ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on Feb 16, 2014 15:47:46 GMT -5
Here I will describe my rising faction, the Horde, in its entirety. I will include province information and information on the various races. If you wish to join the Horde, PM me and we'll see about including you into our wide arms! The Horde { Faction Overview - Click to View} The Horde. A faction of survivors, outcasts, 'animals'. To the 'civilized' Humans of the North-East, the Horde is little more than a rampaging war machine of lesser beings that only wish to pillage and burn. But in truth the Horde is completely the opposite, yes many of the species within the Horde are warlike and bloodthirsty, but in the harsh southern lands - often plagued by droughts, famines and evil beings - the Horde has been forced to band together for the very survival of their various species. Each species will provide men and women for military duties, will aid their fellow races with anything they may need should a province be stricken by drought, famine, disease or warfare. The armies of the Horde, individually, often rely on individual strength and outnumbering their foes with their brutish warriors. But as a whole, the Horde is much more refined. Their leader, their Warchief, is the finest tactician of the Galar Orcs. It also happens that he is the strongest, having united the clans of Galar under his banner through displays of combat prowess as well as his clever mind. Each Lagar, a united Horde army, is led by one of the brightest tacticians of the Horde races - not only Orcs, but Goblin, Troll, Urgal, Khajiit - no races are exempt from being in positions of power. - Orcish warriors fill the majority of the front ranks, backed by Khajiit, Urgal and Gor units.
- Minotaur, Pandaren, Tauren, and Ogres (and their subservient Gronn) are reserved as shock troopers and used to great effect in breaking enemy lines.
- The Druidic Furbolg and their students in Moonvale provide a variety of services, from frontline assaults to combat healing. Shaman of the various races fill similar roles. The Avariel provide many battle-clerics, aeriel troops that swoop down to the battlefield, pulling injured away and healing them when possible as well as their intesne knowledge of Magical arts.
- The Centaur, Elves of Kenelaith and Trolls have roles as scouts and harassing infantry as well as filling holes in the Horde's infantry lines (or in the Centaur's case, cavalry).
- The Goblins provide the Horde's rudimentary technological achievements, like firearms, artillary pieces, aircraft and other machines (most of which are quite likely to explode when used and only are really useable by the Goblins themselves). Goblins also field expert Shredder and Firearm units
- The Avariel provide their aeriel prowess to the Horde, include exceptional training in utilising the natural flight-worthy 'mounts' of the Central South - including Wyverns and Chimaera (and the magics used to tame them effectively).
- Drakonids (alongside their subservient Lesser Dragons), Dwarves and the Warforged of the Horde are relatively new additions to the Horde and have yet to find their true place amongst the armies of the Horde. Still, the armies of these two races work effectively alongside the Horde in their own unique ways.
- The Navy of the Horde is dominated by Maormer built ships, their sleek serpentine forms looking beautiful yet intimidating as Goblin cannons pound their adversaries from safe within the hull. The relatively small population of the Maomrer compared to the rest of the Horde means that many of the marines aboard these ship are more sea-worthy Horde members, like Orcs, Trolls, Avariel and Dwarves.
- A unique case arises with the Gazanan, several clans of the species have allied themselves with the Horde and can be found within the Maormer cities of the North and in smaller numbers throughout the armies of the Horde.
- Each race that is able also provide cavalry troops of their own form - Tauren ride the great Kodo Beasts, Orcs ride the Dire Wolves of Galar, Khajiit ride their Senche-raht brethren, Trolls ride primeval Raptor mounts etc.
{ Provinces: - Click to Expand} - Provinces of the Horde.
- Horde-affiliated Provinces.
{18 - Hatheem}
Terrain: Quite a few snow covered mountains along the coastline, covering much of the northern half of the country. As the mountain range stops, a cultural divide between furred Gazanans and the hairless Gazanans starts. The southern half of the country is sand bowl, full of dunes.
Army: The Horde presence in Hatheem exists in the form of the Gazanan bands that guard the clans loyal to the Horde. Non-Gazanan units (containing majority but not exclusively Orc, Urgal, Dwarf and Tauren) exist in Hatheem as well, stationed and centered in the Horde keep of Drekkthar, where the grand Shaman Logar Tanuk watches over the Northlands for the Horde.
Brief Description: The Horde's involvement in Hatheem comes in its alliance with several Gazanan clans - mostly of the Mammoth subspecies. Thus the majority of Horde involvement is in the Northern mountain regions, although Horde presence extends into and through the southern dunes as they patrol their grand road link to the Maormer, The Dune Road. Constantly are Horde ambassadors attempting to build bridges with Gazanaan clans - and the Tauren are the primary leaders of this peaceful process, as they share many cultural traits with the Gazanaan. A group of Tauren ambassadors can be found attending the palace of the Gazanaan king.
{19 - Shagadad}
Terrain: Large areas of flat salt plains, mixed with sun-baked red rock mountains.
Army: The Horde maintains a minor military presence in the province of Shagadad. The grand Dune Road was constructed through the province by the Horde to link the Gazanaan of the north to the Maormer of the south. Orcs, Ogres, Khajiit, Tauren and the other Horde races in smaller amounts can be found defending this road at regular outposts along it.
Brief Description: The only Horde presence in the province of Shagadad is along the Dune Road, where Horde military units guard the passage for traders and Horde units to pass through safely. Several outposts exist along the road, governed by Drekkthar, the Horde keep located in Hatheem. While the Horde attempt diplomacy with the natives of Shagadad, they have met with little success. The Khatuun have not rejected Horde presence, but have simply chosen to distance themselves from the Horde, almost uncareingly so. The Horde maintains a group of Tauren and Orcish Shaman that are attempting to bring the Khatuun onto their side, to bring the province as a whole under their sway.
{20 - } -Awaiting Sal- --?
Terrain:
Army:
Brief Description:
{46 - Kenelaith}
Terrain: Kenelaith is located in a temperate area, heavily forested. The south is a relatively flat area, but the northern region is a good bit more hilly.
Army: Alongside Kenelaith's official Elven military, the Horde provides a military presence to the Elves of Kenelaith that maintain several keeps throughout the province - alongside members of the Elven army and magi. Nearly all species in the Horde can be found somewhere in Kenelaith and the military presence is quite high, due to the proximity to Kingdom of Fonté and the icey relationship between the two powers.
Basic Description: While the Horde maintain their military presence in Kenelaith, the province also has many civilians of various Horde races living in the cities of the Elves, providing services such as Druidic and Shaman magic that the Elves havn't natively discovered.
{47 - Telar}
Terrain: Telar is a region of forested hills, linking the forests of Kenelaith with mountains to the north. The hills are highly fertile and the forests are perfect for hiding the secretive Draenei's cities.
Army: The Horde have no official military presence in the forests of Telar - although the Elves of Kenelaith have been known to lend military detachments to the Draenei when the Trolls of Zul'Mabwe get restless or in more recent times, when 'problems' occur.
Brief Description: The Horde's involvement in Telar is largely part of the Kenelaith's intense friendship with the ancient Draenei. The Elves of Kenelaith are the only ones trusted with the knowledge of the more secretive Draenei cities and it is the Elves that the Draenei trade the most with. A few Orcish, Tauren and Khajiit traders visit the Draenei - but they find the Goblin's Zeppelins distateful to their calm, serene cities. Horde Ambassadors exist in Draenei lands, mostly Elven and Orcish. These Ambassadors are attempting to gain closer ties with the Draenei, which they claim is for their own safety from the encroaching Humans. The Draenei, however, wish to remain neutral of the Horde/Council situation - even if the Council races refuse trade with them and treat them as little more than beasts. They maintain that the neutrality of the Draenei is essential because of the coming darkness fortold by their timeless prophet.
{ 56 - Galar} Terrain: Galar is a coastal province of rich grasslands and low-lying valleys, often filled with rivers or wide lakes. The climate is temperate, and rarely cold, although the forsts and hills that taper East, South and West into mountain ranges often get covered in snows as Winter comes. Army: The Army of Galar is basic, although it is supported extensively by the varying nations of the Horde. The Orcs, Taurens and Trolls that inhabit Galar are lacking in armour for the most part, unless equipped with armour produced by one of the other member states. What they lack in weaponry and armour they make up for in numbers and pure brute strength and Shamanic magic, displaying an almost inherent power over natural elements and their physical surroundings. Basic Description: Galar is the central focus point of the Horde, many cities and towns exist here, and it contains the largest city by far of all the central Hordelands provinces - Nagrand. This tightly enclosed valley-turned-city is home to the majority of the Horde's expansive trade, manufacturing and infrastructure. Here, Horde citizens of all races work and live side-by-side, although often in various districts where they clump together. The Districts of Nagrand are such: - - The Bluffs, a collection of tall mesas overlooking a pristing lake called Everclear Lake, that have been built upon by the Horde. These great structures were originally the central point of the semi-nomadic Tauren civilization, building atop the great natural structures and constructing Shaman-powered lifts that brought up goods and people. Now they are home to Urgals and Ogrekin as well as the Tauren. A grand tent, the Totem-Binder, is home to the High Cheiftain of the Tauren and his family. The structure resides on the tallest Bluff, overlooking a city of Tauren tents and Urgal hovels that range high above Nagrand below it.
- - Everclear Lake, is the name of the lake guarded by the Bluffs. It appears that the Bluffs may feed the lake with water, although the Shamans of the Elemental Ring claim a great demi-god-like Water Elemental slumbers deep beneath the ground of the Everclear Lake, in an underground lake. The Elemental Ring themselves have a large camp around the Eastern side of the lake, where the eldest Shaman train the younger Shaman of the various races in the Shamanic Arts.
- - The Basin, the wide flatlands around The Bluffs are called the Basin. Here the majority of the Horde races live collectively, their nomadic lifestyles thrown aside for tall, often spiked, structures made of wood, stone, leather and cloth. The grand Hall of the Warchiefs stands proudly on a hill overlooking Everclear Lake, close to the Bluffs of the Tauren. This structure is easilly large enough to house not only the Warchief, his family and their personal guards, but also the War Council, their families and each Councillor's band of personal guards.
- - The Woods, a druid-created grove of trees imported from the Moonvale, the Woods are the only 'natural' location in Nagrand City that isn't Everclear Lake or the various plains of agricultual grassland surrounding the city. While this lush location is open to all visitors - as a recreational area, much like Everclear lake's shores - the Druid Enclave to Nagrand is located here, meaning many Furbolg and non-Furbolg Druids call this forest home.
- - The Warrior's Hold, while strictly located in the Basin, is large enough to be defined as a district upon itself. Built into a series of natural ravines and gorges in Nagrand's surrounding mountains, the Warrior's Hold is home to many greathalls, barracks, stables, blacksmiths and training fields. Here, the Horde's armies train day and night to perfect the Art of Combat, in all its forms and styles. Grand avaries are built into the mountains above the Warrior's Hold - home to a large percentage of Nagrand's Avariel population and the entirety of the Nagrand Skyguard contigency, which includes Wyvern, Chimaera and Lesser Dragon units. Alongside the rare foreign mounts.
- - The Skumdomes, is the unofficial name for a section of the Basin that houses the majority of Nagrand's Goblin population. Their real name is the Enterprise Domes, but their unofficial title comes from the dense, choking, smoke that erupts from the smoke-holes of the Dome-shaped buildings. Inside these buildings, Goblin manufacturing plants exist that produce the various high-quality machined parts that the Goblins use to enhance their (and the Horde's) life - wires, firearms, cannons, zeppelins, parts for the Deeptram, Shredder Parts etc.
- - The Mageblood Forge, is one of the smallest districts in Nagrand, being little more than a few distinct buildings built into the southern mountains of Nagrand's basin. Here the Mageblood Warforged are capable of producing more of their numbers through their mysterious, and secret, methods. Here, the Mageblood Warforged also have their only Hold in the city, little more than a heavily reinforced barracks that also houses their Ambassador to the Horde.
- - The Embassies, is a district between The Woods and Everclear Lake, nestled around the Western Bluffs. Here, races of the Horde maintain grand buildings of their own architecture, inclusive of stately gardens should they choose so (the largest of which was constructed by the Elves of Kenelaith, who with the help of the Druids brought a little of their forest with them. Several non-Horde races and kingdoms also have embassies in this district - although the Kingdom of Fonté and the Partivia Empire are noticably lacking.
- - The Underhold, is a vast artificial cavern built beneath Nagrand by the Droughia Dwarves. Always expanding with new tunnels as the Droughia Dwarves and Goblins exploit new resources, the Underhold will eventually become large enough to rival Nagrand itself. Several deep mines run beneath the Underhold, built by the Dwarves and Goblins to supply Nagrand with metals and stones for its construction and manufacturing industries. The Underhold is linked to Nagrand above it by steam-powered elevators located throughout Nagrand. The Underhold is also home to one of the few permenant Drakonid communities outside their native homelands, as they prefer these cavernous systems to the open air.
- - The Shimmering Lake, is a subterranean lake that makes up part of the Underhold, feeding the steam-machines and Droughia Dwarves with plenty of water for all they need. As with the Everclear Lake, the Shamans of the Elemental Ring believe that this lake is fueled by offrun from a great demi-god-like Elemental. The lake is named 'shimmering' due to the quartz and other common gems lining its walls. Beneath the water is believed to be more rich gems, but mining efforts have so far gone poorly. Noticeably the Shimmering Lake is rich in life - underwater vents bring oxygen and nutrients to the lake from some unknown location.
- - The Deeptram, is the name given to the vast tunnel linking Nagrand with the greatest city of the Droughia Dwarves far to the West of Galar. The Nagrand Terminus is grandly decorated and surrounded by barracks, warehouses and engineer workshops that are fueled by and fuel the Deeptram system as it travels from Nagrand to Droughia.
