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![[Post New]](/s/i/i.gif) 2013/01/11 01:13:13
Subject: Can someone explain the basic fluff of warmachine?
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Daring Dark Eldar Raider Rider
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I play 40k, and I don't know anything about warhachine. can someone explain the basics of the game?
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"Archon Yulliptidon sat apon a throne made of polished glass, which gleamed with magnificence in the rays of the dying suns, beautifully suspended above the the many razor sharp peaks that where Commorragh. The archon held within his hands a a delicate pyramid of sculpted crystal, from which emitted a faint glow, an echo of the soundless screams of pain belonging to countless tortured souls forever trapped within. The room in which the archon sat in was something like a throne room, but displayed apon the walls where helm of every color, but all the same in size and shape. Some bore eagles on their foreheads, and others still contained the decapitated heads of their previous owners. Two huge, beautifully carved iron double doors, engraved with intricate runes of pain and suffering, opened at the far end of the room, to reveal a tall, elegant dark eldar warrior, clad in armor made from bone and flesh. "lord Yulliptidon, you asked for my presence?" Said the arrival, " to what do I owe the pleasure?". The archon raised his elongated head, skin as pale as a full moon, eyes as vivid as a horrible nightmare. " I did not ask for you, Thrayon, I ordered your presence. Do not think to much for your self, for truly, you are not much past a feral that one would find on the streets. As for why I have ordered you to my palace, it is because their is a task that I wish you to preform. I wish you and you kabal to cleanse the imperial out fort of Sargosain Gastienagan." Thrayon was both aghast and interested at what the archon had just said. "Such a task would stretch my kabal to its limits, only a great reward would be enough to do a deed like this." Yulliptidon was outraged by the the proposal of a "great reward" by Thrayon, but did not let his anger show, hiding it with a cold smile that hid his evil intentions surprisingly well. The archon was was famous for never telling a lie in his life, but was very fond of veiled double speak, and this was no exception. "Do not worry, Thrayon, you shall receive what you deserve." Thrayon, happy with this outcome, left to carry out Yulliptidons task. Little did he know what was coming. Thrayon had done a thousand evil deeds, and what he deserved was a horrible death equal to to all those he had caused. Yulliptidons smiled. He was going to have fun."
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![[Post New]](/s/i/i.gif) 2013/01/11 01:34:34
Subject: Can someone explain the basic fluff of warmachine?
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Painlord Titan Princeps of Slaanesh
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![[Post New]](/s/i/i.gif) 2013/01/11 18:25:25
Subject: Re:Can someone explain the basic fluff of warmachine?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Do you want fluff or game mechanics?
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/01/11 18:58:52
Subject: Can someone explain the basic fluff of warmachine?
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Lord of the Fleet
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Archon Tobias wrote:I play 40k, and I don't know anything about warhachine. can someone explain the basics of the game?
Just the basics?
Magic Robots controlled by Wizards vs Magic Monsters controlled by Wizards
Somewhere in there there are a bunch of different factions who have some reason and another to attack each other whether its their god or king or money and etc
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![[Post New]](/s/i/i.gif) 2013/01/11 19:40:00
Subject: Can someone explain the basic fluff of warmachine?
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Longtime Dakkanaut
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Archon Tobias wrote:I play 40k, and I don't know anything about warhachine. can someone explain the basics of the game?
ha. *snort* funny.
Sorry mate, just teasing.
OK... the fluff? yeah, its big. No way i could just give you a 3 line blurb that would do it justice. in a lot of ways, although the warmachiniverse is a lot smaller than the 40kiverse, its background has as much depth, and is as rich in detail, character, and life as anything GW have done. Heck, the old worldguide sourcebook produced for the original warmachine RPG is in itself over 400 A4 pages long and written in tiny font, and thats just one of quite a few books, such as the 2 Monsternomicons, Lock and Load, Character guide, Five Fingers etc. then you've got the wargame. and the books/expansions released for that. warmachine prime. escalation. superiority. legends. apotheosis. colossals. wrath. hordes primal.evolution. metamorphosis. domination. gargantuans incoming. then you've got all the fluff released in the No Quarter magazine....
