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WAR Veteran
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Nishlec's Guide to Warhammer
Nishlec's Guide to Warhammer (v1.1)
Linked to axels15's post about information he found. Minor edits. Foreword Much of the information in this guide comes from the Warhammer Table-top rulebook and the various Army Books and other Games Workshop litterature. Note that this is an early draft and that I will be making updates/changes to the guide over time. If you have anything other than small suggestion or comments, I would prefer if you would PM me about it (makes discussing the matter much easier). Introduction As you all know WAR will be the first MMORPG to set its foot in the Warhammer world. With Mythic Entertainment being the developers of the game, it will attract more people who are not accustomed to the Warhammer Universe. I believe that you cannot begin to appreciate the game fully without knowing what the Warhammer world is all about, that is why I have written this guide. The guide will begin by explain some basics about the Warhammer world and then continue on with each of the many Warhammer armies/races. The Universe The Warhammer world is truly a dark and fascinating fantasy setting. Unlike for example LotR, Warhammer has no set timeline or story, but it is an ever-changing world. Personally, I think that the Warhammer world is the greatest fantasy world there is, just because it is so versatile. The biggest difference between Warhammer and LotR would be that Warhammer is designed as a game, while LotR is more of a story. The World The Warhammer world is believed to have been created by what is known as the Old Ones. Lizardmen are an ancient race and were the first created by the Old Ones. This was around year -c15,000 in accordance to the Imperial calendar. Then between the years -c5600 and -c4500 the polar warp gates collapsed, allowing Chaos to enter the world. It also marked the departure of the Old Ones. During that time the elves of Ulthuan were nearly exterminated by daemons, hadn't it been for a combined effort of the elven mages and the Slann (see Lizardmen). This, however, did not defeat the daemons outright, it only drove them back from Ulthuan. In the middle of Ulthuan, lies a small island known as Isle of the Dead. If forms a nexus that draws magic into the land, providing the High Elves with magical power. The isle is also what keeps the world from being overrun by Chaos, as it is the thing that keeps the Warp from opening fully. If you want to read more about the geographical locations in the Warhammer World, make sure to check out the huge compilation axels15 found on the Black Library forums. The Races There are many different races in the Warhammer world. In Warhammer, however, they are refered to as armies, since each army may in fact include several races. The armies we will see in the initial release of WAR will, as you know, be the Empire (Humans), Chaos (Humans), High Elves, Dark Elves, Orcs and Goblins (simply Greenskins) and Dwarfs. You will be able to read more detailed accounts of each of the armies futher down.
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 10-06-2007 at 02:17 PM.. Reason: minor editing |
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WAR Veteran
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Chaos
Chaos (v1.2)
Added recommended litterature. Added a few links. The Realm of Chaos It is what the lands that are within the reach of the Warp's reach are called. It is a place wretched with Chaos. Here the Champions of Chaos and their warbands fight eachother until an Exalted Champion can be named. Chaos is always fighting each other when they are not united in a march towards the Realm of Men. The bulk of the Chaos army consist of what is refered to as Marauders. Marauders are humans that live in tribes at the borders to the Realm of Chaos. There are of course Marauder-tribes are more powerful and famous than other tribes, which shows that a there are different kinds of Marauders. To the men of the north, their sorcerors are priests as well as warriors, and are amongst the most important members of their tribe. Ascension to Daemonhood To become a Daemon Prince, a demigod, is the ultimate goal of all Chaos followers. Not many have reached the end of that path though, since it is a lifelong strife that will mostly end in death. Let us use a Marauder as an example. He begins his journey by becoming a Chaos