Hmm, didn't you wish to have something more freeform? Wouldn't this clash with the idea of having hard set locations? BTW, here's a full map on the Old World:
My problem is that WHFB map is a bit too linear and doesn't focus on anything aside from not!Europe. If we can remove Nagash corruption as a must for example we can gain plenty more freedom. Currently as I chose Araby I'd be hard pressed to ever capitalize on the actual benefits of my nomad cavalry. If possible I'd wish to have borders with the Empire and its allies.
@Willy Vereb If I said that then I use GM power to modify it ay my whim but I don't remember saying "this is strictly going to be Free Form". I'm using the WFB map becuase I'm lazy and I really don't want to be bothered with making a new world map so I'm using WFB map plus I know its just notEurope in that map, its where most of the factions currently are so I decided that I decided it would be best to just get a map focused on that area instead of overwhelming with a world map.
Maybe Pagan Elves could be in either Athel Loren (with Bretonnia to the North West and The Empire to the North East) or The Forest of Gloom (South East of The Empire)
@Willy Vereb If I said that then I use GM power to modify it ay my whim but I don't remember saying "this is strictly going to be Free Form". I'm using the WFB map becuase I'm lazy and I really don't want to be bothered with making a new world map so I'm using WFB map plus I know its just notEurope in that map, its where most of the factions currently are so I decided that I decided it would be best to just get a map focused on that area instead of overwhelming with a world map.
My point wasn't to demand you trying it to be as freeform as possible. It just seemed weird that with highly encouraged custom factions we'd need to occupy the borders of one of the canon nations. Anyways, that map lacks the territory of chaos, Araby, Tomb Kings and the Dark Lands which is another source of threats to the Empire. Okay, it has a tiny portion of them sticking out at the edges but that's it.
Personally I'd wish to be coming from the Dark Lands now, no spooky skeletons and ork tribes to fight through before I get to be a threat to "civilized lands". I can immediately do that which interactions wise is far preferable.
I poked my head in the interest check a while back and now I'm here! On the subject of maps, I personally agree with Willy. The setting is supposed to be a kind of alternate-Warhammer, but I think that sticking to the original map inhibits the custom/freeform element of the RP. In a sense, the locations are already decided for us if we want to play some kind of offshoot of a Warhammer faction. I mean, you could just throw out all original notions of faction locations, but the stigma is still there.
Perhaps Old World as is, but a much smaller ocean separating the New World's Naggaroth and Lustria from the Old World, much smaller desert separating Badlands/Border Princes from Araby or The Land if the Dead? Maybe add some new passes so you could come from the Blasted Lands too?
Could probably put stuff in the Worlds End Mountains too.
If New World, Naggaroth and Lustria, is closer that would help get more groups in the mix and give more space for completely original groups.
I kind of like it as is but maybe we can figure something out. I too just want a fix of some Grim and perilous fantasy
I'm using the canon WFB map since its gives everyone a rough idea of where to be, allowing people to skip over a part of an NS and also prevents the classic NRP thing of having wildly different cultures next to each other since its a pet peeve of mine to see notGermany, notChina, and notMexican all right next to each other and having very little in similarity.
If you really want an original map, then go find me one that could actually be used. I also trust most people to be good enough to be able to write NSs without worrying about location unless they really want Araby to be in where Kislev is or something in which case that's another issue entirely.
I don't mind the map, personally. I know roughly where the Mountains of Mourn are on it, meaning that I don't need to make up a location relative to other locations that might not even exist yet.
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
Thundrim Kadrin is a land of Jagged and tall mountains, with forested foothills and farmlands. That is, above ground. Below, the Kingdom is far vaster, filled with towering cities of bronze, iron, and stone. The Low ways are vigilantly guarded, and finely wrought into the earth.
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.
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
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.
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.
@ClocktowerEchos I finished up the Elven Paganlands with unit descriptions. Could I put them in the Characters Tab now? Or would I have to draw a territory on the map?