See what i mean? the world is BIG. basic fluff is a big ask. and impossible to do, im afraid.
My advice? Start small. buy the rulebook(s). Warmachine Prime, and/or Hordes Primal. Or else go with the iron Kingdoms RPG. Read. It'll give you a nice brief overview. From there, dive right in!
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![[Post New]](/s/i/i.gif) 2013/01/11 20:43:38
Subject: Re:Can someone explain the basic fluff of warmachine?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Ok, basic run down of the factions fluff for Warmachine.
Warmachine: The 4 main factions, and the minor factions labled together as Mercenaries, are the major powers of the area known as the Iron Kingdoms.
A main componant of life for all the major players is the use of autonomous machines called Steamjacks. They have a mechanical brain called a Cortex that gives them a limited sentience and the ability to solve problems in a logical fashion. Steamjacks that are built for war are called Warjacks. Most factions Jacks are powered by coal fueled steam engines, although the elven kingdom of Ios's warjacks(called Myrmidons) have Nuclear reactors. Some Cryxian jacks are also powered by souls. Cygnar has also dabbling in experiments whereby Jacks are powered entirely by Lightining, although so far only one of these warjacks hasn't exploded shortly after activation(the Thunderhead character warjack)
Cygnar: The majority of the citizens of Cygnar worship Morrow as their principal diety. He is the god of arcane mechanica, fitting for a country on the cutting edge of warjack technology. They are currently locked in a war with Khador, which is to the north. Between Khador and Cygnar are the minor kingdoms of Llael and Ord. The current war with Khador began when Khador invaded and conquored Llael, Cygnar's ally.
The current king of Cygnar is King Leto. Who deposed his brother a few years ago. His brother is currently trying to retake his throne, using the help of Magnus. A very powerful warcaster who can be found in the Merc faction.
Khador: While Cygnar primarily worships Morrow, Khador is a little more divided. There are adherents of the Old Religion, an older sect of the Menite faith that worships Menoth, and those who worship the Devourer Wyrm(who is Menoth's adversary) Khador is ruled by the Empress, although there is a constant struggle between her and the various Noble houses. Notably the Tzepesci line, who tread a thin line between loyalty and rebellion. The most powerful Warcaster, and man, in Khador is the current head of the Tzepesci house. Valadimir, the Great Prince of Umbrey.
Retribution of Scyrah: The ruling faction of the elven kingdom of Ios. Their goal is religious. Their god Scyrah is dying, and the elves blame human magic and mechanical innovations. Thus it is their divine mandate to go and destroy all human magic users as well as their perverted warjacks. Elven Myrmidons are protected by energy fields and sport powerful weapons and magic, but are fragile if they start taking hits. Ios is located directly east of Llael.
Protectorate of Menoth: The protectorate is a theocracy led by the high priests of Menoth. Menoth is the creator god, the creator of man, the Lawgiver, the one true god of mankind, etc... For many centuries, mankind has slowely abandoned Menoth to worship other minor gods. But recently there has been a revival. The Protectorate was originally part of Cygnar, but when the kingdom officially abandoned the worship of Menoth there was a rebellion. The Menites were defeated and under the terms of the peace treaty the Protectorate was given semi-autonomy in exchange for laws forbidding the Protectorate from raising an army, including no Steamjacks built specifically for war. One exception was a clause that allowed the Protectorate to raise a defense force. The various religious martial orders were also allowed to exist. The Protectorate's capital was originally the city of Sul, the location of the primary temple, is actually only half the city. The other half lies accross the river and is called Caspia. The capital of Cygnar.
As a result, many of the Protectorate's warjacks sport Open Fists and simple melee weapons. This was to keep up the illusion of obeying the arms treaty.
