PRINCE QUINTAINE IRONTALON (135 points)
+75 Greywing
+50 Chrysthorn
Light and quick on his feet, some say that Prince Quintaine is descended from elven stock. With fair hair and gregarious nature, the youngest prince to rule Fell Keep is sought after by noblewomen both near and far. The Family Quintaine inhabits perhaps the oldest keep in the borderlands, Fell Keep. For many generations, the Quintaine family has had a very close relationship with the lands and animals around them. Their love of nature is short only of that of the Wood Elves, who have been known to travel to Fell Keep to see their garden, unsurpassed for its beauty in the human realms.
Like most noble families in the borderlands, Fell Keep was founded on the fame and fortune of an adventurer. As a tradition founded on the glories of adventures, the sons and daughters of the Prince of Fell Keep have gone on their own adventures when reaching the age of maturity. While many have not returned from these escapades, it has strengthened and enriched those who survived the trials. Over the years, the children have amassed a (relatively) large collection of magic items, largely found from the ransacking of ancient dwarfen cities, abandoned elf villages, and other "lost" places. Because of this, a plethora of weapons are generally available for the Prince to take into battle, and the prince may choose 1 item for -10 points of the magic item's point cost. Usually the prince will bring a good hand-to-hand weapon.
Profile M WS BS S T W I A LD
Quintaine Irontalon 5 6 6 4 4 3 7 4 10
Greywing 2 7 0 6 4 3 6 3 9
Weapons/Armor: Prince Quintaine wears light armor and carries a shield. He bears a sword (which he will often exhange for one of the many magic swords in his collection), and his longbow Chrysthorn.
May Ride: Quintaine has been known to ride a well-trained warhorse into battle as often as not. During times of crisis, however, he will often be found mounted on Greywing, the great eagle King.
Magic Items: The prince is a Lord level character and may bring 3 magic items. If he brings any, one will always be Chrysthorn.
Special Rules:
Move Through Woods: Perhaps because of his natural agility, or perhaps because of his daily communions with nature, or perhaps because there is wood elf blood in his veins, Quintaine can move through the woods with no movement penalty.
Chrysthron (50 points)
Chrysthorn is a huge longbow, taller than most men, passed down through the years from father to son, always held by the Prince of Fell Keep. The color of a fresh sapling , the longbow has strength surpassing that of mithril. The longbow is bound with great magics, and believed to be of ancient High Elf make. All arrows fired from the longbow cause D3 S4 hits.
PRINCE TRENTOR THAINSON (87 points)
+75 Thainson Rune Armour
+25 Horn of Shortstone Keep
Prince Trentor Thainson maintains Keep Shortstone, a large settlement and imposing series of watch towers, near the Dwarfen city of Barak-Var. Prince Trentor's great-great-great-great-grandfather first founded Shortstone, having fallen in love with Dwarfen runemaking. Though his father struggled throughout his life to learn the skills required to make even the simplest Dwarf runes, he never succeeded.
At that time, his army provided the only safe passage for Dwarfs travelling from Barak-Var to Black Fire Pass and the great Dwarf cities beyond. In honor of his assistance in maintaining trade and communication with the Dwarfen empire, and because of his deep respect for Dwarfen culture, the Dwarfen runesmiths created a man-sized suit of heavy armor as a gift for him, and gave him the honorific Thainson. Since that time, the name and the armor have been handed down from generation to generation as a prized heirloom of their long-lasting peace with Barak-Var.
Profile M WS BS S T W I A LD
Trentor Thainson 4 6 5 4 4 3 4 3 10
Trant 8 3 0 3 3 1 3 1 5
Weapons/Armor: Trentor bears a huge 2-handed hammer, and wears his Rune Armor.
May Ride: Trant, his barded warhorse, for +11 points.
Magic Items: Thainson Rune Armor: Heavy Armor with a Rune of Stone and a Master Rune of Adamant. The armor is infused with some of the natural resistance to magic of the dwarfs. Spells directed directly at Prince Thainson (not at a unit he may be attached to) will be automatically dispelled on a d6 roll of 6.
Horn of Shortstone Keep (25 points)
When blown, the Horn releases a spell which allows any one routed unit within 24" to attempt to rally, against the bearer's leadership. The horn may be blown only once per turn.
