This is getting out of hand; people on coastlines should be able to have navies if they desire; if not, they don't have to. Nobody's forcing "extra work" on anyone.
If the RP has no mechanic system, and we're just writing out battles as narratives, in a story format, then navies are no big deal. You just write them in. Just because they aren't "planned for" doesn't mean anything is actually stopping them from being in the RP. We're writing a story, not playing a war game with clearly-defined pieces. Dwarves have gyrocopters; now, not everyone "plans for" aerial combat, but the opportunity is there.
I joined for a RP with Warhammer-inspired themes and military focus, not Warhammer Fantasy Battles with text replacing miniatures. Why restrict ourselves to the limitations of a physical game when we have the freedom as writers to add much more with words?
The main reason why I'm saying no to ships is that I'd rather not create extra work for people who actually have completed or semi-completed NSs. If you couldn't tell, Total War Warhammer and the WFB Army Tabletop are the major inspirations behind this RP, not Man o War.
First off, as you said there are no game mechanics here so whether it follows WFB or MoW doesn't matter. They are both part of the same Warhammer setting.
Second, like I said, you don't create extra work for anyone. Only for those who are willing. It starts with Player X and Y talking about how cool a naval engagement would be and then both of them coming up with units to fight it out. If one side doesn't want naval battle then there won't be. Simple as that. Seriously, most players didn't even change their map claim so why would you think they'd take pains to add new units? Even if you'd introduce new naval ship creation guide no already "complete" NS would be likely to take effort in creating them...unless they are interested.
Basically your argument to deny naval ships is founded on false beliefs. You shouldn't need to worry of them, IMO. But well, you're the GM. I am just sharing my thoughts with you. The least I want is to turn this into a fight.
In my eyes, having ships doesn't benefit the whole as right there are only two people in the entire RP of a dozen plus who really want it. Am I wrong for putting the needs of the many before the needs of the few?
This is how every oppressive government is formed. Yes, not listening to individual requests so long it doesn't hurt balance or effect other players too much, is a bad approach from GMs. And as I explained your fear of allowing naval battles thankfully has no grounds. Your goat can eat the cabbage yet also keep it, if I should use this twist of proverb as a metaphor here.
Even if there are others who wish to have ships they have yet to speak up so maybe I am wrong in the numbers but for now I am not. Its not that I'm against people being creative its that what you're pushing for isn't exactly whats consistent with most other people and their NS, needs of the many over that of the few and all.
Consistency is already the least which this NRP has. We have early medieval tech armies marching up against anachronistically dressed (armored) 19th century forces or even beyond. We have field cannons with explosive shells and riflemen as Tier 3 units while another army only has ballistas and crossbowmen at the same level. Do you think a few players having warships while others don't bother adding them is going to upset any kind of balance here? I don't see it.
Also, don't lecture me on how to be a "good GM", that's subjective and I already know I'm a fairly shit GM which is another reason why I'm honestly surprised this has gotten as far as it has.
Luck is also an attribute. You should treasure it. The first and most important attribute for GMs in my opinion to be active and attentive to the players. And that's something practically everything with time can do.
But yeah, I am afraid lecturing is a bad habit of mine and independent of language barrier.
I'm trying to keep everything in order here and not have to extend the NS skeleton to add ships so you can have bathtub wars while everyone else has something else they have to fill out which they may not be interested in. I'm not going to pander to a few people's "creative freedom" while giving everyone else additional work. Am I doing something wrong here? No doubt I am doing something wrong in some people's eyes but again this is my RP at the end of the day. You have no obligation to be in it if you find my GMing style to be against your wishes.
I am trying to help while also indeed pushing my dirty-dirty agenda. Like all people do. I try to have fun with everyone but at the same time I feel flabbergasted with your overreaction which, along with this bad habit of lecturing, is why I am having this, say, argument with you. If I am bothering you too much I just stop. The least I want to ruin the fun for others. Still, given my above points I would be indeed glad if you could at least consider my suggestion.
