User blog:Ilniaj/Orcoids, Goblinoids, Tauric Insectoids and Dwarves/Gremlins

The eastern continents can be divided into three sections, the north-western part that the residents call "The Old World", the "Southern Continent" and the "Mist Continent" to the east. Separating these segments is a large strip of land where a conglomeration of Orcoids, Goblionoids, Tauric Insectoids, Dwarfs, Gremlims and of course, the human men that all of the previously mentioned races must mate with to procreate live and work. While those monster races can be found outside of this strip of land, it is that strip where they are the dominant peoples. These peoples live in tribes or clans with intricate connections between them, living either a nomadic lifestyle or in cosmopolitan settlements and cities. The western part is more populated by Orcoids and Tauric Insectoids and as one goes further east, the population of Orcoids diminish, being replaced by Goblinoids. Dwarfs, Gremlins and human men can be found throughout. The human men are stronger and tougher but less agile than the men of other places, their bodies altered by the sexual tastes of their wives.

The backbone of an army is made up of a mob of Orcoids. More formidable still are regiments of High Orcs, armored fighters with stern military discipline. Some Orcoids ride atop Demon Realm Boars. These Boar Mobs deliver walloping great charges to any foe who stands against them. Most colorful of all are tribes of savage Orcoids, primitive tribes that rely on talisman tattoos and magic warpaint for protection. Goblinoids provide even greater numbers; wolf or squig riding Goblins careen into battle at impressive speeds. Insectoids come scuttling over hill and dale to launch surprise attacks and Atlach-Nacha's and their husbands are convinced to leave their love-nests. Dwarf and Gremlin war machines provide heavy firepower and Dwarf miners sap the fortifications of their foes. Clans of Giants lumber into combat, plucking humans from their units and stuffing them into a bag to be sold to eager monsters.

Orcoids tend to be led by Bosses, the strongest, toughest and most skilled Orcoids or human men, with other Orcoids following out of respect. They will have won the right to rule not by popularity or cunning, at least not at first, but by sheer brute strength and force of will. Since Orcoids become bosses by being stronger than others, the sophistication of their tactics can vary enormously. That said, those that are either smarter than the rest or have the low cunning to observe will often be those whose people (and by relation themselves) survive and prosper, so it is certainly possible to see quite sophisticated tactics at work, with Bosses using the variety of forces they have available as optimally as possible. For example, rather than sending in Boar Riders as soon as the enemy is sighted and seeing them cut down by overwhelming numbers of foes, the Boar Riders will be sent around and timed to arrive on the enemy’s flanks or rear a few seconds after the main forces hit their front line. Savage Orcoid bosses are even more overt than normal bosses, bearing the most impressive warpaint and wading into battle battering down opponents. At her command, Savage Orcoids pour forwards, stampeding across the battlefield in a frenzy. Leading by brutal example, she carves a path deeper into the foe, her girls trying to match her. Among the toughest of the tough, a High Orc Boss has fought in numerous battles and proven to her subordinates just how powerful she can become. High Orc leaders, being militaristic and dour like all their kind, favor wearing a remarkable set of horns upon their helmets or wielding the largest battle ax imaginable.

The Wizards of this society are called shamans, having a special and respected role as doctors, magicians, fonts of wisdom and fortune tellers. These Orcoids shamans exclusively use a special kind of magic that taps into the mental emanations of her peers. Through battle or orgies, this energy rises, allowing her to focus that force through the power of her mind, erupting brutal spells. Shamans have been known to cause a foe to gain a splitting headache until they collapse, shoot beams out of their eyes or summon a foot of magical energy to flatten fortifications. While the use of magic has made her eccentric, her awesome powers have earned her the right to those eccentricities. Savage Orcoid Shamans are even stranger, though since they provide the magical war paint they protect themselves with, such activities are generally accepted. If there is any kind of chance that the magic juju will work, they'll put up with any shamanistic chanting. Savage Orcoid Shamans are renowned for their extraordinary powers and ability to make potions. When they go to war, the shamans mark them with tribal tattoos using a strong magical concoction. These tattoos protect them like armor.

While Goblinoids are the most prolific, it is Orcoids that do the bulk of the fighting in most battles. That is okay with both parties as the thing that Orcoids love 3rd (the 1st being their husband and the 2nd sex with their husband) is a good scrap. Orcoids form up in units called Orcoid Mobs led by a minor boss, each mob distinguished by their symbols or markings displayed on shields, banners or totems. It is common for mobs to brag about themselves and rudely scoff at others, leading to brawls between the mobs, which help keep them sharp. Orcoids mobs are well equipped, they are always at least lightly armored and they can carry a variety of heavy steel weapons such as long-staved spears, bladed cleavers, spiked clubs, axes and shields that are weighted for bludgeoning. Some units will carry bows. While the Dwarfs and Gremlins have tried to get Orcoids to adopt crossbows and firearms, the Orcoids have stubbornly kept to their bows, preferring the strength a bow requires to use effectively. These Orcoid Arrer Mobs can prove their prowess in combat, being deadeye shots and not so vulnerable to melee that other mobs must protect them.