As the years passed, the ruling Hierarchs began testing Cygnar's willingness to enforce the treaty. Building up the various martial orders till each in and of itself was a small army in its own right. Raids would be conducted on various Cygnarian interests along the border. And Cygnar reacted with timidity. So the Protectorate ramped up their army building. The capital was moved to the city of Imer farther to the east, closer to newely discovered mineral resources in the eastern hills.
With this new mineral resources and Cygnar distracted by a war with Khador, the Protectorate has launched the Great Crusades. Intended to reunite mankind and return them to the worship of the Creator. Menoth has responded with approval of their actions. The appearence of the Harbinger of Menoth, a young women who speaks with the voice of Menoth as his mouthpiece on Caen. In addition there is the Avatar, a warjack built under the direction of the Harbinger. It has no cortex and is controlled by no warcaster, yet it moves and fights on its own. It is controlled by Menoth himself as his Avatar.
Cryx: The nightmare realm of Cryx is located in the islands just south of Cygnar's shore. It is ruled over by the Dragon Toruk, the father of all Dragons. Whats a dragon in Warmachine? Well, basically what your typical dragon is, except each dragon exudes what is called Blight(Think magic radiation) that mutates all living things exposed to it. even the land itself becomes warped with its exposure. Each dragon also has what is called an Althanc. An indestructable crystal that is the actual dragon itself. If you destroy a dragons body, the Althanc will simply generate a new body over time. Dragons also have the ability to absorb another dragons Althanc, effectivly meaning that is the only way to kill a dragon. Toruk created the other dragons by splitting pieces off of his Althanc, but they rebelled against him and now he is trying to take back all their Althancs into his.
Cryx has the power to raise the dead. He consumes the souls of the living to fuel his power and uses their bodies as fodder in his vast undead armies.
Cryx has a vast labrynth of tunnels accross the Ironkingdoms through which is armies infiltrate to attack his enemies.
The only other faction led by a Dragon is Legion of Everblight. Unlike his father, Everyblight is able to control his Blight. Using this control he has altered the race of elves called Nyss and creates sophisticated Warbeasts from his blood(which flows through the bodies of his warlocks) it also allows him to hide from his father and siblings, all of whom are searching for him.
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This message was edited 1 time. Last update was at 2013/01/11 21:09:19
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/01/11 20:46:47
Subject: Can someone explain the basic fluff of warmachine?
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Paingiver
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The fluff can be split into two parts: the setting, and the continuing story.
The setting is what your basic D&D type world might look like if you let things progress from mideival times to early industrial revolution. There are quicks unique to the world like minimal teleportation, no orcs, beardless dwarves, etc. but it's mostly a fantasy setting that was allowed to age. (-and the history of that progression is all there in the background as well.) Hordes exists in the same place and time as warmachine, but farther out in the wilderness between the cities. Things aren't so tame that a caravan of wagons won't get hijacked and eaten by a chaotic druid and his pet werewolf.
The story is harder to summarize. It centers on a few dozen specific characters telling the ongoing and escalating wars between the modern nations of the Western portion of the continent Immoren. The state of politics has broken down completely and most of the major nations are at war with each other. Even the Skorne Empire from the eastern deserts are invading.
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![[Post New]](/s/i/i.gif) 2013/01/11 20:54:51
Subject: Re:Can someone explain the basic fluff of warmachine?
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Grey Templar wrote:Ok, basic run down of the factions fluff for Warmachine.
Warmachine: The 4 main factions, and the minor factions labled together as Mercenaries, are the major powers of the area known as the Iron Kingdoms. Map attached at the bottom for reference.
