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The Bloodstone Gnomes

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This is the background information that we were given when we started to create the BSG as its own faction.

 

Bloodstone Gnomes at a Glance

 

Bloodstone Gnome Lands: The mere existence of the bloodstone gnomes is unknown to surface dwellers, and even the Isiri are unsure as to the origins of these foul creatures. However, a decade ago the Chronicler Jorvi Arund of Telluria managed to cobble together a basic understanding of bloodstone gnome culture and society.

By studying the gnomes’ archaic petroglyphs, Arund surmised that the bloodstone gnomes are descendants of one of the Lost Clans of the deep gnomes. Long ago in the Old Age, King Skanda Stonepalm of the deep gnome kingdom of Regnergaard sent out six clans of deep gnomes to map out his expansive underground domain, so that he might build cities and outposts to trade with the surface world and other underground realms. Of the six clans that set forth, three of them successfully established outposts which eventually grew into powerful deep gnome cities that still exist to this day. One clan was known to have been destroyed by an enclave of Nashani elves and their cavern dragon allies. The other two clans were never heard from again and became known as the Lost Clans. One of the Lost Clans was known to have been assigned the area beneath present-day Taltos to explore and record their findings for their king.

According to Arund’s chronicle, when the gnomes began their exploration, they discovered an immense cavern of indescribable beauty and wonder. The cavern was filled with vast veins and tracts of an unusual form of bloodstone which glowed with an eerie, lifelike luminescence. These same veins of bloodstone also streaked through the surrounding caves and tunnels for miles around. Except for several species of insects and fungi, all other life in the underdeeps seemed to avoid the region. But, irresistibly drawn to the bloodstone, the gnomes chose to settle the region and called it Kurandurak in honor of their clan leader, a deep gnome sorcerer named Kurand.

The gnomes of Kurandurak immediately began to carve and work the stone into jewelry and other works of art. Not long after, the gnomes learned to harness the magical energy of the bloodstone and were able to use it to enhance their innate sorcerous abilities. Over the years, the gnomes carved out a great fortress in the heart of the Grand Cavern, and the discovery of a great vein of copper and tin allowed the gnomes to begin crafting weapons and armor enhanced by the power of the bloodstone.

A transformation began to take place with the gnomes. The more that the gnomes used the bloodstone for their own purposes, the quicker the transformation occurred. Physically, their skin color began to fade, becoming less like the color of the earth and more pale, almost bloodless in appearance. Their kind eyes, which once sparkled like diamonds, became dull and feral. But the most dramatic change occurred in their hearts. Once a kind race, a shadow seemed to fall over the gnomes; greed replaced generosity, lust supplanted charity, and lies were traded for truth.

It wasn’t long before the gnomes found their society divided. It was apparent to many that the bloodstone had begun to corrupt the gnomes of Kurandurak; the only way to heal their clan was to leave the caverns. However, many others, led by the bloodstone priests, claimed that the power of the bloodstone was a gift not to be shared with anyone – nor was it to be abandoned. Conflict was inevitable, and so it was that the bloodstone priests and their mighty golems went to war against their own clansmen in a violent clash beneath the earth. In the end, the priests and their followers triumphed. The Bloodstone Caverns of Kurandurak seemed to relish in the carnage, the stone literally absorbing every drop of blood spilt. It was then that the gnomes forever became thralls to the power of the bloodstone – from that point on, they were known as the bloodstone gnomes.

A new order arose soon after. The bloodstone priests took over control of the city, led by the greatest priest and sorcerer, their clan leader Kurand. He decreed that the caverns demanded an annual tribute of blood, and so the gnomes began to raid the underdeeps of Adon in search of sacrifices. But Kurand, now tied irrevocably to the bloodstone, learned that his life could be extended with these same sacrifices – as long as he fed the earth its sacrament, he would become immortal. And so it has remained for over one thousand years; and as his people grow old and die, consumed by the corrosive and corruptive power of the bloodstone, Kurand remains alive reigning over the bloodstone caverns.

Now, the corrosive influence of the bloodstone and their isolation deep beneath Adon has affected the gnomes of Kurandurak with several forms of dementia, cruelty, and paranoia. Even though many of the gnomes are quite intelligent, their minds are warped with insanity.

