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 A Lustrian Dawn

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WarbossKurgan
StyrofoamKing
DeafNala
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Von Kurst
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DeafNala
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeMon 31 Aug 2009 - 8:26

COOL FLUFF! This has the potential of being either a GREAT game or novel, but GREAT in either case. thumbsup
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeWed 2 Sep 2009 - 16:32

It was shortly after dawn when Ulli set off into the jungle, and it would be close to sun down before she would reach her destination… assuming she’d correctly navigated herself through the hungry maze of the underbrush. Skatha hadn’t decreed that Ulli couldn’t go, for the sole reason that Ulli didn’t tell her. A worthy Snake Priestess was supposed to be knowledgeable of every plant, from the risky vision fruit to the sure-fire killer, the star-pods. The only plants Skatha could even recognize was the common mango fruit, and the invaluable Bairn Seedling, the only remaining samples of which had withered and died in the Rainbird tribe two years ago.

It was a miracle that the Amazon tribes had been able to survive for so long without the Menraiders- and to outsiders, this miracle was also their greatest mystery. Certainly, the elders of the tribes had drunken from the Elixer of Life, keeping their bodies and minds in perpetual summer. The elixer, however, could not alone account for all of the Amazonian’s numbers, which stayed strong through hundreds of cycles, all the while battling with the stubborn Scaled Ones and their other cursed foes. The extract of the Bairn Seedling, when the Morning Star and the two moons are in proper position, can cause an Amazon to be with child. The ritual is often a failure, so only one child is born every few years. Ulli’s birth-mother had performed the rite eight times in eight years before the gods had blessed her with Ulli herself.

Of, course, that was not the only way Amazon children were born. Sometimes the Menraiders, which spoke the old tongue and smelled of colder lands, would force themselves upon one of the sisters. Rarer still, a sister’s mind might become weakened, and fall in love with one of the savage male warriors.

…And of course, there was also Pya. Ulli looked two paces to her right and ten paces back. Behind Ulli, struggling to keep up, was her friend since childhood, Pya. Odds were she was conceived in the bairn-seedling ritual the same as Ulli, although slanderous stories painted her father to be a Pygmy. There were no facts to back up such gossip, but it didn’t help that Pya was just shy of five feet tall, with skin of the slightest bronze. This should not come as a shock, as Pya’s mother had also been short and tan, making the evidence all the more circumstantial- but Ulli was old enough to know that lies were like creeper vines; they were rootless, grew alongside truths for support, and hid the tree’s branches from sunlight. For all Ulli knew, Pya’s mother might have suffered the same claim of illegitimacy when she was young, and the same lie had cycled back once more to plague the bloodline.

Still, despite her petite size, Ulli knew that Pya was a valuable member of the hunting parties. She was a Pirahna warrior, a bowwoman, a young master of archery. Pya’s bow may not have the strongest pull in the Rainbird tribe, but her eyes were the keenest, and her timing was as good as second sight. She had been unappreciated by the previous hunt leaders, and was often left behind in favor of another Eagle Warrior. Ulli knew better, and now that she led the hunts, she would be able to bring Pya along on every outing… an opportunity made sour by the fact the only reason Ulli was allowed to decide the hunt order was that the previous leaders were dead or injured, and that their numbers were so low, Pya would probably be needed on every future hunt all the same.

“Wait up, Wait up!” Pya implored, crashing through the undergrowth in a vain attempt to catch up with Ulli.

“You have no stamina,” Ulli said coldly. “You should train with the Eagles- THEN you’ll see what speed is.”

Despite her harsh tone, she stood on the spot, letting her dear friend catch up.

“ ‘Stamina’, my eye! Your legs are longer than mine.”

“That doesn’t make that much of a difference,” said Ulli, in the honest disbelieve shared by gaunt people everywhere.

“At least tell me where we’re going?” Pya begged for the twentieth time this hour.

Ulli hesitated. She had refused to inform Pya of her intentions when they had set out this morning, solely to shield her from any severe penalties from the council. At this point, however, Pya was close enough to finding out that there would be no sense in hiding it any further.

“We’re looking for… a hut,” Ulli mumbled slowly, withholding the name of the occupent.

“Ancient, moldy, all but swallowed up by forest?”

“Y-es,” Ulli responded, a bit mystified. “How did you-“

“We passed it about a quarter of an hour back,” Pya remarked, jerking her thumb back the way they had came.

Ulli cursed loud enough that several winged lizards perched nearby took flight.

“You should hunt with the Piranhas,” Pya mumbled with a smirk.

The sun was dipping into the trees, cascading the valley in fiery orange. Ulli didn’t need to use her eyes to know that the day was ending… the chorus of birds was fading away, giving rise to the percussive ensemble of insects, ratcheting and croaking from every bush and tree.

Ulli, after identifying the hut, felt less ashamed for missing it the first time. The hut was so far gone, that it was near unrecognizable to anyone without Pya’s eyes. Ulli’s nose was overpowered by the musk of rotting wood and vines… this was not a house, this was a compost heap with windows. She crept warily around it, finding the door. Ulli paused before going in.

“Spidermother?” she whispered in her nasal, Amazon tongue. She was met with no response.

“Spidermother?! Is that who-“ Pya blurted out, before Ulli silenced her.

Ulli lifted her head, and held her breath. The hut was larger on the inside than the moss covered exterior would suggest. Tiny strings and strands of course yarn hung from every inch of the ceiling, suspending dried plants, gourds, and pickled animal parts above their heads. Like her namesake, Ulli felt she had walked into a spider’s web. A mere three feet away from Ullia’s hand was a pile of hide blankets, covering a small form. Despite the short distance, it took Ulli half a minute to make her way there, through the tangle of strands.

“Spidermother? Are you awake?” Ulli asked gently.

“You know, she could die in here, and no one would ever know,” Pya mumbled to herself. “I doubt you’d even be able to smell it, over the-“

Ulli silenced her with a glare. She reached her hand out and gently shook the small form.
The blankets fell back, revealing a scaly, spotted reptile, the size of a large dog. It was a salamander pup, growling and raising its back-fin menacingly. It was not yet old enough to spit acid, but Ulli could clearly see the caustic substance dripping from his maw, burning small holes in the dislodged blanket. Even at this distance, Ulli’s nostrils burned as if she’d swallowed a dozen raw peppers.

“I suggest you start explaining,” she a hoarse voice behind Ulli. “And for your sake, I hope you don’t move your hands when you talk. Spiney doesn’t like sudden movements.”

Ulli didn’t dare turn around to see whom she was addressing, but felt she could make a safe guess.

“Spidermother? We have journeyed long and hard from the R-“

“Rainbird tribe,” the voice interrupted coarsely. “I’m old, not blind. I know the markings when I see them. Hurry up.”

“We have sick and dying in camp, and we need your help,” Ulli rattled off, quickly.

“As I recall, I was exiled for life. Yet now, they want me back.”

“Not want, Spidermother, need. We’re acting without approval.”

“We ARE?!” Pya shouted- a gesture which caused Spiney to sit up a little straighter and glare at the young warriors.

The tired voice took its time before responding, weighing every word carefully.

“Well, I can admire the honesty.”

