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Gather around, children of Isha. Gather around, young and old. For we have a tale to weave, a...
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Gather around, children of Isha. Gather around, young and old. For we have a tale to weave, a fate to tell.

A Fate that is ours to bear, ours to live, and ours to forge.

Once upon the time, we lived as the children of our Gods. Stars sung in our ears, and our Webway spanned the galaxy. From within pearly white cities did we rule, and we ruled magnificently. The galaxy knew peace, ancient evils slumbered and the daemons were cowed.

But we became decadent.

Without goals, without discipline, our minds wandered, wandered far astray from the paths they should tread. Mere excesses became orgies, orgies became sacrifices, sacrifices became sins. Too late, did the wisest of us realized what would happen. We saved what we could, but even then, we did too little, too late.

She Who Thirsts roared, and devoured. The heart of our Empire became the domain of Daemons, and billions of souls were devoured, to suffer for all eternity.

Few survived, scattered and isolated across the galaxy. The Webway grew dark, ancient pathways growing twisted and broken. And as we receded from the galaxy, madness and false kings took hold, defiling the greatness that were the Eldar.

And thus we dance on the on sword's edge; straddle the line between Death of All and the Glorious Rebirth. We have became stones of fate, shaped by it, molded by it. But so we shall shape it in return.

For the board revolves and the river flows. We dance at the command of Hand of Fate, only to discover that we are the Hand of Fate. And therein lies our salvation from days dark, and the promise of Rebirth for our tortured souls.



Strength: 4
Toughness: 5
Agility: 7
Weapon Skill: 7
Ballistic Skill: 5
Willpower: 8
Perception: 8
Intelligence: 9
Fellowship: 7

Traits:

Farseer: I walk through the Gates of Fate, through mists of Time; And I realize I never moved, but returned to same room through a different door. -By many seen as the ultimate Path of Eldar. Those who become lost on the path of Seer often face grim fates, but gain the ability to read and interpret the designs of fate. Without them and their guidance, the Eldar would have been destroyed long ago.

Banshee Sword-dance
: The Banshee dances with the blades in its claws, painting the sky red. - Among the Eldar, there are no finer duelists that the Howling Banshees. Utilizing their natural grace and agility, the Banshees spend centuries to master their unique sword style, relying on speed, doging and footwork to outmaneuver their foes, before striking with a flurry of perfectly aimed blows. Though you have left that life behind you, your body still remembers, and in one-on-one duels, you are unmatched, except against Exarch's hand.

Howling Scream: And their screams hounded Khaine, and he knew no respite until his eyes grew hot with hate - The signatory power of the Howling Banshees, the adepts of this particular aspect amplify their shrill screams with psychic waves, creating a terrifying echo. Even the most hardened of minds can become confused and weakened, while lesser ones are often reduced to crying wrecks.

Artisan: The stone shapes us just as we shape it. -Long before the Fall, the Eldar took pride in their skills as builders and artists, merging the two disciplines into a form of true art. Hence those who walk the Path of Artisan are not merely poets and singers, but smiths and architects too. For centuries, you have worked upon the myriad of works of your people, shaped and maintained the walls of Craftworld, cared for Wraithconstructs and even forged the same equipment your brave warriors would take onto field. Those skills still serve you, and you occasionally like to create something, if only to stay in practice.

Swordwind Command:
Many Blades. Many Minds. And yet, One Order and One Will. - the Eldar armies are composed of a curious mixture of part-time militia troops, and warriors who spend millenia honing their skills, but only in a single aspect of warfare. To command Eldar, is to understand how those forces interact, and how to channel them to their maximum efficiency. Approaching more of an art form than a military skill, the Eldar of Biel-Tan had the "Swordwind" commands, and others eagerly adopted their forms.

Justifiably Arrogant: You lost this war before you even started it, fool! - The Eldar once ruled the Galaxy, forging an Empire that makes the Imperium at its height look weak and pathetic. Even when it fell, the Eldar struggled, and survived against the personal attention of one of 4 Chaos Gods. The Eldar are Power - and they absolutely love to remind everyone of this fact, at all times. (Permanent -2 Fellowship to all dealings with any non-Eldar characters).

