@AristoCool! I'm going to have my guys be very ancient, and to have a lot of Dwarf Holds called "Thundrims" to have been lost over the course of the last 3,000 or so years. My current King is looking to reclaim them back. I think History is pretty much what I need help with the most. I'm going to have a Book of Reckoning, and I'm not sure what I'd have to use for it either. lol
@Willy Vereb Welcome aboard! The RP being "warhammer fantasy inspired" is basically code for "this is just notWarhammer Fantasy and I'm praying that GW doesn't send a copyright hitman on me.". As for magic, its basically do whatever you want within reason. There is no "winds of magic" or some governoring rule of magic its just that magic is there and if you want to research the very rules of it fine but I'm just going to have fun burning cows with magical hellfire.
Your spirit magics seems interesting and has my approval thus far. I am having waaayyyy too much fun imaging shit based on:
"White Mage Shaman, plz heal!" "The spirits are not listening to those who don't respect them."
@ClocktowerEchosCool! Due to the simple nature of the anti-magic, is a spell list really necessary? Not that there really are any true spells in the lore anyway. Most of its effects will probably just be felt through the narrative in the form of whiffed spells and frustrated wizards.
@ClocktowerEchosCool! Due to the simple nature of the anti-magic, is a spell list really necessary? Not that there really are any true spells in the lore anyway. Most of its effects will probably just be felt through the narrative in the form of whiffed spells and frustrated wizards.
I'd say just at least list out some of the more common things as insurance against any sort of confusion and so people who may not fully understand can still understand roughly how it works.
@ClocktowerEchos Sorry to ask, but I have to, am I accepted or not? I corrected the mistake you pointed out, but you never said anything after that, so I'm just making sure ^-^
@ClocktowerEchos Sorry to ask, but I have to, am I accepted or not? I corrected the mistake you pointed out, but you never said anything after that, so I'm just making sure ^-^
Unless @RisenDead has any more issues, I think you're fine to move the nekomimis to Chars and start posting IC!
Chugging along now-armed forces are looking like a mix of undead and human-with the heroes being vampires and...well, I'm making the relationship legit symbiotic between humans and vampires-vampires need blood, but by transferring a portion of that blood back to the human donor, they strengthen the human as well.
@ClocktowerEchos Can I move my sheet to the NS tab? I do have a few WIP sections, like history and economy, since I'm planning to work with my neighbors on those. The military and magic sections are good to go, unless I get some bright ideas and squeeze in some kooky fantasy beasts in there.
@ClocktowerEchos Can I move my sheet to the NS tab? I do have a few WIP sections, like history and economy, since I'm planning to work with my neighbors on those. The military and magic sections are good to go, unless I get some bright ideas and squeeze in some kooky fantasy beasts in there.
Seeing as the military parts are the most important here (ironically enough), repost it here and I'll review it to see if i can make the move.
Seeing as the military parts are the most important here (ironically enough), repost it here and I'll review it to see if i can make the move.
Here goes!
The Korczynian-Astaran Commonwealth
The arms of the Kingdom of Korczyn and Grand Duchy of Astarac, respectively. The official arms of the Commonwealth combines the heraldry of both.
Overview
The Commonwealth is a bi-confederation, consisting of the Kingdom of Korczyn and the Grand Duchy of Astarac. The dual state is ruled by a single monarch, who takes the formal title of King of Korczyn and the Grand Duke of Astarac. The bond of both nations, though formalized only in recent years, has been a de-facto unity since over two centuries ago. The Commonwealth is characteristically multi-ethnic and enjoys a high religious tolerance. Combined with a limited monarchy and largely autonomous, decentralized territories, the Commonwealth is atypical of other sovereign states.
Geography
In red.
History
WIP
Government
A famous saying - “The king reigns but does not govern,” sheds a great deal of light on the role of the Commonwealth monarchy. The king's power is limited, compared to that of neighboring states, and he is obligated to respect his citizen subjects. Upon his coronation, the king vows to uphold a series of articles that constitute the political doctrine of the state. These essentially put him on even ground with the nobility, and under the scrutiny of parliament. The parliament, if it wishes, can veto most of the king's actions – legislation, foreign affairs, declarations of war, and taxation. It is made of representatives sent from both Korczyn and Astarac.
