The Book of Thormun the Valkyrie Warrior
The Valkyrie
The Valkyrie
The figures used for this unit is modded Minion of Utgar figure from Heroscape, Wave 2 Utgar's Rage.
Bio: Valkyrie from
Valhalla that fights for Jandar. Son of Sennavig. Kyrie from the town of
Tealeron in Valhalla who discovered the first wellspring 60 years prior to the
war-torn times of the “Rise of the Valkyrie”. According to his account, he
discovered the wellspring by accident at the Tarn of Volsunga. When he drank
its water, he became stronger in body and mind (with traits such as improved
vision), his wings grew to wondrous size, he gained mystical powers and stopped
aging. However, he discovered that if he stopped drinking from the wellspring,
his powers faded. He continued to drink and was plagued by visions of armies
and wars waged on unknown battlegrounds. When the Valkyrie emerged and started
to wage war over the wellsprings, Thormun fled and stopped drinking from the
wellsprings. His powers vanished, along with the visions, but only partially.
He wandered Valhalla in secret with his journals while bearing a heavy burden
of guilt for his innocent discovery of the first wellspring. Recently, he met
with Jandar and joined his army as a scout. Even though he has aged, Thormun
has seen the horrors of war and decided to join the battle against Utgar. He is
the only Valkyrie who receives visions that does not have his own army and is
not considered an Archkyrie. Even though he does not drink the wellspring
waters, he is still plagued by visions of less clarity in his dreams. These
cryptic, but fearsome visions torment him and rob him of sleep.
“So full of dark and foreboding symbolism are these visions that their meaning escapes me. I can tell no one about them for fear that others may think I am losing my grip on sanity, and word of my madness will find its way to the ears of Jandar. I cannot be discharged from duty. I will not allow myself to be helplessly unable to do my part in resolving the conflict that I started, when I first sipped those intoxicating waters. So I retreat here to the pages of my journal, keeping it near, trusting to it my closest secrets. The waters still call to me, but I must resist, for drinking would have grave consequence. That much of these cryptic visions is clear.”
“So full of dark and foreboding symbolism are these visions that their meaning escapes me. I can tell no one about them for fear that others may think I am losing my grip on sanity, and word of my madness will find its way to the ears of Jandar. I cannot be discharged from duty. I will not allow myself to be helplessly unable to do my part in resolving the conflict that I started, when I first sipped those intoxicating waters. So I retreat here to the pages of my journal, keeping it near, trusting to it my closest secrets. The waters still call to me, but I must resist, for drinking would have grave consequence. That much of these cryptic visions is clear.”
Thormun served as one of Jandar’s emissaries to Einar, Vydar and Ullar
when the battles for the wellsprings began. He was instrumental in getting some
of the Valkyries to join Jandar’s cause. Despite his mostly non-combatant status
Thormun wields a hammer in combat. He fought against and was wounded by the
Shades of Bleakwoode when crossing from Anund to Lindesfarme. Kelda healed his
wounds and saved him from death at the hands of a Shade with a deft spear
stroke.
VALKYRIE VISION
Before moving you may roll the 20-sided die. If you roll an 15 or higher your opponent must allow you to view all order markers on his or her army cards.
HATRED OF EVIL
Thormun and all friendly figures adjacent to Thormun receive an additional attack and defense die when rolling against a figure that follows Utgar or Valkrill.
FLYING
When counting spaces for Thormun’s movement ignore elevations. Thormun may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Thormun starts to fly, if he is engaged he will take any leaving engagement attacks.
-Rulings and Clarifications-
EVENT HEROES:
This rule, although optional, should always be used when playing with an Event Hero. The main thing to remember about Event Heroes is that because they are a different type of hero, they are not susceptible to powers that specify Unique or Common Heroes.
EVENT HERO SPECIAL RULE:
When selecting cards to put in your Army, you cannot select two of the same
Event Army Card. Event Heroes are never destroyed without first taking enough wounds
to be destroyed. If a terrain rule or a special power on any Army Card, Glyph,
or Destructible Object would automatically destroy an Event Hero, that terrain rule
or special power instead inflicts 4 wounds on that Event Hero. Players may
never take temporary or permanent control of an opponent's Event Hero.
EVENT HERO CLARIFICATION:
Event Heroes may not pick up Equipment Glyphs. Equipment Glyphs may only be
equipped by Unique Heroes.
_________________________________________________________________-Combinations and Synergies-
Synergy Benefits Received
Synergy Benefits Offered
N/A