Some Orcoids ride Demon Realm boars, stubborn porcine animals that stand as tall as a horse and are considerably bulkier. It is an incredibly tough beast that becomes dangerous and unpredictable when threatened. It's tusks are like lance making for an earth-shattering charge. Thanks to these admirable qualities, War Boars have earned a place alongside Orcoids and most settlements containing them have one or more pens where they are kept. In battle, mobs of Orcoid Boar Riders fulfill the role of heavy cavalry, able to shrug off hails of missile fire and bring home mauling charges. Although not as armored as a knight, a Boar Rider makes up for this with the strength of her fearsome mount. They are a rugged lot, bearing more scars to boast about than their foot-slogging counterparts. Having gained an elite status, Boar Riders will lord it over other Orcoids, save leaders and High Orcs.

Sometimes, Orcoids will construct formidable chariots, capable of both transport and as mobile weapons of war. These heavily built chariots require two powerful War Boars to pull. Once the churning porcine legs have the chariot rumbling along at full speed, it becomes and impressive shock weapon capable of slamming into anything with the force of a thunderbolt. If the sheer impact doesn't smash the enemy, there are always the tusks of the boars, the scythed wheels or the spear thrusts of the crew. While not as fast as a wolf-drawn chariot, the Boar Chariot hits harder and can absorb more punishment than the flimsy goblinoid devices.

Savage Orcoids are not physically different from other Orcoids, except that they like to wear tattoos and warpaint, but are none-the-less quite distinct. They have their own tribes and their own ways of fighting which make them easily distinguishable. Long ago, all Orcoids lived a primitive nomadic existence. As they settled, learning agriculture and metalworking from captured humans, some tribes missed out, got hopelessly lost, were left behind or perhaps deliberately turned their back on such new ways. Over the centuries, these tribes became increasingly distinct as their siblings learned new ways, becoming quite different. While they use metal weapons like their sibling Orcoids, they go around half-naked or less (much to the pleasure of most men and some women who see them) and still travel in nomadic groups rather than settle an area. Every Savage Orcoid is covered in talismanic tattoos and warpaint. This isn't just for decoration, it is a magic brew created by the Shamans that provides a small measure of protection from harm. It is a wondrous thing and confirms their belief in their old ways. It isn't just their appearance that is wild, for they drum and chant themselves into a rage before battle. While other Orcoids find such customs odd, all agree that Savage Orcoids are ferocious fighters, even more so than other Orcoids and their foes regard them as the most dangerous of their kind. The echoing of their war drums precedes their entry into battle, beating foes enthusiastically with slightly crude iron weapons, spears and hidebound shields or using bows to fell enemies from afar. They have also been known to deploy giant spears wielded by two Orcoids, meant for hunting giant beasts but are just as effective in battle to skewer a giant enemy war-beast.

Just like common Orcoids, Savage Orcoids will ride war boars. Savage Boar Riders are formidable troops that combine the fury of a Savage Orcoid with the momentum and tusks of a boar. This makes for an especially hard-hitting charge known to break through tough opposition or collapse enemy lines altogether. Although they bear no armor other than a hidebound shield, they are remarkably hard to bring down. These nearly bare brutes can ride through clouds of arrows and emerge unscathed. Even in close combat they can withstand all but the most determined of blows. This is due to their sturdy hides, the protective mounds of their boars and their mystical warpaint. While tough as old boots, they are better known for the damage they cause when charging. They crash into enemy units with an unparalleled ferocity - boar tusks, axes and spears all jab, thrust and stab in a frenetic assault. In their recklessness, some will fight with a weapon in each hand, using their legs alone to stay on their mounts. An odd custom is that Savage Orcoids rarely keep their boars in a pen, instead allowing them to roam free to forage. Before a battle or migration, the Orcoids will track down a boar and mount it, with those quick enough to do so getting to ride it for the time being so being the first to mount a certain boar is no guarantee of continuing to do so. In their beliefs, those meant to ride will always find and best a boar.

Common and Savage Orcoids become more dangerous as they become more experienced, growing in skill and strength. These veterans will band together into mobs that are accurately, if not imaginatively, called Big 'Uns. Bigger, stronger and fightier than regular Orcoids, those that stick to this go on to become Big Bosses or even Warbosses. In the meantime, they form elite units of Orcoid Mobs, Boar Riders or Boar Chariots that have a reputation for being the strongest mob in the tribe, a claim they are only too eager to defend. Big Un's that prefer ranged combat will exchange their bows for longbows.

