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Warhammer: Storm of Chaos [RP Prep/Admin]

ThuBioNerd

New member
V1 Veteran
The Winds of Magic are shifting. High in the sky the Twin-Tailed comet, not seen for centuries, burns once more like a fiery arrow across the sky. Who knows what it portends?

Across the deserts of the Badlands mighty greenskin bosses and their tribes joust and jostle while in the subterranean depths of the World's Edge Mountains, sneaky gits plot and scheme, all for the honor of leading the next great WAAAGH!!! In sewers and tunnels beneath the cities of Men and Dwarfs, Skaven scurry and skulk like a noxious and pestilent plague, spreading their foul odor across the Old World. In the gloomy graveyards and fallen castles of dark Sylvania, the restless dead stir once more in their graves as ancient powers of darkness awake in their sarcophagi. The shadowy forests of the Old World shake with the thunder of many hooves as herds of bestial horned creatures gather to pillage, burn, and slaughter while, in their tall and many-spired castles, the dukes and knights of Bretonnia ponder glory and how best to gain it.The cavernous halls of the mountains ring out with the sound of hammers, bellows, and war chants as the Dawi throngs prepare to take vengeance for their many wrongs. In the royal Imperial city of Altdorf, a new Emperor has been crowned, but will he be weak and craven or strong enough to bring the Elector Counts to heel against their common foes?
Meanwhile, in the frozen northlands, fur-clad reavers and ululating horsemen thunder across the steppes and pinewoods, serving dark, twisted powers and the mighty warriors of Kislev struggle daily to keep their borders safe.
All this goes on, while the Winds shift and change and Morsllieb, the Chaos Moon, waxes green, but even the wise and long-lived forget the great Danger to the world, for there is war to be made...

Such is the world of Warhammer.


Welcome, one and all, to the Storm of Chaos! NOTE: This is nothing to do with the Storm of Chaos from Warhammer canon. Here you can take charge of a great empire or might horde, under the persona of a legendary lord, and wage grand campaigns and embark on glorious quests, respectively!

Note: Below is a summary and all you'll need to know to get started. Below that are brief descriptions of the available factions and their playstyle to aid you in choosing. If you want to read up more on the lore of your specific faction, as well as its army composition, visit this site: http://warhammerarmiesproject.blogspot.com/ The Army Books dropdown has a list of all the factions with tons of info.

TO SIGN UP simply post below saying what faction you'd like to command (and what clan/tribe/hmm? if applicable).

Gameplay

Campaigns, Battles, Military

Military gameplay varies. Hordes like beastmen and greenskins are made up entirely of soldiers and don't really have a "militia" or "standing army," while Dwarfs have such an army but it's very large, and if Bretonnia wants to muster a large infantry roster their economy will suffer for it. The details of army composition (militia, regulars, recruitment, etc.) are described in the faction overviews. You'll note I've not gone down the rabbit trail of detailing the specific troop counts, but rather giving rough estimates that will then be refined when a player wants to, say, muster an army or fight a battle or defend a settlement.
Battles will, of course, be overseen by a DM, who will give specifics on conditions, troop counts, etc.

Economics, Administration, Diplomacy

Economics are very ad-lib. I.e. there's no established building chain list somewhere that I have; basically if you want to improve your agriculture, come up with an idea and we'll figure out a way to implement it. Due to the vast differences in gameplay between, say, the Dwarfs and the Vampire Counts, economic systems will be quite different. While most factions will increase their population through sanitation and agriculture, beastmen must do so by hunting or waging war, while vampires must raise more dead to fill their ranks. Any pertinent details are covered in the faction overview. Keep in mind, of course, that projects will take time and will be up to the DM's interpretation.
Diplomacy may take place in the public threads or in private messages, but if you choose the latter a DM MUST be included in the message to moderate and ensure all is up to code.