The Commonwealth nobility is large for a state of its time. Ten percent of Korczyn's population can consider itself of this class, although the wealth of noble families varies considerably. Regardless whether one is among the well-to-do or nearly as poor as a farmer, all nobles consider themselves equals. This attitude – that the Korczyn state stands to serve the nobility – is a guiding element of the Commonwealth's political structure.
Race Description
WIP
Culture
WIP
Economy/Industry
WIP
Magic
The kingdoms of the Commonwealth have never been renowned for magical prowess, unlike the empires of Yore or Rune. For centuries, the flow of magic was thought to be naturally weak in this part of the world. However, study in recent years has shown this to be untrue. There is indeed some extra-planar force in the Commonwealth, although this sorcery is not the kind as the rest of the world knows. The Commonwealth's mages, rather than master the elements or conjure illusions, practice a unique school – Anti-magic. For reasons unknown, the winds of magic that ebb between Korczyn and Astarac repel the energies of other lores, like magnets with the same polarity pushing away from each other. This phenomenon is strongest the closer one gets to the heart of the Commonwealth, but can be replicated by years of study and practice. When unleashed, fireballs fizzle to sparks, storms scatter before the sun, illusions dissipate and the world reverts to its natural form. As a result of anti-magic, Commonwealth's military revolves strictly around human skill, technology and mundane tactics. By negating magic employed by its enemies, the army ensures that battles are fought on even ground, between men, not wizards. One disadvantage to this doctrine is that no distinction can be made between benign and harmful magics. Arcane missiles may wither in flight, but the power to heal wounds and disease is also lost. Any medical procedures must be performed by hand.
Name: Dispelling Aura Lore: Anti-magic Type: Aura, Debuff Short Description: Anti-magic dispels instances of other magics in the same vicinity. The naturally-occurring effect is gradual at the periphery of the Commonwealth, becoming stronger and more immediate closer to the center. When replicated by the Commonwealth's mages, the phenomenon can be instantaneous. Whereas other mages harness 'true' magic, anti-mages learn to imbue themselves with this unique energy. They do not cast spells in the traditional sense, but instead act as living conduits of anti-magic. Their bodies become vessels for the latent power of dispelling magic, and they can regulate the intensity of the effects. Their ability makes them valuable in military contexts, when the enemy is sure to trust in their own mages.
Military
The armies of Korczyn and Astarac are functionally separate entities, though technically both are under the command of the monarch. Both share near-identical tactics, organizational structure and equipment, though Astarac's numbers are often only a third of what Korczyn can field. Much of the armies draw recruits from noble volunteers, a result of the decree that no man may hold secular or ecclesiastical office without having served in the military. Other means include general levies or monetary compensation from the ecclesiastical or royal treasuries, and also the recruiting of foreign mercenaries or vassals.
The infantry of the Commonwealth is regarded secondhand to the cavalry, as chivalric ideals still resonate among the ranks of the nobility. Nevertheless, they are still required to do the dirty work of the army. They are recruited by rotameisters into troops of around 200 men, and armed with sabers, matchlocks and axes. The most reliable footmen fielded by the Commonwealth are raised from foreign sources. These volunteers are paid, and organized in styles similar to that of other human states – regiments of 600, divided into four companies and armed with muskets and pikes and led by a colonel. They wear munitions-grade armor of blackened plate and morion-style helms.