High Orcs are the biggest, meanest and strongest of all the Orcoid breeds and because of that, they often provide the leadership. Though not necessarily more intelligent than other Orcoids they are invariably more determined. High Orcs prefer to fight in close quarters, where their brute strength and determination make them very powerful. They pride themselves on being the best fighters, and as such, will claim the first pick of men after a battle, being better armored and carrying more and better quality weapons. They will go into battle with two hand weapons, a great weapon and sometimes a shield, making them quite versatile. High Orcs units have all their members start off in the typical Orcoids, rising to Big Un's and eventually joining the High Orc units. Most High Orc units are exclusively High Orcs but they have let in men and other Orcoids who show the determination and ability to withstand combat stress that they demand. Pure High Orc tribes are a rarity. Many Orcoid and even Goblinoid Warbosses find that High Orcs are willing to serve, but only as purpose suits them. Such elite regiments are even more willing to depart, or they might decide to stay, but work to supplant the current leaders. As they are the biggest and toughest fighters, it isn't long before they are no longer following orders but issuing their own. Even tribes with hardly any High Orcs are led by High Orc Warbosses, and jolly grateful they are too. No shaman has ever been observed that is a High Orc. Even Lilim that have tried to create a High Orc spellcaster by monsterizing a human women have only created spell casting common orcs. High Orc units will sometimes ride War Boars or Boar Chariots as well. A rarity compared to common and savage Orcoid Boar Riders, they are nonetheless even nastier fighters. The High Orcs will armor their mounts as heavily as they are, making an already iron-hard unit even harder.

Orcoids determine hierarchy in a simple manner, the strongest and best fighter takes control. Goblinoids and Tauric Insectoids follow a less straightforward path, as they are more devious and a lot weaker than Orcoids so they must prove their right to lead in other ways. While Goblinoid and Tauric Insectoid bosses are not as physically imposing as Orcoids, this doesn't mean that they aren't deadly in their own right. For example, while an Orc fortress might lack anything more clever than walls, a goblin den would be full of traps to snag opponents, choke points, kill-boxes and hidden tunnels to flank attackers. Goblinoid Warbosses and Tauric Insectoids in tribes that comprise both Orcoids, Goblinoids and Tauric Insectoids are often subservient to the larger monsters but due to their cleverness, become invaluable to Orcoid bosses. Goblinoid and Tauric Insectoid advisers have even become the power behind the throne, able to aim the Orcoids in any direction they choose.

A Goblinoid or Tauric Insectoid shaman's spells are weedy and irritating but dangerous - just like Goblinoids themselves. While Orcoid shamans tend to be trance-addled buffoons, these shamans are cagey and cunning, if no less odd. Their magic is used to barter for influence and they are clever enough to use their powers as leverage to make Orcoids do their bidding. Many work their way to a top position, either advising a Warboss or taking the position for themselves. In battle, these shamans turn their spells towards defeating or at least annoying their foes. These spells are more subtle that Orcoid spells but no less dangerous. When an enemy fails to charge because their groins have started to itch with a sexual urge, or weapons seem to dart unerringly for weak spots in armor, it is often due to the magics of a Goblinoid/Tauric Insectoid Shaman.

Goblinoids are diminutive monsters with the appearance of children. Despite their size, they are as strong as a grown man. While clever, Goblinoids are rather childish but one thing they have going for them is numbers. Most monsters have issues with fertility that is made up for by being fertile for all their lives but not so with Goblins, who reproduce around as quickly as humans, though some of this would be do to the amount of breeding monsters and the men married to them do. Goblins are rather lackluster troops, while decent shots with their short-bows, they are generally poor and unwilling fighters, but are quite capable in large groups and can overwhelm superior troops through weight of numbers, especially by attacking the flanks or better yet, the rear. They are lightly equipped, with cloth armor and either a short-bow or shield and maybe a spear over a club or blade. While Orcoids consider poison to be too cowardly a weapon to use, Goblinoids make extensive use of paralyzing poisons.

Goblins by necessity have to discover underhanded advantages and are always searching for an underhanded trick, be it a sneak attack or ganging up on a weakened enemy. Some goblins excel at darting forward and stabbing at weak points before slinking away. It is almost magical the way they seem to pop out of nowhere - striking from out of the shadows. Such devious goblins are known as Nasty Skulkers. Nobody skulks like a goblin and the Nasty Skulkers are the skulkiest. Armed with razor sharp daggers or great cleavers that are often poisoned, they sneak deep into the field before a battle and lie in wait. When the time is right, they leap out and strike before scurrying away under a confounding cloud of smoke. It's all to easy to dismiss the average Goblin but when a Nasty Skulker springs from nowhere to lands on your shoulders, it is enough to challenge that assumption.