Heroes, Adventures, Quests

There is a more microscopic element to the game as well, and one that will appeal more to those more used to individual-tier roleplaying. The Warhammer world is rife with characters, including the legendary lords who lead your factions. In the course of this RP you will see not only diplomacy and war but also quests and adventures. This will be in a separate thread to avoid muddying the big picture and the episodic. Your heroes will, over time, acquire treasure, magical items, and perhaps even band together for a common cause like a typical adventuring party.

Of course we're trying to populate the nations at the moment, but if you'd prefer to play a hero/adventurer/minor ruler contact me and we'll see if we can work something out! If ruling isn't your thing you needn't rule.

The Warhammer World

Here are some maps for you. Feel free to do your own research.

http://www.gitzmansgallery.com/shdmotwow.html



Factions

Empire of Man

You play Emperor Karl Franz I, Prince of Altdorf and Elector Count of the Reikland

Summary: The Empire of Man is at both the geographical and political center of the Old World, and stands as the pinnacle of human achievement and civilization. Founded millenia ago by the hero-god Sigmar, the Empire covers a vast swath of territory and has often been beset in the past by greenskins from the mountains, beastmen from the forest, Norscan raiders from the sea, and undead from the blighted lands of Sylvania. Through it all, however, the Empire has endured and stayed strong. Now with the last emperor dead, Karl Franz I of Reikland has been elected - by a slim margin. Many in the Empire are displeased at the election of such a young ruler. Karl will have to deal with dissent within as well as foes from without if he is to keep the Empire strong.

Sociology: The Emperor rules in theory, but in reality much of the power lies in the hands of the Elector Counts, each of which rules a province. Over the centuries they have grown more and more accustomed to autonomy in their internal affairs, though the Emperor is still the primary decider in cases of foreign policy and national import. Each Elector Count ultimately serves his or her own province's interests first and foremost, the Empire second. There is a growing middle class in the Empire, made up of merchants and skilled artisans, particularly in the southern provinces and urban centers. There are some towns and cities that, in exchange for some service or promise to the Emperor or their local Elector Count, have received a charter which turns them effectively into a semi-autonomous city-state. They still owe allegiance to the counts and the Emperor, but they maintain their own military and council.

The Empire has cults to Morr, Verena, and other gods of the pantheon, but the primary deities are Sigmar, their founding hero, and Ulric, who is particularly popular in the north (Nordland, Middenland, Talabecland). Though there was once a time when the Ulricians declared Sigmarites heretics, that was centuries ago and the two now coexist quite well.

The lands of the Empire are heavily forested, particularly in the north. Industry is concentrated in the cities, and consists mainly of textiles, metalworking, glassblowing, tanning, and so forth. There are some mining operations. Agriculture is big, particularly in the south, and sheep and cattle are common, as is winemaking and, in the forests, timber.

Imperial Provinces: Averland, Hochland, Middenland, Mootland, Nordland, Ostermark, Ostland, Reikland, Stirland, Talabecland, Wissenland

Armies of the Empire

State Armies: Each Elector Count is expected to maintain, train, and outfit his own army which will see to the garrisoning of the province's forts and towns and the defense of the province in the event of attack. These soldiers are not levies, but rather state troops with a military career. They wield spears, swords, halberds, crossbows, and handguns. Naturally, the more wealthy a province the more well-equipped its troops. Aristocrats can afford to buy a horse and pistols and ride into battle as dragoons of sort. Each nobleman also has a contingent of plate-clad greatsword bodyguards. Each army is comprised of a number of regiments (1,000 men) which in turn are made up of companies 100 strong.

Knightly Orders: The Empire is home to many knightly orders and their chapterhouses, notably the Reiksguard and Order of Sigmar in Altdorf; the Knights Panther and White Wolves in Middenheim; the Black Bears and Templars of the Everlasting Light in Averheim; Knights of the Blazing Sun in Talabheim; Knights of Morr in Stirland; and the famed Knights Gryphon of Altdorf, who ride demigryphs.

