Monday, March 12, 2007

Victory Points and Capital Sieges

"By using skirmishes, battlefields and scenarios you generate, as a player, what we call “Victory Points” for your realm. These aren’t personal things, these are things that you’re gaining for your realm. So as the two sides are fighting in RvR, one side is eventually winning by gaining more victory points.

What this plays into is the fourth type of RvR which is the campaign game. So the campaign game takes place in this high level area between the two capital cities. The way that it works is as we’re fighting within a zone and I’m gaining victory points, my realm eventually gains enough victory points over you to capture the zone. At that point the zone subtly changes to demonstrate my ownership of the zone. I can then move to the next zone and we can fight over that zone. If I can win that zone then we can move to your capital city. In the capital city we have scenarios that become active and that I can fight for your capital city.

We’re making sure that in each capital city there is a safe area. For example, there may be certain administrative functions that we don’t want to take away from a player: we’ll put that in the safe area. Or we may want to give you a place, for example your flight path will probably come into the safe area, so if your capital city gets captured you can fly in to help try to take it back through the flight path.

The capital city scenarios are things like capture the gates, blow a hole in the wall, dig under the gates, climb over the wall, take the capital city in whatever way you can. The scenarios at the capital city are instanced. But once you win enough victory points at a capital city to capture it, the instances close down and the static world, the gates literally open up, and everybody can pour into the capital city to loot and plunder it."
-Jeff Hickman

Seige Warfare

It has not been confirmed but hints by Paul Barnett
has suggested that Warhammer Online will have siege weapons.
From Cannons to Catapults.

Sunday, March 4, 2007

War Experts Looking for staff

We are looking for:

Part time graphic designer
News Reporters
Forum Moderators
Website Designers

If you are interested-

Firestar250@gmail.com

Saturday, March 3, 2007

Warhammer Online Backstory

When the first reports of the Chaos Plague begin to appear in the fringe settlements of the Empire, they are dismissed as fanciful tales conjured to frighten away unwanted visitors. When the plague appears in the streets of Altdorf, however, the situation changes completely. By the time the Emperor issues his first quarantine order, the vile disease has already spread across most of his lands. The Empire's doctors work day and night to combat the sickness, but the plague defies all efforts at a cure.
Map of the Empire © Games Workshop 2000-2006 Victims of the Chaos Plague first experience tiredness, aching, soreness and extreme thirst. Bouts of nausea follow, but it takes nearly a month to reach the final stages of the disease. It is only then that the horrific nature of the plague is made clear; those unfortunate souls who have experienced plague symptoms for three to four weeks begin to change, transforming into fiendish Chaos mutants that savagely attack any living creature that they see. Those lucky enough to avoid contracting the plague are often killed by the savage monsters spawned from it. With each passing month, the death toll mounts. Quarantines and martial law fail to slow the spread of the disease, and paranoid fear grips every village and town within the Empire's borders. Militiamen in plague-wracked cities are forced to combat the hordes of Chaos mutants roaming their streets, leaving their walls undefended against threats from without. Emboldened gangs of brigands roam the countryside, looting, burning and killing at will. The scope of the tragedy is almost unparalleled in the history of the Empire, but the Chaos Plague is merely a precursor to a much greater evil yet to come.

Black Fire Pass Overview

Black Fire Pass has been the site of many battles throughout the course of history, but none were as significant as the first which was fought there. At Black Fire Pass, a great force of Dwarfs led by King Kurgan Ironbeard joined with a human army under the command of a young hero named Sigmar to confront and ultimately destroy a great horde of greenskins. Following the battle, King Ironbeard swore a great oath that for all time, the Dwarfs would safeguard the eastern mountain approaches to the lands of men. In the following year, Sigmar was made the first Emperor, uniting the scattered tribes of humans under one banner.

Since that time, the Dwarfs have faithfully upheld King Ironbeard's solemn oath, guarding with great diligence each of the mountain passes that might tempt an enemy seeking to invade the Empire. In the Age of Reckoning, this sacred vow will be severely tested.

All throughout the Old World, tribes of Orcs and Goblins are leaving their territories and marching to the captured Dwarf stronghold of Karak Eight Peaks in answer to Warlord Grumlok's summons. On the advice of his Shaman advisor Gazbag, Grumlok has sent some of his best fighters to challenge the Dwarfs for control of several key mountain passes throughout the World's Edge Mountains. With these passages under greenskin control, Orc and Goblin tribes from every part of the Old World will be able to reach Eight Peaks and join the growing ranks of Grumlok's horde.

When a force of Bloody Sun Boyz arrives in Black Fire Pass, they discover a tribe of cunning, rebellious Goblins called the Moon Fangs. The Goblins have blatantly defied the summons to Eight Peaks, though they know it will mean their deaths if Grumlok finds out. Instead, the Moon Fangs, accustomed to being bossed around by tribes of Orcs that have now left to join the Waaagh!, have decided to take advantage of their newfound freedom and attack the Empire through Black Fire Pass. The uprising must be put down swiftly, for if Grumlok is to maintain control of the Waaagh!, he cannot afford to show any sign of weakness.