[/ul][/spoiler] {57 - Smouldered Mountains}
Terrain: The Smouldered Mountains are a gigantic assortment of mountain ranges and hills that spread south from Galar's souther border. They used to extend even further south, along with the Drakonids that call these mountains home, but a great cataclysm disrupted those mountains and little is known about them today - nobody reaches them alive. The air often gets quite chilly up in these mountains, but the recently (in geographical time) reactivated volcanos have melted a number of mountain-top glaciers, blasted mountains to pieces, and flooded the lakes and waterfalls that feed into Drakevald and Galar.
Army: The Army of the Drakonids is quite complex - Drakonid units are heavily armoured and capable of immense magics. The Greater Drakonids use their immense size and strength to wield gigantic duel-bladed polearms to cleave all in their path, while the Lesser Drakes claw their enemies from the air. The Drakonid mages are also incredibly powerful, having master over ancient arcane magics unknown to almost everyone else in the continent of Gabriola. The Horde also maintain their own units here, manning many keeps and outposts along the mountain passes to the dangerous south.
Basic Description: The Smouldering Mountains gained their name from the dormant volcanoes that smoked high above the provinces around it. Several rather large volcanoes remained active - while many more had died, creating gigantic caverns beneath the great mountains. For thousands of years the Drakonids lived in these mountains, carving out the caverns and building cities deep beneath the mountain tops. These cities flourished, until the cataclysm struck. The Elementals invaded the province from beneath, cutting off the entire southern part of the mountain chain away - killing all within. It was only with the aid of the Horde that the Drakonids regained control of the Northern half and now only a handful of the ancient cities are still inhabited by Drakonids - and Horde, with a large percentage of Shaman.
{61 - Drakevald Forest}
Terrain: Thick and dense forest, hardly any light comes through the dense trees apart from in small clearings.
Army: The Horde maintain no military presence in the province of Drakevald at all, leaving it down to the aggressive Beastmen to maintain their own lands. In fact, several Horde outposts exist along the border of Drakevald with other Horde provinces - effectively keeping the hostile Beastmen inside Drakevald by keeping a close eye on their risky allies.
Basic Description: The ancient Horde outposts that overlook Drakevald Forest come in a number of forms - Orcish holds built during the Time of Clans when the Beastmen would often raid Orcish clans, Drakonid keeps built to defend against Beastmen invasion and Tauren watches where Shaman maintained a close hold over several passes leading into Galar.
{66 - Upper Droughia}
Terrain: The lands of Upper Droughia taper from the grand mountains of Lower Droughia towards the gentle coast of the Inner Sea. The southern mountains roll to the coast in hills, plains and rivers. Hills that provide the surface Dwarves with easilly accessible metals and plains that are used to supply the entire Droughian Kingdom - and much of the Horde - with food and timber.
Army: Upper Droughia's army belongs to the Deep King, the leader of the Droughia Dwarves clans. In return they also owe fealty to the Warchief of the Horde and as such serve alongside Horde units across Gabriola. Droughia Dwarves employ finely crafted weapons and armour, making them quite the complex army. However these armours and weapons are exported to the rest of the Horde to outfit their armies. Upper Droughia's offering to the Horde War Machine are fine sailors, lightly armoured warriors and rangers - who utilise unique repeating crossbows or Goblin gunpowder weapons.
Brief Description: Upper Droughia is the agricultural powerhouse of the Droughian Kingdom. Food from here feeds not only the Dwarves but is also shipped to several Horde provinces and Horde relief aid across the Inner Sea. The main ports of Tarak and Uergun serve as the main base for the First Horde Fleet, who protect the Horde's coast along the Inner Sea and police the trading routes to the Maormer of the North. Timber from Upper Droughia is perfect for shipbuilding, one of few provinces in the Horde where this is the case. The Dwarves themselves are renowned sailors, who provide much of the Marine manpower for the largely Maormer fleets of the Horde. Agriculture and wood are not the only parts of Upper Droughia that are exported although their cities tend to spring up around these resources with the purpose of exploiting them. Upper Droughia is also rich in the lighter metals that the Dwarves crave, those found closer to the surface and requiring extensive mines to extract from the Earth.
{67 - Lower Droughia}
Terrain: Lower Droughia is the mountainous backbone of the Western Mountains, the birthplace and homeland of the Droughia Dwarves. These mountains are rich in heavy metals, heavy metals craved by the Droughia Dwarves to the extent that they have created cities, roadways - their entire nation - under these peaks. Extensive Dwarf-made cavern systems run right through the mountains and out into Upper Droughia, Aesher and the Western Moonvale. Rumours exist of abandoned towns, mine shafts and roads that exist along the southern reaches of Lower Droughia and are open to the forest of Kessig...
Army: Lower Droughia's army belongs to the Deep King, the leader of the Droughia Dwarves clans who rules from these very mountains. In return they also owe fealty to the Warchief of the Horde and as such serve alongside Horde units across Gabriola. Droughia Dwarves employ finely crafted weapons and armour, making them quite the complex army. However these armours and weapons are exported to the rest of the Horde to outfit their armies. Lower Droughia's offering to the Horde War Machine are heavily armoured Boar Knights, Halbardiers and Shield Warriors although the lightly armed Beserkers also hail from these mountains.
Brief Description: Lower Droughia is the power house of the Droughian Kingdom. Here dozens of huge cities exist beneath mountain peaks, where grand forges work tirelessly day and night to manufacture the weapons and armour of the Dwarves and the Horde. These metal products are the main exports of Lower Droughia and supply the majority of the Horde with all their weapons and armour. Indeed the Droughia Dwarves have so much to produce that they must import metals from the other provinces of the Horde - usually the Goblins of Kezan. Lower Droughia is also the Western end of the Deep Tram and the city where its production was originally imagined and started.
{68 - Kessig}
Terrain: Deep, DEEP forest. A clearing means a town, and even those have trouble keeping the trees away. That said, the province is not unpopulated, with various farming villages and the like appearing across the province. A single, large town rules over the province technically, however does not have much power. It is seen as the capital as it is the biggest, and the safest, however they have no real power. It is, of course, named Kessig.
Army: The Horde presence in Kessig is limited to a few units of Horde military, largely Ogres, Orcs and Khajiit, that man thinly spread outposts along the 'road' the Horde constructed to bridge the Horde with the Warforged and the Steelborn to the west. The Horde keep their assets in Kessig well hidden and defended, they are not there to interfere with matters of the Human population unless they are asked (and even then, the local commander may refuse). They are only there to escort caravans through the woods and keep the woods off the road. Which they have largely failed to accomplish.
Basic Description: While the Horde do not consider Kessig as a part of the Horde's lands, it is deemed part of the Hordelands area. Thus the Humans of Kessig are granted a semblence of respect for their survival in this harsh land and their perseverance in the forests that even the Beastmen feared to tred. The Horde have built a road through Kessig, a winding road that traverses 'safely' across the ravines, gorges, hills and through the dense forest. Several outposts have been constructed along the route that serve as waystops for Horde caravans and provide escorts through the wilderness. It is a high-mortality job, but the need to escort goods to and from the Warforged to the West is important, and Zeppelins can only do so much. The Horde has a single Ambassador to the town of Kessig, a Kenelaith Elf known as Tareesa Skyshard. She maintains that close relationships with the Horde and the Humans of Kessig would be beneficial to both parties, and that the trade the Horde Outposts bring to the Humans are just the start.
{70 - Aesher}
Terrain: Aesher is a province of lush grasslands and dense forests, the yellowed-grasses of the Carredo extend throughout much of this province, with forests encroaching from Moonvale to the north, Kessig to the West and Kezan to the East. The majority of the province is lacking in mountains or upland regions - the exceptions being a single mountain near the center of the province and the borders with Droughia, Kezan and the Blade's Tip Mountains.
Army: The Army of the Khajiit is wide and varied, pulling an intermediate army from their varied racial stock. Bipedal Khajiit are often heavily armoured and armed, with the quadrupedal Khajiit having much less armour to give them the dexterity they need. Khajiit are known to ride the great grazing beasts of their homeland - the Mumakil. These giant elephantine beasts are tipped with towers of wood, leather and cloth which house Khajiiti archers and magi.
Basic Description: The lands of Aesher have long been home to the civilization of the Khajiit. In Ancient times the Khajiit were nomadic, avoiding the herds of Mumakil that roamed the grasslands and living off the land they had not grazed upon as little is left in the wake of a Mumakil. But the Khajiit persevered and eventually their society developed agriculture, based around the native grains but also a crop known as Moon Suger - a revered wild food amongst the sweet-toothed Khajiit that they used to sweeten their dishes. The Khajiit were always plagued by the Mumakil that share their homes, but wise Khajiiti mages 'tamed' the Mumakil, herding them away from the agricultural fields and the grand cities of the Khajiit. So the Khajiiti society evolved, around the fertile grasslands of Aesher that today provide vast armounts of food for the Horde and their allies. The Khajiiti cities are many, grand pyramidical temples rise above the sandstone and mudbrick structures of the Khajiiti cities and exotic scents fill the air, which billows around brightly coloured tents and cloth awnings.
{71 - Moonvale}
Terrain: The Moonvale is a hilly region, dominated by a forest landscape. The forest here is druidic in nature; while not necessarily magically created, the care and careful tending that the druids of the Moonvale pay their surroundings lend themselves well to creating a dense forest, full of life.
Army: The Horde Presence in the Moonvale is not only in the Druids that the Furbolg offer, but Furbolg-trained druids of other racial descent. Tauren, Orc, Elves, Avariel and Mokk-Nathal have all become full druids, to name but a few. The Horde maintain little official military presence in Moonvale, it is one of the most secure provinces in all of the Hordelands.
Brief Description: The Horde have very little presence in the Moonvale, other than what the Furbolg civilization themself have constructed of course. The Horde tends to leave the Furbolgs to govern their own forests, treating the Moonvale as a 'sacred place' that only supply caravans, traders, Druids and the odd Shaman visit regularly. The Goblins of course are intent on chopping it all down and making way for a holiday resort.
{72 - Flowing Mountains}
Terrain: The Flowing Mountain range dominates this province, many mountains are without snow - being too low to freeze - however the larger mountains (of which there are many) are capped in vast glaciers, whch extend down into mountain valleys and give birth to many fast flowing rivers. These rivers feed the majority of the Western Hordelands - from Moonvale to Aesher and even Kessig, the birth of many rivers can be found in these mountains. In the shadows of these mountains lie many vast forests, hiding ancient ruins that remain sacred to the Avariel.
Army: The Army of the Avariel is an 'intermediate' affair. The Avariel hold a strong standing army, fielding a wide range of infantry who are trained to use their natural ability of flight during combat. Archers, swordsmen and especially spear units are often found employed by Avariel armies, equipped well with their characteristic silvery plate armour and armed swords, spears, glaives, scythes and other polearms. Avariel are not immune to the fatigue of land-bound mortals, however, so they employ cavalry too in the form of their Elhorn beasts. Several special units exist in the Avariel army, of course there are the Warmagi, masters of magic in combat situations - who share their Arcane arts with the clearly-lacking Horde forces. The Tower Guard are another sect of the Avariel army, who utilise tall tower shields alongside their polearms - which they throw at the enemy once combat has breached their wall and reached sword-point necessity, if it does. It rarely does. The other notable section of the Avariel army are the Skyguard, these Avariel employ the native Fey Drakes as well as Wyverns and Chimaera to, at first, defend the mountains of their homeland - but now they lend their services to the entirety of the Hordelands and recruit from most of the races within it. This has expanded their numbers greatly include many races and new mounts. Finaly, although not a purely militaristic order, the Sun Priests of the Avariel are a clerical order that serves the Avariel nation as spiritual and pyshical healers, combat medics and rarely on the frontlines - using their Sun Fire magics to burn the flesh off foes.
Brief Description: The Flowing Mountains, named after the many rivers that cut a path through the mountain valleys, have been home to the Avariel for as long as anyone can remember. Even the Drakonids, as ancient and egotistical as they are, claim that the Avariel (or at least their ancestor peoples) have lived in the cracks of these mountains since the fiery Dawn of Gabriola. The main Avariel religion, preached by the Sun Priests of the Cloister of the Mountain Dawn, claims the Avariel to be the usherers of the first sunlight upon Gabriola. Their cities spread across the mountain range, linked by grand roads that intersect the forests and valleys. Bright white stones are the primary building material, making the Avariel cities seem like gleeming jewels set into the grey cliffs of the mountainside. Often one can find Avariel flitting to and from the various homes - which are more vertical than horizontal, although the trade districts are built with land-bound races in mind. Those who wish to travel higher into the cities can make use of the few magical elevators - or fail that, hire a Wyvern handler to fly you around the city.
{73 - Kezan}
Terrain: The province of Kezan is well known for its forests - or it was, until recent times. Kezan was once a province of wide rolling hills and dense forests fed by the Kajaro river system. These forests still exist - but they are a shadow of their former self. Strip mining and an intensive lumber trade have spoilt much of Kezan's natural beauty, leaving scarred dusty badlands in their path which the Goblins build and farm upon.