Cults, Mercenaries, and Specialists: For artillery, the Royal Engineer's College in Altdorf and the Imperial Gunnery School of Nuln provide handguns, mortars, cannons, and more experimental weapons (the latter being more reliable, the former more experimental). The Empire has ten of the famous steam tanks of Leonardo da Miragliano, though they have as yet been unable to duplicate these marvels of engineering. The Colleges of Magic in Altdorf provide wizards, while the cults of Ulric and Sigmar always have devotees and warpriests ready to join the fray if their god wills it. Finally, mercenaries are often hired, either the Dogs of War companies of Tilea or, more frequently, the Empire's roving bands of swashbucklers and sellswords who call themselves the Free Company Militia.

Heroes: Imperial Generals/Captains, Battle Wizards, Archlectors/Warpriests, Witch Hunters, Master Engineers, Grand Masters

Bretonnia

You play King Louen Leoncouer, Prince of Couronne

Summary: If one tactfully ignores the squalor of the peasants, Bretonnia seems a shining bastion of chivalry, with brave knights devoted to their Lady goddess and the ideals of compassion, justice, honor, and valor. Bretonnia is a dangerous land, however, for in its forested and mountain hinterlands lurk beastmen, greenskins, and other terrible monsters whose numbers are kept in check only by the bravery and skill of the knights of Bretonnia. Furthermore, conflicts with the Estalian kingdoms to the south and raids by Norscans are not unheard of, and the dukes are not always the best of friends either. Louen Leoncouer, Prince of Couronne, lays claim to the title of King and Royarch of Bretonnia, but he has not yet been anointed by the Morgiana La Fay, the Lady's earthly representative, nor has he the full support of the dukes in his claim. Alberic de Bordeleaux especially seeks to contest his claim. He must prove his chivalry and ability to rule if he is to bring glory to Bretonnia.

Sociology: Bretonnian society is strictly feudal, divided into two castes - peasants and nobles. There is effectively no social mobility. Peasants are bound to their lord and the land that is his. They work the land as farmers, laborers, or craftsmen, and serve in their wars, typically dying young and probably from disease. Knights live in castles, keeps, and manor houses and are bound in service to their lords and their king.

Though Shallya has a strong cult presence here, the principal religious organization is the Cult of the Lady, devoted to the Lady of the Lake, who anoints Bretonnian kings and grail knights. She is revered by all and has shrines and chapels all across Bretonnia.

The lands of Bretonnia are filled with forbidding forests, hills, mountains, grasslands, and woodlands. Aside from some base metals, the land is poor in natural resources but very fertile and arable, with much of it devoted to agriculture or animal husbandry. Bretonnian horses are the finest in the world, and their wines are exquisite.

Dukedoms of Bretonnia: L'Anguille, Aquitaine, Artois, Bastonne, Bordeleaux, Brionne, Carcassone, Couronne, Gisoreux, Lyonesse, Montfort, Mousillon, Parravon, Quenelles

Muster of Bretonnia

The Peasant Levy: In times of war or invasion, the peasantry are required to serve their lord on the field of battle. They are generally unskilled, poorly equipped (padded armor and whatever weapons can be provided), and used as cannon fodder. Some sell themselves as men-at-arms - part-time soldiers. These at least enjoy a helmet, a spear/polearm/sword, and some chainmail, and they serve as castle and town guards. The more skilled become yeomen - retinue archers and non-knightly horsemen. Sometimes peasants man large field trebuchets.

Flower of Chivalry: The typical Bretonnian squire, when he is knighted, becomes a knight errant - one who goes aquesting, seeking glory and adventure. When he has done sufficient deeds he is made a knight of the realm in service to a ducal lord. These knights of the realm sometimes get the questing itch again and become questing knights, typically charged with a specific task, which is usually in service of the Lady. Those who succeed become Grail Knights, the most coveted position in chivalry. Other knights can ride pegasi or even hippogryphs.

