Soulbound - Sourcebook - Champions of Order.pdf

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CREDITS
Writing:
Emmet Byrne, Alex Clippinger, Michael Duxbury, Cody Faulk,
Elaine Lithgow, KC Shi , Brian Yaksha
Editing:
Christopher Walz
Producer:
Emmet Byrne
Cover Art:
Johan Grenier
Cartography:
Jared Blando, Dániel Kovács
Illustration:
Mirko Failoni, Runesael Flynn, Michele Giorgi, Johan Genier, Dániel Kovács, Sam Manley,
Clara-Marie Morin, JG O’Donohue, Rafael Teruel
Graphic Design and Layout:
Rory McCormack
Proofreading:
Tim Cox
Cubicle 7 Business Support:
Anthony Burke, Elaine Connolly, Donna King, Eileen Murphy, and Kieran Murphy
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, Dave Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck,
Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack, Dominic McDowall, Sam Manley,
Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn, and Christopher Walz
Publisher:
Dominic McDowall
Warhammer Age of Sigmar: Soulbound Designed by
Emmet Byrne and Dominic McDowall
Special thanks to
Games Workshop
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the publishers.
Warhammer Age of Sigmar Roleplay: Soulbound © Copyright Games Workshop Limited 2021. Warhammer Age
of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop,
Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles,
locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop
Limited, variably registered around the world, and used under licence.
Last Updated: 15th February, 2021
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BACKGROUND
GUIDE
ANVILGARD CITY
2
CONTENTS
INTRODUCTION
INTRODUCTION
Introduction ................................................. 4
Using This Book........................................... 4
INTRODUCTION
ARCHETYPES
BACKGROUND
TALENTS & MIRACLES
I
BACKGROUND
BACKGROUND
INTRODUCTION
Background .................................................. 6
ARCHETYPES
The Binding Ritual ...................................... 7
The Ritual of Binding ............................. 7
ARCHETYPES
BACKGROUND
The Binding and You............................... 8
Short-Term Goals .................................. 12
Long-Term Goals .................................. 15
TALENTS & MIRACLES
II
TALENTS & MIRACLES
ARCHETYPES
SPELLS
Archetypes .................................................. 18
Archetype Format...................................... 19
SPELLS
Subfactions ............................................. 19
TALENTS & MIRACLES
Lumineth Realm-lords.............................. 20
Iliatha ..................................................... 22
EQUIPMENT
Syar ......................................................... 22
Ymetrica
EQUIPMENT
................................................. 23
SPELLS
Zaitrec .................................................... 23
Alarith Stoneguard ................................ 24
Alarith Stonemage ................................. 25
BETWEEN ADVENTURES
Scinari Cathallar ................................... 26
BETWEEN
....................................... 27
Vanari Warrior
ADVENTURES
EQUIPMENT
Free Peoples ................................................ 28
Anvilgard ................................................ 29
Brightspear ............................................ 29
APPENDICES
Hammerhal Aqsha ................................ 30
APPENDICES
Hammerhal Ghyra ............................... 30
BETWEEN ADVENTURES
Greywater Fastness................................ 31
Excelsis ................................................... 31
Lethis....................................................... 32
THE GREAT PARCH
Misthåvn ................................................. 32
THE GREAT PARCH
Settler’s Gain .......................................... 33
APPENDICES
Vindicarum ............................................ 33
Daughters of Khaine ................................. 34
RELIGION AND BELIEF
Hagg Nar ................................................ 35
Draichi Ganeth ...................................... 35
RELIGION AND BELIEF
The
THE GREAT PARCH
36
Kraith ..............................................
