Kings of War 2nd Edition,What’s next?
10/07/ · The PDF download above is free (and always will be) but that doesn't mean your Kings of War experience stops there. In August the main 2nd Edition Rulebook will launch Kings of War 2nd Edition Rulebook () Click the start the download. DOWNLOAD PDF. Report this file. Description Reglamento de segunda edicion de KoW Account Kings of War 2nd Edition is a hardback rulebook that contains the complete Kings of War history and rules. It features: Rules written by Alessio Cavatore (Warhammer 40,, Bolt Kings of War: Ratkin now available for Free Download! 7th Aug Rob Burman Kings of War 2nd Edition includes eleven Force Lists for the major factions of Mantica – but there are Kings of War 2nd Edition includes eleven Force Lists for the major factions of Mantica – but there are many more minor races that go to war besides. Kings of War: Uncharted Empires ... read more
In time, he had all he needed, and he commenced construction of the mirror. It is said the sky split with terrible thunders the day he silvered the glass, and that the sea flooded inland many leagues when he set it in its frame. It was as if the cosmos sought to warn the mage against trifling with such forces. He paid it no attention. Finally, he was finished. If creating the mirror was a task worthy of a god, it was nothing compared to actually getting Elinathora to look into it. Somehow, he did. Where wit, charm and gifts failed, he pestered her until she acquiesced. And when she did, what things she saw! She saw her future side by side with Calisor Fenulian, a life full of adventure and love. She saw many fine deeds and finer children, she saw a husband devoted to her like no man could be. She saw her life lengthened by her proximity to him, and when old age finally did come upon her, it was a glorious, golden twilight, lived out in a splendid castle with a garden of breathtaking complexity, where she was loved and adored by Men, Dwarves and Elves.
Calisor was lost. Too late, he saw the golden bird, singing on a branch in the impossible garden framed by the mirror. His attempts to bring the woman away only made her more intent on watching, and she did not like what she saw. She saw her own demise, and her corpse rotting in a marble tomb as Calisor grieved outside. She watched as Calisor took lover after lover, trying to drown out her memory and going near mad in the process. She saw the dual natures of her children at war inside them. She saw how one of their 11 She saw Calisor die in shame at what he had wrought. Elinathora stepped back from the mirror, shaking her head. Calisor, distraught, tried to assuage her fears, to no avail. Elinathora, terrified of what might come to pass, smashed the mirror. Those Celestians that did not perish were split in twain. Two aspects were birthed by every one, separate entities born of a god, and yet both limited, vengeful, and petty; both lesser than the Celestian they had once been.
These aspects, though once part of a greater whole, were antithetical to one another, and immediately strife followed as they set upon one another. War followed the split, then war upon war upon war. Countless cities were toppled as the ground heaved at the birth of new gods, and the skies darkened with great storms. Flaming comets fell from the stars; seas boiled; magic ran wild. Members of all the Noble races were tempted to the evil side, and brother fought brother as madness gripped the world. Many half-gods of both sides were slain, and many powerful magical artefacts used in those ancient conflicts litter some of those forgotten places to this day, the greatest and most pernicious of these abodes being the Abyss, home of all that is evil.
Many among the wise believe that Oskan manipulated Calisor to create the mirror, knowing it would be destroyed, setting in chain a series of events that he, under Celestian law, could not begin. It is suspected that he coveted power, or that he sought revenge for some slight by his fellow deities. Some maintain that Oskan had tired of immortality, and wanted to feel the same passion coursing through his veins that the mortal races felt. Others still maintain that Oskan was unlike the other Celestians — that his dark nature had always lurked beneath the surface, waiting for an opportunity to break loose. In any case, his better half was swiftly trapped and destroyed, and the evil aspect, still calling itself Oskan, became the most bloodthirsty and deadly of all the strange new gods — called by his foes the Father of Lies. Countless thousands were slain as the God Wars raged for centuries. Kingdoms fell and were laid waste, and with them much knowledge was lost.
The evil gods, known as The Wicked Ones, created many foul beings to do their bidding — the ranks of these beasts swelled, and monstrous legions marched upon the lands of Men, Elves and Dwarfs. Only when Domivar the Unyielding, the son of Mescator, God of Justice, and the human woman Laria, High Consul of Primovantor, fought with Oskan were the wars brought to a close. As armies a hundred thousand strong fought upon the ground, Domivar embraced his destiny and took the divine form of his father, soaring into the sky on powerful wings. There, amid sorcerous lightning and roiling black cloud he clashed with Oskan, Father of Lies. Oskan had become mighty indeed, feeding upon all the evil he had unleashed 12 A World At WAr upon the world, and his form had become monstrous and incredibly strong. Domivar struck the ground with it, tearing a great rent in the earth. Into this Abyss he cast the majority of the evil gods, imprisoning them there. wisdom with former allies. The Dwarfs never trusted the Elves again, saying it was Elvish pride and sentiment that had doomed the world.
The Primovantians were diminished by the conflict, some of the nobility of their spirit gone, and barbarities that had previously been unknown in their lands became commonplace. And yet cities were rebuilt, and civilisation made the slow crawl back to its previous heights. With the essence of his Celestian father leaving him, Domivar returned to his mortal form and fell from the sky. His body was found, broken and scarred, on the edge of the precipice, next to the hellish pit he had created. Wars were frequent, as Orcs and Abyssals and other foul things plagued the land.