Heroes: Bretonnian Lords/Nobles, Damsels, Priestesses of Shallya, Paladins, Templar Crusader Templars, Faceless

Dwarfs

You play High King Thorgrim Grudgebearer, King of Karaz-a-Karak

Summary: Beneath the mighty peaks of the World's Edge Mountains lie the fabled dwarfholds of the Karaz Ankor, which ring with the sounds of sledges and mattocks and the roar of waterwheels and bellows. The Dawi have fallen from their past glory; the Book of Grudges is fuller than ever before with debts owed to the greenskins, Skaven, undead, humans, ogres, Elves, and the servants of Chaos. Now High King Thorgrim Grudgebearer's reign reaches its seventy-fifth year and the dwarf kings look to him for guidance. Shall he now fulfill his oath and begin the Age of Reckoning, or will the Dawi slip further into degeneracy and ignominy?

Sociology: The Dwarfs dwell in underground holds. Many of these have fallen into ruin or been taken over by greenskins, Skaven, dragons, or worse. The Dwarf heartland, the Karaz Ankor, is in the World's Edge Mountains, but they also keep colonies in the Black Mountains and Grey Mountains to the west. Holds are usually established atop seams of mineral wealth - iron, copper, tin, coal, gold, silver, gems, and in the case of the lost Karak Varn, the magical metal gromril. Perfectionism is inherent in Dwarf society, with artisans, smiths, and tinkers being revered. Society is structured by clans, and each clan in a hold may have some specialized role to play. The Dwarfs bear a grudge for a long time, and the High King keeps the Book of Grudges, which records all wrongs great and small done to the Dawi.

The Dawi revere the Ancestor Gods, which are primarily Grungi the Smith, Grimnir the Warrior, and Valaya the Protector. There are other lesser Ancestor Gods, and some great Dwarfs may even be revered by a particular kingdom, dwarfhold, or clan.

Dwarf Kingdoms: Karaz-a-Karak, Karak Kadrin, Zhufbar, Karak Hirn, Karak Norn, Karak Azul, Barak Varr, Karak Izor, Karak Ziflin

Throngs of the Dawi

Every Dwarf Must Serve: The Dwarfs are a dwindling people, and so they recognize that they must use as many of their kind in times of need. Every Dwarf is taught to wield an axe from a young age. Even the miners wield their picks in the defense of their hold. The only exceptions are those who are deemed essential personnel (weaponsmiths, etc.). For range, the Dwarfs rely on quarrelers and thunderers with their crossbows and firerarms. Each hold also has its own special regiments: the veteran longbeards; the ironbreakers who guard the deep reaches from greenskin and Skaven incursions; the ranger scouts and gyrocopter air corps; slayer berserkers who seek nothing but death in battle; and the hammerers who guard the gate and the king with their lives.

The Engineers Guild: This is one of the most prestigious of the guilds, stretching across many holds (especially Zhufbar and Karaz-a-Karak). It is the Guild that provides cannons, organ guns, grudge throwers, and other siege engines to the Dwarf throngs. Their weapons tend to be less volatile than those of the Empire, for the stubborn and long-lived Dawi put everything through rigorous testing and re-testing.

Heroes: Dwarf Lords/Thanes, Master Engineers, Runelords/Runesmiths, Brewmasters

Kislev

You play Tzarina Katarin

Summary:Summary: The land of Kislev is a cold hard place full of cold hard people. Lying on the edge of Norsca, its proximity to the lands of Chaos means that it is constantly under threat from the servants of Chaos - Norscan raiders, beastmen, and the warriors of the tribes of the Chaos Wastes. If that weren't bad enough, greenskins, trolls, giants, dragons, and worse stalk the forests and mountains. Yet Kislev endures. Now there is an icy chill blowing down from the North; will Tzarina Katarin and her people weather this one as they always have before?

Sociology:Sociology: In the cold hard land of Kislev, the Tzarina is the sole power, ruling absolutely over the princes and boyars of the four Oblasts. Endless war has made the Kislevites a suspicious and hardy folk. There exists a definite caste divide between the Ungols and Ropsmenn and the more recently arrived Gospodars who conquered them, though they all originate from the Chaos Wastes. The lands of Kislev are made up of steppes and boreal forests. The southern lands are arable and much is fit for pasture, with furs, honey, and grain being primary resources of the land. There are many villages, and many of these have stockades about them, as do all the towns and the few cities, for the dangers of Kislev are many. The middle class is small, with most falling into the category of either freemen or serfs (the latter mostly Ungols).