 

Summary:

 

The Bloodstone Gnomes (BSG) are an evil race of gnomes that live deep beneath the surface of Taltos in Adon. The BSG are very similar to the svirfneblin from the Monster Manual, but imagine a demented, paranoid, evil version instead.

 

The BSG live in a region of the underdeeps known as the Bloodstone Caverns of Kurandurak, or simply the Bloodstone Caverns. Speaking in very broad terms, the bloodstone has been "tainted" or "corrupted" by something (maybe the essence of the fallen Reaper Vengeance has seeped deep into the earth where it reacted with the bloodstone?). Anyhow, almost all other living things can not remain in the presence of the bloodstone without degenerating and being quickly consumed by the magical effects of the bloodstone. It's bad stuff – like highly radioactive plutonium or uranium, I guess. However, the BSG are able to withstand the effects of the bloodstone and are able to mine it, work it, and bend its magical properties to their will. Those that have learned to master it become bloodstone priests. However, the more a priest learns to master the bloodstone, the harsher its effects on their bodies. Most priests end their lives as burnt out husks, consumed from within.

 

BSG society is very industrious, almost like a colony of termites. The centuries of exposure to the bloodstone has eaten away their minds and their bodies. The only way for them to lessen the effects of the corruptive influence on their bodies is to sacrifice other living things. The life force or soul that is taken from these sacrifices tends to "heal" or regenerate the physical effects of the harm that the bloodstone causes. It's like chemotherapy. However, these sacrifices do not heal the minds or hearts of the BSG – the older the BSG, the more demented, paranoid, and evil they have become.

 

Essentially, the BSG are thralls to the bloodstone. It is their life's blood and their livelihood, and also their doom. But they have survived for over a millennia, albeit in dwindling numbers.

 

The leader of the BSG is the lich-like Priest King Kurand, the oldest of all the BSG. Imagine the emperor from Star Wars. He sits atop his Bloodstone Throne and has a powerful artifact, the Orb of Alarthalak. (Who or what is Alarthalak? Don't know yet – a demon, another BSG priest, or an elder evil being like C'thulhu – and it doesn't matter yet.) His miniature will be on a throne with his orb beside him; the throne is borne on a litter carried by homunculi (see below) or small bloodstone golems. Should fit on a 40mm base.

 

BSG priests can summon Bloodstone Golems – giant, elemental-like monsters. Not sure if the art will portray them as elementals or as golems, i.e. cool monsters carved from bloodstone. These guys are the big monsters in the army. 40mm or 2".

 

The BSG priests also create Homonculi; the art has it listed as demonic familiar, but it is a bloodstone homunculi. Mechanically, just familiars, I guess. Or possibly have them do more if the art has them similar enough as the full sized golems (all growd up).

 

How tough? I dunno. I imagine they're like ants. As long as you don't mess with the nest, you're okay. Soon as you step on it, they swarm you. They are insane, like Kuo-Toa, but they're not stupid.

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hey thanks for posting this. Is there by chance an idea of the bloodstone color, by the name I am assuming red, but there is a propaint color called bloodstone that is blue colored so I was curious.

I have the beginnings of my swarm and was curious. Thanks

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What do y'all think about this list? I think if I used a couple of inexpensive mages and shooters to draw my opponent in, while keeping my heavy melee units tunneled until I could make a favorable charge, it would do pretty well. It's 1500 points.

 

 

Troop 1:

Kordtok (captain)

Pulgers x 2

Priest: Counterspell, ice shards, fireball

 

Troop 2:

Naldak (sergeant)

Tunnel knigt x 8 (mob)

Pulger x 3 (mob)

Priest: Counterspell, ice shards, fireball

 

Troop 3:

Naldak (sergeant)

Pinner x 2

Priest: Counterspell, ice shards, fireball

 

Troop 4:

Naldak (sergeant)

Pinner x 2

Priest: Counterspell, ice shards, fireball

 

Troop 5:

Naldak (sergeant)

Pinner x 2

Priest: Counterspell, ice shards, fireball

 

Troop 6:

Charnel grub

 

Troop 7:

Charnel grub

 

Troop 8:

Charnel grub

 

 

-StV.

