[X]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)

[X]Seer Rites: Organize and preside over the trials of young Seers, seeking to become your apprentices. Those who succeed will join your entourage as Warlock Council, serving on and off the battlefield (mutually exclusive with Seeking Lore choice)


[X]Lorendil - Scouting:
-[x] Galactic North (Imperial Segmentum Obscurus)

[X]Self-Improvement
-[x] Will

[X]Casting Training

[X]Visit Aspect Shrine:
-[x] Howling Banshees
 
Because the only thing I know about Eldar are that they're dicks and our Farseer is a redheaded tsurupettan tsuintairu tsundereldar, I'm gonna go with

[x] Night_stalker

(Look I'm a loyal son of the Imperium, why would I know anything about these filthy xenos scum? :V :p)
 
[]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)
[]Seer Rites: Organize and preside over the trials of young Seers, seeking to become your apprentices. Those who succeed will join your entourage as Warlock Council, serving on and off the battlefield (mutually exclusive with Seeking Lore choice)
[]Lorendil - Recruiting: Dispatch Lorendil in an attempt to recruit Rangers for your cause.
[]Acquire Vehicles: Needless to say, even on your Path, various Engines of Vaul can come in handy, either for ease of transportation, or to supplement your own forces in combat. Perhaps you should visit the artisans and pilots of Ulthwe, and see whether they don't have any vehicles they could lend to you. (Specify):
- Wave Serpent Grav-Tank (APC unit, effective against infantry, improved defenses)
[]Self-Improvement: As your experience has taught you, an Eldar that survives is one that never stops learning. (Select a characteristic to train. Can pick up to two. Each pick costs 1AP)
--[] will
 
[X]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)

[X]Seer Rites: Organize and preside over the trials of young Seers, seeking to become your apprentices. Those who succeed will join your entourage as Warlock Council, serving on and off the battlefield (mutually exclusive with Seeking Lore choice)

[X]Lorendil - Scouting:
- Galactic North (Imperial Segmentum Obscurus)

[X]Visit Aspect Shrine:
- Howling Banshees

[X]Acquire Vehicles:
- Wave Serpent Grav-Tank (APC unit, effective against infantry, improved defenses)

[X]Raise Black Guardians: The Black Guardians are the citizen-army of Ulthwe, usually formed from Eldar that moved on from Path of the Warrior, but are still committed to protecting Ulthwe from almost constant stream of raids and attacks. Naturally, many also serve their Farseers as both muscle and protectors.

This will give us some pumped forces, and possible leads. Sounds good.
 
You get and update! And you get an update! EVERYONE GETS AN UPDATE!
***
[X]Night_stalker

Lorendil - Scouting - Galactic North


"Well then" Lorendil says, as he pulls the black hood over his head even tighter. "I do believe it is the time for me to go, Farseer."

You are standing near one of Ulthwe's webway gates, the entryway to the arcane network that once spanned entire galaxy, allowing for nearly unlimited, free and safe transportation between virtually all worlds in the Empire. While the Fall had shattered much of this network, and twisted some of it beyond recognition, enough still remained to be an advantage to your people.

"Do remember to not get yourself killed." You huff, trying to feign indifference. "It would be most inconvenient were you to die now." The Pathfinder merely laughs.

"Oh, but my dear Farseer, isn't that what Soulstones are for?" You draw upon your centuries-honed patience to avoid doing something so base as rolling your eyes.

"And then have to suffer your vapid comments in Wraithlord monotone for the rest of eternity? I think not."

Despite your comments however, you are worried for your Pathfinder. The Galactic North is by far the least safe and stable of regions of the galaxy. Even the most experienced ranger tread lightly here.

The place where you stood was the best proof.

For "here" was not the safe innards of Craftworld Ulthwe, but it's outer segments, the outlying habitats. Once bustling with life, constant Chaos raids have turned the sparkling cities and pristine forests into bleak, twisted ruins.

But the same ruins were also the best argument for what your Pathfinder was about to do. Because sometimes...sometimes, the knowledge of the future was not enough.

"...I will be fine." Lorendil says, as he grips his rifle, and overlooks your Guardians. "I'm worried more about you, actually."

You flip one of your twintails. "Impertinence. You better go now, before I change my mind, Pathfinder."