The Kislevite deity is Ursun, the Bear God, who is revered across the land.

Territories: North Oblast, South Oblast, West Oblast, East Oblast

Armies of Kislev

Ungol Tribes: The tribes of Kislev are hardy and train their men to defend themselves. In times of war the Kossar axemen, Streltsi gunners, Sibyrian hunters, Ungol horse archers, Kvassnic auxiliaries, Droyaska blademasters, and war wagons can be called on from the nomadic tribes.

Urban Gospodars: The towns and cities of Kislev can levy their Gospodar freemen, though these troops aren't usually better armed than Bretonnian men-at-arms. The many young nobles of Kislev can take to the field as mounted Druzhina along with the elite and terrifying winged lancers (and their even more elite Gryphon Legion). The Tzarina herself can rely on her Kreml Guard for protection and her Chekist secret police for espionage.

Freakin Bears: The Knightly Brotherhood of the Bear has a strong presence in Kislev, but that's not all. The Sons of Ursun are mighty warriors dedicated to that god who ride mighty white bears. They can also unleash armored war bears and great mountain bears, plus flocks of blue mountain hawks.

Heroes: Boyars/Commanders, Ice Witches, Hag Witches, Priests of Ursun, Rangers

Wood Elves

You play Orion and/or Ariel

Summary: The Wood Elves dwell deep within the forests of Athel Loren, but their seclusion is far from peaceful, for this land is filled with fel monsters and constantly under threat from both beastmen and greenskins, not to mention the axes of Bretonnian woodsmen and charcoal burners. To survive in these harsh conditions, the Asrai and their rangers are constantly ready for war. Now that winter has ended and spring come, Orion has been reborn and joined his consort Ariel once more, only to find their realm threatened by the dark forces within and without. A sickness lies on Athel Loren; can Ariel and Orion purge it, or will the last of the Old World Elves fall into shadow?

Sociology: The great forest of Athel Loren is divided into twelve Eternal Realms, each of which is ruled by a member of the Council of Ages and all of which answer to Ariel and her consort Orion. Wood Elves do not farm; rather they forage, hunt, and gather. Aside from their outposts and the halls of their lords and ladies, most Asrai live a nomadic existence, roaming the woods and dells, communicating through the birds and the magic that suffuses the forest. All Wood Elves are equal aside from the nobles, who are considered shepherds of their people. The Wood Elves hold nature sacred and will spitefully destroy those who seek to harm it - paradoxical perhaps, for they are also in constant conflict with the corrupted parts of the woods and its creatures.

While the High Elves revere the gods of the Heavens and the Dark Elves the gods of the Underworld, the Asrai worship both equally, though they revere Kurnous the Hunter and Isha the Mother first and foremost.

Eternal Realms: Talsyn, Arranoc, Argwylon, Modryn, Cavaroc, Atylwyth, Cythral, Tirsyth, Wydrioth, Fyr Darric, Torgovann, Anmyr

The Deepwood Host

Trooping Elves: Due to the danger of the forests of Athel Loren, every Wood Elf is a skilled archer, especially the Glade Guard. But they also maintain specialized companies - Deepwood Scouts who patrol the forests; mounted Glade Riders; and the Waywatchers, marchwardens of Athel Loren. The secret sanctums of the Asrai are protected by the elite Eternal Guard, while Wildwood Rangers stalk the most dangerous woods. The Bladedancers and Shadowdancers form the elite female contingent of the Deepwood Host.

The Living Forest: When Athel Loren is threatened, the forest itself can be called on to awake. The smallest tree spirits are the dryads, followed by the hulking tree-kin and finally the tall and ancient tree men. Even Wood Elves who die may come back as bark-clad revenant reanimated by the forest.

