"It is well that war is so terrible, otherwise we should grow too fond of it."
For years the Old World found itself in a period of relative peace, but something stirs beyond the walls of civilization. From the great forests of the lands, the Beastmen seek to reclaim their ancient ancestral grounds from the races who stole it from them, their small raids becoming ever fiercer and larger. From the east, a new horde of Greenskins pour over the World's End Mountains, their bloodlust and warmongering unparalleled. From the north, the savage Norscan tribes with their unholy pagan gods are only becoming more and more dangerous as the bitter cold winds speak of great, horrific rituals they carry out for their gods now try to summon something. From the south, the living bones of a long dead empire reawakens, with them they carry the reclamation of their vast empire with legions of warriors that now serve them in death as they had in life.
War is coming. A great, eternal war.
This was a story of how people held firm in these dark times chasing after a glimmering beacon of hope. This was a story of how soldiers faced perilous odds but held brave in front of death. This was a tale of how leaders faced both bitter defeat and glorious victory. The battles would be legendary on a scale rarely ever seen before as would the hardships of war on the people. But from them would be forged the greatest of heroes and villains.
This was their story.
This was their Legacy.
Welcome to the world of Salvus, one right on the edge of inevitable all out war. Inspired heavily by Warhammer Fantasy as well as some other fantasy universes, this NRP will be focused on a part of NRPs that we all love but never really get a chance to do, war. Yes, the main focus of this RP isn't diplomacy or expansion or whatever, its just war. That said, there are three things I am going to heavily stress:
1 - You cannot "win", there is no victory and nations/races cannot be completely destroyed without their creator's approval first. This may be a war-based NRP, but its to create something more of a story and also letting people release their desire to write epic battles and just generally have bloody fun.
2 - While the main focus of the RP is good old fashioned killing with some grimdark mixed in, this isn't a nothing but slaughter edgefest. Even in times of great despair, people usually find something normal to do or to be happy about and your posts can relate to things outside of war such as rituals or just about normal civilians who aren't directly in the front lines.
3 - Rule of Cool is definitely in play here but I still do encourage some bit of reason and realism. Most armies aren't made up of only heavily armored knights in real life and they shouldn't be in here. Besides, that's a terrible tactical choice anyways. I'm not going to allow you to have magical nukes or for every single one of your soldiers to carry Unholy Flaming Bastard Swords of Brutal Skullfucking +99.
Because I don't know where to put this otherwise, here's the military crunchy bits which know are confusing. Trust me it was hard enough trying to write it out while knowing what was going on.
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.
NS guide that will certainly be edited, revised and explained more than once:
Nation Name
Overview
Your nation in brief, what are you all about? Where do you take inspiration from?
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
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
Simple run down of how you're nation runs, does it have cities and settlements or is it a horde? Reminder that your "king"-like character will be one of your Lord characters (aka one of the badasses who can lead armies and kick ass in their own right).
Race Description
Explain a bit about your race and any natural leanings they may have. If they're just humans than feel free to skip this part.
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.
An explanation of how victories can be negotiated/drawn up, curtsey of @RisenDead the coGM.
BATTLE MECHANICS
The running focus of this Roleplay is to engage in full scale Warfare. The idea is not to win, or to lose, but to write out the stories that happen during the course of a battle. If you can write an epic battle that takes a month for the two of you to move forward a single day, we love it! That is what we are here for. The agony, the drama, the glory, the heroes, the savagery. We want everyone else in this Roleplay, and anyone who reads it, to be imagining themselves in the shoes of your soldiers, your people, your citizens, we want them lying awake staring at the ceiling as they try to sleep saying to themselves: "What the f**k did I just read and when is the next segment coming out!?"
In order to facilitate this, @Clocktowerechos and myself have decided to go with a very simple Battle Mechanic. It is as follows:
Player Agreed Outcome
This is preferable way of doing things. You intend to attack your neighbour and take their lands! Rawr! Well, first, because we don't actually have real life armies, you must PM the person you are attacking. The two of you can then decide how things are going to work out. Once you have decided on an outcome, let the battle commence, amaze us with your epic storyline and ultimate outcome.
You can fight skirmishes, battles, or even the whole war this way. If you are both happy with the plan, we will not prevent you from making it happen. (Unless its complete bullshit, then we'll have words)
Games Master Controlled Outcome
In the unlikely (Hopefully) situation where two players cannot agree on an outcome, or they would rather just "roll the dice" and see what happens we will do exactly that, and roll the dice. Using this Random Dice Generator we will decide the outcome of the skirmish, battle, or war, based on the following formula;
1-3 Blue wins 4-6 Red Wins
Difficult to grasp at first, but if I can wrap my head around it, anyone can. The dice roll will be the final say and not a negotiation. This is important for all players to realize. If you can't Roleplay your losses as well as you can your wins, you probably shouldn't be doing life in general, let alone Roleplaying.
If you don't like the mechanic please feel free to look elsewhere for a Roleplay to join. We want to keep it simple, and preferably have players sort it out amongst themselves as I do believe we are all adults, or near enough to.
Once you've got the roll back from a Games Master, please feel free to work it out amongst yourselves how the fight is going to go. If one person refuses to cooperate, they lose. Simple.
We're in this together so I hope we will see plenty of player generated awesomeness, or some excellent "Well screw you dice" moments and their outcome.
Current claims also map curtsey of RisenDead.
Pink - @Vocab (Vulpin) Green - @POOHEAD189 (Dwarves) Yellow - [@Willy Verb] Red in the north- @Aristo (The Commonwealth) Lavender - @wxps350 (Dark Elves) Teal/Pale White-ish - @Brithwyr (Fae) Blue - @RisenDead (Rhune) Orange Red in the south - @Lauder (Orruks) Purple - [@SupremeCommander] (Yore)
Probably should have mentioned this before, but all you really need is your unit roster if you want to go IC (when I open that up soon™) and you're playing as a pre-exisiting Warhammer race that isn't dramatically changing what the race is about.
@LauderHmm... Might be best just to post what you have here. Ain't like the IC is going to open up any time soon until more people trickle in if they stayed.
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
Over two hundred years ago, the Orruks were united against one particular Empire in which they would forever hold a grudge against. The Empire of Rhune, an empire of man which seemingly did the impossible and pushed the Orruk horde back. The final battle had been lost and the Orruk horde only sight to move back south in order to come up with a cunning plan. However, no plan would come to rise as infighting separated this sprawling Empire and fragmented it. Leading to the created of the Red Fang Clan.
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 raiding 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.
Orruks are incredibly fast breeders, able to sustain an army off pure man power alone if they truly wanted to. It takes only ten years before an Orruk has reached maturity and the cycle can repeat once more.