FRILLIG THINSPINE (70 points)
+100 Wormblades
+50 Cloak of Shadows
At best, Frillig Thinspine is a rube. At worst he's a disaster. Frillig walks in that shadow area between life and death. Death pursues him, like a rabid Blood Hound, but for some reason or another life keeps pulling him back from the brink. Some say he is the luckiest man alive - others say he is the unluckiest. If you ask Frillig, he'll just start babbling about curses and stare at the corners of the room, than wander away, gibbering madly to himself.
To say that Frillig is nervous is to say that a dwarf slayer on too much Cafe is high-strung. Frillig is afraid of just about everything, and has been known to jump and run at the sight of his own shadow. Literally. He fears his foes. He fears his friends. He fears spiders, the outdoors, the indoors, the dark, the light, and just about everything else.
And, unfortunately, the few people who can get past these fears to become his friend usually die. While he is often saved in the most miraculous manner, his acquaintances and friends seem to drop dead around him like flies. Because of this, little is known of his past or personal history. It is common knowledge, however, that he is the only man to have entered the tunnels below the Vault at Naggrund-Dum. At the time, he was a handsome young hero, wandering with a party of adventurers in search of his fortune. He returned many months later, wearing his Cloak of Shadows and bearing the Wormblades, a nervous wreck. Sometime during his journey, his hair had turned (or been changed?) to gray. Lines now crease the once handsome face, and his eyes stare at the world around him, as if he hasn't slept in many years. Perhaps he hasn't since he escaped the Vault.
What befell Frillig and his party is not known, and Frillig will not speak on it.
Profile M WS BS S T W I A LD
Frillig Thinspine 4 6 5 3 3 3 5 3 6
Weapons/Armor: Frillig always bears his Wormblades - he's convinced they're the only reason he's survived so long. He wears light armor and Frilligs Cloak of Shadows.
May Ride: Frillig may ride a horse or a warhorse for +3 points. He will not ride a monster - they're scary!
Special Rules:
Panic Attack: If Frillig fails a leadership test, roll a d6. On a 1, 2, or 3, Frillig will flee as usual. On a 4, 5, or 6, however, he will close his eyes, spin his arms, and attack anything that comes within range. During this "panic," Frillig's attacks are doubled, and his WS is reduced by 1 (note that this has no effect if he carries his Wormblades.) In addition, his panic, which spins him in first one direction and then another, means he suffers no penalties against flank or rear attacks, and he can attack any model on his flank or rear quarters. Any model who comes in base contact with him will be attacked, friend or foe. Demoralization: If Thinspine is given a unit to lead, as usual they will test at his leadership level. Notice that, for most men, this means they will test at -1 to their LD (a 6). In addition, any unit within 6" will suffer a -1 modifier on all LD tests.
Damn Fool Luck: Frillig is luck. Extraordinarily lucky. Unfortunately, no one else near him ever is. For any hit scored against him, magical or otherwise, roll a d6. On a 4, 5, or 6, the attack is evaded. However, the attack results are not discarded - instead, allocate them to any model within 6 inches (opponent's choice, but must always be rank-and-file before characters).
Wormblades (100 points)
The Wormblades are a pair of serated swords, slightly shorter than normal blades, made specifically for 2-handed fighting. Because the blades have an "intelligence" all their own, the wielder of the Wormblades always attack at WS 6, and gains one additional attack as if fighting with 2 hand weapons.
Cloak of Shadows (50 points)
The Frilligs Cloak allows Frillig to blend into his background. If he does not move in his movement phase, he is invisible: he may not move or attack. No attacks, magical or otherwise, may be made against him. In fact, with his uncanny luck, it is impossible for him to be harmed in any way when he remains motionless. The cloak not only blends him into the ground, but hides him in small nooks and crannies that somehow always seem to be enough to prevent a tank from rolling over him, or for the fireball to roll by.
MADAME KLAWSKI...................................190 pts
Deck of Fortune........................ 75 pts
Crystal Ball............................... 50 pts
Madame Klawski is a gypsy fortune teller often seen with Border Armies.
Profile M WS BS S T W I A Ld
Madame Klawski 4 3 3 4 4 3 5 2 7
Equipment: Any weapons may be chosen from the weapon list for the appropriate points cost. She wears no armour and carries no shield.