I'm a newcomer to Warhammer Fantasy, only having taken an interest in the series two years ago thanks to an ex-girlfriend. I finally have reliable internet, and am in the mood for a Nations RPG. I notice the Vampires are unrepresented (a grave disappointment. No pun intended). They're one of my personal favorites, and it was the first faction I played in Total War: Warhammer. I was hoping to finish my CS today, however I had to stay late at the hospital, so this will have to do for now. I'll likely edit in information about my characters in the next couple of days, but everything else is in place. An overview of content for the DM's approval is at the base of the app.
OVERVIEW: A realm of darkness and mystery, Sylvania has been a bastion of evil for centuries. The dead walk the land here, obeying the call of their Vampiric masters. With the return of the von Carsteins at the necromancer Gautselin’s behest, the corruption known to infest this land once more spreads. Even now, necromancers raise the dead and vampires don their armor, in preparation of war with their neighbors. Sylvania itself has been reformed as part of Gautselin’s vision of a new Empire, to rule humanity as protector and master in the face of the tides of Chaos.
RACE AND CULTURE: For centuries, Sylvania has been commanded by the most powerful and decadent vampire lords of the land. Knowledgeable and strong beyond most mere mortals but selfish and arrogant, the vampires have been more or less of equal standing. This has led to a web of politics growing amongst the noble bloodsuckers, contesting each other through Byzantine politics, cultivated reputation and above all strength to contest among themselves beneath their sovereign archduke. Vampires are the absolute upper crust of Sylvanian society, rendered virtually untouchable to their lessers through their talents at politics, magic and combat. Unless they have directly offended the archduke or his subordinates, a vampire may more or less do as they please, and Sylvania is resplendent with tales of the decadence and sadism of the ruling vampires. It is rare though not impossible for a human to be considered equal to a vampire in Sylvanian society. The sole means of gaining power for humans, save through the Blood Kiss itself, is through mastering Necromancy. Necromancers assist the vampiric nobility as spellcasters, generals and advisers, though no vampire would willingly obey an order from a Necromancer.
Beneath the Vampires and Necromancers are the Free Men, Peasants and the Living Dead. Or as most Vampires refer to them, ‘Hounds, Cattle and Mules’. Free Men are very rare throughout the realm, often serving as enforcers and guards for their masters. Some are retained by the nobles in roles considered too vital to leave to their risen dead and too minor to be performed by a vampire. Most are humans of interest chosen by vampire nobles to be elevated above peasantry, or mercenaries hired by the nobles of Sylvania.
Beneath the Free Men are the Peasants. Unlike their counterparts in Kislev or Bretonnia, Peasants spend little time in manual labor or farming their land. Instead, Peasants are considered livestock by Sylvania, to be kept in villages like so many sheep in a pen. Peasants live in dread fear of the Vampire nobility, living dead or even Free Men. Some villages live their entire lives in their small shacks for fear of becoming food or sport for a Vampire or even a Free Man. Others worship their masters openly in the hopes of winning their favor. Some peasants are retained as servants for nobles and their manor houses, but few are ever taken to their new post willingly. Despite Gautselin’s philosophy that Peasants are to be protected by their masters, his opinion is considered with bemusement or mockery by the majority of Vampires. Nevertheless, Peasants are the main source for Sylvania’s most vital resource. The risen corpses who man the industries, fields and armies of the Archduchy.
The dead serve the Archduchy in virtually every capacity imaginable. They labor in the mines. They manufacture basic weaponry in factories. They farm the fields to grow food for the pets of the vampires--including humans. Primarily however, they serve in the armies of the Vampire lords. From the zombies and skeletons risen for cannonfodder to the elite Graveguard and Abominations that serve the realm, they make up almost the entirety of the Archduchy’s military.
GOVERNMENT: The names ‘Archduchy of Sylvania’ and ‘Undying Empire’ are used interchangably within their boundaries. The Undying Empire itself is the name of Gautselin’s grand plan for the Old World. To conquer or confederate every race worthy of ruling and protecting the mortal races, bringing them together into a new empire. One where the animated dead take the place of laborers and soldiers. Where only vampires, grail knights and other 'ascended’ mortals rule their mundane brethren as nobles. Where archdukes, dukes, earls and counts vote among themselves to decide which of their kind will lead. The Archduchy itself is both the first province, and the microcosm of this Empire, which Gautselin hopes to one day stretch from Kislev to Estalia.
