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The 9 Age Fantasy Battles - Homebrew
The 9 Age Fantasy Battles - Homebrew
Nemed Dhuraz
This is a Homebrew Army Book, designed to be played with The 9th Age rules,
as an Auxiliary Book to the Dwarven Holds army Book.
It is not official, and it is not balanced for tournament play.
The first chronicler was Khezab the Old and he wrote Ancestors. By activating the runes inscribed on the Arc,
the first chronicle of the suffering of Dhuraz and his a chronicler can access the Dwarven history and gain
brethren under tyranny. He inscribed the chronicle on insight into the future and give guidance to those who
five large stone tablet and when he passed away, he seek it. Throughout history have many kings come in
was encased in a chest made of these tablets and that person or through envoys to Nemed Dhuraz, to receive
chest was brought to Nemed Dhuraz. It is said to rest in counsel before mustering their forces against great
the most sacred crypt and known as the Arc of external treats.
Chosen of Dhuraz
The model gets Magic Resistance (1) and automatically passes all Fear Tests (but still suffers -1 Discipline from
Fear). The model increases its Rally Around the Flag and Commanding Presence ranges by 6″.
Your Faith repels the Sinners.
Prester Jonaz
The model gains Ambush, along with one unit in which it will be deployed,
Prester Jonaz developed the tactics to attack the rear of the enemy by surprise. Many sought his alliance.
Personal Protections
Shield Wall (same as DH)
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against
Close Combat Attacks) if the attacker is Charging. This rule can only be used against attacks from enemies Engaged in
the model's unit’s Front Facing.
Attack Attributes
Sturdy: Close Combat. (same as DH)
The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a
Stand and Shoot Charge Reaction.
Weapons
Composite Horn Bow: Shooting Weapon.
Range 36”, Shots 1, Str 3, AP 0.
Swathed in heavenly radiance and girt for war did And roaring an oath with tusked maw did Azerak tread
faithful Negusaz, son of Eraphram, son of Danak, son of forth from the hellfire in fury, for he brandished a twin-
Alemakyu, stand his ground against Azerak of the headed axe with murder in his eyes.
Chains.
And axe of dark steel clashed with bright-lit sickle
For horned Azerak rose from out of a pit of flames sword, locked in mortal combat.
beneath the shadow of his heathen idol, and he
threatened Negusaz with a baleful end if he did not For under the higher gaze of heaven and under the eyes
stand aside, and yet the son of Eraphram would not of infernal idol did the warriors trade blows, where
yield to let him pass. light and darkness met.
Army List
CHARACTERS (max 40%)
Size: Standard
Ras 225 pts Type: Infantry
single model Base: 20x20mm
3” 9” 10
Defensive HP Def Res Arm
4 7 4 1 4 Sturdy
Their Kings are called “Ras”. Options: pts
But you never call them. You bow. May take Special Equipment up to 200
It is very impolite to look at them from above. May take a Holdstone 35
May take a Shield 15
May take a Shooting Weapon (one choice only):
Composite horn bow (3+) 10
Crossbow (3+) 10
May take a Great Weapon 20
May take a mount (one choice only):
Shield Bearers 115
Lion Chariot 115
Great Griffon 200
May become Prester Jonaz (0-1 per Army) 60
3” 9” 9
Defensive HP Def Res Arm
3 6 4 1 3 Sturdy
Options: pts
May be the Battle Standard Bearer 50
May take Special Equipment up to 100
May take a Holdstone 30
May take a Shield 10
May take a Shooting Weapon (one choice only):
Glabrous races enslaved your kin. Composite horn bow (3+) 5
Only trust the shaggy ones. Crossbow (3+) 10
Nemed wisdom. May take a Great Weapon 10
May take Shield Bearers 95
3” 9” 10 Chosen of Dhuraz
Defensive HP Def Res Arm
3 7 5 0 Plate Armour
Offensive Att Off Str AP Agi
Options: pts
May be the Battle Standard Bearer 50
May take Special Equipment up to 100
May take a Holdstone 30
May take (one choice):
Shield Wall 15
Great Weapon 20
Paired Weapons 10
The Barefoot Warrior inspires faith to all May become Prester Jonaz (0-1 per Army) 60
believers.
Fear no Daemon,
fear no Undead,
raise your head,
show you palm,
For you are Holy
and they are not.