The man merely chuckles, before stepping into the portal. There is a flash, and he is no more, transferred into a real far beyond yours.

~~~

For a full year, does Lorendil wander across the worlds of what Mon-Keigh know as Segmentum Obscurus. He treads trails unseen to all but the Pathfinders, Those Who Stride the Skies. He observes the places your vision cannot reach, and exchanges tales with the other Outcasts he comes across - gathering the much-needed physical intelligence, one that is much more tangible that your often...esoteric visions. And by the time he returns, he has learned much.

And what he learned is not encouraging.

There is chaos and Chaos everywhere. The world of Cadia still fights on, and for once, it seems like the Imperium will be able to retake its prized Fortress-World from the hands of the Enemy. But the forces that are used to retake Cadia are forces that can't be used elsewhere. Insurrection, madness and corruption take over a dozen worlds, worlds that cannot be retaken. Many more are left open to the predations of Chaos warbands, as their finest defenders are sent to die for their Emperor on the misbegotten rock that is Cadia.

While the struggles of the mortal Mon-Keigh matter little to you, the defilement of these worlds to Chaos does. Each of them is a potential base for the Enemy to launch strikes into Ulthwe, while some worlds carry ancient Eldar secrets - ones that the servants of the Dark Gods will waste no time defiling to earn the favor of their disgusting patrons. That no less than 3 Ulthwe warhosts are active in the area, is more than enough of a proof to Lorendil at how serious the situation is getting.

But he hears other news too. The Imperium of Man, in what passes for wisdom among its primitive kind, has ordered another founding of its Space Marines, deploying many of its newfound Chapters to the North. Normally, you'd consider it as a surprising display of wisdom for Humanity, were it not for the other pieces of news.

The Founding is hurried, hasty. Rumors float that even the gene-seed of heretic Primarchs is secretly being used. A wild speculation, maybe, but it would not be the first bout of stupidity for the Imperium. You immediately begin to fear - how many of these Marines have became compromised before they even begun their service? How many more will fall, and add to the strength of Chaos Gods?

There is one Chapter that looks promising however, for when you hear of its Chaptermaster, you immediately recognize him.

Aurelius Asterion, formerly of Blood Angels, now Chaptermaster of the Crimson Crusaders.

If anything, his hatred for Chaos is immaculate in its purity and strength. A true doer, so to speak. It is a pity he hates you so much, so much in fact, that he has sworn an eternal vendetta against your people and you in particular - and you have no doubt it is a vendetta that his Chapter will carry on.

But if it is Glory or Death they wish, then, as their benevolent superior, you should grant them their wish, when the time comes. After all, there is no shame to be destroyed by your betters. Until then however, you should probably stay clear of Subsector Tarsus. Or generally keep a low profile in the Segmentum. You have no doubt that if Aurelius hears of your name, he will try to follow you into Ulthwe itself.

But until then, you can trust that Space Marine to keep his sector of space clear from Chaos filth.

~~~~


Farseer Rites:

[roll 1d100 for 91! Your vision is super-effective!]



You dream.

And like every Seer, you see.

Where the stars rise from slumber,

A maiden runs, with secrets rusting and old,

Chased by the corrupted and bold,

Fallen her kind, fallen to thirst,

The maidens mother lashes out in fury and death

An ocean of blaze,

From ashes and cinder raises a specter pale and dead,

God of Change and Hope readies for a sacrifice.

And His Champion will grow mighty

And she shall feast upon the halls

of the God of Laughter.

The vision hits you with so much force that you're literally jolted awake from your months-long trance, falling with such a force onto your chamber's floor as to almost knock you out.

Trouble is brewing.

You rub your nose, trying to clam your breathing. The vision was astoundingly clear, but it is still just a vision. To decipher the future, you must understand it.


For starters, few things appear fairly obvious to you.

The visions shows you suns rising above the horizon. You're pretty sure this can only refer to the direction of sunrise - East. Whatever is happening, it is centered upon the Galactic East.

"Fallen kind", to an Eldar, also has only one meaning, one which immediately has your face cringe into a display of disgust and loathing that only an Eldar can manage.

There is nothing more disgusting to you in the cosmos than the Dark Eldar. The savages - the Mon-Keigh, could at least be excused in their stupidity due to the young nature of their species. But the Dark Eldar had no such excuse. They were lost, giving up on their souls to serve at the pleasure of She Who Thirsts. They were debauchery made Flesh.

The Gods of Laughter and Change were also pretty obvious: The great Cegorach, the Laughing God, and the vile Tzeentch.

It is, from your experience, not a nice matchup. The last time you had seen these two intersect, no less than three suns spontaneously erupted into supernovas.

But other parts elude you. The maiden that you see - her beauty and purity can only mean an Eldar - perhaps one younger than even you. But there is nothing in your vision that indentifies them - visions of color, no ancestors.

An Outcast, perhaps?

If so, the mother can be literally their mother, or as easily, their Craftworld. Or maybe an Exodite World. Who can tell?

You focus again, bringing yourself into another trance. You spend a full week doing so, but in the end, you don't see more than the glimpses of original vision.

It is not something imminent then.

But regardless, you have seen enough to worry - an Eldar, chased by your depraved kin, with a secret that, in the wrong hands, will lead to an empowering of a Tzeentchian champion.

And that, is a very, very unfortunate news. Especially since, as far as you're aware, only one place in universe can be connected with patronage of Cegorach.