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
Orruks are constantly seen as savage beasts who want nothing more than to fight the good fight, which is not far from the truth. Orruk life is built around the mentality that fighting is the only thing that will make you grow stronger and get you any popularity if the cheiftan dies. Granted, they are exceptionally prideful of the fact that they are Orruks and regard themselves as "da best fightas in da worl'". Whether this hold any truth or not has yet to be seen as Orruks find training without death to be useless. The only good teacher for fighting is the battlefield.
The Red Fangs have several holidays, all of which put a warpath on race that so happens to be nearby though those are the smaller holidays. "Zing-Zing's crowning" is a rather popular holiday that gets the Orruks to begin fighting one another or doing less than appropriate things with one another. The is so much alcohol involved that even the Dwarves would be jealous.
Economy/Industry
The Red Fangs are known to trade away their brutish weapons in exchange for food or the likes as the desert does not support much land for farming, though this does not mean the populous is starving by any means. They are known to hold extensive amounts of slaves from any race that gets raided by them though the largest in number would be the Kashar. A majority of their wealth comes from loot that they procure through raids that they hold annually on anyone who gets to close to their lands or whenever they feel like it. They raid with a specially made ballista that can fire just about anything and make it deadly with the exception of pillows... though that is still being tested.
Magic
Name: Fireball Lore: Flames Type: Offensive, AOE Short Description: This is a generic fireball spell that is cast at an enemy at far or short range, it may exploded on contact to damage nearby enemies.
Name: Flaming Body Lore: Flames Type: Offensive, Buff Short Description: The Flaming Bodies spell may be cast on many people all at once, allowing the receiver to becoming englulfed in fire. The fire is harmless to those who bare it, however, it will hurt anyone that that person is charging at. This makes melee combat especially hard for the defender.
Name: Wave of Fire Lore: Flames Type: Offensive, AOE Short Description: The Wave of Fire is exactly how it sounds, the spell unleashes a big wave of fire that washes over enemies and generally sets everything on fire before the wave itself dissipates after a few meters from the target.
Name: Gotta move right fast! Lore: Lore of da Raid Type: Buff Short Description: This buff makes a person or persons move exceptionally quickly, allowing for a charge to get to its target quicker or in case a group needs to run away from a fight.
Name: Squigs Lore: Lore of da Raid Type: Debuff, AOE, Offensive Short Description: This particular spell melts armor of a unit from a ball special acid that also makes the unit a target to the Orruks who will stop at nothing to get to who is coated in this, primarily to devour them.
Name: Chompa Lore: Lore of da Raid Type: Offensive, AOE, Debuff Short Description: This spell makes the very earth itself hungry for blood, the earth unleashes its teeth and swallows up anyone that is in the target location. Of course, those who aren't killed will have a bit of a time getting out.
Name: Get frothin' ya gits! Lore: Lore of da Raid Type: Support, Buff Short Description: This spell can enrage a person, allowing the targeted person to ignore some wounds and continue to fight on. You would not want an enraged Orruk charging you.
Name: Take der' skin! Lore: Lore of da Raid Type: Offensive, Support, AOE Short Description: This spell transfers the life force of another unit to someone else of the caster's choice, often healing an allied unit of the caster themselves.
Military
-Heavy Range Damage -Heavy Charge Damage -High Defense -Low Mobility -Lacking Arial Units -Lacking Magical units
Name: Grotz Type: Light Axemen Short Description: Grotz are often considered the first path that new recruits go into. They wear little armor and they are equipped with makeshift axes, maybe even some wooden shields, that the recruits have made themselves.
Name: Zingas Type: Light Archers Short Description: Zingers are another path that newer recruits go into, granted it is smaller than the Grotz. They also wear little armor and are equipped with makeshift bows with crude arrows.
Name: Ridaz Type: Light Calvary Short Description: Ridaz are the final path that recruits go into, the smallest path due to the rarity of Orruks that want to ride horses. They wear little to no armor and are equipped with crude swords or axes, they ride horses.
Name: Skulltakaz Type: Medium Axemen Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield two hand axes with a backup pair, allowing this unit to harass at a range.
Name: Skulltakaz (shields) Type: Medium Axemen Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield a hand axe and a metal shield, they have a backup axe incase the first is lost
Name: Horsestoppaz Type: Light Spearmen Short Description: Whule having leather armor and a wooden shield, this unit does have rather large spears that it constantly boasts. If the spear is lost the unit also has a secondary short sword.
Name: Shootaz Type: Light Archers Short Description: A direct upgrade from the Zingas, they where leather armor and are equipped with professionally made short bows. They are trained a bit better than the Zingas with combat experience.
Name: Grognaks Type: Heavy Infantry Short Description: Grognaks are a sort of shock infantry meant to take an enemy charge. While they have heavy armor, a shield, and shortsword; they lack the skill to be a tier higher.
Name: Dakkas Type: Heavy Spearmen Short Description: Dakkas are heavily armored shock troopers meant to fully stop an enemy charge, even heavy Calvary if they position themselves right. They are armed with strong spears, a large metal shield, and a shortsword.
Name: Dakkas (Greatweapons) Type: Heavy Infantry Short Description: Dakkas are heavily armored shock troopers meant to break an enemy quickly and effectively. They are armed with greatswords, great axes, and warhammers.
Name: Cross Shootaz Type: Medium Archers Short Description: Cross Shootaz have an exceptional range and are protected with same armor as Skulltakaz. Their weapons include crossbows and a backup longsword for melee combat.
Name: Shamanz Type: Light Mages Short Description: Shamanz are the core magic units that are often in short supply. They wear robes made of furs and are equipped with a shortsword and staff.
Name: Throwaz Type: Artillery Short Description: Throwaz are ballistas that are able to fire literally anything or anyone, they especially like setting the ammunition on fire or they fire just plain bolts.
Name: Barkaz Type: Heavy Calvary Short Description: Barkaz are the heavy Calvary responsible for shattering enemies with a flank. The Barkaz are mounted on heavily armored dire wolves, they themselves also heavily armored. They have lances, short swords, and shields. They know discipline and war very well.
Name: Wrekaz Type: Heavy Infantry Short Description: Wrekaz are an elite fighting unit equipped with a metal shield and flaming swords. They are meant to deter enemies more than actually fight, but that does not mean they can't handle themselves in a fight.
Name: Destroyaz Type: Heavy Artillery Short Description: The Destroya is a devastating artillery unit that excels at destroying an enemy charge. It is a ballista that is able to fire multiple bolt at once in a hail.
Name: Sistaz of the Raid Type: Heavy Infantry/Archers Short Description: The Sistaz are the one core of only women in the Orruk army, they have their breasts removed to gain more honour. They are heavily armored, highly skilled, and ruthless. They are equipped with a magical great axes that can send lightning at an their enemies.