Army: Goblins do not make brilliant warriors. It is not their lack of strength, or some racial fear of combat - it is simply their stature. Goblin Warriors do exist, holding the frontlines of their Trade Princes' army with plate armour and heavy shields and maces - but they pale in comparison to a Goblin's true weapon, their mind. Goblins are masters of the firearm, using rifle and pistol to rain fire upon the enemies of their Trade Prince and the Horde, making them a Complex type of army. To make up for their clear - ahem - short comings, Goblins invented Shredders. Shredders are powerful machines that the Goblins man to make clearing forests far easier, too easy some would say. But these Shredders, armed with flamethrowers and giant saw blades, can be used in combat and have been augmented to serve on the frontlines of Horde and Goblin warfare by equipping the steam and magic powered machines with (highly inaccurate) explosive rocket technology and rudimentary firearms.
Brief Description: The Province of Kezan is home to the Southern Goblins - or as the Horde knows them, the Goblins. This race has lived in the depths of these hills for their entire lives - their ancestral homes being found in the shallow caves of the mountains. The race lived beneath the thumb of raiders until it manages to break free with the invention of gunpowder, now it is a province of industry and technology. The Goblins claim the first 'Industrial Revolution' took place in their homes, with the invention of gunpowder and, albeit magically augmented, steam powered factories. The incessence of Goblins in their industry has led them to not only horrible scar their land but pollute that which remains. The various cities of Kezan are spread mostly along the Kajaro river system, and it is here that the steam factories produce their technological marvels all while polluting the river and filling the sky with black smoke. The Goblins inquisitve - often dangerous - minds have led them to discover many technologies unseen throughout the rest of the Hordelands - even the rest of Gabriola. Gunpowder, Firearms, Cannons and exceptional feats of engineering like the Goblin Shredders, Zeppelins and the Deep Tram. The love of technology isn't the only thing that fills a Goblins mind, money takes up a vast portion of it. Trading Cartels rule the Goblin people, each with their own cities, 'Banking Cartels', mining and lumber companies - to name but a few.
{74 - Grollar Mountains}
Terrain: The Grollar mountains is the name given to the section of high elevation mountaineous grasslands in the north of the Hordelands. The grasslands aren't typically suitable for agriculture, but the local wildlife thrives upon them and grow to spectacular sizes. The mountains are bordered almost wholey by other mountain ranges, seperated by large rivers or in the case of the Blade's Tip Mountains to the south, barren hills.
Army: The army of the Ogres of the Grollar Mountains can be descriped as being complex. Ogres used to wade into battle fielding crude wood and stone clubs, with little to no armour and simply using their vast size and mighty bulk to crush all foes in their path. Now the Horde has simply thrown armour upon the brutish warriors and given them spiked maces instead - Ogres are incredibly deadly. But Ogres are not the only inhabitants in the Grollar Mountains, the Mokk'Nathal clans are small in numbers but are eager to prove themselves to the Horde. The Mokk'Nathal ride into battle upon giant bears, wielding vicious axes and flanked by tamed beasts - often pack hunters like Wolves or Worgs. Finally there are the Gronn, clever giants that used to have mastery over the Ogre clans - now used by the Horde as walking siege engines, heavily armoured and equipped with cannons, ballista and archer towers.
Brief Description: The Ogre-kin of the Grollar Mountains still live entrenched in their clan systems. Each clan will have a village, which are all quite large due to their size. The largest clan are the Boulderfist Ogres, who live in and around a gigantic cavern said to be the birthplace of the First Gronn - and thus the first theorized Ogres. Indeed Gronn are still a part of this clan, although they are no longer top dog. The large majority of the Ogres clans owe fealty to the Horde, and are slowly integrating themselves to form one Ogre nation - it is not uncommon for inter-clan breeding or settlements to spring up. The Mokk'Nathal live in similar clan systems, although their villages and towns are more Orcish in construction - being typical hard buildings and not wood and cloth tents, towers or cave-habitats.
{75 - Blade's Tip Mountains}
Terrain: The Blade's Tip Mountains are a desolate place - possibly the most uninviting mountains in the entirety of the Hordelands. This land is largely barren, with acid-rich grasslands covering the majority of the hills that break upwards into snow-capped mountains. These grasslands did not lend themselves well to agriculture, so the Urgals have maintained their hunter/gatherer lifestyle that revolves around hunting the giant boars of the region and gathering from the pine forests that lead up to the mountains. Many rivers cross these mountains, draining to the East primarilly.
Army: The Urgals formed a united front when the Horde expanded across the Grollar Mountains. Their army has remained much the same since then, a basic affair, only it has now been absorbed by the Horde. The Urgals use their base strength to their advantage, wielding fierce weapons like axes and maces into battle. Their units are often found wearing little armour, or are equipped with quality plate armour by the Horde armies. Either way, Urgals are dextrous and strong combatants, which can be found riding into battle atop battleboars, fierce omnivorous predators native to the Blade's Tip Mountains.
Brief Description: The Urgal tribes found it easy to settle along the rivers that carve valley sthrough the Blade's Tip Mountains. Here they hunted, gathered and most importantly they fished. A fluvial tradition arose of Urgal fisherman that would brave the fast flowing rivers to reach the isolated mountain lakes - full of large fish that could feed the tribes. This tradition has been maintained into modern times, the Urgal tribes still maintain their settlements on the river banks, large and well fortified. This fluvial tradition has lent itself well to the budding Horde, not only are the Urgal formidable soldiers but they are equally at home as part of the new Horde Fleet - serving as sailors and marines aboard the Maormer vessels.
{77 - Varres}--?
Terrain: Light forest inland, forming into hilly grassland the closer to the coast. Small rural settlements in the lightly populated areas, while the capital, Varres, sits on west-most point of the coast. A smaller city: Nura (Nor-a) is in the center of the kingdom.
Army: The Horde maintain a small military presence in the capital province of the Mageblood Warforged, although it is a token force that is more there to defend Horde traders and ambassadors as they commune with the Horde's strange allies. The entirety of the Warforged race being an army means the Horde hasn't had to put such numbers into this province.
Brief Description: The Horde citizens havn't settled too much in the Mageblood's capital province, theironly presence are in Horde traders that serve the cities with their goods, and the ambassadors keeping the Mageblood people informed of the Horde's progress.
{80 - Serrum}--?
Terrain: Large mountainous valleys, rocky plains in the center, with plateaus and more mountains in the southern most areas. Large cities and City Forges remain in the center, in the plains.
Army: As with the capital province of the Mageblood Warforged, Varres, the Horde maintain a small military presence in this province. The largest numbers of Horde soldiers can be found guarding the well-used trade route from the Hordelands and the many Zeppelin Towers that occur throughout the Mageblood forge-cities, providing resources and taking finished products.
Brief Description: The Horde maintain more a presence in this province than they do in the other Mageblood Warforged provinces, mainly due to the industrial nature of the cities here. Goblins, Orcs and Ogres can be found aiding the Warforged in their constructions - Goblins particularly enjoy 'learning' from the Warforged. Caravans are common, too, coming from Karra to serve the Warforged with resources from across the Hordelands. Again, mostly Goblins.
{84 - Pandamonium}
Terrain: Bamboo forests, bamboo forests everywhere. And I guess some plains near the outskirts of the province
Army: The Horde maintain a healthy presence amongst the Pandaren warriors of Pandamonium. While the majority of the Horde military presence is Pandaren, non-Horde units (especially Orcs) are common in providing the region with a defensive line in this politicaly diverse region of Gabriola. The Horde have several keeps throughout Pandamonium, grand structures built by Pandaren hands and providing the Horde with a place to focus its military on - aside from the various temples and monastaries that the Pandaren monks and brewmasters train and maintain.
Brief Description: The province of Pandamonium is home to a number of Horde races that have come to call it home, and the Pandaren neighbours. Several communities have sprung up in Pandaren cities and towns, working and living alongside their Pandaren friends.
{85 - Karra}--?
Terrain: Karra looks like a typical rural province, with only one major city and very few City Forges. It is covered in grassy plains, forests and small settlements. These settlements are both homes to the Mageblood Warforged, as well as trading outposts to others. The city of Karra is as close you could get to a trade capital, selling wares (mainly made of metal, as that is their prime resources and trade) and services.
Army: The Horde military presence in Karra is the largest of all the Mageblood provinces. While not too large, the Warforged are able to take care of themselves quite well, the Horde maintain many guards that defend the province and Horde trading caravans from potential Human aggression from Salestrom to the north.
Brief Description: As with the military presence, the cities of Karra are home to many Horde citizens. They are mostly traders, bodyguards or caravaners - but the Horde also provide services to the Mageblood Warforged. Of all the Warforged Provinces, Karra is the most multicultural - a sign of things to come should the Warforged fully embed themselves into the Horde Entity. A large trading presence exists in Karra, with only few of them moving on towards Serrum and Varres.
[/spoiler] { Races: - Click to Expand} { Galar Orcs: - Click to View} Galar Orcs are tall, muscular and imposing beings to most races, nevermind to a Human. Reaching 6'-8' on average in both sexes and maintaining thick strung muscles. The skin colour of an Orc varies quite greatly - While the majority a deep earthy brown, several clans are known for their ash grey skins. Rarely an Orc is born with red skin, although this isn't particularly noted as anything more than a curiosity. One notable point on Orcish skin colour - Orcs that utilise the hardly-known and deeply feared arcane magics undergo a slow transformation to a sickly green, which also corrupts their children and so on - marring a lineage of Orcs, one of the reasons few Orcs become Magi and many more become Shaman. Until very recently the Orcs used to live quiet semi-nomadic lives throughout the entire central-south or as it's refered to today: "The Hordelands". Orcs were bound into clans, which often warred with each other and their neighbouring races. Orcs had a specific hatred for the Ogres, who used to terrorise Orcish clans and violate their sacred grounds. It was currrent Warchief Orgrim Doomhammer's great, great, grandfather, Orreg Doomhammer, that united the majority of the clans in varying displays of strength and diplomacy due to the increased threat of Human interference from the north-eastern kingdoms and the so called 'Council of Man'. Orreg founded a great clan, a Horde as he called it, that wouldstand in the way of Human expansion and give the Orcish people a face and a solid defense of their homeland - Galar. In time many other desperate races, pushed from their lands to the East by Human hands or swayed under the Horde's banner by fear of Human aggression. The first were the Shamanic Tauren of Galar's many grasslands and the Southern Trolls - Once inhabitants of an Easterly province, now homeless and seeking refuge. Next came the Ogres, once enemies of the Orcs the Ogres sought their help with their own rather unique problems. Then came the Beastmen of Drakevald forest, throwing their lot in with the Horde in order to secure arms for their continued raids against Human lands and security for their own. The Urgals of the southern mountains followed, as did the feline Khajiit of the central savannah lands and the Southern Goblins of the wooded hills who brought with them great knowledge and powerful machinery. The Furbolg of the deepest woods and the Pandaren of the westerlands found safety in the Horde, too. The Horde came to the rescue of the Avariel, who were under threat from Human interlopers on their northern shore and then sent emmisarries to the Elves of Kennelaith, offering Horde protection from the advancing Humans in exchange for their assitance, their northern Draenei neighbours refused to choose sides. The recent reign of Orgrim Doomhammer has saw the inclusion of the Dwarves of the Westerly Mountains, the strange Warforged from beyond the peaks and the Drakonids - a secretive race more closer to home. The most recent addition, and the one very much in progress, are the Gazanan of the Northest North, who largely with the aid of the Maormer have begun to declare themselves to the Horde - although some few clans remain neutral. Orcs have a tradition of ancestor worship and shamanism, burning their ancestors atop funeral pyres giving unto the fire and spreading the ashes to the earth, water and winds. In times past during the times of the Clans, twice a year each Clan would come together without fault to the central plains of Galar. Here they would hunt the fat game and celebrate the bounty of Life. The event was a peaceful affair, apart from the great bouts. Ritual combat honoured the Ancestors and the Orcs would pit their greatest champions and lowliest warriors against matched foes, a fight not to the death but to strengthen clan-unity, inter-clan relationships and above all: Keep the Orcish race strong. These festivals occur to this day, but every race of the Horde is invited and the affair is much larger - A city of tents and huts almost the same size as the grand Horde capital of Orregar forms in the plains outside the city itself. It isn't uncommon to find non-Horde races also in attendance and Human combatants from like-minded peoples like the Svarjholders are more than welcome. Mount of choice: Dire Wolves native to the Hordelands, vicious beasts that come in blacks, browns and whites. They are incredibly The Orcs also have a number of aerial mounts that they share with the entirety of the Horde, the main of which is the noble Wyvern - Third Lion, third scorpion, third bat. The other main aeriel mount of the Horde is the Southern Chimera, vicious two-headed goat-like dragons that breath magical fire from one mouth and a wave of frost and ice shards from the other and have only been tamed with the magical aid of the Avarial. These mounts are a rarity, so are exceptionally well armoured with Dwarven metals. { Tauren: - Click to View} Tauren are nomadic bovine-men from the grasslands of Galar. They are not unlike the Minotaurs of Drakeveld in appearence, but culturally they are much more peaceful and loving of nature. Standing at an imposing 7'-10', the Tauren are by far one of the larger races in the Horde. Tauren are covered in a flurry of short wiry hair, which ranges in colour from white, to brown, to grey and black - with any variation of patterns and colours inbetween. Even their bullish horns, adorned atop their heads, vary greatly in colour. The current Tauren chieftain is one Hjaal Highmoon, a trained druid from Moonvale in fact and a powerful one at that. It was not his tribe that accepted the first invitation to the Horde but he is loyal nontheless. The Tauren have always been fast friends to the Orcs, aiding for countless generations in their bi-yearly clan meetings and trading with the local Orcish clans. It wasn't a surprise