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Hidden 8 yrs ago Post by POOHEAD189
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POOHEAD189 The Abmin

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@RisenDeadI did look at it and I'm not sure who is who, and im working on the sheet now. Clock said the lost Dwarf holds were a good idea, though.
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Hidden 8 yrs ago Post by ClocktowerEchos
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ClocktowerEchos Come Fly With Me!

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@Brithwyr@wxps350@POOHEAD189@Lauder@Aristo@Vocab@Ophidian@TemplarKnight07@Supreme Commander@RisenDead

Official GM-ly message here, after some mix ups, I am officially going on record as to say that to claim land you DO NOT need a completed NS. Simply claim land, post a WIP NS and update it enough to show us that you are being active. Your final land claim will be discussed after the completion of your NS but this should allow people to know roughly what land is free and where everyone is.
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Hidden 8 yrs ago Post by RisenDead
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@POOHEAD189

You're green.

@ClocktowerEchos

I live to serve and obey! Alrighty folks, doors open then, who wants what?
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Hidden 8 yrs ago Post by POOHEAD189
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@RisenDeadOh, then I accept where you put me. Though I'd like a teeny bit more non mountainous space (only a teeny bit) since Dwarfs do have farmers, and I plan on having a small group of rangers for my lightest troops. Maybe that little forest to the left.
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Hidden 8 yrs ago Post by Woundwort
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@Ophidian

I apologize if you think I am being heavy handed. I am just hoping to motivate people to get posting! Right now it's a rather small group of us despite the interest. No harm in trying to get everyone to get cracking is there?

Well, I'll be honest. It's stuff like that tends to make me want to *leave* RPG's. It's natural some players are going to drop out, it happens, it sucks, but it happens. Trying to force it...well, from my end..

I've been sort of immersing myself in history on the Italian city states and the philosophies (rereading key parts of The Prince) thereof I'm basing my vampires on-being told I've got to basically rush it through instead of doing a good job to get the piece of land I want is a bit....demoralizing.

And then my other worry is people will end up rushing for pieces of land, instead of talking it out OOC-which could cause the bane of all RPG's, OOC conflict.

But

uh

it seems irrelevant now.

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Hidden 8 yrs ago Post by KremeSupreme
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KremeSupreme im here

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I'll mark my location tomorrow
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Hidden 8 yrs ago Post by RisenDead
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@POOHEAD189

Done and done

@Ophidian

No worries, I get it. Sorry for the approach! Looking forward to seeing your guys!
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Hidden 8 yrs ago Post by ClocktowerEchos
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I've been sort of immersing myself in history on the Italian city states and the philosophies (rereading key parts of The Prince)


Now that is dedication that I approve of.

totallydoesn'tremindmeofmeheheheh
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Hidden 8 yrs ago Post by POOHEAD189
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POOHEAD189 The Abmin

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I haven't read The Prince in awhile. Good times.
Also, am working on my sheet now.
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Hidden 8 yrs ago Post by Woundwort
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<Snipped quote by Ophidian>

Now that is dedication that I approve of.

totallydoesn'tremindmeofmeheheheh


I haven't read The Prince in awhile. Good times.
Also, am working on my sheet now.


Currently on "why you should never ever use mercenaries" part 1...
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Hidden 8 yrs ago 8 yrs ago Post by TemplarKnight07
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TemplarKnight07

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I live to serve and obey! Alrighty folks, doors open then, who wants what?


I believe I marked my section earlier, but if that wasn't seen, its on my sheet in terms of what I had intended, though honestly its wherever we placed The World's End Mountains as being.

EDIT: Fuck, didn't see the new map, will change it shortly.
Hidden 8 yrs ago Post by ClocktowerEchos
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<Snipped quote by RisenDead>

I believe I marked my section earlier, but if that wasn't seen, its on my sheet in terms of what I had intended, though honestly its wherever we placed The World's End Mountains as being.

EDIT: Fuck, didn't see the new map, will change it shortly.


Seeing as you are basically notSkaven and there are no more world's edge mountains, would you mind basically being everywhere like the beast men only underground and able to literally pop up anywhere?
Hidden 8 yrs ago Post by POOHEAD189
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POOHEAD189 The Abmin

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Not done yet, but edited my last Thundrim Kadrin nation sheet and updated it (am about to delve back into it). If anyone wants to see. Hehehehehehe *chuckles under his beard and waddles back to forging*
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Hidden 8 yrs ago Post by Woundwort
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Been doing some work myself.

