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LEGION
issue four - November 2003
HELLO
ORDER OF THE DARK CITY
BY JOHN FO
With issue 20 finally out of the door, we thought it appropriate
to do another issue of Legion. Just to way thanks to our readers
for their patience. Unfortunately, as is the way, it wasn’t
possible to get Legion copied in time for issue 20’s release.
Anyhow, in this issue you will find a copy of Hogshead
Publishing final press release announcing their demise, an article
reprinted from Warpstone issue one (which shows how much
things have improved) and finally, Meeting the Best of the
Worst. This is an excellent WFRP companion piece to Game’s
Workshop’s Champions of Chaos, as reviewed in Legion issue
xx. Even you haven’t got a copy of that, there is still plenty
there to give you ideas on using powerful Chaos characters.
BY JOHN FOOD
OODY
This article (orginally published in issue one of
Warpstone) briefly and loosely describes an order of
knights, individuals of which can be used in any
campaign. I have kept the details sparse providing
information known only to the Orders members.
Kaspen Denris stood up to address his fellow knights,
his face warmed by the huge fire which burnt at the
centre of the ring of his thirty three brethren.
“I welcome you all to the tenth gathering of the Order
of the Dark City and especially those that join us for the
first time. I hope that some of us have found some clues
that will lead us to the end of our quest.”
This article describes an Order of knights who travel
the Old World in a quest for a goal which none of them
know for certain is truly obtainable. To all intents and
purposes they are grail knights searching for something
physical but which is also a spiritual quest for personal
attainment.
The Order of the Dark City is a collection of, at
present, thirty-nine knights who have dedicated their
lives to searching for a lost set of ruins known only as
the Dark City. The Order was founded twenty years ago
by Kaspen Denris, two years after a reunion with his old
friend Cotol Kapper when they discovered they had both
received the same dream.
“The first of our new brethren is Helene von
Wittenstein and she will tell of her dream, for a further
clue may be contained there in.”
In the dream the dreamer stands on a ledge at the side of
a vast cavern which stretches into the distant darkness.
Along the cavern floor lie the ruins of a thousand
buildings covered in a layer of black soot, statues lie
broken in plazas and what may once have been gardens.
In the streets lie the mummified bodies of men, women
and children and something else humanoid but unfamiliar
all caught in the throes of an early death. Each is curled
into a foetal position as if trying to protect themselves in
some pre-natal memory from the horror that overtook
them .
Staring out into this destruction the dreamer senses a
change in the dead silence, a distant rumble carried on a
wind which grows slowly stronger stirring the dark soot
GAME OVER
Press release, London, 2002-11-26
As of 30th November 2002, Hogshead Publishing Ltd is leaving
the adventure-gaming industry.
Please note that the company is not going bankrupt. It is
refreshingly solvent. However we are bored, creatively frustrated,
and increasingly despondent about the future of the specialist
games industry. After our successes in 2002, particularly the
mould-breaking and critically acclaimed games Nobilis and De
Profundis, we think we’ve gone as far as we can and this seems a
suitable high-point on which to call it a day.
Nobilis has moved to Guardians of Order, and will be available
from them with immediate effect. The English-language licence
for WFRPhas handed back to Games Workshop. SLA Industries is
back under the control of Nightfall Games. Warpstone magazine
will continue publication under its own imprint.
All the future products Hogshead has announced are cancelled.
The only exceptions to this are the Nobilis line, which will now
appear from Guardians of Order, and the full-length WFRP
adventure ‘Fear the Worst’ by Michael Mearls, which we are
making available as a free PDF download from our website, as a
farewell-and-thank-you present to all our players and fans.
The majority of Hogshead’s existing stock has been sold to our
favourite distributors, and the rest has been destroyed.
Thanks to everyone who has worked for Hogshead in the last
eight years, whether full-time, part-time, freelance or voluntarily.
All your efforts are appreciated more than words can say.
Our gratitude and our apologies go to all the fans of our games.
If you have any outstanding accounts with Hogshead, whether for
money we owe you or invoices you owe us, please settle them as
soon as possible. Now we don’t have to maintain good relations
with our distributors any more, we have no reason not to set the
bill-collectors on you. You know who you are.
That’s it. It’s been fun. Nothing more to see. We now return you
to your regularly scheduled status quo.
GAME OVER
Editors: The usual suspects.
