also important fact about my faction. They arent as technologicly far as the dwarven empire because of there size and where they do know how to mkae cannons and gunpower they cant make helicopters or airships.
@ClocktowerEchos Sorry but def not going to do that. I'll drop the undead though. And the ancestral units for now. But a big part about the Fallen Elves is that there are VERY FEW of them. Every Fallen One is a powerhouse in his own right but there are even less of them than there are High Elves. They use and abuse the native humans for their own use. Besides, they have no advanced tech at all. Not even gunpowder. So that's a weakness too. I'd like to keep the beasts too cause I'd personally think that they add some extra flavour to the roster. Some real examples of how the Fallen Elves belief that they stand above nature. Might drop a Elvensworn unit or two though.
EDIT: Also wanted to point out: it's not because I got an extensive roster does it mean that I got a large army.
@ClocktowerEchos Sorry but def not going to do that. I'll drop the undead though. And the ancestral units for now. But a big part about the Fallen Elves is that there are VERY FEW of them. Every Fallen One is a powerhouse in his own right but there are even less of them than there are High Elves. They use and abuse the native humans for their own use. Besides, they have no advanced tech at all. Not even gunpowder. So that's a weakness too. I'd like to keep the beasts too cause I'd personally think that they add some extra flavour to the roster. Some real examples of how the Fallen Elves belief that they stand above nature. Might drop a Elvensworn unit or two though.
EDIT: Also wanted to point out: it's not because I got an extensive roster does it mean that I got a large army.
Not having gunpowder isn't a disadvantage in the Warhammer world and in this world; Chaos, Beastmen, Elves, Orks, they all kick ass without guns.
My biggest issue is probably the fact that they don't really feel like "Fallen Elves" as much as they feel like "Elven pricks who subjugated a whole bunch of humans". Could just be something on my side though.
Also, two minor things of note:
1) You should probably change the flag/symbol, Risen is using the same one for his elves so you two might wanna talk something out or something
2) Cavalry aren't large. Large is for something that is actually large/monstorous. Stuff like Giants and oversized beasts and Steam tanks, some dude on a horse isn't exactly "large" in comparassion to that. Not all factions need to fill out every single "type" of unit. Wouldn't make much sense for the dwarves to have a large unit that wasn't some type of war machine would it?
Its probably because you aren't using an actual website, not using BBCcode and the fact it looks like you just opened a image from your computer onto your browser and thought it'd work.
Not having gunpowder isn't a disadvantage in the Warhammer world and in this world; Chaos, Beastmen, Elves, Orks, they all kick ass without guns.
My biggest issue is probably the fact that they don't really feel like "Fallen Elves" as much as they feel like "Elven pricks who subjugated a whole bunch of humans". Could just be something on my side though.
Also, two minor things of note:
1) You should probably change the flag/symbol, Risen is using the same one for his elves so you two might wanna talk something out or something
2) Cavalry aren't large. Large is for something that is actually large/monstorous. Stuff like Giants and oversized beasts and Steam tanks, some dude on a horse isn't exactly "large" in comparassion to that. Not all factions need to fill out every single "type" of unit. Wouldn't make much sense for the dwarves to have a large unit that wasn't some type of war machine would it?
Was planning on the symbol change. Honestly, I didn't know Risen wanted to use the same! XD
Also, yeah right now they indeed feel more like they enslaved all humans. I'll try to work on that. But the Elven units are yet to be shown. Consider that more or less as my first draft of the NS. And about the potential large unit: while you're right, I'll see if I can actually make it fit in.
Also, sorry, my bad! IIRC Warhammer Total War actually considers cavalry as large as it describes large as "anything larger than the average man" and IIRC, spearmen stop charges. Anywho, I'll change it!
And about the potential large unit: while you're right, I'll see if I can actually make it fit in.
What I was trying to say is that not every race needs to have some Large, lumbering thing. ^^; Only the Dark Elves would be able to do something like that in terms of infantry dicounting stuff like dragon knights that Risen has. Those things could be counted as large given the fact they are fucking dragons.
