Difference between revisions of "Concord of the Eagle"
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Revision as of 15:01, 18 September 2021
Introduction
Lore
The story of the Concord of the Eagle begins on the western shores of Aarklash, when the men from Kel came ashore near Kel-An-Tiraidh. The ogmanan giants and the centaurs, worshippers of the earth goddess Danu and the solar god Lahn, greeted these strangers and offered them shelter, on one unique condition: that they worship Danu. The people of Kel, forced to exile by the manipulations of the gods of its homeland, categorically refused. A terrible war began, which ended only when the goddess Danu herself, unfaithful to her celestial husband, united with Cernunnos, then prince of Kel, and gave him three daughters. Centaurs, ogmanans and humans then formed one peaceful nation. Lahn gave in to jealousy and became the sinister Scatach, the Shadowy, and in turned charmed the impetuous prince. The fruit of their union was Agoth, the first formor, an extremely evil being. Cernunnos, caught off guard, fled to never be seen again. A handful of his followers left to find him, cursing the gods and their manipulations again. From that schism were born two cultures, still enemies to this day: the Sessairs, worshippers of Danu and Light, and the Drunes, worshippers of Cernunnos and Darkness. Soon, the races present on Aarklash before the coming of men witnessed the expansion of the Sessairs throughout the Avagddu plains and the first | massacres committed by the dark Drunes.
THE WARRIORS OF FHE BLACK MOUNTAIN
Only one race dared stand against the growing menace: the minotaurs. The minotaurs had, in immemorial times, been given a prophecy which announced the coming of the humans and the age of steel which was to follow. This prediction had been given to them by Thunder-eagle, the messenger from the Faathi which composed the trinity of Destiny. Alas, the struggle of the minotaurs was in vain. The bloody battles fought in the name of Destiny were not enough to contain the expansion of the humans. The minotaur archons, guardians of balance, then called upon the other races of Aarklash to join them in their hopeless mission... in vain. No one wanted to believe that the humans, split between Darkness and Light and so quick in destroying themselves, could prosper to the point of putting Destiny in danger. The minotaurs, decimated by years of fighting, admitted their defeat and spread across Aarklash. Most mingled with the Kelts, whose emblem they soon became. Others, under the cover of being mercenaries, gave themselves up to the whims of Destiny. The minotaur archons followed Thunder-eagle to the Black mountain, cradle of their race. There they invoked Abhardin, Asura and Nyris, oracles of the Faathi, and left for the Realm of Shenroth in a gigantic fortress floating through the air.
THE RETURN OF THE FAATHI
The centuries passed, witness to the unstoppable human expansion. The kelt tribes conquered Avagddu and gave birth to new nations bound to Light and Darkness: the Lions of Alahan, the Griffons of Akkylania, the Limbo of Acheron and the Alchemists of Dirz. The Paths of Destiny could do nothing against the humans and left their land on which empires and kingdoms were built. Everywhere, Light and Darkness imposed their rule. Many warlords of Destiny, inspired by the faithful, now remember the prophecy of the Eagle and agree that the wars of humanity have sown discord and started the Rag’narok. Elves, dwarves, ogres, orcs, trolls and Wolfen, along with centaurs and giants from the Horde of Murgan and a handful of goblins who have rebelled against the authority of their emperor, have gathered around the minotaurs. They have led them, in turn, to the Black mountain, north of Bran-O-Kor. There, on the Eagle’s plateau, they have fulfilled the ritual of Destiny and opened Shenroth’s portal, freeing the Thunder-eagle and the immortal army of the Faathi.
THE CONCORD OF THE EAGLE
The Concord of the Eagle regroups warriors of Destiny who intend to keep humanity from consuming Aarklash. These warriors are willing to do anything to restore the elemental balance. Their army comes from both Aarklash and Shenroth. Relations between these two communities are handled by the minotaurs, who have prospered on both sides of the portal of the Black mountain. The archons have good relations with their descendants born on Aarklash.
THE EAGLE OF AARKLASH
The warriors native to Aarklash have decided to put aside their differences in the name of a common cause. Some, like the dwarves or the Wolfen, come from races who were there before the coming of man. Others, like the orcs, have appeared as the ages went by. Yet others, like the centaurs and the ogmanan giants, have seen their culture absorbed or destroyed by human civilization and see in the Concord of the Eagle a way to avenge their ancestors. Under the tutoring of the archons and the oracles of the Faathi, the warriors of the Eagle have learned shen, the language of Shenroth, to communicate efficiently before and during the battle. The Concord is led by a war staff composed of Asthenas, a centaur knight raised following Dracynran traditions, Norrstrom, a mountain giant from Naél-Tarn, Khulrtin, rebel raik from the Sarkai tribe, and Gurath, the minotaur, Hurricane of the Black mountain. These warlords regularly meet with Velkanos, leader of the Horde of Murgan, but are never able to convince him to join them for good.
