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Made in us
Fresh-Faced New User





I have been brainstorming a fantasy background for a game I want to create for a while now. It is loosely based on Norse mythology with a heavy D&D influence.
So far I know I want the game to function like WFB with the individual models counting for something much like a skirmish game but in ranked combat. I love the look of how old warhammer armies looked back when smaller units were the norm before the horde units rules. I would like to try and use stat profiles like WFB but I would also like to keep it trim and slim like a basic game of AoS or KoW.
I’m looking at Victrix Ltd kits for the majority of the models as well as Reaper, Darksword, and a few others.
I think going in the vein of Warmachine and Antares I should start with 4 factions.
One the standard’good guys’ based on Norman and Saxon kits from Victrix with either good giants or dragons leading them
a race of half-giants with their giantkin cousins based on the D&D Ordning using Victrix Germans and reaper giants for the big guys.
A diverse empire of desert and steppe dwellers ruled by a Liche using Victrix Persians, Macedonians, samnites, Iberians and numidians that is at war with the Norman faction
I’m unsure of the fourth but it’s either going to be a goblinoid faction, hivemindy daemon spiders, elves, dwarves, frost grave gnolls, or oathmark undead.
I’ve typed up some rough ideas for different faction ideas if anyone wants to read those. I need to break out my square bases and movement trays to try and come up with what I feel would best represent Dark Ages warfare spiced with fantasy creatures and magic.
Let me know if you want to see more of my ideas and if anyone has suggestions I’m totally open to changing anything to do with it. I want to do this as a relaxing project and nothing super serious as the amount of play testing required to get it right would be difficult to do given the world we live in.

This message was edited 1 time. Last update was at 2021/07/22 04:48:27


 
   
Made in us
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::I figured I could post all the background I have written for this in one place so I don’t have to keep switching between notes on my phone. Sorry for the walls of words and all the terrible grammar. A lot of this is done freeform and I’m bad at writing that way.::
Spoiler:

Kingdom of the Faenir
The largest human nation near the inner sea as well as bordering the giant lands to the north and stretches to the east into the steppe lands where the hobgoblin khans challenge stable control of the regions. Nearly always in a state of war the Faenir are a proud warrior society built on serfdom of rural communities of humans and halfling peasants ruled local lords who pay upwards in tax to the crown. Each lord is required to arm and armor a regiment of Faenir heavy infantry as well as normally augmenting these standardized formations with levy warriors and bowmen who bolster the numbers of a shield wall or provide much needed skirmish support. There are many tales of mighty jotunn warlords being brought low by endless volleys of peasant arrows.
Within the Faenir nobility there exists the tradition of the Errantry. Every young noble must prove themselves in martial undertakings to prove worthy of inheritance. Oftentimes this ends with tilting and melee tournies but sometimes the Lords demand glory in warfare from their sons and daughters in order to claim their right to inheritance and it is from these willing youths that the Knights of Faenir are born. Large noble families will often send 4-8 children to the war effort either as mounted shocktroops or leading regiments of Faenir heavy infantry. Those who return home with great renounce and gain acknowledgement from their lord gain right to inheritance and in this way it is not always guaranteed that the first born will inherit. The legal system in the kingdom is labyrinthine and complex and often takes months at a time to see a case through. Gnomes and even some dwarves have taken to advocacy in law and work to defend clients or force a faster trial in court. The law of Faenir is absolute and often leads to conflict within its borders in minor feuds that can last years.
Above all in Faenir are dragons. Great citadels dot the country standing as fortresses for the dragons and eyriees from which they nest, hoard, and hunt. The dragons often patrol the kingdom in search of jotunn warbands or hobgoblin hosts to do battle with and if need they will rouse the human military and great hosts of knights will ride down under flocks of metallic dragons who breath destruction down before the great thunderous charge of the Knights.
The king of Faenir is the ancient Gold Dragon Hrodnr Gildwing who has ruled a lawful and orderly kingdom for 800 years. He brought hosts of silver, bronze, and copper dragons with him as he made a contract with the humans of Faenir. The dragons would be revered as the highest of nobility and collect taxes to fill their hoards and collections and the dragons would protect the humans and teach them the ways of civilization and magic. Fending off raiding parties of jotunn and goblinoids has made the Faenir a strong people who have grown numerous under the dragons protection.
Metallic dragons are powerful magical beings who possess a myriad of sorcerous abilities they inherently develop as they age. Though the physical characteristics of a metallic dragon may very and can change as the creatures are natural shapeshifters the only constant is the metallic shade that reflects their age. Living for many thousands of years through cycles of hibernation these dragons are powerful dreamwalkers and privy to the Strings of Fate with which they try and discern the future.
Metallic dragons begin their lives as small copper hatchlings who are naturally curious and possess innate shape shifting abilities. After about 50 years the hatchling will have reached maturity and begin their first molt into bronze dragons. Now with an uncontrollable desire to acquire wealth the dragons spends most of their time coming up with means of acquiring more gold and often become embroiled in the human and halfling economies and more fiercely minded dragons exhort tolls in the markets and gates. Many crossroads in Faenir are notorious for their Bronze dragon tithe masters. As a group of adult bronze dragons ranging from 100-300 years old obtains a sizable hoard they will enter their breeding cycle for the first time. Eggs are usually lain in clutches of two or three and great care is spent in their incubation. A cast of wizards called Dragon Callers help and protect dragon nests as well as acting as midwife and match maker. After about 1 1/2 to 2 years the eggs are ready to hatch and in great ceremonies the copper hatchings are paraded around towns and cities.
Once a bronze dragon has procreated and achieved great renown they will feel compelled to a solitary lifestyle. The dragon will take their claim of the Hoard to a new lair to hibernate. Many dragons seal themselves off and are guarded by Templars from the Silver Temple to be treated as holy sites of Pilgrimage among the Faenir faithful. Within their hibernation the dragons must walk the spirit paths of their ancestors and pass trials set for them by Honored Ancestors and sometimes even Gods to prove their worth to be elevated to a silver dragon. Their bodies will loose their coppery ting and will shine a brilliant silver. They grow twice over in size and possess the ability to breath lightning, frost, or paralyzing gas upon their foes as well as the raw sorcerous power rivaled by few mortal races. When they awaken from this transformation the metallic dragon is received with much celebration among the Faenir and great feasts are held in the dragons honor. Once a silver dragon has achieved mastery of their sorcerous powers and has displayed a dedication to the lawful order of the kingdom they will be lauded with a crown of gold and enthroned in the great hall of the dragon king. They are then entombed within the throneroom with their Hoard as well as donations from supporters to undergo their final transformation. After what can be decades to centuries the silver dragon must prove their worth to their ancestors and all the other gold dragons in the world to be granted the blessing of ascension. Becoming purely magical beings, gold dragons have power nearing demonlords or lesser deities. They spend most of their days in meditation communing with the Honored Ancestors or reading the skeins of fate to know when best to intervene in the matters of mankind.
There are several offshoot breeds of metallic dragons that form mule-like dragons that cannot transform up the path towards the gold dragon.
Steel dragons are an offshoot of bronze that become consumed with warfare and dedicate themselves wholey to destruction with their fiery breaths.
Iron dragons are another offshoot of bronze that has become obsessed with law and spend most of their energy refining legal theory and when motivated enough enforce laws they view have been broken and are beyond mans ability to handle.
Mercury dragons are born from copper dragons who are in some way influenced by fey powers and become capricious and trickster like dragons. They stay the size of a hatchling though the possess the ability to shapeshift into much larger creatures many magnitudes higher in strength. Most of their time is consumed by harmless pranks but a few are motivated to perform tricks that can effect entire cities.
Once in a millennium when a silver dragon in enthroned to ascend to to a golden dragon they will be blessed by the Father of All Dragons with a vision trial that harrows even the great minds of these powerful beasts but those that make it across are transformed into Platinum dragons. Demigods given form on the mortal plane these dragons are drastically different than their aloof gold cousins. They often lead crusades of Faenir knights and Kingstithe regiments as well as Whole flocks of silver and bronze dragons.
Copeper dragons have fire breath and slowing breath which stiffens muscles as well as illusion magics that help it survive its youth
Bronze dragons possess lightning breath and fiery cinder cloud breath. They have by this age mastered transmogrification magic and can transform themselves and others by great will and concentration. They branch out into other more specialized magics or go on to relish in the destruction they cause in war.
Silver dragons possess fire and lightning breath as well as paralyzing gas breath. They have usually built up a great knowledge of magic and are potent in many disciplines.
Gold dragons though rare on the battlefield possess all the different breaths of the metallic dragons. They have vast knowledge of the arcane and the most potent of sorcerous power. Few beings can stand against an incised gold dragon. Platinum dragons when they are born display the same powers as gold dragons though to an even greater magnitude of power. Once a silver dragon ascends they do not rest until they fall in battle so few last long enough to know the true extent of their power.
Iron dragons have fire breath and lightning arced smoke breath. Seldom do they possess magics beyond basic augmentation spells and seldom do they use illusion magic.
Steel dragons possess lightning and fire breaths as well as caustic gas though they possess no magic abilities beyond those natural to all dragons.
Mercury dragons are born without fire breath though they do possess the slowing breath, paralyzing gas breath, and a breath of wild change which causes a rift into the Fey dimension to open for a second to blast the foe with Fey radiation in a concentrated area. They are master illusion mages and usually pursue magics that compliment their mischievous nature.

This message was edited 1 time. Last update was at 2021/09/05 03:57:18


 
   
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Yddrasil
-Norman human faction worshiping Vanir living with cloud giants, elves, dwarves, and halflings
Aesir Gods
Woden the One-eyed- chief of gods and All-father of The Worldtree
Fri the Beloved- wife of Woden and All-mother to all men.
Hodr the Blind-son of Woden and blind smith god
Thunar-great hero and champion of the Aesir, patron warriors and the common man son of Odin
Baldur-son of Odin,bravest of the gods a patron to young warriors and provides protection to the bold
Tyr-son of Odin, god of justice and selfsacrifice provides protection to the just and ensures fairness in law
Vanir Gods
Freyr- chief of Vanir, the Feylord and main rival to Thunar and Baldur in the wars of the afterlife.
Freya- twin of Freyr and Feylady of all the elves.
Njordr-father of Freyr and Freya, Brother and consort to Nertha the All-mother. Cast down by Woden and banished to the outer realms.
Nerthus All-mother- Wife and twin of Njordr, mother of all elves and their chief deity. Seen as nature goddess who protects the wild places.
Spoiler:

The Aesir lead mankind in a war to overthrow the powerful Vanir and their elven subjects. The war last decades but the number of man proved too much for the elves and Woden cast Njordr down and banished him to the outer realms. Nerthus took over his role as chief of elves and withdrew with them into the realm of Aelfheim to plot revenge. As an immortal race the elves are infinitely patient for the day to come. Until the time comes elves have moved into Mideheim and begun to bring the magics of Aelfheim with them, corrupting wild places into twisted Feywilds.
Freyr and Freya have taken it upon themselves to to see Mideheim fall and mankind driven to extinction.
Dwarves once ruled much of northern Mideheim and drew ore from the earth and grew crops from the earth. Put there by Woden to create order from the chaos of what Njordr of the Vanir had created in the Feywilds. Creating cities much like those of Asaheim the realm of the Aesir. The vernerated Woden as All-Father and his family pantheon and their influence drive back that of the Vanir creating the world as it is today. During the Aesir-Vanir wars the dwarves were driven to the brink of extinction. Only two clans remain in modern times, the numerous hill dwarves who dwell with men in their great cities being citizens and treated with the highest respect. Being cousins man and dwarf naturally work well together as it was Woden who created both. The other clan is the Sisterhoods of Skadi a subrace of immortal semi-divine dwarves who are all daughters of the Goddess Skadi the last remaining dwarven Aesir. She was once a great artisan whom Fri once coveted as a daughter as she only had sons. Gifting Skadi a portion of her divinity Fri gained a daughter at last. Skadi went on to create a race of all female dwarfs who are crafted from the souls of mortal dwarfs who create master works of art or craftsmanship. After the war of the gods Skadi took her people deep in the mountains and created a safe haven for her immortal servants to continue to create and live in peace for eternity away from Asaheim.

-Wildmen who worship the Jotun and pay homage to the ordning providing food and spoils of war as tribute. As different giants mate with mortal humans or create halfbreeds through magical means as fire giants do, ogres are born into the world. As the lowest position in the Ordning they often seek out mortals to breed with to birth true half-giants. Half-giants are a breed of mankind that breeds true and possess traits of jotun lineage. Often times it is manifest in large size and great strength though sometimes it manifests as elemental attributes such as fire or frost magic. Half giant communities flourish where men do not and have grown into a populous race that threatens to one day out grow mankind in numbers.