then, that the Tauren joined with the Orcs when the Horde was first created. Tauren and Orcish traditions are quite similar, although the Tauren revere more their nature-spirit-god, the Ground Mother - where all things go and come from. Killing, either sentient or beast, is not a simple act for the Tauren. Each kill is significant for the Tauren as each has a responsibility for the death of that Ground Mother's child - in essence their 'sibling'. This does not mean they are passifistic, on the contrary Tauren are proud warriors that have been hardened in hunting the great beasts of Galar and fighting the other races of the land (including the many raids by Beastmen from Drakevald, especially the Centaur). Each Tauren hunter or warrior will make a mark for themselves of each kill, each Tauren having a different method of doing so - be it a tattoo, mark on their horn or a notch in a ceremonial spear. Mount of choice: Kodo Beast, giant hulking beasts native to Galar. They come in a variety of colours and several subspecies are noted for their 'wooly' appearence, notable more towards the western mountains. { "Southern" or Galabrashi Trolls: - Click to View} The "Southern" Trolls, or as they prefer to be called - The Galabrashi, are distinct from their Green-skinned Forest Troll kin that inhabit the deep forests of Zul'Mabwe. They are largely purple-skinned, although the rare Troll could be born Blue, White, Yellowed or even Green. They stand at around 6-8', with grand tusks, tall ears and a hunched posture, their two-toed feet firm on the ground without footwear. Trolls only have two fingers, with one thumb. Each digit is notably thick, and they use their powerful hands to climb mountains, trees and buildings to great effect. Trolls use their incredible dexterity well in combat, their race playing host to exceptional archers, rogues and agile warriors. What is now known as 'Sopoth' and 'Dopoth' was their home, the then-kingdom of Galabrash. The Trolls inhabited the land with their Human neighbours in relative peace, but once the Kingdom of Fonté appeared upon their doorsteps, the invasion forced the Trolls out of their ancestral homeland. A long war was engaged between the two nations, the Trolls originally forced from their northern reaches into the southern-most section of their land, close to their allies in Kenelaith. Eventually, the invasion proceeded to flush them from their last holdings - Galabrash was no more, now two independant provinces under the hold of Fonté. They fled West, through the harsh deserts of Shak'ukan, towards the one place they thought could keep them safe. In prior years the Galabrashi Trolls had been great trade partners with the Elves of Kenelaith and the Draenei of Telar. Through the Elves of Kenelaith they had formed ties with the Orcs of Galar - a peaceful nation of nomadic beings, yet powerful warriors. The Trolls thought that Kenelaith would be fall quickly, so they attempted to urge their allies to flee with them, towards the Orcs, lands far from Fonté. But the Elves would not leave their forests and so the Trolls reluctantly left them behind. Once they had reached Galar, atop their fearsome Raptors, they found a race becoming a nation. An Orc had risen to control all the clans, in light of the continued expansion of Fonté and Humanity to the East. So, the Trolls became one of the first races to join the Horde. Mount of choice: Vicious Raptors, brought with them by the Trolls - Apparantly now extinct in their native province. { The Beastmen of Drakeveld Forest: - Click to Expand} Gors often come about a reluctant alliance with the other Beastmen of Drakevald, the Centaur and the Minotaur, when a powerful leader - a 'Wargor' - unites several groups of them into a semi-coherent force of destruction. They resolve to work together for this powerful Wargor in their raids against the other lands, and the Wargor naturally takes the leadership role in this fledgling alliance of raiders. When the Horde rose to the North, the most powerful Wargor saw an opportunity to gain weapons, resources and backup for their legendary raids against the Humans to the East. The Horde gladly agreed to allow the Beastmen into their fold, they would field Beastmen units in exchange for equipping them and promising the Beastmen plenty of Humans to kill and loot. The current Wargor with the most sway over the peoples of Drakevald, the most power and the most tribes under him is Beleth Man-Hunter - an impressively strong Gor with enough Human kills under his belt to found a small town with their souls. He just so happens to do as the Orcs command of him, most of the time. { - Gors: - Click to View} Standing at around 6'0"-6'4", heavily muscled and very bloodthirsty. They have human torsos, with the heads of resembling goats orsheep, and cloven hooves to match. Bestigors are the largest and most skilled Gors in battle, being at least a foot taller than the average Gor and far more muscled - capable of wielding their massive weapons with devestating effect. They work as elite shock troopers and bodyguards for Wargors, the Chieftains of Gor tribes, and always get the first choice of loot. Gors and Bestigors can be armed with anything, but as a species they favour axes, the bigger the better. Gors have been a presence in the Drakeveld Forest since time immemorable. They have spread far and wide in that time, coming to inhabit a number of the Eastern provinces of the "Hordelands" in small-to-average sized Tribes. Tribes would raid their neighbouring races, taking loot and resources from them. Yet their favourite prey was the Humans of the East, where they would make extensive forays through desert lands to reach the rich kingdoms of Man - and ransack them for all they had. Mount of choice: N/A. { - Centaur: - Click to View} Centaur are a unique species amongst the Horde - they have six limbs yet do not fly with the extra pair. Instead, the Centaur are quadrupedal in nature. Their lower halves are horse-like, yet equipped with fierce almost dragon-like clawed feet. Their fur is shaggy up through to where their head should be - instead it goes bare and forms into the torso of a rather imposing humanoid. Pink-skinned like a Human, yet appearing nothing like one. They have shaggy manes around feirce beastial faces, with jutting ram-like horns framing their often-snarled visage. The Centaur used to raid across the Hordelands - both independantly and alongside the other Beastmen of Drakevald led by the Wargors. Now they work for the Horde as outriders or scouts, serving a natural cavalry role and often armed with Spears or Bows - although more than a few are equipped with axe and shield or even Goblin-crafted firearms. Mount of choice: N/A. { - Minotaur: - Click to View} Minotaurs are huge creatures made entirely of thick, solid, muscle. They stand around 9'-10' and have the heads of bulls, pinkish bodies of muscular humanoids as well as cloven hooves similar to the smaller Gors. They are the strongest and most unstable of the Beastmen, they rarely follow orders and can only be pointed at a target and let go, releasing unrivaled destruction to everything in their path. Once the blood haze sets in, a Tauren can even kill friendly targets - Beastmen or Horde. They wield anything that can fit into their giant hands, usually hammers or axes, though more feral Minotaurs have been known to use uprooted trees or thick tree branches. Before the Beastmen became a semi-united entity under Beleth Man-Hunter predecesors - the most powerful Wargor with the most land, the Minotaur would range across Hordelands and beyond in pursuit of enemies to kill and lands to rampage through. They had a special fondity of attacking the Tauren, their more peaceful, tame brethren to the North. This fued last today into the Horde, the violent and vicious Minotaurs often refusing to work with or attacking the Tauren in drunken brawls. The Orcs try their hardest to keep the two races seperate, but they can only do so much before they lock horns. Mount of choice: N/A. { Urgals: - Click to View} The Urgals are roughly Orc-sized humanoids, standing at 6'-8' yet bearing more subtle muscular mass. They are grey-skinned, generally, although instances of brown-skinned or pink-skinned Urgals exist. They have small, piggish, yellow eyes and a feirce pair of ram-like horns atop their head. Their arms are long and lean, tipped with claws instead of nails, and their legs are sightly bowed but incredibly strong and they end in seven-toed feet. On a very rare and highly celebrated occasion, a special Urgal is born. Not the magic-using Shaman that the Urgals revere, but a born leader, a Kull. Kull are mighty in size and strenght, standing at up to 11' tall and as imposing as a Tauren-sized Urgal would suggest. Every feature of the Urgals are exemplified in the Kull - larger, stronger, faster, meaner, bigger horned. The Urgals are a race founded on violence and power. Clans of Urgals will fight each other for Dams - the hornless females of their species - and resources, but it isn't unheard of for Urgal clans to wage war simply to sate their bloodlust or completely eradicate a rival clan. An Urgal is ranked by his power - how many he has killed or defeated in combat, the size of his body and his horns, the appeal of his Dam. Indeed so much prestige is placed in their horns that should an Urgal lose them, they are deemed stripped of manhood and being. When the Horde expanded beyond the mountains west of Galar, the Urgals originally intended to war with the Orcs. The Orcs had shared their land for many generations - Orcish Clans ranged all over what today can be considered the Hordelands. Occasionally an Orc clan would recieve the ire of an Urgal clan, but a consistent war between both races almost came about before the Horde managed to convince the Council of Kulls (a body of the most powerful clan leaders that had united to face the Orcs) that their ire should be directed at the Humans - who had forced an entire race from their homelands in their ever present need to expand. The Urgals were shocked by the news, and more than a little afraid (although they wouldn't admit that). The Horde granted them an invitation to their nation and as even the fiercest Urgal knows that there is strength in numbers, they agreed to accept should their greatest warrior be able to best their greatest Kull. Warchief Orreg Doomhammer agreed, on behalf of himself. A competition was staged amongst the Urgal clans to divine the strongest of the Kull - there was only one winner. Yet still the Doomhammer smashed his skull, the felled Kull's cracked horns are kept as a trophy of unity in the Urgal Embassy in Galar. Mount of choice: Urgal may be found riding Dire Wolves, bred and trained by their Orcish allies. However the native mount of the Urgals and the one their more dominant members would ride into war is the Elgoar, a species of vicious boar that they tame, armour, weaponize and decorate with war spoils. { Ogre-Kin: - Click to Expand} The Ogre-kin are a collection of races native to the mountains west of Galar, that extend from the furthest south reaches of the Inner Sea right down to the Gulf of Beasts. The Ogre-kin range all of this land, and every race that inhabits the place from Orcs and Urgals to Drakonids knows, and often fears, the ire of an angry Gronn or Ogre. { - Ogres: - Click to View} The Ogres of the Hordelands are gigantic, brutish beasts. Standing at an impressively varied height of 9'-16', an Ogre is impressive in its stature no matter the size. Their skin colour is as varied as their height, from blues to greens to reds or yellows - Ogres come in almost any colour. Their legs are thick, almost tree-trunk like in stature. Their arms are, too, and their hands are thick and only useful for two things: eating and smashing things with very large weapons. Some Ogres are born horned, too, while others are not. A single spiked horn held on their forehead. Ogres aren't renowned for their brains, but very rarely is a member of the species born with magical abilities - Shaman or even more rarely Magi that are far more intelligent than their brethren and often have two independant heads. However, intelligence does not increase ones stature in an Ogre's eyes as Ogres only respect strength of arms. Even more rarely is another type of Ogre born, a monstrous deformed beast with rock-like spikes tearing from its back, face and arms. One single eye lies on its face, a vicious snarl represents the mindless hatred and anger born into it. This is an Ogre Lord, so named because such an Ogre often grows to be strong enough to subjugate all the other Ogres in their clan, surprisingly they are even more stupid than Ogres. The Horde keeps an eye on these potential upstarts. Ogres were once feared by all the races that shared their habitat, or lived near by. Orcs, Urgals, Drakonids, Avariel, Goblins. Each race has had deadly interactions with Ogre clans that left a lasting scar in their collective minds. A scar the Horde is currently attempting to fix. But nobody knew why the Ogres were so aggressive, they deemed them monsters. But in truth, they were slaves. When the Horde expanding beyond the mountains east of Galar they brought with them knowledge of the impending threat of Humanity to the Ogre clans. The dimwitted Ogres were hard to sway, but fear eventually struck home in their hearts, fear they only felt in on eother situation. Under the Gronn and Ogre Lord's whip. A small group of Ogre Shamans, the Ogri'la, came to the Orcs with their secret. The Gronn, mere mythical beasts in the eyes of the Orcs, were real. Gigantic monsters with skin as hard as stone ruled over entire Ogre Clans, sending them out to gather food and riches. If the lesser Ogres attempted to resist, they would be beaten to near death by the Gronn and their Ogre Lord slave masters. The Horde were at first shocked to learn the truth, many were disgusted too. But Orreg Doomhammer had an idea, he would make this work to his advantage. He approached the Ogres, with the help of the Ogri'la, in secret. He offered the help of the Horde's warriors in freeing the Ogre from the whip. It took a while to translate the Orc's meaning to the dimwitted Ogres, but once they understood they were more than ready to rise up against the Gronn. Now the Gronn are subservient, the Ogres standing tall and independant. A succesful part of the Horde. Mount of choice: N/A. { - Gronn: - Click to View} The Gronn are simply massive beasts. Collosal giants, apparantly born of the stones of the highest mountains themselves. Gronn can be any size between 18' all the way up to the most ancient Gronn, which stand at over 50' off the ground, on all fours. Their armoured hide is dark, almost black, brown. Spikes of bone adorn their arms, legs and back. They have size, strength and more intelligence than Ogres on their side. There is more than one reason Gronn controled Ogre society than their strength, they were intelligent enough to throw it around in the right places. It is also said that they invented Ogron, and taught the language to the Ogres. When the Horde aided the Ogres in overthrowing the Gronn, the Horde suddenly had another problem. There were many Gronn children still around, and some adults too. Gronn had always led Ogre clans - without this the Gronn were nothing. But they couldn't just allow a race to go extinct. The Horde had to find another use for them. At first, they tried to integrate the Gronn into Orcish society - but they were lumbering and oafish - they would damage more than they helped. So they tried to include the Gronn in their armies - but they were too large to be frontline troops and too slow to be shock troops. It was a problem nobody could solve, so for generations the Gronn were merely used to carry large quantities of goods across the mountains. Then Orgrim Doomhammer came to power. When Orgrim petitioned his generals about a war with the Human nation of Fonté, he had to think of all the ways the different races of the Horde could be used in war. He had the Dwarves, capable of creating massive structures of metal and he had the Goblins, capable of creating incredibly destructive weapons. But combining the two had failed to produce good results - the machines were too heavy, or too lumbering, or could not be turned quick enough. Then Orgrim had an idea. Equip the largest Gronn as warriors, cover them in Dwarven metal - adding extra resistence to their impressive hide. They could ertainly carry the extra weight, but could he make them even more powerful than simply giant