The Black Library itself.

~~~~


[X]Seer Rites:

Earlier during the year, you had decided to hold the Rites for those who would seek to learn what you learned - before you submerged yourself to trance-like sleep that is meant to induce your visions.

You reach far back into your memory, remembering the most daunting challenges you have faced towards the mastery of your Path, as well as what information you've found most useful. Naturally, all for the sake testing the prospecting acolytes, to test their strengths and weaknesses. And then, you decide to compare your meager, limited, finite knowledge, with that of Infinity.

There are halls - deep inside Ulthwe, deep inside every Craftworld in fact, filled with nothing but white, crystalline trees as far as the eyes can see. Upon those trees hang the sparkling soulstones, the branches connecting them to the great Infinity Circuit. You know, instinctively, that is but a bleak, artificial echo of paradise that your ancestors had one enjoyed, but one infinitely better than the alternative; the eternal damnation and destruction that awaited every Eldar should their soulstone shatter upon death.

The Spiritseers perform their rites, conjuring the spirits of the Farseers of old - some that were even your own masters, long time ago. Their sight emboldens and humbles you. For their part, the spirits are happy to welcome yet another Seer to the Circle, and are eager to share what they know with "younglings". And thus, before the month-cycle is over, you have your plan of challenges, and know what to seek in each candidate.

The first challenges begin at the very start of the second month-cycle, before the sun rises over the habitation spires. You welcome acolytes personally, wearing all your Farseer livery, alongside several Warlocks that were once your fellow adepts. They agreed to help you with the event - no doubt to intending to both get into your good graces, as well as to further their own knowledge by overseeing the applicants. You are, nonetheless, grateful for their help, for your duties ensure that you won't be able to watch over every challenge personally.

You give the acolytes the outline of their task: 12 challenges, to be completed by the end of Ulthwe's year-cycle. Each different than the last. Each more challenging than the last. Some requiring mastery of rituals and casting, some on the other hand, drawing purely on knowledge, and some having a little bit of both.

~~~

[roll 1d100 for 71! The tests go pretty well]

The acolytes begin, and Warlocks guide them to the areas where tests are held, as well as ensure that no-one cheats. While you'd like to think that none of your kind would stoop to such low, Mon-Keigh methods, the history of the Eldar teaches one constant vigilance.

The test are brutal and hard, and uncompromising. Acolytes often spend days and nights awake, prying at ancient mysteries, complex puzzles that require mental and sorcerous acumen in equal measures. You watch them undergo trials of Asurmen, requiring the Seer to walk through a fiery path with nothing but a single rune for protection, and meager clothes on their back. There is some satisfaction, you dryly note, in not having to go through these trials again, and instead now being their Mistress.

The days pass by, the weather changes and events flow, and so do acolytes. Some inevitably fail and are sent away, though you see no shame in that. The first step in self-improvement is to know one's limits. That is true to all Eldar paths, and Path of the Seer more so than any other. Others however, succeed.

In fact, by the time of the finale, on the dusk of final day of the month-cycle, no less than 8 Seers stand before you, their heads held high. They have completed their tasks, braved their tests, solved the puzzles of the ancients, and weathered the perils of Warp. They have proven themselves to be worthy, but even more so, ready to continue their learning. And learn they shall.

Of these 8, seven are relatively average (if one can use such a base word in relation to your magnificent kind) Seers, but their potential is considerable, and you have no doubt that with time, each will make a fine Warlocks, or Spiritseers, and will make fine contributions to the Path of the Seer.

And then, there is the eighth.

Seer Calanthe.

She had completed the trials earlier than anyone else, and showed the most profound and in-depth understanding of the Path. She is the one that bears the marks of a future Farseer, of one who understands the Warp the most; so far in fact, that the Warp reveals its prophetic signals to them. You thus seem fit to assign Calanthe as the leader of your Circle, something that other adepts accept without issue. Finding eight acolytes is fortunate indeed, but finding an apprentice - even more so.

Perhaps Fate is expecting great things of you, after all.

Acquired Unit: Warlock Council

Acquired Hero: Seer Calanthe

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

Tracker: Your attempts at hiding irritate my ears. Having spent many centuries as a Ranger, this Eldar has honed their naturally-sharp senses to near-perfection, allowing them to easily spot that which would stay hidden. Only a true master of stealth craft - or powerful sorcery - can decieve them

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)

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:

Singing Spear: The spear speaks, with the name of all those doomed upon its edge - Traditional force-weapon of many Eldar Seers, the Singing Spear channels its users psychic energies into devastating blows. Though requiring two hands to use, the spear can be thrown at range, and will automatically return to the user.

Runes:
Destructor
Protect
Fortune

~~~~

[X]Visit Howling Banshee Aspect Shrine:

[roll 1d10 for 5. Partial Success.]


It is somewhere within the middle of the year-cycle, in-between your trances and sessions with the acolytes, when the artificial forests bloom with all the color and splendor of the lost Eldar worlds, that you decide to visit your old Aspect Shrine.

While you trust your Black Guardians, the fact remains that when it comes to pure skill, there are none better but the Eldar who had given themselves to war completely.

You thus opt to travel to your old Aspect shrine, intent on recruiting the honored Howling Banshees into your retinue.