More and more often Orcs came marauding from the north as the world cooled. The great Mammoth Steppes expanded in range, and land previously suitable to cultivation became uninhabitable. tHe tiMe oF iCe For thousands of years, a semblance of what went before returned, although far lesser in degree, for much had been lost, and Mantica was now home to many wicked things that before had not existed, while the threat of the Abyss was ever-present. The seas withdrew as they were taken up into the ice and the lands by their shores became poisoned by windblown salt, multitudes starving.
Soon, the ice covered great tracts of Mantica, including the grand plains of Ardovikia, home to much of the latter-day glory of Primovantor, and the republic was slowly brought to its knees. The ties between the three Noble Peoples weakened. The Elves became aloof and guarded, no longer willing to share their The last great war took place almost a thousand years ago. The cooling of the world was far from natural, and eventually the 13 A World At WAr Elven seers discerned that the goddess known simply as Winter was behind the chilling of Mantica.
Discovered, Winter fully unleashed her magic, and glaciers advanced like armies upon the civilised realms, strange creatures marching before them. Men, Dwarfs and Elves stood shoulder to shoulder once more against the threat of the Wicked Ones. This time there was only one divine enemy, but all three peoples were far weaker than they once had been, and the aid of the Shining Ones could not be relied upon, for they too had lost a great deal of their power, and their minds had become unfocused, their actions whimsical.
For one hundred and fifty long years of seemingly unending cold, the war dragged on. Finally, Winter was confronted and bested in a battle of magic by Valandor the Great, the mightiest mage of his era. However, the culmination of this struggle against Winter wrought havoc upon the world. As the glaciers of Winter melted with magical rapidity, the sea came crashing back, and it did not stop once it had reached its original extent. The waters surged onward, inundating much of the lands of both Elves and Men. Valandor, the hero of the war, used his magic to hold back the waves, and although he managed to save vast swathes of the old lands, ultimately he was lost to the limitless power of the cold sea. The Grand Republic of Primovantor was shattered forever, the northern provinces crushed under the ice, the colonnaded cities of the south empty of inhabitants now but for fish and kraken.
Destroyed too was much of Elvenholme, the kindreds of the Elves scattered, the Sacred Groves of Elvenkind lost. tHe Age oF ConFliCt The world turns on, and a new age has begun — but it is an age of war. The ranks of the half-gods, both Shining Ones and Wicked Ones, are thinned, but they survive still, while the conflicts of the ancients have re-wrought the world time and again, offering fresh territories to Man, Dwarf and Elf alike. Some say this is a time of rebirth; if so, the midwives in attendance are war and strife. Old oaths are broken, alliances forgotten. Where once the three Noble Peoples were united under the banners of vast empires, they now bicker and squabble, fighting between themselves and each other, carving meagre territories in lands plagued by violence and darkness. The Elven Kindreds no longer function as one kingdom, the glories of Primovantor are long gone, and the Dwarfs have hardened their hearts against the surface world.
The threat of resurgent hordes of Orcs, Goblins, Ogres, and creatures of the Abyss is never far away, while armies of the dead pace the land, led by the necromancer Mhorgoth, who some say is the greatest threat Mantica has faced since the destruction of Winter. Once, the basin now occupied by that engulfing ocean was a fertile place, good cropland with many freshwater lakes at its centre. A few islands are all that remain of once-mighty mountains, their peaks providing isolated pockets of land. Weatherworn statues and crumbled temples are all that remain of the people that once lived there. The Infant Sea is home to strange creatures, submarine races and terrible monsters.
Trade routes crisscross the sea, linking together the cities and lands that surround it, but to sail these waters is not something to be done lightly. No longer governed by a Grand Republic, these realms, kingdoms, city-states, baronies and clans rise and fall on a daily basis, with new territory carved in battle, tenuous alliances forged, and entire cities wiped from the map by marauders. The Empire of the Dwarfs occupies much of the east. The territories of the Elven Kindreds can be found to the southwest. The Hegemony of Basilea, the last true remnant of the Grand Republic of Primovantor, holds large swathes of the northeast, the Successor States bordering it to the northwest.
Far to the south, across the Infant Sea, the coastline is rugged and barren, giving way quickly to baking deserts. The ancient Kingdom of 18 A World At WAr Ophidia lays claim to these arid territories. Everywhere between Basilea and Ophidia, smaller states, island kingdoms and independent cities are also to be found. The largest of these is Keretia, a large island, and home of the descendants of the last High Consuls of Primovantor, or so they say, a claim that sets them constantly at odds with the Hegemony of Basilea. tHe wild The majority of Mantica is wild and untamed. Many are the places that once held kingdoms or nations but which are now empty, with only ruins to testify to their passing. Other places — the deserts, the high peaks, the deepest forests, the steppes — have never been tamed. The wilds of Mantica are dangerous and largely uncharted. What was once known about the world no longer holds true, for it has been made and remade time after time, and still bears the deep scars of the God War.
tHe ForCes oF nAture Those venturing into the deep forests of Mantica say they feel they are being watched, and with good reason, for there is a force at work in the world that few — save the Elves — are aware of. The Sylvan Kin worship the Green Lady, a goddess of three aspects. Their lore has it that the Celestian known as the Green Lady did not split into a Wicked and Shining aspect when the Fenulian Mirror broke. With a supreme effort of will, she called upon the spirits of the trees and the beasts of the forests and they lent her their strength, and thus she kept herself together. To this end, she merged with Liliana, a Wicked One that had somehow retained a sense of morality and was tormented by it. Thus the Lady is a goddess of two souls, and three aspects: Celestian, Shining and Wicked, and this perhaps explains the fickle yet balanced nature of the natural world.
