Gaming | Reviews | Age of Sigmar | Books | Narrative Play | Goonhammer | Core Games | Path to Glory
The bulk of the narrative play sections are devoted to a Thondian Battlepack. This self-contained set of rules allows you to jump into the brutal action in this section of Ghur, and includes some territories that will benefit you outside of Thondia! For the most part, Thondian battles do not change many core structural rules. However, the Battleplans are fairly restrictive on faction terrain and all games include a new rule called Beastslayer. Heroes who slay Monsters get to issue the All-Out Attack command for free...even if they've already issued it!
Season of War: Thondia includes two new quests, both designed to unlock two of the other exciting elements of this book. Incarnate allows you to choose a Hero to embark on a quest to do some murder. After your Hero kills enough other Heroes, the Ghurish energies will manifest a Krondspine Incarnate that will bond to this hero and be able to join it in battle. Hero Quest allows you to recruit a powerful hero to your roster: one you've designed yourself on the Anvil of Apotheosis! This quest requires you to define the number of points you want your new hero to use. Quest points are scored for pushing into opponent's territory. Once you've got enough (the stronger your Anvil Hero, the more you need) this champion will rally to your banner and join you.
Credit: Kevin Stillman
The first time you win a Path to Glory battle using the Thondian battlepack, you can establish a "Thondian Outpost". Whatever Territory you pick up after this battle (regardless of which book it came from) is noted as a Thondian Outpost. From then on, it unlocks all the Thondian flavored abilities and territories in this book. While it does require jumping through a hoop, I like the narrative presented here. Your Path to Glory squad is arriving in Thondia and establish a foothold. Once established, you can head out from here to conquest and gain experience. So what are those benefits?
Ghur is a brutal place during the Era of the Beast. Survival requires fighting not just creatures but the land itself. Accordingly, Thondian Veteran Abilities represent hard-scrabble units that manage to not get killed by the realm itself.
Reflecting the continent-rattling surge of realm energy that has been unleased, Monsters added to your roster after battling on Thondia can be powerful Prime Monsters. These behemoths have special abilities that can be brought to bear anywhere you fight. Note, you've got to roll a 5+ when you add that Monster; Prime Monsters are rarer than their counterparts.
As noted above, before you can control a Thondian Territory you've got to establish an outpost first. Once you do, rolling 61-66 will unlock these special territories similar to the lists of those seen in battletomes. Some of them allow you to send a unit to hang out in that territory during the aftermath sequence. A unit can only be sent to 1 territory, so choose carefully.
Once you've got an outpost, units that were not used in the battle can go on scouting expeditions. During the Aftermath a couple rolls determine what, if anything, they find. Or fight.
I'm not sure where I land on these. They can be high-reward but are very high risk and involve lots of rolling. I love the narrative, however, and hope to see this kind of scouting expedition repeated and/or expanded upon in future books.
Tidecaster. Credit: Raf Cordero
Ooooh baby. The Anvil of Apotheosis returns! Notably, this does not replace the existing rules but instead provides an alternate option. Heroes forged on this Anvil hail from Ghur and thus while the bulk of this is identical to the existing rules, there are some changes. Accordingly, please see our previous breakdown for how it works for the bulk of the details, as we won't be reprinting it here.
The first changes to the Anvil come via Archetypes. When you create your hero they can be a Commander, an Acolyte, or a Mage. Hailing from Ghur provides them new options, however.
The rest is nearly identical. There are a couple abilities with minor tweaks, so if you're making a Ghurian Hero you're going to want to specifically consult this book to ensure you're getting the full benefits.
Summons to War is a multi-game campaign that allows you follow the battles in the Seasons of War: Thondia lore fight by fight. It does necessitate having specific armies, including Krule-Boyz, Stormcast, and Beasts of Chaos (among others!) so it's application is narrow. Anyone who picked up Dominion should have a good start, however! You can of course substitute your own army's units as appropriate to match the necessary Battalions, but at that point you're not really playing the same campaign, are you? That said, the included Battleplans are excellent and any narrative focused gamer is going to want to use them regardless of if you're following the campaign. My favorite is Call of the Beast. It requires you to use the Monstrous Denizen rules included in this book, only you have 2 wandering monsters instead of 1. Players compete to kill monsters, not each other, turning a normal game plan on its head.
I love it all. I noted in the Deepkin Path to Glory review that part of what made blank territories such a bummer is that there were not many alternative options to pick from. This is exactly the kind of release that I love to see. Many thematic options to choose from, additional layers of narrative rolling that remind me of old school GW games, and fun battle plans. I can only hope that this is the first of many many Narrative expansion books!
Coverage will wrap up next with Matched Play. If you have any comments or questions leave them below or email us at contact@goonhammer.com.
Tags: age of Sigmar | path to glory | thondia
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