@RisenDead 1)I'm finishing it up today 2)1/3rd of every Dwarf hold is above ground, and they're tech wizzes. I'm pretty much making them after Warhammer Dwarfs with a few twists, and Warhammer Dwarfs got Steam Tanks. Maybe not in the Total War game, but everyone makes mistakes. 3) Thank you!
It's almost like we're neighbours/allies or something!
*jots down in the book of reckoning* Oruks are a stain upon the earth. Whosoever slays their leader and routes the Oruks gets 1/4th of the King's treasure, and a fine ale. Also, those lizardmen are cool. For some reason, they are our blood brothers. Woe befall any fucking greenskin who messes with them.
I'm changing the story of the Dark Elves a bit; The Elven Kingdom of Lombilar was one of the most powerful, until they were attacked by <something>. To defeat the invaders, the Phoenix Knights of the Elves cut off their supply line, while the Elven King Eldric destroyed the Soul of Nature, a powerful relic that gave life to all the Lombilar Elf Forests. With their forests suddenly withering, the invaders were starved out. However, the surviving Lombilar Elves were now estranged in forests of death and malice, where the once friendly forest spirits and Treants suddenly had their once-calm minds maddened, transforming them into Pagans. The Lombilar Elves were also maddened, and thus were transformed into the Dark Elves of today, who's Pagans demanded their worship and awe.
So, @Aristo, do you want to be the invaders who attempted to conquer Lombilar?
Also, here's my app. It's a bit of a work in progress, so be gentle :
Circles of Paganland
Overview
The Dark Elves of the Paganlands are exiles from the Lombilar Kingdom, overrun in the past days by wild Beastmen Raiders. Faced with an Ultimatum, the Elven King Eldric shattered the soul of Lombilar's forests. With no soul, the spirits of the forests became twisted into Pagans, who were worshipped by the stricken Dark Elves. Now, the Paganist Legion rears it's armies, ready to integrate the world underneath their glorious Gods.
Geography
The Forests of Lombilar were once grand and majestic. Now, with their souls shattered, the once-proud forest spirits vie for power. The Paganland forests are dark and always misty, with an eerie cold and silence. Some parts of the Paganland have been so twisted, they terraformed into mires and swamps. The wildlife too was effected. Even gentle creatures such as deer became territorial and aggressive, and several Blights roam the land. Near the Western Border, four Circle Cities stand as bastions against the hordes of Beastmen, though roads connect each one to the Circle of Aeius, the Warden. The middle area is where the city Paganea is located, a grand yet grave city home to the Great Pagan Orgoth.
History
Long ago, the Elven Kingdom of Lombilar was one of the highest of any to exist before, and even outshines some that came after it. As the empire expanded, so did lush and pristine forests. All was well, and the Elven Population had reached the Millions. All of this prosperity was thanks to the Soul of Nature, an artifact that radiated with life and vibrant energy, attracting thousands of spirits to inhabit the many trees of many forests. Unfortunately, the Kingdom of Lombilar was suddenly attacked by dozens of neighboring Beastman tribes. It was a long and gruesome war, which the Elves steadily lost. The people of Lombilar sought safety over honor, and fled from their capital. The prestigious Lombilar Phoenix Knights fought hard and with honor against the Beastmen, but without the support of their people, hope begun to melt. The King, Eldric, saw the one way to defeat their enemies was to shatter their supply line. He sent a good few legions to disrupt the invaders link to their home kingdom, yet they still survived off of the bounty of nature surrounding them. In order to defeat that, Eldric made a grave decision. He ordered the last of his loyal knights to follow their evacuating people to the more secluded cities, while he himself became a powerful Avatar of Nature to hold off the invaders. Once the last of his knights left the city, Eldric channeled his magic into an extravagant bolt of power, which he used to shatter the Soul of Nature. With the soul destroyed, the surrounding groves invading soldiers supplied themselves with suddenly withered and died. Within days the Beastmen invaders were starved by the massess. As penance for his crimes, Eldric ventured away, and was never seen again. With the lack of the Soul of Nature, the spirits of the forests began to become deprived. The madness deep within their calm minds took root, completely whiping away the memory of their previous selves, and became the Pagans. The Elves of Lombilar were maddened too, as their once beautiful forests were now cold and barren. For his betrayal, Eldric was branded a Traitor, and the once mighty Lombilar empire was divided into dozens of Circles, each devoted to one of the eight Great Pagans. The Dark Elves are harshly territorial, as the invasion of the <something> could have been prevented if they were to be more wary. They begin to lash at their neighboring countries, as well as participate in exterminating wild Beastmen tribes, to spread their suffering with the rest of Salvus.