@ClocktowerEchos all very much true. if only i knew how to use bbcode. i kinda did it my own way though.
You do realize there's BBCcode formatting cheat sheet at the bottom of the page in a hider right?
Finally finished most of my own NS, still a few things that need to be added but hopefully it should help anyone whose a bit stuck on what to do.
The Beastmen Warherd of Varkex the Moon Caller
Overview
The Beastmen, a once proud race that claim rule over all the lands long before any other had. But with the rise of the Empires of other races, they were forced to abandon their old claims and hide in the forest and mountains. These new savage creatures fight not for honor, land or gold, but for vengeance for the humiliation their forefathers suffered at the hands of the other races.
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Long before the Empires of men, elves and dwarves arose, beastmen roamed free upon the land, the world as their grazing field. The people were happy and content as they formed the first large scale gatherings and even permeant tribe locations. Then, the other races, despising the beastmen for their "savage appearance and primitive ways" and took to eradicate them. In this new age of violence, the beastmen were forced to become the brutal warriors they are known as today just to survive but even then, they were still killed off or pushed back into the deep forests that would protect them and shelter their kind. Now, they sense the time is right to come out in full, no more small raiding parties but great warherds. Reckoning is upon the Old World, and with the fire of vengeance, the beastmen shall either resettle their civilization or raze it to ash.
Government
The beastmen employ a brutal but simple method to determine leadership, survival of the fittest. As long as one beastmen can best the current Alpha, he will become the new one which will command the respect and loyalty of the rest of the herd he is a part of. Different herds are referred to by the name of their Alphagor. Varax the Moon Caller is the currently Alphagor of the Herd of the Moon Caller.
Race Description
Beastmen are most well known for appear as humans with animalistic legs and heads, commonly that of a sheep or goat. Many other races consider the beastmen to be stupid barbaric savages in the wilderness. The beastmen may be brutal, but they are far more cunning than many believe or even want to believe, savagery and cunning makes for a deadly combination. The term beastmen is actually just an umbrella term however as there are a few variants or "breeds" of beastmen.
Gors - The most common and well known type of beastmen, these are the horned creatures with animal legs and heads that the beastmen are known for.
Ungors - These beastmen are at the bottom of the heriarchy, their horns either no large enough be considered Gors or they may not even have horns at all. They make up much of the "civilian" part of the herds as they do much of the cooking, crafting and general labor. Ungors can either be naturally born from existing beastmen or children of other races who've been born with unholy mutations and rejected by their parents.
Beastwomen - Rarer than their male counterparts, Beastwomen are noted to be very docile, calm, submissive and even shy in comparison to the trademark aggressiveness of their race, all of them either Gors or Ungors.
Harpies - Spindly flying creatures which often accompany beastmen, they are scavengers that pick at and help loot the bodies of the fallen although their sharp talons and mischievous ways makes them a foe worthy of caution in a fight.
Centigors - Perhaps the most noble (and arrogant) of beastmen, Centigors have human torso connected to the body of a horse or oxen. They like to see themselves as the "best" beastmen, but they're all wise enough not to mention that around Minogors or the Alphas. Their hatred of the other races is the greatest as they have terrific memories and love telling stories of past battles.
Minogors - The largest breed of beastmen with the head and bottom half of a bull. They stand taller than any normal person at around 10 feet, intimidating and brutish with massive muscles. Needless to say, Minogors tend to have some of the higher positions within a herd. A special sub-class of Minogors are Warbulls, Minogors who've grown so large and strong that they are almost always chosen as Alphas.
Alphagor - While not technically a special breed, Alphas are the leaders of Beastmen herds and are almost always extremely tough, durable and strong but more importantly, they're cunning. While many Alphas are Minogors, there have been instances of Centigors or even normal Gors obtaining this rank.