At the head of the Archduchy is the Archduke himself, Adrecht von Carstein. Though the family has been a force in Sylvania since the time of Vlad von Carstein, Adrecht is a relative newcomer to the forefront of his dynasty’s. Though once considered merely a count, the region’s reformation as part of Chancellor Gautselin’s plan for Sylvania, the Empire and the lands beyond has resulted in the land being consolidated as an Archduchy. The land of the Archduchy’s claim spreads from Sylvania to the Moot and beyond the River Stir, once thought the elder brother of Sylvania. Adrecht himself claims to be the rightful heir to the Empire, and Chancellor Gautselin is glad to support his claim. The Archduchy is supported by a handful of lesser nobles. Two counts, barons, and a number of knights. All noble positions are held exclusively by the vampires, though humans may be assigned to positions of power to support them.
INDUSTRY: Once considered an underdeveloped backwater, the ambition and willpower of the von Carsteins and the intellect of Chancellor Gautselin has pushed the nation towards a period of industrialization. Fueled by hundreds of living corpses, the factories and fields of Sylvania are worked day and night for the benefit of the Archduchy, and Gautselin’s dream of an undead empire capable of breaking the power of Chaos. These foundries and mills are used to manufacture trade goods or build weapons and armor for the Sylvanian undead hordes. Though a massive source of wealth for the Archduchy, these buildings are often considered eyesores by the nobility. They are often found far from the manors and castles of the vampires, meaning they are frequently located near the borders of Sylvania. A considerable number of these factories are located in the city of Templehof however, encouraged by Count von Diehl, himself a devotee of Chancellor Gautselin’s vision.
Sylvania now mints its own currency, the Stein. Steins are gold coins, utilized by the Archduchy in its dealings between nobles and foreign powers. Though now quite common in the lands around Sylvania, most peasants have never seen a single coin.
RELIGION: Within Sylvania, the region has traditionally had little interest in religion or philosophy, beyond the sadistic hedonism of the region’s nobility. This is in large part due to the confidence of the vampire lords. With powers outmatched only by their arrogance, they have typically only had contempt for the thoughts of deities. Chaos or otherwise. Even the founder of their race, Nagash, is often looked upon as a measure of power long since surpassed.
Gautselin’s rise to power however has seen a minor shift in Sylvania’s religious life. Though he himself was once a devotee of the Elder Gods of the world, Gautselin’s worldview has shifted. Seeing his fellow vampires as an inherently superior beings to humanity, Gautselin is outspoken in his belief that vampires have the duty to act as the shepherds of mortals. Though a minority opinion among the vampire lords, occult societies have appeared among the nobility to discuss and support Chancellor Gautselin’s opinion. The intellectual conversations shared in boudoirs and salons of the vampires are not shared in the countryside. However in remote villages in the countryside, mysterious shrines dedicated to the Chancellor and his Book have slowly begun to appear.
MAGIC: Lore of Vampires Lore of Death Lore of Beasts
MILITARY:
Core:
Common Zombies: Reanimated corpses restored to life by magic, zombies are by far the most common form of the living dead in the Archduchy. They may be found in factories, fields and barracks throughout the land. Able to be summoned by even the most novice necromancer, zombies are of little value on the battlefield, their clumsy attacks and frail physique make them little threat on the battlefield. Regardless, they make up a considerable portion of most zombie armies, often serving to block enemy attacks or pin enemy formations on the offensive.
Fellbats: A staple of the Vampire Counts and their armies, Fellbats are massive creatures the size of dogs known to roam the night skies of Sylvania. Clustering in great swarms over every formation of the undead, their vampire masters often use them to swarm enemy formations before a charge, or to pursue fleeing units. As pets and minions of the Vampires, Fellbats serve not only as the eyes and ears of Sylvania, but the teeth and claws.