All of nature yet untouched by evil magic in Mantica will respond to the Green Lady. The Sylvan Kin follow her unreservedly. Other, even more secretive creatures, serve her — centaurs, the eagles, and those wolves and bears that possess the power of reason. Elementals of the deep forest and stone are hers to command, the strange beings known as Tree Herders are among her most ardent servants. These creatures are locked in endless struggle against the despoliation of the natural world. Most often their foes are the Orcs and Goblins, but the logging camps of Men or the mines of the Dwarfs enrage them just as much. Though the Elves of the Sylvan Kin worship the Green Lady as their goddess, they are too lost in their struggle for survival to be truly controlled by her. The Lady knows that her powers are limited to the wilds, and although she has eyes and ears everywhere in the form of fey creatures, birds, beasts and insects, she has long had need of servants capable of travelling the world independently, to 19 A World At WAr warn her of coming dangers, to predict the movements of enemies, and to understand fully the hearts of conquering warlords and brutish despoilers.
To this end, the Lady enraptured a traveller, long ago, and inducted him into the mysteries of nature. Recruited largely from the lands of Men, who alone understand what it is to be possessed of both light and darkness, the Druids are solitary wanderers, who walk the length and breadth of Mantica, ever alert to threats against the balance of nature. Yet they are ever mindful that should evil be driven back too far, the Lady will adopt the aspect of Liliana, and turn on the forces of good just as surely. Druids must, therefore, remain impartial in all things, lest their meddling cause great harm. When summoned to war, the Lady is wrathful, having little love for either the evils of the Abyss, or for the smothering rectitude of the Shining Ones. The Sylvan Kin hold a hope that the Lady will restore balance to the world, reuniting the Shining Ones with their Wicked halves, bringing peace for the first time in thousands of years.
This peace is itself to be feared, for it is the peace of the unsullied glade, of the untamed river. Should it come to pass, no city will remain. Here the last of the wicked gods reside, twenty-seven in number, their dark magic spewing ceaselessly into the world, twisting Men and nobler creatures into dark images of themselves. A great rent in the ground, the Abyss is many miles deep, a fissure cleaved into the centre of the earth in past ages. After the God War, he was one of the most prominent and powerful warlords of the Abyssal hordes, and his name was feared wherever it was spoken.
Whole civilisations disappeared from the map under the unstoppable advance of his armies, rivers of blood and mountains of the dead the marks of his passing. In Basilea, such heresy is punishable by death; in Elvenholme, such talk will earn immediate exile. If released, there will surely be no way of stopping him this time. These clouds of ash and soot are lit forever by the ruddy glow of fire, the beating heart of the earth, exposed to the cruel air. The Abyss is a terrible wound; a mortal wound, some say, one that has never healed and never will, and it bleeds. Plumes of molten rock spew in towering fountains into the sky. Poisonous smoke belches from the ground, hanging like a toxic miasma to choke any creature that strays unwittingly into it. Expanses of fine ash gather in hollows to drag down and suffocate the living. And always, the ground shakes and rumbles, opening fissures beneath the feet of the unwary. This is the Abyss, the heart of all evil in the world. Often described in simple terms as a massive chasm in the world, the truth is somewhat stranger and far more insidious.
When Domivar smote the ground with the mighty axe of Oskan he created a realm that was entirely otherworldly. Its dimensions are in constant flux, and cannot be thought of nor defined in simple terms like height depth, and breadth. The Abyss is a fiery and nightmarish other-space, existing parallel to the realms of the mortal races above. Its tendrils extend and contract underneath the world, and within its living, fluctuating boundaries, all manner of strange and unique things exist. It is a home and prison both for those evil gods cast down from heaven at the climax of the God War. And yet, even here there is life. The air is alive with the sound of industry, screams, dark songs and, if one listens carefully, the insane cackling of the dark deities who dwell in the sinister depths. The foul legions who call this weird place home are many and varied, and yet all are born of flame.
When they venture forth into the world above, nations tremble in fear. Where great power and evil exist, those creatures dark of heart will surely follow. The greatest temple-citadels of the Abyssal Dwarfs rear high at either end of the Abyss, sentinel-mountains made of iron and brass and adorned with all manner of blasphemous carvings. Orcs dwell in great multitudes on the plains and in the mountains around it. Evil creatures prowl its hinterlands, heatloving elementals slither in and out of its lava, and harpies hunt on the thermals that push up from its depths. Slaves, in the main, dragged to the mines and foundries of the Abyss by raiding parties or in the aftermath of war.
But there are others too, those that seek the black power of the evil gods for themselves, and they come willingly into the dark. Few indeed are those brave or foolhardy enough to explore the Abyss, and of those, fewer still are heard from again. It is said that any creature discovered trespassing within that twisted domain will be cursed to a hundred lifetimes of torment, becoming a crazed revenant in the service of the Abyssals. Huge frozen cliffs of blue ice as tall as mountains stand sentinel over the world. By day they are visible for a hundred miles, by night the ice groans and roars. Some say this is Winter, that she lives still, and shouts her defiance at the warming sun once it has safely set. At the feet of the ice cliffs are the Winterlands, the great plains of the Mammoth Steppe. An endless sea of dry grassland that circles the world, these plains are home to great beasts. Brutish horsemen thunder over it, following the herds, and Goblins ride their draft beasts pell-mell across its endless miles.