Cavalry is the dominant military arm of the Commonwealth, with the most prestige enjoyed by the Winged Hussars. Originating from foreign light cavalry and wearing no armor, they began to replace the dying knightly class and wear mail, helms and plate armor. The present-day hussars are employed as heavy cavalry, and each carries a lance, a saber and a pair of swords and pistols. Their most striking feature is their wings – wooden frames to which feathers of various kinds of birds are affixed. Famous both at home and abroad, these cavalrymen number some 4,000 and are organized into companies led by state officials. Each company is a highly individual fighting component, and has its own traditions and historic records that span decades. Cossacks are recruited from all over the Commonwealth to form the army's light cavalry component. The vast majority of Cossacks are unarmored, though armed similarly to the hussars, and are used to great effect when their speed is combined with the firepower delivered by their guns. They make use of the caracole maneuver, whereby a deep cavalry formation approaches the enemy at a slow gallop, and each rank discharges their guns, moving to the rear of the formation to reload and clear the way for the next rank. Other cavalry is largely foreign in origin, and organized into conventional designations of dragoons and curiassiers.
Commonwealth artillery was once in poor shape, but reforms have brought it up to modern standards. Most artillery crews are foreigners, operating cannon of dwarven or Imperial design.
Units
Tier 2:
Name: Haiduk Infantry Type: Light Short Description: The antiquated infantry of the Commonwealth infantry are the haiduks – men armed with arquebuses and equipped with sabers, sometimes spears and utility axes. Once the mainstay of the infantry, most of these men have quickly been retired in favor of more modern pike and musket troops. Some commanders still maintain units of haiduks as bodyguards, but their role has largely been reduced to a ceremonial one.
Name: Kulvar Horse Archers Type: Light Short Description:From the west frontier of the Commonwealth come the Kulvar, a nomadic people. Their lifestyle revolves around their sturdy horses; the infants are tied to the saddle and learn to ride before they can walk. Forgoing armor, they are fast and nimble, and train all their lives to be excellent marksmen on the move. They wear a simple sheepskin coat and fur hat over their everyday clothes, carrying a bow and quiver of arrows, a sword, dagger and sometimes a shield. The heads of these arrows vary in design and function, and in some instances, may be poisoned. While archery is their primary forte, light horsemen can easily transition to hand-to-hand. When the enemy is sufficiently demoralized or crippled by arrows, the riders sheathe their bows and charge with blades drawn.
Tier 3:
Name: 'Foreign-style' Infantry Type: Light-Medium Short Description: The Commonwealth's effort to replace its aging haiduk infantry with more modern counterparts has seen recruitment of foreign soldiers, armed and trained in the Rhune style. These soldiers include musketeers and pikemen – a superior combination of troops, whose battlefield prowess is evident in Rhune's military victories. Both infantry types complement each other on the field; wings of musketeers screening and supporting formations with shot, while pikemen bring their 16-foot-long weapons to bear on the enemy. Though deployed together in close-ranked tercios, smaller elements can be pulled away to support each other and the main body.
Name: Winged Hussars Type: Heavy Short Description: Regarded as the epitome of the Commonwealth's mounted soldiery, the hussars form the backbone of its heavy cavalry. Armed to the teeth with lance, saber, swords and pistols, they are more than a match for other cavalry, and their charge is devastating to infantry. They are protected by steel plate, mail and helms. Over their heads tower wings of feathers that rattle as they charge, creating a deafening murmur. It is right that they should be held in esteem – and feared – by any soldier opposite them on the field.
Name: Cossack Cavalry Type: Light Short Description:Cossacks act as a versatile light cavalry element, able to supplement hussars in a mass charge, harass slower enemies, or run down fleeing troops. They wear little or no armor, but carry an arsenal comparable to the hussars. They use their guns to great effect, able to harry the ranks of enemy formations with shot and retreat to safety when necessary. They are fierce and independent, however, and the excitement of battle and the prospect of loot can make them difficult to control. Still, they are a valuable counterpart to the Commonwealth's hussars.
Name: Reiters Type: Heavy Short Description: Reiters are recruited from foreign sources, and like the hussars, they fulfill the role of heavy cavalry. Lacking lances, they make greater use of firearms. They are armed with sabers and a pair of pistols, and sometimes carbines. Reiters are versatile cavalrymen, capable both in melee and harassing foes at range. This they do with caracole maneuvers, and combine both elements by firing off their guns at point-blank during a charge. For protection, they are clad in three-quarter armor, from head to knee.