The voice then barked a command to Spiney, who left the bed, and slowly trotted across the floor. Ulli knew the old tongue when she heard it, but had not known that word… likely, it was a word not commonly taught to little girls at their lessons. Slightly less afraid of a biting, burning death, Ulli turned to see the mysterious speaker. The sight might not have shocked most women her age, but the young Amazon was dumbstruck. She’d never seen a woman- or any human, for that matter- bearing such advanced signs of age. All of the women of the Rainbirds were either inducted into the Immortals before their fortieth year, or seldom lived long past it on their own. Amazon life was cruel and hard, and without the aid of the Elixer of Life to keep the muscles vigorous, Amazon women always fell prey to the blows of enemies or savage beasts. This strange woman, however, was aged to a degree that it made Ulli’s stomach turn. Ulli had seen a crow’s foot or two amongst her elders, but never a face so wrinkled that it resembled an overripe fruit. Likewise, the woman’s hair was not blonde with a few gray strands, but pure white, and so thin that her scalp was visible beneath, like a newborn’s. She was a fragile doll carved from sea shells, bearing with her the aura of death.

“It’d do you well not to stare, young lady,” the Spidermother said crossly. “I may not have roses in my cheeks, but even I appreciate not being gawked at like a demon-masked dancer.”

“I’m sorry,” Ulli said, staring at her sandaled feet.

“So, what’s the problem? The one back at the village.”

“Knife wound. One of the Ratspawn blades. The wound’s gone green, and then her fever increased ten fold.”

“Where was the cut? How old?” the old woman asked, rifling through her baskets of strange ingredients.

“On her right arm. At least five days.”

The Spidermother cursed… whether it was because of the time lapse or her own difficulty on the ingredient hunt, Ulli couldn’t tell.

The Spidermother sighed, and stopped her hunting.
“The Rainbirds forsook me, you know. Said I would be killed upon sight, should I return.”


Ulli raised her eyes from the ground, and met them Spidermother’s harsh gaze.

“Most of those who have exiled you are gone- most of the tribe is gone. Should anything happen to you, I swear on my Birthmother and Spearmother, I will carry out the same punishment upon myself.”

The Spidermother held the stare for the longest minute in Ulli’s young life. Afterwards, the Spidermother sighed once more, and resumed her rummaging.

“Fine. We’ll leave within the hour. You, short girl- Help me pack.”

“Are you sure, Spidermother?” Ulli asked tenderly. “Do you have the strength to handle the jungle at night?”

“Oh, I’ll manage,” the old woman said confidently. “I wonder how you two will fare- you’re the ones carrying my chair.”

Ulli turned to see a strong wooden chair in the corner. Attached to the sides were two long poles, ideal for two people to lift the bearer and drudgingly deliver them wherever they needed to be.

“I… see,” Ulli responded, predicting quite accurately how many tree branches were going to strike her face, with both of her hands busy supporting the poles.

“Next time you conceive of a ‘special mission’,” Pya grumbled, “I’d appreciate you finding someone a little more ‘invaluable’ than me.”

Ulli wanted to mention something to the old cunning woman, but judging from the massive bag she was forcing Pya to pack, Ulli think the Spidermother already knew.

“This matter of seeing me,” the old medicine woman started. “This is more than a matter of a single wounded warrior, isn’t it?”

“Yes,” Ulli said guiltily. “My sister is dear, but I would seek you out anyway.”

“You expect many wounded in the near future.”

“Yes.”

“Your tribe is on its last legs, and you would seek comfort in outcasts, and defense in angering your enemies? I’ve heard ‘a good defense is a strong offense’, but have you no wits in your head, girl?”

“You have one thing wrong, Spidermother,” Ulli said sternly. “It’s ‘our’ tribe. You were a Rainbird too.”

Spiderwoman sat herself upon the wicker chair, while Spiney rain around in circles at her feet.

“What help are you looking to seek, child?” the cunning woman asked.

“I’m… thinking about asking for more help. From outside the Amazons.”

“From who, the Pygmies?” Spidermother scoffed. “They’re only good at pinching boars from Amazon hunting grouds, and for running away at the first sign of a fight.”

“No, I mean- Well, yes, maybe the Pygmies too, but I also-“ Ulli stopped herself, swallowing hard before continuing. “I don’t mean human help.”

Ulli turned her back to them, grabbed the poles in front of the chair, and lifted it. Behind her, both the Spiderwoman and Pya were deathly silent. Ulli was afraid she hadn’t been heard. Working up the courage to say it once was hard enough- saying it twice would be-

“I know what you mean,” the Spiderwoman responded. “I know how to find one of their kind, assuming he’s still alive.”

“How-“

“Save your strength and focus for the road. To home, then to your sick sister. There be time enough to find the ones you seek.”
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Von Kurst
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 3 Sep 2009 - 3:39

@StyrofoamKing--great story mate! Spidermother is a great character. Any relation to Grandmother Spider?

Smile
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 3 Sep 2009 - 4:49

No, actually. She came spur of the moment several weeks back, straight out of my head (although I'd read the Neil Gaiman book 'Anansi Boys' the month before, which no doubt stuck in my head.)

I've never heard of Grandmother Spider, though a quick google search shows that she's a Navajo folklore figure. Amazing that I've never heard of her. Thanks for the new info!

Here's the Pygmy HS, btw. He's probably not going to make it into a story, though the Zoat will.



PYGMY HUNTER
Based on the work of Tommy Punk & Rick Martin
15gc to hire, +5 crowns Upkeep.
A diminutive human, that bears not the strength of the Old Worlder humans, nor the bravery of the Halflings of the Moot. However, they have shown an indomitable spirit none-the-less, surviving for millennia against the savage fury of the Lizardmen, and the calculating cunning of the Dark Elves. On the outside, they appear primitive and simple, but who knows what intricate cultures they have woven in their secret camps, hidden amongst the fronds and forests of the New World?

May be hired: by Amazons at base price. Any group of humans or Forest Goblins may hire them as well, but pay 10gc upkeep instead of 5gc.

Rating: A Pygmy Hunter increases the rating by +5 points plus 1 point for each Experience point he has.

M WS BS S T W I A LD
4 3 4 2 2 1 4 1 7
Weapons: 1 spear, a shield, a daggers, a blowpipe, a rabbits foot.
Special Rules:
Forester: The Pygmy moves through jungle and wood terrain without penalty.
Poisoned Spear: The Spear has a Poisoned tip, which counts as +1 Strength to all models that are not Immune to Poison.

Blowpipe Poisons
Range: 8" Strength: 1 Save: +1
Stealthy: May fire while hidden. The target model may take an Initiative test to spot the firing model, in which case, the model is no longer hidden.
Poison: Each dart the Pygmy fires is coated with a poison on your choice. Any model that is immune to Poison is immune the Blowpipe poisons. If immune, the Blowpipe attack counts as a normal S1 attack, with the above rules. Choose one of the following poisons before each shot:
-Black Lotus: See the default 'Poison' rules for the Blowpipe, as listed in the Skaven Warband.
-Purple Fog: Each time the target is hit by a dart, the model is at -1 Initiative, to a minimum of 1. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)
-Sleeping Potion: The dart counts as having Strength 3, and has +1 added to all Injury rolls. However, any model taken out of action with the sleeping potion does not roll for Injury in the Post-game phase, as they were merely knocked unconcious.

Skills: The Pygmy may learn Shooting, Speed, and Pygmy Special Skills.
Max Stats: A Pygmy has the same max stats as a Halfling.

PYGMY SPECIAL SKILLS
Stealthy- The Pygmy hunter may start the game Hiding.