~~~

The Carnelian Blades shrine is much like you remember it, the entryway seemingly forged out of the titular material, glittering with amber-like color. Behind it, and the obsessively-maintained gardens stood multiple fencing halls, where maidens of Ulthwe relentlessly practiced their lethal dances, day and night.

You are met at the gate by Exarch Methelis, The Rose Blooming upon the Blood of Enemies. She's dressed in the traditional Exarch armor, complete with the face-mask and the fearsome Executioner blade. A truly imposing sight, befitting one of Khaine's favored daughters.

"O Exarch" You greet her with a bow, which she returns.

"Welcome, Honored Farseer, Nalana of Ulthwe" The Exarch curtsies back. There was a time, once, when Methelis was like a mother to you, stern but loving, showing you every way to wield a sword, to strike and avoid being struck. She was your teacher and master - but that part you have locked away when you ceased to be a Banshee. And so did Methelis, which is no longer allowed to recognize you as her pupil - but an honored leader of her people. Truly, how the roles have reversed.

"I can more or less guess as to why you are here." Methelis' silver hair sways gently in the summer wind. "All Farseers require the services of our practitioners, sooner or later. I am not sure however, whether we will be able to accommodate you."

You nod. The Aspect Warriors would always serve in times of military campaigns, but beyond that, they were not really obliged to heed the orders of individual Farseers. That, would largely lie on the ability of said Farseer to convince the Warriors that their skills were needed for his or hers mission.

"Regardless," You say "I would still like you to hear me out, O Exarch. If only for the sake of the future."

Methelis wordlessly nods, and leads you deeper into the compound. Your walk past the fencing halls makes you feel nostalgic, the shouts and howls of blades reminding your muscles of your own time here, of the decades spent mastering each individual move, and further decades spent on learning how to seamlessly combine these steps into a single, deadly form.

You eventually reach the Exarch's chamber - typically ascetic and sparse, as befitting one who had became fixated on mastering their body for war. Likewise, Methelis' speech is quick and to the point, at least, to your Eldar ears.

As it turns out, the recent influx of Chaos raids had led the Shrine to bolstering the outer habitats with their practitioners; many more were also drafted into the schemes of other, more experienced Farseers. As it stands, the Shrine itself only has a token force of Banshees within it; enough to act as a field squad, or to train new Banshees and maintain the shrine - but not both at the same time.

And with you having no clear task at hand yet, the Exarch is, frankly speaking, reluctant to lend you her Banshees, when she needs them at home.

But you're a Farseer, and overcoming problems is your specialty.

Though you immediately realize that you won't be able to convince the Exarch to lend you any Banshees now, you find that she isn't completely indifferent to the idea of helping you - whether because you're her old apprentice, or simply the Farseer of her people, you cannot say.

But whatever it is, it lets you come up with a compromise - while the Shrine will not lend you any Banshees directly, should a situation arise that would require their expertise - or alternatively, should your life become endangered, the Banshees will come to your aid.

"A sensible compromise, if not a perfect one." The Exarch agrees, more to herself than to you. "Of course, if more of my sisters return from their other duties, or should the space around Ulthwe become safer again, then we can discuss this issue again, Farseer."

"Naturally." You idly flip one of your twintails. "I thank you for your time, O Exarch."

"And so do I for yours." The Exarch curtsies, before offering to show you back to the gates. A meaningless gesture, for you know the layout of the shrine like back of your hand, but you do appreciate the decorum, and let her guide you out.

You suppose, some results are always better than none.

Obtained an Oath of Help from Howling Banshees
No troops recruited


~~~~
[X]Raise More Black Guardians

Though you had successfully obtained a pledge of help from Howling Banshees, the fact remains that your Honor Guard remains...too understaffed for your liking. While great heroes win through power of their skills, they often survive due to their allies. Thus, you decide to further the recruitment of Black Guardians to your retinue.

Not that it is particularly difficult. While Ulthwe's forces were never too numerous to begin with, the number of Black Guardians poised at the ready was always substantial. Partially, because Ulthwe could not, like other Craftworlds, rely on Aspect Warriors alone to protect them alone. Thus, all those who wished to protect Ulthwe - but would not risk following the Path of the Warrior would take up Guardianship.

Additionally, unlike Aspect Warriors, Black Guardians answered Ulthwe's Autarchs - and through them, the Seer Council, at all times.

Thus, all it really takes is to actually ask , while maintaining an appropriately grand disposition, and another squad of Black Guardians is assigned to you. For their part, your original Guardians are glad to see some reinforcements, for while numbers do not win wars, they are still a welcome sight.

Recruited a Unit of Black Guardians

~~~~

[X] Acquire a vehicle - Wave Serpent


It is similarly easy to obtain a Wave Serpent for your use; in fact, if anything, the engineer-artisans are more surprised that it's the only thing you ask for, knowing how capricious Farseers can be with their vehicles. To be fair, you have not given this much thought; merely that it would be convenient for your Guard to possess a grav-skimmer that could ferry them around and provide fire support. Being an Autarch had taught you many things, among them the value of mobile infantry, and that your armies lived and died by the tempo of their attacks.

