Hey Guys! well this is my first draft for the competition and everything on this page is subject to change
Any feedback would be great! and I hope you enjoy it. If you're any more interested about Clan Enipel there is a thread on it in the Clans section of the forum. There are also some pictures to help you get an idea of the city and the Lanak. I did not draw these! they are mikes that he drew! but they are of the Enipel Clan (kinda
) so enjoy!
The Lanak is the head of the Enipel clan and by default is also the wealthiest. The term “Lanak” is a title much like Lord or king and one that is exclusively used by the Enipel. Though the position is hereditary, as one Lanak will often inherit the others wealth, if there is no suitable heir the merchant court will cast votes to choose a new dynasty to lead the clan. Responsible for trade in and out of the city, the guild, the academy, controlling the largest force of militia and the appointment of Grand Merchants, The Lanak bears great weight on their shoulders for the welfare of the city.
His peers consider the current Lanak: Tor Aran, a Bohemian for his eccentric pursuits of literature and the investment of money into the city and the guild.
This, along with high appointments of Grand merchants during his reign has led to a rise in production and profits in the city.
As a leader Tor-Aran is absent minded but spontaneous prone to bursts of innovation and low depressions. He is a known researcher and reader and keeps vast quantities of books and records in the libraries of his palace. Well versed in textbook warfare he considers himself a leader of Fubarnii on the battlefield, though he has never actually seen a skirmish or conflict bothers him not. He has been instrumental in the training of new militia and advanced training for veterans and controls a sizable amount of militia paid for by his great wealth. He has a personal dislike of Knights as he believes that anyone that cant be bought cant be trusted.
Never one to be kept isolated the Lanak has a known wonder lust and can seen riding in his opulent howdah upon a great beast. He will often head to the outer territories surrounding the free city in search for adventure or at least respite from the endless politics. While he is exploring out of the city he often relies on the grand merchants for political advice and support. If business forces him to stay in the city he will retire to his library, smoking his own blend of narcotics and relaxants through his elaborately decorated pipe.
The Lanak has increasingly been indulging in narcotics since the substantially large donation of the Herbalist guild to the Lanak estate and his drug of choice is a large flat-capped mushroom that is farmed underground on the roots of the great tree of the city. The fungus is then dried and burnt with the smoke inhaled through an elaborately decorated hookah. The Lanak has a large collection of pipes and other smoking instruments and will often consider it his own personal symbol, much to the dislike of the court.
The fumes produced from the drug can be quite noxious to Fubarnii that are not use to the toxin and the Lanak enjoys meditating in the bilious fog. Often there are side effects other then relaxation and the smoke can provide moments of pure lucid thinking often leading to innovative practices in politics or new discoveries in clan territory.
A true Enipel, Tor-Aran epitomises the clans’ nature: Obsessive, opportunistic, reluctant and frustrating. He has led his clan to expand from beyond the city proving that when the time comes even the Lanak will be prepared for war.
Rules for the character. The Great LanakLeader.
Move 7 Tough 3+
Combat 3 Stamina 3
Support 1 base size Large
LeaderMay not be activated by another model.
CommanderThis model can activate up to four friendly elite models.
Criticalif this model is killed the Fubarnii player cannot achieve victory.
Tough*This model may re-roll failed tough saves.
UnstoppableThis model moves at full rate even if forced to Move Cautiously, and may move through small based enemy models.
Opium hazeModels in base-to-base contact with this model lose 1CS. If this model does not move at the end of the turn place a cloud marker over it, all models in the cloud suffer -1CS. This cloud effect lasts for one turn.
Specialist forces Forces with this model in cannot include Enuk knights. Militia included in this force gain the Rule (COMBAT TRAINED) and become ELITE troops.
You must include at least one trader and two Baruk in a force including The great Lanak.
Deep thinker Once per turn you may re-draw an initiative counter if you do this you must discard your next initiative counter.
Merchant courtYou may take up to two free Fubarnii nobles in your force.
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