Infiltrate- See Skaven Skill

Poison Dart Maker: Whenever a Pygmy takes 'Poison Dart Maker' as a skill (and he's allowed to take it more than once), he chooses one of the following Poison types as a new type of possible ammunition. If the Pygmy takes the skill again, he may choose an additional type of poison dart, increasing his variety of ammunition even further. As a reminder, any model that is immune to Poison is immune the Blowpipe effects. Note that a dart may never have more than one type of poison on it.

~Poison Arrow Frog Dart- Each time the target is hit by a dart, the model is at -1 Movement, to a minimum of 2. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Starpod Poison: Each time the target is hit by a dart on a natural roll of 6, the model is at -1 Strength, to a minimum of 1, for the rest of the game. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Sea Urchin Poison: Each time the target is hit by a dart on a natural roll of 6, the model is at -1 Attack, to a minimum of 1, for the remainder of the game. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Idiotoad Poison [by MyLittlePwny]: Enemies hit by the blowpipe on a natural 6 to hit will be affected by the Idiotoad Poison and must take an unmodified toughness save (no drug bonuses). If the model fails this save, he/she suffers from stupidity for the duration of the battle.
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 3 Sep 2009 - 5:31

Cool! This reminds me, I need to order a chameleon skink. Take care of pesky infiltrators and things... And get to work on my Cold One rider... And the Skink Priest's galley...

Thanks so much for taking the time to do the writing and the HS. Great work!
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 3 Sep 2009 - 10:52

INTERESTING IDEAS & COOL STORIES! It's got me planning YET ANOTHER War Band...this time a sea going Dwarf Entrepeneur [Pirate] Band with Gumpfree Drugart & the Lustrian Queen. AAAAAAAAARRRRRRGGH! pirat
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 3 Sep 2009 - 18:07

Wow, the Lustrian Queen? That's terrible! Make sure to write a scenario involving leaches!
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeFri 4 Sep 2009 - 4:54

DeafNala wrote:
INTERESTING IDEAS & COOL STORIES! It's got me planning YET ANOTHER War Band...this time a sea going Dwarf Entrepeneur [Pirate] Band with Gumpfree Drugart & the Lustrian Queen. AAAAAAAAARRRRRRGGH! pirat

Oh, that will be the BEST! You must post pictures!
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeSun 6 Sep 2009 - 3:28