Name: Zippy, Son of Zing-Zing Position: Cheiftan of the Orruks Powers: Being the Chieftan, Zippy has wields a great axe, Whompa, that makes him abnormally stronger than any Orruk conceived, even when not wielding the axe. Short Bio/Personality: Zippy is a rather charismatic Orruk who can gather a Warband within hours purely through his words, he is just as bloodthirsty and savage as any Orruk, however, he is as polite as his biology allows. He came into power through the election by the Orruk people, meaning he had to devour his father's corpse.
Just to make everyone clear of my intentions, the Fallen Elves are NOT Dark elves. Rather they are WoW blood Elves with an even more focus on dominion over everything like nature and locals. I'll make my lord soon.
Kingdom of Elysweir
Overview
The Fallen Elves were once High elves. But cast out due to their standing on magical research and their position in the world. They believed that no path of magic should be hidden away out of fear or danger. Even Dark Magic exists for a reason, and the Fallen Elves believe that it has its place in this world. Fallen Elves also believe that they should rule the world. Even nature herself should bend for their awesome powers. When they were cast out they travelled from west to east until they found the wild lands of Elysweir. The people here were far away from modern cities or civilization the Elves were used to. While the Elves had but a small force, it was powerful, dangerous and substantial. The chieftain of the many human tribes one by one laid down arms in the face of their armored foes.
Now the elves rule supreme in the strange land that is Elysweir. Delving deeper in all kinds of magic. They are power hungry and beyond redemption. If you want the trust of the Fallen Elves, grant them power beyond belief.
Geography
The dark blue part
In the far east, you'll find the Sunrise coast and the infinite ocean. From here, inland you'll find the Great Flats. Plains stretching far and wide. Upon which humans farm and wild horses run for days on end. Recently, along the coast the Elves have set up a few cities. But generally, the coastline is dominated by long, beautiful beaches with the occasional fisher's community. In the north is the cold sea. Still favorable for fishing, but the coast here are generally cliffs with some rough beaches here and there. The cold sea is abundant of fish thus human fishers still live here. But the elves avoid this area. To the south is the Sunsoaked coast and the Midsea. Leading deeper inland. The Sunsoaked coast is also filled with beaches, but you'll find far less fishermen here. As there are far less fishes in the Midsea. Never the less the Sunsoaked coast is a favorite location of solitary Fallen Elf Lords. Whom build their mansion near the warm sands. In the middle of the land you'll find thick forests with the occassional small clearing. Some clearings are filled with hunter communities that have lived here for generations. Elves like to walk through the forest, so every now and then you'll find a cabin. Further west you find the natural barrier between the people of Elysweir and those beyond. The Dragonspine Mountains. There are a few passages. The most notable one now is Asreyan's Pass. Through which the elves past. Here Asreyans Ascension lays, a city in the mountains at the end of the pass. The main hold of the elves. Humans now flock around the cities and start mining the ores from the Dragonspine. Though sometimes this invokes the wrath of the dragons.
History
The Fallen Elves were named so when they were cast out from the High Elves homeland. But instead of taking shame in the name, they began to bear it proudly. For many years they trekked through the world, under the guidance of the all powerful Asreyan. Eventually they found the wild, untamed lands of Elysweir. Upon getting through the pass, the elves made a settlement and began to conquer the neighboring tribes. Some tried to fight, but the combination of the already conquered tribes and the pure might of the elves destroyed any army that dared oppose them. Once Elysweir was united, an age of peace began. Several generations of humans passed, and eventually they came to accept their Elven Lords. Who firmly established their dominion. Now they turned their gaze back west from which they came. Bent on conquering more as insult towards the High Elves.
Government
The Kingdom is ruled by a king, obviously. But still the first one. King Asuryan I. Ruler of the Fallen Elves and Humans of Elysweir.
Race Description
Years of power hunger have consumed the Fallen ones. Their eyes burn with every burning power but they are addicted to it. Fallen Ones keep their hair long in fashion of the High Elves. Their skin is paler than most other elves, and their hair tends to become black. Some, who practice the Dark Arts, look ever paler than they should be.
A major part of the Fallen Ones' culture is the act of ancestral worship. They believe that no god looked over them after they were cast out. But their dead ones keep vigil over them. Each Fallen Elf has a shrine to his or her ancestors and pray at it every night. Though at day they march with the dignity of a power hungry war mogul. For this is where they believe their powers are truely put to the test. In war.
Culture
The beasts have always served the Fallen Elves once they learned how to break their minds. Now these creatures of nature are loyal to their dead. Elves keep entire flocks and packs as pets, but have no quarrel with sending them out to ambush the enemy. These beasts of war are there for one of the most dangerous foes an Fallen Elf Lord may send upon rebels. As nothing will fend off these rows of hungry animals. Instilled with a bloodlust only rivaled by blood crazed predators.
Humans don't generally suffer under their rule as long as they do what they are told without too much complaining. Upon coming of age, each man is conscripted into the army. While often ill-trained, the elves allow the practice of bards within the army and Elysweir as a whole. So many younglings want to prove their ability in battle so one day a bard may sing a song about them. Of course, more veteran conscripts just want to come back alive. A special group of humans exist named the Elvensworn. They are elite among the humans and receive training from their Elven masters. Elvensworn are generally feared and a little bith loathed. But never the less their blind loyalty towards the Elves make them dangerously fanatic.
Elves will seldom march into battle themselves. But once they do, they are a vicious wind of power. Be it they wield bow, lance or sword, a Fallen Elf on the battlefield is dangerous beyond measure. As they have lived their early lives under the scruteny of their brethern. Only to be cast out and forced to survive an agonising trek across the world. Even in their peaceful times Fallen Elves often come together to duel and fight. Keeping their already formidable skills on edge. Much like humans, Fallen Elves belief there is glory in war.
Economy/Industry
Humans continue to lumber on with their day to day lives. The only difference now is that their taxes go to the Fallen Elf overlords. Whom in return abuse the taxes raised for their unending war. The main force driving their war and also their own power at Bloodwells. Corrupted Moonwells that drain the world of arcane energy and allow Fallen Elves to feed from it.
Magic
Name: Fireball Lore: Lore of Fire Type: Offensive, Single Target Short Description: The master of fire channels the energy and launches a terrible fire of flames, homing in on the caster's desired target.
Name: Firestorm Lore: Lore of fire Type: Offensive AoE Short Description: A large pillar of fire errupts from the ground up, burning everything in its path. Causing a terrible amount of damage.
Name: Sword of Ruin Lore: Lore of fire Type: Support buff Short Description: The caster chooses an ally unit and coats their arms in magical fire. Letting them cut and inflict superior damage.
Name: Blood Leech Lore: Lore of the Bloodwells Type: Offensive, single unit Short Description: The caster starts consuming the very life force of his target. Draining the enemy from their energy. No matter the mental fortitude of a person, this spell damages all. But the caster has a much harder time draining several troops than should he just focus on one.