Birds and Beasts: The Wood Elves are masters of not just plants but also animals, and can call on many beasts - stags, giant hawks, unicorns, forest dragons, and great eagles, some of which they even ride into battle.

Heroes: Highborn, Spellsingers, Waystalkers, Branchwraiths, Ancients

Vampire Counts

You play Count Manfred von Carstein

Summary: Long ago Nagash, Lord of Death, spawned a race of cursed people, the Vampires. These foul creatures of the night preyed on the blood of the living and could transform others into their own likeness with the Dark Kiss. Several bloodlines came into existence, one of the most infamous being that of the Von Carsteins of Sylvania. As the last of an ancient bloodline of Stirland Counts, Vlad Von Carstein and his brood saw the Empire as their birthright and sought to take it. Vlad and his family were slain, however, their undead hosts turned to dust. Now, however, Manfred von Carstein stirs once more in the family mausoleum at Castle Drakenhof. Bats circle the spires of the cursed castle once more and wolves howl in the mists while Sylvanian peasants lock their doors at night. The Twin Tailed comet is an ill omen, they say, a portend of the return of an undead master to Sylvania...

Sociology: The Von Carsteins are the dominant family in Sylvania and the progenitors of all vampires in the area. Their family ruled Sylvania in life and continues to do so in undeath. They have maintained a dark, twisted form of their old feudal society, referring to peasants as "cattle" and zombies and skeletons as "the militia," along with their black knight "chivalry" and vampiric "aristocracy." Though they prey upon the peasantry, the Von Carsteins do not overindulge, for it is these peasants who pay them homage; as long as they remain faithful subjects, they are relatively secure. Plus who else is there to work the fields and mines? Sylvania does not export, and its communities are largely self-sufficient aside from the travelling bands of gypsies.

The Undying Hordes

The Rotten Legions: When marching to war, vampires and necromancers raise legions of zombies and skeletons. The most elite of these foot soldiers are the wights who are tasked with guarding the Midnight Aristocracy's barrows, mausoleums, and castles - the Grave Guard. Those wights who fought on horseback in life become the Black Knights, elite chivalry of the Von Carsteins. They also utilize crypt ghouls, though these are more favorites of the Strigoi than the Von Carsteins. Sometimes these are joined by the dark-hearted yet still-living peasantry of Sylvania who, opressed for so long, often come to look on the Von Carsteins as their rightful lords.

Fel Creatures and Constructs: Wailing banshees, undead beasts and monsters, crypt horrors (amalgams of flesh and bone), ethereal wraiths - all these and more are enthralled to the will of the vampires. Some reports even tell of strange vehicles accompanying the undead hosts into battle - black funerary coaches and wagons made entirely from bone.

The Bottom Line: If it's dead and the vampire/liche/necromancer in question is powerful enough, it can be brought back to unlife in service to the dark powers. Every graveyard, every barrow is a mustering hall, every battlefield a barracks, every enemy a mercenary who will switch sides upon death.

Heroes: Vampires, Liches, Necromancers, Wight Kings

Greenskins

You play EITHER Grimgor Ironhide, Warboss of the Red Eye Orcs n' Night Goblins OR Skarsnik, Supreme Warlord of Eight Peaks and Boss of the Crooked Moon Night Goblins

Summary: A'right, listen up maggots! Da greenskinz is da best fighties in da zoggin world! We don't fear nuffin - well, we orks don't, dem gobbos is fraidies! We'll fight anyfing! 'Umies, Stunties, Point-Earz, Hornies, Dead 'Umies, Rat-Faces, even udder Orks n' Gobbos! We loves ta fight! Sometimes they's a real big, real kleva Ork, da Warboss, n' he gets all us tribes togever, and we all goes on a WAAAGH!!! and killz everyfing in our paf! Loads o' teef to be got! 'S been a while since we's had us a good WAAAGH!!! Way fings is goin', looks like it's shapin' up to be either dat Grimgor Ironhide of the Red Eyes up in Red Eye Mountain, or else Skarsnik, dat Night Gobbo in ol' Eight-Peaks. 'Course, my teef is on Grimgor. Ain't been a Gobbo warboss of any real stones since Grom da Paunch, if'n ya believe dat Gobbo pigpiss. Anywayz, point is, we da best in da hole zoggin' worl'! WAAAGH!!!