Took a slightly more human turn than I expected, but I know better than to fight it. Here's part three. (Will probably end at 4).

~~~~~~~~~~~~~~~~~~

Zula, young priestess, watched her mother intently, her breath caught in her chest. Her mother was Skatha, the Snake Priestess... and for the last year, Skatha was the head of the tribe. Over the last few months, the tension in the air had been thicker than lamp oil... and tonight, it had just been ignited.

Ulli and Pya had disappeared at dawn's break, and were returning several hours after twilight. Worst of all, they were carrying in tow a member banned from the tribe... the Spidermother. Zula had heard the name only in passing-- when she was a girl, she asked her mother about the mysterious person, only to be the target of a glare that could freeze embers.

" 'Exhile' doesn't have an ending date," Skatha screamed at the approaching offenders. "It means till the end of your natural or unnatural life!"

"You'll get your wish soon enough," the old woman responded with a croak. "I doubt I have more than a year left in me anyways."

"Chieftess Skatha-" Ulli began, only to be cut off.

"And you left without permission, knowingly broke tribal law, and-" Skatha paused, as the bile filled her mouth, "neglected the rites of a HOLY DAY! This is a day of fasting!"

"We haven't eaten a stinkin' thing all day, if that helps," Pya grumbled, hidden behind Spidermother's wicker chair.

"Chieftess, I-"

"This is the sacred-"

"I beg the gravest pardon of the high chieftess," the Spidermother said. If she bore any disdain, she had successfully hidden it. "But do I have permission to attend to your wounded warrior immediately? It is the sole purpose of this young girl's journey, and the only greater shame that could be added to her shoulders would be the shame of a pointless journey."

Skatha bit her lip. She turned to address the Spidermother... the years had changed her so remarkably, but Skatha tried not to let it affect how she played to the former sister.

"You are a sinner, a heretic, and a non-believer. If our prayers for her recovery do get get answered, it is because it is the gods' wills..."

There was a minor pause in Skatha's movements, as she opened her mouth and then shut it. Zula knew her mother well enough to know that Skatha was thinking, but refraining from saying, 'because it was the gods' wills... or because we're not praying hard enough.'

"I am not now, nor have I ever been, a non-believer. I believe the gods gave us the mango, and the gods gave us hands. The gods expect us to be enterprising enough to take the fruit for ourselves- The woman who stands around, waiting for the gods to drop the fruit into her hands will die of hunger."

"You dare-"

The Spiderwoman straightened her crooked back as back she could, staring Skatha dead in the eye. Her tone was firm enough to build a house upon.

"I have medicine. I have knowledge. I am currently here. Do you want this sister to die or not?"

Skatha froze in place, her eyes darting behind closed lids. After several seconds that passed like cycles, she blurted out-
"Fine. Tend to Urd. Your violation can be discussed in the morning."

The Spidermother started to walk off, Pya following behind with the cunning woman's pack. Skatha called out to them sharply.
"But any injury Urd suffers, you suffer, heretic. You hold more than HER life in your hands. Do you agree to the terms?"

The Spidermother did not turn, but merely nodded in agreement. Ulli was not so calm at such an ultimatum.

"Please, Chieftess. Before we set out, I swore upon the honor of my mothers that no harm would come to her. If any sentence is passed against the Spidermother, I beg you, let it fall upon me instead."

"Denied," Skatha responded, growling to herself. "The Spidermother puts her own life at stake, not a surrogate life."

"Then let me suffer it to! Her death is my death, her pain is my pain!"

Zula watched her mother closely as the High Priestess clenched her teeth. There had been whispers of insurrection amongst the dwindling tribe. If anyone had shown quiet disdain to Skatha's leadership, it had been Ulli. Would Skatha punish Ulli with exile as well? Would she take Ulli's plea to heart, and hope to remove her young rival and an old enemy in one blow?

Zula hoped not with all of her heart. Ulli was a brave and kind-hearted... though a bit pig-headed, to be fair. Also, while she had never admitted it to anyone, Zula considered the tall hunter to be very soft on the eyes.

Skatha looked at the prostrate form of Ulli, and did something neither Ulli nor Zula had expected... Skatha sighed.

"You are due to your post, watching the Southern side of the village. We will discuss your penanance in the morning."

"Thank you, great-"

"GO. NOW."

Ulli grabbed her spear, and set off for the other side of the village. If her eyes had not been hanging low, she might have caught Zula beaming at her.

-Although Skatha turned just in time to see it. The silent glare from her mother quickly blew Zula's smile to the four winds. Skatha quickly followed to Urd's hut, to see how the medicine woman was faring.

"Well?" Skatha asked. Before them, in the dull candle light, lay the unconcious body of Urd. Her arm was dark green and withered, as if the body was eroding into carrion while still on the bone.

"I've seen worse-" the Spidermother said softly, "but none of those survived. Nothing would make be happier than to find the Ratspawn that did this and turn his eyes to jelly while they were still in his skull."

Skatha's face displayed no sign of emotion, but there was a note of pride in her voice.
"You'd be hard pressed to find them... Ulli cleft him into a dozen pats moments after it happened. She was in a state, let me tell you."

"Don't be too hard on the girl," Spidermother said after a long lull.

"Are you telling me how to run my tribe?"

"Not advising, merely requesting. I'd also take her off the watch for tonight, if I were you. She's tired."

"Well, if she knew she was on watch duty tonight, she should have been smart enough to not stomp through the jungle for the whole day beforehand!"

"That's not it," Spidermother said gently. She turned to Zula, who resisted retreating from her heavy gaze. "How many days has Ulli been without sleep, child? Three? Four?"

"This makes five," Zula said, sheepishly. "She always takes over for the other guards on watch, so they can be well rested."

Skatha flinched at the news. She dithered a moment, looked from the old crone to her own daughter before saying, "I'll... see if someone is free to relieve her."

Skatha left the hut, leaving Zula alone with the Spidermother.

Zula stared at Urd's clammy feet before she spoke her mind.
"I- I appologize if my mother seems harsh to you. She's not the most popular of chieftesses... or so I gather..."

"Is she now," the Spidermother responded dryly, not taking her eyes away from the poultace she was making.

"I think," Zula stammered, "I think she's so strict with the rites and the sacrifices because she's scared. She'sscared for the tribe, so she's putting her faith in the one thing she knows best... the rituals. If she had been a hunter, she'd have put her faith in hunting. If she had been a fisher, she'd put her faith in fishing. But that doesn't make her a BAD leader, does it?"

"You tell me," she responded again, cryptically.

Zula's body trembled. She fought to get the words out.
"Is there- is there going to be a coup? Will Ul-- I mean, will someone really try to steal the position of chieftess from my mother? That's what everyone says."

"People say many things, both true and not true."

There was much grinding of roots and applying of water before the Spidermother spoke up once more.

"All I know is, Ulli will be trying to garnish outside help... and I think you'd be just the sister to help her."
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeMon 7 Sep 2009 - 3:59

Great story. Nobody's rooting for mean old Skatha. The story is really taking on a depth and life of its own.
Can I post this on the local forum we use for our campaign newsletter?
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 8 Sep 2009 - 3:07

Thanks a lot. After I'm done, I'll (eventually) throw it on the Styroheim site... didn't expect to make a 'fiction' section, but there you go.

Permission: Oh, Absolutely. RePost away.
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PostSubject: Week 1--The Search Begins   A Lustrian Dawn - Page 2 Icon_minitimeFri 11 Sep 2009 - 6:08

Tonight was the first meeting of our new campaign. Smile
Jake had written that he wanted to play Lizardmen, so I switched to Da Mob at the last minute. Fortunately I've had a list written for the last 4 months, just in case. Playtable brought his Amazons (although he couldn't find his latest list until after the night's games were over...) Chris brought his Reaper girls back as adventurers from Trantio. Marneus was sporting a new Necrarch warband. Jake didn't actually turn up, but Tim brought his clan Eshin Skaven out for a few games.

"Duel on the High Seas" Grootka's Gutrippas versus Some Tilean Trulls. Da Gut Bucket caught the Tileans with the wind against them on a sunny day off the eastern coast of Lustria. The Orcs held the wind for the whole fight. The ladz sailed rings around the Tilean Trulls, sending round shot into them all the while. The gobbo gun crews squabbled a bit but no one was killed by infighting. The Trulls got off one good shot and started some fires on Da Gut Bucket, but a handy rain squall blew up and put them right out.
Kap'un Grootka was able to bring Da Bucket alongside the Trulls, an dat waz purty much dat. No bunch of humie doxies iz gonna stand up ta da troll when 'ez peckish. One of the lasses becomes Hardened, another becomes Frenzied and the Captain, who took a gunner's dagger in a sensitive spot, survives against the odds. 'Ead Taker took a vicious cut to da noggin'. The ladz not right inna 'ead no more. 'E drolls, 'e doz.
Da Gutrippas took a right smart o' cargo off da doxies.

"Jungle Skirmish: The Fog of War." The Amazons versus the Necrarchs. A foggy day somewhere in the coastal jungles of Lustria. The Amazons lured the undead into a foggy valley that was home to a giant constrictor. The warrior women avoided the monster snake. The vampire paid the reptile no heed until it had wrapped him in its coils. Then it was a bit late... The undead fled away from the valley into the thickening mists...

"The Ghost and the Darkness" Clan Eshin versus the Necrachs. The warbands found themselves hunted by Lustria's famous saber-toothed tigers, the Ghost and the Darkness. The Ghost attacked the undead. The master vampire thought to dispute the Ghost's claim to a zombie dinner. Not a good plan. The Darkness attacked the Skaven, but it was either driven off or foiled in its attack on a Night Runner for none are reported killed. The undead found themselves without their leader once again, so they retreated. The zombie is eaten.

"The Haunted Wreck" Grootka's Gutrippas, the Trulls and the Amazons. The three warbands found themselves all attempting to salvage an ancient wreck on a rainy day. The Tilean's powder was wet, but their approach to the wreck was masked by the island it had lodged against. Thus they made contact with the wreck first. The brash frenzied doxie climbed the starboard side of the wreck. There was a short scream and then silence. Then several skeletal pirates appeared at the rails and unloaded ancient pistols into the shocked women.
The orcs arrived next. Cookie Wassis burned one of the pirates and set the Amazons raft alight, but one of the Amazon's beam weapons plucked him from the bow of the Gutrippa's raft. Kap'un Grootka got one of the Ghost Captains, but a pirate sent him over the starboard rail with a clubbed pistol butt. Da Kap'un found himself fighting off Amazons next. He got one, but a Totem warrior cut him good an down 'e went. Yo 'and Da Knife found hisseff facing 5-6 Amazons. He call retreat.
The Amazons claim the treasure. Cookie, he fight a Pit Fight (because I forgot the Lustria Animal Attack rule.) Cookie lose dat fight, end up a little crazier. An' touchy. Da Cookie mess yuz up! See if 'e don't! Da Kap'un, he lose dat leg. Ded Eyez Bil get hisseff kilt ded by one a dem crazy doxies from da jungle. One of the Trulls gets robbed, another is captured by Amazons.

"Dems My Gubbinz!" Clan Eshin versus the Necrarchs. No report yet about weather or time of day. The quick Skaven captured most of the gubbinz including the Sacred Gubbin. The master vampire disputed the Skaven's plunder and the Assassin cut him down. The undead do their fade into the jungle thing again...

The Skaven have nearly found the Lost City. The Amazons are also undefeated. Grootka's ladz are a bit cut up, but Cookie Wassis gained frenzy and 2 spells!
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeFri 11 Sep 2009 - 10:15

ALL that planning paid off nicely, as one Campaign passes seamlessly into the next...COOL! OH BABY...two Bands of Babes. Looks like there'll be several weeks of Swashbuckling Jungle Adventures to look forward to...EXCELLENT STUFF! A Lustrian Dawn - Page 2 Icon_pirat
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeSun 13 Sep 2009 - 4:02

Things went pretty smoothly indeed. Hope to see some photos soon...

Grootka's Gutrippas after a couple of games

HEROES
Kap'un Grootka da Lame - Leader, Quickshot, dagger, crossbow, axe, Lucky Charm, Leg Wound -1M.
Quartermaster 'Ead Taker- Resilient, axe, dagger. Madness (Stupidity).
2nd Ossifer Yohand Da Nife - Step Aside, sword, dagger.
Kul'nary Artist Cookie Wassis - Fires of Gork, Fooled Ya! Ledz Go, dagger, Madness (Frenzy)

HENCHMEN
Rotgut - +1 Ld, dagger, club
Swilla - +1 BS, dagger, Bow
Chilla- sword, dagger
Snagga - 2 daggers, shortbow.
Da Troll (needs a name)

Warband Rating--145


Last edited by Von Kurst on Tue 15 Sep 2009 - 2:48; edited 1 time in total
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeSun 13 Sep 2009 - 22:59

Pictures were a bit blurry on the sea.
A Lustrian Dawn - Page 2 SeaDuel01

A Lustrian Dawn - Page 2 SeaDuel03

A Lustrian Dawn - Page 2 SeaDuel04

In the foggy jungle, look out for the giant constrictor.
The Vampire and zombie only last a short while before they both go OOA at the same time.
A Lustrian Dawn - Page 2 JungleFog01

The Amazon looks cornered but gets help before she can be brought down.
A Lustrian Dawn - Page 2 JungleFog02

With the undead scattered and the vampire gone the Amazons bring their numbers to bear first.
A Lustrian Dawn - Page 2 JungleFog03

No pictures of the Ghost and the Darkness.

The Haunted Wreck.
The Amazons get to the island quick but find moving through difficult terrain slower going than they first thought.
They find it hard to stand up straight too.
A Lustrian Dawn - Page 2 HauntedWreck01

The Orcs power aboard, OK, trickle aboard.
A Lustrian Dawn - Page 2 HauntedWreck02

The Tileans have the same problem.
A Lustrian Dawn - Page 2 HauntedWreck03

The Tileans leave first then the Orcs.
But not before they kill (again) most of the undead crew.
A Lustrian Dawn - Page 2 HauntedWreck07
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeMon 14 Sep 2009 - 13:16

HOORAY! MORE cool photos...you are THE MAN, playtable! A Lustrian Dawn - Page 2 Icon_cheers
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 2:24

Marneus wrote:

"Game 1 vs Playtable, Melderzhus the Necrarch took a leg wound and the Thrall, Nothma, now suffers from an old battlewound. Game 2 vs Tim, Ghost and the Darkness, Melderzhus went down again but recovered, I lost another Zombie, but gained another Zombie and a skeleton swordsman. The second game with Tim we had clear weather in the daytime, no unwanted company and due to the Skaven's quickness the game ended with no models down, no models wounded."
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 4:23

Was hoping to have the fluff finished before posting these, but as your campaign's already started, here's the Zoat and Cunning Woman HSs. Tell me what you think.

ZOAT
50 gold crowns to hire, +20 gold crowns to upkeep.
Zoats are reptilian creatures found in the Southlands and in Lustria, but were never completely enveloped into the plans of the Old Ones. Before the appearance of chaos, these solitary beings were generally ignored by the Lizardmen societies, and left to wander about as they willed. But since the collapse of the Northern Gate, the Slann have taken a more zealous approach towards anything 'outside' the Old Ones' machinations. The Zoats have been hunted down, till they are nearly extinct. However, the Zoats can live for hundreds of years, and have gained more experience on avoiding capture than an entire city of skinks and sauruses. Perhaps what disturbs the Slann the most is that the Zoats are one of the few other creatures in the world that communicate solely with their minds... do they fear that their 'godlike' position will being undermined?

May be Hired: By Amazons & Pygmies.
Rating: A Zoat increases the warband's rating by +21 points, +1 point for each additional experience he has.

M WS BS S T W I A LD
7 4 0 4 4 2 2 1(+1) 7

Weapons/Armor: Either a doubled handed weapon, or a combination of Mace and Shield (you may choose which upon hiring.) He also wears light armor.
Special Rules:
Cold Blooded: For any Leadership test, the Zoat rolls 3D6 and discards the highest result.
Scaly Skin: Has a natural save of 5+. This cannot be reduced below 6+, but can be ignored by Critical hits as normal. (This is increased by the light armor to 4+).
Stomp: The Zoat has a stomp attack, in addition to its normal weapon attack. The Stomp attack suffers no penalty for being unarmed. Unlike a Saurus bite attack, it attacks at the same time as the normal Zoat attacks.
'Mounted': While not a Mounted creature per se, the Zoat is an impressive large Quadroped creature. It suffers +1 to hit against missiles, cannot go in doors, and counts as a 'Large' Model (this does not increase his rating any further.) Also, he cannot traverse terrain that a mounted animal would be unable to traverse. He rolls on the injury table as normal, not on the 'Whoa Boy!' Table.
Skills: The Zoat may learn skills from the Combat and the Strength skill lists.
Maximum Stats: A Zoat has the same Max Stats as a Saurus, except for the Movement 7, and max Wounds 4.

