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The Drune Clan

The Drunes, as they are known, are Kelts. They are cousins to the kelt barbarians of the plains, they share the same ancestors and used to share the same homeland. Whilst there is always in-fighting within the ranks of the Kelts (what else would you expect from barbarians) the schism between the Sessairs clan and the Drunes went far beyond the normal realmsof inter-clan war. This was a civil war the likes of which had never been seen before by the kelts.

The kelts are not exactly a squeamish race and are war-like even by the standards of Aarklash, but the Drune clan always had a thirst for carnage and bloodshed that went beyond the norm. It was inevitable that they would start to walk a darker path than their Sessairs cousins but the path they took was one even darker than anyone in the Kelt nation expected

In the end there could be only one solution - civil war. When it finally came it was like the end times had come to the kelt nation, tribe turned upon tribe in bloody conflict that seemed to last an age. Finally the Sessairs emerged victorious and the kelt nation split, many kelts returned to their nomadic ways, some became mercenaries and other returned to their earthly beliefs to try and repair the damage done by the conflict. The clan of the Drunes went east and prepared its vengeance at the heart of the Dark Woods, delving deeper into the powers of darkness the Drunes are once again a force to be reckoned with

The Dunes are quite a small faction at present, representing their slow return to the world, but they are constantly growing. There is more than enough figures available to put together a very nice 300+ point warband with ease.

Whatever you want to use the Drunes for - they are a very dangerous army capable of inflicting huge amounts of damage on any foe. The Lnyfhs are the basic warriors for the Drunes and cost is similar to that of the fiannas (under 15 points each) their skills are limited but they are fast and do heavy damage for their points cost. The next step-up are the Persecutors at 19 points - armoured warriors that are tough, reliable and once again inflict heavy damage with their huge axes.

The drunes are all about inflicting damage, their 'War-cry' and War-fury' abilities sets the tone for the faction. They are all geared up to be able to attack anything at any time, whether it causes fear or not. They are 100% equipped for close combat, there are no ranged weapons for the Drunes, it's all about getting close enough to feel the splatter of blood. Their Dark magic isn't pretty but it really can do some damage and once again is all about creating carnage, don't look for healing or support magic from this lot.

The most terrifying weapon in the Drune arsenal is the Formor Fiends, these corrupted warriors have become monsters of lethal prowess, capable of shredding an opponent with ease. Their strength of 10 and resilience of 8 make them extremely strong and tough for under 40 points, add to that war-fury so they get an additional attack dice, movement of 12.5 and high initiative for such big brutes and they are well worth their cost. But they also have one additional ability that makes them really scary - they can regenerate! Damn, these things are tough, not many opponents will relish fighting these guys.

For small starter warbands you really can't go far wrong with the Drunes, whilst they don't have the finesse of the other factions or, at the moment, the flexibility they are a great faction for charging in and chopping the enemy into small pieces, which is what a lot of players like when they start playing Confrontation

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