battering rams? Of course he could. He had Goblins draw up plans for gigantic cannons, that could be borne in metal towers atop the backs of the Gronn - fastened to their metalic plates and their natural bone spikes. And so the birth of the War Gronn. Mount of choice: N/A. { - Mokk'Nathal (Half-Ogre, Half-Orc): - Click to View} For years had Ogres and Orcs lived within the same habitat, the mountains west of Galar. There have been cases of inbreeding between the two species - either willingly or not - and it has been found that Orcs and Ogres are capable of producing viable offspring. This offspring are named Mokk'Nathal by the Ogres, "The Sons of Nath - An Ogre War God. The name stuck. Mokk'Nathal are yellowed or beige in colour, a very light brown at most. They come between 7'-10' in size, dependant on how much Ogre is still in them. But as a general rule, Mokk'Nathal are bigger and bulkier than Orcs. They also tend to have yellowed eyes and an impressive intellect. When the Mokk'Nathal are born into the world, it's usualy the case that nobody wants them. Their parents are very rarely a true coupling and more often than not, they are left abandoned in the wilds. Those that are abandoned may survive and find themselves inbetween two cultures that don't want them. But they strive to prove themselves strong enough to be a part of their parent cultures - so they form clans. Mokk'Nathal clans are a rarity, but they are strong. They work along the same lines as Ogre and Orc clans and are fast allies to the Horde, who accept them for being strong enough just to survive. Mokk'Nathal warriors are strong, bulky yet hardly wear armour. Their weapons are clubs and axes, mainly two-handed affairs but rarely with a shield. Mokk'Nathal also make superb marksmen, outriders and rangers. Mount of choice: Many of the Mokk'Nathal clans have formed a magical relationship with the natural animals around them, almost akin to the Druids. To this extent they aid in feeding, caring for and breeding giant urine like beasts from their mountainous homes. { Southern Goblins: - Click to View} Southern Goblins are short green skinned Humanoids with rather large ears - standing at a maximum of 4' tall and the average of 3'4", with females generally being a little shorter than males. Their build is slight and wiry, with long thin arms and legs attached to a short stocky body. Their facial features are sharp and angular, with long noses and chins. The most physically useful part of a Goblin are it's hands - few races have such mastery over the movements of their hands and fingers than the Goblins. This specific dexterity allows for the fine and gentle movements required to create their powerful technology. Goblins have always been bullied. Since their race came to be in the Dawn of All Things, Goblins have been thrown around, beat up, picked on and just genereally recieved the brunt of attacks from their brutal neighbours. But the Goblins aren't mad - at least not in the angry way. No, Goblins are insane. As a race they have learnt that their natural physiology just isn't suited for their harsh surroundings - even if they reproduce like Mountain Rabbits. So Goblins grew smart, instead. They use their intelligence to defend themselves, which isn't that useful a weapon in normal hands. But in the hands of a Goblin, it has revolutionised the south-central part of the continent known as the Hordelands - and their Trade Princes hope to eventually gain profit from revolutionizing the entire continent. And Beyond! As mentioned, Goblins are renowned for their technology. They independantly discovered black powder - far earlier than any other race, they would claim - as an effort to deter or kill the brutish raiders that often targeted them with explosions. It worked, to an extent, before the raiders got used to the tactics. So the Goblins built cannons to shoot their enemies from range - which worked even longer, until the raiders wised up again. So the Goblins built firearms, so more Goblins could shoot at a time. This was the best method, the raiders couldn't effectively combat the entrenched Goblins. But the Goblins weren't going to let their history slide, oh no. The Goblins kept building bigger, more dangerous weapons. They started venturing out of their cavernous hovels. They fought back the savage raiders, establishing aboveground outposts. Soon most of the Goblins lived above ground - so much space to inhabit! So many resources to exploit! Soon the Goblins found another love in their life, money. Soon they begun to trade with other nations, stockpiling the various currencies they used and only paying them in their own style of coin, Gold and Silver and Copper pieces. Eventually, over many generations, the Goblins had formed the most important economy in the central south, perhaps all the south. Their trade relations spread far and wide, and the raiders that had harassed them for much of their life now worked for them. Then the Humans came, with their own currencies. They took the trade from the East - an important trade center for the Goblins - and replaced it with their own. The Goblins would have none of it. When the Horde came over the mountains, the Goblins pledged their services to the Horde. The Goblins would provide their expert knowledge of machines, in exchange for Horde protection and full rights of trade for Goblins in all of these territories. Now the Horde Economy belongs to the Goblins, who run all the banks, loan companies, mints, auction houses, resource extraction companies, weapons manufacturing services, armour manufacturing services and tinkering societies. Well, they like to think so. But they're not far off. The Horde benefit from having the Goblins in their ranks greatly, with Goblin firearms and cannons becoming standard fare in organised Horde armies and navies alongside the native melee weapons used extensively and more archaic ranged weaponry. Goblins extract vast resources from the earth and forests for the Horde - although the Dwarves and the Furbolgs have their own problems with this. The Horde also benefit from the Goblin Zeppelins, gigantic floating vessels that are used to transport goods and troops over vast distances, or rain cannon fire down upon the Horde's enemies. Goblins have also contributed to the single greatest technological achievement in the entirety of the Hordelands. . . When the Dwarves joined the Horde it became apparant that Dwarven units wouldn't be able to cross the massive distance between the Eastern front of the Hordelands and their mountain homes on the Western front. Zeppelins eased this somewhat but they couldn't quite cut it. It was a genius Goblin Tinkerer, Deep Trampottle that came up with the fix for this situation. He approached the Dwarves with the idea, and soon a great tunnel was dug deep in the stone beneath the land. It was wide, almost wide enough for a gronn to roll sideways down it, and stretched from the grand Dwarvern capital all the way to the Horde's capital in Galar. A Dwarven town was built beneath the capital to house the workers - which still exists to this day as the Dwarvern District. Then the Goblins took to work, using the skills of a Master Dwarvern Inventor and his clan to fashion giant metal pieces that would stretch from one end of the tunnel to the other. Machines were built that would run off this 'track', machines powered by steam and burning magical stones. The steam would be expelled below the 'carts' as they became to be known, into a cooled metal tunnel where it would become fresh water again, to be used by the carts at refueling spots along the track. The carts were sleek and fast, and any number could be attached together to take more in one trip. Overall four 'tracks' were built, two would move towards Droughia and two towards Galar at any one time, although all could move in one direction or the other. Unfortunately both the Dwarvern Inventor and Mr Trampottle were killed in a construction accident just before the completion of their project. The Goblins managed to get it done without them, but nobody quite knows how to complete the feat again and the Tinker's Union barely knows how to upkeep the vast construction. Still, the machine is the grandest example of Goblin technology in the entirety of the continent. In memorium of Mr Tramspottle - it is known as the Deep Tram. Mount of choice: The Horde makes use of fine Goblin vessels for transportation, Zeppelins. While not strictly a mount, the Goblins are the primary producers, mechanics and pilots of Horde Zeppelins. Horde Zeppelins are not uniform in standard and can be any colour, design, storage space, barrack space or even having cannon complimants installed - War Zeppelins. Rumours circulate around Goblin Tinker Guilds of a gigantic Zeppelin being built for Orgrim himself, a Zeppelin with firepower unlike any seen before on Gabriola. Orgrim's Fist. The Goblins also make use of machines powered by a combination of steam power and components that produce a magical, electrical, energy for them. These machines are known as Shredders and they are extremely dangerous, although their primary purpose is in deforestation projects. The old Goblin saying goes: "For every Goblin piloting a Shredder, there are nine in the background ensuring it doesn't explode violently." While the Goblins themselves have no native organic mounts, they aren't beyond riding one of the other Horde race's mounts should the need arise. { Khajiit: - Click to View} The Khajiit are a race of feline-like Humanoids that range massively in their physical being based upon the type of moon they are born under. One moon may shine down upon the continent of Gabriola - but the Khajiit see a second, inside the moon. Ask a Khajiit how many moons there are in the sky and he will point to the one moon, and say two. The greater, the outer ring, and the lesser, the largest crater on the moon's surface. Both moons have a strange effect on the morphology of the Khajiit, dependant upon how much the lesser and the greater moons are shaded from the light of the Sun. Khajiit can be almost Orcish in size, if a little smaller and slighter at 5'-6'5", or they can be the size of the domesticated cat - with four legs to match. Khajiit can also be gigantic tiger-like beasts, that are large enough to have a bipedal Khajiit riding upon it. Most Khajiit, however, are bipedal. Two arms, two legs and one tail, with fur covering their entire body in a range of colours from browns to blacks to oranges with differing patterns. Khajiit soldiers make use of their claws in combat rarely, seeing it as a sign of brutality that they needn't resort to - instead they use a wide variety of exotic martial weapons and mail or plated armour, making them one of the more well armoured Horde races. The Khajiit have been a civilization for as long as anyone could remember. Grand cities sprout from their savannah lands around lush lakes and rivers. One can always see the towering spires and gigantic pyramid-temples of at least one of the great Khajiiti cities from anywhere in the great rift they call home. Gigantic elephantine beasts could be seen wandering the planes, too, often accompanied by Khajiiti tenders. These beasts are used extensively by the Khajiit for food, leather and as mounts of war. Their nation was founded upon their main export, moon suger, a type of suger cane with an extrmely sweet taste - an integral part in the sweet-toothed Khajiit's many recipes. Since these early days the Khajiit have also become the main exporter of many rare minerals such as moonstone and throium that they mine from southern mountain range of their province. A desolate place, where myths of great evils exist. But the Khajiit have no fear of things that go bump in the night - they can see in the night. When the Horde crossed the mountains to the East, the Khajiit paid it no mind. In fact they traded extensively with the growing nation. Eventually the Khajiit were invited to join the Horde - they refused. It wasn't for many years that the Mane - an exceptionally rare breed of Khajiit and their natural born leader - accepted the invitation out of mutual fear of Humanities expansion and a wish to expand their economic reach. The grand cities of the Khajiit could only get grander, and Khajiiti soldiers fight alongside Horde troops to secure the future for their cubs. Mount of choice: A distinct breed of Khajiit known as the Senche-raht. Khajiit also employ teams riders, archers and soldiers atop giant elephantine beasts known as the Mumakil. { Avariel: - Click to View} Avariel are a race of Elven stock, their tall bodies with thin arms and legs are a dead give away to their origins. If that isn't, the sculpted faces and long pointed ears are even more a sign of Elven heritage. But the Avariel are unlike other Elves, for they have two beautiful long wings. Almost like the Angels of Human myth - Avariel are graceful in flight and on land, but their tongues are often sharp and a sour mood lasts an Avariel almost a life time. Avariel are often pale in skin, although they can be tanned from exposure to the harsher Hordeland climates down from their mountain homes. Their hair colour varies per individual, a similar range to Humanity, but the feathers of their wings always match the colour of their hair. Avariel field a wide range of infantry, who are trained to use their natural ability of flight during combat. Archers, swordsmen and especially spear units are often found employed by Avariel armies. Avariel are not immune to the fatigue of land-bound mortals, however, so they employ cavalry too in the form of their Elhorn beasts. One special faction within the Avariel's military is known as the Skyguard. These Avariel employ the native Fey Drakes as well as Wyverns and Chimaera to aat first defend the mountains of their homeland - but now they lend their services to the entirety of the Hordelands and recruit from most of the races within it. The Avariel have always been secure in their mountain homelands. While Ogres and Orcs share these mountains, their raids against the Avariel were treated with excessive punishment - they learnt not to touch the winged Elves up in their mountain-side cities. The Avariel were secure in their lives, they would trade with the various races that lived near by and they would snarl and threaten the Dwarves of the Western Mountains. All was well with the Avariel. That was, until the Humans came. It isn't written who sent them - these men with plate and swords that came in boats and air ships. But they came. The Humans invaded the northern shores of the Avariel's homeland - a place home to many peaceful Avariel fishing communities and their main trading hub with the Inner Sea. It was a massacre, the Avariel were unprepared to threats from the usually peaceful Inner Sea and their armies were left unawares for days deep within the mountains. By the time the Avariel armies arrived the Humans had dug in, their supply routes well estabished and their air ships moving resources to and from places beyond the sea. The Avariel attempted to break the enemy - their Skyguard were somewhat succesful in destroying many air ships - but defeat seemed almost inevitable when more Human vessels were sighted a number of days travel away from the northern shore. A second wave. But all was not quite lost. The Horde, a quite grand nation by the time of this invasion and the major power of much of the central south, had recieved word of the Human invasion. It was the Trolls that came first, blood on their mind and hatred in their hearts they surrounded the occupied territory and slew their scouts so quickly that the bodies barely had time to hit the floor before they moved on to the next groups. Then the Horde army arrived - Orcs, Ogres, Beastmen, Urgals, Furbolgs and Pandaren marched towards the occupied lands and the hub of the Human invasion - a grand fortress built atop the ruins of the shoreline trading hub. Great siege engines of Goblin design were bor to the battlefield atop wooden structures pulled by Ogres and Gronn. Shamans beseached the Earth to crack the fortress' foundation, Goblin cannons destroyed entire units of Humans at a time. When the enemy was weakened, the Horde charged. A great clash of armies and the Avariel marched with them. They have marched with them since. Mount of choice: Avariel have tamed the wild Fey Drakes of their mountain homes, powerful beasts not nearly as dainty as their insect-like features suggest. Avariel also ride and have tamed a species of Horse also native to their province, the Elhorn, 