Warrior. Eventually, he may reach the status of Chosen. In order to become a Chosen, you have to travel into the Realm of Chaos. Not many return from this travel, which makes even becoming Chosen a great achievement. Once becoming Chosen you are also given a great gift - Chaos armour. Should you survive, you may then become a Champion. When you have become a Champion of Chaos, you have begun the journey to daemonhood. Should you succeed in doing the Chaos God(s) bidding, you will gain more and more power until you eventually either please the gods and become a Daemon Prince, or fail them and be turned into a mindless Chaos spawn. The Ruinous Powers There are four Dark Gods of Chaos - four brothers of Destruction. Each of the Gods are different, they have their own goals and methods to reach them. The Ruinous powers are worshipped by many different beings across the world, and they all have different ways in which they are worshipped. Daemons exist in many other forms as well; lesser daemons, greater daemons and demigods. Chaos Undivided Not all followers are Chaos are devouted to a particular god, but they worship all of the Gods of Chaos just as much. The greatest Champions of Chaos, the Everchosen, (Archaon in particular) have been Undivided. When an Champion has gained the favour of all of the Chaos Gods, is he named the Everchosen. By then he has already assembled a massive war host and will begin his march towards the Realm of Men (the Empire). Armies of Chaos Undivided Since these warbands or armies are not given the favour of any particular god, they will not have access to the unique daemons and creatures. Warhounds of Chaos are large and ferocious hound that the Marauders breed and train for purposes such as hunting and war. Chaos Furies are the daemons that you could find in an Undivided army. They are flying reatures with long, razor-sharp talons and fangs. Because they are not empowered by any greater God of Chaos, they are the weakest of the daemons. Though being the weakest of the daemons, they would still prove to be more than a match for most mortals. Daemonic mounts Favoured Champions of Chaos Undivided can be awarded with a Daemonic Mount. They are summoned to the world by giving sacrifices and pleasing some random god or demigod. Daemonic mounts take the shape of large, much more sinister horses. They have horns, fangs and many other daemonic characteristics. Khorne Khorne is the Great God of War, the Lord of Skulls, the Blood God. There are no temples devouted to Khorne, since he is worshipped only on the battlefield. Followers of Khorne believe that a day without bloodshed is a day wasted. Khorne is often depicted as a brooding king sitting on a throne of skulls, clad in brass armor with a blood-stained axe in hand. His followers show their devotion to him by killing in his name. The only "ritual" devoted to Khorne is usually when his followers bellow out their infamous warcry: "Blood for the Blood God!" or the longer version: "Blood for the Blood God, Skulls for the Throne of Skulls!". Khorne despises magic, that is why there are no wizards dedicated to Khorne. Magical weapons and armour are however another matters, since they aid the slaughter in his name. Appearance and Symbols The embidiment of a true Champion of Khorne is a fierce warrior who fights his enemies up close and with a rage that makes them very unpredictable. Axes are the favoured weapons of his Champions. The armor of the warriors of Khorne is often blood red. Another symbol of Khorne is a massive studded collar, as worn by the Flesh Hounds. Armies of Khorne The Greater Daemons of Khorne are known by many names: the Blooded One, the Lord of Skulls, the High-handed Slayers, but most commonly as the Bloodthirster. The Bloodthirster is a immense winged-daemon clad in a brass armor and wielding a monstrous battle-axe. It hungers for death and fears nothing save for Khorne himself. In battle they furiously scream for a challenge, but few can stand up against these horrific creatures. Khorne's lesser daemons, his daemonic footsoldiers, are known as Bloodletters. They are red, raging daemons clad in fragments of armour, and wielding great axes, as a symbol of their dread master. Those few who are "lucky" enough to make flee from a battle against Khorne's chosen will be introduced to a new enemy. The Flesh Hounds of Khorne are giant daemonic hounds with sharp claws and fangs. Around their necks they wear the Collar of Khorne, a massive