And a Wave Serpent is a magnificent vehicle indeed. Though some would maintain that as far as Engines of Vaul went, this one was not particularly notable, the fact remained that Wave Serpent was simple, effective, efficient and elegant - much like your race indeed. Its excellent handling, ability to traverse any environment and terrain, and even use all but the smallest of Webway gates, made it a transport par excellence for infantry. Add to that its twin-linked shuriken catapults and a weapon station containing, in this case a pair of Bright Lances; as well as ability to generate a light energy shield that could absorb light arms fire and shrapnel from the bow, the Mon-Keigh dreamt that their basic transports were this good.

Now that you think about it, perhaps you should get a few more...

In fact, the artisans of the Ulthwe's main forge are surprisingly eager to ask whether you won't be needing more Serpents anytime soon. When asked about it, the chief artisan mumbles something about there never being enough, and something about "Filthy Mon-Keigh Rhinos, the charmless primitive metal boxes that they are..." while having a worrying tick in his eye.

Perhaps, Artisan Exarchs are not far away, you muse.

Obtained a Wave Serpent

~~~~

So thus ends your first year-cycle as a Farseer of Ulthwe!


~~~~~


Next Turn Start

~~~ Status~~~

- Farseer Nalana, Pathfinder Lorendil and Seer Calanthe are at optimal health

- Acquired "Black Guardians", "Warlock Council" and "Wave Serpent" tank unit for your Honor Guard