A main componant of life for all the major players is the use of autonomous machines called Steamjacks. They have a mechanical brain called a Cortex that gives them a limited sentience and the ability to solve problems in a logical fashion. Steamjacks that are built for war are called Warjacks. Most factions Jacks are powered by coal fueled steam engines, although the elven kingdom of Ios's warjacks(called Myrmidons) have Nuclear reactors. Some Cryxian jacks are also powered by souls. Cygnar has also dabbling in experiments whereby Jacks are powered entirely by Lightining, although so far only one of these warjacks hasn't exploded shortly after activation(the Thunderhead character warjack)
Cygnar: The majority of the citizens of Cygnar worship Morrow as their principal diety. He is the god of arcane mechanica, fitting for a country on the cutting edge of warjack technology. They are currently locked in a war with Khador, which is to the north. Between Khador and Cygnar are the minor kingdoms of Llael and Ord. The current war with Khador began when Khador invaded and conquored Llael, Cygnar's ally.
The current king of Cygnar is King Leto. Who deposed his brother a few years ago. His brother is currently trying to retake his throne, using the help of Magnus. A very powerful warcaster who can be found in the Merc faction.
Khador: While Cygnar primarily worships Morrow, Khador is a little more divided. There are adherents of the Old Religion, an older sect of the Menite faith that worships Menoth, and those who worship the Devourer Wyrm(who is Menoth's adversary) Khador is ruled by the Empress, although there is a constant struggle between her and the various Noble houses. Notably the Tzepesci line, who tread a thin line between loyalty and rebellion. The most powerful Warcaster, and man, in Khador is the current head of the Tzepesci house. Valadimir, the Great Prince of Umbrey.
Retribution of Scyrah: The ruling faction of the elven kingdom of Ios. Their goal is religious. Their god Scyrah is dying, and the elves blame human magic and mechanical innovations. Thus it is their divine mandate to go and destroy all human magic users as well as their perverted warjacks. Elven Myrmidons are protected by energy fields and sport powerful weapons and magic, but are fragile if they start taking hits. Ios is located directly east of Llael.
Protectorate of Menoth: The protectorate is a theocracy led by the high priests of Menoth. Menoth is the creator god, the creator of man, the Lawgiver, the one true god of mankind, etc... For many centuries, mankind has slowely abandoned Menoth to worship other minor gods. But recently there has been a revival. The Protectorate was originally part of Cygnar, but when the kingdom officially abandoned the worship of Menoth there was a rebellion. The Menites were defeated and under the terms of the peace treaty the Protectorate was given semi-autonomy in exchange for laws forbidding the Protectorate from raising an army, including no Steamjacks built specifically for war. One exception was a clause that allowed the Protectorate to raise a defense force. The various religious martial orders were also allowed to exist. The Protectorate's capital was originally the city of Sul, the location of the primary temple, is actually only half the city. The other half lies accross the river and is called Caspia. The capital of Cygnar.
As a result, many of the Protectorate's warjacks sport Open Fists and simple melee weapons. This was to keep up the illusion of obeying the arms treaty.
As the years passed, the ruling Hierarchs began testing Cygnar's willingness to enforce the treaty. Building up the various martial orders till each in and of itself was a small army in its own right. Raids would be conducted on various Cygnarian interests along the border. And Cygnar reacted with timidity. So the Protectorate ramped up their army building. The capital was moved to the city of Imer farther to the east, closer to newely discovered mineral resources in the eastern hills.
With this new mineral resources and Cygnar distracted by a war with Khador, the Protectorate has launched the Great Crusades. Intended to reunite mankind and return them to the worship of the Creator. Menoth has responded with approval of their actions. The appearence of the Harbinger of Menoth, a young women who speaks with the voice of Menoth as his mouthpiece on Caen. In addition there is the Avatar, a warjack built under the direction of the Harbinger. It has no cortex and is controlled by no warcaster, yet it moves and fights on its own. It is controlled by Menoth himself as his Avatar.
And you left out Cryx because...? Kinda weird that you would include the 5th faction (Ret) but not one of the original 4, trying to make a statement are ye?
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![[Post New]](/s/i/i.gif) 2013/01/11 20:56:18
Subject: Re:Can someone explain the basic fluff of warmachine?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Bah, forgot
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/01/11 20:57:10
Subject: Can someone explain the basic fluff of warmachine?