4-horned beasts of immense strength and stamina. { Drakonids: - Click to Expand} The Drakonids are a faction of two closely related races native to the cavernous mountains south of Galar. An ancient and mysterious faction, the Drakonids havn't been included in Gabriola's political front for as long as any historical records can state. Although the Drakonids claim to have once been the predominant faction in the entire south before some great cataclysm. { - Major Drakonids: - Click to View} The first and most influential race of the Drakonids are the Major Drakonids - often just refered to as the Drakonids. This race stands at an enormous 11'-15' tall, as wide as two thick Humans are as strong as four. Their scaled hide is thick and impervious to much damage - like the Dragons they are related to. Their head is tipped in monstrous horns and their ears extended out as colourful fan-like appendages. Tendrils fall from their chins and thick necks, alongside jutting downwards facing tusks that add to their fierce visage. Many peoples believe Drakonids to be demons, their only 'normal' feature being two arms and two legs. Their eyes often glow a deep blue or violet, although green, red and yellow also exist. Their scales also range in colour into four main catagories: Red, Brown, Blue and Black, although Greens and other colours are a rare trait. Drakonids make superb warriors, wielding double-bladed polearms that can cleave a Human in two, or long swords and massive shields the entire length of their body. A formidable wall, backed by the occasional Drakonid mage - who utilize ancient Arcane magics known only to them. Drakonids began their life beyond the memory of all the races of the Hordelands - they claim as a race to be as ancient as the mountains, the seas and that they were around when the Great Tree of the Melehsari Forest was but a sapling in the middle of a meadow. With this claim comes a massive ego of being better than the rest of the world, the primary reason that they sat in their hollow mountains and dormant volcanoes, watching the world go by and making sport of the politics of the 'mere Mortal' races. Yet behind all this bluff is yet another, albeit incredibly long lived, mortal race. Greater Drakonids breed, bleed and die. It is very rare for one to die of old age, if one ever has, but usually something will kill them - be it disease, injury or combat. Drakonid society has been founded on one of isolation, each Clan kept their own mountains, their own caverns. It was rare for these clans to war, but often they would war against the lesser races that attempted to claim their mountain homes or settle around them. The blades of many Drakonids have been whetted in Orcish, Urgal, Ogre, Dwarven, Human and Beastmen blood. As a society they also made 'slaves' out of the Lesser Dragons that shared their mountain ranges, a relationship they claim to have been eternal. However the relationship has since become embedded in their society, the Lesser Dragons are a lower caste of Drakonid but one all important in the basic function of their civilization. This isolated society came to join the Horde out of desperation of something more than mere Human encroachment. The Drakonids used to have full claim over many mountains south of Galar - but something forced them out within recent generations. A great catastrophy struck the most southerly portion of Drakonid territory, mountains exploded violently as fresh volcanos and elementals were born and sent into a frenzy. The Drakonids had little experience with elementals, but they knew the Horde had some sort of control over them through their Shamanic arts. Their declining population - caught in an endless war with elemental armies that came from witin their very homes - sought aid from the Horde's Shamans, who agreed in return for the Drakonids joining the Horde in their entirety. Reluctantly agreeing to these demands by lesser beings, the Drakonids threw their all in with the Horde - who in return sent armies and detachments of Shamans to quiel this elemental uprising. There was success, after many years, and the mysterious cause of the invasion seemed to have been calmed by the efforts of the Shamans who worked to heal the land. The Drakonids reclaimed their northern mountains, but the southern province of their ancient civilization is lost to them... No Drakonids return that explore it, even the Horde fear to step beyond those mountain passes. So the Drakonids man them, ensuring whatever lies within doesn't get out. Mount of choice: N/A. { - Lesser Dragons: - Click to View} The lesser caste in Drakonid society are the Lesser Dragons. They are not mere beasts, as many would think to look at them, but in fact are a quite intelligent species. Their hide is scaled with similar colour variation as the Greater Drakonids that share their homes with them. Lesser Dragons have the natural gift of flight, bearing two massive wings each the size of their sinewous body, which itself reached up to 8' in length, in addition to a sometimes club-ended tail of almost equal length. The very size of these Dragons makes them rideable by all but the very largest races of the Horde - the Ogres and the Drakonids. They make use of their two front feet, tipped in powerful claws, and their gaping maw to combat others in melee. As a ranged attack, Lesser Dragons have retained the ability to launch fire (and in the case of the most powerful individuals, magma) at their foes. The Lesser Dragons are as ancient as the Greater Drakonids that shared their mountain homelands. It could be said that both races were created together to be mutualistic - but the Greater Drakonids took their neighbours as beasts and enslaved them, for use as warhounds, soldiers, guards and to light their gigantic furnaces with Dragon Fire. This was countless generations ago and the Lesser Dragons have been moulded completely into Drakonid society, so much that they are a constant presence in their cities and independant groups of the species do not exist. They are employed by the Drakonids and the Horde as ferocious air units, occasionally with a rider that can utilise extra magics, ranged attacks or provide the Dragon with a second set of eyes with which to keep an eye on the situation they are deployed to. Mount of choice: N/A. { Mageblood Warforged: - Click to View} Mount of choice:{ Elves of Kenelaith: - Click to View} Standing at a height slightly above that of Humans, the Elves of Kenelaith are a slender and beautiful race. They are lithe and agile, with slight muscles, long limbs and gentle hands. They can often be seen flitting through the ancient forests of Kenelaith, tending to nature's crops and hunting the plentiful game - although what they hunt is honoured immensely. Their long ears provide a sharp sense of hearing that far surpasses all the other Horde races, with eyesight to match that of only the Avariel. The elves of Kenelaith are predominantly a goodly people, their long lives allow them to be generally well-schooled and artful. They have always possessed a strong alliance with the Draenei of Telar, but are interested in trade with all and generally remain peaceful until attacked - something which has led them to become important trade partners with the Galar Orcs since the Time of Clans. Many of the buildings of Kenelaith are built into and around trees, both to preserve the nature around them and to provide more structural support than pillars and walls might be able to. They also get along well with the furbolgs of the Moonvale, given a shared respect for nature. In light of pressure from the growing Council of Man, Kenelaith has joined the Horde despite a relatively sizable geographic split. The Horde offered protection to the Elves of Kenelaith - like they had their previous allies and neighbours the Galabrashi Trolls, who had came seeking aid from the Orcs far too late to make any difference. The Trolls were the primary instigators in this alliance, wishing for the Elves not to become another refugee race. This alliance is reinforced by their extensive trade links with the Horde, and their ability to traverse the gap between them with guarded caravans and Zeppelins. Many Horde races are at home in the cities of Kenelaith, although they make up a minority and are primarily there to provide much needed melee prowess to the armies of Kenelaith, which are small and largely constituted of skilled archers and smaller corps of spellcasters like priests and magi. Guerrilla tactics and long-range bombardments are favored strategies, as is the strategic use of magic to misdirect, confuse, or outright kill enemies where necessary. Mount of choice: The Elves of Kenelaith have tamed a species of Deer native to their forests, the beasts stand as tall as a horse and the stags have about as much bulk. The stags are exceptionally dangeorous, with many-pronged horns as weapons. { Pandaren: - Click to View} The Pandaren, essentially sentient panda bears, standing a head or so smaller than an Orc, yet a width granted not by muscular broud shoulders but often by a rotund belly, thick arms and short stubby legs. That does not make them any less agile, as surprisingly the Pandaren are incredible in their martial prowess and the speed of their movements. Among the Pandaren, there are two predominant types of warrior: the Brewmaster and the Pan-Chi Monk, which serve tight-knit clans who owe their allegiance to the Pandyo, the leader of Pandamonium's strongest clan. The Monks of the Pan-Chi are primarily known for their armor and defensive abilities. Many Pan-Chi monks wear heavier plate armor, often ornate, sometimes spiked, and use it to great effect in combat both to defend themselves and to bludgeon their enemies. These Pandaren are more like wrecking balls than warriors, difficult to injure, and in fact have been rumored to simply roll end-over-end into their enemies to cause pandamonium, especially when charging downhill. The martial skill of the Brewmasters--as well-trained weaponmaster bears--is unquestionable. Their armor, should they choose to wear any, is primarily lacquered wood or bamboo shoots sewn into or worn over heavy cloth, offering minimal protection and serving more for aesthetics than function. Strong and generally much faster and more agile than their bulk would indicate, these Pandaren function quite well as shock troops when properly supported, using their size to wreak havoc and their katana (or staves, or whatever weapons they prefer) to cause further damage. The Horde came to include Pandamonium when the Pandyo himself sought out the Horde beyond the mountains. Through Kessig, his royal party traveled, until they found the Khajiit of the Hordelands. They stayed with them a while, learnt from them, and eventually the Warchief Ogrim Doomhammer arrived to greet the Pandaren leader - by Zeppelin. Many talks occured in the halls of the Khajiit - benefits of the alliance, what the pandaren could offer the Horde, what the Horde could do for the Pandaren. Eventually it was agreed that an alliance was necessary - Pandamonium stood bordering nations of the Council of Man, nations that refused trade with the Pandaren and were an ever present threat. The Horde could stop them, with the Pandaren's help. Mount of choice: N/A. { Furbolgs: - Click to View} The dense forests of the Moonvale are home to a race so intertwined with the wellbeing of the forests that they have developed a type of magic that utilises the natural forces of life. This is called Druidism, and with it the Furbolg that call the Moonvale their home have created a natural paradise for themselves. This race, the Furbolg, stand at the quite relatively short height of around 6', but their bodies are thick with muscle and fur. Fur that ranges from brown to black to white. Their arms are long, like that of an Apes, but in fact the Furbolg are ursine in form - looking more like sentient bears than anything else. The Furbolg druids are not only competent in their natural forms during combat, using their hulking muscles and sharp claws to beat their enemies to death - but they are also competent shapeshifters, healers and spellcasters, leaving them quite versatile and capable of filling any role required them by their Horde allies. The Furbolg even train other members of the Horde as druids, mostly Elves and Tauren although any race is in theory capable of becoming a druid. In contrast to the majority, who are deployed wherever necessary, non-furbolg druids are generally used in specialist roles - whether frontline combat, healing, scouting, or messaging is often dependent on the druid's strengths whether gained through racial tendencies or druidic might. It was through the Horde's continued expansion and the majority of their members races having some sort of respect or connection to Nature and the Elements, that the Furbolg of Moonvale decided to join the Horde. Few know the reasons why the Druididc Enclave performed this act, but it is likely that they intended to not only maintain their forests against Horde incursions but also to attempt to teach the Horde about the value of nature - by training Horde Druids. Tensions have arisen of late between the Moonvale druids and the goblins of the Horde, however, given the goblins' general disrespect for nature in favor of technology and industry. The Orcs of Galar are attempting to difuse this situation - but the Goblins are proving far too valuable an asset in their global campaign for them to be kept from exploiting natural resources. Mount of choice: Shapeshifting to various forms. { Droughia Dwarves: - Click to View} The mountains of Droughia are home to a species of short, stout, humanoids known as Dwarves. The Droughia Dwarves, for there are other related races that go by the name 'Dwarf' throughout Gabriola, stand at anything between four and a half feet to five feet. As far as muscles go, the Dwarves are far from lacking - they bare a strength that is uncharacteristic for their short stature. Even their females, which stand as tall as any Male, are strong in arm and leg. Some sexual dimorphism does exist in the species, as all males sport thick, full, beards and females do not. Further, females are lacking in some of the girth of their males - although a fine dwarven woman is thick of hip, chest and stomach. Their skin is pale, from icy white to the majority healthy pink although a Dwarf that has been on the surface too long may tan to a beige. Their hair, often thick and bushy, comes in any variety of colours from blacks to deep red. Their eyes too are varied, from blues to blacks. As a race the stout Dwarves live deep within the earth below their mountain home of Droughia. Their adaptations to the world below the surface can be found in their thick calloused fingers and remarkable eyesight in dim light. This does not mean that a Dwarf can see perfectly in the pitch black, merely that they can live comfortably in dim torch and crystal light. This subteranean lifestyle has naturally crafted a race of brilliant miners and artisans. No other species in the Horde bar the Goblins can boast such an ability as the Dwarves do for delving into the earth and extracting minerals of both common and highly exotic nature. Indeed it is said that a true Droughian Miner can sense an ore vein through the stone, with Mithril being one of the most coveted of these deep veins. In truth the Dwarven civilisation is much more than miners and metalsmiths. Droughia Masons and Technosmiths are used throughout the Horde in their projects, with Dwarven architecture and stonework being renowned for its strength and safety. The Deep Tram is another Dwarven-aided venture, with their expert mining knowledge, metalsmiths and technosmiths working alongside Goblin engineers to create the most amasing piece of technology on Gabriola. But the Dwarven civilisation is duel in its nature, for not all Dwarves live underground. Some must live above ground and indeed many Dwarven cities exist or extend onto the sun-bathed soil above. Here, Droughia Dwarves live and farm - producing most of the food for the nation - or fish the lucious Inner Sea. This agricultural part to their nation is more prevelant in the lowlands of Upper Droughia than the more mountaineous Lower Droughia. Dwarven Soldiers form a strong backbone for the armies of the Horde, not only are their units used on the frontlines as heavily armoured axmen and pikemen but their shieldsmen form excellent rearguards and defensive lines throughout the Horde armies. Many Dwarves serve in their military in one way or