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Ventoleo, A Nation of Outcasts

Ventoleo

Submitted by:

The Resident Sassmaster

Ventoleo is one of the stranger sovereign states in Hysh, as they are somewhat trusted by the Great Nations due to their feat of reclaiming a small peninsula that was considered to be lost to the forces of Chaos. Ventoleo still has its quirks, and those quirks keep it isolated from the other nations, chief among them is, the “Enlightened Mordants” as the phenomenon is called.

These “Enlighted Mordants” retains some of the physical characteristics of “normal” Mordants, pale skin and bat-like noses and the like, but are free of the Carrion King’s curse, the delusions of the Flesh Eater Courts. This is explained by an ancient artefact called “The Mana Grail”, a golden chalice 1 foot tall from the rim of the cup to the foot, with the cup being 1 foot in diameter. At the beginning of Age of Sigmar, the newly christened king of the court, when the court was still a nomadic scourge against chaos, received visions of a place of enlightenment where his people would have a home, he ordered a crusade for his people’s new homeland against the forces of Slaanesh and their beastmen allies. After He fought them off, Talnya Moonglimer, the greatest military leader of the small offshoot of Realm-Lords that felt abandoned by Teclis, made a pact with the Archregant; that they would start a new nation with ghouls and aelves, side by side.

In the modern-day, there are two gods worshipped: the Chainbreaker and Vernuxio, The Allmother, The former, Mordants’ imported deity and the latter the Ventoleon aelves new deity. It is said that the two gods wedded each other, and this does make for a good representation of the union of two peoples to come together to create something better, to have a brighter future.

Ventoleo

Submitted by:

The Resident Sassmaster

Rules:

Do not destroy without permission

Soulbound Doom Level: 1

Warcry Twist Rules:

Warning of Excess

Those within Ventoleo are still very wary of the touch of the Dark Prince

Each time a player uses an ability, they must roll a die. If the score is equal to or greater than the value of that ability, no ability dice are spent but the ability is still carried out.

Realm Rules:

Aetheric Beams of Light

The magical energy of Hysh travels the lands and skies as beams of pure yellow-white illumination. Wizards can tap into this energy to create aetherquartz prisms, which will enhance their powers.

In your Hero Phase, one friendly Wizard can craft an aetherquartz prism instead of attempting to cast any spells in that phase.
If they do so, they can attempt to cast one extra spell in each of their future Hero Phases, and attempt to unbind one extra spell in each future enemy Hero Phase.
A Wizard cannot craft more than one aetherquartz prism per battle (though your other wizards can do so in future Hero Phases).

Rules:

Do not destroy without permission

Soulbound Doom Level: 1

Warcry Twists:

Warning of Excess

Those within Ventoleo are still very wary of the touch of the Dark Prince

Each time a player uses an ability, they must roll a die. If the score is equal to or greater than the value of that ability, no ability dice are spent but the ability is still carried out.

Region of War Rules:

Aetheric Beams of Light

The magical energy of Hysh travels the lands and skies as beams of pure yellow-white illumination. Wizards can tap into this energy to create aetherquartz prisms, which will enhance their powers.

In your Hero Phase, one friendly Wizard can craft an aetherquartz prism instead of attempting to cast any spells in that phase.
If they do so, they can attempt to cast one extra spell in each of their future Hero Phases, and attempt to unbind one extra spell in each future enemy Hero Phase.
A Wizard cannot craft more than one aetherquartz prism per battle (though your other wizards can do so in future Hero Phases).

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