~~~Army Status~~~

Hero Count: 2/12

Unit Count: 4/7

Ships: Moon Shadow - Wraithship, currently docked in Ulthwe

~~~Reminders~~~

You have recieved a troubling vision, pertaining to some sort of an incident in the Eastern quadrant of the galaxy, to occur some time from now. Should this incident come to pass, a great champion of Tzeentch will rise, and threaten the Black Library, the greatest repository of Eldar knowledge.

Your visions show much, but they do not always...overlap what is going on with the present - or outside of your Craftworld. As a seasoned Pathfinder, Lorendil has already offered to contact some of his compatriots, in order to gather information. He can also be dispatched to a variety of tasks. Given that a Farsight trance can last weeks, or even entire months, having him gather up-to-date information seems like a good idea.

Although your Black Guardians are fine soldiers, the true Eldar might lies with the Aspect Warriors. However, in times of relative peace, the Warriors remain at their shrines, polishing their craft and guardian against intrusions. If you wish to rally some Aspect Warriors to your cause, you will have to confer with their Exarchs.

Now that your retinue contains acolytes, you can mentor them. Mentoring a Seer in particular field will allow them to develop their abilities. You can also collectively mentor your Warlocks. Doing so improves their utility, and has a minor chance of spawning a Hero unit.

Your Nemesis, Aurelius Asterion, has been located within Segmentum Obscurus. He is not yet aware of your whereabouts.


Actions:

You have six (6) Action Points to spend on the following actions:

[]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)

[]Consult the Council: Now that you have received a major vision, it might be wise to consult other Farseer of Ulthwe. Perhaps their own visions converge with yours - or, at the very least, they can offer you new perspective

[]Commit to the Defense: While your Honor Guard answers directly to you, you can commit their forces to the local defense of Craftworld. While the gesture will be appreciated, any units committed will not be available for the duration of the turn.

[]Lorendil - Scouting:
Dispatch Lorendil to a particular sector of space, in order to learn current events and establish network of sentries and informants answering to your vision. (Select one region to focus on):

- Center (Imperial Segmentum Solar)

- Galactic South (Imperial Segmentum Temperstus)

- Galactic East (Imperial Ultima Segmentum)

- Galactic West (Imperial Segmentum Pacificus)

[]Lorendil - Recruiting: Dispatch Lorendil in an attempt to recruit Rangers for your cause.

[]Seeking Lore: The universe is filled with treasures and relics of your once-great Empire - if you know where to look. Together with Lorendil, set out in search of relics and lore of your ancestors. (mutually exclusive with Seer Rites)

[]Visit Aspect Shrine: Confer with the venerable Exarchs of Ulthwe, with the intention of obtaining some of their disciples for your entourage. (Specify Shrine)

- Dire Avengers


- Howling Banshees


- Striking Scorpions


- Fire Dragons


- Dark Reapers


- Swooping Hawks


- Shining Spears


- Shadow Specters


- Warp Spiders


[]Acquire Vehicles
: Needless to say, even on your Path, various Engines of Vaul can come in handy, either for ease of transportation, or to supplement your own forces in combat. Perhaps you should visit the artisans and pilots of Ulthwe, and see whether they don't have any vehicles they could lend to you. (Specify):

- Wave Serpent Grav-Tank (APC unit, effective against infantry, improved defenses)

- Falcon Grav-Tank (Heavy APC, superior armaments and handling at expanse of holding capacity)

- War Walkers (Light biped walker, general-purpose, can be armed with a variety of weapons)

- Vyper (Fast Attack Grav-skimmer, light armor but can pack a punch, goes really really fast)

- Jetbike Riders (Scouts, mechanized infantry, excellent for infantry support and hit & run)

[]Raise Black Guardians: The Black Guardians are the citizen-army of Ulthwe, usually formed from Eldar that moved on from Path of the Warrior, but are still committed to protecting Ulthwe from almost constant stream of raids and attacks. Naturally, many also serve their Farseers as both muscle and protectors.

[]Self-Improvement: As your experience has taught you, an Eldar that survives is one that never stops learning. (Select a characteristic to train. Can pick up to two. Each pick costs 1AP)


- Weapon Skill


- Accuracy


- Strength


- Toughness


- Agility


- Intelligence


- Will


- Perception


[]Mentor Calanthe: There is no greater duty but to learn. There is no greater honor than to teach. (Select a characteristic to train. Can pick only one, 1AP cost)

- Weapon Skill


- Accuracy


- Strength


- Toughness


- Agility


- Intelligence


- Will


- Perception


- Fellowship


[]Mentor the Warlock Council


[]Casting Training: Although Runes greatly simplify the process, there are great many things that a Farseer can do to improve the speed and efficiency of their Warp-casting.





*****

*Whew* There, it is done. Hope you guys enjoy this one.
 
[X]Consult the Council:


[X]Lorendil - Scouting:
- Galactic East (Imperial Ultima Segmentum)

[X]Visit Aspect Shrine: Confer with the venerable Exarchs of Ulthwe, with the intention of obtaining some of their disciples for your entourage. (Specify Shrine)
- Dire Avengers

[X]Acquire Vehicles:
- Falcon Grav-Tank (Heavy APC, superior armaments and handling at expanse of holding capacity)


[X]Mentor Calanthe: There is no greater duty but to learn. There is no greater honor than to teach. (Select a characteristic to train. Can pick only one, 1AP cost)
- Strength

[X]Casting Training
: Although Runes greatly simplify the process, there are great many things that a Farseer can do to improve the speed and efficiency of their Warp-casting.
 
Well, looks like we may be facing Ahriman. Or anyone who's interested in the Black Library really, but Ahriman's the first to come to mind.

Secrets rusting and old could be a number of things.

Corrupted and bold... Hmm, both Chaos and Loyalist Space Marines maybe?

Fallen her kind, so she was a Dark Eldar?

Hmm, Ocean of Blaze. A reference to the Chaos "Let the Galaxy Burn"? Not sure about the ashes with a specter though.
 
I would like to note that at least one of the artisans is Osirion's long lost Eldar cousin.
 
[X]Consult the Council
[X]Commit to the Defense :Black Guardians, Wave Serpent.
[X]Lorendil - Scouting
- Galactic East (Imperial Ultima Segmentum)
[]Visit Aspect Shrine:
- Dark Reapers

[X]Acquire Vehicles
-Wave Serpent Grav-Tank
--Inquire also about some Starcanon weapon platforms for your Guardians.
[X]Mentor the Warlock Council


At the moment we are not planing any actions so it makes sense to lend our Guardians out for this turn to build up Goodwill. Consulting the council might allows us to better triangulate the future with additional Farseeing, and considering how good our roll was here it seems worthwhile to share.
We also want to ascertain how urgent the situation is so it makes sense to send him out there.
In regards to further recruitments, we can either invest into general troops, anti chaos/space marine units , or those that would be usefull against dark eldar. Luckily, Reapers fullfill most of those Requirements.
One can never have enough Wave Serpents, and well Star canons are a blast weapon that can both deal with hordes, even if its not quite as good as a Shurican canon, and also destroy terminators making it something that is always useful.
And boosting the council is, as we can split them up a boost to our whole force.
 
As she is more commonly seen as the mother of the Eldar it would be strange. But it could instead mean a Maidenworld. Lileath would be more likely as a goddess there, even if as far as we know she is dead while her Mother Isha still lingers in captivity.
 
Last edited:
[X]Consult the Council:


[X]Lorendil - Scouting:
- Galactic East (Imperial Ultima Segmentum)

[X]Visit Aspect Shrine: Confer with the venerable Exarchs of Ulthwe, with the intention of obtaining some of their disciples for your entourage. (Specify Shrine)
- Dire Avengers

[X]Acquire Vehicles:
- Falcon Grav-Tank (Heavy APC, superior armaments and handling at expanse of holding capacity)


[X]Mentor Calanthe: There is no greater duty but to learn. There is no greater honor than to teach. (Select a characteristic to train. Can pick only one, 1AP cost)
- Strength

[X]Casting Training
: Although Runes greatly simplify the process, there are great many things that a Farseer can do to improve the speed and efficiency of their Warp-casting.
 
[X]Consult the Council:

[X]Lorendil - Scouting:
- Galactic East
(Imperial Ultima Segmentum)

[X]Visit Aspect Shrine: Confer with the venerable Exarchs of Ulthwe, with the intention of obtaining some of their disciples for your entourage. (Specify Shrine)
- Dire Avengers

[X]Acquire Vehicles:
- Falcon Grav-Tank (Heavy APC, superior armaments and handling at expanse of holding capacity)

[X]Mentor Calanthe: There is no greater duty but to learn. There is no greater honor than to teach. (Select a characteristic to train. Can pick only one, 1AP cost)
- Will

[X]Casting Training
: Although Runes greatly simplify the process, there are great many things that a Farseer can do to improve the speed and efficiency of their Warp-casting.

This boosts prep, and gets us some more gear as well as ideas of where to go. Let's hope for big scouting payoff.
 
Last edited:
Something that people might have missed, but rule wise the Wave serpent is a much better tanks then the Falcon as while it lacks a bit of anti Infantry weapons it has a forcefield that reduces the power of hits that it takes. And it can carry 12 units over the 6 of the Falcon.
 
Something that people might have missed, but rule wise the Wave serpent is a much better tanks then the Falcon as while it lacks a bit of anti Infantry weapons it has a forcefield that reduces the power of hits that it takes. And it can carry 12 units over the 6 of the Falcon.
Yeah, but the Falcon packs more of a punch to compensate for, that's what I like.
 
Yeah, but the Falcon packs more of a punch to compensate for, that's what I like.
Yeah but it is a singe additional pulselaser versus reducing all hits to glancing hits, if we we are needing one more weapon, for a St 7 Pinning weapon with 1d6+1 hits that ignores covers.
And why are people raising the strengh of a unit that always wounds on a 2+ and so does not really require it?
4 is average for a Eldar Hero, our main char and the Pathfinder likewise have it.
The Main advantage of the Dire Avvengers is there slightly increased range on the catapults and the better armour save as all the other parts of the profile are identical compared to the guardsmen so they are just guardsmen but better, while the Reavers would either add more Spacemarine and vehicle killing power to our army, or a stronger mass removal that for example ignores Tau and Carapace armour, unlike the damage dealt the the Avengers and Guardsmen.
 
Last edited:
Belated Happy Easter Everyone!

A little managerial announcement: The vote will go on for one more day, so if you want to cast your vote, or change your current one, do so now.

Due to certain issues (which may or may not involve a 15 hour drive), the voting period is prolonged to two more days. Sorry about that :V

Meanwhile, I will be posting some flavor stuff, namely unit type descriptions and a wargear listing.
 
Last edited:
Units
~~~Units~~~
Infantry:

Black Guardians: Though Eldar Aspect Warriors are unrivaled in their mastery of a specific aspect of warfare, their long training and low numbers mean that Eldar cannot wholly rely on them to form the main bulk of their armies. As such, most Craftworlds rely on Guardians – militias levied from all Craftworld citizens that have had completed their Warrior training, but moved on to more civilian paths. Though less-well equipped, the Guardians are an effective, trained fighting force, and the Eldar consider it a point of pride that even their "civilians" can match trained soldiers of other, lesser species. However, with so many of its population following the lengthy and dangerous Path of the Seer, and with threat of constant Chaos raids, Autarchs of Ulthwe had to find different means of filling the bulk of their armies.

The solution are the Black Guardians: a full-standing army, rather than a part-time militia, composed of Eldar that had moved on from their Warrior Paths, but are still committed to the defense of their Craftworld. While they are usually equipped with same equipment as other Guardians, their constant drills and experience at warfare makes them by far more dangerous than regular Eldar Guardians. A typical Black Guardian unit is composed of two individual squads of equal number, divided into Guardian Defenders (basic Guardians armed mostly with ranged weaponry) and Storm Guardians (melee specialists armed with blades and side-arms) which operate as a single organic element. Each unit can be supplemented with weapon platforms, and can be lead by a Warlock.



Vehicles:

Wave Serpent: One of the most venerable of Eldar anti-grav skimmers, and the primary method of transportation for mechanized Eldar infantry. While capable of transporting an entire unit of Guardians quickly and safely across virtually any battlefield, the Serpent is an equally capable combatant, largely owning to its shared heritage with the Falcon Grav-Tank.

Typical Wave Serpent is armed with a pair of twin Shruiken Catapults, although they can be replaced with a single Shuriken Cannon. Additional remotely operated turret supplements these mounts with an arsenal of varied weaponry, which can include further Shruiken Cannons, or heavy weapons such as twin Bright Lances, Missile Batteries, Starcannons or Scatter Lasers.