Wargear:

Miyenne's Kiss: "Like wind through clouds, its edge flowed through their shields; and those who would claim to be our betters; died before Asuryan's sight!" - This exquisitely crafted power sword belonged to exalted Farseer Miyenne, long before she became one with the Infinity. Her beauty matched only by her farsight and skills with blade, it is said that no less than five Space Marine Chaptermasters have been felled by its edge. (Relic Power Sword. Ignores Armor)

Gauntlets of Isha: These elastic wraithbone gauntlets help to channel the user's Warp powers, as well a sseemingly mend flesh over time. Fittingly then, they have been named for Eldar goddess of Healing. These particular gauntlets are said to have been recovered from planet Kronus, once in possession of Farseer Taldeer. (Applies slow healing effect, +1 Perception, +1 Willpower)

Runes:

Incinerate
Render
Guide
Fortune

Pathfinder Lorendil

Strength: 4
Toughness: 5
Agility: 6
Weapon Skill: 4
Ballistic Skill: 8
Willpower: 7
Perception: 8
Intelligence: 6

Traits:

Stealth Proficiency: Do not think. Feel. Only then, will the path open to you. This character has achieved proficiency in hiding their presence, allowing them to carry out various stealth actions with a good chance of success.

Weakpoint Targeting: Even the mightiest armor has eye-slots. Having spent millennia mastering both their aim, and fighting all manner of enemies, this character possesses almost encyclopedical knowledge on weakpoints of various enemies. (Lowers enemy armor and defense values while using ranged weapons)

Strider: To see the stars, to experience all the myriad emotions of the universe, to learn ancient secrets and whisper forbidden curses. Having spent centuries, if not millennia, as a Pathfinder, this hero has experience in watching the movements of various elements in the universe, as well as finding artifacts of value to his craftworld.


Hand of Fate: An Eldar Quest

So ends the Night of the Sword, the Fire upon Gates, the Defilement of Horizons. The Traitor King - Abbadon the Despoiler, has been turned back along with his wretched servants back into the Eye of Terror. The Thirteenth Black Crusade - as the Mon-Keigh call it, is at its end.

The victory was narrow however, and never before were things so perilous. The upstart Imperium holds the line, but it holds it bleeding. The Cadian Gate has been savaged, and Chaos Warbands and insurrections driven by foul stench of Sorcery continue to rove unchecked. Elsewhere, the forces once kept in check, stir, presenting new threats. The Orks are on the rise, infesting planet after planet. The Nekrons rise from their tombs, and one shudders at the plans they have for this Galaxy. The Tau expand, and one cannot think whether they will be an unexpected ally, or yet another menace. On the outskirts of the Galaxies, the Tyranids continue to roam and devour, while more of their brethren continue to ply through intergalactic void.

Never before, has Farseer's vision and guidance been needed as it is now.

The Eldar have had some successes in thwarting the Traitor King, but yet, our victory remains elusive. Many soulstones were recovered by brave warriors who ventured into the Eye, seizing them from the odiously deformed remnants of our former Core Worlds. The Craftworld of Altansar was returned to us, and above all, the expansion of the Eye was prevented - for now, at least. But with each of those successes, there is a sour lining. Many have valiantly perished in the face of the contemptible enemy, but these are losses we cannot afford. Meanwhile, only time will tell if the Eldar of Altansar have remained true to the Path - and even then, their position in the heart of the Empire leaves their survival a tenuous affair at best. And lastly, our greatest Farseer and hero, Eldrad Ulthran, his knowledge and visions, have been lost to us. Today, right when so many potential threats to Craftworlds emerge.

Now, more than ever, we require the guidance of our Farseers, if we are to avoid extinction, and solidify our position, as the rightful masters of this Galaxy.

Already, Councils and cabals across Eldar Craftworlds move into sessions. Farseers must be raised for the Farseers we lost.

You are among that new generation of Farseers. You, who hath lived the live for millennia before sacrificing yourself to the thorniest of Paths. Your sacrifices were great, and your deeds many. But now, comes the most important trial of all - for you are one of the Hands of Fate. No longer are you merely burdened with lives of your kin and brethren-in-arms; but with Fate of entire worlds - and possibly, our species.