Culture
The life of a beastmen is more often than not a very, very rough life with martial strength being prized above all else, forcing people into a strict hierarchy. Many live in roaming hordes that live off the land and raid for a living. Others living in well hidden encampments and settlements. With the strength-based hierarchy, Ungors are typically given the worse equipment for battle while also being treated the worse with each rung on the ladder above them being treated better and better.
The moon also plays a great role in the religion of the Beastmen which is also tied to battle through the their beastly rituals and one of their lores of magic, Lore of Beasts.
Given their innate connection to nature, the Beastmen are also capable of using various Beast Paths to quickly go through dense forests and even some mountains that are otherwise not passable by nearly all other races.
Economy/Industry
The beastmen are a fairly primative race, lacking the ability to make gunpowder as well as most forms of complex artillery. However, what they do make is sturdy enough to protect while also being simple enough to pump out on the scale a herd needs. No where near as fancy as the armor seen in use with the other races, Beastmen armor is characterized by being simple and effective if not crude and relying mostly on the user's natural durability and stubbornness. To the surprise of many outsiders, the Beastmen do have something resembling a crude barter system as many Gors and Ungors are a thing for tokens, pendants and various other little fetishes, a taste that has slowly made its way up to even Alphagors.
Magic
The Beastmen use two primary lores fairly unique to them: Lore of Beasts and Lore of Wild. Lore of Beasts relates heavily to the moon while Lore of Wild relates largely to that of the Wilderness. Mages of the beastmen are commonly referred to as Feral Shamans. Interestingly enough, there is a single spell from the Lore of Light which the beastmen use: Homeward Bound.
Name: Call of the Moon Lore: Lore of Beasts Type: Buff Short Description: A common spell known by all those who study the Lore of Beasts, it taps and increases the beastly rage within beastmen making them fighter harder, dealing more damage and ignoring causality and wounds.
Name: Ramsteed's Ironpelt Lore: Lore of Beasts Type: Buff Short Description: Ramsteed was a legendary Minogor, famous for being able to shrug off volley after volley of arrows. His spirit hide blesses those under it with similar effects, effectively increasing their armor and durability especially against ranged.
Name: Heart of Darkness Lore: Lore of Beasts Type: Debuff Short Description: Evolution leaves its marks, this spell exploits those marks, driving those affected by it mad to the point they attack anyone and everyone one, even their comrades.
Name: Skyfather's Lance Lore: Lore of Beasts Type: Direct Damage Short Description: Summoning out a great magical lance, the Feral Shaman throws it towards the enemy, leaving deep holes in their ranks as it tears through them in a straight line.
Name: Roar of Glurrag Lore: Lore of Beasts Type: Debuff Short Description: A short ranged spell used for self defense in a way, the magical roar is loud enough to stun if not outright kill those too close to the caster.
Name: Anchor Howl Lore: Lore of Beasts Type: Buff Short Description: A rarity amongst Beastmen spells that typically increase offensive capabilities, this spell actually increases the defensiveness of units especially against a charge where their braying can disturb the enemy charge enough to further weaken its affect.
Name: Call of the Wild Lore: Lore of Wild Type: Buff Short Description: A common spell known by all Feral Shamans of the Lore of Wild, it increases the speed at which Beastmen do their actions ranging from attack speed to charge speed.
Name: The Endless Hunt Lore: Lore of Wild Type: Buff Short Description: The hunt never ends, units affected by this spell will not tire and can detect any hidden or hiding units or persons while being dead silent themselves.
Name: Savage Dominion Lore: Lore of Wild Type: Debuff Short Description: Casted upon enemies, Savage Dominion opens the eyes of those affected to the true, unhinged world, tapping into their fear to weaken them.
Name: Murkrow's Mantle Lore: Lore of Wild Type: Buff Short Description: Murkrow was a legendary Gor warrior whose skills and abilities impressed even Minogors; those who don his mantle are given a taste of his strength and fighting prowess making them hard hitting and savage fighters.