Sociology: We's all in different tribes, see - Gobbos, Orks, lots o' times we's mixed up. There's Night Gobbos, dem as lives underground in da mountains (dem's zoggin' nuts! Don't trust em), an' Forest Gobbos, dem as lives in forests n' rides spiders. We'z also got Savage Orks down souf, were it's all hot n makes 'em go more nuts den da Night Gobbos! Lastways, black orks, who we zoggin' hate, and no, dey not stronger dan we is! Anywayz, we just go round raiding and gettin' teef. We don't have kidz like dem 'Umies, we just grow out of da ground after dere's a battlefield - sort of spores in our skin, see. Don't tell da 'Umies tho - makes em skared when we just sort o' turnz up. Sometimez we finds a nice gulch or a tasty ruins or ol' dwarf-hole, den we livez dere for a while. Da tribes is always squabblin' an we never seem to get along til some gurt warboss comes n bashes our skulls and makes a WAAAGH!!! Sometimes we keeps dem boars or squigs for food, and dem Night Gobbos dey grow mushrooms. We don' plant do, dat's for zoggin' sissies! We don't make nuffin either, we just take what we needz from them as we kills, cause we smart like dat! We da best! WAAAGH!!!

Da Biggest Tribes (fer now): Crooked Moon, Red Eye, Ironclaw, Bloody Spearz, Broken Tooth, Scabby Eye

Da WAAAGH!!!

Kunnin' Gobbos: Gobbos is small, cowardly, kleva greenskins. In tribes they's the workers and chaff, plus workin da war engines. Some o' dem tames wolves and rides em or get em to pull dey kartz. Some o' dem is nasty skulkerz. Night goblins is more sadistik, klevah, and strong than others, plus dey don't much like udder greenskins. Dey tame lots o' cave squigs, use em as pets, mounts, warbeasts. Some o' dem eats deez funny mushrooms an' go krazy. Forest gobbos rides big spiders.

Fighty Orks: Orks is strong, tuff, ornery greenskins who likes nuffin' betta smashin' 'eads and bashin' with choppas. They's arrer boyz, big 'uns, brutes, boar boyz (them as rides da boars, sometimes in karts), an' jus' plain boyz. Oh, and dey'z also da black orks, what hates us and we hates 'em - zoggin' good fighters tho. And dey's savage orks - them as live down Sowf where it's all hot n' stuff, they's all touched in da head and don't wear no armor or teef, just blue paint. Zoggin' krazeez.

All Da Zoggin' Rest: Ya tell da trolls dey's food (riva trolls, stone trolls, dem big riva troll hags), ya tell da giants dey's teef. Dem squigs and spiders sometimes get hella big. Dem gobbos, dey can build deez rock lobbaz, spear chukkaz too. Sometimes dey run out o' rocks and den we shoot da gobbos demselves. Couple o' big orks even managed to restle a couple o' wyverns once or twice.

Heroes: Big Bosses/War Bosses/Bosses, Shaman, Bullies, Warchanters

Skaven

You play EITHER Chief Warlock Ikit Claw (Skryre), Lord Skrolk (Pestilens), or Queek Headtaker (Mors)

Summary: Their numbers beyond reckoning, the Skaven gnaw at the roots of the Old World, spreading their Under-Empire like a festering disease, all in the name of their god, the Great Horned Rat. There are many Skaven clans, some weak, some strong, all constantly plotting against one another. Indeed it is lucky for the Old World that they do, for should they unite none could stop them overruning the world. Now the twin-tailed comet appears in the sky and Morrslieb waxes once more, as it did when the Skaven first broke to the surface. The Grey Seers have no doubt that this is a sign, but who shall rise to become the champion of the Great Horned Rat and bring Skavendom to fruition?