Name:
[] (Default: Bentuss)

Gender:

[]Male


[]Female


Craftworld:

[]Alaitoc: Located towards the Eastern quadrant of the galaxy, the Alaitoc Eldar zealously follow the Path of Eldar - overzealously, to some. Thus, many of Alaitoc's youngest and brightest leave the highly regimented Craftworld, becoming Outcasts. Though spread out across the galaxy, many of these Outcasts still retain their loyalty to Alaitoc, allowing the Craftworld to call upon a vast network of Pathfinders and Corsairs in their time of need. (+1 Toughness, + 1 Willpower, can recruit superior Pathfinders, starts with an Outcast favor)

[]Biel-tan: The Eldar of Biel-tan are ardent believers that the salvation of the Eldar race lies through the resurrection of the ancient Eldar Empire - and they're as likely to spill blood for this cause, as they are to engage in plotting and deception. No other Craftworld fields as many Aspect Warriors, and their Warlocks' military skill is second to none. The Craftworld also maintains close relationship with Exodite worlds, and will fight to the death to defend them. (+1 to all Martial Attributes, free relic weapon, can recruit more Aspect Warriors, can recruit more Exarch characters)

[]Ilyaden: Once upon the time, Craftworld of Ilyaden was one of the mightiest of Eldar Craftworlds. Its Seers and Warriors worked tirelessly to combat the forces of Chaos, and to reforge the Eldar Empire. It was here that the great Infinity Circuits were first forged. But history repeats, and in their hubris, the Ilyaden ignored the threat of lesser being, and the Craftworld found itself battling the full might of a Tyranid Hive Fleet. Though it ultimately won, much of its population was lost, and Craftworld itself reduced to ruins. The Eldar there remain unbroken however, and determined more than ever to prevent extinction of Eldar - and themselves. (+2 to Fellowship, reduced recruitment to regular troops, superior Wraithconstructs, all Seers poses "Soulseer" trait, bonuses to all combat rolls against Tyranids)

[]Saim-Hann: The Eldar of Saim-Hann are impetuous, brave, proud and honorable. To other Eldar, they are a dangerous mirror to pre-Fall society; to Saim-Hann themselves, they are preserving the best of long-forgotten culture, before it was devoured by the predations of Chaos. More flexible with the Path of Eldar than other Craftworlds, the Eldar of Saim-Hann are also known for their love of Jetbikes - even their Farseers ride into battle, if need be. In battle, they are a fearsome mirror of their ancestors - proud, swift and unrelenting. (+1 to any two characteristics, +1 to Fellowship "Experienced Rider" trait, "Kinsmen" trait, free Jetbike)

[]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[]Path of the Warrior:

- Dire Avenger: +1 Strenght,+1 to any martial characteristic, free "Shuriken Blades" weapon, "Shuriken Mastery" trait.

- Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

- Striking Scorpion (male-only): +1 to Weapon Skill, +1 Strength "Scorpion Swipes" and "Stealth Proficiency" traits

- Dark Reaper: + 1 Accuracy, +1 Toughness, +1 Intelligence

- Fire Dragon: +1 Accuracy, +1 Strength, "Steel Hunter" trait

- Swooping Hawk: + 1 Agility, +1 Perception, "Grav Wings" equipment, "Death from Above" trait

- Warp Spider: +2 Willpower, +1 Intelligence, "Webway Pathfinder" trait

- Shining Spear: +2 Agility, "Jetbike Mastery" trait

[]Path of the Mariner: + 2 Perception, "Webway Pathfinder" and "Fleetcommander" traits

[]Path of the Outcast: + 1 Toughness, +1 Perception, "Stealth Proficiency" and "Tracker" traits

[]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait



Personal Nemesis:

[]The Bride of Tzeentch

[]The Heiress Forlorn

[]The Tyrant of Men

[]Walker of Damnation

[]The Blind Guardian

[]The False King

[]The Arrow and the Gretchins

[]Vanguard of Commune

[]The Mad Prophet

[]The Daughters Misguided
 
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Harlequins will appear as character and troops in-story, but you don't exactly get to play as one, given that they effectively exist outside established Eldar society.


Also, because I was asked about it: You can write-in your Nemesis, if you don't find any of the existing "titles" appealing.
 
Name:
You were born [x] Nalana, one of the few Eldar to have been born after the Fall. You always did have the psychic gift, even moreso than your kindred. Was it any wonder, then, that you would become lost on the Path of the Seer?

Gender:

[X]Female

Craftworld:

[X]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[x] Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

Prior to walking the Path of the Seer, you walked many other Paths. For a time, you were a Howling Banshee, a shrieking amazon that wielded a blade that was unmatched by any other. You were also a Bonesinger, and did so enjoy weaving wraithbone into intricate patterns, artworks and elegories on the few murals of the Craftworld that still had space. You were even Autarch Nalana before you were Farseer Nalana, and you are well-versed in the ways of war, both close enough to see the whites of a Space Marine's eyes as you cut out his hearts, and far enough to watch as thousands of hapless Mon'Kiegh died to buy your kin the precious moments they needed to escape.