Save: None.
Options: Madame Klawski always carries the Deck of Fortune and the Crystal Ball. She may have one other magic item chosen from Warhammer Magic cards.
Magic Spells: She may cast up to three spells drawn from the Battle Magic deck.
Special Rules:
Immune to Psycology: Madame Klawski is immune to Psychology.
Crystal Ball ..................................... 50 points
The Crystal Ball allows Gypy Fortune Tellers to divine the way the Winds of Magic will blow. During each Magic Phase roll a D6. On a 4+, The Fortune may look at the opponent's hand of Winds of Magic cards.
Gypsy Fortune Tellers Only
Deck of Fortune .............................. 75 points
The Deck of Fortune allows a Gypsy Fortune Teller to search the Winds of Magic to interpret their fate. Each Magic Phase they may draw D6 Magic Cards in addition to the cards she is normally dealt. She may then choose from this hand the number of cards she is allowed that Magic Phase. All other cards are returned to the Winds of Magic Deck.
Gypsy Fortune Tellers Only
Prince Waldemar III of the Dual Princedom of Waldovia-Molachia
Waldemar III, Prince of Waldavia and Molachia, is a person who produces an unanimous opinion among all those of whom he disapproves: They are scared shitless of him.
He led an interesting life before ascending to his fathers' throne. Due to upheaval, he fled as a young Noble and took refuge in the Empire, becoming a Free Lance and Templar for brief periods and finally ended up as the protege of a feared Witch Hunter, Boris Shelepin of Kislev.
Several years of this terrible apprenticeship honed young Waldemar to a fine edge, and when his master retired and gave him the Jewel of Truth, he felt it was time to go home. Penetrating into the Princedom of Waldovia without being recognized, he gathered his forces and struck by surprise, ambushing his enemies at a celebration by posing as guests.
Once on the throne, Waldemar turned his attention to eliminating the crime and banditry that made people reluctant to visit his Princedoms. When he was done, after several yers, he had things under complete control, and bandits and thieves were all but extinct. Before his reign, the saying was "In Waldovia the thieves would steal the shit from under a squatting dog; in Molachia they are not so inhibited!" Nowadays, as a boast of his accomplishment, he has had gold cups put out for common use at village wells, knowing that nobody would dare to take them.
In his campaigns, he has been aided by the Jewel of Truth that his master left him. Put simply, the wearer of this rare article KNOWS for sure whether anybody speaking to him is lying; it has also been called the Friend of Beauty, for its obvious use by beautiful, rich women to weed out fortune hunters. The only way to fool the jewel is to believe what you are saying; in one famous case, a madman claiming to be Magnus the Pious was questioned by the then wearer, and the Jewel reported that he was telling the truth!
Today, nobody who is confident in his case is afraid to go to the Prince for justice, while those who are trying to pull fast ones are very reluctant. As befits a former Witch Hunter, his justice is very short, sharp and severe. He has made merchants who expressed fear of thieves in his presence leave their goods overnight in the poorest streets of Brasov of Tirgoviste, to see the expressions on their faces in the morning when nothing was missing!
Profile M WS BS S T W I A LD
Waldemar 4 6 6 5 5 3 6 4 9
Equipment: Carries a sword and shild and wears heavy armour.
May Ride: May ride a barded Warhorse (+7 points)
Magic Items: May carry upto three magic items. One of these must be the Jewel of Truth.
Countess Erszebete Cjesthe
Countess Erszebete Cjesthe, chatelaine and owner of Cjesthe Castle, is one of the most important nobles in Dolgany. Her castle, perched on a forbidding crag, overlooks Cjesthe Pass, one of the best routes into Transmontania from Dolgany. She is a cousin of King Stefan II of Dolgany, and is related to many nobles on both sides of the current Dolganian/Transmontanian border.
However, despite undeniable beauty and charm, she is one of the least-liked, most feared nobles in the entire Border Princes' area. Her castle couldn't have a worse reputation if it were the Palace of Nurgle, and its commanding position over Cjesthe Pass means that anybody with sense takes one of the lesser-known, rougher passes into or out of Transmontania. Even the other Dolganian nobles, although they are infamously harsh masters and mistresses of their own holdings, regard Erszebete with loathing.