Legion is a Warpstone publication. Warpstone can be contacted at 47 Snowden Avenue, Hillingdon, Middlesex, UB10 0SD or contact by e-mail at
warpstone@bigfoot.com or for more info check out www.warpstone.darcore.net
Warhammer, White Dwarf and Games Workshop are registered trademarks and Warhammer Fantasy Roleplay, The Enemy Within, Shadows Over Bogenhafen, Death
on the Reik, Power Behind the Throne, Carrion up the Reik, Marienburg: Sold Down the River, Apocrypha Now, Apocrypha 2: Charts of Darkness, Doomstones,
Middenheim: City of Chaos, Empire in Flames, Empire in Chaos, Realms of Sorcery and the names of all prominent imagery, places and characters within the Warhammer
world are trademarks of Games Workshop Ltd. and are used without permission. Warpstone recognises the status and ownership of all copyrights, trade marks and
registered names that may be used herein and the use of the aforementioned within this publication should not be construed as a challenge to such status and ownership.
Warpstone (ISSN 1465-6604) & Legion are independently produced magazines, and not owned, licensed or approved by Games Workshop Ltd, or Hogshead
Publishing Ltd. All original material is copyright to the respective author/artist.
A WARPSTONE PUBLICATION
ORDER OF THE DARK CITY
BY JOHN FO
OOD
18663290.015.png
into the air, cracks appear in the roof of the cavern and
momentarily the watcher believes they can see the city as
it truly stood, but only long enough to grasp the
magnificence and the power that once resided there.
Rocks begin to fall further aggravating the dust, now
dancing in the daylight shining through the cracks in the
ceiling. For a second the collapse stops, silence reigns
and in the rubble the dreamer is sure he can see shadows
moving, coming closer. The dreamer is suddenly forced
to cover their ears as a single crack rips open the roof
echoing throughout the cavern. The rest of the ceiling
falls to the ground in one huge piece and as it falls, a city
is seen on top of the rock. A moment later this is
recognisable as Altdorf (others have seen Middenheim,
Nuln and Talabheim) before it shatters on impact, glass
and stone fragments cut painfully into the dreamer’s skin
and blood begins to flow down their face.
As the dust clears no sign remains of the city but at
the centre of its impact can be seen the bloodied figures
of a dwarf and a wolf. The shadows seen before now
start to show themselves, evil, hooded figures poisoned
blades held out before them. They clamber silently over
the stones in three lines forming a triangle around the
two figures, who know the fight can only have one
ending. The dreamer awakes and one thing remains
certain, the evil creatures have come home and
everything is at an end.
The last of the game was eaten and the bones blackened
in the fire. Passing his hip flask to Cotol, Kaspen
bought the meeting back to order. “Let us now speak of
new signs and progress.”
Denris and Kapper both came to the conclusion that they
had been chosen to find the Dark City and protect it
against the ‘hooded evil.’ They set out together and
searched through the libraries and universities for any
references to their dream but could find none even
amongst the obscurest volumes and most eccentric
scholars.
In an inn outside Altdorf they dejectedly came to the
conclusion they had wasted the last two years in a
fruitless search and agreed to go their own ways come
tomorrow. As their horses blew clouds in the morning
chill they shook hands and promised to meet again when
the words ‘I too have seen the dark city and the corpse
of the Empire upon it.’ gave them the hope they have not
since lost.
The speaker was Jiza Stries a notorious and feared
slaver on the Tilean coast working out of Sartosa. Stories
and songs of her had long circulated around the Old
World used by travellers as currency for a night’s bed
and bowl of soup. She had received the dream of the
Dark City five times over three years and had handed her
three ships over to her second (who she expected to
have to fight on her return) and headed to her homeland
of the Empire.
They spent the day talking and it was here the Order
was born although Jiza refused to join (she has only
attended the second gathering). They also agreed on the
rules of the order;
l There is no hierarchy. All members are equal although
Kaspen Denris is seen by most as the spiritual leader.
the search for the Dark City can join.
l A meeting is to be held every two years (17th
Vorgeheim) to discuss developments although it is
not compulsory to attend. It is held in a forest
clearing outside Altdorf.
Dopar Joseph stood and began to speak, ‘I have sad
news to speak. Our brother Gergor Tours was killed two
moons ago in the forest outside Bofenhagen. The Road
warden I spoke to said they had no idea who the killers
were but he suspected beastmen or mutants as nothing
had been stolen and there were signs of torture.’