@Aristo@Willy Vereb Instead of turning this into an all out bitchfest and properly souring everyone's moods and cluttering up the OOC with this, how about the both of you just first put up a NS and add your own navy section under it. You gents seem to be passionate people, I'm sure you two can find some way of making your own bits for the NS can't you?
Also, on a completely unrelated note, ever heard the term that the GM has complete control over their RP at the end of the day?
@Aristo@Willy Vereb ... put up a NS and add your own navy section under it. Proceed as you wish.
There, that wasn't so hard. It shouldn't have had to be something to fight for; those who want to add their own can, those that don't don't have to. Nobody's undermining anyone else's time or effort. Thanks for the addition.
@Aristo@Willy Vereb Instead of turning this into an all out bitchfest and properly souring everyone's moods
Um, you better read my post a second time then. Maybe when you calmed down and have the peace of mind to not take a belligerent stance. If people can't even speak to you that's a problem on any level. Be it a mere player or the game master.
...and now I probably added more fuel to your fires even though I wrote my previous post with the exact opposite intent. Good going, willy.
Ekhm, the point is we aren't bitching. We aren't fighting you. We try to speak with you and the least of our intent is to bully you into something. We want you to see something. And if you only see enmity from this, you obviously see something wrong.
<Snipped quote by ClocktowerEchos>
There, that wasn't so hard. It shouldn't have had to be something to fight for; those who want to add their own can, those that don't don't have to. Nobody's undermining anyone else's time or effort.
That's the whole point indeed! It isn't like all players are going to add flying machines to their army lists anytime soon. Yet nobody complained on that.
<Snipped quote by ClocktowerEchos>Um, you better read my post a second time then. Maybe when you calmed down and have the peace of mind to not take a belligerent stance. If people can't even speak to you that's a problem on any level. Be it a mere player or the game master.
...and now I probably added more fuel to your fires even though I wrote my previous post with the exact opposite intent. Good going, willy.
When I said "not turning this into a bitchfest", I meant more towards me since lets just say that my patience isn't exactly sky high right now for either one of you two. Is its childish and immature? Certainly but calling it that doesn't change anything.
When I said "not turning this into a bitchfest", I meant more towards me since lets just say that my patience isn't exactly sky high right now for either one of you two. Is its childish and immature? Certainly but calling it that doesn't change anything.
That's what my last line was for. It's like poking the beast. Bad idea all around. Anyways, I put an addendum to it. You may read it and hopefully it helps soothing the tempers.
Also thank you for at least having a bit patience to grant us this chance. I don't know how warship tiers add up with regular units but the two rarely ever interact to begin with. At worst instead of tier we rate them at "naval tier" just to avoid confusion. Generally it's something two players can settle simply and peacefully.
Flying machines can be prevalent in a land based game of strategy and warfare, and they also aren't game changers. A Dwarf in a gyrocopter can be killed by a volley of arrows, or a cannon, or a catapult, or yes indeed, a Griffon rider. Ships however, need water, and no one but you two will be using them. Which was the point. Clock began this game with a specific set of standards in mind, and people deviating from that, no matter how pointless, can change how people view the game, whether or not they need to add anything to their sheet.
@RisenDead This is a very small issue, but I noticed on the updated map, my territory is labeled Astaran. Would you mind changing it to either "The Commonwealth" or Korczyn-Astarac? Since the state is actually both nations.
Thanks for your work on the map; labels are infinitely more useful than just colors!
D'oh! All this arguing yet I failed to ask the major question. @Lauder, do you even want us to have naval battles? I can easily see Orruk naval contraptions with flaming shots fighting Treasure Ship style vessels. Or anything else you can imagine. How about you? Given that you are the only player I can have naval battles for now this could matter a ton, actually.
Flying machines can be prevalent in a land based game of strategy and warfare, and they also aren't game changers. A Dwarf in a gyrocopter can be killed by a volley of arrows, or a cannon, or a catapult, or yes indeed, a Griffon rider. Ships however, need water, and no one but you two will be using them. Which was the point. Clock began this game with a specific set of standards in mind, and people deviating from that, no matter how pointless, can change how people view the game, whether or not they need to add anything to their sheet.