-Draugr fell Lords who rise from the barrow lands all along the eastern coastlands marching in immortal armies bound by cold will beyond the grave. Necromancers bound to the goddess Hekate often awaken draugr to defend their laboratories and strongholds. These necromancers will often accompany the draugr kings who awaken and seek to reclaim their old kingdoms
The armies of draugr are created from spirits of willing sacrifice who have their souls bound to their bones by powerful runes. The more powerful lichs who have achieved greater magical knowledge from Helia Goddess of the Underworld can create incredibly powerful draugr. Throughout the aeons the lichs and necromancers of Helia have enchanted the bones of an endless legion of the dead who March in an endless sea of bone and baleful soul fire. Even a single draugr can be a match of several trained warriors, taking blows that should splinter their dried out bones but they remain strong shrugging off damage in flames of green helfire. From grave mounds that act as strong nexuses between Mideheim and Helheim vast legions of these fell warriors March out to bring war to the living. The more draugr who gather around powerful lichs create a powerful link to Helheim that spread the influence of the Grave Realm into Mideheim. Only by destroying and burning the remains can a draugr be destroyed. Some necromancers use the draugr ritual on various powerful creatures from dragons to manticores and use them as powerful shock beasts or mounts.

-Fire giants imperialist. Maintain small units of various giantkin from trolls to ogres to hill giant clans to support their numbers in their wars on conquest in the northern lands

-Army of Valkyrie Amazon warriors who the One eyed god sends to aid his favored in battle

The Ordning
-Jotnar Allfather was creator and master of all giants, making each kind with purpose in mind and siring a pantheon of elemental gods with the earth primordial being known as Ymia. Each of Jotnar’s children created a race of giants, each different than each other.
-Storm giants defy mortal logic begin magical giants that can take the form of storms and lightning as well as see into the future to see infinite possibilities. Rarely do these titans go to war but when prophecy calls they descend to the mortal world and lead giantkind in war or migration. Oftentimes they intervene between giants to maintain the balance of the ordning.
-Cloud giants are greedy bureaucrats that dwell in fortresses and palaces the calmly drift through the sky. Cloud giants prefer to manipulate other beings into doing their work for them and this has lead to many problems for them in the past. They most often act when law is threatened and often work to ensure that the right thing is done though this is based on their own whimsical sense of justice.
-Fire Giants are a powerful empire of volcanic fortresses to the south that maintains slavery to fuel their mining and industry. Aside from human slaves, fire giants enslave ogres and trolls and take tribes of stone giants and hill giants into their thrall. All the disparate parts of their society perform their assigned tasks or face brutal repercussions. Often the main focus of their attacks are to acquire more territory and slaves from neighboring kingdoms.
-Frost giants are merciless raiders who dwells far in the north in nomadic sailing communities who often strike south during harsh winters and raid the warmer southlands. Afflicted by heat sickness, frost giants need to to acclimate to warmer climates so they often recruit human tribes to support them in their wars. These humans often seek to earn the respect of the frost giants by completing great feats of heroism which has lead to frost giant raids being extremely brutal and swift.
Stone giants are master craftsmen who create weapons and armor for the more warlike clans of giant kind as well as artistic in their pursuit of creating things. Most stone giants live in thrall to fire giants though a few have managed to eek out a life amongst the northern mountains, seasonally trading frost giants for good and furs. Some even have ventured into human cities and are tolerated as skilled craftsmen.
Hill giants are naturalistic giants who worship Ymia and venerate fertility above all else. Hill giants tend to live in huge tribes alongside their ogre, troll, and half giant kin. This often leads to large and ramshackle towns that come together as the various groups of giantkin contribute to the greater good of the tribe. Some towns are permanent whereas others are nomadic and come together spontaneously. These tribes are often fluid and are held together by a powerful chieftain usually a half giant or hill giant warlord who bullies other chiefs into submission. These tribes welcome frost Giant raider and are the target of fire giant slavers who view it as a natural part of the Ordning for the elemental giants to rule. Many giant kings have ruled for decades only to be surprised when they are over thrown by a half giant chieftain and all the elemental giants slain in the coup and the tribe breaks apart to move on to form new tribes or join already established towns.

This message was edited 1 time. Last update was at 2021/09/05 03:57:47


 
   
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The Jotun
Spoiler:

Before the coming of either Aesir or Vanir there reigned mighty giant gods called the Jotnar. These primordial deities are akin to forces of nature and manifest in the elemental planes as all powerful beings whose every whim is created and executed. In Mideheim their power is much diminished but still they can influence the material plane enough to create beings to see their will manifest in the mortal realms. The mightiest of the Jotnar was Hrdnar Giantfather. Being a potent being of the plane of wind he manifested as rainstorms and thunderstorms to his followers bringing relief in hard times to his children. Hrdnar was a notorious philanderer and slept with many demigods of the Jotnar, Vanir, and some say even a few Aesir. Many of the dalliances lead to bastard children whom would be the sites of most of the giantkin races in Jotun mythology. Brigga was brought to an ire only a scorned wife can possess and took up Hrdnar’s lightning spear and lanced it though his heart. In a might blast that was felt across the multiverse Hrdnar was no more and from his corpse rose the first generation of uvarjotunen rose. The storm giants were instructed by Brigga to take up the roles of master of fates and lords of lightning that their father held. After his demise the rest of the Jotunar turned their minds from him and he is only remembered as a moral tale for the price of scorning a loyal and devoted wife in Jotun storytelling. The rest of the realm of wind is ruled by powerful sentient elementals who often ignore the actions of mortals.

The plane of the element of earth is ruled by the mother of all Jotun Brigga Ravenhair. She is the most worshiped of all the giant pantheon in the modern era but before the fall of Hrdnar she was considered least amongst the boisterous and masculine warriors the other gods had become. Even her daughters turned to war but Brigga remained in Jotunheim to ensure the Jotnar always had a home to return to. With much tender care she taught giants to craft tools and fashion shelter for themselves as well as teaching them of husbandry and horticulture. She went from one jotun community to the next and taught them all ways to survive and thrive depending on their environment. With the knowledge of runes she taught the female giants to read and keep record as skald do in mankind’s lands. A potent force when caused to ire the goddess will defend the giant homeland by raising mountains and causing great chasms to protect her children from any foolish enough to attack the Jotun homelands.
From the the fiery elemental plane of Muspelheim the destructive Surtur reigns as an absolute tyrant. Those fire giant souls who he seems worthy come to Muspelheim upon death in battle where they fight for Surtur in his eternal war against his brother Fimbulventr that has always lead to a stalemate. This eternal war plays out in the mortal world as frost and fire giants make constant war in the giant nations of Jotunheim. Surtur drives followers to be perfect warriors and weapon and armor smiths and they often enslave others to do the work they deem to be beneath them.

The elemental plane of water is ruled by the Frost King Fimbulventr though his holding on stretch from the frozen poles. Due to a pact he made with a demon lord to aid in his war with Surtur he was cursed to rule only frozen wastes as the demon took the deep seas and islands. Eternally bound to his frozen throne he can never rise and his mighty axe has frozen under a glacier of ice. Despite these hindering circumstances the Frost King spreads his freezing bitterness always seeking to expand his influence on the plane of water in opposition to the octopod demon lord for control of the plane. Despite this struggle Fimbulventr still inspires his children to continue their raiding and pillaging to spread the bitterness and harsh cold of the freezing throne.

Outside the gods who were locked away in the elemental planes at the end of the Aesir-Jotnar war all the other gods were destroyed. Many of the Aesir and a few Vanir managed to capture the divine essences of these fallen gods and made themselves stronger. To fight this Brigga lead her sons to embrace the elemental planes they were imprisoned upon. The creators of all the other types giantkind were gone and to this day the giants pay homage to Brigga first as Allmother then to Surtur in times of war or Fimbulventr in times of vengeance.

The true giants are masters of their respective societies lording their superior size of lesser giantkin. Most giant tribes are composed of ogres, trolls, ildbolg , isebolg, and haugbolg. Most tribes refer to these different types of half giant as Halbaz collectively and they are the lowest in the Ordning. Ogres are true half breeds of a human and giant usually born after raids or as a practice to create armies among the fire giants. As unruly and cruel as these ogres and trolls were by the way humans treated them, when they would gather in large enough numbers to breed these giantkin produce Halbaz children. When these Halbaz have children they breed true and create stable populations of half giants. These tribes often live for generations in remote regions of the world ignorant of the world at large.

Those born in the halls of frost giants or the cities of fire giants have much different lives. Those who live under frost giants(isebolg) live as thrall under the isejotun but have lives to themselves often owning land they work and businesses in which they craft for the isejotun and form the bulk of the raiding parties when the time of Fimbulventr calls. These communities eke out a life in the north of the Jotun nations on the fringes of the cloud giant nations and fire giant kingdoms. They often raid the nations that border the inner sea bringing home trophies from across the world to adorn their frosty halls. This harsh life leads to smaller numbers but they make up for it by their sheer toughness and level of steel craft in their weapons and armor. Some adventurous frost giants gather warbands and sail the rivers of the world in their longboats raiding deep in lands unexpected.

Fire giant kings rule with a black iron fist and promote strength in their people above all else. In body, mind, and steel fire giants strive to be unbreakable. They look at the Ordning as a rigid caste system and think the completely understand their place in the world as the second highest in the Ordning of Mortal Jotun. So obsessed with proving their worth fire giants constantly look at life as a competition to be won. Once a conquest is made they move on to the next. Given luck and skill at arms a fire giant could live for centuries sometimes upwards to millennia mastering every skill a fire giant would consider worth doing and would then gladly turn their life towards dying in battle against an impossible foe. There exists a caste of Fire Giants, often runts of families, that are slave lords and beast breakers. Often the most numerous of true giants in a fortress-city they possess great economic power often running society as their larger kin focus on dying in glorious battle. Below this caste of craven giants are the ildbolg Halbaz and thralls taken from subject territories. These two castes are treated harshly by those above them in the Ordning and often lead short lives in bondage. Some ildbolg rise above this imposed slavery and serve their masters as retainers and work as craftsmen who give their skills in exchange protection. Most often ildjotun hosts come south in massed ranks marking over mountains in a forced march that weeds out the weak. Often arraying forces of ildbolg warriors and ogre hordes to support their ponderous charges fire giants rely heavily on their slaves to hold the line as they butcher the enemy. Large numbers of Surtur devoted fanatics charge forwards before the host often falling to missile fire instead of the glorious slaughter they were promised. These invasions never last long as internal politics often leads to power struggles that cause the horde to fracture and return home. The primary purpose to these raids is to capture slaves to replenish those who perish in the mines and bring precious minerals home such as jewels or gold. If ever united into a unified nation over the rest of the Ordning they would seek to conquer Mideheim and spread the fires of Muspelheim across all the multiverse.

Opposite of Muspelheim in the Cosmic Order is Jotunheim the home of the Jotnar and the tomb of Hrdnar after Brigga’s vengenance and the birth of the Storm Giants.
The uvarjotun live their lives in the Niflheim a plane of endless windblasted wastes and stromwracked seas known to some as the elemental plane of wind. They rarely come to Mideheim but when they do appear it is a sign of great importance as they only act to intervene when the natural balance is in danger. Often they will appear in the Jotun nations to lead great hordes south to stop a catastrophe though some act alone, diverting floods or changing the weather. Some come to alleviate drought or end monsoons. The highest of all the Ordning is the Stormking a being off such immense power he can never shirk in his duties lest the world face dire consequences. He maintains the weather in all 9 realms from high above Niflheim where the source of all wind resides. When uvarjotun go to war they bring the power of the storm with them and only the most powerful foes such as platinum dragons can stand against them.
Haugjotun are the most numerous of the true Giants and lead lives free of most problems such as law and social order. Haugjotun spend most of their times trying to sake their insatiable hunger that fuels their heightened metabolism and leads them to have short nomadic lives spent satisfying their most basic of needs. Hill giants are more likely to live among ogres and Halbaz as the provide considerable power in exchange for something simple like food. The more feral tribes of Halbaz are often lead by hill giant bulls who rule by might. This leads to higher populations of ogres as Halbaz women flock to the haugjotun to form large polygamous families sometimes having members of Halbaz, ogre, troll, and human subspecies living in large mixed families centered around the hill giant. Those who wander into ildjotun territory are usually enslaved along side ogres though frost giants respect the strength hill giants show in a fight. Ogres exist in such large numbers due to the virility of the hill giants and the pursue Briggas design to out number their foes and interbred or exterminate those who resist. Such terrifying notions shock humans to their core but to the haugjotun this is the only natural thing to do.
Steinnjotun or stone giants are the second most numerous of all the true giants only surpassed by the prolific haugjotun. Stone giants live in every conceivable giant community from remote hamlets to far flung fire giant outposts they seek out places where their incredible skills can be put to best use. Unlike their subterranean ancestors, Steinnjotun love the openness of nature and see it as communing with the Allmother every moment of their extremely long lives. If given a peaceful life a stone giant could live for thousands of years creating works of art to rival the fey-wonder palaces of Aelfheim. Steinnjotun act as blacksmiths in isejotun enclaves and large groups gather in ildjotun fortresses to build great vaulted halls and towers and craft masterworks in metals minded by the fire giants. No matter what Ordning is in place steinnjotun are treated with respect despite their low place in the Ordning. Due to all they bring to a community this is little problem for most cruel giant lords. Within their own Ordning stone giants are measure by their accomplishments as much as their artistic skills. Entire communities of stone giants can show up to a remote village and outnumber the local giant population another trick of Ordning law grants the rights of land to the stronger tribe and the greater force chooses the competition. For the steinnjotun it is always boulders. Stone giants know they can’t win in strength of arms competition but their masterful skills at stone throwing often sees them victorious over giants they are higher in the Jotun Ordning. The stone giants raise great cities and works of engineering that few around the work can compare to.