The order’s members are all warriors that have had years
of experience in fighting chaos, and they include ex-witch
hunters and Templars in their ranks (Jiza Stries seems to
be the odd one out). All have a primary loyalty to the
Order and a sense of fanaticism that tends to make others
uncomfortable. Each member is on their third career at
least and most are over forty years of age. They have a
wide range of contacts and a few enemies around the
Empire.
Members of the Order travel around talking to remote
scholars, listening to local tales and generally trying to
discover any clue to the city. They are not adverse to
travelling with others if they are going in the same
direction and will happily join a party on a quest if there
is a chance of finding a source of undiscovered
information.
Kaspen Denris stood to close the meeting, saddened
that once more no real lead had been found. The sun
had begun to rise over the trees and the fire was low
when the stranger stepped from the tree line and strode
forward ignoring the mass drawing of swords. He
stopped a foot from the nearest blade and pulled back
his hood, to reveal a handsome elven face.
“My name is Sard and I have come to speak. I knew
your brother Kaspen Denris and I know he spoke of me
before his death.”
The others turned to Kaspen and then most sheathed
their weapons.
“Speak then Sard.”
“Two fragments of information is all I have for you
and I leave it up to you what you make of them. These
are garnered from my last journey into Skavenblight.”
Looking into their faces he could tell that even among
these travelled men and women there was a mixture of
disbelief and fear at the accursed name. “The Thirteen
lords of Decay have a secret body of knowledge that is
hidden from all, even their Grey Seers, but among them
is talk of a place they call Sp’ss’darg. There is no direct
translation for this but it means Sp’scar’s Home, Sp’scar’s
Median and Sp’scars Stone. Sp’cars is a forbidden word
outside the priesthood and they speak of it with a
reverence close to that of the Horned Rat. It is possible
your city and Sp’ss’darg are one and the same”
The Order was stunned, this was important news but
there was more to come.
“There is one other thing. Your Order’s name has been
mentioned among the Grey Seers who have sent
members of Clan Eshin to search for you. My
information is that they have already killed one of your
number and I can tell you from experience, he won’t be
the last.”
l
Anyone who has had the dream and is committed to
2
legion - issue four
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MEETING THE BEST OF THE WORST
Using the Champion
Using the Champions of Chaos b
s of Chaos book in WFRP by Steve
ok in WFRP by Steven M. Gerk
n M. Gerke
“I can still see him as clearly as I see you. The mind won’t
let ya’ forget something like that. It can’t. He had marched
right up to our fire. ‘May I join you?’, this figure suddenly
asks. We hadn’t heard a sound until he spoke! And since
everyone was too terrified to face that hellish flail, he
took the silence for a yes and his enormous bulk hunkered
down. ‘I have a tale to tell, if you’ll listen.’ And with that,
the inhuman voice continued talking.”
legendary things, and will certainly end up “in the news”
during tavern talk or official proclamation. The majority
of announcements will undoubtedly contain ill tidings.
Local gossip should sound much worse, as it is
nightmarishly descriptive yet also unhindered by Imperial
censorship. Players will want to pay close attention so
they learn, where to go (in the opposite direction if
they’re smart), and what is happening (Chaos is slowly
but surely taking over piece by piece, soul by soul).
The rumour mill and administrative declarations are
definite starting spots for adventurers, whether players
want them or not.
Games Workshop’s 1998 Warhammer Armies book,
Champions of Chaos , was an expansion for their Realm
of Chaos boxed set. Although somewhat dated and
originally created for WFB, this 48-page “companion
volume” is a great source of personalities for the Old
World’s deadliest foe, the forces of the lost and the
damned. With minor adjustment by using the conversion
chart on page of the WFRP Rulebook, these megafiends
can be transferred to a WFRP campaign and immediately
begin terrorizing it. This transition is worthwhile because
the unique NPC’s from Champions of Chaos are both
interesting and well-suited to the Warhammer world,
albeit partly because they’re good at destroying large
sections of it. However, even if you never open this
book, you’ll recognize the archetypes that these guys
and gal were based on. And do not worry about stats or
equipment descriptions, since any party looking for a
direct fight will be burning fate points real quick. These
are monsters that mandate brains, not brawn. Luckily
for WFRP games, in addition to wanton destruction
and mayhem, there are five practical uses for ultra-strong
antagonists like these. In order of lethality, here is how
these or any other silly-powerful personas could be
utilized:
TION: Everyone has reasons for doing
things and reasons for not doing things. Want your
players to go somewhere? Have a Champion chase
people in that direction. Want your players to stay away
from part of the castle that you haven’t finished creating?