THE EAGLE OF SHENROTH
The army from Shenroth is much smaller, but just as varied as the one from Aarklash. It is composed of Immortals united under the authority of three beings of great power: the Thunder-eagle and his two oracles, Abhartin and Nyris. The minotaur archons form the personal guard of these princes from Shenroth and loyally serve the cause of the Faathi. Since the beginning of the Rag’narok, the balance of natural forces is in peril. As time went by, the army of Shenroth has rallied many elemental beings from ; conquered or devastated Realms. These past few years, their number has kept increasing. Shenroth is a suspended world made up of many small “isles” of various sizes floating in a sky of everchanging colors. The flying lands of Shenroth are linked to one another by elemental portals which look like vortexes. The army of the Faathi has always moved about Shenroth by use of Abharin ‘s flying fortress.
FIRST BATTLES
The flight of the Thunder-eagle has announced the Concord’s entrance into the war. The armies of the Faathi are already engaged in a great battle against the Possessed of the Abyss who infest the areas near Fom-Nur and the Red oak forest. Abhartin’s legion, flying over Bran-O-Kor, has annihilated many Akkylannian outposts and is heading to the south to give a hand to the Thunder riders against the Syharhalnian army.
THE FALLEN ORACLE
Centuries of fighting have not spared the army of Shenroth. It has lost one of its oracles, Asura, during a war in the dark Realm of Phobos. Left for dead on the battlefield, Asura lost his reason and the temptations of the power of Darkness submerged him. He returned to Aarklash when the archimage Kaïan Draghost opened the portal to Phobos. Asura then became Asura of Sarlath, Father of one of the dark houses of Acheron. The fallen oracle has sensed the presence of his brothers (and vice-versa) during the ritual of Destiny. The flying fortress of the house of Sarlath, recently torn from the ground of Acheron (see Cry Havok 06) will eventually cross paths with Abharûn’s. The resulting battle will be terrible !
Faction Overview
Overview of Akkyshan
Advantages
- Blah
Weaknesses
- Blah
Units
This army has some units. General overview of units. Yada yada.
Cry Havoc 10 additional units.
Playing the Concord of the Eagle
Characters
Something something.
Unit | Base Points | Type | Rank | Notes |
---|---|---|---|---|
Asthenas, Centaur Knight | 135 | Warrior | Eagle Elite Champion | |
Units from Cry Havoc 10 | ||||
Centaur Elite Character of the Eagle | 148 | Warrior | Eagle Elite Champion | Baal the Conqueror 2nd Inc Stats Only |
Dwarven Mage Character of the Eagle | 40 | Mage | Eagle Initiate Champion | Bal-Torg the Elder 1st Inc Stats Only |
Giant Elite Character of the Eagle | 95 | Warrior | Eagle Elite Champion | Bragh An Scâthar Stats Only |
Dwarf Regular Character of the Eagle | 48 | Warrior | Eagle Regular Champion | Brognir, Defender of the Plains Stats Only |
Dwarven Faithful Character of the Eagle | 31 | Faithful | Eagle Devout Champion | Elghir the Resolute Stats Only |
Goblin Mage Character of the Eagle | 25 | Mage | Eagle Initiate Champion | Gidzzit the Bell-Ringer 1st Inc Stats Only |
Dwarf Regular Character of the Eagle | 48 | Warrior | Eagle Regular Champion | Kahinir the Savage Stats Only |
Dwarven Mage Character of the Eagle | 70 | Mage | Eagle Adept Champion | Magnus the Mystical Stats Only |
Dwarven Elite Character of the Eagle | 113 | Warrior | Eagle Elite Champion | Pilzenbhir, Defender of the Plains 2nd Inc Stats Only |
Orc Regular Character of the Eagle | 66 | Warrior | Eagle Regular Champion | Rantakh Stats Only |
Goblin Faithful Character of the Eagle | 22 | Faithful | Eagle Devout Champion | Xherus the Visionary Stats Only |
Troops
Words about the troops.
Artifacts
Artifacts that came with blisters that are not reserved
Conf4 :
. Diamond of Shenroth Value: 1 The holder gains one Value 2 ritual.
. Thread of Destiny Value: 1 The holder gains one Value 2 communion.
. Feather of the Thunder Eagle Value: 1 The targeted unit gains the “Strategist” ability: the fi ghter’s Authority oppositions are resolved rolling one bonus die. The player keeps the best.