Skeleton Swordsmen: Barren bones animated by magic, these infantrymen carry swords and shields. These weapons are often the same they were interned with, though they are capable of plundering swords and shields from the battlefield or taking arms provided by the foundries of Sylvania. These soldiers march in orderly precision unmatched by any mortal army, but they are frailer than any other form of infantrymen. As such, they are often used as reserves or arrow fodder by Vampire generals, though more cunning commanders prefer to use them as flanking infantry.
Skeleton Spearmen: Much the same as Skeleton Swordsmen, Spearmen are often the frontline units after the zombie horde. Despite their frailty, the speed of the light spearmen make them an effective enough counter to most cavalry, and when in formation, can form a respectable shield wall against cavalry or infantry.
Crypt Ghouls: Fast, bloodthirsty, and utterly filthy, Crypt Ghouls are often found in graveyards or battlefield, digging through mud and filth for corpses. More effective in close combat than skeletal units, they are known to charge in on all fours, attacking with tooth and nail or basic bone clubs. Their teeth and claws often poison their enemies in battle.
Dire Wolves: Fast on their feet and operating in powerful packs, Dire Wolves have been a menace to unwary travelers in Sylvania for centuries. Under the influence of their vampiric masters however, Dire Wolves become far more dangerous. Used as light cavalry, they are often used to harry and harass enemy flanks, attack enemy troops from behind, and chase down enemy units. Additionally, their life of living in the wilderness has made them far harder to detect in terrain such as forests and swamps, even while in formations.
Vargheists: Former vampires, the Vargheists are dread creatures who patrol the skies of Sylvania. Fitted with steel spurs and claws to improve their effectiveness in the air and on the ground, they often function as glass cannons, attacking suddenly from above before withdrawing. They also carry a small compliment of grenades to throw from the air, though their inaccuracy makes the likelihood from dying from one unlikely at best.
Elite:
Zombie Footmen: Most zombies seen in the Archduchy and the territories of the Undying Empire beyond are mere grunts. Puppets used for basic menial labor or the most rudimentary of military roles. With the advent of steam technology and industry within Sylvania however, the role of Zombies within the empire has shifted somewhat. Footmen are emblematic of that shift. Clad in armor bolted to their rotting flesh and fitted with massive rivets in their arms, Footmen have less durability than their fleshy predecessors but have far greater armor to negate their enemy’s attacks. The rivets set in their arms additionally serve to protect from short-range infantry attack and to increase their physical attack with their large, club-like arms. Rusty and coated in poison, it is not uncommon for a human soldier to slay two footmen only to die from an infection from an unfortunate brush with one of these rivets. Given the cost of armoring Zombie Footmen, they are a rarer sight on the battlefield, but already have become a favorite among generals.
Graveguard (Sword & Shields): Like their lesser skeleton brothers, Graveguard are the bodies of the long dead, equipped with arms and armor to fight at the behest of their masters. Unlike regular skeletons however, the wights of the Graveguard possess a fragment of their ancient memories and soul. Raised from the bodies of dead champions and warlords, Graveguards have experience beyond nearly every other unit within their army. Their crafted armor and enchanted arms serve to compensate for the frailty of their dusty old bones. The Graveguard often appear as the vanguard of the main force of the Vampire Counts, and are more than capable of forming a shield wall against an enemy charge or charging an enemy position.
Graveguard (Two-Handed): Equipped with greatswords rather than the sword and shield of their frontline brethren, these Graveguard often serve as reserves, rushing to reinforce ranks in the main line of a Sylvania army. They also are frequently used to flank enemy formations or to lead attacks in siege battles. Without shields, these Graveguard may take greater damage, but also deal far greater damage against infantry and cavalry.