Name: Curse of the red moon Lore: Lore of the Bloodwells Type: Offensive, single unit Short Description: The caster chooses his victims and calls for the draining powers of the Bloodwell. The bloodwell's grip gets tight around the enemy soldiers, draining them from life and will. Exhausting them until their very bodies can no longer sustain them. Takes a lot of mana not only to mark the and curse the enemy but being able to fend of the drain of the Bloodwell on the caster himself. Should the caster be reckless, he will feel the pain as equal.
Name: Blood knight's blessing Lore: Lore of the Bloodwell Type: Support buff Short Description: The caster commands the Bloodwell to invigorate a unit. They are surrounded by a red hue and turn savage for blood, slaughter and destruction. While at the same time instilling fear upon the enemies who witness these units suddenly chop off entire limbs.
Military
Beasts
Name: Dragonhawk bloodhunt Type: Light - Flying Short Description: In the country of Elysweir the dragonhawks were the native apex predator. When the Fallen Elves arrived they bound dragonhawks to do their bidding. Mostly during hunts. They were surprisingly easy to dominate and quickly became the favorite creatures of any Fallen Elf Lord. Though, it was when they discovered the pure, unsateble bloodlust of the dragonhawks that the Elf Lords began to breed them for war. Larger dragonhawks were kept, while smaller ones were killed. Through magic they turned the solitary hunters into pack animals. Eventually the dragonhawks got as big as a child. Flying in large groups named bloodhunts over the battle field and their master. They were particularly effective against large groups of undefended and unarmored people. But in the air they make a prime target for archers. Tier: 1
Name: Shadowpack Type: Light Short Description: A shadowpack is a group of bloodthirsty shade wolves. These ancient predators mostly stay in the forests, but are not afraid to go after entire human caravans when hungry. They are inherently larger than their normal brethren. However, they are not mere stupid animals. They hunt in pack but lay ambushes and surprise their prey. Cornering it before it even knew it was in danger. Particular well dominated and trained Shadowpacks are able to clear half an enemy encampment in the cover of night. Though, as their name suggests, they are far less effective in daylight. Tier: 1
Humans
Name: Conscript Militia (Sword & shield) Type: Medium Short Description: When the Fallen Elves first entered Elysweir, locals were united in small hovel communities. Often with only a few families that have lived forever together. They stood no chance against the experienced, strong, professional might of the Fallen Elves. So they were quickly subjugated. Yet, the War Council saw that the brave and often foolish hearts of youngling humans could be bend towards better purpose than hating their occupier. Conscripts are sent into battle when Lords don’t want to waste money and good elves yet still want a more substantial army than Shadowpacks and Bloodhawks. It was found that those who had seen battle and lived to tell about it realized that rising up against their oppressors would become a bloody business. So many dare not to pick up arms. Families get the armor from their rulers though often it is expected that you inherit the armor of your father. Tier: 1
Name: Eastmen horseriders Type: Light Short Description: In the east part of Elysweir plains stretch far and wide. An excellent place for breeding horses. The Eastmen of Elysweir pride themselves that they can break and tame any wild horse they come across. Though the Fallen Elves sees this “taming” as barbaric. Still the eastmen are both formidable riders as well as hardened men of the sea. They are far more proficient in fighting, as they have a long tradition of dueling. Eastmen cavalry is by far not the strongest out there. But it’s a start and a good one at that. Though for some reason they refuse to hold anything longer than their horse, like a lance or spear. They wield swords and shields and will never wear more than a few hides to protect themselves. They are, however, quite savage in battle. Tier: 2
Name: Hunters Type: Light Short Description: In the midlands of Elysweir large forests stretch far and wide. Filled with lethal predators as well as an abundance of prey. The humans living here since long mastered the art of the hunt. Capable of chasing deer unnoticed and more importantly: shoot an arrow accurately. Hunters are therefore often called on to as skirmishing units. Worth little in melee, these men and women of the forest know how to hit their mark. With their short bows they can shoot rather fast but the range is far shorter than the traditional elven longbow. Much like the Eastmen they refuse to wear anything but hides, but explained it better. As heavier armor would slow them down. Tier: 2
Name: Elvensworn bowmasters Elvensworn bowmasters Type: Medium Short Description: Hunters and others showing exceptional skill are often taken in by the Elvensworn order. They are put through rigorous tests of emotional, mental and physical difficulties. Bowmasters, above all, are expected to keep a cool head. Upon reaching the actual rank of Elvensworn Bowmasters, they receive the Mooncurve bow. The bow is made from the Lunia tree. A remarkable tree species, the once great elven bowmaster Heirodaen took several saplings with him on his exile. The bows have superior drawstrenght, and among the humans only Elvensworn are trained so harsh that they can fully pull back the strick. Knocking the Silvershard arrow, a Bowmaster can deliver an aimed arrow up to 1km away. Tier 3
Name: Elvensworn horsemasters Type: Heavy Short Description: Horsemasters are valiant humans that pledged their loyalty to the Fallen Elves with lance and horse. While they do not have access to the Windstrider horses of the elves, they were gifted by the Bloodrunner breed. Who mixed well with the Elsweir native horses. These horses are now as vicious as their master. Fearing little as they charge towards the enemy lines. Horsemasters clash themselves straight into the enemy and fully expect to cut through their enemy like a hot knife through butter. To hone their skills, Horsemasters often participate in tourneys. Tier: 3
Name: Elvensworn guardians Type: Heavy Short Description: Guardians are heroic warriors among the Elvensworn. They are the only branch of the Elvensworn that swears an oath. The Oath of the Bloody Shield. In which they swear to lay down their sword, shield and their very life in service of the Fallen Elves protection. The zealous Guardians take this oath very serious. Guardians tasked to protect their lord and fail commit suicide after the battle. None have refused so far. The Guardian’s skill in combat is sharpened by Elven Bladelords themselves. Every swing becomes like a cut form the wind. With their shields they stand strong like the earth. Guardians are the most dangerous people among the humans. Tier: 3
Elven
Name: Shadow walkers Type: Medium Short Description: Everywhere there is shadow. Temporary darkness. A hiding spot for those trained well enough to vanish in the dark. Shadow walkers were an elite caste of High Elven archers who disliked the traditional fighting style. Instead, Shadow walkers keep away from the main line of combat. Preferring to either lay ambushes or infiltrate fortresses in the cover of night. They are lethal archers and fair swordfighters. But as they are Fallen Elves, few in number and dislike to be in a battle they may lose. Shadow walkers are often accompanied by at least one Shadowpack. Tier: 4