Tier 4:
Name: Drabant Guard Type: Heavy Short Description: The Drabant Guard, also called the King's Reiters, are an elite formation of foreign cavalry that have the honor of serving as the king's personal bodyguard. They number 1,000 in six squadrons, all gentlemen and veterans that are personally appointed. They wear blackened three-quarter armor, and carry two pistols, a sword and sometimes a carbine. While not in the field, a number of reiters act as personal guards and attendants, carrying halberds.
Name: King's Footguard Type: Medium Short Description: The King's Footguards are a regiment within the parent Royal Guard – a personal army funded by the king's household treasury, and raised independent of the state army. The Footguards are about 1,200 strong, composed half of pikemen and half of musketeers. To distinguish them from other pike units, they wear uniforms of blue lined with gold. Identical units exist for the queen and the prince; the Queen's and Prince's Footguard, respectively.
An arquebusier of the King's Footguard alongside a Court Hussar in classic ceremonial armor (see below).
Name: Court Hussars Type: Heavy Short Description: The Court Hussars are a unit within the Royal Guard, comprised of young and eager nobles more concerned with glory than coin. Each nobleman provides a retinue of household troops, all dressed in the most splendid uniforms they can afford, and of any color. These men are a prominent feature of royal ceremonies, their gaudy clothing easily drawing the eye of onlookers.
Name:King's Dragoons Type: Medium Short Description: The King's Dragoons are a Royal Guard regiment consisting of mounted infantry. They are equipped as arquebusiers, with guns and swords. Being mounted, they can quickly deploy where needed to provide additional firepower. In a pinch, they can also hold their own as regular cavalry. They wear uniforms of red lined with gold. Most within the regiment are foreign soldiers.
Lords & Heroes
Name: Ladislav IV Title: King of Korczyn and Grand Duke of Astarac Powers: N/A Short Bio/Personality: Ladislav IV is the reigning monarch of the Commonwealth, having inherited the throne six years ago. He has recently celebrated his twenty-fifth birthday – still young in many respects, but he has shown himself to be a shrewd military commander and a well-learned scholar. His tactful demeanor has kept him in good graces with parliament and the nobility. However, he has not yet taken a wife. His delay in marriage and securing himself an heir gives his peers cause for concern; even an illegitimate son would be better than none.
@Aristo Speaking strictly for the Military section, a red and green pros-cons list would be appreciated. Also, some units seem to have a mix of weapons, mind if you split them up according to weapon like how the other sheets have them? IE: instead of Foreign-Style Infantry carrying both pikes and guns, could you do it like "Foreign-Style Infantry (Handguns)" and "Foreign-Style Infantry (Pikes)"?
A small thing that doesn't really matter that if you could put down the Lore of the Dispelling Aura spell as "Lore of Anti-Magic" or something? Not required, but just a small touch ^^
After that you should be fine to move over to the Char section. I would say to add some culture bits but the rest of your NS does a decent enough job of displaying the military culture.
Have fun in the IC and go out there to make a Legacy son!
@ClocktowerEchos I can do that, sure. The reason I grouped them was because they're usually deployed together as a single unit and I figured I already outlined the variations in the description (not to mention wanting to reduce 'clutter' and I'm lazy). The culture section will likely come after the rest; the IC will probably do a fine job of showing it, in any case.
As for the spell bit, it is categorized as the "lore of anti-magic," as seen in the description:
@ClocktowerEchos I can do that, sure. The reason I grouped them was because they're usually deployed together as a single unit and I figured I already outlined the variations in the description (not to mention wanting to reduce 'clutter' and I'm lazy). The culture section will likely come after the rest; the IC will probably do a fine job of showing it, in any case.
As for the spell bit, it is categorized as the "lore of anti-magic," as seen in the description: <Snipped quote>
@POOHEAD189 Like we discussed in Discord, I would have preferred you post your NS in OOC first for review. ^^` Might also want to work on formatting and stuff too at some point, nothing personal ^^;
@RisenDead Would you prefer your gryphon riders stay unique to Rhune? [/quote]
Not at all. I can't be the only one doing it!