Men from more civilised lands venture here, too, to trade for pelts and mammoth ivory, but they are few in number and hardy. There are a few frontier towns upon the edges of the steppe, heavily fortified with log walls and bastions of permanently frozen earth, otherwise the signs of true civilisation are few. This is a hard land, and the people it breeds, of whatever species, are brutes. The Ogres There are few more brutish creatures than the nomadic Ogres, whose huge, mammothhide tents dot these plains. Though they believe that might makes right, and are aggressive in the extreme to outsiders, they are surprisingly intelligent, with a strange and complex social culture.
Their tribes are centred around powerful Warlocks — shamans who draw upon the power of the earth, the endless winds, and the immovable mountains. By dint of their communion with the mysterious Ogre gods, they alone can declare the successor of a tribal Warlord, granting him unnatural luck and fortitude in his coming trials. However, the call of the frozen north cannot be resisted forever, and all Ogres will eventually return to their tribe, where they will lend their strength to hunting massive beasts, or plundering remote settlements for whatever takes their fancy. Ogres are possessed of the unshakeable belief that anything that can be taken by force — which is most things, given their size and strength — is theirs by right.
This frequently leads to battles against the nomadic Men of the plains, with whom they compete for game and trade goods. The horsemen are hardy and warlike, and numerous with it, thus their feud is set to never end. Goblins, on the other hand, are seen as less of a challenge. The Ogres subjugated the Red Goblins of the Mammoth Steppes long ago, although for the most part the two races live alongside one another peaceably. The Goblins are seen as so weak that they are beneath the attentions of the average Ogre. However, long ago the Red Goblins learned that the only way to get their share of food and shelter on the inhospitable plains — and not get eaten by the many wandering beasts that live there — was to bow and scrape to the Ogres. Now they follow the Ogre hordes on the march, attending them as servants and often fighting alongside them. tHe winterlAnds The Winterlands are a frozen waste, long thought inimical to life. And yet rumours have begun to strike southwards of a small empire, carved from ice and rock, which holds sway over those chill lands.
Travellers to the north have reported that the Elves of the Ice Kindred have made a settlement in the Winterlands, but that is not entirely the case. These Elves are not the cold creatures of the Bitter Lands, but are instead vibrant and ambitious, drawn from the dispossessed and disenfranchised from across the Elven realms. This young Kindred of Elves now rules over a city of ice, outcasts united under the banner of the exiled prince Talannar Icekin. It is said that Icekin used the last of his wealth to pay the Ogres to protect his newfound lands and construct his settlements, while his magic created a city of ice-spires, known simply as Chill, to watch over his domain. Hardy Northmen flock to his banner, as do strange elemental creatures of ice, and packs of vicious Snow Trolls.
Warriors come from far and wide to swear fealty to this frozen prince, while his allegiance with the Ogres to the south adds to his strength. Icekin has somehow exerted his influence over disparate tribes and monstrous beasts, forging a Northern Alliance to be feared. If these rumours are true, then Icekin must have discovered something powerful in the frozen wastes, for the Elves swear that Prince Talannar was most unremarkable when he set out from Elvenholme, yet now seems bound for greatness. As this occurred, the Ardovikian plain was uncovered after ages pressed under cruel glaciers. Once home to the richest nine provinces of Primovantor, the ice had wiped it clean.
In the nine hundred years since the War with Winter, this plain has become hotly contested by all the peoples of Mantica and is once again rife with activity. The loess left by the glaciers is rich in nutrients. Young forests swathe large parts of it, surrounding the ancient greenwood of Galahir. Treasures from ancient times can be found in subterranean complexes, and the ice has eroded mountains, turning up many rich seams of ore. Here a Man — or a Dwarf, or an Elf — can make a name for himself. This expanse of arid desert is truly vast, stretching along most of the lower seaboard of the Infant Sea. Inexorably, day by day it advances, already it has devoured the realms of the Southern Elven Kindred, and much of the eastern plains.
In many places, the dunes march unchallenged to the sea. The mysterious kingdom of Ophidia, sustained by its rich river valley, occupies much of the west, precious oases, desert cities and other, stranger kingdoms scattered across its interior. But beyond Ophidia, mysterious ruins, dead trees, and the bones of longextinct creatures are all that challenge the whispering sand for space. Further south are the Cracked Lands, a fractured landscape of parched stone and craters. Some sages maintain this was the site of a powerful kingdom, flattened by a falling comet during the God War, others that it is a site of evil to rival the Abyss. On the far side these travellers assert the land abruptly changes, becoming verdant and green, hills cloaked with jungle and teeming with life.
Once united, the Elves now coexist as an uneasy federation of interdependent kindreds, who pay but lip service to the Mage-Queen residing at the Twilight Glades. The remaining members of the Western and Eastern Kindreds, inhabiting Elvenholme proper, still stand united. Those few who survive in the Northern Reaches remain aloof and look to their own affairs. To the very far north, the followers of the exiled prince Talannar Icekin have taken the newly revealed Winterlands as their own, and grow apart from what most Elves would regard as the true way. Though bloodied, the Elves remain unbowed, and are slowly returning from the brink of extinction. Likewise, the Young Kingdoms are dotted with delicate Elven castles, the homes of those who have tired of the melancholy of the elder lands. Vital, ambitious and energetic, the Elves of the Young Kingdoms offer the greatest hope to all Elfkind. The City of Walldeep Therennia Adar is known commonly as Walldeep, so named for the great ring of rock that surrounds the city, protecting it from the sea which stands deep all about it.