Government
The overall Paganist Legion is divided into hundreds of Circles, though each of the smaller ones answer to each of the seven Circles devoted to the Great Pagans. For the first few years, each of the eight Circles were independent of each other, but to defend and spread their territory, they have united. Each of the eight Circles leaders form a council. If one of the Greater Circles has a desire, then it must be agreed or allowed by the rest of the circles. If a Lesser Circle would like to carry out a motion, then they must be allowed by their Greater Circle.
Race Description
Dark Elves appear different from their Elven Cousins. Instead of radiant, beautiful skin, Dark Elven skin is dark grey and their bodies are cold. They are not as tall as other elves, but are more sly and observant. Their eyes are as red as the blood of a dying man, and in their mouths, sharp fangs glow a clean pearl white.
The Great Pagan Circles are as follows
Sporebeard, Father of the Blights Treants were once a proud, wise, perhaps even jovial race that enjoyed the presence of the smaller-ones. When the Soul of Nature was crushed, they were driven mad, lashing out at any who dare near without reverence. Whenever a creature is diseased by fungus, it is said that Sporebeard himself curses them.
Aeius, the Warden When Beastmen Tribes crushed Lombilar hundreds of years ago, the Elven God of Vigilance was crushed by his failure. Swearing to never falter in his watch, Aeius now watches his woods with Paranoia. Any who dare enter the Old Woods of Lombilar are almost always immediately attacked by loose tribes of Werebears, regardless of their race. It is said that the various wards across the Paganlands were planted by Aeius himself, to keep close watch of any other trespassers.
Revus, who Torments Hundreds of Phoenix Knights are constantly plagued by visions of their failure, and the Elves and Forest Spirits they failed to protect. Poking at the mind of Warriors, and warbeasts, driving them into grief-driven rage until nothing of their opponents remain.
Slah'na, Queen of Pleasures The only avoidance of despair is pleasure. Drugs, Sex, and Merrymaking, anything to avoid the true pain of failure. Slah'na, once the goddess of beauty, became a figure of perversion and corruption of purity. several "Priestesses" of this cult offer themselves to Pagans, to birth monstrous abominations who stomp, rampage, and kill.
Meron, King of Trauma Once the Elven God of protection, now Meron constantly provides the aura of dread throughout the Paganlands, constantly reminding the people of what they have done. He is revered by Warlocks of Despair, who channel Pagan Magic to extremify the weight of failure on invaders who lost battles against the Dark Elves.
The Hidden Princess She is the only Old Elven God of Lombilar not twisted by the Soul of Lombilar. In the days of Old Lombilar, she rarely showed her face, and was revered by rogues and assassins alike. Now, she is even more timid, wiping her name from the slates of Dark Elf History.
Loth'gar, Scion of Rage While Aeius may occasionally control Ravens and Werebears, their true master is Loth'gar, the Old Bear King, who perished defending the Elven city of Rothac. Now, warped by madness, he unchained his primal rage and let his kin spread their seed far and wide, infesting the entire Paganlands with Werebear tribes.
Culture
Dark Elves bear a great resentment towards other races, even Elves, including themselves. Their buildings, way of life, and overall culture are a mix of Asian, Native American, and African.
Economy/Industry
Rather than regular gold, the Paganist Legion exchanges shods, carefully cut pieces of wood. Each of the different Great Circles trade with one another, taxing resources on the lesser circles to perform rituals to please Pagans. The Paganist Legion has no trade routes with other Kingdoms. Lumberjacks must be very careful in harvesting wood, as most common trees of the Warped Groves brittle and break easily, but stronger, more sturdy trees exist, though they may harbor wild Pagans, who will quickly curse any who try to destroy their home.