@All - Another long day at work, sorry everyone. Forest Fires care little for the schedules of mere men!
If you have been approved by Clock, please feel free to move your character sheet over to the Characters tab and begin posting. If I notice anything all I'll mention it when I get time to read them over. Don't wait on me.
@POOHEAD189 I fixed the issues you were having with the Code. You still had a couple "[code]" tags in there, and there wasn't a hider encompassing the whole sheet in the first place.
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
Thundrim Kadrin is a land of Jagged and tall mountains, with forested foothills and farmlands. That is, above ground. Below, the Kingdom is far vaster, filled with towering cities of bronze, iron, and stone. The Low ways are vigilantly guarded, and finely wrought into the earth.
History
One of the oldest races in the world, the Dwarf histories stretch back over 10,000 years. It would take too long for it all to be spake in such a small amount of space as 150,000 characters! Needless to say, they were once a great and prosperous empire, spanning across the continent with Thundrims in almost every mountains, as well as Farms and lands all across the foothills. It was when a chain of earthquakes wracked the continent 5,000 years ago that their decline began, for their enemies began to grow in number as well, the foul Orcs and pathetic Vermin. The Elves and Men claimed land as well, and for the last 2,000 years they have declined even further until now the once prosperous race is in one mountain chain. The 12 Kings of Dwarfs had to retreat or were slain, and now reside as the 12 Thanes along the mountain, beholden to the High King.
Government
All Dwarves are governed by High King Bagrick Grimbeard, who has 12 lesser Thanes that rule great Dwarf holds, and Stewards that rule lesser regions and outposts. While Thundrim Kadrin has a strong central government, there is a checks and balances system provided with the High Council, comprised of the nations Thanes, War heroes, Honored Longbeards, and the High Priest. Every Thane has a small number of retainers, included but not limited to an Honored Scribe (who records grudges in the Book of Reckoning), a Rune Priest, and a Master of Economics.
Race Description
A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weigh between 140 and 160. The males have well groomed and long facial hair. Contrary to popular belief, females do not have beards. Though they pride themselves on their long braids of hair as the males do with facial hair. A Dwarf has a life expectancy close to 400 years. While some Elves might use magic to increase their lifespan, some Dwarves do so out of sheer willpower. They are organized, brilliant tacticians, ingenuitive, strong willed, strong of arm, enduring, and resistant to magic and poison (though not immune). They can smell freshly cut stone, can spot imperfections of metal and stone as 2nd nature, and have a 6th sense of knowing where they are at all times underground, within a mountain, or great structure of stone.
Culture
Dwarf culture revolves around honor, wealth, wisdom, skill, and determination. If you have all of these, congratulations, you're a fine addition to the kingdom. Dwarfs enjoy past times like the brewing and drinking of ale, hunting, crafting, forging, axe throwing, wrestling, and counting gold. The culture is also big on vengeance, so woe to any who pisses them off.
Economy/Industry
The Dwarf economy revolves around metal (both precious and utility), stone, skilled craftsmen, explorers, and the brewing of potent ale.
Magic
Dwarfs use Runic Magic. They do not ignite the fuel of the Winds of Magic. Instead, they trap it inside a rune to bind it and hold it. When so confined, the magic can be used safely. Runesmiths treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication. While this gives them less versatility in battle with spells, it also means that the spells that are wrought are effective and reliable. This also means their runic weapons will stay magically enhanced until the world's ending.