Personal Nemesis:

The only Eldar to lack foes are the pitiful and the luminary. You are neither, at least for the time being. In your ages as Banshee and Autarch, time and time again you have brought ruination onto the savages that call themselves the Imperium of Man, who stake their claim upon a galaxy that belongs to your people. Countless times, you have seen Inquisitors howl themselves coarse with rage, or Imperial Guard Generals flailing their swords uselessly, while tyranids tore through their meager lines and ate them whole.

But beyond all of them, the Space Marines, crude and brutish savages they may be, possess the requisite paranoia and caution to survive multiple interactions with your species. And one, above all of them, has survived interactions with you. He, kindred in his hatred of Chaos, nonetheless despises you as he does the allies of She Who Thirsts, and has sworn a vendetta upon you and your Craftworld for dragging so many of his kin into death.

It was always their fault. They wanted Death or Glory. You gave them both. If anything, their Chapter Master should be thankful to you.

[x] The Lord in Crimson Clad
 
this is an empire-builder game, right?

Name:
[X] Caspian

Gender:
[X]Male

Craftworld:
[X]Ilyaden:
- (+2 to Fellowship, reduced recruitment to regular troops, superior Wraithconstructs, all Seers poses "Soulseer" trait, bonuses to all combat rolls against Tyranids)

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

[X]Path of the Warrior:
- Dire Avenger: +1 Strenght,+1 to any martial characteristic, free "Shuriken Blades" weapon, "Shuriken Mastery" trait.

P
ersojnal Nemesis:
[X]The False King
 
But beyond all of them, the Space Marines, crude and brutish savages they may be, possess the requisite paranoia and caution to survive multiple interactions with your species. And one, above all of them, has survived interactions with you. He, kindred in his hatred of Chaos, nonetheless despises you as he does the allies of She Who Thirsts, and has sworn a vendetta upon you and your Craftworld for dragging so many of his kin into death.

It was always their fault. They wanted Death or Glory. You gave them both. If anything, their Chapter Master should be thankful to you.
[x] The Lord in Crimson Clad

Is this the crimson crusaders ;)
 
[x] Nalana

Gender:

[X]Female

Craftworld:

[X]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[x] Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

[x] Warp Spider: +2 Willpower, +1 Intelligence, "Webway Pathfinder" trait

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait



Personal Nemesis:

[x] The Lord in Crimson Clad
 
Name:
[X] Bentuss
[X]Female
[X]Biel-tan: The Eldar of Biel-tan are ardent believers that the salvation of the Eldar race lies through the resurrection of the ancient Eldar Empire - and they're as likely to spill blood for this cause, as they are to engage in plotting and deception. No other Craftworld fields as many Aspect Warriors, and their Warlocks' military skill is second to none. The Craftworld also maintains close relationship with Exodite worlds, and will fight to the death to defend them. (+1 to all Martial Attributes, free relic weapon, can recruit more Aspect Warriors, can recruit more Exarch characters)

[X]Path of the Warrior:
- Swooping Hawk: + 1 Agility, +1 Perception, "Grav Wings" equipment, "Death from Above" trait
[X]Path of the Mariner: + 2 Perception, "Webway Pathfinder" and "Fleetcommander" traits
[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X]The Heiress Forlorn

I might not offer the Pseudo crossover that others have but I have a Farseeer that is a leader of her people!
At home in the Webway, on the ground or in the sky. Other may be better at fighting in close combat, but are we serving on the Council of the Young King? No we are here to make the best for the most Eldar. And so we need to know how to guide people.
Also being able to swoop on wings of arcane technology and bombard them from above before we fly back into our spaceship has a certain style.
And third, we are the one most likely to interact with Dinosaur riding Eldar that use Star lances.
And if we go by Tabletop we can go and lead an all aspect force.
 
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[x] Nalana

Gender:

[X]Female

Craftworld:

[X]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[x] Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

[x] Warp Spider: +2 Willpower, +1 Intelligence, "Webway Pathfinder" trait

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait



Personal Nemesis:

[x] The Lord in Crimson Clad
 
Name:
[X] Caspian

Gender:
[X]Male

Craftworld:
[X]Ilyaden:
- (+2 to Fellowship, reduced recruitment to regular troops, superior Wraithconstructs, all Seers poses "Soulseer" trait, bonuses to all combat rolls against Tyranids)

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

[X]Path of the Warrior:
- Dire Avenger: +1 Strenght,+1 to any martial characteristic, free "Shuriken Blades" weapon, "Shuriken Mastery" trait.