Magic
Dark Elf Witces and Warlocks are gifted magic by Pagans, who trade power in exchange for the obedience of the Witches who swear fealty to them. The more magic a Pagan grants, the more a Witch can perform, but more willpower is required. As the powerful magic granted by a Warlock's Pagan begins to outmatch their willpower, physical changes will occur. Horns may grow, and tentacles may sprout, and madness will begin to shred their mind. As a result, almost 95% of all Warlocks and Witches are doomed to lose their Elvenhood eventually. If a person is overwhelmed by Paganistic Magic entirely, they will turn into a hideous abomination all together. Paganistic Magic is not always just used on those who wish to learn it. It can also be infused with prisoners, creating horrifying monsters forced to the will of their masters, made to attack previous allies.
Name: Lore: Type: Short Description:
Name: Pagancall Lore: Lore of the Pagans Type: Summoning Short Description: After a ritual of variable time, a Pagan of a certain level of power is summoned in a physical form for a short period of time. When summoned in their physical form, Pagan's may only bring a small amount of their powerful magic.
Name: Witch Bolt Lore: Lore of the Pagans Type: Single Target Damage Short Description: A large bolt of Paganistic energy is fired at a target, temporarily filling them with Paganistic Magic. Unlike Warlock's who gain empowerment from such, any tagets who do not train in channeling the chaotic magic of the Pagan's feel extremely nautious, and, if enough bolts are fired at a certain target, it will transform into a powerful Abomination that cannot discern friend or foe.
Name: Grotesque Party Lore: Lore of the Pagans Type: Summoning Short Description: A miniature black star appears over an area. For a brief moment, it blinds all creatures that look directly at it, before becoming dim enough to look at. It will then shoot dozens of dark beams at the earth, seeking out any corpses as a priority. Any corpses hit will transform into Grotesque Abominations, and attempt to attack all targets willed by the caster, being animate until the black star disappears. If no corpses are present in the nearby area, it will instead strike living creatures. If any living thing is killed by the dark beams, they will suffer the effect they have on corpses.
Name: Abominate Lore: Lore of the Pagans Type: Transformation Short Description: A target is transformed into a moderately powerful Abomination, that attacks all foes and friends. If used on a creature willing to be transformed, it is done almost instantaneously. If a creature not willing is the target, they may attempt to resist the transformation.
Name: Create Blight Lore: Lore of the Pagans Type: Summoning Short Description: Pagan Magic is infused into a cluster of nearby trees, creating living, walking treants of darkness, known as Blights. The exact quantity and quality of such depend on the independent trees, and the type of magic used by the caster.
Military
The Dark Elves infuse both Pagan Magic and corrupted nature in their armies, training Quilboars and enlisting the aid of Blights. Their own physical armies, crazed with drugs and Pagan Magic alike. +Great Magical Capabilities +Good Ranged Offense +Decent Surprise Tactics -Poor Control of Soldiers -Poor Fortifications -Poor Charge Attacks
Name: Dark Elf Lunatic Tier: Tier 1 Type: Light Infantry Short Description: With minds completely shattered by the Pagans, Dark Elf Lunatics are strong frontline soldiers who lack the capacity to fear, charging headfirst against the enemy.
Name: Dark Elf Ranger Tier: Tier 1 Type: Light Archers Short Description: Dark Elf Archers train themselves in the way of the bow, their aims perfected by the rage in their hearts. While their range is deadly enough, some may be haunted by Pagans that increase their aim even more.
Name: Blight Sapling
Tier: Tier 1 Type: Medium Infantry Short Description: Treants that have been corrupted by Paganistic energy are known as Blights. The smallest of Blights are known as saplings. Plentiful in number, they are able to disguise themselves as single trees, and then animate when they surround an enemy patrol. They also perform well at espionage and tracking.
Name: Blight Hound Tier: Tier 1 Type: Light Infantry Short Description: Blights in the shape of wolves, with twice the speed and ferocity.
Name: Quilboar
Tier: Tier 1 Type: Medium Archers Short Description: The humble boars of the Lombilar Forests, without the Soul of Nature, have been transformed into rugged and quilled aggressive beasts, whose minds can be corrupted further with Pagan Magic, enslaving them to the will of the Dark Elves. The Quills they can launch from their mouths pierce harder than any arrows, though their aim is laughable. However, if no Dark Elves surround them, they will spiral into chaos and flee.
Name: Dark Elf Psycho Tier: Tier 2 Type: Medium Infantry Short Description: An upgrade from the usual Lunatics, Dark Elf Psycho's are even more mentally depraved, and drugged up with toxin made from sap from hollow trees. They are difficult to control however, as every moment not spilling blood builds a terrible itch to Psycho's.