This message was edited 1 time. Last update was at 2021/09/06 18:16:43


 
   
Made in us
Fresh-Faced New User





::I wrote a little more background yesterday for the massed infantry faction, which took more time than I would have thought. Gonna do some more brainstorming over the weekend and see if I can’t come up with some ideas for the game mechanics::
Anquari Empire
Spoiler:

A vast empire that stretchs for the Far Sea in the west to the western and southern shores of the Inner Sea has conquered more than half the known world and seeks to ever expand its boundaries and forge into all the lands beyond its borders. The Anquari have an absolute belief in their own manifest destiny that drives them ever onwards to fresh wars with new enemies on many fronts. Ruled through a system of pacification and assimilation the Anquari have grown as a people to encompass all they encounter and convert all to their own beliefs. Those who resist the imperial legion’s offer of submission face a war that few are prepared for. For once the heavy infantry of the legions have crushed the military of the offenders the less civilized elements of the vast Anquari military are let loose and cities are burned to the ground and entire peoples consigned to ash to be forgotten. When the Anquari exterminate a people they are so absolute that all traces of them are whipped from historical accounts and new cities are raised over the old and new monuments raised over the temples of the original faiths. The Anquari bring with them a vast knowledge of engineering and civil management as well as a rigid legal system that rivals the complexity of Faenir court. Many people familiar with the freedom of trade and advanced civil engineering of the empire have embraced these invaders. They bow low in hopes of gaining citizenship and all the rights and freedoms entitled by power of the empire.
Far to the west lies the metropolis of Anquar, a city home to many millions with buildings rising ever higher to the sky. The power of technology and magic combined together have made great feats of engineering to be accomplished such as great highways that cross above the city allowing for travel unhindered by the tight streets below. Twenty story buildings stand in orderly rows with open court yards at regular intervals that stretch on for miles upon miles. The people of Anquar believe in bringing order to the chaotic and barbaric world the inhabit and this core mindset has driven them for more than three millennia.
The Golden Legions are the primary military force of the Anquari conquests and perhaps the most powerful force in the known world.
Often deployed in centuries and supported by auxiliary forces to protect its holdings these forces are often under constant threat from marauding foes and fight against insurrection. When a military campaign is underway entire cohorts of the Golden Legion will assemble into forces of many thousands strong supported hundreds of thousands of auxiliary forces drawn from disparate cultures across the empire.
Golden Legionnaires march to war in segmented armor carrying stabbing spear or swords and large tower shields. Having war gear often plated in burnished copper to give the appearance of gold they polish their armor to a brilliant sheen so it flared in the sunlight. Marching in orderly blocks the legionaries are trained to fight as one, every century drilled to fight in coordinated strikes as well as well timed execution.
Alongside these professional soldiers units of trained heavy spear men and horsemen work to bolster the Anquari numbers and act as counter charge elements should the need arise. Deployed ahead of these formations are some of the most reknown skirmishers in the world. Bands of Bull warriors usually form the center of the skirmish lines as their Scutari formations and wild riders are some of the bravest in all of Anquar. From the southern deserts come bands of nomadic mercenaries who have come to embrace the faith of the Anquari and work as some of the fastest and most skilled light cavalry in the whole world. When fighting in loose terrain Osian Hillmen fight alongside the legions running days on end through rough terrain to execute skilled ambushes or spring and counter enemy traps. These masters of javelin skirmishing can fell a man from a hundred paces and then swiftly withdraw to rearm only to strike from a different angle often taking the foe apart slowly before the legionnaires charge in and crush the reeling foe. Out of the northeastern steppes come Bankar warriors who are some of the most lethal of all the Auxiliary forces bound into the Anquari army. Long have chieftains tried to unite the tribes and force off the oppression of the foreign empire but these rebellion are always swiftly crushed as the number centuries stationed here ride out with desertmen who can easily dismantle the large shield walls that the Bankar favor opening up the line for a charge of heavy cavalry to break through and slaughter the massed ranks of archers who stand behind. If a foe cannot break through the line of wooden tower shields then they will suffer near endless volleys of arrows.
The empire has eradicated many nations in its long history and has grown stronger and more prosperous as time has gone on. The armies of the empire have quashed and exterminated a group of Bankar rebels in resent years leading to a general distrust between them and other peoples. The desertmen horse lords in particular look down on them as many desertmen died putting the rebellion down and every family had some connection to those lost in the war. This leads to separate deployments and if must the Bankar will form the rearguard with their tower shield lines while the glory hungry desertmen ride at the fore instilling terror in their foes. From the river lands that form the breadbasket of the empire come levies of spearmen who often can only afford to dine simple skull caps, pine shields, and bronze spears but these warriors have proven their bravery while fighting alongside the Legions and drill harder than even the state equipped auxiliary and many foes underestimate them and find themselves systematically taken down by multiple warriors.
The empire is ruled by an immortal lich emperor who has gone by many names in the past but currently goes by the golden emperor. Seldom seen outside of his palatial fortress the much rules through a series of mortal representatives whose binds as thralls to his will. He abhors the use of undead soldiers though his personal bodyguard is formed of ancient revenants he bound with potent curses and enchantments. The Golden Emperor rules by associating himself as the mortal representative of the chief god of the Anquari pantheon Knorr the sun god.

This message was edited 1 time. Last update was at 2021/09/06 18:17:09


 
   
Made in us
Fresh-Faced New User





::Sorry to keep dumping walls of words here. I’m getting close to buying some miniatures to use to develop the rule set. I’m sure everyone is going to want to see something different and unique so I am going to try my best. I’m going to keep posting lore as I come up with more ideas. This is some more lore on the Anquari Empire including some Assyrian words which are most likely wrong but this is a fantasy setting so it should be ok. If anyone has any suggestions as to game systems I should draw inspiration I would be happy to hear.::
Anquari Empire

Regiment-suffix to weapon word ‘fodj
Spear-lu’keta
Sword-sepa
Axe-zahatu
Javelin-rumgha
Shields-dalda
Enemy-zairu
Scutari, phalanx, and spearmen units-ha’lakhi
Light skirmishers on foot and on horseback-per’wari
Unit command, heavy cavalry, chariots-zah’hia
Leaders-ser’kerda
Names for anquari units.
Ranks of Golden legions broken down into provincial regiments that are meticulously chosen to work together due to complementing tactics
Spoiler:

Basic warriors and soldier are called ha’lakhi. This rank applies to all legionnaires as well as the hoplites of the Golden legions and the auxiliary troops that accompany them on campaign. As most regional military forces are tasked with policing the towns and cities and exacting tariffs on the traders who seek entrance to trade markets. This disparate forces are unified in their Golden or bronze helms and shields as well as white tunics or shiny steel half mail.
The units of ha’lakhi are lead by local chieftains or nobles who have the rank of zah’hia who usually wear the finest steel mail and ride to war in chariots if terrain permits. Given to the ancient nomadic traditions that lie at the heart of the Anquari culture a lot of importance is placed on fine livestock often including goats, oxen, and most importantly horses. Though the chariots are only used to skirmish against enemy shield walls and are loathe to engaging in close combat chariots often flee early in battle. Some zah’hia ride in great squadrons that wait to strike only when the time is right.
New recruits to any regiment that is affiliated to the Golden Legion must undergo the same basic training that assesses for the exacting standards demanded from defending the the empire from its many enemies. Called per’wari these recruits are sent into the skirmish formations that often scout ahead of the main host and hone their skills fighting small engagements and conducting raids into enemy camps. Often bold youths the per’wari must learn to temper their minds and bodies in order to survive in a world with so many threats as that dwell within the borders of the empire.
Ser’kerda are the battlefield generals who command the massive armies the Anquari empire brings to war. They are usually seasoned veterans who have fought myriads of foes and prevailed. Some fight with the infantry to inspire a stubborn defense and others ride light horses to move quickly if the need requires. The highest ranking Ser’kerda ride to war on light chariots, often riding out and insulting the enemy the then loose javelins with skill as the ride by. These commanders are always accompanied by an honor guard of chariots that cover the lord as the combat begins to escalate and casualties begin to mount. The Ser’kerda will the ride behind the battleline trying inspire their warriors to greater glory. They must be skilled in the many languages that pervade the empires and often times limit the choice of regiments of ha’lakhi he brings on campaign.

A vast empire that stretchs for the Far Sea in the west to the western and southern shores of the Inner Sea has conquered more than half the known world and seeks to ever expand its boundaries and forge into all the lands beyond its borders. The Anquari have an absolute belief in their own manifest destiny that drives them ever onwards to fresh wars with new enemies on many fronts. Ruled through a system of pacification and assimilation the Anquari have grown as a people to encompass all they encounter and convert all to their own beliefs. Those who resist the imperial legion’s offer of submission face a war that few are prepared for. For once the heavy infantry of the legions have crushed the military of the offenders the less civilized elements of the vast Anquari military are let loose and cities are burned to the ground and entire peoples consigned to ash to be forgotten. When the Anquari exterminate a people they are so absolute that all traces of them are whipped from historical accounts and new cities are raised over the old and new monuments raised over the temples of the original faiths. The Anquari bring with them a vast knowledge of engineering and civil management as well as a rigid legal system that rivals the complexity of Faenir court. Many people familiar with the freedom of trade and advanced civil engineering of the empire have embraced these invaders. They bow low in hopes of gaining citizenship and all the rights and freedoms entitled by power of the empire.
Far to the west lies the metropolis of Anquar, a city home to many millions with buildings rising ever higher to the sky. The power of technology and magic combined together have made great feats of engineering to be accomplished such as great highways that cross above the city allowing for travel unhindered by the tight streets below. Twenty story buildings stand in orderly rows with open court yards at regular intervals that stretch on for miles upon miles. The people of Anquar believe in bringing order to the chaotic and barbaric world the inhabit and this core mindset has driven them for more than three millennia.