Like, 50% of the Eastermark Counties runs off of stiff-minded, almost delusional levels of "it's just what you do."

Half of them aren't fighting the "tides of barbarity" because they think they can *win*, but because it's what a Doge/Count/whathaveyou is supposed to do.
Hidden 8 yrs ago Post by TemplarKnight07
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<Snipped quote by TemplarKnight07>

Seeing as you are basically notSkaven and there are no more world's edge mountains, would you mind basically being everywhere like the beast men only underground and able to literally pop up anywhere?


I also noticed the notice you put about that on the map.

I mean, it works. I just wonder if I should mark major "known" entrances into the Under-Republic like Petrus's Maw. I mean, its an enormous gate carved into the side of a mountain. But yeah, otherwise there's tunnels and passages leading into the Under-Republic basically around most mountain ranges. Ignatius just decided to start by sending the whole Vermintide out through the main gate.
Hidden 8 yrs ago Post by RisenDead
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@TemplarKnight07

Just let me know where you want your main gate and I'll add it in! I'll also try for a cooler font...
Hidden 8 yrs ago 8 yrs ago Post by POOHEAD189
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The High Kingdom of Thundrim Kadrin






Overview

The High Kingdom is a nation comprised of the hardy, skilled, and venerable Dwarven race. Comprised of various Thanes beholden to a High King within the mountains of their sea-locked nation. They're master artisans, soldiers, miners, engineers, and brewmasters.

Geography


History

One of the oldest races in the world, the Dwarf histories stretch back over 10,000 years. It would take too long for it all to be spake in such a small amount of space as 150,000 characters! Needless to say, they were once a great and prosperous empire, spanning across the continent with Thundrims in almost every mountains, as well as Farms and lands all across the foothills.
It was when a chain of earthquakes wracked the continent 5,000 years ago that their decline began, for their enemies began to grow in number as well, the foul Orcs and pathetic Vermin. The Elves and Men claimed land as well, and for the last 2,000 years they have declined even further until now the once prosperous race is in one mountain chain. The 12 Kings of Dwarfs had to retreat or were slain, and now reside as the 12 Thanes along the mountain, beholden to the High King.

Government

All Dwarves are governed by High King Bagrick Grimbeard, who has 12 lesser Thanes that rule great Dwarf holds, and Stewards that rule lesser regions and outposts. While Thundrim Kadrin has a strong central government, there is a checks and balances system provided with the High Council, comprised of the nations Thanes, War heroes, Honored Longbeards, and the High Priest. Every Thane has a small number of retainers, included but not limited to an Honored Scribe (who records grudges in the Book of Reckoning), a Rune Priest, and a Master of Economics.

Race Description


A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weigh between 140 and 160. The males have well groomed and long facial hair. Contrary to popular belief, females do not have beards. Though they pride themselves on their long braids of hair as the males do with facial hair. A Dwarf has a life expectancy close to 400 years. While some Elves might use magic to increase their lifespan, some Dwarves do so out of sheer willpower. They are organized, brilliant tacticians, ingenuitive, strong willed, strong of arm, enduring, and resistant to magic and poison (though not immune). They can smell freshly cut stone, can spot imperfections of metal and stone as 2nd nature, and have a 6th sense of knowing where they are at all times underground, within a mountain, or great structure of stone.

Culture

Dwarf culture revolves around honor, wealth, wisdom, skill, and determination. If you have all of these, congratulations, you're a fine addition to the kingdom. Dwarfs enjoy past times like the brewing and drinking of ale, hunting, crafting, forging, axe throwing, wrestling, and counting gold. The culture is also big on vengeance, so woe to any who pisses them off.

Economy/Industry

The Dwarf economy revolves around metal (both precious and utility), stone, skilled craftsmen, explorers, and the brewing of potent ale.

Magic

Dwarfs use Runic Magic. They do not ignite the fuel of the Winds of Magic. Instead, they trap it inside a rune to bind it and hold it. When so confined, the magic can be used safely. Runesmiths treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication. While this gives them less versatility in battle with spells, it also means that the spells that are wrought are effective and reliable. This also means their runic weapons will stay magically enhanced until the world's ending.

[code]Name: What is the spell called?
Lore: What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined.
Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc)
Short Description: Tell us a little about your spell, enough to wrap our heads around it.

