@RisenDead:
I do have a couple things to talk about concerning your nation.
In the PM conversation I should've made it clearer that I still needed time to look your sheet over (I was tired last night), so I'm not upset that you posted in the characters tab. There are some changes you need to make, though.
Make them and you're accepted as far as I'm concerned.
Stories and Legends about Dwarves are true, they like shiney things, and so do Gnomes to some extent. As a result the Mining activities of Khor Kaldhur are extensive and vary in take from common iron and copper ores, to gold and gems, right up to the Sun Crystals. These precious items are used to purchase what the citizens cannot produce themselves.
The Kingdom produces all its own weapons, armour, firearms, machinery, and more. Nearly everything it requires for raw materials can be found within its own borders, though the slow expansion of the population may force the Kingdom to look for more territory.
Spend a little time discussing trade, IMO. Very few nations of the world have NO trade with outside realms, or have ALL the raw materials or produce ALL the goods they need. You need something from trade. Figure out what it is, and figure out what your nation offers in return.
(For example: your skyships use bamboo. Where do you GET that bamboo? It certainly wouldn't come from Fantasy Scandinavia. Does your nation produce enough food? Are there artisan goods someone else makes that would make a good luxury?)
On skyships: as we discussed, I'm okay with allowing them before they're using magic to fuel their energies.
A note, though: those things look REALLY flimsy. Maybe it's just me, but I get the feeling that a few proper well placed cannons facing skyward or a wyvern rider chucking bombs or dudes shooting fiery arrows or a dragon shooting lightning would all be very nasty to the skyship. IMO, take that into consideration, and think about ways to best utilize the usefulness of having a flying wooden fortress overhead of your enemies. If
@Willy Vereb is okay with it, I'd go so far as to suggest you have some sort of gnomish/dwarven paratroopers.
Onto the military as a whole: if the flamethrower's tank explodes when shot, he's potentially even MORE dangerous to have around underground. Consider this: a large enough explosion could cause a cave-in. Nobody likes cave-ins. You might want to think about ways they protect their explosive fuel.
Part of me wants to complain about you literally using Warhammer Fantasy units down to the letter of their name for your nation's elite units. Part of me realizes we have a nation that borrows incredibly heavily from Dark Souls already, though, so I'll just ask you consider changing the name and feel free to keep the style/fluff.
A note on guns:
When thinking about your nation's power ask this question: "Can a 15th century nation/army handle this?"
Given that, you brought up the word "Rifles" in your nation's tech. Let me stop you there. You can use blunderbusses, arquebuses, and muskets. You can have grenadiers.
You can't use rifles. Rifles are a weapon well beyond 15th century tech. They're the weapons that turn guys with guns into marksmen.
If you want marksmen with similar style tech, use crossbows.