Raised by the heroic mage Valandor at the time of the flood, and fortified still by old magic, the walls stand only forty feet above the wave-tops, yet plunge many hundreds to the city behind. Aside from the Brokenwall Islands, it is the last piece of the ancient heart of the Western Kindreds that exists today. Those that survive are known as the Sea Kindred now, and their ships skim the waves that cover their lands. Walldeep is a powerful yet sad place. Only the Spire of Ages rises above the ring of stone into the light. The Spire of Ages is a holy site. There are those who maintain that Valandor merely sleeps, and that when Therennia Adar and Elvenkind are once again threatened, he will rise up and ready himself for battle once more. The Twilight Glades are the heart of Elven culture, the home of the High Marshall and the Mage-Queen and her court.
The Twilight Glades lie at the centre of a range of hills on the southern shore of the Infant Sea. This is a magical realm woven into the forest. By uncertain roads one might reach the city of Ileuthar, a place like no other, grown from living trees. At its centre are the glades after which the entire kingdom takes its name. The Twilight Glades are a dense maze of ancient trees whose paths change constantly, and the deepest are unsafe for all but Mage-Queen Laraentha Silverbranch to tread. These glades are but a faint shadow compared to those that once cloaked the slopes about Therennia Adar. Their lesser nature is a constant reminder to the Elves that they live at the twilight of their race, hence their name. Even so, great magic can be found in their dappled clearings and shadow-choked copses. Representatives of all the kindreds can be found in Ileuthar: city-merchants who dwell in the lands of men, Sea Elves, the nomadic Eastern Kindreds, dangerous Ice Elves, and even, it is rumoured, the envoys of the Twilight Kin.
Ileuthar is neutral ground for all Elves, and all of the Kindreds, no matter their attitudes to others, are welcome to the court. Ileuthar and the Glades are especially beloved of the wild Sylvan Kin. The oldest trees in The Twilight Glades were seeded from the long-drowned worldtree itself, and it remains one of the most magically potent places on the planet. The walls between the layers of existence are thin in the Twilight Glades. At times of great need, the Elves will cross over through The Glade of Ways, a magical portal that is said to lead anywhere and everywhere. When they do so, they leave Mantica entirely, and walk the mysterious otherworldly roads called the Shadow Paths. This is perilous indeed, and not lightly done.
Rumour has it that he dreams of seizing the Glades, opening their sorcerous portals and allowing the realms of the dead to mix freely with that of the living. Should this happen, the world would become a hellish place indeed, with Mhorgoth its fell king. The Mountains of Alandar West of the Twilight Glades, the peaks of Alandar rise dramatically, home to the dragons and their masters. The slopes of Alandar are covered in lush, warm forest, home to a stunning range of game, strange monsters, mysterious woodland denizens and dragons alike.
The Eastern Reaches Where the mountains of Elvenholme meet the plains, the Elves of the Eastern Kindreds make their homes. In ages past, living among the rich life of the savannah gave these nomads an adventurousness of spirit and joy of being that made them renowned worldwide. But those days are done, replaced by dark times. The savannah has been all but swallowed by the ever-expanding Ophidian Desert to the east, and the great beasts and Drakons that once roamed there are almost gone. Some of the Eastern Kindred have managed to retain fearsome Drakons, which they use as monstrous steeds in time of war. Though their numbers are few, and dwindling still, the strange symbiosis of Elf and Drakon is a sight to be feared in battle.
These elves are hardy and stubborn, and their staunch defence of their ancestral territory has become legend among Elvenkind. To the far east of Elvenholme, in the desert before one reaches Ophidia, lie the canyons of Leith. Deep and dark and verdant are these, ringing with the roars of creatures thought dead for aeons. Others live here too, the dark kin of the Elves, refugees from the times of the God War who have turned their backs on all that is divine in their bitterness. Rumour has it that they preside over a subterranean kingdom accessed only from the bottom-most canyons. Those that venture there uninvited do not return. Savage seas surround them. They are cloaked in snow for six months of the year, lashed with freezing rains the rest. Ice smothers their northernmost reaches.
In this inhospitable place the outcast Elven King Tyris Valellion makes his home. For two thousand years he and his clan have dwelt there, far from the light of Elvenholme, slowly transforming into a unique kindred in their own right — the Ice Elves. They lived here even when Winter was at her height, surviving by taking her magic and turning it against her. The inhabitants of the Bitter Lands are pale and wan, their skin cold to the touch. They are masters of Ice Lore, and can summon up blizzards or storms of sharpbladed hail on a whim. A blade of ice a league across thrusts down from the far north, barring the land bridge that joins the Bitter Lands to the continent. At his command, it will pull back with a chill Valandor groan fit to shatter the heavens. This makes the Bitter Lands an unassailable fortress. the legendar fig re whose origins are obscured in myth and legend, Valandor was the greatest Warrior Mage to ever walk the land, the father of magic to every one of the good races and claimed by each as their own, for in death, as in life, he is perceived by all who behold him as a shining exemplar of their own kind, his true form impossible to discern by even the strongest magics.