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Master Tormentor
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Retribution of Scyrah: The ruling faction of the elven kingdom of Ios. Their goal is religious. Their god Scyrah is dying, and the elves blame human magic and mechanical innovations. Thus it is their divine mandate to go and destroy all human magic users as well as their perverted warjacks. Elven Myrmidons are protected by energy fields and sport powerful weapons and magic, but are fragile if they start taking hits. Ios is located directly east of Llael.
Quick correction: The Retribution isn't the ruling faction of Ios. It's a small organization (relatively, anyway), with open support from only three of the elvish Houses (Shyeer [Myrmidon manufacturers and battle mages], Nyarr [Dawnguard], and Vyre [mostly disgraced house famous for Goreshade and their unique Myrmidons]), as well as the traditional Retribution fighting style of the Mage Hunters. Also, mechanikal innovations, not mechanical. Elves have nothing against trains.
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This message was edited 1 time. Last update was at 2013/01/11 20:57:26
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![[Post New]](/s/i/i.gif) 2013/01/11 22:25:41
Subject: Re:Can someone explain the basic fluff of warmachine?
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Big Fat Gospel of Menoth
The other side of the internet
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Troll Blood:
Trolls were used by Cygnar as a buffer against invasion. Trolls had been kicked around and treaties have been made and broken against them. Basically think what happened to the Native Americans. When Skorne invaded and Cygnar failed to fulfill it's treaty, some trolls finally had it and started to fight in earnest.
Skorne:
Originally several separate houses that feuded sort of pre Shogun japan style. Vinter, Cygnar's deposed king, shows up and unites the houses. He takes them across the desert to invade and retake Cygnar. What he Skorne don't know is that he intends to betray them for the political advantage and as such he is very wasteful of Skorne troops. Master tormentor Morghul finds out about this and tells Makeda. Makeda deposes Vinter and cleans house using assassins. She continues to invade because she could use a new summer home.
Orboros:
Druids worshiping the serpent god Orboros are trying to maintain balance in the world between law and chaos. Orboros is the ancient enemy of Menoth. They believe if Menoth or Orboros gains the upper hand, then they will return to the world and wreck house. They hate everybody because they don't use green products, cept trolls who are green. They liked Trollbloods so much they sent an assassin after their chief, who in turn would like to send an axe through their head.
Everblight:
One of Toruk's "sons," Everblight is the most successful having eaten several of his siblings. Trying to fight dear old dad, he got eaten by an ogrun named Thagrosh, who is becoming progressively bad ass. Thagrosh and Everblight find elves, corrupt elves and now experiment on elves. Nyss elves have betrayed their god Nyss and now work for Everblight. Everblight has sped up elf reproduction and added some neat twists to it like inccubi, succubi, nephilim and other mutations. He's trying to stay under the radar lest pappy comes to eat him, while trying to eat more of his siblings to gain power.
Minions:
Gatormen from the bayou and boarmen from Mad Max.
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RAGE
Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies |
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![[Post New]](/s/i/i.gif) 2013/01/11 22:37:45
Subject: Re:Can someone explain the basic fluff of warmachine?
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Bane Lord Tartar Sauce
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I'll add a couple of quick blurbs about the horde factions. I might be missing something, or be incorrect about a couple of things, so if anybody has any corrections, feel free to make them.
Trollbloods: The Trollbloods are a collection of individuals from the troll species who fight together for both their own protection and to try to establish a soverign troll nation. They are largely the underdogs and outcasts of the Warma/hordes world, being largely discriminated against by the other factions. Most trolls live in tribes (known as kriels) in the wilderness of western Immoren, particularly in remote regions deemed to be of little interest to humans. In recent years the wars between the human nations of Immoren, particularly Cygnar and Khador, as well as the increased activities of Cryx, have driven a large number of trolls from their homes in the Thornwood, and they are now seeking a new, more permanent, home. Their activities, particularly those of the Chieftain Madrak Ironhide, have attracted supporters from numerous other factions of Trollbloods throughout Immoren. EDIT: Stylistically, the Trollbloods have many native american influences, but also have influences from other nomadic peoples.