~~~~~~~~~~~~~~~~~~~~~~~~~

Cunning Woman
30 gold crowns to hire + 10 gold crowns upkeep
Throughout the villages of the world, there are numerous doctors and physicians of learned schools. However, there books are often based on theory and ancient texts, with no basis in practice or scientific method. Leave it to the herbalists, the wise woman, and country medicine folk to have detailed experience on what prevents infection, or what to do when an animal won't eat. They are often persecuted as 'witches' and heretics by individuals who mistake practical science for witchcraft... and when they are executed or driven out of a village by zealots, it generally spells the slow decay of the penitent village for all time.
May be Hired: Amazons, Pygmies, Outlaws of Stirland, Horned Hunters, & Wood Elves.
Rating: A Cunning Woman increases the warband's rating by +10 points, plus 1 point for each experience point she has.
Profile M WS BS S T W I A Ld
Cunning Woman 4 2 2 2 3 1 4 1 7
Weapons/Armour: Staff, Lucky Charm, Rabbit’s Foot.
SPECIAL RULES
Healer: At the end of any game in which the Cunning Woman has not been taken out of action, you may reroll a single Serious Injury result in Post-Game Phase. The second result must be taken, and cannot be rerolled.

Potions: The Cunning Woman is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Cunning Woman may partake of such a potion before the battle. Roll a D6 to discover the draught's effect.
1 Debilitating: The potion is simply too potent for the hero and weakens them. Roll on the Hero Advancement Table, rerolling any result of ‘Skill’- the stat rolled is at -1 for the next battle. If the stat rolled is already at 1, it will not be reduced to 0, and a new random stat must be rolled.
2-3 Small Burst. The hero is infused with a mild vigor as he quaffs the potion. Choose ONE of the following stats, which is boosted by +1 for the remainder of the game: Movement, Weapon Skill, Ballistic Skill, Initiative, or Leadership.
4-5 Massive Burst. The hero is infused with a moderate vigor as he quaffs the potion. Choose ONE of the following stats, which is boosted by +1 for the remainder of the game: Strength, Toughness, or Attacks.
6 Inner Strength. The hero's constitution is increased and he feels ready to take anyone on. Choose one of the following combinations: He gains +1 to a single any stat of your choose for the upcoming game, OR you may roll twice on the Hero Advancement Table (rerolling any rolls of Skill or duplicates), and gain +1 to both random stats for the rest of the game. You must choose which option you are taking BEFORE rolling to see which random stats are increased. If any of the increases chosen/rolled are wounds, they may raise the hero above starting wounds; however, once lost, the wound cannot be restored.

Reluctant: Whilst she is happy to use her magic to aid the warband, the Cunning Woman is reluctant to enter the fray herself. As such the Cunning Woman will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance.

"She's a Witch! Burn 'Er!" - The Cunning Woman are NOT witches, nor do they practice chaos magic or principals. Closed minded individuals do not see the difference. For all intents and purposes, opposing warbands will treat the Cunning Woman as a 'witch' and a spellcaster (ex. The Witch Hunter warband).