Valandor was the champion of good for many centuries, and when he fell beneath the waters of the Great Flood, a light went out of the world. Whatever the truth, Valandor is revered almost as a god far beyond Walldeep, and many Elves, Men and Dwarfs undertake long and hazardous pilgrimages to see his shrine. His name is invoked by warriors before battle, by wizards before deadly rituals, and by travellers set on dangerous roads. If the legends are true and Valandor should one day return to the mortal realm, then surely the Age of War would end — it is this hope that fuels man soldiers who fight or righteo s causes across Mantica. The trees here are the mightiest on all of Mantica, their trunks as thick and tall as any tower of stone built by Man, Elf or Dwarf. This is the home of the Sylvan Kin, and the centre of the power of the Green Lady. The Sylvan Kin have dwelt here since the dawn of Elven civilisation.
As the other kindreds grew further away from their roots, this Kindred embraced them. They would have nothing of the stone cities or the plains or the deserts and mountains their kin conquered, instead they remained where their ancestors had always dwelled. After the fall of the Celestians they became favourites of the Green Lady, and their magic helped keep her whole at the time of the sundering. Throughout the long flowering of Primovantor and the horrors of the God War, the Sylvan Kin remained here. Their forest has grown and shrunk and grown again, but its great heart has always remained. When Ardovikia and the northern provinces of Primovantor were smothered in ice, the Sylvan Kin called upon the power of the Lady.
Their realm was surrounded and isolated by the ice, but it was not crushed. For three hundred years the trees slept, bare of leaves, but they did not die. When Winter was defeated, the forest bloomed again, ready to bring life back to Ardovikia as the ice retreated. The Brokenwall Islands Strung across the mouth of the Infant Sea, the Brokenwall Islands are the last redoubts of the Sea Elves. Their elegant castles stand upon shining white cliffs, looking at the ocean in every direction. These are places of circling gulls, the crash of waves and the sigh of the wind. The salt tang is forever on the air, and the Sea Elves would have it no other way. elthenar BladedanCer Elthenar Bladedancer is the youngest lord of the Eastern Kindred ever to have worn the mantle of rulership, yet in the decades since donning the sacred Helm of Dawn he has earned the respect of both ally and foe alike. Haughty, arrogant and proud, he is regarded as a fair if oft merciless and cold r ler, et it is on the field o battle where his true skills come to the fore.
As a young child, he was orphaned after a night of darkness and bloodshed, his entire family slaughtered before his eyes. It is said that before that night he was a carefree child, full of laughter and light, but that all joy in him died that night, along with his family. Some whisper that it was that night that Elthenar learnt some terrible truth about his lineage, something that has tormented him ever since, but if there is any truth is such words, only Elthenar himself knows. There is a darkness within Elthenar that has disturbed the Elders, an allconsuming desire for vengeance, a need of violence that is only barely kept in check. This is only unleashed in war, which he pursues with great vigour. He has led his armies to countless victories, many against overwhelming odds. Utterly fearless, he leads his armies from the fore, the deadly runesword Deathbringer in his hand. Only in the heart of battle, with the blood of the enem owing and the clash o swords deafening does he attain any sense of release from his torment.
The Golloch Empire Abercarr For many millennia the Dwarfs of Abercarr held themselves apart, content to hide in their halls while the ice pressed ineffectually down upon their mountain roofs. Free Download: The Herd Kings of War Force List COMPLETE Beta Playtest Edition. Written by Matt Gilbert, Kings of War: Uncharted Empires is a supplementary book hitting retailer shelves in November. It contains nine Force Lists allowing you to field the minor races of Mantica as fully fledged armies on the tabletop. Ratkin Evil former slave race 3. The Empire of Dust Evil skeleton army, ancient Empire and ancestors of the Ophidians 5. Reptilians Good army of Salamanders and others 6. The Herd Neutral beastman army of satyrs, centuars, minotaurs etc. The Varangur aka The Shattered Clans, Evil humans worshipping an ancient deity. Kings of War: The Herd now available for Free Download 1st Sep The Herd — available for free download!
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In case you missed it, yesterday we unleashed a FREE sample of the Kings of War: Third Edition rules. This downloadable PDF which can be found here gives you all the basic rules you need to try out a game of Kings of War. High fives all round. This is a handy reference for those just beginning their Kings of War journey. Vast armies of them march to protect its borders. Bolstered by the elite religious warriors of the paladins on foot and atop mighty warhorses, and the fanatical sisterhood. The pious warriors of Basilea march to war with the power of the gods at their backs. Angelic Elohi soar high above the battlefield, while the warrior-monks of the Paladins use their divine magic to heal the wounded and smite the wicked. The Basilean list is very flexible and armies can be constructed with very different themes and purpose.
The army is excellent at healing and removing damage inflicted on it and has some very fast and hard hitting units to pick from. The army is not very impressive in terms of ranged combat however, preferring to deliver the Basilean message to non-believers face-to-face. Blocks of Men-at-arms are accompanied by paladin knights on foot or on mounted warhorses. The Basilean Sisterhood can be represented on foot or as light cavalry on their speedy panthers and chariots. Flying high above the army, the angelic and awesome Elohi are ready to sweep down and purge the unworthy from the world. The majestic phoenix is a nice Titan choice and the hero options are powerful with High Paladins, War-wizards and Ur-Elohi.