The Circle of Orboros: The circle is an ancient order of human druids who strive to achieve a sort of balance in the world (which is achieved by destroying civilization). They worship Orboros, the Devourer Wurm, and wield great power over nature. In addition to calling upon wild beasts and shapeshifters they also use constructs constructed of stone and magic. They are primarily concerned with Western Immoren, but are also concerned with the actions of the Dragons, with the Skorne, who are invading western Immoren, and have also recently fallen into conflict with their former trollblood allies. EDIT: The Circle are stylistically similar to druids and nature worshipers in other fantasy settings.
Skorne: The Skorne, unlike the other factions in Warmahordes, aren't native to Western Immoren, but are invaders from Eastern Immoren, which is seperated from the west by a great abyss. The lands of the Skorne are described in a similar way to sub-Saharan Africa, large savanahs full of powerful creatures, but few resources. The Skorne are a warrior and caste based culture, individuals are born into their roles, although through great skill they are able to transcend their caste. Currently, the Skorne are lead by Vinter Raelthorne the fourth, the deposed king of Cygnar who fled across the abyss after his brother rebelled against him, slaying man and beast throughout the Skorne until they came to recognize him as their leader, with some suggesting he is a reincarnation of one of their ancestors. After uniting the Skorne, he lead them in the first assault on western Immoren, which ended in failure, in part because Makeda, the last tyrant (leader of skorne war-bands) to bow to Vinter and his most skilled general, was unsuccessful at maintaining order among the Tyrants, who rebelled shortly after Vinter's departure. After quelling the rebellion, he intrusted Makeda with the invasion of Western Immoren while he remained in the east to maintain order. The human warrior soldiers of the Skorne are also supplemented by trained beasts, including Cyclops and the massive Titans. Stylistically: The Skorne are a blend of various warrior-cultures, including the samurai and some of the warrior cultures of Africa.
The Legion of Everblight: The Legion is based in the northern parts of Immoren. They are lead by Thagrosh, who is the central puppet of Everblight, one of Toruk's dragon spawn. Unlike Toruk, Everblight has significant control over his blight, and as a results fights with twisted mutant creatures rather than the raised dead. These creatures include both spawn created from Everblight's blood, and living creatures twisted by Everblight's corruption (mainly the snow elves of Nyss and the Ogruns). Unlike the other factions of Warhamordes, secrecy is much more important to the Legion, as they are still growing their power, thus they need to avoid a direct confrontation with the more established Cryx, so that Everblight can avoid being consumed by Toruk. Stylistically, many Legion beasts have draconic influences in their appearance, most noticeable with their new Archangel Gargantuan.
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This message was edited 1 time. Last update was at 2013/01/11 22:40:45
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![[Post New]](/s/i/i.gif) 2013/01/12 01:02:57
Subject: Can someone explain the basic fluff of warmachine?
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Paingiver
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I made a big ole' wall-of-text post on a different site that was intended to help people pick their faction, but it does have a background excerpt on each faction. Here is the full post but I'll copy the background sections over.
http://www.beastsofwar.com/groups/hordes-general-discussion/forum/topic/chosing-your-faction-in-hordes-and-warmachine/
Trollbloods:
Background- Trollkin are a race of intelligent humanoids who are an offshoot of the troll species. They have interacted with humanity for thousands of years, but have now found their lands swallowed up and burned down time and again as a consequence of war. The faction has a desperate and ragtag feel, but also sometimes a tinge of savage nobility. There was even an epic poem written about a trollkin hero in No Quarter magazine.
