Archive for July, 2011

Burning Sands ~ Mausoleum of the Red Sun

July 24, 2011 1 comment

Buried in the southern desert beyond Zandri lays what was once a Nehekharan temple dedicated to the sun god. In the wars with Nagash humanity faced its defeat at the unstoppable tide of the undead, and the land withered into a scorched shell of its former life. The bygone era of the weak mortal body was memorialized in a twisted fate which turned this temple, which once commemorated a bountiful life, into a crypt which interred the last resistance to the inevitable dominion of death. And so the ancient Nehekharan temple was rechristened at the hands of death itself as the Mausoleum of the Red Sun, a name meant to indicate that the sun no longer provided life in these lands, but instead took it.

Now, in the Age of Reckoning when the realm of the living dares to disturb the Land of the Dead this ancient temple complex once again plays a role in the struggle for survival. As both realms attempt to push the bounds of exploration beyond Zandri they will come to blows in the Mausoleum of the Red Sun. In this lethal scenario players will have to tread carefully around the trap-ridden complex as they attempt to add their enemies to the permanent list of residents of the Mausoleum of the Red Sun.

Categories: 1.6.x Tags: ,

Burning Sands

July 23, 2011 Leave a comment

Sent into the desert wilderness of the Land of the Dead, an elven expedition found the source of Teclis’s visions. They returned to Altdorf to report their findings to the War Council and the news was received with great hope. At last, a way deeper into to desert, a way to explore the heart of Nehekhara. A glimmer of hope emerged for the forces of Order, but their joys were to be short-lived. A Dark Elf Shade who had penetrated the Emperor’s Palace in Altdorf quickly caught wind of the elven discovery and reported it back to his superiors. The information created a wildfire among the leadership of the two factions, both aware of the implications if their enemy reached the heart of the desert first. A massive expedition was underway to Zandri and beyond, but which realm would muster the supplies first? Read more…

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Burning Sands Teaser

July 22, 2011 Leave a comment

“Tell me again Rynellier why we are wandering through this forsaken desert while Ulthuan is under siege,” the figure in the front yelled over the roaring winds.

“The Nehekharans were among the first men to inhabit the world. It is believed that the Old Ones may have helped this first among civilizations of men and left them with powerful artifacts to combat the forces of Chaos. The Asur are stretched thin defending our allies in the Old World and on Ulthuan; any artifact we could find to strengthen the position of our allies in the Old World will allow Finubar to send more of our kin back to Ulthuan,” the Archmage replied.

“Were not the artifacts of Zandri enough?” the figure in the front yelled back.

“Zandri is nothing Shadow Warrior. More powerful winds stir at the center of the realm of the Tomb Kings,” the Swordmaster commented.

“So eloquently put Ledreal… What he means Firbael is that Zandri as the farthest north of the necropolises is most likely to have been pillaged long ago. The high lich priests would have been more prone to safeguarding their most prized possessions in the heart of the desert, away from the reaches of invaders,” Rynellier yelled over the roaring wind.

“At least here Shadow Warrior your chances of having a witch elf stab you in the back are far lower,” the Swordmaster said with a rare smile which the Shadow Warrior had no way of seeing in the blistering wind.

“You mind your own concerns Ledreal and I shall mind mine,” Firbael replied as he stopped atop the crest of a dune.

Catching up to the Shadow Warrior at the front, the Swordmaster put his hand on his friend’s shoulder and said, “You are my concern.”

Rynellier caught up to the two, “Why do you stop Firbael?”

With a fierce sandstorm raging around the three, visibility was very low. It was not enough that they had to bear the burning heat, they also had to withstand the stinging sand as it blasted across their bodies. The Shadow Warrior spit sand out of his mouth, raised is mask back over his face and pointed to the south west. The two others followed his finger and stared blankly into the sandstorm.

“An oasis Rynellier,” Firbael stated.

“There is nothing there. Surely a mirage,” Ledreal said.

The Shadow Warrior turned to face his companions in the eyes, “An oasis. What we came to find.”

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Bloodflayer – Khorne Healer

July 21, 2011 3 comments

“Blood for the Blood God! Yes my lowly minions, blood! Kill the weak! Kill those who are unworthy to have Khorne feed on their blood! Their blood is unworthy of Khorne but suitable for your sustenance. Let the blood flow and drink of it. Drink of the blood and grow closer to Khorne! I am the scythe that reaps the blood-harvest. Walk in my shadow and consume the blood that will feed Khorne’s army. Where I go blood will soak the land and from this blood will rise a crimson dawn to honor the Blood God!” Vordred Bloodhand, Disciple of Khorne


Archtype – Healer

Armor – Medium Robe

Weapon – Great-Flail

Mechanic – Khorne’s Blood

  • You have a pool of 0-100 Blood of the Fallen which is harvested through certain abilities. You may use this secondary pool of points to enhance the performance of an ally temporarily, but they must be above 20% health.