Sociology: Skavendom is hell. Musty, filthy, cramped tunnels filled with squirming ratmen, all jostling for food. Whelps claw with their eyes barely opened, scratching at one another, trying to get to the swollen red teets of the bloated Skaven broodmothers. Skavenslaves rush to certain death, goaded on by screaming, squeeking rat captains. Every Skaven believes himself the greatest Skaven alive and seeks to rise above his inferior brethren. Skavendom, known collectively as the Under-Empire, spans the Old World and beyond all the way to Araby and the Dark Lands. Aside from the craftsmen of, say, Clan Skryre and a few others, Skaven do not make their own things for the most part. Instead they scavenge in the trash heaps and refuse of other civilizations, for many of their great cities lie beneath those of others - Under-Nuln, Under-Marienburg, Under-Altdorf, Under-Mousillon. Others lie beneath or within dwarf-holds such as Karak Eight-Peaks and Zhufbar. The Skaven only trade in bodies, weapons, armor, warbeasts, machines, or warpstone, which they covet both as a useful tool and as a narcotic. In the the lands of men, thanks to both the efforts of Clan Eshin and a willingness to ignore, the Skaven have gone unheeded, but to the Dwarfs they are a harsh reality. Clans are duplicitous, greedy, and self-serving, with only a select few seating representatives on the Council of Thirteen.

All that is done is done either for the individual Skaven or for the Great Horned Rat, who will then reward the individual Skaven who served him. So really it's all for one and all for none in the Under-Empire.

Great Clans (plus two): Skryre, Pestilens, Moulder, Eshin, Mors, Rictus

The Verminous Horde

What They All Have: Any non-essential Skaven (95% of a clan) are sent into battle as Skavenslaves, unarmored and often armed with nothing but claws and teeth. Some Skaven who survive a battle may become Clanrats and actually be given a weapon and/or shield. Some Skaven are born bigger and tougher, and these are the Stormvermin - elite (relatively) shock troops at the top of the food chain. Lots of clans also have swarms of rats.

Skryre's Warptech: Skryre harnesses the power of the warp to build terrifying machines like warp-lightning cannons, doomwheels, doom-flayers, and screaming bells. They outfit their weapons teams with warpfire throwers, poisoned wind grenade launchers, rattling guns, poisoned wind mortars, warp-grinders, and warplock jezzails

Pestilens's Plague: Most of Clan Pestilens is made up of pox-ridden plague monks who seek to spread the filth of the Horned Rat to their enemies. One of the greatest honors a plague monk can receive is that of being named Censer Bearer for one of the plague censers. Plagueclaw catapults, plague furnaces, and pox rats are other methods of delivering their filthy dieseases.

Moulder's Monstrosities: Though small in numbers, Moulder makes up for it with swarms of giant rats, packs of wolf rats, hulking rat ogres and brood horrors, and the terrifying Hell Pit abominations, no two of which are alike. Using stolen Skryre tech, they have even constructed Skaven cyborgs in mechsuits - Stormfiends.

Eshin's Shadows: Eshin utilizes specially trained scout troops known as night runners who, if they do their job well, can be promoted to gutter runners - Eshin's SpecOps.

Heroes: Warlords, Grey Seers, Vermin Lords, Plague Priests, Warlock Engineers, Assassins, Eshin Sorcerers, Master Moulders


NPC FACTIONS (for now)
Beastmen
Norsca
Estalia
Dogs of War
Warriors of Chaos
 
As is my right by the Sigmar's Crown, by Ghal Maraz, and by the Sacred Blessing of Sigmar Himself, I lay claim to the throne of the Empire of Man and shall rule as Emperor Karl Franz I, First of His Name, King of Reikland and the Imperial Providences, Lord of the 11 Providences, and Protector of the Realm.
 
I'll be PMing you both more detailed information on your provinces, major settlements, and resources.
 
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