The Golden Legions are the primary military force of the Anquari conquests and perhaps the most powerful force in the known world.
Often deployed in centuries and supported by auxiliary forces to protect its holdings these forces are often under constant threat from marauding foes and fight against insurrection. When a military campaign is underway entire cohorts of the Golden Legion will assemble into forces of many thousands strong supported hundreds of thousands of auxiliary forces drawn from disparate cultures across the empire.
Golden Legionnaires march to war in segmented armor carrying stabbing spear or swords and large tower shields. Having war gear often plated in burnished copper to give the appearance of gold they polish their armor to a brilliant sheen so it flared in the sunlight. Marching in orderly blocks the legionaries are trained to fight as one, every century drilled to fight in coordinated strikes as well as well timed execution.
Alongside these professional soldiers units of trained heavy spear men and horsemen work to bolster the Anquari numbers and act as counter charge elements should the need arise. Deployed ahead of these formations are some of the most reknown skirmishers in the world. Bands of Bull warriors usually form the center of the skirmish lines as their Scutari formations and wild riders are some of the bravest in all of Anquar. From the southern deserts come bands of nomadic mercenaries who have come to embrace the faith of the Anquari and work as some of the fastest and most skilled light cavalry in the whole world. When fighting in loose terrain Osian Hillmen fight alongside the legions running days on end through rough terrain to execute skilled ambushes or spring and counter enemy traps. These masters of javelin skirmishing can fell a man from a hundred paces and then swiftly withdraw to rearm only to strike from a different angle often taking the foe apart slowly before the legionnaires charge in and crush the reeling foe. Out of the northeastern steppes come Bankar warriors who are some of the most lethal of all the Auxiliary forces bound into the Anquari army. Long have chieftains tried to unite the tribes and force off the oppression of the foreign empire but these rebellion are always swiftly crushed as the number centuries stationed here ride out with desertmen who can easily dismantle the large shield walls that the Bankar favor opening up the line for a charge of heavy cavalry to break through and slaughter the massed ranks of archers who stand behind. If a foe cannot break through the line of wooden tower shields then they will suffer near endless volleys of arrows.
The empire has eradicated many nations in its long history and has grown stronger and more prosperous as time has gone on. The armies of the empire have quashed and exterminated a group of Bankar rebels in resent years leading to a general distrust between them and other peoples. The desertmen horse lords in particular look down on them as many desertmen died putting the rebellion down and every family had some connection to those lost in the war. This leads to separate deployments and if must the Bankar will form the rearguard with their tower shield lines while the glory hungry desertmen ride at the fore instilling terror in their foes. From the river lands that form the breadbasket of the empire come levies of spearmen who often can only afford to dine simple skull caps, pine shields, and bronze spears but these warriors have proven their bravery while fighting alongside the Legions and drill harder than even the state equipped auxiliary and many foes underestimate them and find themselves systematically taken down by multiple warriors.

Hundreds of miles to the southeast of Anquar lies a great grassland that is divided by strong rivers that are cloaked in shaded woodlands. Here dwell the Oliphants and those humans who live alongside them and protect them on their natural migrations. Leading these tribes of humans are a case of Druidic shamans who commune with the Oliphants and act as the mouthpieces of the mighty creatures. As an Oliphants grows with age the grow larger and begin to manifest natural sorcerous powers that help to augment their already terrifying presences. When an envoy from the imperials shows up in the grasslands a great gathering of herds is assembled at the graveyard of the ancestors for a conclusion to be made. If a consensus is reached that war is the proper path for the Oliphants and their human allies then herds of young bulls will gather together and the tribesmen will fashion great towers to their backs from which warriors trained in Oliphant warfare throw javelin or stab horsemen with long lances. These units if warbeasts are some of the most feared in all the known word and are only rivaled by powerful giants and greater metallic dragons on the battlefield. Oliphants are mighty warriors on the battlefield and some older bulls have steel plates fitted to their bodies so that they might wade deep into melees and unleash their wrath upon their foes. Often these behemoths return without their crew covered in gore and viscera from the crushing and gouging carnage they unleashed. Other Oliphants age to develop sorcerous power that grants them the abilities to foresee events and summon celelestial magics to aid them in battle. Several occasions were recorded of a strong sent of ozone before a mighty stone from the heavens struck the enemy lines before the battle could be met. After the reeling foe is defeated all turn to the ancient Oliphants in gratitude for the miracle they delivered for the Anquari Empire. Some whisper that an ancient albino matriarch that wanders the deep grassland alone might possess the power to extinguish the fire fields that block the way into the east and the multitudes of peoples there waiting to be converted to the faith of the Anquari. Many a grassland tribesman has attempted to find and commune with the ancient creature but always she either flees or in some rare cases refuses to aid in the slaughter of innocents. As the Golden Emperor heard this some say he chuckled and turned to finding new solutions to the magical dragonfire.

The empire is ruled by an immortal lich emperor who has gone by many names in the past but currently goes by the golden emperor. Seldom seen outside of his palatial fortress the much rules through a series of mortal representatives whose binds as thralls to his will. He abhors the use of undead soldiers though his personal bodyguard is formed of ancient revenants he bound with potent curses and enchantments.
The Golden Emperor rules by associating himself as the mortal representative of the chief god of the Anquari pantheon as he is the last descendent of the dynastic line of emperors who trace their descent from Reshef a god of war notorious for siring demigods. The truth behind this powerful lich is known to few but those who are close know he is the son of the demigod who was immortal and could not age or fall ill. The son was born mortal and began to age. When he surpassed his father in physical age he began to loose his grasp on reality and his mind slipped into the darker realms of the world tree. In Helia he was gifted with the knowledge of lichdom as well as the ability to raise draugr to guard his person. As he ascended the mortal coil he turned to dark powers among the gods of the world and found a means to destroy his father and seize the thrown. Before he embarked on this traitorous quest he prayed to all the gods to guide him away if he were going against their will. As a sign a raven alighted his window and cried out one note that expressed Knorr’s consent. With divine backing the lich then went on to slay his father and offered up what little divine spark the emperor possessed to Knorr in thanks for his support. The lich then went about instituting himself as master of the most powerful human nation on the face of the mortal world. Despite what many detractors would speak of his more tyrannical tendencies the Golden Emperor has reigned for 700 years and has maintained the sacred order of Knorr’s will on earth and has expanded the boundaries of the empire in a slow and methodical way, seeing to the systematic assimilation of millions of worshippers to the altars of the Anquari pantheon. Despite his contract with the Vanir Helia for eternal life she has no power over his soul as his phylactery has been under guard by wights within his palace vaults deep under ground; locked, warded, then buried under tons of rock. No one has been able to locate the box and many an assassin has failed to destroy the Golden Emperor due to how well it is protected. As a being in direct opposition to the darkness of Nador the lich works ceaselessly to keep Knorr’s rule as absolute and seeks to make his divine ancestor the over deity of Yddrasil in an attempt to have Knorr raise the emperor to greater deity power.
Knorr is the the sun god and bringer if the rains the the one who makes the crops grow. His wife is Astartes the moon goddess and the source of most of the drama of the Anquari mythology. The pair of deities form the center of most of the public worship and are invoked for victory in war and to provide rain and bountiful harvest seasons. The Anquari tradition has been simplified into one codified tome that is used to teach the faith and morality of the empire to the peoples they have conquered. Using a series of parables detailing exploits of Knorr and Astartes in their eternal relationship with highs and lows as any marriage that a mortal might experience. From their meeting and marriage as well as the growth of their family and various infidelities. Leaving no true ending the collection of parables helps to show the nature of the gods and how mortals can learn from their mistakes and how to live a wholesome life according to the Anquari way of life.

Yam’shas-is the eldest son of Knorr and is lord of the oceans and tides. His power is so great that he is often worshiped as an equal to his father. He dwelled deep under the ocean where he spent aeons plotting to overthrow his father and become the Patriarch of his family. There he created the tritons as servants whom he sent out to punish those who would not pay homage to him. At the climax of his planning he bound the earth to his will and caused a great upheaval of the planets crust that caused great tidal waves that flooded most of the world. Having foreseen this betrayal Knorr instructed his bastard son Ashur who lead the children of Astartes into the mountains where the survived the deluge. During the flood tritons spread to all corners of the earth riding the ocean. As the oceans receded from the combined light of Knorr, Astartes, and Shapesh the Tritons who dwelled inland fled back to the depths, some becoming stranded in what would become the Inner Sea. Knorr was ready to strike Yam’shas down and take his domains when Shapesh interceded and warned Knorr of the price of slaying his son. Instead she convinced them to reconcile their differences as well as making Yam’shas cursed to die should he ever again attempt to take the place of Knorr. Most people who dwell near the Inner Sea or southern coasts make offers to Yam’shas as they go to sea to fish or travel for trade. It is believed that he will loose his tritons on those who do not pay respects to him. Tritons are known to stop a vessel out at sea and demand they make sacrifice to Yam’shas or face annihilation. Often times they will take all the valuables from them and flee into the depths much like pirates though these creatures feast upon the flesh of unbelievers.

Shapesh-messenger of the gods she is the divine master of sunlight and starlight and acts as the one deity who seeks for reconciliation between the gods and mortals. She manifests as a being of shining light that only those pure of intent can gaze upon lest they be blessed. Her ability to instantly moveg from one place where light is shining to another regardless of distance allows her to be anywhere she wishes. Shapesh can be seen as the force that keeps Knorr’s family together and she has convinced Knorr and Astartes to forgive one another on numerous occasions and brought several of their wayward children home. She is patron of envoys and ambassadors who invoke her power to make their words as convincing as possible. Many a town has submitted to the dominion of the Anquari Empire because of an ambassador’s magical oratory. Her devoted often done yellow to mark them out as peaceful agents of the empire as well as priests who can give a message to Shapesh who can then deliver the message to the gods.

Shamesh-war god and champion of the Anquari manifest destiny. Both he and his brothers Reshef and Khardun marched to war as Avatars in the wars with the Jotnar and the invasions of the fire jotun. He and his brothers are all born of Knorr and Astartes and Shamesh is their heir. They met the jotun on the battlefield and slew many of enemy. These wars waged for ages as the Anquari gods were brought low in one Avatar only to be reborn as another. Though the war gods often came to the mortal world during the early days of creation, the aeons have taken their toll and Khardun fell low to the god Helia who took his divine power and she became more powerful. During his last incarnation as an Avatar Shamesh lead the Anquari people into the north and campaigned for thirty years until they reached the great western steppe. Here his divine spark ran dry and he returned back to the heavens having conquered no less than thirty nations of people and doubling the territory of the empire. In battle he wields and great towers shield and a long sword that burns with fire as it is swung and pierces any armor.

Eshmun-god of healing, Eshmun was born a mortal man who tended his flocks of sheep in the hilllands. One day Astartes spotted the youth lounging in the sun and became uncontrollably infatuated with him. She came to him in her mortal Avatar are proposed a union between them. Eshmun knew of Knorr’s wrath towards those his wife chose as paramours and refused her. She insisted he couple with, even trying to force him with godly power but he still refused her. Knowing what to do Eshmun drew his knife and castrated himself. As he lay bleeding to death Astartes began to weep for her unrequited love and covered his dying body with hers. She laid a kiss on his forehead which mixed with her tears of grief and as he slipped his mortal form Eshmun underwent apotheosis and became a god. Knorr seeing what Eshmun had done allowed him do dwell with the other gods and Eshmun took up the mantle of the patron of healers as his rebirth gave him knowledge of this domain completely. He has since taken his place among Knorr’s family as an adopted son and presided over the domains of healing and animal husbandry. He is seen as a self-sacrificing god with a gentle heart that inspires his devoted to tend to the sick and wounded to try and save them. His followers are often clerics and doctors who operate hospitals that double as inns scattered throughout the empire. They can be identified by their sky blue robes and the blue pavilions they bring to battlefields to act as triage centers.

Reshef-son of Knorr and patron of the common soldier. In his mortal Avatars he goes among the warriors who fight for him and gets to know each one within the time he is allotted. As a god he gives blessings in war like many others but those who give their lives willingly to save another brother in arms will be taken to his afterlife where they spend eternity in whatever pursuit they wish. Some worshippers of Reshef will willingly martyr themselves in war to take down a dangerous foe or to protect their comrades. Reshef is notorious for sleeping with mortal woman and he has left numerous demigods in his wake. Often these heroes will become nobility or even emperor give the divine charisma they possess.
Nador is the god of death, plague, and destruction. He seeks to do nothing but some destruction and chaos wherever he can though the efforts of other gods often keeps him in check. It was Nador that corrupted both Knorr and Astartes into distrusting each other and he often is the architect behind many of their misfortunes. He is often the one who instigates wars, sometimes going in disguise as a mortal to spread misinformation around the powers of the world to motivate them to wage unjust wars. No sane man would openly worship Nador. Believers are told to ask Knorr to intercede against his eternal foe and often Knorr will answer with swift justice.