Joining this crucial battle is the Empire, which has settlements in the pass and a vested interest in seeing it kept safe. Devotees of Sigmar will fight to the death to protect their great temple, perched high on a cliff overlooking the village of Priesterstadt. There, refugees from the nearby hamlet of Altstadt seek shelter while the courageous Altstadt Huntsmen fight desperately to save their home from the greenskin invaders.

As the forces of Order and Destruction clash, a new foe is watching, waiting eagerly for the opportunity to strike. A sinister presence has tunneled up from beneath the earth, drawn by the sound of conflict and the stench of death. In the depths of an abandoned Dwarf mine near the Empire town of Hindelburg, countless pairs of red eyes glow in the inky darkness. Elsewhere in Black Fire Pass, tribes of Beastmen prowl the wooded slopes in search of sacrifices for their dark altars.

In the fight for Black Fire Pass, there is far more at stake than territorial control. For the Dwarfs, a failure at Black Fire would be a failure to uphold one of the most sacred oaths ever taken – an oath for which every living Dwarf bears responsibility. Perhaps more importantly, Black Fire Pass is also the site of Bugman's Brewery, the most famous brewery in all the Old World and a cultural treasure for the Dwarfs. Its loss would be catastrophic. A defeat for the forces of Order could also spell doom for the Empire, for its southern provinces are largely undefended. For Warlord Grumlok and the Bloody Sun Boyz, the conquest of Black Fire Pass is vital to the success of the Waaagh! and the tribe's position as the dominant force among all the greenskins.

In a bygone era, the armies of Dwarfs and men joined forces against the greenskins and altered forever the course of history. Now, in the Age of Reckoning, the fate of nations might once again be decided in the snowy forests of Black Fire Pass.

Kadrin Valley Overview

Among all the warriors of the Dwarfs, the doom-laden Slayers are the most feared. Driven by some secret shame or disgrace, these fearless fighters have pledged to regain their honor by seeking death in battle. Upon taking the Slayer oath, a Dwarf severs all ties to home and family and wanders the world in search of his fate. Though they often travel alone, there is one place where the Slayers are known to gather in force. That place is Karak Kadrin, the Slayer Keep.

Karak Kadrin is unique among all the holds of the Dwarfs in that its ruler, Ungrim Ironfist, is himself a Slayer. Bound by his duties as a monarch, he cannot leave and seek death in combat, and so he fulfills his Slayer oath by providing for other Slayers as they seek to fulfill their vows. At Karak Kadrin, a weary Slayer may find lodging, food and hospitality for as long as he needs it before resuming his quest for death. In return, those Slayers who remain at the keep are expected to help the King uphold his pledge to guard the Peak Pass, along which much trade flows between the lands to the east and west of the World’s Edge Mountains.


As the Peak Pass leads directly to the eastern border of the Empire, it is a desirable route of invasion for warriors of Chaos swarming down from the north, or bloodthirsty greenskins seeking to ravage the lands of men. For this reason, the Slayers diligently guard the pass, in particular the stretch which runs nearest to Karak Kadrin, which is known as Kadrin Valley.

As the greenskin leaders Grumlok and Gazbag plot their war against the Dwarfs, they know that the most fearsome enemies they face will likely be the Slayers. If King Ironfist is warned of the imminent attack on the Dwarf capital of Karaz-a-Karak by the greenskins’ gathering Waaagh!, he will send a host of Slayers to defend the city, lessening the greenskins’ chances to successfully conquer it. In order to prevent this, the two leaders of the Bloody Sun Boyz decide to launch an attack upon the Slayers and engage them in Kadrin Valley, keeping them well away from the capital city of the Dwarfs. A large horde of Orcs and Goblins marches northward from Eight Peaks with orders to keep the Slayers occupied and away from Karaz-a-Karak.

The greenskin assault takes the Slayers completely by surprise, for most of the fighting has until now remained well to the south. Even Malekith, ruler of the Dark Elves, is surprised by news of the attack on the Slayer Keep. The move is exceptionally cunning for the leaders of the Bloody Sun Boyz, who have until now been little more than pawns in his grand scheme to conquer Ulthuan. Intrigued by the greenskins’ new strategy, the Witch King commands one of his most trusted agents, Beastmaster Vauroth, to lead a battalion of Dark Elf warriors to Kadrin Valley. There, Vauroth is commanded to observe the actions of the greenskins while aiding them in their attack on the Dwarf hold.

Seeing the Dark Elves join the battle against his Slayers, King Ironfist realizes that Karak Kadrin is in dire peril. His concern turns quickly to surprise when a company of High Elves arrives to aid the beleaguered Dwarfs. The company, led by Tarril Bladedancer, had been shadowing Beastmaster Vauroth’s regiment, hoping to discover the purpose of their journey to Kadrin Valley. Though not particularly fond of High Elves, King Ironfist reluctantly accepts Tarril’s offer to help, for Vauroth’s forces have already overrun the Dwarf outpost of Grung Grimaz and claimed it as their own.