Name: Ironbark Blight
Tier: Tier 2 Type: Heavy Siege-Weapon Short Description: Regular trees transformed by Paganistic magic, creating maddened treants that take their anger and despair out on the structures that deny nature.
Name: Dark Phoenix Knight Tier: Tier 2 Type: Heavy Cavalry Short Description: The Phoenix Knights were once the trusted elite of Lombilar King Eldric. When he betrayed them by shattering the world soul, they were maddened and confused. They still don their radiant blue armor, though over the years, the Warped Groves have taken their toll on covering their armor in rust and dried mud. They are extremely durable, fast, and powerful, though they appear in small numbers.
Name: Werebear
Tier: Tier 2 Type: Heavy Infantry Short Description: Some bears have been effected by Pagan Magic, turning them into semi-sentient beastfolk with a terrible taste for blood.
Name: Hidden Retainer Tier Tier 2 Type: Light Espionage Short Description: Followers of the Hidden Princess, Hidden Retainers hardly make a sound, never leave a trace, and kill without marking. While performing terribly in combat, their primary purpose is espionage and sabotage.
Name: Dark Elf Witch/Warlock Tier: Tier 2 Type: Light Caster Short Description: Witches are those who study in the magic of the Pagans, allowing themselves to be infused with their magic. While capable of casting spells that warp the battlefield, they are extremely vulnerable, and it would only take a single well-aimed arrow to fell them.
Name: Pagan Knight Tier: Tier 3 Type: Heavy Cavalry Short Description: Not all who become pupils of the Pagan are Witches or Warlocks, some take the way of the sword and horse, becoming the fearsome Pagan Knights. The steeds they ride are maddened by constant irritation, and their armor is infused with enchantments by Pagans.
Name: Tanglebrute Blight Tier: Tier 3 Type: Large Siege Weaponry Short Description: The largest of all Blights, that tower over the walls of cities. They are extremely slow moving, and may delay a Dark Elven army from reaching it's destination by weeks even; Though when they see a large cluster of buildings, it triggers the deepened madness inside of them.
Name: Pagan of War Tier: Tier 3 Type: Large Infantry Short Description: Pagans that take physical forms, prepared to slaughter entire armies. Even upon death, they infuse multiple soldiers, friend and foe alike, transforming them into mindless Abominations.
Name: Arrak, Son of the Pagan Position: General of the Paganist Legion Powers:
Name: Warp Blade Lore: Lore of the Pagans Type: Buff Short Description: Arrak infuses his blade with Pagan energies, overloading his enemies with madness with each strike.
Name: Star of Torment Lore: Lore of the Pagans Type: Debuff Short Description: An orb of black light floats in mid air, filling all sentient humanoids with dread and terror.
Name: Mirror Image Lore: Lore of the Pagans Type: Illusion Short Description: Several false versions of Arrak are created. When struck, they will explode in a wave of lightning that paralyzes any targets within adjacent range.
Short Bio/Personality: Arrak was born between the Queen of Circle Orok by it's Great Pagan. Since birth he has been able to channel Paganistic energy more than any Dark Elf before him. He is cold and refined, hardly ever concerning himself with his own soldiers personal well being.
Name: Ser'yea, the Lady of the Hidden Position: Spymaster Powers:
Name: Erase Existence Lore: Lore of Stealth Type: Cloak Short Description: Ser'yea disappears for an indefinite amount of time. If her concentration is ruined, then she will lose her cloak.
Name: Cloud Image Lore: Lore of Stealth Type: Illusion Short Description: Ser'yea creates 4 false images of herself. When each one is struck, they will dissipate into a cloud of smoke that will blind of vision of nearby enemies.
Name: Strike Without Mark Lore: Lore of Stealth Type: Damage Short Description: When Ser'yea attacks a foe while under the effects of Erase Existence, her blades make no physical marks until an hour after each attack.
Short Bio/Personality: Ser'yea was born in the woods, all on her own. To survive against the terrors of the Warped Groves, she would need to hide herself. By the time she was a grown woman, she was discovered by Dark Elf Rangers, who had patrolled through the area she lived for dozens of years. Because they had not ever seen her despite countless times patrolling that area, she was believed to be a daughter of The Hidden Princess, and was placed into the position of Spymaster, where she perfected the craft of Dark Elven spies and Hidden Retainers.