iron collar studded with spikes. These deadly stalkers are extremely bloodthirsty and will throw themselves at anything to briefly satisfy their bloodthirst. Daemonic mount Favoured Champions of Khorne may be awarded with a Steed of Khorne, a massive armoured creature that is part-daemon and part-enchanted metallic beast. Made of iron and brass, they are forged in the darkest of fires and imbued with dark runes. Nurgle Nurgle, the Lord of Decay, is as his brothers known by many names: Lord of Flies, Father Nurgle, Grandfather Nurgle, Lord of Decay and many more. He is the strangest of the four, wishing only to impart his blessings upon the world. His "blessings" are disease and plague, corruption in the "purest" of forms. His Champions are easily reckognized by their diseased and bloated bodies, but foremost for their strong smell. Nurgle takes delight in every pox, every rash and blister. Nurgle is though of by his followers as a kind, almost cheerful god who takes extra interest in the condition of his mortal followers. Since Nurgle's Champions are ravaged by many diseases, and their bodies corrupted, they can sustain wounds that lesser mortals would die from. Appearance and Symbols His followers are diseased and corrupted, often bloated. Filthy flails are often weapons that his Champions choose to swing in battle. The armor of Nurgle warriors is often dark greenish. Armies of Nurgle Just like the rest of his brothers, Nurgle has many strange creatures that fight in his name. The greater daemons of Nurgle are massive, bloated and diseased blobs of flesh that are riddled with oozing wounds and sores. These greater daemons of Nurgle are known by many names: Lord of Flies, Stench Lords and more, but most commonly as the Great Unclean One. Nurgle's lesser daemons are known as Plaguebearers, and they are just as awful as any of Nurgle's creations. Just like many of Nurgle's children, they feel no pain. Often accompanying the Great Unclean Ones, Nurglings are small daemonic manifestations of filth and disease. They assault their enemies in vast, diseased swarms, gnawing at their enemies' feet. Daemonic mount Nurgle has no unique daemonic monut to award his most favoured Champions with, so they often ride normal daemonic steeds, which are larger, more sinister versions of regular horses. Tzeentch Tzeentch is the Changer of the Ways, the Great Conspirator, the Lord of Magic. He is basically the essence of Chaos itself, as well as the mutating energy that mortals know as magic. He is a great schemer, a planner and manipulator. Tzeentch does not have a standard form, but he is an ever-changing entity that often appear as a cloud that is constantly changing colours. His followers are often gifted with eerie bird-like beaks, claws and multicoloured feathers. There are no sorcerers amongst his Chosen, since all of his Champions are great warriors gifted with powerful magic. Although sorcerors, who live in the Empire for example, might hold him as their patron, they will not be one of his Chosen and thus wont have access to his unique arsenal of spells. Appearance and Symbols Warriors of Tzeentch are often clad in bright, metallic armour which often appear to be changing colours. Armies of Tzeentch Tzeentchian armies are much like those of Chaos Undivided, although there are of course daemons who serve him. His greater daemons are known as Lords of Change, and they are the most bizarre of Greater Daemons. They are large bird-like creatures with large beaks and multicoloured, feathered wings. Magic courses throguh their veins and they are truly the manifest of raw magic. Although mainly a powerful spellcaster, these daemons are still fearsome fighters. Tzeentch's lesser daemons are known as Horrors. They are pink, bizarre creatures with razor-sharp claws. When a pink Horror is killed, two lesser Horrors leap out from its remains, which come off like as if were just a suit of sorts. But that is of course not all of the daemons that were created by the Changer of the Ways, there are also Flamers and Screamers. The Flamers of Tzeentch are amongst the strangest of all daemons, they appear as serpent-like with mouths at both ends that are filled with razor-sharp teeth. Magical, multicoloured flames drip from these outlandish creatures. Last we have the Screamers of Tzeentch, which appear much like flying stingrays with horns pointing forwards. Daemonic mounts The favoured of Tzeentch can be awarded with Discs of Tzeentch. The Discs