The gods of Anquar are often warlike and barbaric but they also demonstrate all the folly of mortal men and show mortals the costs of certain actions. The wars they have waged have seen the destruction of countless minor gods who resisted their dominion as well as the deaths of several draconic and Jotnar of lesser power. Even those in high Asaheim have felt their power as the gods have moved to take the highest seat of overdeity for their family to possess and they now move to wage war on the men of the east who are the most favored of the
Vanir.
As the Golden Legion musters in greater numbers than ever before along the burning fields of Drannoor some whisper it is finally time for a reckoning between the family of Woden and the family of Knorr. The wickedness that the Anquari hold for the Faenir in particularly strong and they seek to cross the burning fields with no success despite numerous ingenious attempts. A brigade of elite Faenir knights ride up and down the border and a flock of bronze dragons are permanently roosted to guard the fields. Any fleet the empire send by sea soon finds itself within a violent storm as the silver dragons descend to breath destruction upon their enemies. If an Avatar of one of the Anquari War gods wax to rise then perhaps the platinum dragons would finally have a match in the war.
The border along the Jotnar mountains is many thousands of miles long running from the inner sea in the east to the western steppe. The Golden legion centuries are stationed at regular intervals along the border and react swiftly to any giant raids that come south. Once the Anquari gods drove their followers deep into the Jotun territory and destroyed many giant cities and put whole villages of halbaz to the sword. Avatars of all of Knorr’s sons walked the mortal world and slew no fewer than a dozen of Brigga’s children and grandchildren who all possessed a divine spark. Having glutted on so much divine power the gods withdrew from the conflict and the Jotnar crushed the remaining Anquari who remained In the north. In a great rage Brigga manifest as an Avatar among the fire giants and lead all the fire giants kingdoms south in search of revenge for the loss of so many children. She went as far south and west as the walls of mighty Anquar itself before her time on the mortal world was up and she went back to the heavens before what remained of her horde could destroy the Anquari for ever. Having now recovered from this the empire now turns its eyes north once more but this time with revenge in their hearts.

This message was edited 2 times. Last update was at 2021/09/06 18:18:13


 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

A good start. Many of us start trying to make a better warhammer. Keep exploring and learning about mechanics and see what fits your vision!

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Made in us
Fresh-Faced New User





I’m looking to keep writing up lore at the moment to motivate me to buy some miniatures to make rules for. I think simpler stat block and either a d12 or d10 system is route I’m going to take.
On an aside I edited the Anquari Empire lore and added stories about their gods which are super important to how they control so many disparate people’s. It’s a long one but it took me most of the day so I hope some folks like it.
   
Made in us
Fresh-Faced New User





::here is some lore for my undead faction. I feel like they fit the Norse theme well enough and they should be different enough from the other factions as to be worth working on at the beginning so they fit into the core rules. I’m leaning more and more towards a percentage system with d10’s so I am going to play around with that idea.::

The Barrow Wights
Oathmark and undead including blisters
Reaper necromancers and liches, Demi-liches, giant skeletons, boneswarms
Manticore nightstalkers as demons
Spoiler:

Many thousands of years ago in the lands east of Faenir a kingdom rose to power that would become so corrupt that they would come to define what most of eastern civilization as pure evil. A people whose lands were bountiful and who raised great stone cities and megalithic monuments. They had a strong military and prosperous fields that grew easily and produced bountiful harvests. The capital of the kingdom was called Ys, a stronghold built on the shores of the Inner Sea. As a citadel Ys stood for thousands of years, from a mighty fortress until its decline into a derelict. The secret to the Ysians’ success was a pact sworn between their first king and the goddess Helia, known to them as Hekate.

Hekate was worshipped openly in Ys and a great priesthood dedicated to death emerged to take control once the first king of Ys died. Through many centuries of accumulating magical knowledge the priesthood finally unlocked immortality through a powerful and dangerous process to become a liche. With the ability to raise the dead and create wights and revenants from specially prepared corpses the priesthood of Ys became one of the most powerful nations of its golden age. As the centuries turned into millennia the kingdom of Ys grew to conquer most of the east and ruled with an iron fist. Through deals with the children of Helia they learned more and more of the necromancy they had begun to master. As the number of liches grew the natural rivalry that is inherit to men of the east began to manifest. The kingdom became rife with civil wars that drove some of the masters to retreat into barrow complexes that were constructed to give the lich a place to rest until their enchantments needed to be renewed. Following these cycles many liches grew to become little better than their undead servants as their souls could not withstand the progression of the aeons. For as more and more undead went on to become barrow kings or opened portals to hel so that they might dwell forever with their beloved Hekate. Those who went to Hel discovered the true nature of their uncaring goddess and found their souls devoured by Helia or one of her children. Those who remained in Mideheim became the barrow kings. When the metallic dragons came to Faenir and began to help in their wars the Ysians were put on their back foot. Crushing defeat followed by crushing defeat saw the necromantic forces of the Ysians destroyed. A great flight of silver, steel, bronze, and iron dragons descended on the capital necropolis of Ys and burned their monuments down with magic dragon fire. With great effort the remaining barrows were sealed and barred from the outside so those within could not escape. All throughout the Eastern kingdoms are grew barrow complexes that have remained silent and forgotten monuments to the atrocities of the Ysians. As the centuries have passed the wards put in place to keep the liches in slumber began to fade and they awoke to find a different world entirely. Some awoke insane or without their souls and devolved into twsted necromanctic creatures such as Demi liches or boneswarms. Few have managed to break the seals that bound them through puppet cults or sheer willpower. Those who march on to reclaim their lost kingdom find the armies of the living to be powerful foes as Jotun or dragons tip the balance away from the Ysians. Many more have formed a league of barrow warrens that constantly expand underground making great labyrinth tunnel works seeking to bypass the wards on the barrows altogether. A few have managed to create vast underground fortresses that run for many miles radially around the barrows. Some are seeking to dig west and burrow into the lands of the living to spill hordes of the undead from the earth to sweep away the lands of the living.

Often the Ysians would invite the demonic children of Hekate to walk Mideheim through foul rituals that bound the demons to the storm willed liches. The demons constantly trying to find a way out of their servitude constantly lie and deceive all who come near. As formless beings they often take the forms of nightmarish creatures they constantly shift and change form and color. Mouths and eyes will spontaneously form upon their flesh to babble incoherently or stare around in tortured horror. For these are the souls of the damned. Those who willing commit evil acts and those who sell their souls to Hekate for power. These hungering beings strive to undo the Ysians despite their willingness to be brought to the mortal realm and if enough of the demons gather in one place then they can begin to open a way from Mideheim to Helheim so that the endless ranks of Hekate’s children can pour forth and destroy, much as they did in Arvanith when the Ysians invaded bringing many thrall demons to the fighting. As more people died the demons grew more powerful than their Ys masters and destroyed the cabal of liches and destroyed both the undead and humans in an orgy of violence and consumption. As a new age of war has come to Faenir, the excess of death magics has begun to coalesce a n the barrow lands and the Ysians once more stride the earth.

This message was edited 1 time. Last update was at 2021/09/06 18:18:45


 
   
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Dwarves
Spoiler:

Known as the Dweorh the race of mountain dwelling beings known as dwarves in the common speak of Faenir stand roughly 4-5 feet tall and possess large frames that enable them to do hard labor for long hours without tiring. A tough and stubborn people the Dweorh cling to life in remote strongholds scattered far throughout the world. From the eastern Jotunn mountains to the far western branch of the Vandri mountains the dwarves once ruled mighty kingdoms in the earliest aeons of the world. They constructed great halls beneath the mountains from which their endless networks of mines stretched. As the Dweorh grew in numbers and power they drew the attentions of the greater powers that vied for control of Mideheim. Woden created the Dweorh in the earliest days of the world to try and bring order to the chaotic natural world in an attempt to counter the efforts of the Vanir in taking control of the mortal realm. The Dweorh proved to the the fae’s greatest foe during the early Aesir-Vanir wars and became the focus of the elves campaigns. After facing defeat on the open battlefields the dwarves resolved to retreat into their mountain strongholds and outlast the besieging forces until the gods had resolved their conflict. As the centuries dragged on the Dweorh lost hold after hold to the nefarious plots of the fae. Many hundreds of thousands of Dweorh were slain and left to rot in their ruined holds to be forgotten by the greater world. As the Woden defeated Njordr and drove the rest of the Vanir into Aelfheim the hosts of man that followed the Aesir came to relieve hold after hold only to find desecrated bones and silent halls beneath the mountains. Only a handful of Dweorh clans remained in the world and faced with extinction they did as Woden bade them and joined mankind in an effort to bring order and law to the world by raising great cities across the continent and have since become integral members of most of mankind’s realms. The eastern dwarves became self-segregated communities within most human settlements that operated as a kind of middle class between the nobility and the serfs. In the great port city of Vagnar upon the Inner Sea the Dweorh found a new home. Over the millennia since the great wars in the heavens the the burgeoning city soon came to be recognized as the center of modern Dweorh culture. Using advanced engineering they drained the swamplands around Vagnar and constructed a series of dykes and levees which allowed the city to grow outwards into the marshlands. As the city grew in power under the rule of the Faenir and their dragon masters, so to have the Dweorh prospered. Being exempt from the Kingstithe, the dwarves clans often train and maintain small forces of mercenaries who fight under the Faenir banner but at great cost to the humans. Often times they will charge exorbitant fees for their services but it is always worth the price in gold to have a strong shieldwall of Dweorh to act as the crux of a Faenir battleline.
To the west dwell a group of Dweorh who continue to live under the Vandri mountains north of the Anquari Empire in the old ways. They have held out since the dawn of time and are determined to be holding their home at the end of days. These Dweorh mass produce quality steel weapons which they trade with the Anquari for foodstuffs and exotic items, mostly foreign raw minerals which the Great Smithy’s Guild will often pay very high sums so they can continue their more esoteric works. The majah salts the Bankar harvest from the salt flats within their lands are sought out most fervently as they are a key alchemical ingredient in their combustive powder bombs.
Dweorh live in large family dwellings called halls where everything is shared equally though the patriarch or matriarch will see that all get fair shares. This basic tenet of their family life has lead to close knit family groups which often focus their efforts on a single craft and become masters of what ever they might do. Some clans focus on smithing, while others might focus on refining minerals or mining. Most Dweorh who dwell in human settlements have multiple small clans often only four generations akin to the family structure of their neighbors. These small clans have fewer masters within their ranks but the amount of production they can achieve often outshines the efforts of the larger clans. Seldom to feuds happen in Dweorh communities but when they do all the clans gather to put an end to the fighting and to bear witness for the justice of the king. Every group has of Dweorh clans have a natural compulsion to nominate a king from the eldest of their patriarchs or matriarchs who will then go on to enforce the law of the All-father with their well equipped warriors who are drawn from the best fighters of all the clans. These honorbands are the best equipped troops in the Dweorh forces and often act as a police when in human cities.
When the Dweorh go to war alongside their Faenir allies they form independent units which move slowly up the field and act in support of the human battleline. The use their superior resilience, strength, and craftsmanship to their advantage often slowly slaughtering whole formations of enemy troops before marching on to the next engagement. Some battles against the Jotun were won at the Gates of the North solely for the stubbornness of the Dweorh. Holding out against the hordes of half-giants and bands of ogres until their king slew the fire giant overlord in single combat, breaking the enemies courage. In war the Dweorh act with the same intensity they have while at their craft which often drives them into bouts of berserk rage as the blood of Woden flows the their veins.

This message was edited 1 time. Last update was at 2021/09/06 18:19:10


 
   
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::here is the lore for the last major factions. I like the idea of goblins being corrupted elves and I had to work them in some how. This might be one of my last fluff posts as I’m on the verge of getting some models to test out game ideas with. I’m thinking halbaz with fire giants versus Faenir and a few metallic dragons. Should cover the full spread of core rules I will need to make.::
Vanir and the Elves
Spoiler:

Vanir Gods
Freyr- chief of Vanir, the Feylord and main rival to Thunar and Baldur in the wars of the afterlife.
Freya- twin of Freyr and Feylady of all the elves.
Njordr-father of Freyr and Freya, Brother and consort to Nertha the All-mother. Cast down by Woden and banished to the outer realms.
Nerthus All-mother- Wife and twin of Njordr, mother of all elves and their chief deity. Seen as nature goddess who protects the wild places.
The Aesir lead mankind in a war to overthrow the powerful Vanir and their elven subjects. The war last decades but the number of man proved too much for the elves and Woden cast Njordr down and banished him to the outer realms. Nerthus took over his role as chief of elves and withdrew with them into the realm of Aelfheim to plot revenge. As an immortal race the elves are infinitely patient for the day to come. Until the time comes elves have moved into Mideheim and begun to bring the magics of Aelfheim with them, corrupting wild places into twisted Feywilds.
Freyr and Freya have taken it upon themselves to to see Mideheim fall and mankind driven to extinction.
Out of the devastating loss they suffered at the hands of the Aesir, the surviving Vanir divided the remaining Feykind into three groups that then followed their creators into exile. Freyr lead the most hot blooded and murderous of the elves into the open plains where he intended to raise a great fortress from which they could them grow in numbers and then march in Mideheim. But it was not to be. The fiery hearted elves turned in Freyr and cast him down as a god. Forsaking all the deities these elves respected only strength and fled when Freyr returned with Freya’s host at his heels. Broken and defeated these elves fled beneath the earth of Aelfheim and soon left the surface world behind forever to give into their more base desires and change into a race of chaotic elves.
As Freyr abandoned his dreams of taking Mideheim and took up his place as consort in Freya’s court of light elves. These elves had taken to the highest places in Aelfheim above the sprawling forests that are the domain of Nerthus and her sprites and pixies. The light elves view themselves as superior to all other life and strive to protect those they see as lesser than themselves. After the defeat in the Dawn Wars the light elves turned to aestheticism to try and control their more impulsive natures. This near monastic lifestyle has lead them to become inherently magical beings. With populations growing and new warriors being trained in the arts of Freyr only time will tell when the Vanir make another move to take Mideheim.
Nerthus rules the majority of Aelfheim only allowing her children space enough so they won’t upset the natural flow of the realm. All things in Aelfheim are connected by the skeins of cause and effort that are so integral to the nature of the Fey. Under the title of Mother Nature, Nerthus has created a myriad of small feykind that each possess overriding drives to achieve specific tasks such as mending broken things or cultivating flower beds in seculars dales deep in the Feywilds. All Feykind pay homage to Mother Nature and all their actions are directed at bringing her dream of spreading the Feywilds into all the 9 realms. To be a mortal within the Fey is to invite disaster more often than fortune. The Fey are fickle creatures and most elves kill Mortals on the spot usually with arrows from unseen vantage points. The paths and land features of the forest constantly change and one can turn around only to find themselves somewhere else entirely. So infused with magic is the Fey that when a portal between Aelfheim and another realm is opens the Feywilds begin to spread like a contagious disease as it warps all around into something more pleasing to Mother Nature’s twisted since of order.
Those elves who do risk everything and try to invade another realm are often never seen again.
Those elves who fled from Freyr’s wrath and fled underground spent many long millennia in isolation and were changed forever. From the underground a race began to emerge that was unlike any other the elves had faced before. Great numbers of the stunted creatures poured forth, bullied by other creatures just as twisted and viscous as the first. Driven forth like cattle the ill equipped creatures were easily dispatched by the light elves who had marshaled to oppose them. Unbeknownst to the elves a third group of creatures emerged from the Feywilds behind the host. These creatures had left the caves as their great size made life difficult. Blessed by their gods with uncanny abilities at stealth these creatures waylaid into the elves and massacred the weak rear of the battle host. Soon a great purge was enacted by the light elves on those warrens that remained near the surface. It soon became apparent that these troglodytic creatures where twisted elves who had become monstrous when compared to their distant kin. As much like faeries these creatures became stable offshoots of the Fae family tree.
Unbeknownst to the great Vanir a lowly brownie had aspirations well beyond what Mother Nature had bred into his being. Driven by a desire for power rather than mischief this brownie soon became aware of murder. He soon became a serial murderer, slaying many Faeries as well as not too few elves either. Soon he came upon a magical amulet which introduced him to the world of magic. With this amulet he could change his form at will and chose to become a terrifying ten foot monstrous goblinoid with coal black skin and burning flames for eyes. Having assumed a new form the amulet became part of the brownie and soon its true nature became apparent. Being a Fey trick the amulet granted power but at the cost of ones soul. The brownie became enraged and became consumed by his desire for revenge. This brownie then took the name Maglubiyet Burning-Eyes. He crafted a brutal great axe that he enchanted with Fey death curses and set himself on the path for vengeance. In these goblinoid creatures whom where cast down by the elves and Vanir Maglubiyet found ideal slaves. Maglubiyet found the most powerful and insane members of each species and elevated them with artifacts he crafted with gifts given by the amulet. With these pawns he manipulated the hobgoblins to organize into a disciplined and organized army that went on to subjugate the goblins and bugbears. With gods to worship these goblinoid creatures found a divine purpose. With a horde numbering in the millions Maglubiyet went deep into the Feywilds of Western Aelfheim. There he found his prey, a lesser Vanir who had languished on the worship of his few followers and sat in a lazy and dull existence high in a great stepped pyramid. As the dwindling horde finally arrived at the temple an amazed defense was raised by those few souls that dwelt near the Vanir. Crushing the force, Maglubiyet stormed the Vanir himself and buried his cursed axe in its head. As is the way of power, the god’s divine power flowed into the brownie and granted him the power to break the curse of the amulet. With the power of a lesser god, Maglubiyet opened a Fey portal and allowed his horde to march into a new world. Knowing the Vanir would never find him in Mideheim. Now he sits on a conquered throne in the east of the world building his empire in the mortal world. He has elevated numerous demigods to power whom he uses to enforce his worship upon the goblinoid races.
As the myriad Fey races move to conquer Mideheim it will take intervention from Asaheim to prevent the Vanir from their vengeance.

:sorry the first part is a copy and paste I put it there for reference:

This message was edited 1 time. Last update was at 2021/09/06 18:19:41


 
   
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Goblinoids
Spoiler:

Out of the east descends a great scourge upon the human kingdoms the world. Led by the diabolic Vanir Maglubiyet the hosts of goblinoids have conquered great swathes of the east, building a ragtag empire of goblintowns and hobgoblin warcamps. From the depths of the eastern Jotun mountains the swiftly marched south into Dornag, raising the countryside and sacking every town and village within range of the horde. Great trophy piles were raised in Burning Eyes’ honor and he personally slew no less than ninety-nine human champions, ranging from brave you spear-boys to the mighty King Nogar of Dornag. All fell before his cursed axe as Maglubiyet turned his eyes from kingdom to kingdom. As the horde grew impetuous and soon the fractures began to form as the bugbears grew more violent and less stealthy. As this happened the marsh goblins began to grow more stealthy but very skittish. As the goblinoids began to settle and take the cities of man they began to adapt to their environments. Over the course of three generations Maglubiyet had crushed half a dozen human kingdoms in the east and settle in the Varnish capital of Mjollshold. From this mighty citadel the goblin king began to solidify his kingdom in Mideheim and from here the city known as the Iron Keep within the hobgoblin tongue and known as Goblintown among the neighboring human kingdoms. The town that once only occupied 6 square kilometers now spans greater than 30 square kilometers that grows ever outwards as the years go on. Taking up several of the neighboring valleys and cave networks the Iron Keep is a chaotic hive of petty tribes that form the basis of goblinoid society.

In a martial culture that demands might makes right as the highest virtue, it is only natural that the strongest or most cunning creature rules. Some tribes are ruled by bugbear chiefs who rule by bullying goblins and hobgoblins into submission while others are ruled by conniving goblin smoothtalkers who have convinced bugbears and hobgoblins or their masterful plans and great network of sneaky spies and assassins. Over these petty tribes are the hobgoblin legions who act as the glue that keeps the goblinoid warmachine moving. As the horde conquered its fledgling empire they exterminated the local human populations and enslaved many to be worked to death in harsh and needlessly cruel conditions. Hobgoblin chieftains often choose lofty titles such as Arch-General or Supreme Grandmaster depending on their legions’ method of war. Each hobgoblin leagion functions much like tribes or clans of other goblinoids but instill a harsh discipline that ensures only the strongest make it to adulthood. By the age of 14 most hobgoblins have committed dozens of acts of murder and often train to assassin goblin neighbors without drawing notice back to ones own legion. Some even go so far as to frame a rival legion in hopes of weakening two rivals at once. Though hobgoblins display a cunning that would seem simple or cruel by a humans standard they are far more restrained and it is often the goblins and bugbears who display their Fae ancestry with their natural abilities to move silent through forests and dark passages giving off no hint of their approach.

This supernatural gift is of no chance as the goblin and bugbear champions gathered during the early days of Maglubiyet’s tyranny and decided to convene a counsel to discuss how better the goblinoids could wag war against their elven cousins. The six hobgoblin champions declared the hobgoblin was of war as without fault against the elves as any. Their mighty tower shields as viscous warg wolf mounts made it quick work when open battle was joined. The two bugbear champions argued their people suffered the greatest from the arrows and magics of their foes. Their once great numbers dwindling swiftly as the campaign went on. Hearing his champions pleas Maglubiyet made a decree before his assembled hordes. From a mighty bellow he proclaimed the bugbears would no longer charge in the vanguard of his hosts. They would now be his scouts and outriders. He then raised his axe and cursed the bugbears with their unnatural stealth. As they are apt to do soon goblins began to find a way to manifest this ability for themselves. At first the overseer champions railed that the bugbears would receive such a boon from their Overtyrant but soon they fell silent. As is all his dealings with Goblins , Maglubiyet does not tel of why he gifted them with the same unnatural stealth but few goblins question it as it greatly increases their lifespans and has since allowed them to shift from being predominately used as fodder to being allowed to enact pincer moves and outflanking maneuvers as well as being herded before the legions to act as ‘screens’. As Maglubiyet has shifted to a campaign of consolidation now the number of new goblinoid settlements has begun to grow exponentially. As the Warg-Legions have begun to cross the settlelands and have ranged through the barrowlands, they have come to find Faenir as a suitable target to gear the next great campaign against.
A war host of hobgoblins and their kin is a strange sight as the ragged looking hobgoblins brandish tower shields in ordered ranks force marching great numbers of their lesser kin into their foes in an attempt soak up missiles and to tire their foes swordarms. Those goblins not bound in slavery run along the flanks of the legions often firing short bows into combats heedless of the friendly fire. Using this same principle, ballistae and catapults fire into the foe indiscriminatly braking their own ranks as often as the foes. They continue firing until they inevitably break down at which point the hobgoblins often whip the crews for failure and bind them into slavery, ready to muster into the next wave. The warg wolf mounted hobgoblin legions that range ahead of the infantry carry themselves differently with an overwhelming desire for freedom and they find it as outriders. Warg legions are renowned for their mounted archery taking to the field in packs that seek to pick and tear the enemy slowly. As the infantry moves in the wargs flee back and wait until the slaughter has reached its apex and the riders charge in, their bloodthirsty mounts tearing foes in half. Alongside the warg legions march bugbears and sneaky goblins who move unseen to position themselves into effect flank and rearguard charges. When the bugbears join the fray their brutal natures come to the fore and they tear men limb from limb and some skirmishes have been decided by a bugbear charge.
The force that binds goblinoid society together is the Priesthood of Burning Eyes. This caste of hobgoblin warrior clerics lead the hobgoblins and goblins in worship of Maglubiyet and his Champions as well as acting as a secret police. They work in secret often acting to ensure the status quo is kept and not drastic rises in power go unnoticed by their tyrannical god. As a god of blood sacrifice the priests of Maglubiyet seek any opportunity to spill blood in their God’s honor. Sacrifices of slaves often go in for days during triumphant marches and the spoils of war are lain before the gates of Maglubiyet’s great citadel. The steady western expansion of the goblinoid empire will soon see them in conflict with Faenir setting the stage for the next phase of Maglubiyet’s plan to become Overdiety, the gods of the Aesir.

This message was edited 1 time. Last update was at 2021/09/06 18:20:12


 
   
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:ue to some real word things happening I have not been able to buy the miniatures I need to start developing my game system so I decided to write some more in the early hours of the morning. Shoo apologize for any bad grammar this was really freeform. If any of this contradicts what I have written already then this post superseded that lore. Please let me know what you guys think. Should I post all this to the fan fiction board seeing as all I have posted here has been background notes. I’m also tempted to write some short stories to depict the various perspectives of the four main factions. Hopefully soon I can get some Faenir and Halbaz models and I can start developing the rules for the game. I know for certain I want to use d10’s as I feel like they offer a better representation of probability and I want to have as few stats as possible to help make it a more accessible game that I might play test with my wife. Again if anyone has any feedback please let me know what you think.::

Yddrasil
Spoiler:

Yddrasil is a world which is split into nine different dimensions that all link together through the plane of mortals. Each of the planes are unique having been created by some unknown force at the dawn of time. The most powerful beings in this multiverse rule the different realms and have fought for possession of the various realms since time immemorial. Now the Aesir reign over all with their enemies locked away in Aelfheim and the elemental planes. Many scholars liken Yddrasil to a tree with Mideheim as the truck and boughs and elemental planes as its lowest branches. Above these are enchanted Aelfheim and the desolate and uninhabitable wastes of Jotunheim. At the top of the tree is the Paradise of Asaheim the seat of the prime deity and the afterlife of virtuous souls. Under the roots of this tree would be Helheim the afterlife of damned souls and the domain of the ever scheming Helia. Though a good metaphor these scholars fail to understand the true nature of the multiverse as it is more akin to a book that seems to have one sheet of paper despite there being a full book within its covers. All nine realms are unique worlds onto themselves and are all the same world at the same time. Each of the various Pantheons are in an eternal conflict for control of all nine realms. The Aesir have been content to control Mideheim and keeping their rivals in check but there is little they can do to stem the tide of mortal travelers who cross from the other planes. It is through armies of mortals that the gods wage their wars and the blood and souls to form into forces with which they wage war into the other planes. Though mortals and gods can go from their home realm to Mideheim and then travel to the other seven realms the souls of mortal creatures can move between the Nine freely.
Asaheim -home of the Aesir, from which Woden and his family maintain dominance of all the realms. It is here that the various Pantheons worshiped around the world reside as Woden made places for all the lawful gods who support his right as Prime Deity. The various lesser gods of the numerous human pantheons all support Woden and backed him in the overthrowing of the Vanir and Jotnar.