I am not willing to continue this argument clogging up the OOC so I make it brief. You got it backwards. Having navy or not won't change how people view this game because naval control is of limited importance. Having Gyrocopters and other kinds of air units is something every player has to contend with. THAT changes the game. Because you need some counters for sure. So yeah. Not going to campaign against allowing air units but the reality is what I explained above.
However, one thing is always present throughout the ages, and that is that Vulpins never look bad or ugly in any way. Whether it be through genetics or sheer luck, there has been no Vulpin that has grown up and not looked pretty damn fine.
I only just read this part Don't know what to say, other than my Mary-Sue senses are tingling; no disrespect intended.
@Aristo Oh please, that was a last minute thing because the images I have for them all look somewhat good. I thought I might as well justify that and just make EVERYONE look good XD
I'm a bit confused as to what the Sangshio really is; I get that it's partially genetic, but the bit about the fleshy organs and what it actually does is fuzzy to me.
@Aristo Don't even worry about it. It's less genetic as such, spanning back countless thousands of years when the Old Ones were exposed to raw magic and radiation and time stuff. What I can explain is basically - think Tokyo Ghoul. It's basically just like that. I might end up changing that in the future, but for now just go of that and you'll be fine.
Well... A Pike to the face might damage them a... Lot... XD
Meh. I'm okay with doing naval battles, but my Orruks are not an ally inclined, in fact they would just make the equivalent of giant canoes and mount weapons on them and call it "good enough" before slamming it into the enemy shore and deconstruct the entire vessel to use the material again for something else.
My rodents, like real-life rats, are fairly adept swimmers, and being mostly underground their need for a navy or even flying corps would be on an impromptu, situational basis above ground on campaign. (The latter not even being a very practical means of being able to make in an impromptu fashion, so don't bet on seeing many flying rodents unless its from a cannon or catapult).
This is the final draft of the Paganist Legion. I downgraded the heroes a bit, and extended a bit of the categories.
Circles of Paganland
Overview
The Dark Elves of the Paganlands were once the highest Kingdom of Elves. For a time, the other races in the world were mere children to them. But then, the Beastmen attacked in overwhelming numbers, forcing the Elven King Elric to destroy the Soul of Nature, which gave life to the magical forests of Lombilar. Without the Soul of Nature, the Elves, Treants, and other forests spirits all went mad, defending the remnants of their dark kingdom.
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. Not all of the Warped Groves are controlled by the Dark Elves. Old Lombilar itself has yet to be rediscovered, though the lack of constant Dark Elf rule is a blessing to the uncontested forests, which are little more than aggravated wealds.
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 Beastmen could have been prevented if they were to be more wary. They begin to lash at their neighboring kingdoms 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.
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.
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. What estranges them most, is their short lifespans. While most elves may live thousands of years, and compared to humans their own lifespans are impressible, they still only live an average of 200-250 years.
Another race under the Paganist Legion's banner are Werebears. in Old Lombilar, the Furbolg tribe left their beastmen roots, taking more calm and serenity. When the Soul of Lombilar shattered, they too became warped. Now, having grown into several tribes, most are independent. Some, however, fight for the Paganist Legion, either as slaves or mercenaries. Blights also fight in the Paganist Legion. Treants that have become depraved and selfish. Abandoned by their great- father Tanglebrute, these Treants battle each other for survival, or exchange their services for sustenance from the Dark Elves. Some go willingly. Others, become enslaved or die off.
Culture
Dark Elves revere their forests, however corrupted they may be. They do it partially out of awe, and partially fear, as the Great Pagans can easily turn the tides of fortune, dooming them to pestilence and starvation. Their cities are not heavily industrialized, allowing trees to grow roots around the walls and between houses. Spiritualism is practiced in practically every household. As the Paganlands are possessed by dark spirits, Blights, and the great pagans, many learn at young ages to commune with such geists. Witches and Warlocks are valued over soldiers. They have the power to command lesser pagans and bring fortune, as well as raise Blights to defend their cities.