are neither daemons nor constructions, but a strange mixture between both. These discs eerily hover above the ground, elevating the Champion above the battlefield, so that he can unleash his devestating magic. Roleplaying If you need some help on roleplaying a Tzeentch follower, you might want to check out Nerror's Roleplaying Tzeentch thread. Slaanesh Slaanesh the Dark Prince of Chaos, Lord of Unspeakable Pleasures, is the youngest of the four brothers. He is manifested as an extremely beautiful being, which is said to be neither man nor woman, but a perfect blend of the two. He is a very charming, seductive and charismatic entity, which is why he is the god who has the most followers. Slaanesh takes pleasure in seeing his subjects indulge into bizarre orgies and when they experience pain or pleasure in general, though preferably both at the same time. For the obvious reasons, that I stated earlier, Slaanesh is also the deity that most cultists in the Empire and the rest of the world hold as their patron. Thanks to Slaanesh the Chaos cults have rooted deeply in the nobles and upper class in the Empire. Slaanesh is also worshipped by many Elves, Dark Elves in particular. In ages past, when Morathi was still of the Asur, she was the leader of the Cult of Slaanesh in Ulthuan. Now that she is in Naggeroth, she still acts as the very seductive leader of the Cult of Slaanesh in Naggeroth. Appearance and Symbols His Champions are clad in pink and often also purple armour. His Champions are often very beautiful and charismatic, which is why they often have very large warbands. Armies of Slaanesh As mentioned earlier, Slaaneshi Champions attract many new followers to their warbands, which is why they grow large very fast compared to the armies of the other Dark Gods. Slaanesh's greater daemons are known as the Keeper of Seecrets. They are fair-skinned creatures with multiple sets of arms and they emanate an aura of sensous beauty. They take great pleasure in influcting pain and suffering, and they dull the senses of their foes with charm and visions of ultimate satisfaction. The lesser daemons of Slaanesh are known as Daemonettes, and they are beautiful, disturbing creatures. On the battlefield they are the bringers of pain, but which unspeakable pleasures they might indulge in not many know for certain. Daemonic mount Slaanesh can award his Chosen Champions with a Steed of Slaanesh. Like all Slaaneshi daemons, they are a mix of perverse beauty, grace and elegance combined, blended together in an unnatural, bizarre creation. Steeds of Slaanesh are very swift and agile mounts. Recommended litterature:
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 10-06-2007 at 02:15 PM.. Reason: update |
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WAR Veteran
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Orcs and Goblins
Orcs and Goblins (v1.0)
Minor fix The Greenskins Orcs and Goblins make out the major part of a Greenskin army, but there is also a third race, smaller than even the Goblins. The smallest Greenskins are known as Snotlings, and they are small creatures that follow the Greenskin armies in great numbers, which they may be their only advantage. As you probably know, there are no Greenskin females which leaves many questions unanswered. There is much debate as to how the Greenskins reproduce, but there is no official stance from Games Workshop on the matter, which leaves it all to speculation. In Warhammer, it is believed by human scholars that the Greenskins evolve from Snotlings to Goblins to Orcs, this is however not true. The Green Horde Orcs and Goblins usually live in tribes, separated from each other. Orcish and Goblin tribes are mostly spread around the lands south of the Empire, namely the Border Princes and The Badlands. Just as there are Black Orcs, Savage Orcs and regular Orcs, there are different types of Goblins. Night goblins are are the most infamous of goblin races. They do not live out in the open as Common goblins, but rather in mountains (World Edge Mountains mostly). A number of the Dwarfs' strongholds have been overrun by Night goblins, and are now homes to those Night goblin clans. In the same way as Black Orcs are meaner, tougher and stronger than other Orcs, Goblins are different as well. Night goblins tend to be quicker to react than the Common goblins, but they are also more cowardly. WAAAGH! From time to time, one tribe, or one Warboss in particular, begins to raise an army. First he