Dwarf/Military Overview (Pros and Cons)


A Dwarf is a natural fighter. Though shorter than men, they are far bulkier and considerably stronger and tougher than the average manling. Even if there were a man that was the size of a Dwarf in width and height, a Dwarf would innately be stronger due to their natural physiology of an extremely physical, mountainish race. Their strength pales in comparison to their endurance however. You would be hard pressed to find any creature on this vast world more enduring physically, mentally, and even magically, than a Dwarf. These traits, coupled with them being psychologically unable to not strive for perfection in what they set their mind to, have made them one of the most effective militaries in the land. They have powerful and disciplined infantry, terrifying ranged weaponry, the highest caliber weapons/armor (most likely powerfully enchanted with runes), with the most advanced technology and artillery to date. Their weaknesses lie in their lack of any light units or. They only have one unit that can effectively commit anything close to guerrilla warfare. This, in addition to no light cavalry, means they have very little options when it comes to fighting an enemy outside of a true engagement (other than traps, rangers, and Thunder Wasps). Their rune magic, while undoubtedly powerful, is also less versatile than Elvish and Mannish spells, for instance. The last failing of this hearty race is numbers. The Dwarfs, while not endangered as of yet, are a race that is on the decline. The destruction of their vast empire has left them with a fraction of the numbers they used to have. An example: The Great Hold/City of Barak-Kazul, that once boasted nearly half a million Dwarfs in its heyday, and another half a million in the surrounding area, now holds a skeleton population of 50,000.

Melee Units



Name: Dwarf Warrior/Soldier
Type: Tier 2/Medium Melee Unit (short distance range unit)
Short Description: The average Dwarf warrior, well supplied with Axes, Hammers, Pikes, and even broad swords every now and then. All Dwarfs are trained as soldiers, and have a single minded determination to defend their lands and honor. This might be the most common unit, but never underestimate their prowess. Dwarf warriors can form effective shield walls and are legendary for their enduring morale and stamina. Many soften up their targets with throwing axes.


Name: Greatbeard
Type: Tier 3-4/Medium Melee Unit
Short Description: Veteran Dwarf Warriors that have fought and bled upon the battlefield for centuries. They have seen it all. Demons, Orcs, Elvish arrows coming their way, you name it. They're bigger and tougher than other Dwarfs, with skin as thick as leather, and finely wrought armor and weapons. Their huge beards and scars show how wise, dangerous, and tough they are to have survived until their twilight years. Many of them wield runic weaponry.


Name: Anvil Guard
Type: Tier 4/Heavy Melee Unit
Short Description: The Anvils are living walls of defense, that hit back. They are expert tunnel fighters, but serve just as well above ground as a near un-breachable wall of Baldr and Iron metal encasing Dwarf slabs of muscle. They are armed with full plate armor, helms, and shields, and wield well forged Axes and Hammers with well disciplined efficiency. They are the greatest line of defense the Dwarfs have, and for such a well defended army, that is saying something.



Name: Dwarf Sapper
Type: Tier 2/ Armor Piercing, Anti-Fortification
Short Description: The Miner's guild contributes to the war effort as any honorable guild would. These Dwarfs use large, double headed Picks that can punch through enemy armor. They also have spades as secondary weapons, and for use of digging under (or towards) enemy fortifications to plant explosives or pave the way for other warriors. They carry explosive charges than can also be thrown, if need be.


Name: Berserkers
Type: Tier 3-4 Melee
Short Description: Armed with any weapons they can find (generally a large hammer or axe, and many throwing axes) these Dwarfs have channeled their hatred for the enemies of the Dwarfs to insane levels, giving in to their bloodthrist and reveling in combat.


Name: Iron Guard
Type: Tier 3 Melee/Anti-Large, Armor, Cavalry.
Short Description: These Dwarfs are nearly as heavily armored as the Anvil guard, but trade shields for the two handed PoleAxe. They're known for their stalwart determination and wicked efficiency in their attacks and Polearm wall.


Name: Dwarfen Honorguard (Great Weapons)
Type: Tier 3-4/ Great Weapon Melee unit
Short Description: Known for their loyalty and skill, the Honorguard are well equipped in the finest of armor to protect them as they wield their huge Axes and Hammers with practiced ease, knocking aside enemy shields and formations and cleaving their way through enemy lines. They are deadly and proficient at what they do, and what they do is hit very very hard.