P
ersojnal Nemesis:
[X]The False King
 
[x] Nalana

Gender:

[X]Female

Craftworld:

[X]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[x] Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

[X]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait
 
So... what exactly do any of these traits do?

Preliminary vote.
[X]Ilyaden:
- (+2 to Fellowship, reduced recruitment to regular troops, superior Wraithconstructs, all Seers poses "Soulseer" trait, bonuses to all combat rolls against Tyranids)

[X]Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X]Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

[X] Warp Spider: +2 Willpower, +1 Intelligence, "Webway Pathfinder" trait


[X] The Blind Guardian
No Idea what any of the nemesis are either, but this has the same name as a band I know, so why not.
 
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[X] Nalana
[X] Female

[X] Ulthwe

Past Paths (select up to three):
[X] Howling Banshee (female-only): +1 to Weapon Skill, +1 Agility "Banshee Sword-dance" trait, "Howling Scream" power.

[X] Path of Command: +1 Fellowship, +1 Intelligence, "Swordwind Command" trait

[X] Path of Artisan: +1 free relic weapon, +1 rune, "Artisan" trait

Personal Nemesis:
[X] The Lord in Crimson Clad
 
Name:
You were born [X] Nelthion, Walker of the Labyrinth of Fate. You have wielded a blade before even the Mon-Keigh Emperor forged his mockery of an empire in the absence of its rightful rulers, and stalked the battlefields of a thousand worlds when the Sundering shattered their empire. Now Morai-Heg calls upon you to walk the Path of the Seer, and you shall comply.

Gender:

[X]Male

Craftworld:

[X]Ulthwe: The Craftworld of Ulthwe had only narrowly survived the great psychic shockwaves that destroyed the core of the Eldar Empire - only to find themselves trapped in the gravitational orbit of the Eye of Terror. Ever since then, the Eldar of Ulthwe had waged a long and bitter war against daemons of Chaos and their pawns. It should be of no surprise then, that Ulthwe has to rely on the protections of their Seers more than other Craftworlds - and no Seers are as skilled as those of Ulthwe. Their Seers are also infamous for their ability to manipulate and misdirect other races to do their bidding. After all, no sacrifice is too great to ensure the survival of their great race - especially when none of those sacrificed are of Eldar blood! (+1 to all Mental skills, recruits Black Guardians instead of regular Guardians, starts with higher reputation and extra runes)

Past Paths (select up to three):

[X]Striking Scorpion (male-only): +1 to Weapon Skill, +1 Strength "Scorpion Swipes" and "Stealth Proficiency" traits

[X]Path of the Mariner: + 2 Perception, "Webway Pathfinder" and "Fleetcommander" traits

[X]Path of the Outcast: + 1 Toughness, +1 Perception, "Stealth Proficiency" and "Tracker" traits

In an age long before you have walked alongside the Bloody-Handed God, striking from the shadows at His whim, from the brutal Krork to the mad, corrupt kin of Commoragh, all fell to the whispering teeth of your chainsword. After that you became a commander of the great wraithbone arks of the Eldar fleet, even rising to the rank of Autarch before you were force to cleanse the Craftworld Ilthael. Once a sister Craftworld to Ulthwe, it fell into madness and hedonism after the insidious influence of She Who Thirsts gripped its claws upon the populace. Though a necessary evil, you have never forgiven yourself for your part in the slaughter of your kinsmen, and set yourself off in the Path of the Outcast. For millennia you have walked the perilous paths of the Webway, reflecting upon your actions on the corpses of worlds long forgotten. It was only the disappearance of the revered Farseer Eldrad Ulthran that convinced you to return home once more. With Ilyaden in its twilight, the losses of so many Children of Asuryan to the 13 Black Crusade, and the disappearance of the Eldar's most gifted seer, Ulthwe would need every soul they could get to stand alongside it.

Personal Nemesis:

In your long life you have made no shortage of enemies, from the depraved servants of She Who thirsts to the fanatic worshippers of the Dying Star. Yet there is one enemy that the Eldar fear above any other, they who were ancient when the Children of Asuryan themselves were young. They of such power that the very stars themselves died in countless numbers when they warred, laying the First Ones themselves down low.

The Servants of the Yngir, Star-Eaters, Soul-Flensers, the Dead Arisen. They awaken once more, and bring the horrors of the War in Heaven with them to curse the living once more.