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hey thanks for posting this. Is there by chance an idea of the bloodstone color, by the name I am assuming red, but there is a propaint color called bloodstone that is blue colored so I was curious.

I have the beginnings of my swarm and was curious. Thanks

 

The blood stone I've worked with is a dark green with fleks of reb and white.

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St V,

 

FYI, The matron cleric becomes non unique in an all BSG list, but the preist (mage) does not.

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FYI, The matron cleric becomes non unique in an all BSG list, but the preist (mage) does not.

 

 

Whoopsie. I misread that bit of fine print. What do you think of this revised list? The same tactics apply - advance pinners and priest underground, pop up the shooters and the wiz, leave everything else buried until I draw my opponent into a favorable charge, and then sandwich his forces front & rear with knights and pulgers.

 

 

Troop 1:

Kordtok (captain)

Pinner x 7

Priest: Counterspell, Ice Blast

Luckstone

 

 

Troop 2:

Naklak (sergeant)

Tunnel knight x 9 (mob)

Pulger x 3 (mob)

Matron

 

 

Troop 3:

Naklak (sergeant)

Pulger x 5

Matron

 

 

Troop 4:

Naklak (sergeant)

Pulger x 3

Matron

 

 

Troop 5:

Charnel Grub

 

 

Troop 6:

Charnel Grub

 

 

Troop 7:

Charnel Grub

 

 

 

-StV.

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2 small tweaks... that change this list (and since the final datacards are coming out later today I can say it):

 

1.) Among a few other changes, tunnel knights are gonna lose mob, so the max number of knights you could field in troop2 would be 7.

2.) i might have my numbers wrong as i have been tweaking my files quite a bit lately, but your list as it is is about 1520 points and I figure you were going for 1500.

 

Two minor things that could easily be tweaked in your list I am sure...

 

But, without looking at those two items and just looking at your list as it is...

 

In a head to head game with no scenario involved, that might be a sound build. It looks decent. It does not look like it would take your 1500 point crusader list, but it would be affective against some others. If a scenario is at play or if you play against someone who also has a decent amount of ranged\magic and decides to sit back and still and plink untilyou decide to surface, this might not work.

 

Yes, the hope and intention of the FA was no matter what the build is that the 1st turn temporary burrow would allow for enough passage into the field to at least get most melee models into melee without getting shredded from enemy ranged and magic (a 1 point of damage firestorm is much more affective against a 2 track model than a 3-5 track model). But, once you get into battle, whenever that is, its not like teh FA helps the actual combat (like bane, jade strike, mercy, judgement, undead huinter, feral rage, etc...)

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Finally, a race/faction done in a way only seen from Reaper. The fluff is original, and draws the reader in. Now it just needs some more information on the structure of their society, and their military. Every faction should have had the treatment I've seen in this thread from jump street.

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It does not look like it would take your 1500 point crusader list, but it would be affective against some others.

 

Hard to say. My Crusaders have more healers, but the BSG's hit a LOT harder and should get the first charge and are pretty much invulnerable until they commit.

 

I've also considered swapping out the captain and the priest for Kurand, which would allow me to throw ice blasts at those juicy Crusader hospitalers standing behind the templars. If I were going to tweak the BSG's specifically to mess up the Crusaders, I would definitely make that change.

 

-StV.

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Actually, if you use the justice list, then you would get smite+1 against evil.

 

so your knights would have 2 attacks at 5 against my pulgers 11 = needing 6s and you would only have to hit me twice.

 

my pulgers would have 2 swings at 5 against your 12 = needing 7s. I would have to hit 3 times. I would have to hope that some of my first strikes hit to keep it even.

 

And since the knights and pulgers are almost the same cost, its not like the gnomes would have any numbers advantage to use.

 

But, that is still a decent gnome list either way.