Skorne:
Background- The Skorne are a hearty desert-dwelling race who have recently crossed over to the western side of the continent of Immoren where our story takes place hungry for conquest. They are a godless race of slavemasters who live by strict societal codes. They are undoubtedly evil, however it is not for the sake of wickedness, but the necessity of a harsh life and tormented afterlife. One would not be far off the mark to think of Skorne as fantasy Klingons.
Circle of Orboros:
Background- The druids of the Circle of Orboros take up the responsibility of keeping the savage god of entropy and chaos at bay. They siphon his power and tame the most savage beasts of the wilds to subdue the creeping growth of civilization and maintain the balance that keeps the gods of chaos and law from clashing on the mortal plane. As noble as their cause sounds, the circle employ vicious tactics and savage cannibal tribes. These are not tree-hugging, granola-eating hippies, but instead well-poisoning, plague-starting eco terrorist anarchists. A common misconception among new players is that the circle employs wood elves, but they are in fact all human.
Legion of Everblight:
Background- The nearly immortal dragon Everblight was defeated centuries ago and entombed in an icy prison atop the tallest arctic mountain his subduers could carry his eternal essence. It was an ogrun(ogre) named Thagrosh that freed him after being compelled by voices from the dark corners of his mind. The dragon now lives again as a plague-like blight spreading across the north. The empowered Thagrosh quickly conquered the native nyss(winter elves) with the help of their traitor queen. His devilish intellect has since seen he rapid rise of a legion fanatically bearing his name and glorifying Thagrosh as their messiah. Where the dragon’s forces tread corruption is spread like radiation from it’s wicked heart.
Minions – Blindwater Congregation:
Background- Cajun gatormen witchdoctors. The blindwater congregation is a union of many swamp-dwelling races under the banner of the would-be demigod Bloody Barnabas. His ruthless pursuit of power has claimed dominion over a small stretch of swampland near blindwater lake where he has bent other races and gatormen tribes to his will.
Minions – Thornfall Alliance:
Background- Pigmen meet Frankenstein’s monster. The porcine Farrow race have recently banded together under a deluded would-be conqueror, “Lord Carver Bringer of Most Massive Destruction Esquire.” Carver has found assistance from a human mad scientist who specializes in “molding” flesh and “improving” on nature named Dr. Arcadius. Arcadius has brought the farrow warlord and his followers massive cyborg abominations who can stand toe to toe with the common warbeasts of other major forces in western Immoren.
Khador:
Background- The empire of Khador has had a history dating back nearly three thousand years to the ancient priest-king Khardovic and at a time before the Orgoth invasion the first khardic empire ruled most of western Immoren. The modern descendants of that great empire seek to reclaim the land their ancestors lost in the Corvus treaties. Khadoran patriots unite in the glory of battle to restore their motherland to it’s rightful place as the dominant unified human nation. Every man born a khadoran citizen is required to serve at least one tour of duty in the military keeping the ranks of the winterguard replenished and the khadoran war engine pushing ever further south. Khador is heavily influenced by imperialist and tzarist Russia. They have some minor themes from the soviet and cold war eras, but those are not pervasive. Ice, winter, and cold are semicommon themes in khador but appear less frequently than other armies elemental themes. Endurance and military might are spotlighted in the khadoran background. The pristine red armor of their valorous troops presents a notion of khadoran pride and honor, but the use of murderous doomreavers wielding cursed orgoth blades reveals that high kommand may not hold the same moral scruples as the common khadoran infantryman. Khadoran models have a utilitarian and chunky feel to them creating a very strong image of strength.
Protectorate of Menoth:
Background- At first glance The people of the menite faith appear to be stereotypical fire and brimstone “burn the heretic” zealots. In reality this stance has been a very recent development in mankind’s oldest faith. At it’s core the menite faith demands only that one adhere to the canon of true law, the laws set forth by Menoth himself. Over the last few centuries their culture has been shaped more by the scrutators, a caste of priests who’s traditional role it was to judge and execute herectics and oversee priests’ adherence to the true law. In recent times certain passages have been reinterpreted by the now ruling-class scrutators to further support their control over the church and government. With perhaps the exception of the valiant paladins of the wall, the faithful masses are eager to crusade against the nonbelievers in the pitched and fervent state the priests rile them to. Menites however, are not blind followers. Miracles and divine magic are well known and commonplace examples of their god’s favor.