Ranged Units

While the Dwarfs do not have the natural affinity for bows like the Elves, the Dwarfen hunting tradition, as well as their perfectionist and determined tendencies, have made their ranged units efficiently disciplined and terrifyingly accurate. The fact that they also carry axes, well wrought mail, and shield on the backs also makes them effective in melee as a last resort.


Name: Bolters
Type: Tier 2-3/Armored Ranged Unit
Short Description: Despite the discovery and manipulation of Gunpowder, the use and making of Crossbows is a time honored tradition, and the Dwarfs prove it's still a deadly weapon on the battlefield. With moderate stopping power that can pierce all but the finest armor, quick reload time, and unerring reliability, the Crossbow is just as effective as ever. It also has the added ability to use 'special' quarrels that can contain alchemical effects.


Name: Caplock Infantry/RifleDwarfs
Type: Tier 2-3/Armored Ranged Unit
Short Description: In recent centuries, the Dwarf armies have upgraded from the Flintlock firing mechanism to the Caplock/Percussion firing system, making their Dwarf rifles of Iron, bronze, and wood more reliable to be used even in rain, and quicker to reload. While the rifle has slightly less range than a crossbow, it is still long firing, with even larger stopping power, and a demoralizing crack that can unnerve the enemy. If the Dwarf is efficient (and any Dwarf worth his beard is!) then they can fire 5 times a minute unless they are interrupted. The Dwarfs are armored in mail and half plate armor, with shields on their backs, and Axes at their hips. They have stout bayonets mounted on their rifles as well to repel charges.


Name: Hammergun Infantry
Type: Tier 3/ Anti-Large (or Infantry with Grenades)/Fortification ranged unit
Short Description: A cross between the Rifle and the Cannon, these miniature launchers fire heavy shells (or even grenades to attack infantry) at the enemy to kill bigger monsters or to bash through fortified walls/enemy lines. The faceless, helmeted Dwarfs wielding these weapons don't carry any other weapon, but are armored in mail and can swing these iron weapons like makeshift bludgeons.


Name: Dragonfire/Dragonbreath Infantry
Type: Tier 3/Flamer Ranged Unit
Short Description: Dragonfire/Dragonbreath Dwarfs are armored similarly to their Hammergun brethren, only instead they wield great guns that shoot deadly alchemical fire. Their guns have two settings. A spray of flame that can incinerate enemy lines, or firebreath buckshot that are more accurate but less wide ranging for more personal shots so as not to harm their own lines.


Name: Dwarf Rangers/Pathfinders
Type: Tier 3/Moderately tough/quick Ranged Unit
Short Description: Over 1,500 years ago, the great Hunter and Pathfinder Nargim Orcslayer had acclaimed over 1,000 Grobi kills before his first century of life with crossbow and axe, using his previous knowledge of hunting Elk, Boars, and Mountain cats. The Elders of the Hold decided that he should teach students to fight within the foothills of the forest as he would, and so the Ranger tradition was born. These Dwarfs are armored in iron chain mail and leather, wearing green cloaks and wielding crossbows and hand axes. While they are still well armored, they are the lightest and quickest Dwarf troops, able to set traps, cause ambushes, and flee into forests. Their legs are as short as any Dwarfs however, and use their woodland knowledge and green cloaks to escape more than their (relatively) fast speed.

Artillery Units



Name: Dwarf Stone Launcher/Catapult
Type: Tier 2 Artillery/ Anti-Fortification & Anti-Infantry
Short Description: Despite the Cannon becoming popular the last thousand years or so, the Catapult is still a reliable and effective way to reduce structures to rubble and disrupt enemy formations. Their ammo is generally unlimited as well.


Name: Dwarf Cannon
Type: Tier 3 Artillery/ Anti Fortification & Anti Large
Short Description:Dwarfs are the finest engineers in the world, honing their Cannon making craft to near perfection. While there is the occasional malfunction, their Cannons are superb in range, firepower, and reliability.


Name: Multi Shot Cannon
Type: Tier 3 Artillery/ Anti-Fortification & Anti-Infantry/Morale
Short Description: A smaller caliber cannon used to kill infantry and disrupt infantry, and to soften walls for Dwarf attackers.

Cavalry Units

Dwarfs are not a race of Cavalry. They prefer reliability and solid footing rather than speed, and they have no light cavalry units. What they do have, is one unit of heavy Cavalry that strikes like an avalanche.