Crypt Horrors: Once, Crypt Ghouls were a common sight in the armies of the Vampire Lords. Now however they have become a rarity in the lands of the Vampire Lords. Most of their kind have been coerced into becoming Crypt Horrors, a vital component of the Sylvanian army. Great hulking monstrosities often seen in front of the main attacking force, they can be seen swinging great steel or bone weapons in front of groups of elite infantry such as Graveguard or Abominations. Most Crypt Horrors are fitted with limited steel armor rivetted to their bodies, protecting vital organs and weak points. Many generals of large armies see groups of Crypt Horrors as a necessity, particularly those who oversee forces of the fickle Abominations conjured by Chancellor Gautselin.
Free Man Cuirassier: Imported from the Empire, Cuirassiers are light cavalry mercenaries equipped with pistols, saber and the titular cuirass armor. Cuirassiers are audacious units, known to gallop to within a few yards of a defensive formation before firing their pistols and retreating. Effective against defensive formations, armored units, cavalry and retreating units, a capable captain of a Cuirassier company is capable of devastating enemy regiments. However, Cuirassiers willing to work alongside the Vampires are rare, and given their origins as lightly armored mercenaries, they are prone to quickly losing morale in the face of close range combat with armored units, or after swiftly suffering loses.
Black Uhlans: Descended from the Black Knights, the Uhlans are skeletons dressed not in black armor but fine uniforms. Equipped with lances and swords, Uhlans are capable light shock cavalry, making them devastating against cavalry and infantry. Given their lack of armor, they are easily damaged at range, infantry or flanking cavalry. However their lack of encumbrance makes them the finest and most mobile light cavalry in the known world.
Free Rifles: Men have traditionally been in the minority of Vampire armies, typically serving as mercenaries from the Empire or other human lands. The Free Rifles break with this tradition, conscripting soldiers to serve as soldiers in the Archduke’s service. Equipped with rifles reverse-engineered from the Dwarves who surround their lands, Free Riflemen are often positioned in the rear line of the Vampire’s army. Unlike dwarves or the musketmen of the Empire, they do not fire in volleys. Instead, companies of Free Riflemen are marksmen, choosing targets from a distance before carefully taking aim and fire. With their long range, accuracy and slow rate of fire, they are often used as a means of picking off elite infantry or cavalry, or goading enemy forces into an attack.
Cairn Wraith: Spectres of long dead sorcerers, the Cairn Wraiths are enchanted light infantry. As such, they are minimally affected by mundane weaponry. Their own scythes are also devastating against enemy units, particularly armored ones. Magic and enchanted weapons however can injure Cairn Wraiths quickly, being unarmored apart from their spectral nature. Their nature makes them immune to terrain effects, and makes them difficult to detect in forests, marshes and underground.
Hex Wraith: Spirits from the bowels of the underworld mounted on phantom horses, Hex Wraiths are fearful creatures that are known to sweep swiftly through enemy positions. The light cavalry share much in common with the Cairn Wraiths, though their faster speed makes them only more dangerous.
Rare:
Blood Knights: Drawn from the Blood Dragon Vampires, Blood Knights have more or less been unchanged for decades. Blood Knights are the most prominent organization of vampires on the battlefield, and among the best heavy cavalry in the Old World. Their heavy armor, superhuman origins and powerful lances make them deadly in a headlong charge.
Varghulf: Feral but devoted predators taken from the wilderness of Sylvania, Varghulfs are potent infantry units, sweeping aside formations with their powerful arms. Though their large size makes them vulnerable to lances and ranged units, their powerful physique makes them absolutely potent against enemy ground units. Most main vampire armies come complete with two of these monstrosities, among them the progenitor of this standardization, Count Gunther von Diehl.
Damned Abomination: Summoned by the hand of Gautselin himself, Damned Abominations are ordinary undead instilled with alien spirits. The exact origin of these spirits are not known, with necromancers and natural scientists coming to conflicting conclusions. Some presume they are spirits from the Underworld, others stating they are a refined form of necromancy, and some even claiming they are spirits of Chaos bound to mortal flesh. Damned Abominations are intelligent and powerful, strong enough to rival a vampire. Sadistic and strong in the extreme, a single company of Abominations are capable of tearing through basic infantry, and seem to only grow emboldened at their prey’s attempts at resistance or the sensation of pain. The only means of destroying one is to injure their bodies to the extent that their spirits and necromantic powers are no longer enough to hold the husks they possess together. Despite their strength, they are prone to disobedience when outside the direct command of their summoner. As-such, they are only really used en mass when the Chancellor is present. When beyond his intervention, Vampires have to keep a close eye on them, keeping Graveguard, Crypt Horrors and Duelists nearby in case in their lust for pain, the Abominations turn their inhuman strength on them.