Fear no Orc,
fear no Crane,
shove them down,
step them barefoot,
For you bear
the Light with you
and they do not.
Paladin’s Jingle
3” 9” 9 Chosen of Dhuraz
Defensive HP Def Res Arm
3 5 4 0
Offensive Att Off Str AP Agi
Nemed Dhuraz
Central Temple
Holy Ceremonial.
3 6 4 1 3 Sturdy
Entrench: Universal Rule. Options: pts
Right before the battle (during step 7 of the May take Special Equipment up to 100
Deployment Phase Sequence), a model with May take a Shield 5
this rule may Entrench a single War Machine. May take a Great Weapon 5
The War Machine counts as being in Hard May take a Shooting Weapon (one choice only):
Cover. The War Machine loses this rule Composite horn bow (3+) 5
permanently if it moves. Crossbow (3+) 10
During an Orc & Goblin invasion, Zokalem the mason GoblinsYet was still alive. Left as good as dead, soon
was repairing a wall when a brutish Orc climbed it. enough he rose and resumed his labour, proceeding to
Unarmed, the brave craftsman plunged his fist into the drag stones, rubble and corpses with one hand. He died
brute's mouth and put all his weight behind the punch hours later, in full sight of the heavenly light, straining
by throwing himself off the wall. The Orc died, the his harrowed body with immense one-handed labour,
mason lost his arm and was horribly beaten by the only taking his final rest after he could see with his own
eyes that the breach had been repaired.
3” 9” C Tall
Defensive HP Def Res Arm
4 C C C+2
Offensive Att Off Str AP Agi
Bearers (2) 2 5 4 1 2 Harnessed, Sturdy
Great Griffon
Lion Chariot Large, Construct 0-1 Mount per Army
50x100mm This mount and its rider count
Global Adv Mar Dis Model Rules
towards Characters. Additionally,
8” 8” C Swiftstride
this mount counts towards Engines Of War.
Global Adv Mar Dis Model Rules
Defensive HP Def Res Arm
Ground 7” 14” C Fear, Fly (8”, 16”),
4 C 4 C+2 Towering Presence
Fly 8” 16”
Offensive Att Off Str AP Agi
Defensive HP Def Res Arm
Crew 1 5 4 1 2 Sturdy
Harnessed 4 C 5 C
Lions (2) 2 5 5 2 4
Chassis 5 2 Grinding Attacks Offensive Att Off Str AP Agi
(D3), Inanimate 4 5 6 3 5 Harnessed
3” 9” 9 Scoring
Defensive HP Def Res Arm
1 4 3 0 2 Sturdy
Options: pts
A single Clan Warriors or Greybeards unit
may take Vanguard (max 30 models) 2 / model
May take a Shield 2 / model
May take Throwing Weapons (5+) 2 / model
May take (one choice only):
Paired Weapons free
Spear & Shield 3 / model
Great Weapon 4 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
1 5 4 1 2 Sturdy
Seen It All: Universal Rule. Options: pts
Friendly units within 6" of a Greybeards unit A single Clan Warriors or Greybeards unit
may reroll failed Panic Tests. may take Vanguard (max 20 models) 2 / model
May take a Shield 2 / model
May take Throwing Weapons (5+) 4 / model
May take a Great Weapon 4 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
3” 9” 9 Scoring
Defensive HP Def Res Arm
3” 9” 10 Followers of Dhuraz
Defensive HP Def Res Arm
1 4 4 0 Aegis (6+)
Offensive Att Off Str AP Agi
Barefoot Pilgrims roam the mountains, to pay respect permanence. They whip their back to remember of the
to ancient shrines. They may appear in the most ancestral struggle and, as labour and sacrifice clears
unexpected places, their hair often shaved or coloured their minds, they find their way back to the righteous
white as snow as reminder of the Holy Light, their skin path.
painted like precious stone in a symbol of humility and
Size: Standard
Holy Watch 300 pts (~same as DH) Type: Infantry
10 models, may add up to 20 models for 30 pts / model Base: 20x20mm
3” 9” 9 Scoring, Fearless
Defensive HP Def Res Arm
3” 9” 9 Ambush, Scoring
Defensive HP Def Res Arm
1 4 4 1 2 Sturdy
Options: pts
Must take at least one of the following:
Throwing Weapons (5+) 4 / model
Great Weapon 3 / model
Paired Weapons 2 / model
Shield 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
1 4 3 0 2 Sturdy
Options: pts
May take a Shield 2 / model
May take any of the following Shooting Weapons:
Throwing Weapons (4+)** 1 / model
Crossbow (3+)** 4 / model
May take a Close Combat Weapon (one choice only):
Paired Weapons 2 / model
Great Weapon 3 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
*Max 15 models per unit.