would have to war against another tribe, and defeat its leader to show them that he is meaner and tougher and that they should follow him instead. Eventually more greenskins will join the army and then it starts to make its way towards some enemy (i.e. Humans or Dwarfs). This crusade of sorts, or Waaagh!, will not stop until its leader is dead and the army scattered and broken. Orcs' constant cravings for fight and conflict will eventually lead them to that greater foe, but in the meantime they will be hard to stop. WAAAGH! Magic Unlike the other races, Orcs and Goblins do not generate power from the winds of magic, but they generate their own. Every Greenskin unknowingly generates a small field of power, which gives their shamans their ability to weave spells. Although one Greenskin by his own wont generate enough power, the more Greenskins present at the same place will generate a much larger source of power. Channeling Waaagh! spells is no easy task, as it is not the most reliable form of magic. Animosity Since Orcs always seek conflict and battle, they will often quarrel amongst themselves whenever none can be found outside the army itself. It is then the job of the boss to try to calm his troops down, or in the case of Black Orc/Warboss - give them a choice to calm down or be beaten into submission. Orcs and Size There is probably no better explanation than this passage from the WHFB Orcs & Goblins book: Orcs continue to grow throughout their lives. How big they get has nothing to do with what or how much they eat, but more to do with their status. The more important they get the bigger they grow and the tougher and more important they become. Only when an Orc runs up against a bigger, tougher and meaner boss Orc who firmly puts him in his place, does he stop growing. This useful trait makes it easy for an Orc to recognize other Orcs that are better than he is... they are bigger! Amongst greenskins biggest is always best. The biggest Orcs are obviously the chieftans and their henchmen, but the next largest are called Big'Uns. These are Orcs on the way up (quite literally) and all hope to rise to become bosses one day. In the meantime they form a cadre of the meanest and best of the tribe's warriors. Greenskin mounts Orcs ride giant boars to combat. These boars are bad-tempered, bloodthirsty creatures that are bred to be as mean and dangerous as they can get. The boars will jump at any chance to injure and maim everyone who comes in their way. This is the reason why Orcs prefer to force goblins to undertaking the dangerous job of caring for these beasts. Snotlings could also have been used for this task, had it not been for the fact that they are totally terrified of these creatures. Goblins ride Giant Wolves as much as humans ride horses. Although the Giant Wolves are not as strong and powerful as the boars that the Orcs ride, it's all for the better (since Goblins dont like being eaten by their mounts). What the wolves lack in strength, they make up for in speed. Recommended litterature:
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 01-08-2007 at 08:22 AM.. Reason: update |
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WAR Veteran
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The Empire (Humans)
The Empire (v1.1)
Fixed the Sigmar birth, just realized I had written the year of his crowning instead of the year of his birth. Fixed a lot of grammatical errors. Fixed the information about the Electors. The Empire is probably the army which has the most stuff written about it, so it is basically impossible to cover it all in this guide of the Empire. It is (hopefully) however a good basis on which you can build your knowledge base. The Empire Currently, the Empire is the strongest, wealthiest and most powerful of the realms in the Old World. This has not always been the case though, as the history of the Empire is dark and gruesome. Before the time of Sigmar, men lived in tribes and they fought everything from Orcs, Goblins and Beastmen to themselves. Then, in year -c30, in accordance to the Imperial Calendar, a boy named Sigmar was born. At the time of his birth, a twin-tailed comet is said to have appeared on the sky, marking the beginning of a new era for mankind. Sigmar was, even at the age of fifteen, a powerful sight. He was tall and muscular, and one of the strongest warriors of his tribe. His first act of greatness was to defeat a powerful Orc Warboss and the freeing of the Dwarf king