Blasphemous Abomination: A variety of the Abomination, Blasphemous Abominations are wicked spellcasters feared across the realm. Though less powerful at close range than their Damned comrades, Blasphemers possess a mastery of magic. Known to float listlessly ten feet in the air, they are seized with a passion for battle when they sense mortals approaching, flinging magical spells rapidly in response. Like the Damned, they are unarmored but durable, and can take extreme punishment with only laughter in response. However, if anything, they are more prone to attacking their allies than the Damned Abomination. When in the midst of battle or when simply bored, they may well turn on their allies in search of an exciting battle. These units are kept at a minimum due to their habit of turning on their own kind, and are usually only seen around Gautselin himself.
Vampire Necrodragon: Necrodragons were once a rarity in the armies of the Vampire Counts, fit for the mounts of the finest Vampire Lords. Now however, the ranks of the Necrodragons have increased enough to replace the Terrorgheists. Risen bodies of dragons fitted with steel plates and a steam engine to help the creature fly, the Necrodragons are bound by powerful magicks allowing them to fly and attack. They may strike their foes with teeth and claws, breath weapons, or release a destructive discharge of steam energy for a local area of effect attack, at the cost of their auxillary steam propulsion system. Despite their strength, Necrodragons are still quite rare, very expensive and also very high maintenance, requiring continual adjustments and repairs by Free Man necromancers and technicians.
Black Coach: The Black Coach serves as transportation for a Vampire, yet also serves as a repository for necromantic energy. Feeding off the souls of fallen foes. These coalescing energies can be used to fuel their magic, or revitalized fallen vampire lords. Fitted with spiked and scythed wheels, the carriage is more than capable of cutting through light infantry.
Lords:
Vampire Lords Master Necromancer
Heroes:
Vampire Necromancer Cursed Abomination
Characters of Note:
Archduke Adrecht von Carstein Brash, arrogant and with ambition beyond his age, Adrecht is a von Carstein through and through. Seeing himself as the rightful heir to Vlad and Isabella. He was a mere competitor for the right to rule Sylvania for many decades, until the newly turned vampire named Gautselin asked for Adrecht's assistance in forging a new empire over the men of the world. Despite Adrecht's initial refusal, Gautselin's fearsome array of powers caused the von Carstein to agree to Gautselin's dream of a new world order. Though young compared to many of the lesser nobles of Sylvania, Adrecht has already earned a fearsome reputation for his prowess in battle and cruelty from the throne. He has little interest in the grand ambitions of Gautselin and his Book, only taking an interest to secure his rule over the undead empire Gautselin dreams of forging.
Chancellor Gautselin Though the von Carsteins have ruled Sylvania for millennia, and Adrecht would impale any who would disagree, the vampire Gautselin is considered by many to be the true power behind the throne. Taking the role of Chancellor of Sylvania and the Undying Empire upon Adrecht's coronation as Archduke. His source of power is said to be a great blank tome, a book Gautselin values so much he keeps it chained to his waist. Gautselin is motivated by a dream of a unified empire over the Old World, united by the 'superior' beings of each race and commanding a horde of the undead. It is said Gautselin has been planning this empire for decades, attending courts throughout the Old World under various guises. His ultimate and truest desire is to see Norsca razed, and the armies of Chaos drowned beneath the tides of the dead.