In Kadrin Valley, the fighting is fierce and relentless, for not one, but two ancient conflicts have erupted into violence and bloodshed. Any hope of victory for the Armies of Order hangs by the slimmest of threads, for the alliance between the Dwarfs and High Elves is tenuous at best. Though it was long ago, the Dwarfs have never forgotten the terrible war they fought with the Lords of Ulthuan. It is likely these two ancient races will never again trust each other as they once did, even though the fate of both their peoples may depend on it.

Black Crag Overview

Long ago, before the Time of Woes, the kingdom of the Dwarfs spanned the whole of the World’s Edge Mountains and many lands beyond. Among all the southern holds of the Dwarfs, Karak Drazh was second only to the mighty fortress at Karak Eight Peaks in its size and splendor. Situated at the mouth of Death Pass, Karak Drazh was surrounded by rich veins of ore that provided great wealth for the Dwarfs who lived within the great hold.

The Dwarfs of Karak Drazh would survive the tumultuous Time of Woes only to see their fortress fall soon afterward to the Orc Warlord Dork. Charging into Death Pass at the head of a great horde of greenskins, Warlord Dork drove out the Dwarfs and conquered the hold, renaming it ‘Black Crag’.

In the Age of Reckoning, the narrow, twisting ravines of Black Crag are infested with Orcs, Goblins and other unsavory creatures. Some of the deadliest among these can be found in Poisonwing Canyon, which is home to a great brood of Wyverns that will viciously attack any creature that enters their territory. Perched high atop a pinnacle of rock where she watches over her brood is Diemonus, the great matriarch of the Wyverns. She is an ancient and terrible creature, and when she alights from her loft to hunt for a meal, the other beasts who make their home in the crag wisely seek dark places to hide.

The Wyverns in Black Crag may be deadly, but for the greenskins, there is a far greater threat taking shape. Rumors have surfaced that one of Warlord Grumlok’s strongest and most effective enforcers, a titan of a Black Orc named Skargor, is questioning the leadership of the Bloody Sun Boyz. Using strength and intimidation, Skargor has been pressing the Orcs and Goblins in Black Crag into his service, claming that he intends to put the tribe ‘back on track’. If these whisperings prove true, Skargor’s plot could unravel the great Waaagh! before it has begun, leaving the Armies of Destruction with little hope of victory in the war.

The greenskins’ power struggles have created an opportunity for their old enemies, the Dwarfs. The road that joins the Dwarf capital of Karaz-a-Karak to the lost fortress of Karak Eight Peaks runs directly through Black Crag, making control of this thoroughfare vital to the war effort. High King Thorgrim Grudgebearer intends to do everything in his power to deny the greenskin horde access to the ancient road, and so he has dispatched a force of Oathbearers to secure it. It is a dangerous mission; the Dwarfs will be alone and far from help, yet the outcome of the conflict in the World’s Edge Mountains may well depend upon their success.

As the Oathbearers struggle to claim a foothold in Black Crag, they find themselves surrounded on all sides by enemies. Among these is a powerful Sorcerer named Kaspar Vogt. Once a promising Wizard of the Grey College, Vogt fell in with a sinister cult and pledged his soul to Tzeentch, the Changer of Ways, in exchange for secret knowledge and power denied him by his instructors at the College. The cult was discovered soon afterward, and Vogt fled before his part in it was discovered. Knowing he would not be safe among the people of the Empire, he fled to the World’s Edge Mountains to continue his dark practices. In the Age of Reckoning, the winds of magic have grown strong and Vogt has discovered that his powers are suddenly amplified. When he spies the Dwarfs, he decides to test his newfound abilities. Now, he summons terrifying creatures of Chaos to send against them, all the while pleasing his dark master.

The Dwarfs are not alone in their battle against these unnatural terrors. The Oathbearers have recently been joined by a Witch Hunter named Sigismund, who for years has hunted for the fugitive Wizard Vogt. Sigismund has guessed correctly that Vogt’s disappearance and the discovery of the cult are more than a coincidence. His search has led him to Black Crag, where his suspicions have been confirmed beyond any doubt. Now, with the help of the Dwarfs, he seeks to bring the evil Sorcerer to justice.


Of all the enemies the Dwarfs face in Black Crag, the most fearsome is the Orc Warboss Brugash Redfang. Redfang commands a large force of greenskins garrisoned at a great fort that guards the approach to Karak Eight Peaks. The brutal Warboss has single-handedly wiped out nearly half the Oathbearer force and the Dwarfs have taken to calling him ‘Grudgemaker’. The conquest of the Orc fort and the death of its leader are the highest priority for the Dwarfs, but they will be hard-pressed to claim victory without reinforcements.

In the Age of Reckoning, the war between the Dwarfs and the greenskins rages on many fronts, but few are as important as Black Crag. If, against all odds, the Dwarfs can claim a victory in this dangerous maze of winding canyons and jagged spires of rock, the road to the greenskins’ fortress will be open. Then, finally, the sons of Grungni will be able to strike back against their hated enemies and turn the tide of the war.