Kurgan Ironbeard. Sigmar was given a magical warhammer, Ghal Maraz (or Skull Splitter) as a thanks for saving the king. Then Sigmar began to unite the tribes of men and drive the Orcs out of what was to become known as the Empire. He was crowned Emperor by the High Priest of Ulric (marking year c1 in the Imperial Calendar). The Emperor Sigmar was the first emperor and he ruled the Empire for over fifty years until he vanished into the east. During this time villages grew into small towns and the land was divided between the allied chieftans who had helped him. The leaders of these provices are known as Elector Counts, because everytime an emperor dies, a new one is elected. Originally there were 12 Electors, one from each province. Now, however, only 10 Elector Counts remain, as 2 of the 12 original provinces have been destroyed during invasions (Solland and Drakwald), and Solland was given to Wissenland, while Drakwald was given to Nordland and Middenland. The two Runefangs of Solland and Drakwald now rest in the Imperial Armoury, only brought forth during time of war. The 15 Electors are currectly Ar-Ulric (the High Priest of Ulric), the Grand Theogonist (the High Priest of Sigmar) and an Arch-Lector of the Church of Sigmar, the Elder of Mootland(halfling), and the Supreme Patriarch of the Collages of Magic. There were originally only 12 Electors, which were all Elector Counts, and they were each gifted with magical swords, or Runefangs as they are called, which were crafted by the great Runesmith Alaric the Mad as a thanks to Sigmar. There has not always been an emperor though, as there have been times when there was no emperor and at one time there were three emperors. Now, however, there is only one emperor and his name is Karl Franz. The Sigmarite Church Sigmar is held as the Patron God of the Empire, but he is not the only god that is worshipped. In Middenheim Ulric is still the deity of worship. In year 73 in the Imperial Calendar the cult of Sigmar began to spread and the Empire receives its first Grand Theogonist, Johann Helsturm. Symbols of Sigmar may include a twin-tailed comet or simply a hammer. Universities and Technology Ever since the time of Sigmar, men have been friends with the Dwarfs. That is a friendship that has brought many good things to both sides. The Dwarfs taught the humans the art of gunpowder and steel-smithing, while gaining much wealth in return. Nuln is the home to the Imperial Gunnery School, where engineers and artillerymen are trained the art of ballistics. Thanks to this university, the best cannons and crew are found in the Empire. After the Great War against Chaos, Magnus the Pious lifted the ancient ban against sorcery and asked Teclis to help him create an institution where men could learn magic. Teclis agreed and the Colleges of Magic were established in Altdorf. Colleges of Magic There are eight colleges of magic, one order for each of the eight winds of magic: the Light Order, the Golden Order, the Jade Order, the Celestial Order, the Grey Order, the Amethyst Order, the Bright Order and the Amber Order. Each order has its own set of spells, rituals and they also have different clothes. See more information in the Magic section (not available yet). Armies of the Empire Each province, or Electoral Count, has his/her own personal army. The armies of the different provinces are very different, as the provinces are not all the same. Some provinces are wealthy while others are poor. A common army would have militia from local towns/cities and regiments of trained soldiers which would be Halberdiers, Spearmen or Handgunners. The later is an important part of an Empire army, since gunpowder weapons are very effective regardless of the skill of the operator. On top of these core units, it is not that seldom that you wont find regiments such as Greatswords or perhaps Knightly Orders in an Empire army. The Empire is a force to be reckoned with, as it compiles of many hearty men, who would die for their homeland, with technology such as handguns, cannons and mortars. Not so daemonic mounts Not all that surprising, men ride horses. Though, they often train these horses to handle stressful situations (warhorses). For increased protection, these horses would often be clad in steel barding. Rarely, important people could ride monstrous mounts such as Pegasi or Griffons. Recommended litterature:
The later two cover some of the threats that the Empire faces - from within. Highly recommended.