Name: What is the spell called? Lore: What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Dwarf/Military Overview (Pros and Cons)
A Dwarf is a natural fighter. Though shorter than men, they are far bulkier and considerably stronger and tougher than the average manling. Even if there were a man that was the size of a Dwarf in width and height, a Dwarf would innately be stronger due to their natural physiology of an extremely physical, mountainish race. Their strength pales in comparison to their endurance however. You would be hard pressed to find any creature on this vast world more enduring physically, mentally, and even magically, than a Dwarf. These traits, coupled with them being psychologically unable to not strive for perfection in what they set their mind to, have made them one of the most effective militaries in the land. They have powerful and disciplined infantry, terrifying ranged weaponry, the highest caliber weapons/armor (most likely powerfully enchanted with runes), with the most advanced technology and artillery to date. Their weaknesses lie in their lack of any light units or. They only have one unit that can effectively commit anything close to guerrilla warfare. This, in addition to no light cavalry, means they have very little options when it comes to fighting an enemy outside of a true engagement (other than traps, rangers, and Thunder Wasps). Their rune magic, while undoubtedly powerful, is also less versatile than Elvish and Mannish spells, for instance. The last failing of this hearty race is numbers. The Dwarfs, while not endangered as of yet, are a race that is on the decline. The destruction of their vast empire has left them with a fraction of the numbers they used to have. An example: The Great Hold/City of Barak-Kazul, that once boasted nearly half a million Dwarfs in its heyday, and another half a million in the surrounding area, now holds a skeleton population of 50,000.
Melee Units
Name: Dwarf Warrior/Soldier Type: Tier 2/Medium Melee Unit (short distance range unit) Short Description: The average Dwarf warrior, well supplied with Axes, Hammers, Pikes, and even broad swords every now and then. All Dwarfs are trained as soldiers, and have a single minded determination to defend their lands and honor. This might be the most common unit, but never underestimate their prowess. Dwarf warriors can form effective shield walls and are legendary for their enduring morale and stamina. Many soften up their targets with throwing axes.
Name: Greatbeard Type: Tier 3-4/Medium Melee Unit Short Description: Veteran Dwarf Warriors that have fought and bled upon the battlefield for centuries. They have seen it all. Demons, Orcs, Elvish arrows coming their way, you name it. They're bigger and tougher than other Dwarfs, with skin as thick as leather, and finely wrought armor and weapons. Their huge beards and scars show how wise, dangerous, and tough they are to have survived until their twilight years. Many of them wield runic weaponry.
Name: Anvil Guard Type: Tier 4/Heavy Melee Unit Short Description: The Anvils are living walls of defense, that hit back. They are expert tunnel fighters, but serve just as well above ground as a near un-breachable wall of Baldr and Iron metal encasing Dwarf slabs of muscle. They are armed with full plate armor, helms, and shields, and wield well forged Axes and Hammers with well disciplined efficiency. They are the greatest line of defense the Dwarfs have, and for such a well defended army, that is saying something.
Name: Dwarf Sapper Type: Tier 2/ Armor Piercing, Anti-Fortification Short Description: The Miner's guild contributes to the war effort as any honorable guild would. These Dwarfs use large, double headed Picks that can punch through enemy armor. They also have spades as secondary weapons, and for use of digging under (or towards) enemy fortifications to plant explosives or pave the way for other warriors. They carry explosive charges than can also be thrown, if need be.
Name: Berserkers Type: Tier 3-4 Melee Short Description: Armed with any weapons they can find (generally a large hammer or axe, and many throwing axes) these Dwarfs have channeled their hatred for the enemies of the Dwarfs to insane levels, giving in to their bloodthrist and reveling in combat.
Name: Iron Guard Type: Tier 3 Melee/Anti-Large, Armor, Cavalry. Short Description: These Dwarfs are nearly as heavily armored as the Anvil guard, but trade shields for the two handed PoleAxe. They're known for their stalwart determination and wicked efficiency in their attacks and Polearm wall.
Name: Dwarfen Honorguard (Great Weapons) Type: Tier 3-4/ Great Weapon Melee unit Short Description: Known for their loyalty and skill, the Honorguard are well equipped in the finest of armor to protect them as they wield their huge Axes and Hammers with practiced ease, knocking aside enemy shields and formations and cleaving their way through enemy lines. They are deadly and proficient at what they do, and what they do is hit very very hard.