Count Gunther von Diehl A veteran of countless campaigns, Gunther is part of the von Diehl vampiric family, and has served three generations of von Carstein counts. Beginning as a captain under Konrad von Carstein, Gunther gradually became one of Sylvania's finest generals, earning accolades enough to be declared a Marshal and a Count by the Archduke. Possessing an inquiring mind, Gunther is the highest ranking Vampire to take an interest in Gautselin's vision of an Undying Empire, and considers the master Necromancer's slightest word with great respect and interest. Gunther's faith in Gautselin is so powerful he personally adopted Gautselin's industrialization plan, transforming Templehof from a cluster of peasant houses and tombs into a towering metropolis of factories, mills and putrid smog. He claims to be the cousin of the reclusive maiden Cunegonde von Pirosc, though the few who have seen her state that the two share little in common.
Marshal Odo Jaeger Second among the generals of Sylvania, Odo Jaeger is a relatively young vampire, only serving the von Carsteins for a century. Serving in the armies of Ostermark, Odo was deployed during the invasion of Wilhelm von Guiles, a necromancer of Sylvania. His company was deployed to defend a bridge over a swamp into Ostermark. During the battle, a Graveguard succeeded in slaying the captain of the company, as Odo stood alongside him. Knowing the effect a loss of moral would have on his company, Odo donned the captain's helm, and succeeded in rallying his company. It is said his company slew over a thousand dead in that battle, with Odo killing nearly a hundred himself. News soon reached Ostermark, the common people cheering Odo for his valor in combat. However upon his return, Odo was instead tried for impersonating a superior officer. In light of his heroic action, Odo Jaeger was simply banished from Ostermark into Sylvania. He wandered with his arms and armor into Sylvania for three weeks until he was found by the Vampires, who brought the impersonator captain into their armies. After a string of victories at the head of his undead armies, Odo has earned command of his own army, knighted before the court by Archduke Adrecht von Carstein himself.
Lady Helene Posner Known as the Pale Judge, the Lady Posner has served the Vampire Counts for centuries in numerous capacities. General, duelist, inquisitor, executioner. The exact date of her joining the Vampire Counts is not known, though any individual of quality knows what she is capable of. Helene participated in the battles of the Vampires since the latter days of Vlad von Carstein himself, leading a company of human soldiers into battle. Under Konrad, she was given the duty of hunting down dissenters and foreign infiltrators, a duty she continued under Mannfred. After the Battle of Hel Fenn, Lady Posner fell into a state of depression, falling into the hedonism that she had widely avoided over the centuries. Her life was filled with empty sadism, her sole joy still her love of dueling. At the ascension of Archduke Adrecht however, she found her estate visited by the Chancellor himself, who beseeched her to join their dream of a new world order. Though her intellect told her this regime would fail like the past three, Gautselin succeeded in convincing her to join the Undying Empire. This encounter left a profound impact on her, and follows Gautselin closely as an attache and confidante.
Cunegonde von Pirosc The midnight flower of von Pirosc, Cunegonde first achieved public knowledge two years ago. Always seen from a distance at the grand parties of the von Piroscs and von Diehls, tales of Cunegonde's beauty is spread by bards and storytellers throughout the realm. In actual fact, the last vampire of von Pirosc is no vampire at all, but the human descendant of that line. Isolated from the world for fear of her being discovered, Cunegonde was raised by her great uncle Gunther von Diehl. Thin, frail, but incredibly beautiful, Cunegonde has been trained extensively in the use of magic, necromancy in particular. Seated in her high black tower along the mountains, she remains an elusive but desired lady of the court.
N’areshe the Blightseeker Within the Undying Empire, corpses are a common sight. They dominate every form of industry within the land, and scores of necromancers raise fresh corpses to maintain the empire daily. N'areshe was no different. Her body, drawn from a peasant girl of no consequence, was given new life as a zombie soldier of Adrecht von Carstein. As a demonstration of his powers, the necromancer Gautselin held aloft his hand and called the undead spirit of N'areshe into the humble zombie. Now warped with undead energy, the cackling horror now serves Master Gautselin obediently, if not faithfully. She is sadistic and cruel beyond any vampire, enjoying the act of instilling suffering in mortals and laughing at their pain. Were she not bound to Gautselin, she would swiftly turn on her former human and vampire allies for her own amusement. It is unknown what the spirits of the Abominations are, however it is known they are drawn from the underworld itself, or from some follower of the god of death Morr. As most powerful forms of Abomination, N'areshe possesses a great prowess at magic. Even when slain, she is capable of being resurrected into the body of any undead body.