 

Obviously, I could play with different lists all day long. Especially at 1500 points. I guess I would lean towards something like the following:

 

troop 1:

Kordtok

Glaktu bettle hero (greater armor)

4x lancers

4x Hok

1x pulger

 

Troop 2:

Naklak

Matron (divine vigor)

6x knights

4x pulgers

 

Troop 3:

Matron

7x guards

4x pinners

 

Troop 4:

Grub

 

Troop 5:

Grub

 

---------------------------------------

1500 points on the dot..

 

Granted i am using the updated points cost that you will see soon...

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If your opponent knew you were playing BSG this build could be prepared for and countered fairly easily, even an opponent who wasn't sure you were to take it could take a reasonably well balanced build that included a few tricks in case of a BSG encounter.

 

You'll mop the floor with the BSG list the first time anyone plays against it, just like anything else new and unexpected it will appear wildly broken. Once players learn to play against them the BSG will be less formitable. Never the less, it is a good list.

 

Decent numbers of ranged attackers and and a few spellcasters could quickly wipe the Pinners from the board, and given the first turn they surface they can't use critical strike they will be very vulnerable to not doing enough damage to make them worthwhile.

 

Rock friends is an obvious option, and taking a few of these doesn't amount to losing many points (15 points for 3 of them on 2-3 Mage models), although the Gnomes high MD will help you there, it also might play to the casters advantage, forcing the troop up from the ground in limited numbers that can be dealt with before the rest of the troop surfaces.

 

Burrowers would be a real issue for your build and could force you up quickly, once you've done your first turn move any move you make from the second turn onward forces you above ground, so you are essentially locked into position if you want to remain hidden. Enemy burrowers would serve as a deterrent.

 

Crappy low point models like Fauns, Faeries, Imps, Fodder, Bondslaves, Orcs, Goblins, Merc Warriors and Skeletons could take out your Pinners without presenting a good target for your burrowed models to break cover for, forcing them to either sit and wait, or surface to deal with the threat, while at the same time allowing your opponent not to commit too large a portion of their force to deal with the troop of Pinners.

 

The Grubs and Matrons would be the unknown factor in your build, how well they went together and how well your opponent played against them (Plus a bit of the luck factor for either side) would dictate whether you would dominate the game.

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Actually, if you use the justice list, then you would get smite+1 against evil.

 

 

And give up both hospitalers and mercy? No thanks. I'll stick with the basic list.

 

 

so your knights would have 2 attacks at 5 against my pulgers 11 = needing 6s and you would only have to hit me twice.

 

 

Templars only get 1 defensive strike, and it's reasonable to assume that the BSG's would get the charge on the heavy melee engagement.

 

And we haven't even begun to talk about what the Tunnel Knights will be doing... *shudder*.

 

The only edge that I think the Crusaders would have is that they could take & hold tabletop area more effectively. The BSG's would tend to be less mobile than Crusaders. Other than that, I wouldn't want to play range games or go toe-to-toe against the BSG's with any army.

 

 

-StV.

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I've also considered swapping out the captain and the priest for Kurand, which would allow me to throw ice blasts at those juicy Crusader hospitalers standing behind the templars. If I were going to tweak the BSG's specifically to mess up the Crusaders, I would definitely make that change.

You'll have plenty of points to add in Kurand, as the Grub won't lose Unique, (as of the final Rage Chronicles, which will release within the next 24 hours) so you can only take one of it. ::):

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I've also considered swapping out the captain and the priest for Kurand, which would allow me to throw ice blasts at those juicy Crusader hospitalers standing behind the templars. If I were going to tweak the BSG's specifically to mess up the Crusaders, I would definitely make that change.

You'll have plenty of points to add in Kurand, as the Grub won't lose Unique, (as of the final Rage Chronicles, which will release within the next 24 hours) so you can only take one of it. ::):

 

 

Then I'll probably end up with a "both... and". Dropping two grubs, I'll pick up Kurand, another matron, a handful of scrubs, and keep the captain's troop. Or some close variant thereof. I'd lose one activation but pick up another spellcaster. I think I could live with that. It's always good to be able to pack an extra counterspell in an army of 2 damage track models.

 

I'm not sure I'm going to actually field a BSG army soon (I've got my fingers in too many pies already), but I am going to look at putting some tunnel knights in my Merc army with change of heart. New rules, I gotta retune everything.

 

-StV.

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