Ranged Units
While the Dwarfs do not have the natural affinity for bows like the Elves, the Dwarfen hunting tradition, as well as their perfectionist and determined tendencies, have made their ranged units efficiently disciplined and terrifyingly accurate. The fact that they also carry axes, well wrought mail, and shield on the backs also makes them effective in melee as a last resort.
Name: Bolters Type: Tier 2-3/Armored Ranged Unit Short Description: Despite the discovery and manipulation of Gunpowder, the use and making of Crossbows is a time honored tradition, and the Dwarfs prove it's still a deadly weapon on the battlefield. With moderate stopping power that can pierce all but the finest armor, quick reload time, and unerring reliability, the Crossbow is just as effective as ever. It also has the added ability to use 'special' quarrels that can contain alchemical effects.
Name: Caplock Infantry/RifleDwarfs Type: Tier 2-3/Armored Ranged Unit Short Description: In recent centuries, the Dwarf armies have upgraded from the Flintlock firing mechanism to the Caplock/Percussion firing system, making their Dwarf rifles of Iron, bronze, and wood more reliable to be used even in rain, and quicker to reload. While the rifle has slightly less range than a crossbow, it is still long firing, with even larger stopping power, and a demoralizing crack that can unnerve the enemy. If the Dwarf is efficient (and any Dwarf worth his beard is!) then they can fire 5 times a minute unless they are interrupted. The Dwarfs are armored in mail and half plate armor, with shields on their backs, and Axes at their hips. They have stout bayonets mounted on their rifles as well to repel charges.
Name: Hammergun Infantry Type: Tier 3/ Anti-Large (or Infantry with Grenades)/Fortification ranged unit Short Description: A cross between the Rifle and the Cannon, these miniature launchers fire heavy shells (or even grenades to attack infantry) at the enemy to kill bigger monsters or to bash through fortified walls/enemy lines. The faceless, helmeted Dwarfs wielding these weapons don't carry any other weapon, but are armored in mail and can swing these iron weapons like makeshift bludgeons.
Name: Dragonfire/Dragonbreath Infantry Type: Tier 3/Flamer Ranged Unit Short Description: Dragonfire/Dragonbreath Dwarfs are armored similarly to their Hammergun brethren, only instead they wield great guns that shoot deadly alchemical fire. Their guns have two settings. A spray of flame that can incinerate enemy lines, or firebreath buckshot that are more accurate but less wide ranging for more personal shots so as not to harm their own lines.
Name: Dwarf Rangers/Pathfinders Type: Tier 3/Moderately tough/quick Ranged Unit Short Description: Over 1,500 years ago, the great Hunter and Pathfinder Nargim Orcslayer had acclaimed over 1,000 Grobi kills before his first century of life with crossbow and axe, using his previous knowledge of hunting Elk, Boars, and Mountain cats. The Elders of the Hold decided that he should teach students to fight within the foothills of the forest as he would, and so the Ranger tradition was born. These Dwarfs are armored in iron chain mail and leather, wearing green cloaks and wielding crossbows and hand axes. While they are still well armored, they are the lightest and quickest Dwarf troops, able to set traps, cause ambushes, and flee into forests. Their legs are as short as any Dwarfs however, and use their woodland knowledge and green cloaks to escape more than their (relatively) fast speed.
Artillery Units
Name: Dwarf Stone Launcher/Catapult Type: Tier 2 Artillery/ Anti-Fortification & Anti-Infantry Short Description: Despite the Cannon becoming popular the last thousand years or so, the Catapult is still a reliable and effective way to reduce structures to rubble and disrupt enemy formations. Their ammo is generally unlimited as well.
Name: Dwarf Cannon Type: Tier 3 Artillery/ Anti Fortification & Anti Large Short Description:Dwarfs are the finest engineers in the world, honing their Cannon making craft to near perfection. While there is the occasional malfunction, their Cannons are superb in range, firepower, and reliability.
Name: Multi Shot Cannon Type: Tier 3 Artillery/ Anti-Fortification & Anti-Infantry/Morale Short Description: A smaller caliber cannon used to kill infantry and disrupt infantry, and to soften walls for Dwarf attackers.