Skills: The Cunning Woman is able to learn Academic Skills. She is also able to learn ‘Cunning Woman Special Skills’, listed below.

CUNNING WOMAN SPECIAL SKILLS:
Potions Master: In the Post-Game phase, if the Cunning Woman was not taken out of action this game, the Cunning Woman is able to make one ‘batch’ each of the following drugs/poisons. Roll to see how many she is able to make:
Item Dosage in 1 Batch
Black Lotus – 1D3-1
Healing Herbs- 1D3-1

As the amount made is 1D3-1, this may mean that she makes 0 of a certain batch. Any items made by the Cunning Woman must be used next match- if not, they are discarded. They cannot be sold, trade, or stockpiled.

Potions Genius: The Cunning Woman may only take this skill if she has learned the above skill, ‘Potions Master’. When she learns the skill ‘Potions Genius’, choose two of the following drugs/poisons below. From now on, the Cunning Woman may make a batch of either chosen drug/poison INSTEAD of making a batch of ‘Black Lotus’ or ‘Healing Herbs’.
Ex. If you learn Potions Master and Potions Genius, choose ‘Crimson Shade’ & ‘Dark Venom’ as your new types, then in any post game phase, you may pick TWO of the following: Black Lotus, Healing Herbs, Crimson Shade, or Dark Venom. The Cunning Woman will attempt to make a batch of the two drugs/poisons you have chosen.

A Cunning Woman may learn the ‘Potions Genius’ skill more than once- for every time she learns it, she may pick two more drugs or poisons to learn how to make. Note: This merely increases the range of drugs and poisons she can make, NOT the number of batches she can make in any post game phase. The number of batches she attempts to make will never increase past two.

Item Dosage in 1 Batch
Crimson Shade - 1D3-1
Madcap Mushrooms 1D3-1
Bugman's Ale - 1
Khufu Beans (Relics) 1
Vodka 1
Reptile Poison* - 1D3
Vision Fruit* - 1D3-1
Green Greed* 1D3-1
Madness Elixer* 1D3-1
Vale Folium* 1D3-1
Manticore’s Sting* 1D3-1
Ulric's Crown* 1D3-1
Frostbile* 1D3-1

*For rules on the following drugs / poisons, see the bottom of the document.

Prudent Goodwife – The Cunning Woman may only take this skill if she has learned the above skill, ‘Potions Master’. Every time she makes a Batch of Poisons or Drugs, the amount of Drug/poison produced is increased by +1 (ex. the amount of Black Lotus made in the Postgame is increased from 1D3-1 to 1D3.)

Guardian: The Cunning Woman has ‘acquired’ an animal bodyguard to protect her from harm in the coming battles. The bodyguard will only protect the Cunning Woman and cannot fulfill warband objectives or search, loot or any function other than protecting the Cunning Woman and as such will remain within 1" of the Cunning Woman at all times. The animal bodyguard doesn’t gain experience and isn’t paid (it is assumed that the creature is fed for by the Cunning Woman… and possibly bits of people found on the ground.)

M WS BS S T W I A Ld
4 4 0 4 3 1 4 1 5

Equipment: None! Tooth and Claw!
SPECIAL RULE

Intercept: The bodyguard will intercept any model shooting at or charging the Cunning Woman. Any attacks will be directed at him, and if charged, place the bodyguard in front of the Cunning Woman to protect her. In the case of charging models that cause ‘fear’ or similar psychological effects, the animal will always pass any psychological effects that would prevent him from intercepting. The bodyguard will never charge models while the Cunning Woman is still in play, and cannot intercept an attack if already engaged in combat. It will also only intercept charges aimed towards the Cunning Woman while the Cunning Woman is still on the board.
Representing the Bodyguard: Depending on what setting you are playing, adjust your Animal accordingly! In the Old World, a hound or a pig makes sense. In the New World, anything can work: a cold one hound, a baby salamander, a spider token, a monkey- what you want!


NEW POISONS AND DRUGS
(Costs and Rarities are included for reference, and in case you wish to include the item in your normal campaign. Author of the various items are cited. New Drugs & Poisons, except for ‘Reptile Poison’, have not been playtested.)

*Reptile Poison- From the iCircle Lizardmen Warband - May be given to Henchmen only. The Poison can be applied to missile weapons only, granting the weapon +1 Strength until the end of the game (but does not have any further effect on saving throws.) Reminder: All henchmen in the same group must be armed in the same manner. May not be applied to Pygmy weapons, which are already poisoned.

VISION FRUIT
35+2D6gc – Rarity 9
A small, bitter fruit from the harsh deserts of the Dark Lands. When boiled, the ‘buttons’ of this plant allow the taker to see into the Spirit Realm, and taste the Winds of Magic.

Upon taking a dose of Vision Fruit, the hero temporarily learns a random spell from one of the spell lists below. Roll 1D6:

Roll 1D6
1 Dark Visions – On his vision quest, your hero has strayed off the path and into the darkness beyond! Gains 1 spell from the Chaos Ritual list.
2 – Primal Visions – Your hero witnesses a primeval time of raw magic and survival of the fittest. Gain 1 spell from the Orc Waaagh Magic.
3 – Bitter Visions – Your hero sees how all life is a snake eating its own tail, in a cycle of endless hate. Learn 1 spell from the Hexes and Charms List (from the Witch Hired Sword)
4 – Falconer’s Vision – Your hero sees magic itself as a beast under his control, to cast away and call back! Learn 1 spell from the Lesser Magic List
5 - Weaver’s Vision – You see the thread that ties the Earth and Skies together, and how it can be stretched without breaking. Learn 1 Spell from one of the four Elemental Lores of the Sorcerous Society. Randomly determine which Element.
6 – Divine Vision - The drug did more than make your hero hallucinate; his soul is further along the path of righteousness. Learn 1 spell from the Prayers of Sigmar list.

If, when casting, you roll a natural 2 on the Difficulty Roll, the model is no longer able to cast for the rest of the game. He treats all opposing models as causing ‘fear’, even if the Vision Questing model is normally immune to psychology or fear.

After the game, roll 2D6: on a 2-3, he permanently treats all enemy models as causing fear as described above; he is temporarily immune to this penalty in any game that he has taken dose of vision fruit (he needs his fix, ‘e does!). On a roll of 12, the spell has become permanently logged into the hero’s brain. He may not cast it without the Vision Fruit, but when taking Vision Fruit, he may cast that spell or the new random Spell each turn.

Vision Fruit may not be taken by Demons, Unliving Models, Sisters of Sigmar, or Witch Hunters. Any model that hates spellcasters will hate any model that has taken a dose of Vision Fruit this game, even if he rolls a 2 and is no longer able to cast. They will even hate fruit-taking models that cast Prayers, as they are outraged by the blasphemy of it all!

Green Greed: - By Master
Since the first wyrdstones where found they have been used for weird potentials, some wizards, grind them and eat them, just like the skaven. The recipe for the green greed is unknown to many, however the darker alchemists delve in it's uses, it has the power to give a man the strength of seven men, and it has the power to kill that same man the next day, some suggestions tell that this is the same as the dreaded skaven brew.