She has always had evil rumors surrounding her. She has married three times, to Dolganian and Waldovian nobles. Her first husband died, ostensibly of a fever; the rumor was that he was poisoned. Her second husband died after an illness, in which she put it about that he had injured himself in a fit of madness. Under interrogation by her late second husband's relatives, a captured servitor deponed that Erszebete had had him tortured and smothered, and concocted the story of madness to explain the marks on the body. Husband number three disappeared---and a room in Cjesthe Castle was reported to have been locked forever. One of Erszebete's favorite pastimes as a younger noblewoman was to ride through her county at night, in disguise; anybody whose conduct, face or whatever displeased her she would whip to within an inch of his or her life.
Lately, though, rumors have gotten much worse. Noble families who sent their daughters to Cjesthe Castle to learn the arts of being a fine noblewoman from this well-connected, beautiful widow compared notes, and the mortality rate from "deadly fevers," "falls from the battlements," and "riding accidents" was out of all expectations. The peasants have long complained of disappearances from the area around the castle, and have reported finding exsanguinated corpses in the woods. Several mass graves have also been reported to be unearthed by accident, to be hurriedly filled in when the countess' men came on the scene. Other disappearances have included itenerant peddlers, merchants' guards and servants, and even some well-armed adventurers.
The reason for this is very simple: In an eternal quest for youth and beauty, coupled with a taste for cruelty to her underlings, Countess Erszebete noticed one day that the blood of others, applied to her skin, made her seem more youthful. At first, Erszebete confined her activities to non-fatal bleeding of servants and offenders, but soon her boldness grew and grew. Finally, it even encompassed the hapless noble girls in her care, who found themselves naked in her dungeons, tortured and bled for Madame's amusement and "beauty treatments." When one of these girls managed to escape by seducing a guard, clubbing him while he slept, and walking out in his clothes, the hysterical reports of her peasants were confirmed in a way that even teh Dolganian aristocracy could not easily ignore.
Unfortunately, Castle Cjesthe's position on the Dolganian border with the Waldovia-Molachian province of Transmontania makes proceeding against Erszebete very difficult. Not only is Cjesthe Castle almost impregnable in itself, but any massing of Dolganian forces in the area would be taken by Waldemar of Waldovia-Molachia as a signal of an impending invasion. Also, despite being Dolganian herself, Erszebete would not hesitate to ask for Waldovia-Molachian help in the event of a siege, since she is fully aware of the strategic value of her castle. These days, she never leaves her castle for any reason, because her dependence on her "beauty treatments" has increased markedly, and rumour has it that she has begun to change. Confident in her impregnable position, Erszebete has also taken to openly worshipping Chaos, and has even financed an expedition to the ruined Castle Drachenfels, hoping to find any of Drachenfels' books or magic items that might help her. She has become quite an admirer of Constant Drachenfels because of his long life and utter defiance of what others wanted him to do, and has even sworn to bring his killers to "justice."
Stefan of Dolgany is currently in the middle of negotiations with Waldemar of Waldovia-Molachia, to mount a joint expedition against his evil cousin. Waldemar is extremely interested, partly because many of the peasants Erszabete has had kidnapped came from his side of the border, and partly because as long as Cjesthe Castle has such a well-deserved evi reputation, trade with the outside world will be severely restricted. Other reasons for him to want to put down Countess Erszebete include the fact that many of "her own" peasants are Tilremian speakers, and he considers himself the rightful protector of all Tilremian speakers everywhere; and last but never least, one of her ill-fated husbands was a cousin of his.
Profile M WS BS S T W I A LD
Erszebete 8 4 4 3 3 3 6 4 9
Equipment: Erszebete rides a horse, she carries a sword and whip (additional hand weapon).
Magic Items: May carry upto two magic items.
Magic Spells: May have three spells from the Dark Magic Deck.
Special Rules:
Worshipper of Chaos: Erszebete is a worshiper of Chaos an army led by her may play Chaos Gifts and take Chaos only magic items.
Transfixing Glare: Erszebete is a Vampire and thus has a Transfixing Glare. At the start of the hand-to-hand combat phase the Vampire may attempt to transfix the modle he is fighting. The modle must pass a Ld test to avoid the Vampires glare. If he fails he becomes transfixed, they are unable to fight and any blows struck aginst it by the Vampire will automatically hit.