another, with many metalsmiths going on to produce works for the entire Horde army - outfitting anything from Troll to Gronn with resilient armour and weaponry. Dwarves too have Magi, although they are few and far between and mostly used by the Mining Guilds to locate and extract rare minerals below the surface. Many of those Dwarves capable of magic decide to travel to Galar through the Deep Tram, where they are trained by the Shamans of the Orcs and Tauren. As the Horde expanded westwards towards the distant Human and Elven kingdoms passed the Droughia mountains, they brought with them news of the exploits of the Humans to the East and North. For these Humans were evil and as the Droughia knew too well they refused diplomacy with those races non-Human - the 'beastfolk' as they called them, which included the Dwarves. The Dwarves were slow to respond, but as the Horde joined forces with the lowland Khajiit, the Furbolg and even the long-time enemies of Droughia the Avariel. It was only recently, with the reign of Orgrim Doomhammer, that the Droughia Dwarves joined the Horde. The first unifying act was the construction of the Deep Tram and the creation of a Droughian city beneath the Orcish capital of Nagrand. Mount of choice: Siege Equipment pulled by teams of Giant Boar. Cavalry ride native mountain goats. { Maormer: - Click to View} The Maormer are a race of Elves native to the Northern shores of the Inner Sea - where their Empire used to expand over the majority of the coastline before the Coming of Man and its Kingdoms. Now the long-lived Maormer are but a shadow of their former power, although that shadow is still home to one of the most powerful naval forces on the Inner Sea. These Elves stand out from their brethren by having blue skin, which ranges from almost white to the deepest bluey-grey, and red eyes. They are taller than a Human, like most Elven races, yet these are no lithe race of Elves. Maormer are bulky, muscled people built to survive the harsher climates of the North and to sail the Inner Sea. An impressive feat of Maormer anatomy is their ability to breath underwater, which appears to be magical in nature due to their lack of gills or other aquatic adaptations. While they may be able to breath underwater, they can not survive the extreme depths of the ocean without magical aid - and find their homes above the waves far more enjoyable. Maormer are incredibly capable seamen and shipwrights. Their vessels are sturdy, yet sleek and elegant. Their weapons are strong yet versatile and often serve other purpose, like hooks or axes or hammers - with few swords kept by Captains or Marines. But their best weapons are their serpents, trained Sea Serpents that start out the size of grass snakes and are granted to each Maormer upon reaching childhood. These serpents are semi-aquatic in nature, being at home equally on land or in any type of water. They will grow alongside a Maormer child to the point where they are roughly the size of both the Maormer's outstretched arms. Rarely will a Sea Serpent continue growing - to the point that it becomes equal in length to the height of the Maormer and then some. Cases have even been recorded of larger sea serpents, capable of swallowing a Human whole. The remarkable part of this relationship is that the Maormer are immune to the Sea Serpant's deadly toxins. The Maormer came to join the Horde when Orcish emmisaries arrived in Zeppelins from the south. The Horde came seeking allies in the North, starting first with the Maormer - who eventually agreed to supply the Horde with boats, captains and competent sailors in exchange for marines and other military assets to police the waterways and defend the Maormer homeland from Human incursion - which had happened more than once in recent memory. Since their inclusion into the Horde, the Maormer - now Horde - fleet has tripled in size, and is staffed by mainly a mix of Maormer, Orcs, Dwarves, Trolls and Urgals. This fleet is now one of the largest in the Inner Sea, and quite possibly the most deadly - due to the inclusion of Goblin firearms and cannons. Mount of choice: The Maormer not only keep Sea Serpents as pets, but have tamed the rare Sea Dragons as their air (and underwater) mounts. Drakes at home in the air as they are in the sea, with powerful jaws, sleek forms and sharp claws. Sea Dragons are a rarity of late, since the collapse of the large Maormer Empire, but are still ridden by the most powerful warriors the Maormer have to offer. { Gazanan: - Click to View} Giant humanoids reminiscent of elephants and mammoths. Standing at anything between six and eleven feet tall, these huge beasts are a formidable sight, even if a single one of them are around. Their skin is either grey and devoid largely of hair or are covered in a thick brown coat of fur - two different subspecies known as being of Elephant or Mammoth descent respectively. While Mammoth descended Gazanan are often larger and more muscular than the other subspecies, both bare gigantic tusks that just from their face, framing a prehensile trunk they use much like a third arm. The Gazanans have no standing army, though the Gazanan clans do send their own bands to wage war if necessary. Each “Band” is made up of four to sixteen Gazanans. Most if not all Bands have at least one battle mage, who will utilise the elements, and enhance them, such as summoning a gust of wind, or a lightning strike from their staffs. There are no ranged units in Gazanan bands, but what they lack in means of ranged warfare, the make up in the speed of their stampede. To Gazanans a stampede is an art form, and they bask in the amount of damage they do during one. Gazanans always come to a battle in armour. Their chosen weapons are heavy and blunt. There is a tradition amongst the Gazanans to allow their non-Gazanan allies to attempt to pick up and use their weapons during their freetime in the camps. If a non-Gazanan manages to pick up and swing one of their weapons, that person is showered with gifts, and considered a friend of the Gazanans from then on. Those Gazanans that are members of the Horde came about when Ogrim Doomhammer sought to expand Horde influence in the Northern half of the continent, beyond the Inner Sea. Envoys were dispatched to the races of the North, from the Maormer cities. The only race to respond in great numbers were the Gazanans, several clans thought the envoys of the Horde were honourable and strong, and could help them with some problems that the Gazanans couldn't deal with themselves. The Horde built and staffed a road through the continent of Shagadad that extended towards Hatheem. Orcs guard this patrol, with towers built along the route, allowing for safe trade with the residents of Hatheem and Shagadad. While the entire race of the Gazanans are not sworn to the Horde, many of their clans are allied with them (mostly clans of the more aggressive Mammoth descent). These Clans lend their bands to the Horde's aid in the North of Gabriola and occasionally Gazanan Bands or entire Clans will move across the Inner Sea on Horde Zeppelins to make their home in the Hordelands - Zeppelins are the only method of transporting the Gazanans over the Inner Sea, as they have a natural fear of large bodies of water and ships that travel over them. Mount of choice: N/A. {Notable Individuals - Click to Expand}
WIP
Ogrim Doomhammer - Horde Warchief
Hjaal Highmoon - Tauren Chief
Zan'jin - Galabrashi Chief
Gadrak Manbane - Kull High Chief of the Urgals
Gruk Spinebreaker - Boulderfist Ogre Chief
Throk'Nathal - Chief of the Mokk'Nathal
Trade Prince Gizzik - Trade Prince of the Steamwheel Cartel
Mane Ma'il - Khajiit Mane
King Alestrien Sunstrider - King of the Avariel
Drakelord Galakrond - Leader of the Drakonids
((Unknown Mageblood leader))
((Unknown Kenelaith Elf leader))
((Unknown Pandyo of Pandaria))
((Unknown Furbolg leader))
((Unknown Dwarven leader))
((Unknown Maormer leader))
((Unknown Gazanan chief))
Logar Tanuk - Shaman of the North
Tareesa Skyshard - Kenelaith Elf Ambassador to Kessig
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ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
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Post by ShockHelix on Feb 20, 2014 5:55:58 GMT -5
((NOTE: For those of you will be making use of the fantasy map, or joining the threads, the purpose of the Kingdom of Elysium is to serve as a mash up of existing fantasy worlds, and the contents within their settings. This includes cities, races, factions, etc. In addition, it is also meant to be a mashup of the sections you've created. Below, as you have all done with your own factions, I will be listing what descriptions I have written so far for the groups within Elysium (territories 91-99.) Since this group is not just for myself, I encourage you all to assist me in it's creation. So far, I have been pulling from a multitude of fantasy worlds which include: Wheel of Time, Lord of the Rings, Eragon, Dragon Age, Elder Scrolls, Forgotten Realms, Magic: The Gathering, Game of Thrones, Warcraft, League of Legends, Diablo, Fable, and King Arthur. If you think that there is something from one of these fantasy settings that I have failed to 'mash-up' into Elysium properly, please let me know. If you think that another fantasy setting isn't properly represented here, and things would be better if they are added (such as Warhammer,) then let me know and I'll see about adding what you write up. The ones that I listed are the settings I am most comfortable with and felt like I could mix them properly. Lastly, due to the nature of Elysium, expect to find members of your own created races or groups here. If you would like them to be added to a region en masse, and receive a named city, feel free to let me know and I'll gladly edit it in. Elysium is meant to be a more accepting region, so it stands to reason that they would have many immigrants, and due to their depth and experience of magic, overpopulation isn't an issue. We can add as much as we need here, and there is no restriction on race, religion, or culture. All that is necessary is that they not be evil, or have any evil intentions towards Elysium and it's inhabitants, to gain access past the Wall. In conclusion, feel free to write up whatever cities, races, factions, religions, or notable figures you want, and we can add it in to Elysium.)) { Name: Elysium - Click to View}The Nation of Elysium is actually a land made up of nine different kingdoms, all with their own ruler. These kingdoms all work together, to keep one another supplied, stocked, and well defended against enemies. In unison over time, they have created The Wall, a massive structure of stone raised by the magic and might of these kingdoms. The Wall spans their outer borders, running from east to west from coast to coast, slicing terrain in two with it's massive bulk. On both coasts, the Northern Wall and Southern Wall run into the mostly impassable mountain ranges that span both of the coasts. The wall itself is composed of a mixture of stones, with granite interlaced in a massive texture of crystalline quartz. To onlookers, this quartz makes the wall sparkle like fabulous gems and diamonds, though it's more important feature is to strengthen the wall against attacks. It is further strengthened by magical enchantments, which keep mage's spells and incantations from damaging it's structure. {The wall as viewed from the outside, bordering the mountainous land of Haelstrom, in the snowy northern area of the Riverlands.} In dimensions, the wall is over a thousand feet high in some areas, while in others it's lowest height is seven hundred feet. The Wall is also two hundred feet wide, to protect it from the attack of destructive siege weapons. Each wall spans approximately two hundred miles, and is outfitted with eleven different defensive castles on the exterior of the wall. In addition, each mile of the wall is outfitted with a defensive tower that hosts a massive trebuchet, and a multitude of ballistas for anti air use. On the interior of the wall, is a smaller fort which in tandem with the outer castle, serve as ways to protect the tunnels underneath the wall. These tunnels can be 'collapsed' in the event of a break of the outer portcullis, by dropping a massive chunk of the walls stone directly into the path, sealing off the tunnel. The interior forts each have a teleportation field to the top, upheld by magic runestones at the top of the Wall that can be removed to stop forces coming through the field, in case enemies take the top of the Wall, or the castle inside The Wall's base. Over time, around these castles and forts, cities have been raised, serving as intermediate hubs of trade and stops for many travelers. The outer portion of the cities are often less desirable then the half inside, due to the draconian entry rules of Elysium. Wardens of the Watch – the group that maintains the patrols and fortifications of The Wall – ensure that no 'undesirables' enter Elysium by use of a detect alignment spell. Those that are evil are not allowed entry past the wall, which keeps crime rates in Elysium exceptionally low. The Watch only guards the Wall and it's castles (and subsequently their secondary forts), and as such the cities provide their own town watch and defensive force, to protect the smaller outer walls that have been raised outside the city borders. {The Wall, with its Castles listed from West to East.} North Wall- 1. Sharprock Castle: Situated in the Ocean's Crest Mountains, this Castle rests along the westernmost portion of the north wall, and is devoid of a larger city. Near the base of the exterior mountain is a port city, where the Wall wraps through the ocean. It has a sea gate, but is otherwise devoid of a land route, since the actual castle is situated so high in the mountains that most travelers avoid the wall entirely. It is however equipped with a full naval compliment, which patrol the Shimmering Gulf, as well as ensure proper monitoring of docking ships inside Elysium's border.
2. Westwatch: As it's name implies, Westwatch houses the westernmost landroute through the wall and into Elysium. It has a larger city around it then most, being the fastest land route to the western kingdoms inside Elysium.
3. Queenscrown: Renamed after a smaller kingdom used this castle and the surrounding city as it's capitol town, it is larger then many of the other castles along the northern wall, and has the most well managed city along the North Wall.
4. Icehold: Deep within the frozen Tundra, the Wall here is frozen with massive chunks, and it is the coldest location along the wall. As such, it has only a large enough city to support the castle, and is the least used passage through the North Wall.
5. Nightfort: The Nightfort was named after the Watch defended against an invading army in the dead of night, and in a bizzare tradition, the city that has grown up around it does most of it's dealings at night, rather then day. It is a home for those who find night preferable to the daytime, so long as they meet the laws of Elysium.
6. Strong-gate: Named after the extremely thick replacement gate, it has a large Iron door which takes a large crank mechanism to open. Located in the center of the North Wall, it is the most used gate along the north wall, and is also the most well defended. With the massive amount of traffic that flows through, it has the largest city along the North Wall, and also has the largest passage through the Wall in the North.
7. Skywatch: Named for it's exceptional demonstration of stopping flying intruders, Skywatch is otherwise a relatively normal castle, with an intermediate city.
8. Greyguard: Named for the dull grey stone used to build the castle, it's walls, and the surrounding city, it is largely devoid of color in the surrounding landscape and in the city and castle itself.
9. Woodswatch: Built inside of a forest, Woodswatch is very forested, and in the style of the Elves of Calathnis, was built around and in the trees, with it's walls reaching above the branches below, and with houses, roads, and buildings built inside and around the large trees within the forest.
10. The Dreadfort: Devoid of much of a city, this northern castle is used for passage almost as infrequently as Icehold. It has a much smaller city, and has some of the most deplorable citizens residing outside the wall, with the belief they can find a way to sneak through the gate into Elysium. So far, these ruffians and cutpurses have been unsuccesful, leaving the outer city as a downtrodden home for criminals.