Mastery Trees

  • The Sanguinary – A mastery path focusing on attacks that heal your allies by drenching them with the blood of your enemies.
  • The Gory – A mastery path focusing on attacks which damage your enemies and harvest Blood of the Fallen.
  • The Hematic – A mastery path focusing on infusing your allies with the charged Blood of Khorne.  Read more…
Categories: KvK Tags: ,

Priest of Ursun – Kislev Healer

July 20, 2011 3 comments

“There are men in Kislev who devote their lives in devotion to Ursun and the land. These men spend much of their lives wandering the wilderness of Kislev in an attempt to deepen their faith and understanding of the ways of Ursun. It is in this time in the wild that the Priests of Ursun develop a close bond the divine ways of Ursun and the martial skills that allow them to survive on their own in the harsh wild. Having acquired a deep understanding of the beasts of the wild, the Priests of Ursun are blessed by Ursun to a degree where they can harness the powers of the wild. Once a Priest of Ursun feels he has established a solid conduit with Ursun and the land, they return to the villages to preach the ways of Ursun to the people. No men have a deeper understanding of the wild.” Kislevite Village Lore

Priest of Ursun

Archtype – Healer

Armor – Medium Robe

Weapon – Axes, Dual Wield

Mechanic – Ursun Might

  • You have a pool of 0-100 Bestial Prowess which is acquired through certain abilities. You may use this secondary pool of points to enhance the performance of an ally temporarily, but they must be above 20% health.

Mastery Trees

  • Ursun Hide – A mastery path focusing on attacks which heal your allies and group members.
  • Ursun Jaw – A mastery path focusing on attacks which damage your enemies and harvest Bestial Prowess.
  • Ursun Claw – A mastery path focusing on attacks which buff your allies. Read more…
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Faith and Blood

July 19, 2011 Leave a comment

The Might of Ursun by Gregorius Volff of Erengrad


Norsca, a harsh land resting in the shadow of Chaos. The influence of southern gods like Sigmar and Ursun do not penetrate deep into this harsh land. No, this rugged land and its forsaken people are left to the whims of the Chaos gods. When Khorne was drawn into the greater struggle of the forces of Destruction against the forces of Order he sought to enlarge his army at the expense of the Norscan tribes. The Griffon Order quickly pushed into Norsca to aid their Kislev allies against the new threat in the north, but a strong counter offensive could not be established in a region so heavily dominated by the forces of Chaos. Any efforts to stop Khorne’s advance were met with bloodshed, and such events only served to drive the Blood God further. 

A firmer resolve was needed to counter the influences of Chaos in the untamed realms of Norsca. Called from the wilderness of the lands surrounding Kislev were the pious men devoted to the Kislevite god Ursun, the Priests of Ursun. The Priests of Ursun spend much of their lives living in the wilderness to grow in closer union with Ursun. Perhaps these men of the wild and the bear-god are the link between humanity and the peoples of Norsca, who love on the edge of humanity. Born of an equally zealous constitution are the Bloodflayers of Khorne, bloody fanatics who spill blood in the name of Khorne and tell their disciples to ‘feed off of the weak.’ In the harsh lands of Norsca the Priests of Ursun and the Bloodflayers meet in an attempt to claim the souls of Norsca for their own.

The realm which gathered the most Organs during the Norscan Fate Live Event wins 3 weeks early access to the two new classes, the losing realm gets 10 days early access. Destruction players who soaked Norsca with blood and earned the Elite Reward from the Norscan Fate Live Event, the Crude Flaying Implement, can create a Bloodflayer up to three weeks earlier than their weaker allies. Order players who displayed the determination to preserve civilization and earned the Elite Reward from the Norscan Fate Live Event, the Blood-Hammer of Ursun, can create a Priest of Ursun up to three weeks earlier than their less committed allies. As Khorne’s army grows, can the pious men of Kislev slow the blood-tide?

Categories: 1.6.x, KvK Tags:

Norscan Fate Guide

July 18, 2011 Leave a comment

v1.6.2a consists of the Norscan Fate Live Event. The Live Event has 10 tasks for both realms. This Live Event ushers in new content, early access to this new content is determined by the winning realm in a ‘realm-pool competition’. Players individually contribute to a realm-pool, but the victor is determined by the success of the whole realm. However, the only players who can partake in the early-access of the content are players who have obtained the Elite Reward. Members of the winning realm who obtained the Elite Reward have 3 weeks early access, and members of the losing realm who obtained the Elite Reward have 10 days early access. Read more…

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