Retribution of Scyra:
Background- The Retribution of Scyra was once a group of outlaw extremist elves waging a secret holy war on human magic-users but has recently gained favor within the elven nation of Ios. They have gained the favor of the people and are now escalating their operations to full-scale war with the aid of the Iosan military. The reason for their intense enmity toward human spellcasters is based on the belief that human magic is slowly killing their last goddess and their race will go extinct if she is not saved. Ios has a mystique about it in the setting that no other nation can match, They have silently held their territory for millenia and withstood even the Orgoth. No outsider who enters Ios has ever returned. The nation itself has been insular and had closed borders for as long as anyone can remember, but even their emissaries and ambassadors were withdrawn about a hundred and fifty years ago due to a brutal civil war they have thus far kept as secret as anything else that goes on behind those veiled borders. Most recent events have had retribution forces recover Nyssor, the god of their Nyss cousins after the Everblight tragedy thought to have been lost ages ago with the rest of the missing elfen pantheon.
Cryx:
Background- The undead forces of the dragonfather work tirelessly and mercilessly in hidden conclaves across Immoren to support the dark industries that fuel their hidden war machine. They build horrible machines and undead abominations under the nose of mortal forces using the corpses of the fallen and battlefield debris as material. Their only objectives are to bend the world to their dragon god’s will and slay his draconic offspring.
Cygnar:
Background- The kingdom of Cygnar is an affluent nation in the heartland of the iron kingdoms. In recent decades this nation has come under fire from a multitude of threats from a ruthless king’s inquisition, a civil war in which that king’s brother deposed him, Khadoran Invasion, Cryxian incursions and raids, a second civil war with the Protectorate of Menoth, a Trollkin uprising, And the same deposed king retuning with an army of Skorne invaders to retake his crown. Cygnar has endured all of this but the battles are taking their toll. This nation was the home to the only city that withstood the ancient Orgoth invasion and the birthplace of the steamjack, arc node, and many other technological marvels.
Mercenaries- Four star Syndicate and Highborn Covenant:
Background- These two contracts are both highly inclusive mercenary armies with a great deal of overlap. The Highborn Covenant is a mercenary contract funding the resistance effort of the loyalists of Llael, a nation recently conquered by Khador. The Four Star Syndicate is a contract run by the crime lords of the nation of Ord. These subfactions can represent freedom fighters, cold blooded killers-for-hire, traditional blood and coin mercenaries, or several other interests that may not have a standing army.
Mercenaries – Talion Charter:
Background-The Talion Charter is an exclusive mercenary contract composed of only privateers and warjacks. This is a subfaction made entirely of pirates! Surprisingly this subfaction has a compelling narrative story told in the mk1 “pirates of the broken coast” book, though their current rules are in mk2 mercenary forcebook. The story tells of a raid on a port city by Cpt. Shae and the crew of his ship the Talion, alliance with Broadsides Bart and Fiona the Black, their fated meeting with Lady Aiyana, and their battle with the Cryxian ghost pirate flagship.
Mercenaries – Searforge Commission:
Background-This is another highly exclusive Contract, this time consisting entirely of dwarves and ogres representing the army of the nation of Rhul. Rhul is the dwarven homeland in the mountainous north that adopted the refugee Ogrun long ago. Rhul is one of the two ancient nonhuman nations that resisted the Orgoth invasion and has never been invaded by a foreign force. The great houses allow some of their military to hire themselves as mercenaries for training, profit, and a closer proximity to Rhul’s lucrative trade routes. Should the safety or trade of Rhul be threatened these mercenaries quickly react and form into a defensive force loyal to their home.
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This message was edited 1 time. Last update was at 2013/01/12 01:03:23
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