Have a Champion hanging around. Tired of a character
bugging an NPC for favours? “Retire” the NPC by
having them try to stop a Champion and get squashed
silly in the process. Endangered family and friends are
other obvious inducements. Certainly these things kill
so many from all races and places that their very
existence will make PC’s uncomfortable somehow.
TION
) IDEAS: Maybe you need the perfect, ominous-
sounding name. Or just the right wicked weapon. Or
you’re looking for a crazy mutation that isn’t found on
a table. Pick your poison and choose the bits and pieces
which would work for your campaign. Mix and match
if you’d like. Edit a baddie down a bit or hey, transform
it into something even sicker. After all, this is Chaos!
Its supposed to be constantly changing and completely
unpredictable. The point is to make this or any other
published material work for you.
1) STORIES: Doubtless many tales, true and otherwise,
have been told about these creatures. Any minstrel, bard,
jester, or gypsy worth their salt should be able to recite
a captivating narrative around them. Using a
fictional device such as this is an effective way
to impart background information while also
embellishing the setting. Furthermore,
providing in-game entertainment for
characters provides in-house entertainment for
players. Separating fact from fiction may be
difficult, but the theme (these things are b-
a-d) should still be obvious. Adding to the
atmosphere is easy by sharing info on such
infamous folk, since the morals are very
WFRPish; i.e. quick power always has
a powerful price. It is the lucky group
that never gets to see the truth behind
the fiction.
2) RUMORS
5) OVERKILL: These Champions are the cream of
the crop in the bad guy section. They easily fix so-
called “naked dwarf syndrome” or any other over-
balanced character players managed to sneak by. If the
campaign has reached the point where the spirit of the
game is suffering, bring out this heavy artillery to mop
the floor with the Min-Maxers and clean up any Monty
Haul-isms. Between awesome ability scores, ridiculous
weapons, and amazing special
powers (oh, and troops too; did I
forget to mention they can have lots
of followers?) PC’s fighting any of
these Champions won’t stand a
snowball’s chance in Lustria
during Sommerzeit. But of course,
2) RUMORS: Legendary beings do
legion - issue four
3
MEETING THE BEST OF THE WORST
Using the Champion
s of Chaos b
ok in WFRP by Steve
n M. Gerk
3) MOTIV
3) MOTIVATION
4) IDEAS
) IDEAS
1) STORIES
5) OVERKILL
2) RUMORS
18663290.018.png 18663290.001.png 18663290.002.png
this eventual negative outcome is the
underlying point of the game…
opportunity to use WFB. Will the
adventurers survive the mass combat
and if they do, can they escape to their
own time? When they figure out how
to return, will the world be as they
remembered, or has it changed because of their actions?
Will they have to set events right? You betcha.
T ELSE THE BEST
OF THE WORST CAN D
WHAT ELSE THE BEST
T ELSE THE BEST
OF THE WORST CAN DO
Grim and perilous philosophy aside, there are
possibilities for things to get more personable between
Champions and your players. What is required from
the GM is a slight change in the expectations/
participation of Chaos. Instead of the typical see-fight-
die that seems to happen whenever players meet up
with our mutated friends, conversation, negotiation,
and even co-operation are required. After all, these are
unique beings and should be handled differently than
your average monster; how often do you get to roleplay
an almost unbeatable bad guy? What is required from
the PC’s, meanwhile, is a lick of common sense to
realize the futility of fighting, which therefore forces
players to think (gasp!) of alternatives. Here, in rough
ranking from hardcore to Super Hardcore to the guy
with “BMF” on his wallet, are the “dread servants”
with ideas for each individual:
OF THE WORST CAN D
tsmann, Master of the Cabal: former
Grand Master of the Order of Light who went to the
dark side, creating a secret society with acolytes everywhere
after freeing the yuckiest dragon ever to fly the Warhammer
skies.
Since numerous Tzeentch cults are controlled by
Hortsmann, adventurers should come to learn of this
big fish. The fact that there is one corporeal entity pulling
so many strings is bound to affect the players eventually,
if only by accident. Going by an old adage, they will
likely try to cut off the serpent’s head without getting
bit. Certainly there are enough covens running around
to make this a worthwhile goal. But its
safe to say that heroes tracking him
down aren’t expecting to also face
Baudros, the Chaos Dragon. A more
blatant way to include Hortsmann is
to have the party spot a distant
object in the sky - which is gradually
growing closer. Sharp-eyed
characters will notice that it is a two-
headed dragon. Being ridden by
someone who looks nasty. Smart
parties will immediately scurry for
cover, but did they make it in time?