Lore:
Gautselin’s Rise
Coming Soon
The Undying Empire
Coming Soon
Abominations, and the Black Book of the Dead
Abominations are a specific form of necromancy utilized specifically by the vampiric necromancer Gautselin. This magic is derived from the Black Book of the Dead. Found by Gautselin during his time as a Warrior Monk, the book is an otherworldly artifact crafted from the skin of men, and bound in the skin of Dark Elves. The book at first glance appears to be blank, though in the hands of a reader ‘chosen’ by the wielder, ink made of human blood will emerge from the pages, forming passages and incantations that may be used. The book is said to have been written by Nagash himself, though little information regarding the book remains. In addition to traditional Death and Vampire magic within the book, it may be used to inspire zombies and other undead with a powerful spell, granting them strength and stamina to prove a threat even to a vampire lord. These ‘Abominations’ have exceedingly high durability, surviving unearthly blows and returning them in kind. Blasphemous Abominations are even more terrifying in appearance, drifting through the air and casting horrific spells like spectral mages. Intelligent, even maintaining a hive mind of sorts between themselves, Abominations seem to have an instinctive knowledge of where and what each other and their master are. Abominations have a sadistic sense of humor, and will often torment their victims through physical or psychological means.
Few among the Vampire Counts consider the Abominations reasonable allies however. Abominations are fickle allies, and willingly taunt the vampires and even attack them if given any provocation. They have no respect for vampires or necromancers, and obey only their master and summoner Gautselin. Even to him, they only seem to give begrudging respect as the wielder of the Book. As such, Abominations are usually only used in small numbers, up to two hundred at most, and only before major battles and in times of duress. However Gautselin continues to study the Abominations and their magic, in the hopes of utilizing their powers against the inevitable invasion of Chaos.
That's a beautiful NS Poohead, I've got to step my game up.
I'll add stuff about where Skaven are, but they tend to live under human cities and occasionally in conquered Dwarfen Karaks. Specifically I remember under Mousillon, under Tobaro, Karak Eight Peaks, with a capital under a swamp near Tilea.
Not sure how we want to handle that.
I'll make some edits to my NS this weekend to differentiate it better from Vanilla Warhammer and to include some pictures since Poo used them to such awesome effect
Apologies; I'll be withdrawing interest. I'm more interested in roleplaying settings and factions of players' own creations rather than copies or imports of existing material. I certainly don't mind Warhammer influences in roleplays, but going through the sheets gives me the impression we're straddling a fine line between total fandom and alternate-fandom.
Apologies; I'll be withdrawing interest. I'm more interested in roleplaying settings and factions of players' own creations rather than copies or imports of existing material. I certainly don't mind Warhammer influences in roleplays, but going through the sheets gives me the impression we're straddling a fine line between total fandom and alternate-fandom.
I'm playing as Mongol inspired not-orks so while it could fit in WHFB's theme it certainly wouldn't be directly inspired by it.
<Snipped quote by Aristo>I'm playing as Mongol inspired not-orks so while it could fit in WHFB's theme it certainly wouldn't be directly inspired by it.
The point is that your theme could be feasible in the WHFB setting, but isn't a carbon copy of anything within it. It has originality.
On the other hand, we're also dealing with cut-and-paste ogres, skaven, vampire counts, etc. The dwarves, at least, have different characters and names of locations.
It would be different if the factions were played with, or turned upside-down. Say, a Sylvania where the ruling aristocracy are werewolves instead of vampires. Maybe an Empire where halflings are the norm, and average humans are the minority. Heck, even name swaps, new heroes and characters would go a long way.
Twist is that you change certain aspects of the lore and the people in charge at your whim. Basically get creative, change units, government, some bits of culture, etc. Just don't think that directly copy pasting a canon faction completely is going to be accepted.