**Units with Throwing Weapons or Crossbows additionally
count towards Engines Of War.
3 4 5 1 Plate Armour
Offensive Att Off Str AP Agi
3 4 5 2 2 Magical Attacks
Runic Blessings: Universal Rule. Options: pts
At step 8 of the Pre- Game Sequence (after May upgrade one model to each of the following:
Spell Selection), each Temple Guardian unit Champion 20
must choose one of the following effects, which May become Chronicler Statue 100
is applied for the duration of the game: Musician 20
● +1 Strength and +1 Armour Penetration. Standard Bearer 20
● Vanguard. - may take a Banner Enchantment
● +2 Agility.
Chronicler Statue: Universal Rule.
Wizard Conclave (Know Thy Enemy, Scrying -
Divination, Faith of Dhuraz - Hereditary Spell)
A specialized Rune Smith gild is called chroniclers as it much their creatures that they end up by transforming
is their duty to document the chronicle of their themselves into one of them, and live happily ever after
brethren so that they may be remembered for future with them.
generations to study and learn from. The magic they The sturdy Hold Guardians of living rock have been a
bind is a bit different from what is usually seen as it is staple sight in Dhurazite settlements since ancient
more reminiscent of the effects that can be seen from times. And for many ages of ravages, loss and bitter
magicians that follow the path of divination than the reconquest have these statuary protectors of Nemed
effect of common Dwarven battle runes. They craft the Dhuraz been seen among the ranks of her armies,
many Temple Guardians that watch over Nemed striding heavily into battles beyond counting, ever
Dhuraz. As keepers of the chronicles they are as close to unchanging of expression, and ever serving their
a priesthood in Dwarven society as any Dwarven creators unquestioningly by crushing their foes.
profession could be. The most gifted Chroniclers love so
3” 9” 10 Scoring
Defensive HP Def Res Arm
1 4 4 0 Light Armour
Offensive Att Off Str AP Agi
Size: Standard
Gliders 240 pts 0-20 Models per
Type: Infantry
10 models, may add up to 10 models for 24 pts / model Army
Base: 20x20mm
1 5 4 0 Light Armour
Offensive Att Off Str AP Agi
5 1 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Crew 3 4 3 0 2
Options: pts
Catapults may take a Shooting Attack upgrade (one
choice only):
Flaming Shot 10
Divine Shot 50
Dwarf Ballista (4+) (105 pts) Bolt Thrower Artillery Weapon: Blessed (40 pts)
0-4 Choice per Army Range 48", Shots 1, Str 3[6], AP 10, The model gains Scout with the following
(same as DH) Multiple Wounds (D3)]. exception: It must be deployed within the
owning player’s Deployment Zone.
Flame Cannon (150 pts) Flamethrower Artillery Weapon: Blessed (20 pts)
0-1 Choice per Army Range 24" , Shots 1, Str 4{5}, AP 1{2}, The model’s Size is changed to Large.
(same as DH) {Multiple Wounds (D3)}, Flaming
Attacks.
Catapult (4+) (210 pts) Catapult (4) Artillery Weapon: Blessed (90 pts)
0-3 Choice per Army Range 12-60", Shots 1, Str 3[7], AP All hits caused by the Catapult gain +1
The Field Artillery changes its 0[4], [Multiple Wounds (D3, Clipped Strength, +2 Armour Penetration and
Size to Large. Wings)]. Magical Attacks.
(same as DH)
In Nemed Dhuraz, the role of rune smiths is a bit different than for other holds. They have rune masters that bind magic
with runes as any other rune smith but they craft their runes exclusively in stone, used as ammunition. As such they are
separated from the blacksmiths and do not make magical enchanted items in items apart from stone.
4 4 4 3
Offensive Att Off Str AP Agi
In rare occasions, the most sacred reliquaries are taken out of the temples, pulled by lions of the purest white, to
cast wrath on the unholy.