The Nine
Mideheim-mortal plane the axis mundi of the 9 realms and home to all mortal creatures. It is here that all the various gods of the other realms vie as control of Mideheim grants the ability to strike into any of the realms. The Aesir have dominated Yddrasil ever since they cast down the Jotnar and Vanir.
Jotunheim-plane of giants now a desolate waste only inhabited by scavengers
Muspelheim-plane of fire and destruction a realm of constant conflict that rings with the sound of Surtur‘s constant entercen
Niflheim-plane of seas and storms the tomb of Hrdnar and the domain of Fimbulventr and the storm giants
Svartaheim-plane of earth and life where Brigga is bound. Here she collects the souls of Jotun whom she transforms into one unified race of giantkind and leads them in a paradise like existence.
Helheim-plane of the dead and domain of Helia who twists the souls of the damned into demonic creatures whom are constantly pain-wracked and forced to fight one another.
Aelfheim-plane of the Fey and realm of the Vanir and their elven children

This message was edited 1 time. Last update was at 2021/09/06 18:20:36


 
   
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::I came up with some rough unit profiles based around a d10 system. As I’m not sure where to start this seemed as good a place as any. I wanted a simple profile that wasn’t so complicated to make my first attempts at playing around with it too clunky. I still don’t have the dice or models I need though I think I’ll come up with a roughdraft for the game system then go back and edit it as I actually play the game first solo then with my wife. My goal is for it to be simple enough for her, who had no interest in wargaming to be able to pick it up within a few minutes and to actually enjoy the experience. I feel that if it is that simple and easy to understand and master then the game has achieved what I set out to do. If you guys have any ideas that might help me along don’t hesitate to let me know.::

Spoiler:
Unit type
Every model has a profile indicating stats and rules. All units have racial keywords as well as faction and unit designation keywords. Racial and faction keywords help determine which units can be taken by an army and restrict certain units from being in the same army (ie frost and fire giants in the same list).
Unit designation keywords determine what unit they will be deployed with and how they function on the tabletop.
Shieldwall units form the basis for most armies. All models in an army with the shield wall keyword must be deployed into a single unit. Shieldwall units are treated as unbreakable and all models in these units receive +2 to their save rolls from missile weapons and +1 to their save rolls from melee attacks.
Skirmish units are free to form units of ten or more and move free of shieldwall units and act as independent units.
Cavalry units are free to form units of five or more models and move free of shieldwall units and act as independent units.
Large infantry units are often multi wound creatures on 40mm or 50mm bases. They are free to form units of three or more.
Warbeasts are large creatures trained or created to break shieldwalls mounted on Chariot base, 50mm by 100mm.
Single Base Units are unique in that they move freely of any formations. Single Base Units can join shieldwall units and units with the skirmish rules can join skirmish units.

Human runs 30 mph
Horse runs 55mph
Weigh attacking unit’s offense modifier to melee or ranged attacks. Both the attacking model and the defending model roll 1d10, with the attacking model adding its offense modifier and the target model adds its defense modifier. If the attacking model scores higher than the defending model then the defending model loses health equal to their weapons’ damage characteristic.
Stat block
Health
Move
Offense Melee/Ranged
Defense Melee/Ranged
Morale

Faenir Kingsguard Shieldwall
Health-1
Move-5 inches
Offense-+1/+0
Defense-+1/+1
Morale-7

Faenir Knight Heavy Cavalry
Health-3
Move-9 inches
Offense-+2/+0
Defense-+2/+1
Morale-8

Golden Legion Bankar Shieldwall
Health-1
Move-4
Offense+0/+0
Defense- +1/+2
Morale-6

Golden Legion Bankar Shieldwall Archer
Health-1
Move-4
Offense-+0/+1
Defense-+0/+0
Morale-6

Halbaz Levy Shieldwall
Health-1
Move-5 inches
Offense-+1/+0. Melee/Ranged
Defense- +0/+0
Morale-6

Fire Giant Warrior
Health-10
Move-9 inches
Offense-+3/+0
Defense-+3/+3
Morale-8

Goblin Shieldwall
Health-1
Move-6 inches
Offense-+0/+0
Defense-+0/+0
Morale-4

Hobgoblin Warg Bowmen
Health-2
Move-8 inches
Offense-+0/+2
Defense-+1/+1
Morale-6

This is how I think the profiles would end up looking like. Rules for weapons will be simple and universal to all the different factions. These are profiles for the units I want to get first to play test with. A starter set if you will. It is two reaper models for the giant and dragon and the Victrix Ltd Dacians and Normans kits.

Silver dragon Character
Armed with Talons, Bite, Tail, and Silver Dragon‘a breath(2d10 ranged)
Health-25
Move-25 inches with flight
Offense(multiattack 4)-+5+5
Defense-+5/+3
Morale-9

Faenir Kingsguard Captain
Armed with Sword and Shield with army banner
Health-6
Move-5 inches
Offense(multiattack 2)- +2/+0
Defense-+2/+2
Morale-8

30 Faenir Kingsguard Shieldwall
Armed with Swords and Shields
Health-1
Move-5 inches
Offense-+1/+0
Defense-+2/+1
Morale-7

20 Faenir Men-at-arms Shieldwall
Armed with Spears and Shields
Health-1
Move-5 inches
Offense-+0/+0
Defense-+1/+1
Morale-7

10 Faenir Men-at-arms Skirmishers
Armed with Axes and Shields
Health-1
Move-5 inches
Offense-+1/+0
Defense-+0/+0
Morale-6

Fire Giant King Character
Armed with Runecrafted Two-handed Sword
Health-20
Move-9 inches with Unstoppable
Offense(multiattack 4)-+5/+0
Defense-+4/+3
Morale-9

Halbaz Chieftain character
Armed with Sword and Shield with army banner
Health-8
Move-5 inches
Offense(multiattack 2)- +3/+0
Defense-+2/+1
Morale-8


20 Halbaz Levy Shieldwall
Armed with spears and shields
Health-1
Move-5 inches
Offense-+2/+0. Melee/Ranged
Defense- +0/+0
Morale-6

15 Halbaz Huntesmen Skirmishers
Armed with short bows and swords
Health-1
Move-5 inches
Offense-+2/+2 Melee/Ranged
Defense- +0/+2
Morale-6

15 Halbaz Fanatic Skirmishers
Armed with two-handed axes
Health-2
Move-5 inches
Offense-+3/+0. Melee/Ranged
Defense- +0/+0
Morale-7

9 Halbaz Hearthguard Shieldwall
Armed with Swords and Shields
Health-2
Move-5 inches
Offense-+2/+0
Defense-+1/+1
Morale-7





This message was edited 3 times. Last update was at 2021/09/26 21:26:04


 
   
Made in us
Fresh-Faced New User





::I have been making some profiles to get an idea for how the stats will work and I have a pretty good idea for how I want the combat system to work now. I just need some miniatures to test it out and tweak the rules until it works as best it can. I have some good hopes for this project and it has been and entertaining outlets.::

Ysian Profiles
Spoiler:

Liche-Seidhr-konungr
Risen Skeleton warriors-scealu
Giant skeleton-scealu-jotunn
Ritually crafted Revenants-Draugr
Boneswarms-beinahrúga
Wights/death knights-bein-Konungr
Ysians who act in cycles-Haugr

Liche-Konungr character
Armed with arcane staff and sword
Health-30
Move-5 inches
Offense(multiattack 2)- +3/+3
Defense-+3/+3
Morale-9

Draugr Chieftain character
Armed with two-handed axe or Sword and Shield with army banner
Health-12
Move-5 inches
Offense(multiattack 2)- +2/+0
Defense-+2/+2
Morale-9

Scealu-jotunen Warbeast Unit
Health-16
Move-7 inches
Offense(multiattack 2)- +2/+0
Defense-+3/+2
Morale-9

Scealu Warriors Shieldwall
Armed with Spears, swords, and shields
Health-1
Move-4 inches
Offense-+0/+0
Defense-+0/+0
Morale 9

Scealu Bowmen Skirmishers
Armed with short bows and swords
Health-1
Move-4 inches
Offense-+0/+0
Defense-+0/+0
Morale 9

Draugr Warriors Shieldwall
Armed with two handed axes or Spears, Swords,and shields
Health-2
Move-5 inches
Offense-+1/+0
Defense-+2/+1
Morale 9

Draugr Light Cavalry
Armed with lances, swords, and shields
Health-3
Move-12 inches
Offense-+1/+0
Defense-+3/+2
Morale 9

Beinahruga Warbeast Unit
Armed with horrific tendrils
Health-12
Move-8 inches
Offense-+2/+0
Defense-+3/+3
Morale 9


Jotunen Profiles
Spoiler:

Fire Giant King Character
Armed with Runecrafted Two-handed Sword
Health-20
Move-9 inches with Unstoppable
Offense(multiattack 4)-+5/+0
Defense-+4/+3
Morale-9

Fire Giant Bodyguard Character
Armed with Runecrafted Two-handed Sword
Health-16
Move-9 inches with Unstoppable
Offense(multiattack 3)+3/+0
Defense-+4/+3
Morale-8

Fire Giant Warrior
Armed with giant’s great sword
Health-16
Move-9 inches
Offense(multiattack 3)+3/+0
Defense-+3/+3
Morale-8

Frost giant king character
Armed with giant’s great sword and runecrafted throwing spear
Health-18
Move-8 inches with Unstoppable
Offense(multiattack 4)-+4/+3
Defense-+2/+2
Morale-8

Frost giant warrior
Armed with giant’s axe or giant’s great axe
Health-14
Move-7 inches
Offense(multiattack 3)-+3/+2
Defense-+2/+2
Morale-7

Frost giant hunter
Armed with giant’s runecrafted javelin and giant’s hunting bow
Health-12
Move-12 inches with Unstoppable
Offense (multiattack 3)2/+3
Defense-+2/+2
Morale-7

Halbaz Chieftain character
Armed with two-handed axe or Sword and Shield with army banner
Health-8
Move-5 inches
Offense(multiattack 2)- +3/+0
Defense-+2/+1
Morale-8

Hill Giant warrior
Armed with giant’s club
Health-12
Move-7 inches
Offense(multiattack 2)-+3/+0
Defense-+3/+1
Morale-6

Stone giant warrior
Armed with giant’s hammer and runic throwing stones
Health-12
Move-7 inches
Offense(multiattack 2)-+2/+4
Defense-+4/+0
Morale-7

Ogre Warriors
Armed with giants’ clubs
Health-8
Move-7 inches
Offense(multiattack 2)-+3/+0
Defense-+2/+0
Morale-6

Cyclops warriors
Armed with giant’s club and throwing stones
Health-10
Move-7 inches
Offense(multiattack 2)-+2/+3
Defense-+3/+0
Morale-6

Halbaz Levy Shieldwall
Armed with spears and shields
Health-1
Move-5 inches
Offense-+1/+0
Defense- +0/+0
Morale-6

Halbaz Levy Skirmishers
Armed with bows and knives or javelins and shields
Health-1
Move-6 inches
Offense-+1/+1
Defense- +0/+0
Morale-6

Halbaz Huntesmen Skirmishers
Armed with short bows and swords
Health-1
Move-7 inches
Offense-+1/+1 Melee/Ranged
Defense- +0/+2
Morale-6

Halbaz Fanatic Shieldwall
Armed with Spears, swords and shields
Health-2
Move-6 inches
Offense-+2/+1
Defense- +0/+1
Morale-7

Halbaz Fanatic Skirmishers
Armed with javelins, swords and shields
Health-2
Move-7 inches
Offense-+2/+1
Defense- +0/+1
Morale-7

Halbaz Hearthguard Shieldwall
Armed with two handed axes, swords and shields or Spears, Swords and Shields
Health-2
Move-5 inches
Offense-+2/+0
Defense-+2/+1
Morale-7

