Mmorpg.com has a new interview with Garrett Fuller. You can find that interview here.
Tuesday, February 20, 2007
Friday, February 9, 2007
Race-Chaos
“There can be no rest in the Eternal War, for the Dark Gods and their chosen servants will never rest until the world truly becomes a Realm of Chaos”
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.
The gods of Chaos are much more active in the lives of their worshippers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of "marking" an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.
The most powerful and favored warriors among these human worshippers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tchar'zanek.
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.
The gods of Chaos are much more active in the lives of their worshippers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of "marking" an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.
The most powerful and favored warriors among these human worshippers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tchar'zanek.
Wednesday, February 7, 2007
Race-Orcs
Orcs are the largest of the greenskin species. They are bigger,
more aggressive, and more muscular than their smaller
cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs
continue to grow throughout their lives and their skin darkens
with age. The strongest and most powerful Orcs grow to become
Black Orcs, marked by their increased size and darker skin.
Orcs are not bright by any means, but they do possess an
animalistic awareness of social structure. They are bullies who
impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as "choppas", "bashas" and "smashas", and they wield them with brutal strength.
more aggressive, and more muscular than their smaller
cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs
continue to grow throughout their lives and their skin darkens
with age. The strongest and most powerful Orcs grow to become
Black Orcs, marked by their increased size and darker skin.
Orcs are not bright by any means, but they do possess an
animalistic awareness of social structure. They are bullies who
impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as "choppas", "bashas" and "smashas", and they wield them with brutal strength.
Monday, February 5, 2007
Race-The Empire
“We fight with our steel, we fight with our courage, but above all we fight them with our faith in Sigmar!”
- Magnus the Pious
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empire's provinces.
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empire's northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.
- Magnus the Pious
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empire's provinces.
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empire's northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.
Sunday, February 4, 2007
The Greenskins
So named because of the color of their waxy skin, the greenskins
are savagery personified. They are ill-tempered, primitive, and live
only to fight. In the absence of another foe, greenskins will eventually
turn on one another for want of violence. In their culture, might makes
right and the weakest members of society are one false step away
from being dinner.
The greenskins have no homeland to speak of. They capture other
race's settlements and then make those places their own, decorating
them with tribal graffiti, wood and scrap materials fashioned into
crude symbols, and oftentimes, the bones of those they have slain.
This leads to a very unique form of architecture that is distinctively
ramshackle.
Periodically, a powerful Orc Warboss will unite the
greenskin tribes into a single swarming mass called
a "Waaagh!", named for the common greenskin battle-cry.
In a Waaagh! , the greenskins unite into a stampede of
frenzied Orcs, Goblins and Snotlings bent on destroying
everything they encounter. Save for pure Chaos itself,
there is no force in the Warhammer world as devastating
as a Waaagh! set in motion.
At the onset of the Age of Reckoning, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.
are savagery personified. They are ill-tempered, primitive, and live
only to fight. In the absence of another foe, greenskins will eventually
turn on one another for want of violence. In their culture, might makes
right and the weakest members of society are one false step away
from being dinner.
The greenskins have no homeland to speak of. They capture other
race's settlements and then make those places their own, decorating
them with tribal graffiti, wood and scrap materials fashioned into
crude symbols, and oftentimes, the bones of those they have slain.
This leads to a very unique form of architecture that is distinctively
ramshackle.
Periodically, a powerful Orc Warboss will unite the
greenskin tribes into a single swarming mass called
a "Waaagh!", named for the common greenskin battle-cry.
In a Waaagh! , the greenskins unite into a stampede of
frenzied Orcs, Goblins and Snotlings bent on destroying
everything they encounter. Save for pure Chaos itself,
there is no force in the Warhammer world as devastating
as a Waaagh! set in motion.
At the onset of the Age of Reckoning, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.
Race-The Dwarfs
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs' mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The race's legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarf craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.
The fates of the Dwarfs and men of the Empire are inextricably intertwined.
Ever since the day Sigmar united the tribes of men in the defense of the
Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have
honored their oath to come to the aid of men in times of need.
With the fate of the Empire now hanging in the balance,
it seems that this old debt may soon come to call.
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The race's legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarf craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.
The fates of the Dwarfs and men of the Empire are inextricably intertwined.
Ever since the day Sigmar united the tribes of men in the defense of the
Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have
honored their oath to come to the aid of men in times of need.
With the fate of the Empire now hanging in the balance,
it seems that this old debt may soon come to call.
Race-Goblins
Goblins are considerably smaller than Orcs, but they compensate for this
disadvantage with a feral cunning that their larger brethren lack. Goblins are
constantly bullied and intimidated by the Orcs and this has caused them to evolve
into sneaky and insidious creatures whose comical appearance belies their
malicious intelligence. In many ways Goblins are the brains behind greenskin
tribal society. Goblins frequently are the Shamans of their tribes and are often
clever enough to use the leverage associated with this position to manipulate
the larger but slower Orcs into doing their bidding.
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when it's hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.
disadvantage with a feral cunning that their larger brethren lack. Goblins are
constantly bullied and intimidated by the Orcs and this has caused them to evolve
into sneaky and insidious creatures whose comical appearance belies their
malicious intelligence. In many ways Goblins are the brains behind greenskin
tribal society. Goblins frequently are the Shamans of their tribes and are often
clever enough to use the leverage associated with this position to manipulate
the larger but slower Orcs into doing their bidding.
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when it's hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.
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