Cavalry Units
Dwarfs are not a race of Cavalry. They prefer reliability and solid footing rather than speed, and they have no light cavalry units. What they do have, is one unit of heavy Cavalry that strikes like an avalanche.
Name: Ram/Boar Riders Type: Tier 3/Heavy Cavalry Unit Short Description: The Dwarfs have made use of the great Boars and Rams of the mountains, the beasts growing large enough for a Dwarf to ride upon them for battle. They are not used as scouting units, and in fact most of the time they are not used at all unless the strategies of their Generals demand it. This unit is essentially an avalanche of heavily armored Dwarf and Beast, very good for mowing down infantry and slamming into other Cavalry. While not as fast as horses generally, the Rams and Boars are able to carry their riders into the mountains and out of reach from horseman.
Special Units
Name: Dwarf Steam Tank Type: Tier 4/Large Armored Unit Short Description:A steam powered Tank set on tracks, with a main cannon. It's just as effective ramming into troops and monsters as it is firing its cannon. The Enginners inside that pilot it also wield pistols they can fire out of the side slots.
Name: Dwarf Gyrocopters Type: Tier 3/Anti Infantry/Scout Unit Short Description: A recent invention, made 400 years ago, the Gyrocopter is a reliable and safe flying unit used for transportation and scouting. The Dwarf inside has two Rifles, a dozen grenades he could drop on troops, and a makeshift parachute. They are very limited in number.
Name: Runepriest Type: Tier 3 Magic User Short Description: Dwarf magic users than wield rune staves in battle to cast spells and beat enemies, they're armored with light chainmail, sturdy leather, and cloth robes with runes of protection.
Lord/Hero
Name: Bagrik Grimbeard the Reclaimer, King of Thundrim Kadrin Position: What spot do they occupy in your faction? Powers: The King carries the Twin Hammers of Fate, runes blazing along it powerful enough to bypass any armor and slay any Demon. It is said these hammers will deal the blow that decides the world. Short Bio/Personality: When the last King was killed 60 years ago by a greater Demon who mocked the line of Kings, proclaiming the Dwarfs would never regain their lost glory, Bagrik was sworn in as High King of Thundrim Kadrin. His first act was to swear that he would regain the lost Thundrims one after the other, though not at the expense of his people. The Elders agreed that they were with him, and the past 60 years he has been fortifying his Kingdom for war. He is well loved by the Dwarfs.
Name: Ragni FelAxe, brother to the King. Position: High General and (considered to be) Greatest Warrior Powers: Axe of Felling (can cut through any armor) and Hammer of Godrikk (can banish foul sorcery and return to Ragni's grasp when thrown). Short Bio/Personality: The King's younger brother and protector of the realm, Ragni has the most kills in single combat than any Dwarf in the Kingdom. He seeks only to protect the King and their Kingdom from all foreign invaders, and sissy Elves.
Name: Grimbold Ironhammer Position: High Thane of the Ironhammer Hold Powers: Wields an unbreakable runic Axe, and Valdium shield. Short Bio/Personality: Last descendant of an ancient line of lesser Kings, now called Thanes, Grimbold wishes to regain his lost Thundrim in the east. He has a particular distaste for Skaven, having fought them many times in the past (Greenskins have been his foe many a time too).
Name: Sketti Hammerhand Position: Engineer Powers: Fair Melee combatant, also has various bombs, pistols, and has turned his missing left forearm into a multipurpose weapon/tool. Short Bio/Personality: Initially one of the best Engineers in the guild, he quit to become freelance and experiment on what he deemed worthy. He lost his forearm from a great Wolf ridden by a Goblin. He killed both, but had to sacrifice the limb. He's known as an eccentric and insane, but damned good Engineer.
Name: Geradin Farforger Position: High Rune Priest Powers: Do they have anything of note about them or use any spells or carry any unique weapons? Short Bio/Personality: Known for his wisdom and skill in runes, Geradin of the Farforger clan has been a Rune priest for over 250 years and is well respected as one of the greatest Priests in this age.