Name: Ram/Boar Riders
Type: Tier 3/Heavy Cavalry Unit
Short Description: The Dwarfs have made use of the great Boars and Rams of the mountains, the beasts growing large enough for a Dwarf to ride upon them for battle. They are not used as scouting units, and in fact most of the time they are not used at all unless the strategies of their Generals demand it. This unit is essentially an avalanche of heavily armored Dwarf and Beast, very good for mowing down infantry and slamming into other Cavalry. While not as fast as horses generally, the Rams and Boars are able to carry their riders into the mountains and out of reach from horseman.

Special Units


Name: Dwarf Steam Tank
Type: Tier 4/Large Armored Unit
Short Description:A steam powered Tank set on tracks, with a main cannon. It's just as effective ramming into troops and monsters as it is firing its cannon. The Enginners inside that pilot it also wield pistols they can fire out of the side slots.



Name: Dwarf Gyrocopters
Type: Tier 3/Anti Infantry/Scout Unit
Short Description: A recent invention, made 400 years ago, the Gyrocopter is a reliable and safe flying unit used for transportation and scouting. The Dwarf inside has two Rifles, a dozen grenades he could drop on troops, and a makeshift parachute. They are very limited in number.


Name: Runepriest
Type: Tier 3 Magic User
Short Description: Dwarf magic users than wield rune staves in battle to cast spells and beat enemies, they're armored with light chainmail, sturdy leather, and cloth robes with runes of protection.

Lord/Hero


[code]Name: Bagrik Grimbeard the Reclaimer, King of Thundrim Kadrin
Position: What spot do they occupy in your faction?
Powers: The King carries the Twin Hammers of Fate, runes blazing along it powerful enough to bypass any armor and slay any Demon. It is said these hammers will deal the blow that decides the world.
Short Bio/Personality: When the last King was killed 60 years ago by a greater Demon who mocked the line of Kings, proclaiming the Dwarfs would never regain their lost glory, Bagrik was sworn in as High King of Thundrim Kadrin. His first act was to swear that he would regain the lost Thundrims one after the other, though not at the expense of his people. The Elders agreed that they were with him, and the past 60 years he has been fortifying his Kingdom for war. He is well loved by the Dwarfs.


Name: Ragni FelAxe, brother to the King.
Position: High General and (considered to be) Greatest Warrior
Powers: Axe of Felling (can cut through any armor) and Hammer of Godrikk (can banish foul sorcery and return to Ragni's grasp when thrown).
Short Bio/Personality: The King's younger brother and protector of the realm, Ragni has the most kills in single combat than any Dwarf in the Kingdom. He seeks only to protect the King and their Kingdom from all foreign invaders, and sissy Elves.


[code]Name: Grimbold Ironhammer
Position: High Thane of the Ironhammer Hold
Powers: Wields an unbreakable runic Axe, and Valdium shield.
Short Bio/Personality: Last descendant of an ancient line of lesser Kings, now called Thanes, Grimbold wishes to regain his lost Thundrim in the east. He has a particular distaste for Skaven, having fought them many times in the past (Greenskins have been his foe many a time too).


Name: Sketti Hammerhand
Position: Engineer
Powers: Fair Melee combatant, also has various bombs, pistols, and has turned his missing left forearm into a multipurpose weapon/tool.
Short Bio/Personality: Initially one of the best Engineers in the guild, he quit to become freelance and experiment on what he deemed worthy. He lost his forearm from a great Wolf ridden by a Goblin. He killed both, but had to sacrifice the limb. He's known as an eccentric and insane, but damned good Engineer.


Name: Geradin Farforger
Position: High Rune Priest
Powers: Do they have anything of note about them or use any spells or carry any unique weapons?
Short Bio/Personality: Known for his wisdom and skill in runes, Geradin of the Farforger clan has been a Rune priest for over 250 years and is well respected as one of the greatest Priests in this age.
Hidden 8 yrs ago Post by Brithwyr
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Brithwyr Primus inter Pares

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I'm in Teal
Hidden 8 yrs ago Post by Slamurai
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I don't have enough on my sheet to post it, but I do hope that a good portion of the desert and southeast plains can be saved. Else, there's few good locations where horse tribes could have developed.
Hidden 8 yrs ago 8 yrs ago Post by Brithwyr
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WIP, obviously...
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