Name: Fallen Elf coven Type: Light Short Description: For centuries the Arch-mages have gathered knowledge from tomes and books. They researched magic and its many ways. Recording every finding they could. But some disliked the strict rules set by the High Elves. Some verbally rebelled in their opinions and were cast out. The Fallen Elves their Arch-mages now rule the lands. Viciously proud and powerful, they corrupt Moonwells with their own blood. Thus instead of preserving a balance, they attempt to suck the wells empty for their own gain. A coven is a band of mages that banded together around an Arch-mage. They are commonly with only 7 in a coven at most. Covens use their magical ability to launch bolts of pure magical energy, much unlike the high lords' use of lores. Still, they are fearsome magical artillery. More so, if a Bloodwell is near. Tier: 4
Name: Phoenix Lords Type: Large - Flying Short Description: From the Dragonspine mountains often phoenixes flew down to hunt. Humans feared these mighty creatures, but the magical attuned elves managed to gracefully tame these creatures. Now they are their mighty steeds. Riding forward into the sky to rain fire and hell upon the enemy. A Phoenix Lord seated upon his phoenix is a terrible thing to behold. Elvensworn claim that whenever the sunset is burning bright red, a phoenix lord will aid them in battle. Less fanatic people refuse to believe this. But they cannot deny the claim that Phoenixes make for terrifying mounts. Tier: 4
Monsters
Name: Treeheart Walker Type: Large - Monsterous - Heavy Description: The Treeheart Walker is the ultimate insult towards the Fallen Elves original brethren. They took the spirits of the forest and forced it in a physical vessel, binding it to their will. The Treeheart Walker is a terribly slow but dangerously powerful and large creature with skin like bark. It lumbers and walks and follows every command of it’s lord. The spirits agonizing within the mortal vessel. With every step they suffer. The Treeheart Walker is truest sign of Fallen Elves’ dominion over nature. Tier: 4
Heroes & Lords
Name: Lord Asuryan, the Dragon Mage. King of Elysweir. Position: King Powers: Asuryan’s mastership over fire and flames is almost unrivaled. He casts fires and spells with expert chants. His knowledge of the arcane is near unrivaled. Empowered by nearby Bloodwells, his spells can lay waste to entire groups of units. Riding the great red dragon Numeïron, he descends upon the enemy ready to slaughter those who refuse his might. Short Bio/Personality: Asuryan was once a great mage among the High Elves. Even then, his knowledge about the Arcane was unrivaled. He saw a great many powers around him untapped, and believed that the existent Moonwells could be “modified” to drain upon these other forces to. His first experiment gained him a great many followers. But most High Elves were wary. Eventually he was banished. Forced to move out beyond the borders of the High Elven realm. His friends and followers came along, and they made a great trek around the known world.
Until they found Elysweir. The gifted lands. Only “barbaric” humans lived here, who were quickly subjugated by the Fallen Elves, as they called themselves. Once again, Asuryan began to alter the Moonwells. Feeding the hunger for power of himself and his people. For that is what he is beyond anything: greedy. Power hungry. His descend has only begun, but nobody denies that he is becoming one of the greatest mages of all times.
You still accepting apps? I may make a Tzeentch-Cult focused Chaos faction, or perhaps Skaven, I haven't decided yet.
The RP is Warhammaner-inspired but not a Warhammer RP itself. The biggest difference is that there are no Chaos gods, all the crazy vikings up north are just balls crazy motherfucking murderfucking vikings and not Chaos balls crazy motherfucking murderfucking vikings. You're still more than welcome to try for a Tzeentch-like god and a faction following it but that would require some more explaining.
A Skaven faction would be more straight forward in this case, just change some names and maybe some other bits and you should be good to go. Still going to be doing that whole underground empire thing though?
The RP is Warhammaner-inspired but not a Warhammer RP itself. The biggest difference is that there are no Chaos gods, all the crazy vikings up north are just balls crazy motherfucking murderfucking vikings and not Chaos balls crazy motherfucking murderfucking vikings. You're still more than welcome to try for a Tzeentch-like god and a faction following it but that would require some more explaining.
A Skaven faction would be more straight forward in this case, just change some names and maybe some other bits and you should be good to go. Still going to be doing that whole underground empire thing though?
I may, it would probably make some sense. I already have plans for making the Skaven "not exactly-Skaven" in a sense. I think they'll be easier to make than a Chaos-like faction, plus I've never really tried playing as them, so it could be interesting. I'll see about an app here.
A Republic of mutated, evolved, and escaped Rodents that dwells underground beneath the World's End Mountains and its surrounding territory. They share a hatred for most species above the world, as their ancestors and kin were and continue to be oppressed and reviled by many of them, and they possess a cunning and ingenius mind to match their impressive numbers.
Geography:
The Under-Republic is found beneath the World's End Mountains and surrounding environs. Numerous caves and tunnel entrances exist all throughout the range that act as gateways into the labyrinth of carved out tunnels to the Underworld of the rodents, and while the biggest entrances are well known by other races (and heavily barricaded off by the Under-Republic and its regular Vermin army), dozens if not potentially hundreds of entrances have never been located by other races, or have simply been dug out in the intervening time.
The underworld itself is lit by a mix of fires, natural lava flows in some places, mirrored beams of sunlight from holes carved out far above, and luminous crystals depending on where exactly one is located, as the more Under-Republic proper regions, the core of whose foundations were laid centuries ago, is outfitted with "modern" conveniences, whereas the more fringe and frontier corners of the Rodents' underworld have to make do with natural light sources or fire. The caverns and tunnels are a mix of naturally occurring that the rodents simply appropriated for themselves, and of hand-dug tunnels and caverns for strategic purposes. The great Rat-Way dominates maps of the Under-Republic as a massive high way linking up all of the various corners of the thirteen regions of the Under-Republic, and is the main underground road from the Under-Republic's capital, Verminia (Commonly mythologized by outsiders as The City of Rats), to the biggest gateway out of the Under-Republic, Petrus' Maw.
In terms of the geography of the underground, though it is very dull in terms of scenery, there are some choice locales and sights that break up the endless tunnels. With underground rivers, hollowed out Cinotes and other types of caverns carved out by water flow, magma rivers and chambers, mega-crystal-filled halls, chasms that not even the rodents know how far down they go, and underground grottos add some flavour to the otherwise rocky depths. They are also filled with all manner of creatures and monsters besides the rodents that also hide from the world above, and the rodents routinely have to go on rounds of tunnel-checking to ensure that some paths remain safe, though its a constant task.
History:
Nobody is really sure exactly how the first Rattus Faber came into being, not even the Rodents themselves are entirely clear on their origins with several different myths floating around both above and below the world as to how and why they became as they are. Some say they're the practical joke or curse of a twisted God upon the world, others say they're the result of escaped magical experiments by rogue Mages, while others say that they're spawned from the Underworld itself and that the Dwarves freed them from their stone prisons. All that is known for certain is that the Rattus Faber are not natural to the world, they were not born from it necessarily, they were made into being.