Name: Entanglement Lore: Lore of Wild Type: Offensive Support Short Description: Summoning thick roots from the very earth to snarl on and catch the feet of enemies, this spell is favored as it increases the damage dealt by charging forces. Its hard to dodge something when you can't move after all.
Name: Spirit Beast Froyord Lore: Lore of Wild Type: Offensive Summon Short Description: Collecting the wild animal souls and forming them into a single entity and adding the very essence of the earth to it, this spell is known to but a few Feral Shamans. Froyord was once a great wild wolf-like beast that was bested by the legendary Alphagor Alcorr the White and then used the beast as his mount. Froyord will run around wildly upon being summon, crashing into friend and foe alike leaving carnage in his wake. Legends speak that one day, an Alphagor chosen to lead the beastmen to greatness will be able to mount this spirit beast and use its corporeal form in the real world.
Name: Homeward Bound Lore: Lore of Light Type: Support Short Description: A rarity even amongst the races who practice the Lore of Light regularly, there are few Feral Shamans who know this spell but its use is unquestionable. Besides being the only healing spell that Feral Shamans know, it also increases the stamina and resolve to fight for the Beastmen, especially if they are location they fell is important.
Military
Strengths and Weaknesses:
+ High Charge Damage + Fast Movement Speed over any and all terrain + Can Easily stalk, ambush and hide
- Lacks Ranges Units - Lacks Artillery - Tends to be somewhat disorganized - Low Armor
Name: Ungor Scouts Type: Light Archers Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. They are excellent trackers as they often serve as the main hunting and scouting unit of herds.
Name: Ungor Spearmen Type: Light Spear Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. Surprisingly, they are the few members of their race who commonly use spears.
Name: Ungor Warherd Type: Light Melee Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. All beastmen seek glory and bloodshed of their enemies who cast them down from their paradise generations ago, Ungors are no different.
Name: Warbeast Pack Type: Light Creatures Short Description: Living so close to nature, some beastmen learn how to get very familiar with animals to the point they can command packs and groups of wild wolves, foxes, hounds and other feral animals.
Name: Gor Warriors Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Many of them carry two axes, clubs or warpicks to battle to savagely bring down their enemies. While some say that their lack of defense is concerning, Gors are more than willing to show that their speed negates the need of such frivolous things.
Name: Gor Warriors (Sheilds) Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Some carry crude wooden shields to hide themselves from arrows and parry blows. Cowardly? Perhaps. Cunning? Very much.
Name: Gor Warriors (Great Weapons) Type: Medium Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Although their horns are killer enough on the charge, some still insist on carrying great swords or large ages to further increase the damage they will do upon impact.
Name: Harpies Type: Light Flying Melee Infantry Short Description: Although frail, Harpies are commonly used as ariel reconnaissance and tactical units, able to take out guards from guard towers and haunt exposed artillery crews and units. While they mostly attack with their sharp talons and claws, they are known to pick up enemies in small groups and drop them from extreme heights.
Name: Razorgors Type: Medium Creatures Short Description: Resembling a cross between a boar and a bear with a whole lot of spikes added on. These creatures are bred and raised to be tough and aggressive, their legendary metabolism and tough digestive system letting them devour a horseman and his horse in under a minute. If you ever wanted to know what a ball of sharp would look like going at you faster than you can run, a charging Razorgor is a good example.
Name: Ungor Chosen Type: Medium Melee Infantry Short Description: While Ungors are typically seen as the weakest of their kind, there are still a select few who impress and outclass even Gors. Such are often said to have been chosen by the moon to be great warriors and given various trinkets and tattoos as a result. These Ungors are often person of great respect to other Ungors who look up to them as some of these Chosen lead their own Ungor herds into battle.
Name: Centigors Type: Medium Melee Cavalry Short Description: Proud and prideful, Centigors see themselves as valiantly fighting a great crusade against an dishonorable enemy that stole their homes away. Armed with lances and shields, they bravely charge the enemy in their quest for glory. Some outsiders consider them a mockery of horseback noble knights, a comparison that Centigors happily accept.