Economy/Industry
The Paganlands officially forbid trade with the outside kingdoms. However, some treasure hunters that venture into the old bastions of Lombilarian cities risk life and sanity for trinkets and gems, which they sell to other nations illegaly. However, the punishment for such crimes is extremely low, so long as treasure hunters pay some tax to the Circles under the table. Most lumberjacks aren't harvesters, they're hunters. Most trees in the Warped Groves are too brittle, and make poor lumber. To get the good material, they must hunt down wild Blights, taking massive axes meant to pierce metal armor. Gold is mined from deep haunted mines, filled with Pagans and Goatmen Tribes. While trade with other kingdoms is forbidden under normal circumstances, the Paganist Circles graciously accept trading with slavers, to offer slaves as sacrifice to the Pagans, or experimentation.
Magic
Magic unique to the Paganlands comes in the form of Lore of the Pagans. A warped version of divine magic, where in an extremely powerful being grants power to a follower, Pagan Magic is granted to devout Warlocks and Witches, or given to Witch Knights and Dark Phoenix Knights to assist with combat. The more Pagan Magic a Witch is given, the more powerful she becomes. However, there is no limit on how much Pagan Magic a Witch can be infused with, other than her willpower. As Pagan Magic builds up in her stomach(the actual place Pagan Magic become stored), the more warped her mind becomes. As her madness begins to overwhelm her willpower, her form will begin to change too. She will grow tentacles, massive horns, or other deformities. If her willpower becomes completely shattered, then she shall become an Abomination, an incoherent mass of flesh that will attack any surrounding her. Currently, the carrier of the most Pagan Magic other than an actual Pagan is Arrak. His amount of magic dwarfs any before him, and his mind is still ripe. He may be a bit cruel, but as are all Dark Elves, no? A cleaner alternative to Pagan Magic is Shadow Magic. Thieves and Assassins of the Dark Elves warp the very light around them to create dark shadows of which to meld themselves. Shadow Magic performs very badly in combat, and may only be used for espionage and assassination.
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 amount of magic expressed by the caster.
Name: Mistbring Lore: Lore of Shadow Type: Support Short Description A thick mist rolls in, obscuring vision further than the nose of anybody trapped in it. Duration only lasts about 15 seconds.
Name: Shrouded Dagger Lore: Lore of Shadow Type: Offensive Short Description The caster infuses a dagger with Shadow, turning it invisible. The dagger is thrown much faster, and loses the cloak when it hits something.
Name: Shadow Walk Lore: Lore of Shadow Type: Stealth Short Description The caster becomes invisible for a short period of time. They can still be heard, smelled, and felt.
Name: Blink Lore: Lore of Shadow Type: Mobility Short Description The user appears to disappear for half a second, and reappear 15 feet away from where they originally were.
Military
The Paganist Circles each supply a yearly supply of soldiers to the overall Paganist Legion, the united army of all circles. The amount of soldiers needed to be provided vary, depending on size and quality of soldiers. Common footsoldiers, popularily named Lunatics or Psycho's, are usually insane. Either by constant supplies of combat drugs or regular infusions of Pagan Magic, most soldiers would charge alone against an entire army, howling with crazed laughter. More common soldiers are more sensible, though some may be driven as mad as Lunatics on despair alone. Several Werebear tribes are conscripted. Despite their less than human treatment, these Beastmen can make or break a battle. Warlocks that refuse to act as priests are made into battle casters, warping the battlefield by summoning lesser Pagans and Blights to the battlefield. Usually entire armies are led by high ranking warlocks. If an army is led directly by Arrak, however they are not needed. By using Mirror image, Arrak can create multiple duplicates that can give orders to a handful of units. +Great Magical Capabilities +Durable Soldiers +Loyalty -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. While their range is deadly enough, some may be haunted by Pagans that increase their aim even more.
Name: Werebear Fighter Tier: Tier 1 Type: Medium Infantry Short Description: Werebear Fighters are very durable, armed with crudely made wooden armor, ruggedly forged blades, and barrel-top shields.