The shackled champion did maintain his gaze upward Appalled, the garrison of the fort took their burnt
into the bright sky while kicks and whiplashes rained kinsman inside, and eventually discovered a hidden
upon his gnarled hide, yet he finally faltered and looked miracle while they slowly nursed him. The hellish
down for but a moment as the jailors lowered him into flames had indeed seared and ravaged the skin of
a pit of fire. His skin was burnt to a crisp for this brief Garuvebiz, akin to the burning off of superficial pride.
loss of eye contact with the divine, yet the Light Yet their hot bite had not destroyed the flesh beneath
ultimately shielded him from the worst of the flames for the hide, for penitent Garuvebiz had proven his inner
the sake of his repentance, and for his resumed stare spirit to be pure and humble, and thus the Light saved
into the heavens above. And so, it was that the cruel him from death, though not from torture and
and jeering Infernal Dwarves dragged Garuvebiz' disfigurement. And so, his health and beard eventually
twitching body to a nearby Dhurazite fort, and dumped returned by the blessing of the Light, and Garuvebiz the
his burnt form outside its gates in order to sow terror Scorched was both able to father sons and daughters,
into the hearts of their pious foes. The Infernal and return to the wars against the Infernal Dwarves
Warriors left their still-smoking victim with a baleful overseas. And amid the Dhurazite hosts, he bore his
laughter at their lips. horrible burn scars steadily, and once more wreaked
higher judgement upon his foes in battle.
There was once an Infernal Dwarf captain serving orders to disengage and ram us instead. Paddle wheels
aboard an ironclad warship. He was a cruel soul backed water for him, and then steamed him onward at
hungering for the chance to domineer and crush others full speed. And he ordered his crew to brace for impact.
underhoof. He was also known for his tenacity, and
many believed that he would let nothing stop him once Yet the Infernal Dwarf had the worst of this ramming
he had put his mind to the task. action, and our rock hull worsted him so badly that his
metal hull creaked and ripped open as rivets popped.
One day, the lookout of this Infernal Dwarf's ironclad And the whole ironclad sank with all hands, except for
caught sight of one of our stone ships, flying the the Infernal Dwarf captain.
banners of Nemed Dhuraz in broad daylight. The
captain of the steel ship was gripped by a desire to And so he swam toward us, and our merciful warriors
board or sink this enemy vessel, and so he roared out produced a rope-ladder for him to climb and thus save
orders on deck and set to the task of sea warfare with his life if he swore to surrender to the victors of naval
vomiting smokestacks. Paddle wheels steamed him battle.
closer, swinging in for a broadside, and he ordered his
crew to open up with artillery fire. Yet the enraged Infernal Dwarf captain refused this
offer, and instead started to crash his horned head
Yet the Infernal Dwarf had the worst of this duel, and against our carved stone hull like a mad bull, throwing
our barrage worsted him. And so, he roared out orders himself against floating rock again and again until his
to board us. Paddle wheels steamed him closer, and horns broke, and his skull cracked, and his brains burst.
grappling hooks gripped our stout railing. And he And so, we left the Infernal Dwarf's corpse
ordered his crew to assault us. dishonourably for the sharks to devour.
Yet the Infernal Dwarf had the worst of this combat, For stubbornness is a virtue, but stupidity is a sin.
and our warriors worsted him. And so, he roared out
Mountainous Nemed Dhuraz have long fielded a slowly giving these infamous Dwarves a technological
considerable navy to safeguard its share of the edge of increasingly acute sharpness. And so, their
Southern Ocean's trade. Likewise, the ancient naval manufactories and shipyards glow and echo to the
traditions of the Dhurazites have allowed them to birth of ever deadlier weapons of war, and woe betide
strike unexpectedly by landing forces on the coast and whosoever will stand against that ravenous will to
overtaking their foes from the rear. Most famous of all power which drives Zalaman Tekash to rebound and
Nemed Dhuraz's naval affairs, however, is the ages-long reforge itself from disasters that would have toppled
tug of war fought against the despised Infernal lesser empires.
Dwarves over the Sacred Coast overseas.