The Wave Serpent's greatest asset however, is not its weaponry, or its carrying capacity. Each Serpent is fitted with an energy generator, capable of projecting a field directly in front of its bow. This field is strong enough to repel artillery shrapnel, or even infantry firearms, including even Imperial Bolters. True to its name, this field can be charged and released in wave-like manner. While insufficiently powerful to kill an armored Man, the wave is powerful enough to paralyze and disorient opponents, making it highly effective at scattering lightly-armored but numerous foes like Orks, Tyranids, cultists or Guardsmen.
 
Wargear
~~~Wargear~~~


Ranged Weapons:

Shuriken Catapult: The standard type of Eldar "shuriken" weapon, regarded by many as Eldar's quintessential weapon: Elegant, simple and effective. Each catapult uses a psychically activated gravitronic engine to launch monomolecular discs of varied sizes and shapes, easily penetrating most standard plasteel armors and shredding the flesh beneath. Considered to be both highly accurate yet fast-firing, the "rifles" as Eldar refer to them are the standard equipment of their Guardian militia.

Shuriken Pistol: A smaller form of Shuriken Catapult, intended as a side-arm. Designed to be fired entirely by one hand, each Pistol uses the same kind of shurikens as larger Catapults; but the shorter barrel and weaker gravitronic engine result in overall smaller range and weaker stopping power compared to its larger cousin. However, it is still the preferred side-arm of Eldar Warlocks, as well as melee-oriented Aspect Warriors.

Long Rifle: A powerful, laser-based weaponry, employed by Rangers and Pathfinders of all Craftworlds. Thanks to its custom-grown, psychic crystals, the rifle can focus the beam over greater distances, while sophisticated targeting systems allow the Eldar to accurately target weak spots in enemy armor in almost any environment.

Melee Weapons

Blades: Forged out of materials that are highly durable, yet sharp and malleable, physical blades are the standard issue tools and weapons used by regular Defender Guardians, and many Eldar non-combatants. Though potentially lethal in hands of a trained expert, the Blades are really more of a last-resort weapon.


Sword
: While the Eldar posses plethora of Force and Power Weapons, "mundane" physical Swords still see much use in Eldar armies, whether as a training weapon for some Aspect Warriors, or standard weapon for Storm Guardians. Superbly balanced, tough and sharp, the swords posses enough of range and cutting power to be of use in open combat, but not as much as a more advanced form of melee weaponry.

Witchblade: These finely crafted, sharp swords contain sophisticated crystalline matrixes and runes embedded into its metallurgy, allowing the blade to channel psychic energies. A fairly potent force weapon, it's a popular weapon choice for Warlocks, and other Seers expecting to go into battle.

Singing Spear: Traditional force-weapon of many Eldar Seers, the Singing Spear channels its users psychic energies into devastating blows. Though requiring two hands to use, the spear can be thrown at range, and will automatically return to the user.

Heavy Weapons:


Shuriken Cannon
: The largest of all shuriken weapons, the Cannon works on essentially same principles as other shuriken weaponry, but features additions such as more powerful gravitronic engine, elongated ammunition coil and stabilizing gyros. It is a typical armament of Eldar infantry weapon platforms, as well as various vehicles; usually serving as a dedicated anti-infantry weapon.

Bright Lance: The standard Eldar direct-energy weapon, roughly analogous to Imperial Lascannons. However, use of psychically sensitive materials, such as specially grown focusing crystals, results in a weapon that is far more accurate and power-efficient than its Mon-Keigh equivalent.

Eldar Missile Launcher: Contrary to silly Mon-Keigh "conventional wisdom", the Eldar has long-since mastered the use and design of missile weaponry. Unlike the crude Mon-Keigh tube-based designs, Eldar missile launcher uses a complex system of chambering pods, allowing it seamlessly carry and switch-between several types of munitions, including krak and plasma warheads. While general considered to be a light and portable weapon, it is usually found on Eldar vehicles and weapon platforms.

Starcannon: Named so because their projectiles contain "heat of the Stars", the Starcannons are essentially Eldar plasma weapons, using highly sophisticated electromagnetic generators to guide its plasma bolts to the target. However, unlike the crude Mon-Keigh designs, Starcannon containment field generators do not only prevent overheating of firing mechanism itself, but also keep weapon cool – and thus safe – to touch at all times, significantly expanding its service life.


Scatter Laser
: A typical Eldar laser weapon, originally forged for use by Wraithlords and War Walkers. The Scatter Laser features several six separate laser chambers, which can either fire lasers separately in weak-but-fast-charging simultaneous bursts, or charged and released in a single burst. Sophisticated, psychically-assisted targeting equipment allows for the barrels to be targeted towards individual targets, as well as focused on a single one for maximum damage output.
 
Back
Top