roll, a firestorm extends in all directions from the Firegate, to a distance equal to the roll. Each unit that has any models in this area suffers D6 mortal wounds as they are engulfed in searing flames.

Home Ground: The Fyreslayers know the tell-tale signs when Firegates are about to unleash a firestorm and can take measures to avoid harm.

If a FYRESLAYER model suffers a mortal wound as the result of the Massive Firestorm rule above, roll a dice: on a 2 or more that model has either avoided the firestorm or endured it unharmed – ignore that mortal wound.

Rules:

Do not destroy without permission

Soulbound Doom Level: 6

Warcry Twists:

Arcane Inscriptions

Ancient hieroglyphs are etched into the walls of these ruins. For those who can interpret them, they are said to offer great knowledge and power.

All fighters can use the following ability:
[Double] Read Inscriptions: A fighter must be within 1″ of an obstacle to use this ability. Roll a die.
On a 6, you receive 1 wild die which can be used in the hero phase of the next battle round.

Region of War Rules:

Firegates

The Realmgates found within this area are linked to a massive Realmgate that lies at the heart of a volcano. This makes travel through them impossible. Even standing close to them is dangerous, as great gouts of fire periodically belch forth from the gates, incinerating those that are close by.

Before the game begins, determine what terrain pieces are considered a “Firegate” that is connected to the Realmgate. Choose at least one terrain piece. You can also roll off if needed.

Massive Firestorm: There is a chance that a firestorm will erupt from the Firegate of the Realmgate at the start of each battle round. Roll two dice at the start of each battle round; on a roll of 7 or more, nothing happens. On any other roll, a firestorm extends in all directions from the Firegate, to a distance equal to the roll. Each unit that has any models in this area suffers D6 mortal wounds as they are engulfed in searing flames.

Home Ground: The Fyreslayers know the tell-tale signs when Firegates are about to unleash a firestorm and can take measures to avoid harm.

If a FYRESLAYER model suffers a mortal wound as the result of the Massive Firestorm rule above, roll a dice: on a 2 or more that model has either avoided the firestorm or endured it unharmed – ignore that mortal wound.

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