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: 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 Berserker
Tier: Tier 2 Type: Heavy Infantry Short Description: Werebears with very little thought; just rage.
Name: Dark Elf Assassin Tier Tier 2 Type: Light Espionage Short Description: Masters of Stealth, Dark Elf Assassins are capable of basic Lore of Shadow magic.
Name: Slinking Abomination Tier: Tier 2 Type: Light Monster Short Description: Slime-like piles of flesh. Inside of slits on their underbody are several spear-like barbs, which can impale several troops at once. They are extremely slow, their primary strength being to block the proceed of soldiers.
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: Hidden Retainer Tier: Tier 3 Type: Light Espionage Short Description: True priestesses of the Hidden Princess, Hidden Retainers are the highest users of the Lore of Shadow. They are hardly seen by outsiders, even the Circle Leaders may only see one or two in his lifetime.
Name: Witch 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 Witch Knights. The steeds they ride are maddened by constant irritation, and their armor is infused with enchantments by Pagans.
Name: Stoneroot Blight Tier: Tier 3 Type: Large Siege Weaponry Short Description: One of 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 Battle 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: Voracious Abomination Tier: Tier 3 Type: Heavy Monster Short Description: Incoherent masses of flesh that hunger constantly. When unleashed into battle, they greedily charge towards the nearest unit, regardless of alignment, and begin devouring their troops en masse, recovering some health with each soldier devoured. They are extremely vulnerable to arrows, as they lack any armor.
Name: Pagan Knight Tier: Tier 4 Type: Large Cavalry Short Description: Pagan Spirits incarnated into giant knights, that ride large steeds. The blades they hold are as tall as two humans tall, and their steeds may occasionally devour regular sized horses from time to time.
Name: Child of Tanglebrute Tier: Tier 4 Type: Colossal Siege Weaponry Short Description: Blights spawned directly from Tanglebrute himself, the father of all Blights. They are large enough to toss galeons and crush watch towers, while being capable of a seismic stomp that can send entire units flying. They move at a snails pace, though occasionally, seeds from them may drop and spawn Tier 1 Blights.
Name: Leper of Eldric Tier: Tier 4 Type: Large Infantry Short Description: Phantasms created from Eldric's grief. When made physical, they are imprisoned and punished until they are needed in war, in which case they take the battlefield in the form of giants with burnt flesh, wielding giant crude swords, screaming constantly.
Name: Arrak, Son of the Pagan Position: General of the Paganist Legion
Name: Warplade Lore: Lore of the Pagans Type: Weapon Short Description: Arrak's sword, Warplade, is infused with Pagan energies. He can summon and dismiss it at will, and use it to fire Witch Bolts.
Name: Mirror Image Lore: Lore of the Pagans Type: Illusion Short Description: Several false versions of Arrak are created from Paganistic magic. For all purposes, they can attack and deal damage just as he can, and can be controlled by Arrak. Unfortunately, they are extremely fragile and dissipate with one hit. Arrak feels whenever one dies, as if he himself had just died.
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
Name: Erase Existence Lore: Lore of Stealth Type: Cloak Short Description: Ser'yea becomes invisible for a period of about four hours. 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: Contingent Buff 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
Name: Rootsnare Lore: Lore of Nature Type: Debuff Short Description: A cluster of roots burst from the earth, and bind a group of opponents.
Name: Blightbrood Lore: Lore of the Pagans Type: Channeled Summoning Short Description: After channeling for several hours, 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 30 trees have been raised in total. of 60 Blight Hounds have been created.
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
Name: Packhowl Lore: Lore of Beasts Type: Buff Short Description: Lusar lets out a mighty roar, inspiring Werebears and Goatmen 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.
Short Bio/Personality: Amongst the thousands of Furbolgs 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.
@ClocktowerEchos I made the Kingdom the Dark Elves came from be destroyed by Beastmen tribes. Also, theres two races of Beastmen that serve the Dark Elves, either as Mercenaries or Slave, so that should make for some interested interaction.