Check out the range of models here. Short in stature but as unyielding as the mountains themselves, the Dwarfs are a proud and noble people who attach a great deal of importance to heritage and custom. It is a naïve opponent indeed who does not acknowledge the Dwarf talents for war. When a Dwarf Hold goes to war, there are few who can stand against it. Huge artillery pieces and legions of sharpshooters whittle away at the foe from range, before ranks of doughty warriors and frenzied berserkers fall on the remainder and smash them apart. When the Dwarfs go to war, they do so to win. The dwarf army is typically stubborn and solid, as is their nature.
Masters of engineering, they have a plethora of black-powder weaponry with which to batter their enemies from range or in the case of the flamebelcher, close up. While the core of the army is slow moving, they can surprise their opponents by unleashing the fast-moving cavalry that nobody expects… angry badgers! A solid core of one and two handed hammer units can be bolstered with spear wielding Bulwarkers. The Ironwatch can cover the slow advance or sturdy defensive line with crossbows and rifles, while the cannon and flame throwers unleash their destruction from the rear. The last thing many an opponent has seen is the glowing eyes of the earth elementals or the lethal claws and frenzied assault of the berserker brock riders. One of the oldest of the civilised races, the Elves have mastered warfare as they have every other pastime to which they turn their minds.
Elves rarely take to the field in great numbers, but when they do their victory is all but assured. Swift cavalry, mercilessly drilled infantry and uncannily accurate artillery combine to wipe their foes from existence in short order. The basic elf statline is above the norm and the average unit will be able to go toe-to-toe with most enemy units. They can field a formidable bowline as well as a solid defence of spears. They have some excellent hitting power in the shape of their cavalry and flying options. The downside is that they are expensive and a typical elf army will have less units on the table than their opponents, which can make it tougher to capture and keep objectives.
Elven scouts, bowmen and spear units form the army core. Stormwind heavy and Drakon flying cavalry options. Palace Guard are hard-hitting combat specialists and you have access to Sylvan Kin, Forest Shamblers and Treemen too if you want an arboreal flavour. There are good hero options with the Mage Queen providing solid magic support while the lord on dragon provides for a lethal, if expensive, punch to the army. Far away from the eyes of Basilea, the halls of the Dwarves or the Kingdoms of Men, the Winterlands are an almost forgotten part of Pannithor.
It is a land blasted by chill winds and carved from ice. For most of history it has remained hidden but now stories are drifting south of an alliance of men, Elves and other creatures that could rival even the greatest powers in Pannithor. Led by a mysterious exiled prince, the Northern Alliance are a chill wind to any that get in their way. The Northern Alliance is a new army for Kings of War: Third Edition and they have a great range of unit options. Many — like the Clansmen and Huscarls — have the Wild Charge ability. This is a new ability that gives a unit an extra inch or three on a charge into combat. This is great for breaking stalemates between units staying out of charging range.
The core of the army is made up of the clansmen — decent melee fighters with the option for two-handed weapons. Meanwhile, units like the Tundra Wolves give the Northern Alliance a speedy cavalry-esque option, while the Frostfang Cavalry is Large Cavalry that hits like a tonne of frosty bricks. Druids commune with the very energies of nature, commanding its raw power and the respect of the creatures of the forests and wild places of Pannithor. When the balance of the world is truly threatened, the Druids call upon all manner of creatures to protect it.
From the vicious Salamanders to the lumbering Forest Shamblers, all answer the call. The ground shakes and the forests heave as the Forces of Nature march to war. This is a very varied army and can have quite different play styles depending on the units you chose. You can have a fast army of trees that launch themselves forward before the game begins, a plodding army of elementals, or you focus on infantry and cavalry options. Starting with tough Elementals, fire, air, earth and water they share Hunter of the Wild, Forest Shamblers and Treemen with the elf army, but they are better here with the powerful druids to back them up.
The mix continues with Naiads, Sylphs and Salamanders: a truly varied army of the four elements, fairy creatures and the power of nature, it allows the imagination to run… wild. Ogres are mercenaries, happy to sell their skills to the highest bidder. Huge, powerful creatures that might almost have been purpose-bred for war, few races can match them for sheer belligerent power and endurance, and many a war has been won by the side that hired the most. When Ogres do unite into larger War Parties, it is a rare thing indeed. There is no record of an army ever holding fast against them and scholars debate long into the night as to whether this is because Ogres have so rarely united in force, or because no opposition has ever survived to tell the tale.
The army has a low model count and often has fewer units on the table than their opponent. To compensate however, Red Goblin units are available for bulking out the army with smaller rabble but also giving the army excellent speed and a dastardly weapon in the less-than-subtle Blaster. While some ogres carry heavy ranged weapons, as a species they excel at combat, even more so than the orcs. A charge from an ogre regiment or horde! is likely to result in a bloody mess for their opponents. Chariots are an option for both ogre warriors and heroes, adding to their punch. The ogre army is difficult to master for new players but once you have learnt to manage its strengths and weaknesses, it can be a formidable proposition to face. Ogre warriors will be the mainstay of the army, supported by units with either heavy crossbows or blunderbusses.