Khailebron .............................................. 36
Khelt Nar ................................................ 37
MAGIC
Har Kuron .............................................. 37
Khainite Shadowstalker ........................ 38
MAGIC
RELIGION AND BELIEF
THE GAMEMASTER
THE GAMEMASTER
MAGIC
BESTIARY
BESTIARY
THE GAMEMASTER
III
Fyreslayers .................................................. 39
Vostarg .................................................... 40
Greyfyrd.................................................. 40
Lofnir ...................................................... 41
Tangrim .................................................. 41
Ulrung..................................................... 42
Thungur .................................................. 42
Caengan .................................................. 43
Baeldrag .................................................. 43
Grimwrath Berzerker ............................ 44
Idoneth Deepkin ........................................ 45
Ionrach ................................................... 46
Dhom-hain ............................................. 46
Fuethán ................................................... 47
Mor’phann .............................................. 47
Nautilar ................................................... 48
Briomdar ................................................ 48
Isharann Soulrender ............................. 49
Kharadron Overlords ................................ 50
Barak-Nar ............................................... 51
Barak-Zilfin ............................................ 51
Barak-Zon .............................................. 52
Barak-Urbaz ........................................... 52
Barak-Mhornar...................................... 53
Barak-Thryng ......................................... 53
Aetheric Navigator ................................ 54
Stormcast Eternals ..................................... 55
The Reforging Process .......................... 55
Reforging in Play ................................... 56
Hammers of Sigmar .............................. 58
Hallowed Knights .................................. 58
Celestial Vindicators ............................. 59
Anvils of the Heldenhammer .............. 59
Knights Excelsior................................... 60
Celestial Warbringers............................ 60
Tempest Lords........................................ 61
Astral Templars...................................... 61
Knight-Zephyros ................................... 62
Sylvaneth..................................................... 63
Oakenbrow Glade.................................. 64
Gnarlroot Glade..................................... 64
Harvestboon Glade ............................... 65
Ironbark Glade....................................... 65
Winterleaf Glade.................................... 66
Dreadwood Glade ................................. 66
Heartwood Glade .................................. 67
Spite-Revenant ....................................... 68
Talents ......................................................... 69
Miracles....................................................... 83
ARCHETYPES
Universal Miracles................................. 83
SPELLS
Miracles of Alarielle .............................. 84
INTRODUCTION
Miracles of the Ethersea ....................... 84
Miracles of Grimnir .............................. 85
Miracles of Grungni .............................. 87
INTRODUCTION
TALENTS &
................................ 89
Miracles
EQUIPMENT
of Khaine
MIRACLES
Miracles of Sigmar................................. 90
BACKGROUND
INTRODUCTION
Miracles of Teclis ................................... 91
IV
V
Spells............................................................ 93
Common Spells ..................................... 94
ARCHETYPES
Amber Spells .......................................... 94
EQUIPMENT
APPENDICES
Amethyst Spells ..................................... 95
TALENTS & MIRACLES
Bright Spells ........................................... 96
ARCHETYPES
Celestial Spells ....................................... 97
Gold Spells.............................................. 98
TALENTS ADVENTURES
BETWEEN & MIRACLES
99
THE
..............................................
Grey Spells
GREAT PARCH
Jade Spells ............................................. 100
SPELLS
Light Spells ........................................... 101
TALENTS & MIRACLES
The Deeps Spells .................................. 102
High Peaks Spells................................. 103
SPELLS
BACKGROUND
SPELLS
BETWEEN ADVENTURES
ARCHETYPES
BACKGROUND
APPENDICES
RELIGION AND BELIEF
EQUIPMENT
SPELLS
Equipment
EQUIPMENT
................................................
THE GREAT PARCH
106
MAGIC
Weapons and Adventuring Gear ........... 107
Kharadron
EQUIPMENT
Equipment ............................ 110
BETWEEN ADVENTURES
VI
BETWEEN ADVENTURES
RELIGION AND BELIEF
THE GAMEMASTER
APPENDICES
BETWEEN ADVENTURES
Between Adventures................................ 112
Endeavours ............................................... 113
Allies and Contacts ................................. 123
APPENDICES
MAGIC
VII
BESTIARY
THE GREAT PARCH
APPENDICES
Loyal
THE GAMEMASTER
131
Companions ..................................
The Binding .............................................. 132
RELIGION AND BELIEF
Pregenerate Characters ........................... 133
THE GREAT PARCH
Index ......................................................... 143
THE GREAT PARCH
RELIGION AND BELIEF
BESTIARY
MAGIC
RELIGION AND BELIEF
MAGIC
THE GAMEMASTER
MAGIC
THE GAMEMASTER
BESTIARY
3
INTRODUCTION
1
Across the Mortal Realms, war rages on. Hordes
of daemons roam the wastelands, carving a
bloody swath through anyone they encounter.