And how visible are metal armour and
shields when light reflects off them?
an Hortsmann, Master of the Cabal:
tsmann, Master of the Cabal:
Khazrak The One-Eye: huge-
horned Beastman chieftain who
expertly raises Chaos Hounds and
uses Scourge, a 10’ barbed lash to
ambush farmsteads and coaches.
The price on him attracts (foolish)
bounty hunters
As Beastlord of the Drakwald
Forest, it is easy to have a party in the
Middenheim area encounter one of his roving
bands. Perhaps, (foolishly) motivated by the 10,000
crown reward placed on his head by Boris
Toddbringer, they (foolishly) seek out Khazrak directly.
The fools. Or maybe one of them knew the late Johann
Gensher, Knight of the White Wolf who was soundly
thrashed by Khazrak, and now wants to avenge the
late knight. Either way, the beastmen have home field
advantage and will be sure to set up surprises for the
(foolish) intruders.
er: Nurgle’s personal giant-sized,
regenerating hitman who collects spirits for his boss until
he can rest. Seeping with maggots, the more he slays, the
stronger he becomes. Hates the living for keeping a soul.
A nice way to motivate/move/punish PCs is to set this
terminator-like bad boy on them. Maybe they peeve
off the wrong sorcerer, get a magic item they shouldn’t,
or simply have a case of bad luck. In any event, Valnir
is on their trail, always just a few short steps behind
and always leaving death and destruction in his wake.
Players will have to think fast if they want to stop the
bloodshed and save their skins in the process. Hopefully
from legends or their own creativity they can find a
way to “stop” an unstoppable force. But if the tales are
wrong or there’s a slow day in the imagination
department, consider having Valnir restrained through
the intercession of someone (preferably
an unlikely source) whom the party will
owe, of course, a favor. The situation
becomes more complicated if the PC’s
need to free a spirit from Valnir’s
massive flail, the Gatherer of Souls .
he Reaper:
er:
he Cruel: Beastman shaman-Warlord with a
vision of eradicating humanity to appease the Dark Gods.
Used charisma and Impaler, 9’ hooked spear to unite
bands into a horde. Stopped by tactics of late Mikael
Ludenhof.
Although killed in the battle of Hochland, this Beastlord
can be reanimated to fight again. Another beastman
might take his name or, after finding Gorthor’s magic
cloak and Skull of Mugrar , slowly
become him entirely. Finally, the book’s
account of the Hochland battle,
“Ravages of Gorthor,” provides an
excellent excuse for time travel back
to the fight as well as a great
thor The Cruel:
he Cruel:
4
legion - issue four
WHA
Egrimm V
Egrimm Van Hor
an Hor
Khazrak The One-Eye:
er:
Valnir T
alnir T
alnir The Reap
he Reap
er:
Gor
Gorthor T
thor T
thor T
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How, or if, this is possible is up to the
GM, but one thing is certain:
destroying the almost artifact flail will
be easy compared to getting it.
PC’s. What happens next depends on
both the role-playing skills of the player
involved and the GM’s motivation, but
it should certainly not be easy to get
out of this pickle. They can’t stay, they
can’t have her come with them, and they definitely
can’t offend Dechala. Love may be blind, but it
definitely can hurt. And lets not forget her host of mind-
robbed slaves. Leaving them behind will require a costly
future penance from the characters, whether it’s an
alignment change or more earthly punishment- “Say,
wasn’t that the Baron’s son in her thrall?”
d: knight
cursed to forever live without a solid form while living
forever. On the positive, often engages strangers in discussion
or, failing that, uses Sword Of Change to turn the
unsocial into Chaos Spawns.
As Mordek’s narrative to a dying Reiksguard Knight
in the Champions book suggests, here is a guy not
unwilling to hold a conversation. Those who happen
upon the Count might be sought for brief
companionship. Provided he is not attacked or abused,
the Count could become a useful source of lore. Those
who try to help or at least show concern for Mordek’s
Living Damnation , would probably find him obliged.
