Athel Loren is infested with all, manner of capricious and unpredictable nature-spirits. In their truest form, these spirits appear as shining spheres of light or ghost-like auras, However, they can change form at will, and such is the array of shapes that they can take that it is almost impossible to categorise them. They are known collectively as Spites, wilful and highly unpredictable beings, as likely to help a lost traveller out of the forest as to lead him to his doom. In times of peace they may take the forms of benevolent helpers and caretakers of Athel Loren, and appear friendly and harmless even if generally mischievous. The Wood Elves often leave small offerings of food or shiny baubles for the Spites in an effort to distract them from mischief-making, although this is an almost impossible goal. They often associate themselves with a particular household or individual, and routinely steal food and coin, tie hair in knots and play practical jokes.
However, Spites are swift to anger and easy to offend, and are quick to shift to more aggressive and vicious forms. Spites are present everywhere in Athel Loren, and often attach themselves to certain places, Elves or creatures. They are very protective of their hosts, and will lash out with any powers they have at any who wish harm on them or have evil intent.
Choosing Spites
Spites are chosen in the same manner as Magic Items, and count towards the maximum number of points a character is allowed to spend on Magic Items. Therefore each particular Spite choice may only be chosen once in an army. For example, you cannot have two models with A Murder of Spites in the one army. In addition, each character can only choose one Spite from the list below. However, Treemen-Ancients and Branchwraiths may have any number of Spites, to the limit of their allowance (100 points and 50 points respectively).
Terrors are malicious spites that dwell in the dark places of Achel Loren. They delight in terrifying unsuspecting intruders into Athel Loren. They take great mirth in the horrified and frightened expressions of their prey, and even greater hilarity if their target dies of shock. They often hide secreted on a host, and when that host comes near an enemy, they loom out, screaming and wailing, taking on their most fearsome aspect.
A model with a Blight of Terrors causes terror.
Mischiefs sometimes appear as glowing spheres of light, or tiny elves that seem to glow from within, with large staring eyes and tattered wings. They befuddle the minds of mortals and send them into sleep-like trances.
Bound Spell. Power Level 3. The Mischiefs are treated like a magic missile spell that has a range of 18". It causes the targeted unit to become subject to Stupidity in its next turn. Those units that are Immune to Psychology are immune to the effects of this spell.
Radiants are unusual glowing Spites that usually manifest as little more than a blurred shape of pure light, though they appear in all manner of colours. They are often seen circling the most ancient of trees, and will shy away from Elves or other mortal creatures. Sometimes they will take more solid form, and appear like small Elven figures. They act as sponges for magical energy, sapping the power of enemy mages.
Treemen Ancients and Branchwraiths only. A character with Radiants may add one extra dice to their Dispel pool in their opponent's Magic phase.
These three inseparable sister-spirits are much feared within Athel Loren, for they only appear to announce the demise of an individual. Often appearing as withered old crones with twisted twigs for hair and empty eyes, red-eyed ravens, or a triumvirate consisting of a crone, a beautiful woman and a girl-child, those who feel their gaze upon them know their time has come.
Bound Spell. Power Level 3. One use only. Any model on the board may be targeted. The targeted model must pass a Leadership test, or else suffer D3 automatic wounds that cannot be saved by armour or Ward Saves and cannot be regenerated.
Spites are vicious manifestations that take countless varied forms. Some have barbed, thorn-like limbs and razor sharp talons, others take the form of diminutive winged figures armed with tiny weapons. Some seem to be all teeth and talons, while others may hide their viciousness behind a façade of innocence and beauty. They hide within the cloaks of their hosts, or within the cracks and hollows of ancient Treemen, peeping out maliciously and ready to attack any who draw near.
The model gains +D6 attacks in close combat. These are worked out at the bearer's WS, and have an Initiative of 4 and a Strength of 2. In addition, these attacks count as magical, and are Poisoned Attacks.
Malevolents appear in countless guises and are aggressive defenders of Athel Loren, utilising poisoned darts and needle-like arrows, known as Elf-shot to the Bretonnians, to bring down their enemies. Some say that to be wounded by a Malevolent is to suffer a long and painful death, others that their darts can make their victims fall into a nightmarish sleep that can last for centuries.
A muster counts as a ranged weapon that may be used in addition to any ranged weapon that the model carries. It has a range of 6", and unleashes D6 Strength 2 shots. The model counts as being a single unit Strength 1 model on foot for line of sight for this attack, and it may target a different unit than any other ranged attack made by the character. These shots always hit on a 4+ and count as magical and Poisoned Attacks. A model with Malevolents may stand and shoot with them (in addition to any other ranged weapon the model may have), even if the charging unit is outside the model's line of sight, or it would not normally be allowed to stand and shoot because the enemy is within half its charge range. So long as the model has a chance to be contacted by the enemy unit, the character may still stand and shoot.
As they bound from branch, to bow, to cloak, Luminescents leave behind a magical spoor. Should they alight upon a weapon of any kind, their presence bestows a minor enchantment that can prove lethal to magical beings.
All attacks made by a character with a Resplendence of Luminescents are magical, as are those of any unit that they join.
These spites commonly take the form of spider-like creatures, scurrying over their host with feverish abandon. Any enemy that attempts to strike a being that is under the protection of Netlings is likely to find their weapon snagged in a web of magical filaments.
In a challenge, any enemy attempting to strike a character with an Annoyance of Netlings will only hit on 6s.