Their organization into the Under-Republic of Rodents however can be traced back with a fairly high degree of certainty by the Rodents themselves, as it was from the legendary Rattus Faber Petrus Verminius called "The Liberator" by future Rattus Faber, who first organized his kin both intelligent and bestial among himself into an organized capacity resembling the civilized nations of old. Though his first experiments at government were crude and unorganized, and hostile neighbours above ground were a constant issue, he eventually settled on a situation that worked, was adaptable to various situations, and seemed fair, that of the Republic, and with the great exodus underground into the plethora of caves and tunnels left abandoned beneath the World's End mountains with plenty of room to expand, Petrus turned the Republic into an Under-Republic of Rodents.
For several centuries the Rodents of their various Familia and Clans grew and multiplied in the darkness which they conquered through lights of crystal and fire and with increasingly sophisticated tools mimicking those of the world above to carve out the underground for themselves. They carved out massive cities out of winding tunnels and alcoves, filled with all the refuse they gathered from the elder races into massive ramshackle constructions that had method to their madness. Huge rat-ways were cut through the mountains to link the growing regions together with the help of their larger but dumber kin and by the massive number of slaves from other races. For the Under-Republic became known for their almost annual raids on the surface, where dozens of swarms would set out in search of loot, slaves, fellow rodents, and stories of the world above to bring back to their underworld.
For several centuries this has been the case, with only a few times in history that the entire Vermintide has been called forth to all-out war, a sea of evolved and intelligent rodents ready to sweep away all who lay in their path as they carry out their vengeful scourge upon the world. Few living have gazed upon such a terrifying sight, its been so long. Though now the Vermintide is being called once again, and this time it'll be the greatest one the world has yet seen, and led by the best and brightest rodents of their brood to spread plague, fear, and terror upon the surface for having oppressed them and their kind for so long.
Government:
The ruling bodies of the Under-Republic are in consecutive series of Committees and and Councils each going up in rank as follows from lowest to highest:
Pack Committees (All Vermin and Rodent-kin are eligible and obligated to attend, as all are members. They called to assembly to decide on local grievances or punishments that the magistrates do not possess the power to do alone (such as exile), and mostly when mass votes are called to serve as easy means to organize Rodents. These bodies also vote who represents their packs on Clan Councils. These committees vary widely in size and can be as many as several hundred to several tens of thousands of members)
Clan Councils (Smaller Councils unique to each Clan, with each of its packs having a representative. They meet for deciding on coordinated approaches for their clan, and what proposals to bring forth to the Conclave, either on their own problems or updates. This is largely an intermediary body that compiles data and tries to make sense of it all, as well as resolving major internal clan conflicts. They also vote to select a member among them to represent their clan at a Conclave of Clans. Usually the membership of these councils is several hundred, but it varies from clan to clan, as some may only have 50 or less.)
Regional Councils or Conclaves of Clans (A gathering of the representatives of all clans in a region of the Under-Republic. Normally they're a couple dozen in members, though a couple of the larger provinces can boast nearly 100 members. These Conclaves convene to deal with matters of regional importance: major internal strife, large-scale stagnation in economics or supplies, decisions on mustering swarms for raids, and the general overseeing of a region's well-being. These Conclaves vote for a member among themselves to become a member of The Ring of Rodents)
The Pack of 13, or The Ring of Rodents (The highest Council of all of the Under-Republic, with a member from each of the 13 provinces. These 13 rodents decide on matters of Underworld-wide importance: total war against a rival nation, diplomacy, and Under-Republican wide laws. They are usually the leaders of The Vermintide, the assembled host of the entire army of Rodents, each leading a different legion from a different region. These 13 Rodents have executive power over all of the other Councils and Conclaves in the Under-Republic, and their word is final in all things, though they often call mass votes in order to gauge their kin's feelings on a particular subject, they are never obligated to follow through with what the masses want, not that the Pack Committees on the lowest levels necessarily know that anyway. From among their number, the Rattus Regius is chosen for life. They are distinguished by their rings of bright green jade on each claw and ceremonial robes denoting the colour of their province with elaborate bone headpieces)
Rattus Regius (The leader of The Ring of Rodents, and effectively the face of the Under-Republic. Despite the regal title, the Rattus Regius does not hold much effective power in times of peace, as they represent the spiritual health of the Republic and often are merely the figure who deals with foreign emissaries or goes on diplomatic missions (to those who'll even accept the Rodent-kin). In times of war, the Rattus Regius becomes the Commander-in-Chief of all of the Under-Republic, with the Ring of Rodents as their council of generals and advisors, basically. They do not become full autocrats, but they essentially then lead the Ring of Rodents in war whereas before they directed the Rattus Regius in peace. It is a highly prestigious office, and much is expected of the Rattus Regius in terms of their behaviour that they do not strictly act selfish, but often can be extremely boring when a conflict is not ongoing, leaving past Rattuses often to amuse themselves with other things.)
Complex voting and lot systems as well as strict voting rules meticulously recorded in scrolls abound in the earlier three conclaves and councils to try and avoid corruption of the system or favouritism, so as to ensure that the same clans do not constantly dominate the Ring of Rodents, or that the Rattus Regius is never constantly of a particular clan, but also so that it is basically impossible for one clan to rig an election or decision.
Race Description:
The Rodents of the Under-Republic come in all shapes and sizes, though its most iconic and second most numerous individuals are the Rattus Faber, the evolved humanoid-Rodents that can be perpetually bipedal, stand roughly as high as Dwarves, possess the ability to speak, and have fully developed brains capable of extremely complex thought. They are also the ones among their kind to commonly dress and adorn themselves, and possess green-flecked irises with pupils. Most Rattus Faber are short-lived compared to most races, but they develop quickly into adulthood and bred huge broods, with single mothers being able to produce usually up to 12 offspring at least in a single birthing. The downside to this is that Rattus Faber over 30 are a rarity, and venerable is the rodent indeed who manages to reach or surpass the fabled, if decrepit age of 40.
All of them also possess the ability to speak in "Rodent-tongue", enabling them to actually communicate with even their fellow Rodents who are not capable of normal speech, as well as an immunity to almost all disease.
Other variants of their kind can be even larger or far smaller, and be quadrupeds or bipeds, but none of them possess the same intellectual capacities as the Rattus Faber, with those of their other kin either possessing child-like intellectual capacities, or merely bestial ones.
Rattus Gigantus are their larger and stronger cousins, with them standing as tall as humans if not even taller, but their mental capacities are child-like and their breeding patterns far slower than their Faber cousins making them fewer. Their eyes are nearly completely bright green with extremely small pupils, if any. They are accompanied by Rattus Faber handlers who guide and direct them in most cases.
While their smaller cousins, Rattus Commenus, are basically identical to common rats above ground, and although are many, possess no real intelligence at all besides that of beasts. They are often shepherded and guided by Rattus Faber who train in commanding large swarms of these cousins of theirs.