Name: Tanglebrute Position: Warden Powers:
Name: Rootsnare Lore: Lore of Nature Type: Debuff Short Description: A cluster of roots burst from the earth, and bind a single opponent.
Name: Blightbrood Lore: Lore of the Pagans Type: Summoning Short Description: A cluster of several trees becomes animated as Blight Hounds. Rather than a single area of effect, the spell will remain active for several hours, animating each tree Tanglebrute crosses until a maximum number of 60 Blight Hounds have been created.
Name: Harrowing Chaos Lore: Lore of Nature Type: Special Short Description: After building up a knot of thousands of roots he grows himself, Tanglebrute explodes the sphere, sending miles of root spreading in each direction, impaling dozens if not hundreds of opponents. Unfortunately, it usually requires bark of his own body, reducing his armor, but increasing his mobility.
Short Bio/Personality: Vengeance. Vengeance against those who shattered his forest burns in Tanglebanes cold wooden heart. Once King of the Treants, Tanglebane was forced to watch as his kin descended into madness. While for awhile he attempted to retain sanity, he soon gave into his rage, going as far as to slaughter millions of Beastmen. His rage was cured, but all that was left was a bitter hatred for life. Impressed by his devotion to the crusade against Beastmen, Tanglebane was made a Warden, forever hunting down those who wander into his ruined kingdom, the Hollow Grieve.
Name: Lusar, the Vengeant Position: Warden Powers:
Name: Packhowl Lore: Lore of Beasts Type: Buff Short Description: Lusar lets out a mighty roar, inspiring his Werebear brothers to drive greater assault against their prey
Name: Weeping Roar Lore: Lore of the Pagans Type: Buff Short Description: Lusar, unable to contain his further grief, lets out a roar. Not one of rage, but of hatred, despair, and torment. This greatly increases his resilience to pain, both physical and mental.
Name: Totem of Torment Lore: Lore of the Pagans Type: Steady Buff Short Description: Lusar plants down his Totem of Torment, grinding at the morale of enemy legions.
Short Bio/Personality: Amongst the thousands of bears involuntarily transformed into beastmen by Pagan Magic, Lusar was enslaved by Dark Elves, and forced to fight in an arena. After defeating countless opponents, and breaking free many more, he was granted freedom, and protection of his people, so long as he patrol the borders of the Paganlands.
I have no queries with it, it just means I gotta find where to put me damned base XD (The edits on the MS are done, just waiting on your decision ones again ^-^)
@wxps350It feels like that the Dark Elves and the Beastmen might honestly get along, at least on some points, they still want to kill you damn pointy ears tho
@ClocktowerEchos@RisenDead Mind if I take the spot far West - that little almost island with the only connection to the mainland being a stretch of land that reminds me of the Seabreak Path in Pokemon Diamond Pearl and Platinum?
I am going to attempt to work the current map into the new map as best I can. Priority goes to those who have finished their character sheets, as it should. You are welcome to comment on the changes once the new map is up but I think it will be to everyones liking.
The Rats and Beastboys will NOT be given their own territory as they are, in theory, pretty much damned well everywhere. If you would like to select an area on the map where your capital might be located please let me know where and I will happily mark it down so at least we know where to find your King.
Question, comments or concerns will be ignored until the new map is updated, which should be tonight.
Bronze is my kingdom, and the red dots are lost Dwarf holds that needs to be reclaimed.
The High Kingdom of Thundrim Kadrin
Overview
The High Kingdom is a nation comprised of the hardy, skilled, and venerable Dwarven race. Comprised of various Thanes beholden to a High King within the mountains of their sea-locked nation. They're master artisans, soldiers, miners, engineers, and brewmasters.
Geography
History
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
All Dwarves are governed by High King Branack 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
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.
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 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.
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: Hammers of Honor Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
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: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Cavalry Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Special Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: 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.
I apologize if you think I am being heavy handed. I am just hoping to motivate people to get posting! Right now it's a rather small group of us despite the interest. No harm in trying to get everyone to get cracking is there?
Um... Check the new map, let me know what you think, and if you don't like it I'll update with your request, providing you fill that sheet out some more...