It was with this revalation in mind that you sought to forge a weapon, and there were few finer than the Imperial Angels of Death, the Adeptus Astartes. Primitive and savage as they might be, they were strong of body and of furious purpose, and many a time you had seen the blood of Eldar soak into the soil on some forsaken world after underestimating them. To that end you sought a young marine, talented and deadly even by their standards, and ambushed his Chapter Master with your peers in the Seer Council before challenging him to a duel. You never intended to win, merely to test that he was indeed the thread that Morai-Heg spun to wield as your blade. Satisfied, you left the field of battle as his fellows arrived, content you had applied the hammer blow needed to shape him into his eventual destiny.

Unfortunately, he hunts you now, having lost most of his brotherhood to a great host of Necrontyr. In misguided rage and grief, he seeks to end what started all those years ago with the last of his brothers. Inconvenient, considering that you still need him alive...

[x] The Broken Lion
 
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I'll let the vote cook for 3 more hours, so if there's anyone who still wants to cast their vote, better do it now.

In the meantime, I decided to answer and explain a few things while we're at it:

The traits are kinda like extra abilities that you can pick up. I'm purposefully keeping them cloaked behind semantics to make it more interesting, but none of them is "crippling" in any way, so don't worry about that.

For stats, I'm using a simplified form of Dark Heresy roleplay game stats, which looks like this:

Weapon Skill (proficiency with melee weapons and such)
Accuracy (originally called Ballistic Skill)
Toughness
Strength
Agility
Intelligence
Willpower
Perception
Fellowship (governs morale and how well you can interact with others; something like CHA)

I have broadly divided these into two groups; the "Martial" skills (Ws, Accuracy, Toughness, Strength, Agility) and "Mental" (Intelligence, Willpower, Perception), with Fellowship being nominally the bridging point/misc. one. As you might imagine, Martial skills govern all things physical, whereas Mental skills have a lot to do with Sorcery and other Warp-magics.

You will get a more flowery break-down of these with the basic character sheet.


Reputation, Favors, Standing and Nemesis:

Those of you who have read @Swordomatic's excellent Chaptermaster Quest*, will likely be familiar with the concept, although there some slight modifications to it.

Reputation, in Hand of Fate, is something akin to notoriety, it's basically a measure of how famous are you - both in and out of the Craftworld. There are several tiers to it, ranging from "Insignificant", to "Even the Gods Know Your Name". Reputation can be gained, usually via successful completing various story arch and exemplar feats of Eldar dickery; however, be warned that you can just as easily loose your reputation. After all, Farseer's visions are not infallible, and people will take note of your defeats.

But what reputation does for you?

Reputation is basically something like a relationship buff; basically, the more famous you are, the more likely are people to take note of you. Your allies will be more inclined to listen to your requests, and more likely to do favors for you. Conversely high reputation with your enemies will attract stronger "bosses" so to speak, though occasionally it might lead to an unexpected results (some Inquisitors might be inclined to listen to your advice on chaos Artifacts, even if you're on a warpath with Inquisition itself, because you might be knows for being mostly right about these things). Reputation does not however, dictate Standing.

Standing, is basically, the hidden alliance meter. I say hidden, because its something that's not easy to put numbers to, but "you will know when you see it." Since none of the factions in Wh40k universe are truly monolithic, Standing is mostly divided between individual characters that you encounter. So would be possible that some Inquisitors would cautiously see you as an ally (Because you didn't dick with them yet), but some will hate your guts.

The Nemesis is unique, in that its impossible to improve your standing with them. They will forever hate you, and you will have to fight them at some point. It has to be this way. Additionally, the Nemesis has a unique plot role - in that they're actively hunting for you, and will attempt to derail your carefully laid plans just to spite you. It is possible to earn more than one Nemesis, if you're being a particular dick great Farseer.

Lastly, Favors:

Favors are things like requesting reinforcements at particular time, obtaining wargear, all these little, but significant things. Much like in Chaptermaster Quest, you have three tiers of favors: Minor, Major and Honorbound. The higher the tier, the more can the favor entail. For example, a Minor favor will likely not allow you to take someone's prized, holy relic, but an Honorbound one most likely will.

You will have the option to request favors in advance - providing you successfully persuade the other side. You will then "own" something the other side...but being Eldar, you are not, mechanically, obliged to return it...but you can find particularly creative ways to squirm your way out. So get your rule lawyering on.


*(Very big thanks and praise to @Swordomatic , who has been a huge help, and an inspiration in making of this quest).
 
[x] Swordomatic

What can I say, that option trips pretty much all of my buttons. (Except it lacks Tsundereldar. :p)
 
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