The Count may even ask the party for help, putting
them in a moral dilemma; and a tough situation to
explain. (“Hey, why is your friend all covered up in
cloaks?”) Yet because he is not immediately always
hostile and generally travels alone, Mordek makes an
excellent option for GMs to use regarding non-typical
Chaos in campaigns. Indeed he is the most likely
possibility for anything positive out of this bunch, but
will associating with him only cause more problems?
Count Mordrek The Damne
he Damned:
d:
Scyla Anfinngrim of the T
la Anfinngrim of the Trib
ribe of the Hound, T
e of the Hound, The
hhe
Spawn of Chaos: leader of Scyla’s Raiders who gradually
devolved into a horrific beast with a reptilian head,
beaked tail, apish claws, and Iron Hard Skin. Wears the
Collar of Khorne.
Although assumed to have fallen at the Gates of Kislev,
our heroes learn the saying behind assumptions as one
night the ground shakes when something wicked their
way comes. Fortunately, the gigantic form pauses mid-
swing, mistaking one of the PC’s (choose the weakest)
for his long-departed lieutenant turned handler, Erlock.
Scyla then follows the character around like a lost dog,
always staying nearby while being over-protective. With
claws that can crush stone, Scyla is clearly helpful,
smashing those who threaten his “old friend” but he
can’t exactly be hidden under a cloak either. So the
PC’s must figure out how to shake off their newly
adopted pet without losing their lives in the process.
ntch: bad guy with
a good gift - life springs from his touch; grass grows
where he walks and his hands bring people back from the
brink. Swings The Windblade, a broadsword with powers
over air.
Someone very important to the PC’s is dying and their
only option is getting them to experience the Breath of
Life . This means tracking down Aekold Helbrass and
convincing him to help. He will certainly insist upon a
favor in return. After the person is healed, they will
likely be changed from the experience. As they say,
“Sometimes dead is better.” Of course, the very
opposite could be occurring: the players keep slaying
baddies and they keep popping back up; here is a nice
way to return foils players have foiled. To end the
recursion, they need to put an end to Aekold himself.
Which may require asking someone else for a new
favor, etc.
old Helbrass, Champion of Tzeentch:
ntch:
estroyer Of Khorne: devoted
Khornate who has axed literally thousands and breached
the gates of Praag. As Blood God’s chosen, allowed to
ride biggest Flesh Hound, but has to perform to avoid
spawndom.
On his travels, one of the characters picks up an item
which he senses is magical, but can not discover its
purpose. During an apparently hopeless confrontation
(when meeting another Chaos Champion, for example)
the item glows red hot, then explodes into a flaming
doorway. From this, Arbaal and his followers rush forth,
slaying everything nearby. Smart players will (try to)
quickly flee, but once cornered, Arbaal offers to spare
their pathetic lives if they can help his mount; it seems
something is not right with The Hound of Khorne and
the players have to quickly make the right diagnosis.
What is wrong with the over-large flesh hound, can
anything be done about it, and will the ill-tempered dog
let it be done? Talk about out of the frying pan…
he Undefeated, D
d, Destroyer Of Khorne:
estroyer Of Khorne:
ntors:
previous High Elf princess, now six-limbed twisted beauty
whose beguiling dances charms others for sick pleasures.
Tail/weapons coated with Elixir of Damnation to incapacitate
prey.
he Denie
nied One, Mistress of the T
d One, Mistress of the Torme
ormentors:
ntors:
While wandering where they
shouldn’t, the party bumps into this
snake-ish Slanneshi demon and her
retinue of drugged attendants. As they
are about to be slaughtered Dechala
becomes intrigued with one of the
Amon ‘Chakai, The Great W
he Great Winge
inged
emon, Wisest and Oldest Lord of
isest and Oldest Lord of
Change: omnipotent puppet master. Makes
Dark Elf sorcerers of the Witch King
cry like babies. Helps/hinders friend and
foe alike in grand plan to reshape the
legion - issue four
5
Count Mordrek T
he Damne
d:
Scy
la Anfinngrim of the T
rib
e of the Hound, T
Spawn of Chaos:
Aek
Aek
Aekold Helbrass, Champion of Tze
old Helbrass, Champion of Tze
ntch:
Arbaal T
Arbaal The Undefeate
he Undefeate
d, D
Dechala, T
echala, T
echala, The D
he D
nie
d One, Mistress of the T
orme
Amon ‘Chakai, T
he Great W
inge
emon, W
Demon, W
Change:
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Zgłoś jeśli naruszono regulamin