Name: Blackhands Type: Light Ranged Infantry Short Description: Experts at fire starting and exploiting natural flammable materials, Blackhands carry clay earthen jars and pots of natural tar mixed with other flammable materials to create deadly fire bombs, often used to clear out hidden enemies or put villages to the torch. These pyromaniacs also have the best understanding of fear tactics and exploit it ruthlessly.
Name: Bestigors Type: Medium Melee Infantry Short Description: Elite Gor veterans who get the best equipment available, unlike many other beastmen warriors, they understand the value of discipline and training to the point that some might even consider them an actual professional military unit.
Name: Minogors Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Like Gors, Minogors often favor dual axes to case the most chaos as they can, charging head first into the enemy before cutting them up into bloody chunks with their axes.
Name: Minogors (Sheilds) Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. While some Gors may use shields to protect themselves, Minogors use them primarily to show off their grizzly war trophies; bodies without legs chained to the front, carved skulls with bloody paint, it takes a brave man not to be intimidated by these thick shields.
Name: Minogors Executioners Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Executioners are more often than not, Warbulls who weild massive great axes that can cut multiple men in half with a single mighty swing. These behemoths take as much pleasure in slaughter as they do in raiding and pillaging.
Name: Centigor Rider Type: Medium Melee Cavalry Short Description: While often too haughty and prideful to do so, sometimes female Centigors will form close relationships with Gors and even Ungors, allowing them to ride on their back, an act that's almost like sex in their culture. The two beastmen would have shared a very close and trusting relationship at this point, even deadlier than they were separated as the Centigor uses her lance and shield to charge into the enemy while her rider swings axes and blades once locked in combat.
Name: Beastlord Alphagor Varkex the Moon Caller, Elf Slayer Position: Alphagor of the Herd, Beastlord of the Beastmen,
Powers: Varkex is a rarity amongst Alphagors and Beastmen in general as he prefers the use of the bow over much else. He carries a legendary bow that is the size of a normal man and fires enchanted arrows more akin to spears, the Moon Caller Greatbow. How Varkex obtained such a weapon has spawned numerous rumors and stories ranging from it being made for him to it being a gift from the moon itself. What is known is that the bow can only be drawn by him and can even be used as artillery. However, to underestimate his melee abilities would be foolish as numerous rivals have learned the hard way.
Short Bio/Personality: Born to a Minotaur and a Ungor Beastwoman, Varkex seemed to be destant for greatness since the day he was born as his birth was hailed by a full, pale moon. Over the years he would distingush himself from others in his brave (if not extraordinary) acts of battle and savagry like forcing an entire village into a pit he dug himself to cover them in pitch and setting them on fire as they desperately tried to claw their way out. However, Varkex was always a clever and cunning one, leaving one to live to tell the tale and letting his name grew. His fame would grow as he began to hold greater and greater power in his tribe until the Alphagor banished him out of fear. A moon phase would pass but Varkex would return, his Moon Caller Greatbow in hand before he pierced the heart of the Alphagor, ripped his head off and mounted it on a stake, taking control of the tribe and the Alphagor's breeding stock. Since then, Varkex's raids have only become more daring and brutal but now it seems he prepares for full scale war against the other races for vengeance of his forefathers as he seeks to unite more and more beastmen herds under his bloody banner..
@RisenDeadAt this point all I know is that the "capital" will be in some deep woods in the middle of someone else's territory. Varkex will be going around with the bulk of his herd as he should so he won't really be staying in the camp much.
@RisenDeadAt this point all I know is that the "capital" will be in some deep woods in the middle of someone else's territory. Varkex will be going around with the bulk of his herd as he should so he won't really be staying in the camp much.
Here is my WIP. They are a mix of Warhammer and Warcraft orcs along with a mix of Tolkien once I get around to it. AND CANNIBALIZATION!