11. Torchlight: Actually built under the ground, this castle and it's city pass through the Shimmering Mountains nearby the ocean, with a massive underground port from a magically made cave large enough to house a city and it's buildings. The entire city and the castle containing it are constantly with torches, from whence this emplacement derives it's name.
South Wall -
1. Wavehall: Like it's brother on the North Wall, Wavehall does not have a landroute through the Wall, and instead has a seagate to allow ships and their cargo into the land of Elysium. Unlike it's brother however, Wavehall is built on raised rock directly ontop of the ocean itself, and the crash of waves against it's cities outer walls is from whence it takes it's name.
2. Stonedoor: Unlike the other iron doors and portcullis, this gate's passage is made with magical stone doors which only open for those of good intentions, and has a smaller garrison of any of the castles guarding the wall due to it's self sustaining magic.
3. Harrenhall: The largest of any of the castles of the Wall, it has four walls of it's own, due to the hostile tribes that roam the area around this section of the wall. Unlike other castles, the Watch actually partake in the defense of the city here, due to the constant attacks from raiding parties.
4. Deep Lake: Like Wavehall, this castle is built atop the water, but is instead situated atop a lake against the South Wall. It has a massive bridge extending across the length of the lake, over a mile in size, and the city is situated atop the shore on the other end of the bridge.
5. Sentinel: Another standard castle, the last Commander filled the castle with statues, and had magical craftsmen carve statues and figurines into the castle. Otherwise, there is nothing notable about this castle or it's adjacent city.
6. Southgate Stronghold: The main route of travel from the south into Elysium, it has the largest city of either side of those along the Wall, even larger then Strong-gate in the north. While still a part of Elysium, it's city is nearly large enough to be a capital city in it's own right, and even has it's own Lord.
7. Greenguard: Situated in the lush plains of the area, it is more green then most, and both the castle and city are home to many gardens. This city has it's own army, named the Roseguard, which patrol and protect the area from brigands and raiders.
8. Valleyfort: Named for the valley it sits in, the Valleyfort lies along the southern slope of the Ironpeak Mountains, and crests a river that runs from the mountains which provides fresh water to the city surrounding it.
9. Oakenshield: Named for the Dwarven King that once personally commanded this fort during his time with the watch, it is located in the Ironpeak Mountains and it and it's cities are both ripe with dwarven architecture. The Castle itself is half underground, as is the tunnel through the South Wall.
10. The Shadow Tower : Built into the side of towering mountainous slopes that seem to rise straight upwards, The Shadow Tower seems to rest on the steep slope, and has an elevator to allow people to reach it's tunnel through the Wall. It is the least used passage through the South Wall, and is named for the constant shadow it sits in due to it's location.
11. Eastwatch: The easternmost castle along the wall, it has a landroute provided by a massive bridge running between two peaks of the mountains, and a winding path that eventually leads to the city far below the castle where it's seagate and port are located The Wall itself reaches it's highest point here, reaching up into and above the clouds. With a giant wall extending into the ocean less feasible, Elysium makes use of it's naturally occuring mountain ranges to protect it's ocean borders. With very few beaches, most of the coast is filled with sharp jagged rises, with cliffs hundreds of feet above the ocean. These cliffs continue directly into the mountains, which themselves are nigh impassable without magical means. With the natural defense occuring this way, a secondary defense rests in the city of Tar Valon, near the center of Elysium. A large, magical 'spike' rests atop the central tower, which serves a number of functions. The first, is that it prevents any teleportation past the base of the exterior of the Wall, or onto the shores or nearby waters of Elysium. The second, is that those who do not pass through one of the gates, are not 'branded' by the magic of the Wall. This sets off an 'alarm,' which is represented by a magical mark that appears on a massive map carved into the top floor of the tower, where several members of the Watch oversee the warning system constantly. To keep decisions fair and tensions low, on matters concerning more then a single city, elected officials from each province will meet in Tar Valon to discuss and vote on the future of Elysium. Despite the variation in officials, each member of this council sits at the Round Table, to demonstrate an equality between the provinces and their needs. { Area: 91, The Westlands - Click to View} Region Name: The Westlands Sub-Regions: The Sword Coast, The Shire, Ocean's Crest Mountains, Daggerpoint Mountains, Shimmering Gulf, The Crystal Ocean. {Capitol City: Waterdeep} Waterdeep is the main and only true port city on the west coast of Elysium, and as such is a massive, sprawling port with enormous docks. It is the only city inside Elysium's Wall directly defended by the Watch, and the port has seven different seagates into the cities port. It has a much smaller wall that stretches into a magically made reef, protecting any ships from landing without going through one of the Watch checkpoints. In addition, the Watch maintains their own protective navy here, and have their own section of Waterdeep's port. This host of ships patrols all along Elysium's western coast, ensuring no undesirables make it to shore. Other Named Areas: { Hobbiton: Named for the hobbits that live their, Hobbiton is located in The Shire, a plain of rolling hills and lush grassland.} { Highgarden: This city is the main producer of Elysium's - and the Watches - food sources. It's reaches spreading across the Westlands, Highgarden uses magic taught them by the Aes Sedai of Tar Valon to grow crops in a single day. After the harvest, they are distributed all across Elysium, and to the Watch to provide across their many fronts.} { Atlantis: A mostly underwater city just a few miles in the ocean from Waterdeep, it is populated mostly by Naga and Merfolk. It is the main source of fishing products to Elysium and it's protectors. It receives the most attacks of any of Elysium's border cities, since it is not defended quite as well, and is an easy target for the vikings to the north.} { Bandle City: Primary city of the Yordles, Bandle City is primarily a city of jovial festivals. Like the Dwarves of Erebor, they are more focused on the research of technology then the understanding of magic. They assist Highgarden with the harvesting of their crops.} Primary Races: {Humans:Your standard fair of humans, they make up most of the population of Waterdeep and Highgarden, and are otherwise unremarkable.}Really? you needed a picture of a human? Come on. { Hobbits: Usually around 2' to 4', also known as 'Little Folk,' hobbits are a short but clever race, they are stocky and generally live to be about a hundred years old. While they enjoy farming, food, ale, and parties, when threatened, their Thain will muster them together to fight whatever enemy threatens them.} { Naga: Descended from an immortal, ancient race called the Yuan-Ti, Naga are a serpent like race that primarily live underwater. They are typically ten feet tall, and very muscular, and reproduce by laying eggs. They can also spit acid from their stomach, which is strong enough to melt through bones if left unattended for too long. They have thrived under the ocean for centuries, with their servant race of the merfolk.} { Merfolk: Serveants of the Naga, Merfolk are humanoid, fish like creatures that dwell beneath the ocean. They are somewhat similar to humans in nature, but with fins, bluish skin, and gills that allow them to breathe underwater. Scholars commonly believe that merfolk were an evolution of humans that went into the water. The merfolk believe that humans are merfolk that evolved to walk on land. } { Yordles- Male: As with humans, yordles are bipedal sentient beings. However, they are decidedly shorter then humans, and their height rarely exceeds one meter. They have inferior vision range to that of humans, but instead have infravision, and can also hear much better then humans. Males of this race are often furry, while the females have smooth, blue skin. } { Yordles- Female} Terrain: The Westlands are primarily lush grassland, until they reach the slopes of the mountains in both the north and west. There are a few sparse forests, but nothing major. As with all the kingdoms of Elysium, the Westlands have a well paved road system linking all of their cities together, and with the rest of the country. Army: Simple - As the Westlands are mostly agricultural, and operate on a council system, each city maintains their own armed forces. For the most part, these groups are simply organized militia's armed with stockpiled weaponry in the cities armory. With trade from Erebor, they have no shortage of standard weapons, though most of the soldiers are less then effective. Their guard forces that keep peace within the city are more effective, and receive appropriate training for combat. This is not to say however, that the Westlands are completely bereft of deadly forces. Rangers of Hobbiton: Composed of Hobbits, the Rangers of Hobbiton are highly skilled with shortbows, shortswords, and slings. Best suited for guerrilla warfare, their size and enchanted cloaks make them almost impossible to spot in the landscape. This leads to deadly ambushes, and their size also makes it difficult for some larger enemies to strike them down, for which they are trained at combating. They are known for bringing entire forces to ruins before the enemy ever reaches their city. While unsuited for combat against larger mounts, their own mounted combat can be quite devastating to an enemy infantry force. Riding large war dogs and tusked boars, even a small group of Rangers can tear through enemy lines while accompanied by a group of their unmounted trained mounts. Usually a single ranger will have several of these mounts trained, ready to ride to battle if called upon to defend Hobbiton. Flower Knights: Fully clad in heavy plate mail, kite shields, and their weapon of choice, the Flower Knights of Highgarden at first seem your standard group of knights. The custom of placing flowers about their armor, or having their armor worked with flower patterns, often gathers them ridicule for those that have never faced them. Those that have know better then to underestimate these fierce combatants. What separates them from other knights of the realm is their time working the fields of Highgarden. As most of the farmers use magic to grow entire fields of crop over a single day, these Knights are well trained in this type of magic, and often use it in their everyday lives. This makes a deadly combination on the battlefield, where a host of Flower Knights can cause winding vines and plants to grow around the feet of the enemy army, effectively trapping them in place, or even constricting them in a deadly embrace. This skill translates to single combat just as effectively, with these thick vines rising from the ground to block enemy blows, trip them, or hold them still while the Flower Knight finishes off his foe. Bandle Commandos: One of the three military forces to come out of the Yordle city, the Bandle Commandos are the oldest of the groups, and are equipped with an invention of Yordle design. They use a form of handheld cannons, that have a hatch on one side. These cannons are nearly the size of the Yordles themselves, and are loaded with balls filled with explosive components that detonate on impact. The cannon themselves launch these balls with high velocity, and can even be known to propel Yordles into the air if pointed at the ground. The commandos make use of this ability, using the cannons to propel themselves over walls to fight hand to hand, or out of range of the enemy to continue the onslaught with their cannons. Bandle Rangers: Taking training techniques from the Hobbiton Rangers, Bandle City has created it's own version of these stealthy combatants. Using clothing that allows them to blend into the environment, these rangers use blow guns instead of bows, and will use this to attack enemies from afar, posioning a large force with darts before the enemy even realizes what is happening. Skyguard: This group of merfolk are known for their mutations that give them finned wings that allow them to leap out of the water and into the sky. While unable to fly long distances this way, they ride sea drakes for their cavalry. They are the primary force that defends Atlantis from raiders, ripping at sails and hurling magical javelins from the backs of their sea drakes. Myrmidon Army: While not directly associated with the Westlands or Elysium, the Naga forces are wide, vast, and quite possible the most powerful under the ocean. With their capitol city being Atlantis, it is from hear most of their soldiers and trained and garrisoned, though they control vast swathes beneath the ocean. Their base ranks are made of their Myrmidon Soldiers, armored Naga armed with spears and tridents. For mounts, they ride massive turtles that can swallow a normal man in a single bite, rend holes in ships with their heavily armored shells, and swim faster then even a Naga through the depths. Their forces do not stop here however, and are augmented by spellcasters proficient in the maniupalation of the ocean. They can manipulate water to swirl around the Myrmidon soldiers, protecting them from harm, send lightning bolts crackling towards their enemies, and create waterspouts to devastate ships and their crew. Waterdeep Navy: Aside from Waterdeep's City Watch, the Capitol of the Westlands does not have any true army. They instead field an impressive navy, though it is largely devoid of magic users. Instead, their massive ships are armed with Yordle cannons, heavy ballistas to launch flaming missiles, and hefty crews armed to the teeth. Notable Figures: {Thassa, God of the Sea:} Born of an ancient and powerful race that died off, Thassa is hailed as a God by the merfolk people, and resides deep within the ocean in her temple with Neptulon. She has never come to the surface, and is widely believed to be a myth by the people of the Westlands. Thassa prefers to sit idle and observe the world through her scrying glass, and is mostly passive. {Neptulon, The Tidehunter:} Like his wife Thassa, Neptulon is of an ancient and powerful race that died off. He is also hailed as a god, and is the primary deity of the Naga. Though also believed to be a myth, Neptulon is more active then his wife, and will cause storms to protect Atlantis from major threats, or sink ships that enter his domain without paying him homage. Despite this, the respect he receives from the vikings of Svarjhold and their tributes grant them free passage – right to the shores of Atlantis. {Queen Azshara:} Leader of Atlantis, and an Immortal queen, Azshara is extremely charismatic and her rule has never been questioned by the people of Atlantis. Despite that no one worships her, Azshara's mastery of magic, the wisdom of her age, and her deadly skill with her enchanted javelins leave her as powerful as the 'gods' she worships. It was her efforts that allied herself and Atlantis with the Westlands, and in turn Elysium. {Lord Blackwater:} Though Waterdeep is ruled by a large council of anonymous lords and lady's Lord Blackwater has been elected as their public figurehead. A master seaman, and Admiral of the Waterdeep Navy, Lord Blackwater is said to be the unofficial king of the Westlands. He is the representative of the Westlands on the Elysium Council of Nine, and maintains relations with the city of Atlantis through trade and assistance with the raiders of Svarjhold. {Hero of Highgarden:} Bercilak de Hautdesert, also known as the Green Knight, is the most skilled Flower Knight in Highgarden, and possibly the deadliest combatant in all of the Westlands. He has since been disallowed to partake in any more tournaments, after winning the right to train all of the other Flower Knights, the hand of the Lord of Highgarden's daughter, and winning eighteen straight tournaments in a row.
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