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High Elves originate from the island kingdom of Ulthuan far to the west of the Empire, which is
belaugered continuously by raids from thier hated Dark Elven brethren, the fearless Norscans, and the
incursions of Chaos which rack all civilized lands.
The fair elven folk learn how to fight from childhood, and thanks to thier extremely long lifespans
they often grow in skill to become unrivaled in thier prowess by other mortals. Despite thier individual
ability, their numbers are few compared to thier co-inhabitants of the Old World and they are always in
search of some edge with which to gain an advantage over thier foes.
Thus the High Elves are unrivaled practitioners of the arcane arts and thier specialized school of Spell
craft is so highly regarded it is referred to simply as the High Magic by other Wizards. The Elven Mages
are very proficient at many aspects of Magic, including astrology and the prediction of what is to come.
So it was that the coming of the comet known in the Empire as the Hammer of Sigmar was not a suprise
to the inhabitants of Ulthuan.
The Loremasters foretold the great power it would bring in the form of wyrdstone, but also the danger
as they knew the substance was riddled with the Chaos taint and would spread the evils of corruption to
all new levels. Therefore the Pheonix King, advised by the Loremasters, issued a decree: Wyrdstone must
be destroyed whenever possible, and any brave enough to undertake the hardships of travel across the
lands of the Humans and to bear the dangers of the Damned city to seek out and destroy the Chaos-
tainted stones would be forever honored in the lands of the Elves.
From across the provinces bands of young would-be heroes volunteered to pledge thier blades to the
Kings edict, and the Loremasters dispatched many apprentices to accompany them in thier journey and
lead them to the fell substance. Furthermore the Loremasters crafted magical devices called Wyrd-
breakers to counter the Chaos taint of the wyrdstone and render the substance into more mundane
gemstones thereby effectively destroying the wyrdstone but still allowing the Elves a source of revenue.
Each of the young mages was given one and sent forth to rid the world of the taint of wyrdstone.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and weapons restrictions.
Choice of Warriors
A High Elven Warband must include a minimum of 3 models, and can have a maximum of 12 models
including 5 Heros and 1 leader. A starting warband must be lead by a Mage, but should he be killed they
may not acquire another; one of the Heroes of the band will step forth to become the Leader.
A warrior that steps up to become the Leader upon the death of the existing one gains the 'Leader' special
ability and inherits the bands Wyrd-breaker, but otherwise stays the same.
M WS BS S T W I A LD
5 7 7 4 4 3 9 4 10
Recruitment
High Elves are fewer in number than most of the other groups staking thier claims in Mordheim. To
represent this, it is harder for them to recruit replacements than other warbands. When a High Elven
warband wishes to employ new members a Hero of the band must look for other High Elves in the
area, in a similar manner to and instead of looking for rare goods. Use the following chart for finding
new recruits:
The following Hired Swords will work for the High Elves:
• Elf Ranger
• Mordheim Survivor
• Elven Minstrel
Of the Dramatis Personnae listed in the Mordheim rulebook, Aenur will work for a High Elven band.
Player created and future supplemental Personnae and Hired Swords will have to be adjudicated on a case
by case basis as appropriate to thier background. Of the Dramatis Personnae presented on this site, the
following will work for a High Elf band:
In general all non-evil/chaotic people can work with High Elves unless they are dedicated to a specific
cause or group (like Bertha Bestraufrung). The exception is Dwarves, who might work with the Elves but
if they do always charge double thier normal fee as they still bear a grudge against the Elves from the
War of the Beard.
Heroes
Henchmen
High Elven Chracian Axewielders Must have a Chracian Champion to hire. 0-5
High Elven Initiate Sword Masters Must have a Sword Master to hire. 0-5
High Elven Archers No limitations 0-5
High Elven Warriors No limitations 0-11
Equipment
The High Elven warriors are very specialized in thier armaments. See each warriors entry for available
equipment options.
Hoethian Two-Handed Ithilmar sword, +2 Strength, Does not strike last, May parry. 35
Greatsword gc
Chracian Two-Handed Ithilmar axe, +2 Strength, Does not strike last, -1 to Armour 35
Greataxe saves. gc
Wyrd-breaker Changes wyrdstone into gems worth an equal amount of money as the -
wyrdstone would have been worth
Starting Experience
Special Skills
High Elven Heroes have access to the new High Elven Skills.
Spells
High Elven Spellcasters have access to the new High Magic Spells.
Heroes
Henchmen
A High Elven Warbands band has several obvious advantages, but these are balanced by a couple of
significant disadvantages. The Elven warriors are all supremely talented and thier profile max is the best
of all the mortal races. However all the available units are correspondingly extremely expensive.
Furthermore, the various units tend to be highly specialized, particularly the Sword Master and Chracian
warriors who are limited to the choice of a single weapon. In addition the band will have a very difficult
time recruiting new members and replacements and will almost always be outnumbered.
The forces greatest strength is that it can have Henchmen using 2-Handed weapons without striking last
(thought the cost for such is prohibitive).
The forces critical weakness is that it cant survive too catastrophic of a loss; if several key Heros die the
band is finished as it will never save enough money to buy them all back even assuming that the
replacements can be found. However, they should still be a fun and varied warband to play.