Slaves of all races can also be found within the Under-Republic, though they are often malnourished and beaten. Most that manage to survive the conditions are remarkably hardy for physical labour and resilient to disease, though thousands usually die before that happens.
Culture:
The culture of the Under-Republic is chaotic, often confusing, and at some times contradictory, but the effort is made to make a most egalitarian culture with meritocratic and technocratic strains. The loyalty of a Rattus Faber is to their fellow Rodents and their pack and clan especially, and are encouraged to work together to solve problems. Those that strive to prove their worth via skill, wit, and ambition are those that rise through the ranks of the Under-Republic, and there are no restrictions on who among the Rattus Faber can cast their name to claim a position within or for their clan or region in terms of material status (though there are restrictions on getting the same Committee and Council positions consecutively). Rivalries are common, and inter-clan or clan-to-clan blood feuds can effectively cause civil wars within the Republic if the parties involved have a wide support base, and if the situation is not resolved amicably. Though if faced with an external enemy, most grudges are put aside for the betterment of all Rodents in the Under-Republic (even though there have been cases of internal conflicts spilling over into such situation).
Economy/Industry:
The Under-Republic Economy is very much a barter economy for the most part, though they do have standardized systems of weights and measures for coinage, they do not actually use any coins of their own, they merely recycle and use the coins and currencies of other races and use weighs and purity tests to keep consistent values, and they are therefore the most highly valued form of good to trade with next to pure ore or gems because are actual can be easily applied to them, though other goods can be traded as well. Therefore it is mostly an exchange in material goods that takes place for a transaction. Such as giving 2 pounds of silver for a freshly forged iron cleaver.
As for industries, the Under-Republic has a booming industry in mining and they go through tons of ore and stone and minerals every year. Though their skills do not match those of the Dwarves or other races, they make up for in sheer mass production of war material and reappropriation. Tens of thousands of weapons and pieces of armour can be made in two weeks out of either fresh ore or repurposed material taken from raids if they're operating at full capacity, and many weapons stolen or looted are repurposed here.
Underground farming takes place in the form of mushroom harvesting, from which alcohol is distilled, though the Rodents will often steal tons of food and alcohol in the raids as well, even the scraps, as they can consume far more spoiled food than other races. Bats and other cave beasts are hunted as the Rodents periodically clear out tunnels.
Every rodent is entitled to what they take from the surface above to use to barter or craft down below.
Magic:
Not strictly magic, the Under-Republic does have a cadre of Rodents that practice Alchemy, Chemistry, Natural Sciences, and the especially study of Plagues which they have assembled into a Lore in mockery of spell-casters, their own handcrafted Lore of Plagues. Its practitioners are known as The Bubonic Philosophers, and their primary purpose is developing new and intriguing ways to spread death among the ranks of the enemies of the Under-Republic, whether it is in trying to harness black powder, crafting stimulants for the Packs, or a new plague to have their kin spread upon the world above, they're always up to something new.
Name: Festering Bombs Lore: Plague Type: AOE Short Description: Not really explosive bombs, these are large shells filled with a particularly virulent decoction that when burst releases an orange mist. All who come into contact with the drifting mist experience extreme rashes on any exposed flesh within a minute, with painful sores beginning within 4, before bursting into bloody and painful messes upon the person. Not designed to kill immediate so much as incapacitate a force when utilized. Requires Plague Engines to use properly.
Name: The Red Plague Lore: Plague Type: Offensive Short Description: Borne from manipulating and changing the classic Black Plague and amplifying some of its particular effects, making the effects even more terrifying and painful as not only will its victims experience painful Buboes, be able to spread the disease by their breath, blood, and touch, but it will also cause excessive and profound bleeding within less than two hours of contraction. Normally it is given to fleas which are then spread amongst the immune Rattus Commenus, or onto Slave who can serve a deadly purpose for the Under-Republic.
Name: Virulent Coating Lore: Plague Type: Buff Short Description: A coating of filthy and pestilent substances onto the blades and arrows of a unit can make them extremely effective implements of murder even after its wielder only succeeds in wounding its target.
Name: Fevered Blood Lore: Plague Type: Single Target Buff Short Description: A distilled concoction from the blood of incredibly diseased subjects, this potion puts its user into a euphoric state where they can feel no pain and become even more enraged as their blood literally becomes even hotter in their veins and their system pulses even faster.
Military:
The name of the entire assembled host of the Under-Republic, in all of its great and terrible glory.
These sets of Units are used by the Vermintide as the first wave, or are the heralds of the coming of the Under-Republic's forces if they're sent far ahead. They're often used to try and soften enemy forces ahead of the main army's arrival or to take the arrows and swords striking at them at first in place of the Rattus Faber.
Rattus Commenus Swarms Tier 1 - Light Swarm Unit Description: Large swarms of common rats and rodents, shepherded by Rattus Faber into doing their bidding. They serve many purposes as swarm based attack units, but also plague-bearers and therefore the heralds of the Vermintide, being able to sneak into places where their much larger kin cannot.
Under-Republic Slaves Tier 1- Light Infantry Description: Press-ganged units of various races with shoddy equipment and barely any armour, these are the "meat-shield" of the Vermintide. They are usually placed at the front of the armies with the Rodent right behind them, waiting to kill them if they try and turn on their masters. They often stand out from the enemies due to their distinct lack of much equipment, the various plague scars or simply scars and brands on their bodies, or the fact that they are visibly plague-stricken. They could also serve as plague-bearers along the Rattus Commenus, and often sent towards enemy territory, "released" in handfuls as heralds of the coming army.
Every time a Clan goes to war or simply on raids, they call up fresh levies from amongst all able-bodied rodents who haven't served in combat above ground and in enemy territory before. These units are the greenhorns of the Vermintide, and usually make up the second wave of the assault following hard on the heels of the first. Untried and untested, but with numbers and the foolish courage brought along with it to back them up, their tactic is the same as the first wave: swarm and kill until nobody fighting who isn't a rodent is left standing. Such units serve directly under Clan leaders, whom in turn answer to their regional commanders.
Rattus Faber Clan Irregulars Tier 1 - Light Infantry Description: Fresh Rattus Faber Infantry with free looted gear provided to them by the Under-Republic's armouries, or Rattus Faber separated from their clan packs. Usually they have next to no combat experience, but they're put into large units to make up for their lack of experience. Wielding crude shields, swords, cleavers, spears, axes, daggers, clubs, anything they can get their hands on, they're a rag-tag mess of a unit whose tactic is to swarm in and try and overwhelm the enemy with their numbers.