Halbaz Hearthguard Heavy Cavalry
Armed with lances, swords, and shields
Health-3
Move-9 inches
Offense-+2/+0
Defense-+2/+1
Morale-8



Faenir Profiles
Spoiler:

Faenir profiles
Silver Dragon Character
Armed with Talons, Bite, Tail, and Silver Dragon‘s breath(2d10 ranged attack 10” range)
Health-25
Move-25 inches with flight
Offense(multiattack 4)-+5+5
Defense-+5/+3
Morale-9

Steel Dragon Character
Armed with Talons, Bite, Tail, and Iron Dragon‘s breath(2d10 ranged attack 10” range)
Health-20
Move-15 inches with flight
Offense(multiattack 4)-+5+3
Defense-+6/+2
Morale-8

Bronze Dragon Character
Armed with Talons, Bite, Tail, and Iron Dragon‘s breath(1d10 ranged attack 10” range)
Health-15
Move-15 inches with flight
Offense(multiattack 2)+3/+2
Defense-+3/+1
Morale-8

Faenir Kingsguard Captain
Armed with Sword and Shield with army banner
Health-6
Move-5 inches
Offense(multiattack 2)- +2/+0
Defense-+2/+2
Morale-8

Faenir Kingsguard Shieldwall
Armed with Spears, Swords and Shields or two-handed axes, swords and shields
Health-1
Move-5 inches
Offense-+1/+0
Defense-+2/+1
Morale-7

Faenir Knight Heavy Cavalry
Armed with lances, swords, and shields
Health-3
Move-9 inches
Offense-+2/+0
Defense-+2/+1
Morale-8

Faenir Men-at-arms Shieldwall
Armed with Spears, swords and Shields
Health-1
Move-5 inches
Offense-+0/+0
Defense-+1/+1
Morale-7

Faenir Men-at-arms Skirmishers
Armed with bows and swords or javelins and shields
Health-1
Move-6 inches
Offense-+0/+0
Defense-+0/+0
Morale-6
   
Made in us
Fresh-Faced New User





:: After some thought I like how the conquest last argument game has developed their lore and I would like to go in a direction with this that might get some feedback. I’m thinking of developing campaigns sourced together on one site with all the necessary reference materials and rules as well as background material. My true intent is to write stories set in this setting that tell how the world grows over time. If you guys like some of my ideas or think of a way I could change it to be cooler just let me know. Any warriors here are some Anquari profiles. I also got a set of models and some d10’s so I can start developing the rule set more once those arrive.::

Spoiler:

Anquari Empire Profiles

Golden Legion Anquari Shieldwall
Armed with Spears, swords and tower shields or pikes, swords and shields
Health-1
Move-5
Offense+1/+1
Defense- +2/+1
Morale-7

Golden Legion Anquari Skirmishers
Armed with javelins, swords and shields
Health-1
Move-6
Offense+0/+1
Defense- +0/+1
Morale-7

Golden Legion Anquari Heavy Cavalry
Armed with lances, swords, and shields
Health-3
Move-8
Offense+2/+0
Defense- +2/+1
Morale-8

Golden Legion Bankar Shieldwall
Armed with Spears, swords and tower shields
Health-1
Move-4
Offense+0/+0
Defense- +1/+2
Morale-6

Golden Legion Bankar Shieldwall Archer
Armed with composite bows and swords
Health-1
Move-4
Offense-+0/+1
Defense-+0/+0
Morale-6

Golden Legion Bankar Mounted Skirmishers
Armed with composite bows, swords, and shields
Health-2
Move-12”
Offense-+0/+3
Defense-+0/+2
Morale-6

Golden Legion Latasi Skirmishers
Armed with Javelins, swords and shields
Health-1
Move-7
Offense+0/+1
Defense- +1/+2
Morale-6

Golden Legion Bullmen Skirmishers
Armed with Javelins, swords and shields
Health-1
Move-7
Offense+1/+1
Defense- +0/+1
Morale-6

Golden Legion Osian Skirmishers
Armed with Javelins, swords and shields
Health-1
Move-7
Offense+0/+1
Defense- +0/+1
Morale-6

Golden Legion Latasi Mounted Skirmishers
Armed with Javelins, swords and shields
Health-1
Move-12
Offense+1/+3
Defense- +1/+2
Morale-7

Golden Legion Addragos Shieldwall
Armed with pikes, swords and tower shields
Health-1
Move-5
Offense+2/+0
Defense- +2/+1
Morale-7

Oliphants Warbeast Units
Armed with lances, javelins, tusks, trampling feet
Health-12
Move-8”
Offense(multiattack 3)+2/+1
Defense- +3/+2
Morale-7

This message was edited 1 time. Last update was at 2021/10/20 11:07:38


 
   
Made in us
Fresh-Faced New User





::I have some Faenir miniatures now and I plan on making a game of tournament style fighting to develop the fighting system for this game and a giant sack of d10’s that will help. Hopefully my wife will help me play it at this phase and I thought up some background that just so happens to give me a reason in the background for it to be happening. I throughly enjoyed assembling my first Victrix models but I would recommend not letting the glue build up on your fingers before you try to put the shield arms in them. Any way here’s some lore
Faenir dueling rituals
Spoiler:

Normans for professional Kingsguard with bowmen and spearmen retainers
Norman Knights as Faenir Knights who formed the various Kingstithe musters within the army. Each muster is lead by a captain of the foot who then directly reports to the senior most human officers , leaving the responsibility of leading the Kingstithe in the hands of veterans and allows the Noblility a chance to earn honor on the field of battle.
Saxon kits represent the warriors who comprise the Kingstithe and Kingsguard from the port city of Vagnar. Often only sent as compulsory musters these troops have a reputation for being unruly but this is opposite of what is true. The Kingsguard from Vagnar are some of the finesse sailors on the northern shores of the Inner Seas and have in countless engagements defeated the fleets of the Anquari Legions. Without a doubt without these doubty sailors the Aelfr Flow would be overrun with frost giant and halbaz pirates who sail down the mighty river every spring thaw. Experts at laying traps and crafty tactics the men of Vagnar are proven warriors.
The Vikings set with represent both the men who dwell in the northern Forest of Grima and the city of Totenheim. These fierce warriors are experts at forested and wear animal skins and carry a wide array of axes. They rarely form up into spear Shieldwall ms often taking the offense as the know men must take the initiative if they are to stand a chance against the many foes they face. The walls of Totenheim are lined with the skulls of slain giants and new heads are added regularly from the many hunts the Men of Grima conduct. As fierce raiders they sometimes dare the high mountain passes and raid deep into the Jotun lands. Those who return are changed men and are praised as heroes among their kin.

Faenir is home to many forms of dueling, most promoted by steel dragons who themselves possess an endless need to prove their superiority to silver dragons. Humans have always fueled so great tourneys were established all throughout the kingdom, including the Forest of Grima and the steppes around Domen. Many would be inheritors try their martial skill in an arena in a match of swords and shields. In this match the two combatants fight with sword and shield and have access to one other weapon that can be anything. Some go with great axes, maces, and rarely bows that pierce a foes’ eye before a sword is swung. Aside from the restrictions on weapons choice there are no rules in Swords and Shields. As anything goes in a match and most of the entertainment comes from the various underhanded attacks that prove successful make game so popular. Other games include joust and melee which are non-lethal games and are held with regularity among the fairs which are so common in Faenir. People from all walks of life come to the fairs, and money moves freely at such places. The Faenir are a deeply religious people and as the gods celebrate with mead and laughter and fighting the Men of Faenir hold fairs on the many holidays which become raucous dens of competition. The many people who participate in these events to prove themselves as skilled warriors. Those who win many tournaments and show aptitude in more then one game garner attention from the many Knightly Orders around Faenir. The powerful organization maintain recruitment from select candidates and drills their beliefs into their recruits minds. What emerges from these youthful games makes the hardened and stoic knights that ride to battle often in great numbers. The temples of Thunar and Baldur also maintain knightly orders whom go by the name Templars. These warriors come from all walks of life and even a man trained as a peasant role in battle can train and ride and to be equal to the nobility they once bowed to in another life. These organizations have swelled so greatly in number the cities of Dragonseat and Aldenheim have great armies of Templars manning their walls and entire hordes of Kingsguard have been trained and funded leaving no doubt of the power the Temples possess and these force fight fiercest of all when the bloody time comes.
The fair and tournaments are held on the many religious days and saints days which litter the many incongruous calendars held around the kingdom. This has led to so many local religious days and fairs are held on nearly every day of the year. The fair outside Dragonseat on the day of the new year, the day they celebrate Woden taking the throne from Njordr the Elffather and becoming the Allfather of all creation and all nine realms, is the greatest sight in the whole of Eastern kingdoms.

A kind of preface to the numerous conflicts about to break out in the world,
Spoiler:

Woden and his pantheon represent the Old Gods having fallen into worship only in the eastern kingdoms Woden still holds the power of Prime Deity. Having reigned for time immemorial since the days the Vanir were finally defeated he has reigned unchallenged but has been a fair god making Honor the most important attribute for all living things. His love of men and dwarves goes beyond even his love of his sons. Forever is Woden watching mankind and wondering at the gifts he has given them will be enough.

In the west Knorr and his pantheon rule as authorities of absolute power. The mere mention of the gods is always met with reverence so deeply are the Anquari bound to their gods. As the ascending power Knorr has always been Woden’s staunchest ally, but the third most powerful being Helia constantly wages among them games of intrigue. As they cast the Jotnar and Vanir into their respective realms and imprisoned them forevermore they bound Helia into Helheim and trapped her In The eternal gloom.
The gods of Asaheim still possess their ability to walk Midehiem as Avatars and travel to other worlds though the Old Gods rarely do so. Though Woden is said to travel as an old blind man who tests strangers on the road. It is the New Gods, the gods of the Anquari who are growing in power as well as number. As their divine might grows the New Gods has been patently waiting for the time to strike. Now with new overwhelming numbers and more believers individually than all the Old Gods combined the scene is set for a conflict which has already begun in Western Faenir, south of the halfling lands.
Here a conclave of dozens of silver dragons cursed the Burning Fields of Drannoor to incinerate any who approach and burn for all eternity. As the forces of Anquar seek to land by sea and march through the rough lands to the Halfling lands the stage is set for the Gods of Old and New to have a reckoning for the seat of Prime Deity.

Woden does not sit idly by as the Anquari Gods prepare for war. He has his sons marshal the celestial hosts of Asaheim and has grimly set his mind to destroying the upstart Gods. Thunar and Baldur train each warrior personally and endless prepare for what is to come. Hodr works in a frenzy to produce as man fine weapons as he can throughout the day time and at night he works on a blade that would have the power to slay a god, something only the most powerful gods can wield. Like Woden’s spear this blade has enchantment after enchantment laid upon it and cursed that sever even a divine spark. Once this blade is complete Hodr plans to present it his brothers and challenge them to wield the blade.
Shapesh is busy as ever going constantly to relay messages and commands as well as spying on their enemies. Being so integral to be how Asaheim functions she has shaped this conflict to her own ends. Seeking a way to bring her family together she has orchestrated the whole conflict from behind the guise of a neutral messenger.
As the celestial hosts draw up for battle, those in Mideheim march as well. Stubborn Osians lead the way as the Golden Legions marches into the halfling homeland. Regiments of Kingsguard and squadrons of knights marshal to their defense as well as flights of mighty dragons. From the port of Vanna the Anquari have built ships, bringing from as far as two thousand miles away to construct a mighty fleet to sail the Inner Sea and defeat the Vagnar raiders who defeat them at every turn.
With the Aesir and the Anquari gods in an imminent threat of war the Jotnar plan to make their move. Surtur rallies his sons from Muspelheim and sends messages to the fire giant empires around the world to strike against the south lands. Fimbulventr is one not to be outshined by his brother likewise sends dreams to the frost giants demanding raids into the south with threat of the fiercest winter to ever freeze the north. Brigga sees her sons mobilizing for war and calls out to all the hill and stone giants that dwell in Mideheim to rally their tribes and march south to destroy the distracted human nations. With such destruction imminent the hill giant tribes howl and celebrate late into the night with shamans dancing feverishly in praise of Brigga.
Deep in the bowels of Helheim Helia summons her most powerful demons and plans for a great invasion that will span the nine realms. With a host of twisted souls numbering in the billions she has the power to carry out her threat. Her most powerful minions devise endless for a powerful spell that will break the enchantment that binds them all to the plane of Helheim.
   
Made in us
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Here is some painted Faenir Kingsguard
[Thumb - 8F6A29EC-0B88-449C-B5E1-4DABD5B2127B.jpeg]

   
 
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