The Red Fang Orruks
Overview
The Red Fang Orruk "empire" is truly on massive Orruk clan that has conquered most of its surrounding competition and has enslaved a large population of lizardmen known as the Kashar. They mainly live in a harsh desert climate though the populated centers are along the river that strikes the nation in half.
Geography
Blood red portion
The Red Fang Orruks inhabit a very large portion of desert that has a large river cutting through the center of it that leads to a rather large delta at the end. The river sports wetlands that branch off of it, the wetlands have some trees and many reeds growing. The wetlands are often converted into farmlands for the Orruks. The south bears mountains, often which the Orruks set small mining outpost in though there is one fortress there known as Vaxibra where most of the metal is forced into the weapons that are used.
There are many small settlements dotting the deserts that the Orruks so happen to inhabit. The settlements within the delta and along the river so happen to be the largest and most fortified. The capital, Orizagoth, is the largest settlement ever created and it became so because the Red Fangs are the leading force of the Orruks.
History
The Red Fang Orruks originally started out as a small clan that acted like the rest of the sounding clans that inhabited the delta. They fought and killed each other like the savages that they were, they were merciless and bloodthirsty just as all other races saw the Orruks. However, the Red Fangs were a special breed of Orruk, not physically, as they cannibalized on other Orruk clans constantly believing that more power would be gotten from this. Eventually there came a time where the Red Fangs had began raising others without break, miraculously they were winning.
With the birth of Zing-Zing Blood Fang, the Red Fangs began to conquer more land by practicing their savage ways through his cunning and merciless combat tactics. Instead of charging blindly into combat like most other Orruks, he would bait other clans into traps where he would slaughter them with an army of untrained militia. It was through his training that the Red Fangs conceived the concept of taking other clans to bolster their forces.
Zing-Zing became chieftain by popular vote of the entire clan at the age of 25, resulting in the death of the previous chieftain and the the ritual cannibalization of the body by Zing-Zing. A day of remembrance was declared for the new chieftain, a day of celebration that resulted in the death and conception of many Orruks. It was a day that two other clans were brought under control of the Red Fangs purely due to how bloody the celebration was. Needless to say, Zing-Zing showed amazing promise as a cheiftan for the Orruks.
Zing-Zing reign began with an advantage because the Orruks were finally becoming unified under one banner which was nearly impossible for others to do. It forever changed the local culture and way of war, two other empires formed as a result and seemed to reap bloody vengeance against each other. Zing-Zing would have none of this and began the large warpath that any Orruck had ever seen. This warpath number in almost ten-thousand that overtook the entire delta in less than a month. New tactics were developed, new technologies had come into play such as the ballista which destroyed any fortification that had been put up against the warpath and it destroyed infantry lines. It took years, decades for the warpath to conquer the final holding of the known Orruks. This brought a time of unneeded peace to the Orruks who did not desire such things.
Naturally, they began expanding into the surrounding deserts and made settlements on the frontier where the Orruks would constantly hunt the wildlife to satisfy the bloodlust. That was before they met a more docile race that only wished peace for the entire world to know. The first meeting went a little like this... Blood and carnage upon the peaceful race. This began the first of many wars which was merged under one war called "The Century War" which gradually ceded land to the Red Fangs. Zing-Zing led battles against the unknown enemy himself, finding his tactics to be a bit outdated as the lizardmen held their own through their quick Calvary strikes and hidden camouflage.
This was the first time that Zing-Zing's leadership had been questioned, bringing the Orruks to began squabbling amongst one another. However, they were rallied by Zing-Zing's son, Zippy Blood Fang, through the words of "Da enemy foight, den we bring da foight ta' dem!" It was not the best speech, but for the Orruks it was something to celebrate about and that celebration began the downfall to the lizardmen known as the Kashar. The ballistas had been repurposed to be defensive tools of war to fire nets which would tie up the Kashar Calvary, literally.