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 10-06-2007 at 01:57 PM.. Reason: broken links |
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WAR Veteran
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High Elves
High Elves (v0.9)
High Elves Not quite ready. Text text text... Text text. Elven Gods Asuryan – Father of the Gods Vaul – Smith of the Gods Isha – Goddess of the Fertility, Mother of Elves Kurnous – the Hunter, God of Nature Khaine – the God of War and Murder Hoeth – God of Knowledge, Learning and Wisdom Lileath – the Maiden, Goddess of Dreams and Fortune Morai-heg – the Crone, Goddess of Fate Mathlann – God of Storms, the Sea Armies of the High Elves Young elves are first introduced to the High Elven Art of War by joining the ranks of the Citizen Militia as Archers. When they grow older, and having experienced combat from a safe distance, they will join the ranks of the Spearmen to continue their training. Other than the Cizitzen Miltia, the High Elven armies could include Silver Helms, Ellyrian Reavers, Shadow Warriors, White Lions of Chrace, Swordsmasters of Hoeth, The Phoenix Guard and many more. Elven Mounts High Elves ride Elven steeds into combat. Elven steeds are faster and more agile than the horses used by humans. Just like humans, these mounts could be clad in barding to give the mount some protection and additional bulk. In some cases, powerful elves might replace the heavier steel barding with the rarer Ithilmar barding. Ithilmar is as strong as steel, but also only weights a fraction of what steel weights. Powerful High Elves are also known to sometimes ride griphons and pegasi, and in some cases even dragons. In the past, before the War of the Beard, the Dragon Princes of Caledor all rode upon dragons. Now they ride Elven Steeds clad in ornamented Ithilmar barding. Recommended litterature:
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 01-08-2007 at 08:24 AM.. |
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WAR Veteran
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Dark Elves
reserved for dark elves, coming soon
Recommended litterature:
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 07-12-2006 at 05:02 PM.. Reason: pre-info |
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WAR Veteran
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Dwarfs
Dwarfs(v0.9)
Dwarfs Not quite ready. Dwarfs and their Gods Grungni, God of Mines and Artisans - He taught the dwarfs how to work with stone and also gave them the Gifts of Iron and Steel. Grimnir the Fearless - He is the Warrior God of the Dwarfs. Fearlessness and courage are his traits. Slayers hold him particularly dear, often painting his rune on themselves. Valaya - She is the protector of the homeland. She is named as the founder of the great dwarfen city of Karaz-a-KaraK. Dwarfen Armies The Dwarfs are a dying race, and thus their main focus is the defense of their precious lands. The Dwarfen army is a very defensive army, with good reason. Dwarfs are not particularly fast, so they instead put their skills to use and fashion themselves remarkable machines of war and smithing themselves the best weapons and armor available. A typical Dwarfen army might field regiments of Dwarf Warriors, Dwarf Thunderers, Dwarf Miners, Hammerers, Ironbreakers, Dwarf Slayers and warmachines as Dwarf Gyrocopter, Flame Cannon, Dwarf Cannon or Dwarf Organ Gun, Dwarf Grudgethrower and a few others. Dwarfen Mounts Dwarfs don't ride into combat. Situations might occur where they do ride for travel, but it's not common. If Dwarfs were to ride mount, smaller mounts like mountain ponies might prove to be the more logical approach. There are many ongoing debates as to what representation EA Mythic will implement as the Dwarfen mount in WAR. Recommended litterature:
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[FONT="Arial Black"][/FONT]Destroyer Blood for the Blood God, Skulls for the Throne of Skulls! "Damn snotlingfondler tried to run me over!" - Gotrek Gurnisson "I reject your reality and substitute my own!" - Adam Savage Last edited by Nishlec; 10-06-2007 at 02:01 PM.. Reason: more recommended litterature |
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WAR Veteran
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bump for justice
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WAR Recruit
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Thank you! This is a great help to me as somone who never played the warhammer games but is following this one with great interest. I can't wait to see what is written of the other races.
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WAR Soldier
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Wow, very nice. Should be really helpful for those with little warhammer experience to limit those "What is chaos?" and "What is Warhammer?" posts.
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WAR Soldier
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Another bump. Maybe sticky?
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WAR is coming! |
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#12 | |
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WAR Soldier
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how long have you been working on this?
very good, i don't really have much to add, but if you need help, im more than willing
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Why waste time learning, when ignorance is instantaneous? Calvin and Hobbes |
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#13 | |
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WAR Soldier
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Very nice, really this should be stickied for newcomers curious about the warhammer universe.
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In the land of the blind, the one-eyed man is king. [In regione caecorum rex est luscus.] Desiderius Erasmus, Adagia (III, IV, 96) |
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#14 | |
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WAR Recruit
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Good stuff
But maybe you can add somekinda historic timeline? And a bit more info about the history? Take your time though.
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Run if you like, you'll only die tired... |
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#15 | |
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WAR Veteran
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Good stuff, take your time with the rest
Someone sticky this so I don't lose it. |
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