Cost: 35+2d6gc
Rarity: 11, 8 for skaven and possessed.
Effect:
Whenever a warrior takes green greed roll 2d6 and consult the table below:

2: A heart Strike! The warrior has suffered from one of the most terrible side effects of the Green greed, he must roll d6 times on the serious injury chart, if the warrior survives roll again on this chart.
3: Severe degeneration. Roll an advancement, but instead of adding the stat to this warriors stats, deduct one, if you should gain a skill, roll again.
4: Mutation: This warrior attains one random mutation from the power in the stones chart.
5: Aeeer'd this stuff makes my head hurt. The warrior suffers from -1 ws, bs, s and t in his next battle.
6: I feel Dizzy. The warriors suffers -1 weaponskill and initative, in his next battle.
7: Normal Effect: The warrior is immune to psychology for the next battle.
8: Uncontrollable rage: The warrior is frenzied, for the next battle only.
9: You make me SOOO mad!: The warrior is frenzied, AND hates all enemies warriors, even though being immune to psychology, for the next battle only,
10: Mutation: The warrior attains one random mutation from the possessed chart.
11: Powerful Wyrd effect: The warrior permanently gains the power of one of the empowered wyrdstones in the power in the stones (chose at random).
12: This makes me strong! Immediately roll an advancement for the drug user, re-roll any skills. Then roll again on this chart.

In addition Green Greed is highly addictive, whenever a warrior takes green greed he must pass a toughness test or become addicted, an addicted warrior that goes without green greed for a game deducts one from his toughness (permanently), if all his toughness is lost, he dies.

Skaven may chose to re-roll one of the 2d6 when determining the effect, however the second result stand!

Madness elixir – Chad

Commonly known as “Friend Killer” Madness Elixir is one of the harshest most addicting drugs on the market; Madness Elixir can cause anyone even vaguely frightening to be perceived as a deadly threat. More than one unfortunate “User” has murdered their best friends while out drinking and perusing other less wholesome activities…

Cost GCs 30+2D6. Availability 10+.

Effect: for one game Madness Elixir modifies the taker’s stats by the following:M+1, WS+1, S+2, I+1 LD+2
Madness: The model is immune to all psychology (including all alone, fear, and stupidity.) They still suffer frenzy (see below).
Battle Frenzy: The model is affected by frenzy, to the extreme point that the model must charge ANY models (friend or foe) within range. Also, the model may not use missile weapons and the drug user’s leadership may never be used by other models, or for rout tests.
Friendly Fire: If the drug using model comes into combat with a friendly model, treat as if it was a normal combat. However if the drug using model is taken Out-of-Action then do not roll for serious injuries- they will always be back, since their friends try not to hurt them too badly.

Side effects: Madness Elixir will always cause one side effect. After the game, roll on the below table.
2D6
2-5: Permanently dazed, May never use missile weapons or any miscellaneous equipment and counts as suffering stupidity.
6-9: Addict, the model is addicted, you must buy them one dose before every battle or they leave the warband (taking all equipment with them). Note: addicts are immune to any further side effects tests, you don’t need to roll for them.
10: Old user, after causing or losing a wound in Hand-to-Hand combat the model has +1 strength for the remainder of that game.
11-12: Nothing’s as good, may never use any drug other than Madness Elixir.

Vale Folium - Saltbrush

A strange pale soft plant that grows along the river stir, the size of the plant is quite small and to make a usable dose requires serval plants however given the distance from the river to the ruined city and the wonderful effects of the plant it is no surprise that it can be bought for the right amount of coin.

Cost 5+3D6 Rare 6 (note: it would be rare 8 in area's not near the stir river)

Effect: For one battle the warrior gains a 6+ regeneration save this works the same as a trolls regeneration (except that a warrior only gains a 6+ save vrs serious injury after a battle, rather than automatically healing.)

Side Effects: Although no long-term effects have been documented with use of Vale Folium there is a very real drawback- the plant is highly flamable and hence a warrior coated in it suffers 2 wounds from any fire attack that wounds. Likewise, they may not cast fire spells or use any fire base weapon/item (such as a torch).

Manticores sting: Master
Rare 12, Cost 30+d6x10gc.
Among the poison users of the old world, the dark elves are the masters, every poison they make is made with such an expertise that no man can redo. The dark elves have developed several poisons, for different purposes, among the most potent are the Manticores sting, a poison known for it's ability to knock out enemy warriors, so the dark elves can capture them afterwards.

A weapon coated in manticores sting receives +1 on critical rolls, in addition, a warrior taken out of action by the manticores sting much make a toughness test, if he suceeds he is taken out as normal, if he fails he is automatically captured, and suffers a nervous condition.

Ulric’s Crown - Eikaeros
Cost: 15+D6 gold crowns
Availability: Rare 8 (Rare 7 for Middenheim bands)
Ulric’s Crown is an unremarkable shrub that can be found on the fringes of the Drakwald Forest. It’s so-named for the distinctive tri-fold pattern of its yellow flowers, which loosely resemble (to Middenlanders, at least) the tines of the crown of the Teutogen kings. The leaves of Ulric’s Crown have a mild numbing and tranquilizing effect, and have been in use for centuries by healers and midwives. Some alchemists have been known to distill the leaves of the shrub with certain chemicals, producing a stronger pain-killer without the sedative qualities. This concoction is derisively called "wolfnip" by Reiklanders.
A model may ingest Ulric’s Crown during his movement phase. For the next D3 turns, the model may negate the effects of a Knock Down result or change the effects of a Stunned result to a Knock Down on a roll of 3+ on D6. When the effects of Ulric’s Crown wear off, the model suffers a -1 penalty to his initiative score for the rest of the battle as the tranquilizing effects of the drug kick in.
Once used, Ulric's Crown is completely consumed.

Frostbile - Poison
10+2D6gc
Anytime you successful injure a model with this poison, the victim loses -1 Initiative for the rest of the battle. This bonus stacks multiple times, but cannot reduce a warrior less than 1. This effect still applies is the armor save is successful, but not if the blow is successfully dodged or prevented (Dodge, Fey Quickness, Lucky Charm.)
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 5:26

Wow! There's a lot there! Smile I like both of them although the price has to jacked up for Lustria land of the expensive hired swords!

The Zoat--I like the old 3rd edition move through woods without penalty, especially for Lustria. Also I think that something ought to reflect the 'magical' nature of the zoats. Maybe a save against hostile magic?

The cunning woman just has a lot going on. At first glance I wasn't sure if she's overpowered or just has lots of options. I'm going to have to print this out so I can sort things out, but it looks great!

Thanks! The accompanying fluff is always welcome. Smile
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 13:05

Zoat: Sure. Sorry, it's been a LOOONG time since I saw a 3rd edition rule book. An internet search gives us the following stats:

M7 WS5 B3 S4 T5 W3 I5 A2 LD10

Abilities:
Moves through woods without penalty
Scaly Skin 6+ (which I'd raise to 5+)
All (wfb) zoat heroes are spellcasters (could see that translate as a 4+ 'spell ignore' ability)

Personally, I'd drop the Ld some and give them Cold-blooded (which balances out.) Also, if they have THREE wounds, I'd drop the light armor, and keep them at Saurus-level Armor save of 5+.

I'll try to get a new cost for them... at the moment, they're better than Ogres! (Although they don't cause fear off the bat.) Will get back to you, and try to find/invent max stats.

Possibly drop the T to 4 too, just so he's not unstoppable.