Zing-Zing began another warpath against the Kashar, fighting them himself and destroying their armies before they would eventually surrender everything they owned to the Orruks. The Kashar would get one final action before the end, they killed Zing-Zing. The one who did so was only known as Giresh the Bloodthirsty who killed Zing-Zing with an arrow to the back and a spear thrust through the skull of the Orruk. Afterwards, Zippy would become chieftain due to how rallying he was to the people. He enslaved the Kashar, making a food source out of them and having them annually hunted and slaughtered. Zippy is the current leader of the Red Fangs.
Government
The Red Fangs are led by a singular cheiftan who essentially makes all the executive decisions for the entire kingdom as well as have the honor of leading a warpath. The cheiftan rules for as long as lives, when the cheiftan dies a new one is elected through popular vote. This vote tends to include whoever draws in the largest shouting crowd. Whoever has the noisiest crowd becomes the cheiftan, man or woman. The current cheiftan would be Zippy Blood Fang, son of Zing-Zing Blood Fang.
Race Description
The Orruks are a large and muscular race, even the females of this race are large and muscular. They are naturally colored to be green or black, they're eyes often being red, brown, green, or blue. The Orruks sport an underbite with two rather large incisors poking out from the bottom. This race is rather strong, having the strength of five men and having the endurance of the same amount. Of course, they take this for granted and do not rely on the intelligence as much even though they are as smart as humans. The Orruks are savage and often prey upon the dead who get in their path, even their own kind if they did in battle.
The Kashar are a slave race that are put into eternal servitude by the Orruks. They are a frail and weak race of lizardmen that are close to being considered endangered due to how often they are set loose for hunting by the Orruks.
Culture
How does your people act most of the time/stereotypically? We're most focused on military culture and things like it but feel free to expand on it as much as you'd wish with holidays, customs, habits, etc if you want.
Economy/Industry
How does your nation make money and the stuff they need? Anything unique tech wise that you've come up with? Do they just raid for everything and use slaves and such? Again, try to make it simple but if you really feel the need, go ahead and fill it out to you're heart's desire.
Magic
What kind of magics does your race use if at all? If they don't use magic, do they have some other method of using something close? You can just copy the "lores" of magic from any generic fantasy universe (ie Lore of Flames, Lore of Night, etc); if you an other player both use the same lores or one of the same lores, then please do talk to them about this. I'd prefer that everyone using Lore of Flames knows exactly what a fireball does rather than having to deal with 4 different types of them.
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Military
Tell us about your army, namely the units. Feel free to add as much other fluff as you wish so long so first do your roster.
[b]Name:[/b] Whats the Unit called? [b]Type:[/b] What kind of unit are they? [b]Short Description:[/b] One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
[b]Name:[/b] Whats is their name/titles? [b]Position:[/b] What spot do they occupy in your faction? [b]Powers:[/b] Do they have anything of note about them or use any spells or carry any unique weapons? [b]Short Bio/Personality:[/b] A few short lines on why/how they came to power and how are they generally perceived.
Special note: If you have a unit that can use two different types of weapons, they you must list them as two different units in the roster. IE if I have warriors that can use swords or axes with swords as their "default", I would have to put them down as "Warriors" and "Warriors (Axes)".
Now we get into the interesting meat and bones of the NS. This is going to get a bit complicated, warning you now. Your units can be divided the following categories:
Light
Medium
Heavy
Large
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
Tier 1 - Units of this tier should be something like the weakest of your army or otherwise the least impressive. Things such as militia, conscripts, peasants, and slaves should be in this level.
Tier 2 - This is where your professional army starts to come in and its also the lowest a cavalry unit and artillery can go.
Tier 3 - Special/Elite units should occupy this slot. Something like knights or an elite version of one of your Tier 2 (or even 1) units should go here.
Tier 4 - The cream of the crop, this slot boasts the finest soldiers and warriors your nation/race can produce. Wether they be the most brutal, the most technological, the most experienced, these troops should understandably be few in number but legendary fighters.
Heroes and Lords Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.