As a hereditary archenemy to the south of the Infernal
Zalaman Tekash the Great and all her baleful holdings Dwarves, the warriors of Nemed Dhuraz and her
is undoubtedly the stronger power of the two rivals, yet colonial possessions has borne the brunt of this
the core realms of the Infernal Dwarves are much more renewed Infernal onslaught. Where once her fleets
distant from the Sacred Coast, compared to the ruled virtually supreme upon the waves, now the north-
Dhurazites. For where their benighted cousins face a western sections of the Southern Ocean has become a
primarily overland logistical nightmare to wage distant truly contested battleground, and the naval supremacy
wars, the Dhurazites with their easier access via the sea of the Dhurazites have vanished in the face of Infernal
can reinforce, supply and outflank their enemies with a technological advances. The trend is a dire one, yet the
speed that has frustrated Infernal Dwarf efforts outcome of this naval warfare is still in doubt and far
through a long succession of conflicts. Such have long from being predestined. As such the devout folk of
been the state of affairs of wars fought for the Sacred Nemed Dhuraz turn to the Heavenly Light on high for
Coast beyond the Southern Ocean, with Dhurazites guidance, call upon their saintly ancestors, and gird
having the upper hand in most clashes. themselves for war. For nothing alive can be more
stubborn than a Dwarf in the face of adversity, and the
Yet nothing lasts forever. sworn admirals and mariners will serve their Light-
touched Ras unto death, no matter come what may.
The Ninth Age has seen a great number of grudges
recorded by the dour Dhurazites against their hateful The legend of the Sunken Souls will serve as an
adversaries to the northeast, for Zalaman Tekash is illustration of the difficulties that beset the Dhurazite
once again on the rise, with an unrelenting hunger to navy. It tells of a recent grudge by Dwarven standards,
dominate and reshape the world in its image. For the and follow the exploits of a dogged crew upon the
demented minds of the Infernal ones' artificers are Southern Ocean.
putting out an endless stream of inventions, which is
Visual inspiration
Artwork authors: Karak Norn Clansman p. 3-2, 7-2, 15, 23, 27-1, 27-2,
Artigas p. 2 (see his comment below), 7-1 28, 29, 30, 31, 32
Calisson p. 3-1, 4-1, 26-1, 34 Little Joe p. 4-2, 5-1, 5-2, 11-2
DracarysDrekkar7 p. 1 Matthew Klaas de Witte p. 18, 21
Igor Levchenko p. 9, 10, 11-1, 12, 13, 14, 16, 17, 19, Mitchell Nolte p. 6, 8
20, 22, 24, 25 Phaeoron p. 26-2
Other pictures and some models can be found on the Internet. As we have no permission to reproduce them here, we
don’t. Sone interesting links can be found here: https://www.the-ninth-age.com/index.php?thread/37892-Nemed-
Dhuraz-%E2%80%93-the-ethiopian-dwarves-of-light/&postID=989587#post989587
Artist’s note
Master Artigas over on Deviantart has kindly illustrated an Ethiopian Dwarf for the Ninth Age:.
He says:
I was invited by [Karak Norn Clansman] to collaborate with the wargame The 9th Age with an illustration depicting a
Dwarf culture that would come from an area equivalent to Ethiopia.
The region was always a very interesting area, with so many ancient cultures interacting and influencing each other.
There is so much to work with, but at the same time, no specific strong identity per se. I didn't want to go the somewhat
popular way of simply "dressing up" a Dwarf in the local attire of the native peoples, maybe even giving him black racial
traits. I do not subscribe to that kind of approach, preferring instead to always mix and combine certain aspects of many
cultures in order to have something recognisable yet unique. I wanted this design to be primarily Dwarven looking, as I
imagine the Dwarven culture to be a very uniform looking one, given their rigid traditions and slow pace towards
innovation and change. I also wanted it to look more advanced than the local cultures, showcasing the traditional
excellence and wealth of their race. As for the racial diversity in fantasy races, even though I subscribe to a range of
variation within the Dwarven or Elven races, I definitely do not fancy having it to be an exact mirror of human
phenotypes, especially if corresponding to the exact geographical areas that you expect them to be found in. In other
words, not every being that sets foot in Africa should be Black, the contrast between human locals and the Dwarven
tribes in the area serving as a tool to further enhance the effect of having two completely different sapient beings
coexisting and interacting.
My design choices that hint to the African cultures are evident on my use of colours, patterns and tattoos. The axe is also
reminiscent of some of the throwing axes found all over Africa. The short sword's scabbard is decorated in a pattern that
resembles a viper and the shield is fashioned in such a way that it resembles a cut gem.
I situated my design between the Christian and Muslim cultures that were present in that area for so long as much as the
more tribal cultures of the Ethiopian men.