Siege Breakers can make a solid defensive block with a lethal punch. Chariot units provide some speed and an extra crunch but the most manoeuvrable units are the Red Goblin Scouts on fleabags. Some additional, weak ranged attacks are available from red goblins armed with bows and ogre warlocks are often accompanied by their followers, the Berserker Braves. The red goblin Blaster is about as blunt an instrument of destruction as you can find and the army is commanded by fierce ogre sergeants and the infamous leader Grokagamok. When the Trident Realms stir the very seas boil — storms rage, waves crash upon coastlines and the tides rise only to retreat, revealing the Neritican host, water cascading off shells and armour and ready for war.
The Trident Realms are proud and territorial, and can commit to violence with little provocation. The lord of any land-bound territory would be wise to treat their inlets and coasts cautiously, lest they stir the fierce Neriticans who claim them as their own. Regeneration, Ensnare, and Pathfinder are the traits that best embody the core of the army. You will find terrain to be your greatest ally, often times combining ensnare to make landing a blow nearly impossible … And once locked into combat the flanks are quickly washed over by surging water elementals or invisible ninja frogs. When all else fails RELEASE THE KRAKEN and send your foes to the depths! The Trident Realm of Neritica is most unlike any of the other realms of Panithor. Composed of many races which come together under a single united banner in times of war or strife. All sorts of mutated frogs and fish men can be found mingled with Naiads, Thuul, and water spirits.
Twisted, evil parodies of their mountain-dwelling brethren. The Abyssal Dwarfs make use of slaves to bolster their numbers, and dark technologies to rain fire and destruction on their foes. When the hordes of Tragar march forth, the world trembles before them. The ground shudders under the march of thousands of slaves and soldiers, and the air shivers with the sound of arcane weaponry and dark sorcery. The Abyssal Dwarfs are the wicked and malevolent take on their dwarf cousins. The core units are comparable with the dwarfs and are as slow moving, but players have access to the winged nuisances that are gargoyles and also fast-moving cavalry in the form of Abyssal Halfbreeds part dwarf, part… thing. The army has a different take on black-powder weaponry, favouring mortars and blast weaponry over more direct cannon fire. The impressive golems can form an implacable line to provide solidity and stopping power.
Units in the army are typically Vicious, which means they re-roll 1s when wounding a unit. Nasty stuff! Blacksouls, Immortal Guard and Decimators shape the army core and make for a typically stubborn dwarvern battle line. The Decimators are deadly at short range with their Thunderpipes — if they can get into position. Abyssal Berserkers and Slave Orc units are slightly faster units that can be a first wave or counter attacking element. Lesser Obsidian Golems, Gargoyles and Abyssal Halfbreeds give the player options on how the army should behave and be themed.
A would-be Abyssal Dwarf player is spoilt for choice with three different types of mortar and a flame-thrower to choose from. Heroes are pretty decent with some good hitting power, flying options and magic too. An ancient empire punished for its hubris and fall into chaos. The cursed peoples of the Ahmunites are now a nightmare that haunt the parched, unforgiving lands of the south.
Free Kings of War: Third Edition Rules – The Armies!,Free to Download: Kings of War wargame rules
Kings of War 2nd Edition is a hardback rulebook that contains the complete Kings of War history and rules. It features: Rules written by Alessio Cavatore (Warhammer 40,, Bolt Kings of War 2nd Edition includes eleven Force Lists for the major factions of Mantica – but there are many more minor races that go to war besides. Kings of War: Uncharted Empires 15/04/ · The free rules contain army rules for goblins, elves, ogres and undead as well as the Kings of War created twisted Nightstalkers, pious Basileans, semi-aquatic Trident Realm of 15/04/ · This downloadable PDF (which can be found here) gives you all the basic rules you need to try out a game of Kings of War. We’ll wait a moment while you download it and have 10/07/ · The PDF download above is free (and always will be) but that doesn't mean your Kings of War experience stops there. In August the main 2nd Edition Rulebook will launch Kings of War: Ratkin now available for Free Download! 7th Aug Rob Burman Kings of War 2nd Edition includes eleven Force Lists for the major factions of Mantica – but there are ... read more
But alongside the purest aspect of true faith and benevolence, Basilea has its sinister side too. daMaging The TaRgeT After discarding any dice that missed, pick up the dice and roll them again, to try and damage the enemy unit. It is said that Icekin used the last of his wealth to pay the Ogres to protect his newfound lands and construct his settlements, while his magic created a city of ice-spires, known simply as Chill, to watch over his domain. In time, he had all he needed, and he commenced construction of the mirror. The territories of the Elven Kindreds can be found to the southwest.
This time there was only one divine enemy, but all three peoples were far weaker than they once had been, and the aid of the Shining Ones could not be relied upon, for they too had lost a great deal of their power, kings of war 2nd edition pdf download, and their minds had become unfocused, their actions whimsical. Vital, ambitious and energetic, the Elves of the Young Kingdoms offer the greatest hope to all Elfkind. Kings of war 2nd edition pdf download fives all round. The feud between the Dwarf Ironhelm clan and the Elven free city of Prince Nuadalor has raged for more than three centuries, beginning when the Dwarf lord, Balor Ironhelm III slew the Elf King Celebor Swiftsword at Borghan Ridge for some perceived slight, thus consigning the Elves to many years of decline. Diagram D — Advance! Ratkin Evil former slave race 3. There are but a few places where the light of the old era persists, where the remaining deities of noble intent might still be implored for aid, but ranged against such evil, what hope is there for the world?
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