. Symbol of the Faathi Value: 1 The holder’s unit gains 5 extra faith points each round.
. Urn of the winds Value: 1 The mana cost of the holder’s rituals are reduced by 2 points.
Soul of the Faathi Value: 2 The use of this artifact is declared once per round when the holder’s unit is activated. Th e holder successfully calls a “Lightning bolt of Destiny” communion, even if his is not a faithful. No faith points are spent. Th e communion cannot be censured.
. Edict of the Eagle Value: 2 The holder gains the “Insensitive” ability: when a unit containing an Insensitive is targeted by a miracle, a spell, a communion or a ritual, the player chooses if it is aff ected or not.
. Favor of Destiny Value: 2 Any dice roll made by the holder can be re-rolled once more.
Miracles
Miracles that came with blisters that are not reserved
Conf4 :
. Alteration of Destiny Cult: Th e Faathi Aspect: Alteration Value: 1 Faith: 8 Difficulty: 5 Target: Unit Duration: Instantaneous Alteration of Destiny is called just after an enemy test. Successes are re-rolled once more.
. Eye of the oracle Cult: Th e Faathi Aspect: Alteration Value: 1 Faith: 4 Difficulty: 5 Target: Unit Duration: Round No target is necessary to call this communion. Th e player has a look at any card not yet activated in any activation sequence.
. Hand of the oracle Cult: Th e Faathi Aspect: Alteration Value: 1 Faith: 5 Difficulty: 5 Target: Special Duration: Instantaneous No target is necessary to call this communion. Th e player can place a card of his choice that has not yet been activated fi rst in his activation sequence.
. Vision of the possible Cult: Th e Faathi Aspect: Alteration Value: 1 Faith: 7 Difficulty: 5 Target: Unit Duration: Special During the next strategic phase, the targeted unit’s card is put in reserve in addition to the one the player is normally allowed.
. Favorable Destiny Cult: Th e Faathi Aspect: Alteration Value: 2 Faith: 7 Difficulty: 7 Target: Unit Duration: Instantaneous Favorable destiny is called just after one of the targeted unit’s tests. Failures are re-rolled once more.
. Unavoidable destiny Cult: Th e Faathi Aspect: Alteration Value: 3 Faith: 15 Difficulty: 9 Target: Unit Duration: Round Unavoidable destiny can only be called on a unit that has already been activated. Th e targeted unit is activated again after the caller’s unit. It will not benefi t from the charge bonus.
Spells
Spells that came with blisters that are not reserved
Conf4 :
. Racing winds Path: Way of the winds Element: Air Value: 1 Mana: 5 Difficulty: 5 Target: Unit Duration: Round The targeted unit gains the “Leap” ability: when he moves the fighter ignores obstacles and miniatures less than 10 cm tall.
. Tornado Path: Way of the winds Element: Air Value: 1 Mana: 5 Difficulty: 5 Target: Unit Duration: Round Th e player puts a spare card face down on the battlefi eld somewhere the magician can see. It cannot be placed on a unit. Th is card represents a tornado. It cannot be crossed in any way and it blocks lines of sight.
. Head winds Path: Way of the winds Element: Air Value: 1 Mana: 10 Difficulty: 5 Target: Unit Duration: Round The targeted unit’s Movement is halved (rounded up).
. Wind spirit Path: Way of the winds Element: Air Value: 2 Mana: 10 Difficulty: 7 Target: Company Duration: Special During the next Authority opposition, the result of the test of the targeted company will automatically be 5.
. Wind of Shenroth Path: Way of the winds Element: Air Value: 2 Mana: 5 Difficulty: 5 Target: Unit Duration: Instantaneous One of the targeted unit’s Immortals, except an Immortal Incarnate eliminated by another Incarnate, is brought back into the game and in formation.
. Protecting winds Path: Way of the winds Element: Air Value: 2 Mana: 10 Difficulty: 7 Target: Battlefield Duration: Round No line of sight can be drawn beyond twenty centimeters.
. Orders of the Faathi Path: Way of the winds Element: Air Value: 3 Mana: 10 Difficulty: 9 Target: Company Duration: Round The whole company can earn and spend Elixir points (except to resurrect).
. Immortal winds of Shenroth Path: Way of the winds Element: Air Value: 3 Mana: 20 Difficulty: 9 Target: Special Duration: Instantaneous The caster summons a unit of three warriors of the Faathi. It includes no special fighters.
Experience Cards
Experience cards that came with blisters for Confrontation 2nd edition
Scenario Cards
Campaigns and adventures that came with blisters for Confrontation 2nd edition
Trivia
- Interesting note about X