Cunning Woman: First off, look at her as she, making potions and poisons (inspired by the 'Poison Maker' skill from the Dark Elves.) AFTER that, take a look at the LONG list of new poisons and drugs, which was taken directly from a Devil's Den challenge. None of them have been tested, but some could prove a bit of fun.
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 13:24

@StyrofoamKing: JUST SO YOU KNOW: I LOVE the hired swords/characters you come up with, NOT MERELY for the WELL THOUGHT OUT rules, but as inspiration for modeling & painting. VERY WELL DONE, Amigo! A Lustrian Dawn - Page 2 Icon_cheers
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeTue 15 Sep 2009 - 22:37

I wish I could take the credit for Zoats, but they're nearly as old as me (slight exaggeration.) Still, if I had the money, I'd buy myself a Cold One and splice it with an ooold saurus model... it'd make a pretty decent Zoat figure. (even if its 'stomp' attack would be more like a 'raptor-clawing'. Details, Details.)

With the new stats in mind, I've re-tallied the rules. It definitely makes him better than an ogre, which is reflected in the price.

ZOAT WARRIOR
100 gold crowns to hire, +35 gold crowns to upkeep.
Zoats are reptilian creatures found in the Southlands and in Lustria, but were never completely enveloped into the plans of the Old Ones. Before the appearance of chaos, these solitary beings were generally ignored by the Lizardmen societies, and left to wander about as they willed. But since the collapse of the Northern Gate, the Slann have taken a more zealous approach towards anything 'outside' the Old Ones' machinations. The Zoats have been hunted down, till they are nearly extinct. However, the Zoats can live for hundreds of years, and have gained more experience on avoiding capture than an entire city of skinks and sauruses. Perhaps what disturbs the Slann the most is that the Zoats are one of the few other creatures in the world that communicate solely with their minds... do they fear that their 'godlike' position will being undermined?

May be Hired: By Amazons & Pygmies.
Rating: A Zoat increases the warband's rating by +30 points, +1 point for each additional experience he has.

M WS BS S T W I A LD
7 5 3 4 4 3 5 1(+1) 7

Weapons/Armor: Either a doubled handed weapon, or a combination of Mace and Shield (you may choose which upon hiring.)
Special Rules:
Cold Blooded: For any Leadership test, the Zoat rolls 3D6 and discards the highest result.
Scaly Skin: Has a natural save of 5+. This cannot be reduced below 6+ by Strength modifiers, but any result of "no save" on the injury chart will negate this 6+ save. A shields adds +1 to the save.

Stomp: The Zoat has a stomp attack, in addition to its normal weapon attack. The Stomp attack suffers no penalty for being unarmed. Unlike a Saurus bite attack, it attacks at the same time as the normal Zoat attacks, following the normal rules for attack order. (If this causes the Zoat to deliver two attacks that different times, he cannot knock-down & stun a model with one attack, and 'automatically' hit it/injure it with the second... it must treat the model as though it was the same state [knocked, stunned, uninjured] as it was when the Zoat initially attacked.)

'Mounted': While not a Mounted creature per se, the Zoat is an impressive large Quadroped creature. It suffers +1 to hit against missiles, cannot go in doors, and counts as a 'Large' Model (this does not increase his rating any further.) Also, he cannot traverse terrain that a mounted animal would be unable to traverse. He rolls on the injury table as normal, not on the 'Whoa Boy!' Table.

Jungle born: All Zoats can move through jungle terrain without penalty.

Skills: The Zoat may learn skills from the Combat and the Strength skill lists. They may also learn the Zoat Special Skill, 'Mental Shield'.

ZOAT SPECIAL SKILL:
Mental Shield: Any time the Zoat is targeted by a spell, you may roll a D6: on a 4+, the spell fails. Likewise, if a spell is cast that affects the Zoat and several other models, you may roll 1D6: on a 4+, the Zoat himself is unaffected (though other models may be affected as normal.)

Maximum Stats:
M WS BS S T W I A LD
7 8 6 5 6 5 8 3(+1) 10


(Decided to give him the 'spell-ward' ability as a skill, given he's strong enough already. Also, gave him the title 'Zoat Warrior', in case anyone wants to make a Zoat Shaman (with weaker stats, I hope!) Likewise, I can tell from the Max Stats that Zoats might make great NPCs... anyone want to write a scenario involving a Zoat Chieftain, and its mighty T6, W5?
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeWed 16 Sep 2009 - 1:48

Love the Zoat 2.0! Models--I'm wondering if there would be anything in the Reaper range that would fit... The old school saurus is definitely a good choice for head and torso.

Great work!
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeWed 16 Sep 2009 - 5:32

Thanks. Depending on what you think of the Cunning Woman, I'll repost them in the 'Rules' thread, and on the SG site.

EDIT
New Drug/ Healing Item:

Blessed Salve!
15+2D6gc - Rare 8
A model holding a blessed salve may use it upon himself in the movement phase, either before or after moving. If used by a model that is not stunned or knocked down, the model regains +1 Wound (which will not increase past his starting wounds.) If used by a model that is stunned or knocked down, they instead are immediately stood up, and may move as though they started the turn (uninjured), meaning they move normal rate and, if there are no enemy models within 8", they may run. They may not charge, as this healing effect can only be used in the 'Voluntary move phase'- likewise, if the model already moved before using the salve, it may not move again.

Also, the Salve may be applied to any consenting model in your warband or in an ally's warband. The model with the salve must end his move in base contact with the injured model- the healed model follows all of the rules stated above.

Neither the user nor the person the salve is applied to can be in combat when the salve is applied.

'I'll save you!': Any model with a Healing Salve may attempt to apply to it to someone outside their base movement range, even while the would-be savior is within 8" of an enemy model. If this is the case, the hero may attempt to make an 'I'll save you" run, which is made in the voluntary movement phase. The hero must take a leadership test: if failed, the model stays put and cannot move at all this turn, as he is paralyzed with fear. If passed,the model may run, but will ONLY move towards the hurt model, and will travel in the straightest line possible. The distance may be measured like a normal move, but like a charge, any unengaged enemy within 2" of the 'savior's path may attempt to intercept the runner's daring rescue. If so, this movement counts as a charge, although the stopped saviour does not gain 'first strike' bonus... instead, the interceptor will strike first, as if he were the charger.

When attempting an "I'll save you" run, the runner must pick an injured friendly model that can be reached with a run move (ex. a human with sprint & leap could pick any injured model within 12+1D6", assuming he's not on difficult terrain). They may not pick a model on the other side of the board, nor may they rush off to aid an uninjured model (nice try, though.) In this instance, Injured means knocked down, stunned, or having lost 1 or more Wounds.

The Blessed Salve may only be used by Non-Undead and Non-Daemon models. Once used, it is discarded.
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PostSubject: Re: A Lustrian Dawn   A Lustrian Dawn - Page 2 Icon_minitimeThu 17 Sep 2009 - 2:00

More presents! Just like X-mas in...September! Thanks mate!

A little fluff about the appearance of orcs in the story:

Og Bigfeather Looses a Ship

"Grootka surveyed the empty beach from the aftcastle of the battered caravel. The gobbos had scampered when he and the ladz had clambered over the rails from the seaward side. Jungle gobbos were always watching the tree line. Buncha lubbers and snotling fondlers, the lot of them! Never thought to look for trouble from the sea! One of the little bastids had showed fight. Hur! Little uppity mite with lots of feathers in his bonnet and a spear with lots o’ doodads and gewgaws, he was fit to be tied when the orcs showed themselves at the gunwales of hiz ship! The gobbo chief had hopped up and down the beach screaming and beating his ladz into a line. Might have actually tried to board if Cookie hadn’t singed his pretty feathers with Mate Gork’s Burnin’. A little roasting from da Cookie and the appearance of the troll in the waist of the ship had taken it out of them. Next time maybe the little fool would post more of a watch on the ship!"
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