The unquiet dead rise up from beneath the earth,
dragging the living screaming to their doom.
Wild bands of Orruks launch an endless assault
on the beleagured free cities, leaving nothing but
destruction in their wake. The forces of Order
are pushed to the very brink. They cry out for
champions to save them.
Champions of Order
is the first major rules
supplement for
Warhammer Age of Sigmar
Roleplay: Soulbound.
This book presents new
Archetypes for players to choose from, including
a new faction in the Lumineth Realm-lords; it
expands on each culture, introducing new
subfactions to help further define your character.
The book includes new player options, including
over a hundred new Talents, new Miracles for
the Gods of Order, dozens of new spells, and
a wide array of new Endeavours to undertake
during your heroes’ rare moments of respite.
Skills, Talents, and so on. The only difference
(aside from having a wealth of new material to
choose from) is that characters created using
this book have a Subfaction Bonus. This is an
additional trait characters get from being part of
a subfaction within their Archetype’s faction or
their culture.
If you are incorporating
Champions of Order
into an ongoing campaign, take some time to
discuss the options at the table and allow the
players to select their subfaction, which takes
effect immediately. Many of these bonuses can
give an extra edge to the characters on and
off the battlefield; GMs shouldn’t be afraid to
increase the challenge accordingly.
Some of these subfactions may represent a
military organisation, while others are less formal
and more about how your character views the
world, or represent where they are from. How
each faction divides itself is explained below.
LUMINETH REALM-LORDS
U
sing
T
his
B
ook
Champions of Order
can be used alongside
the
Soulbound
core rulebook and any future
supplement that provides additional player
options. You will make your character in the same
way that is outlined in
Chapter 2: Character
Creation
of
Soulbound,
choosing an Archetype,
4
The Lumineth are shaped by where they come
from and the teachings they have learned
throughout their lives. Each Lumineth is a
member of one of the Great Nations: Ymetrica,
Syar, Iliatha, and Zaitrec. See page 20 for more
information on the Lumineth Realm-Lords and
their Great Nations.
ANVILGARD CITY GUIDE
INTRODUCTION
1
2
FREE PEOPLES
The Free Peoples are a motley amalgamation of countless
different cultures and Species and define themselves
by which city they come from. See page 28 for more
information on the Free Peoples and their cities.
KHARADRON OVERLORDS
DAUGHTERS OF KHAINE
The devout Daughters of Khaine are each allied with a
temple. These temples are not necessarily a physical place,
but represent a set of beliefs in how best to worship the
Murder-God Khaine. See page 34 for more information
on the Daughters of Khaine and their temples.
The Kharadron hail from magnificent metropolises
known as sky-ports, which are held-aloft by massive
aether-endrins. Each sky-port has its own traditions and
beliefs, and each one often has a different interpretation of
the Kharadron Code. See page 50 for more information on
the Kharadron Overlords and their sky-ports.
STORMCAST ETERNALS
FYRESLAYERS
All Fyreslayers are descended from the original Vostarg
lodge but have shattered into countless smaller lodges
throughout the Mortal Realms. Each lodge is built on
a strict hierarchy, but all are singularly minded in their
service of Grimnir. See page 39 for more information on
the Fyreslayers and their lodges.
Each Stormcast Eternal is a member of a Stormhost — a
military body of fierce discipline and uncompromising
order. Each Stormhost is formed from like-minded
Stormcast Eternals, each with their view on how best to
enact the will of the God-King Sigmar. See page 55 for
more information on the Stormcast Eternals and their
Stormhosts.
SYLVANETH
IDONETH DEEPKIN
The mysterious Idoneth have fractured countless times
over their history, each founding a distinct nation known
as an enclave. The enclaves are heavily influenced by the
temperament of its citizens, who are in turn influenced
by the environment and realm in which they reside. See
page 45 for more information on the Idoneth Deepkin and
their enclaves.
The fey Sylvaneth form into natural groupings known as
glades. Each glade is composed of Forest Folk, Free Spirits,
and even some Outcasts, and has its own idiosyncrasies.
A glade’s behaviour and outlook is heavily influenced
by the natural world around them as they absorb the
best and worst traits of the realms. See page 63 for more
information on the Sylvaneth and their glades.
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