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LIGHTHOUSE AT END OF THE WORLD Warhammer Age of Sigmar Soulbound Magic in the Sixth World

SKU: 26420950475

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Description

Magic in the Sixth World is not about complex incantations

To stay in Alberetor would mean certain death

spikes and braziers adorn the Warshrine itself

you’ll want to split up into two mixed teams

Black Orcs have been splitting off and forming their own teams for years now

LIGHTHOUSE AT END OF THE WORLD Warhammer Age of Sigmar Soulbound Magic in the Sixth WorldTend the light. Fend off the dead. In all things, persist. You play a lighthouse keeper at the furthest reaches of civilization. Your tormentors are numerous: the crushing solitude, the chaotic weather, the penal colony nearby, and a legion of unquiet dead conspire to erode your sanity until one of them claims you. You may well die. But you will not go quietly. With a die, a tower, a deck of cards and a handful of coins, you will reveal why you came

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