Rattus Faber Clan Milita Tier 2 - Light Infantry Description: The heart of the Vermintide. These are Rattus Faber Infantry that have been able to buy their own gear, and have trained and organized as a Clan Unit. With hundreds of Clans both great and small making up the Under-Republic, a great many of these packs can be assembled. They all have at least basic training by their Clan Pack leaders so that they might be able to last a few seconds longer so that their superior numbers can overwhelm and kill enemy forces. Their gear is better made since its not just the discount bin stuff given to Irregulars, though they still wield a wide variety of melee weapons.
Rattus Faber Clan Ironclaws Tier 2 - Medium Infantry Description: The "Heavier" Infantry of the Rattus Faber Clans. These are Rodents who have managed to get higher quality gear and better quality armour, but simply lack the extent of experience that Vermin Guard have. They are called Ironclaws for their signature fresh and heavy iron-forged weapons, and for the higher amount of iron armour they usually have on their bodies compared to their fellows. These medium infantry are often spread out in bunches amongst the Militia in order to bolster the swarm in a charge.
Rattus Faber Clan Hunters Tier 2 - Light Archer-shooter Mix Description: The fresh recruits to the ranged division of the Vermintide, these Rattus Faber specialize in making thing die from a distance rather than at close range. They wield appropriated bows, crossbows, crude firearms, slings, bolas, throwing knives, whatever they can use to try and kill an enemy at range. They wear next to no effective armour in order to maintain their mobility on a battlefield, and usually stick in their packs in order to fire off a near constant stream of mixed projectiles at targets.
The standing army of the Under-Republic, these soldiers are the third wave of the Vermintide. Veterans of at least one prolonged raid, they proved themselves capable of surviving against the onslaught and proving their worth in the pack, they earned the right to better, more standardized equipment and better training. All Rattus Faber within the Vermin are organized into standard units under the command of their regional Conclave member who answers to their member of the Ring of Rodents, their clan ties mostly put aside for the sake of a more professional army.
Rattus Faber Vermin Guard Tier 2 - Medium Veteran Infantry Description: All veterans of at least one long raiding campaign earn the right to call themselves Vermin within the Vermintide. These are the backbone behind the shaky exterior the Vermintide shows, the experienced veterans of conflicts, charges, and the loot that came with has afforded them gear of near top-quality (as much as top-quality is in the Under-Republic). They are also the standing army of the Under-Republic, as the survivors of raids all become inducted into it, and become Rodents-in-arms regardless of clan distinctions. They have a standardized uniform bearing the colours of their assigned regional division, and have a standardized kit of of a long spear of solid iron, a shield of wood and iron reinforcements bearing the Under-Republic's crest, and an freshly forged iron cleaver. They're well disciplined units, and can even form phalanxes to fend off against cavalry.
Rattus Faber Vermin Marksmen Tier 2 - Medium Veteran Archer-Shooter Mix Description: Like their Guard fellows, these are the veterans who survive a campaign and become inducted into the standing army of the Under-Republic. With much more stringent regulations on gear, they are restricted to carrying a firearm, bow, or crossbow, though the mix of ranged units is still maintained. Their accuracy is usually much better than their inexperienced fellows that comes with both experience and better maintained gear, and they are capable of coordinated volleys.
Rattus Faber Vermin Steel-Fanged Tier 3 - Heavy Bodyguards and Shock Troops Description: The Vermin Steel-Fanged are the hand-selected Vermin Guard units of the members of the Ring of Rodents, usually the most capable of their Vermin packs, they become the personal guard of their charges, and are funded by them to wear some of the heaviest and top quality gear and weapons that the Under-Republic can make. Modelled off of the infamous Knights of the human races, they were made to stand out from the normal Vermin. Their purposes are usually either to protect their charge, who is often a commander of the Vermintide, at all costs, or cut a path for them through an enemy line. Their heavier gear makes them less mobile and therefore places them usually at the back of the lines, but with their armour and swords forged of steel rather than iron, and being the veterans of several conflicts, these units do not need to move especially fast to make their presence known.
Rattus Gigantus Packs Tier 3 - Large Monstrous Unit Description: The tallest and strongest of the Rattus species, these creatures stand slightly taller than your average human and possess great strength, if lesser intelligence than their smaller Kin. They do most of the heavy-lifting for the armies with moving Plague engines and wagon trains and carving throung tunnels, but some of them in fitted in massive (by Rodent standards) suits of of armour and carry enormous morningstars of solid metal and tower shields of iron. They are easy to enrage when wounded and can take an immense amount of damage.
Plague Engines Tier 4 - Large Seige Equipment Description: The generic name for the siege equipment that the Rodents build, with catapults, ballistas, and even some stolen cannons capable of throwing all kind of plague-focused ammunition to rain upon a settlement or army depending on the situation. These are usually operated by the Rattus Gigantus under the close supervision and direction of Bubonic Philosophers.
The Bubonic Philosophers Tier 4 Light Specialists Description: The most technically and scientifically adept minds among the Rodents, the Bubonic Philosophers are professional Alchemists, Natural Scientists, and Engineers all in one. They serve in a support capacity, crafting the Plague Engines, potions, and diseases that that be utilized by their kin on the war path.
The Ring of Rodents Tier 4 Medium-Heavy Commanders and Generals Description: Not counting the Rattus Regius himself whom is the 13th member of the Ring of Rodents, these are the 12 Generals and Commanders of the Vermintide, each commanding a section of the massive army beneath the authority of the Rattus Regius, they have ascended to their positions by being the most cunning, brutal, and capable of their kin. Their positions earn them the right to access to some of the more exotic armour and weapons in the Under-Republic's armouries, though its up to them whether or not they actually fight or not, as some are more well-suited to command rather than fighting in their older age. Either way, these are veterans of dozens of campaigns and raids with the cunning and brains to position themselves at the top of the Under-Republic, and therefore the top of the army.
Name: Rattus Regius Ignatius Fell-Eye Position: He is the official leader of the Under-Republic of Rodents, highest member of the Ring of Rodents, and the Commander in Chief of the Vermintide in its totality. Powers: He wields the legendary cutlass "Retribution", a weapon said to have been made for the first raid upon above ground lands that Petrus Verminius ever led. Forged by a captured Dwarven blacksmith out of the powerful and rare metal Adamanthine, it is a symbol of the Rattus Faber's resilience and unbreakable will to fight against those who once oppressed them as much as it is a powerful weapon. Short Bio/Personality: A ruthless commander and vehement hater of most species who dwell on the surface, Ignatius rose through the ranks of the Under-Republic through his ambition and will to make him and his people powerful and feared throughout the world. He is a pragmatic person, not caring so much how something is done, so long as it is accomplished, making him an unpredictable and dangerous foe to cross, and now with full command of the entire Rodent army, he's only all the more dangerous.
Pros and Cons:
+ Massive numbers of Infantry + Plague special abilities + Fairly mobile and easily divisible
- No cavalry or aerial units - No real magic users - No effective navy - Extremely dependent upon its strong leaders - Mostly weak individual units