Many Goblinoid groups are nomadic in nature, traversing the lands as traveling merchants or entertainers in large caravans. Roaming Wolf Riders - Goblinoids mounted on upon Giant Wolves - precede these snaking trains. They scout out the land ahead looking for obstacles, bandits and men foolish enough to travel alone in the wide-open spaces. The Great Wolves that the Goblinoids ride is a fearsome creature with long fangs and huge claws, standing taller than a pony at four feet at the shoulder, and quite often more dangerous than their Goblin riders. Just like the Goblinoids that ride them, they have a knack for attacking from unexpected angles and targeting the weakest points of defense. The partnership of goblinoid and wolf has proved very successful, the goblinoids protecting and feeding the wolves while the wolves let them ride them or are hitched to chariots and carts in lieu of horses. In battle, Wolf Riders use their speed and agility to harry the flanks of enemy units and chase down those already beaten and fleeing the battlefield. Being Goblinoids, they prefer to target weak or isolated units and their preferred enemies are war machines crew and small units of scouts. Goblinoid Wolf Riders are dangerously fast, able to outride all beasts save perhaps the swift steeds of the elves. Wolf Riders often harass the flanks of oncoming troops but have also been known to charge into smaller (and more vulnerable) units such as war machines or enemy scouts. Other Wolf Riders will arm themselves with spear and shield instead of bow and will dare to lower their spears and charge larger formations. Both Orcoid and Goblinoid tribes will commonly recruit a mob or two to provide disruption to enemy units. These speedy patrols will range out far from the main battle-line, seeking out the enemy, probing for weaknesses and sniffing out small settlements to raid. Many a large and successful war-band has been led by scouting Wolf Riders.

Not all Goblinoids are content with simply being fast and hitting the enemy as a pack. There are those, often the more aggressive variants like Redcaps who begin to share an Orcoid's predilection for being the baddest, nastiest combat monster they can become. Most of these Ravagers are Redcaps, who have the natural aggression to become one but other monsters must learn to tap into such ferocity. Most frenzied cavalry will ignore their mounts but not Ravagers, who are willing to feed their mounts strange drugs to make them as aggressive as they are. These crazed fighters go into battle caring little for their own safety, swinging their often poisoned paired weapons with reckless abandon. While they might sound similar and inferior to Savage Orcoid Boar Riders, their wolves are faster and until they hit the foe, they can engage in the same agile maneuvers of a regular Wolf Rider unit, provided their aggression's don't lead to a premature charge.

Wolf Chariots are an imitation of the Boar Chariots which came into existence not long after Goblinoids started riding wolves. While difficult to convince a wolf to pull a chariot, once this obstacle has been overcome and she has gotten the wolves to cooperate, she will be the envy of her mates. Rumbling across the battlefield in a chariot is a clear sign of importance. There are few enemies that can stand before a chariot charge and these charioteers are among the most effective Goblinoid troops. In battle, Wolf Chariots are steered into the enemy line, ploughing through and running over units. While not as sturdy as a Boar chariot, they do have some advantages, speed due to being pulled by Giant Wolves and numbers, and being cheaper to construct allows massive hordes of them. A tribe able to deploy several mobs of Wolf Chariots or one giant unit is capable of sweeping away enemy battle-lines in an instant and running down those that flee.

A War Wagon is a heavier, more expensive and tougher version of the Wolf Chariot. These are pulled by giant wolves as well and are just as fast. Several elite Goblinoids ride inside, shooting arrows or using spears to strike from the relative safety of the wagon. Unlike Wolf Chariots, which only fire a few arrows before charging, War Wagons are primarily for ranged combat, they have a small bolt thrower on top. While this bolt thrower is weaker than the fixed counterparts, its presence gives Goblinoids a mobile fire platform that can keep up with the rest of the army.

A squig is a creature resembling a ball, with beady eyes, short but thickly muscled legs terminated by clumsy taloned feet and gaping maws dominated by rows of teeth. Despite appearing to be a strange animal, autopsies have shown that they are actually an animate fungus. They come in an enormous variety of colors and shapes and no two are exactly alike. Squigs eat metal, stone and dead organic matter and consider live organic matter to be disgusting so many goblins use them to cut a restrained man out of his armor. Their hides can also be used for a variety of purposes, their flesh is quite tasty when roasted and they are excellent at consuming waste so many Goblinoids have domesticated them. Once when in a reckless mood, a Squig herder decided to leap onto the back of one of her catches. Angered by the unexpected rider, the Squig responded by bouncing with endless enthusiasm. She managed to hold on for a long time and her act inspired the onlookers to imitate her. Thus the tradition of riding atop Squigs was born as the childish goblins considered the ride to be a lot of fun. As time went on, they invented a harness that secures the Goblin to the Squig, allowing the rider to focus on more than just holding on. Squig Hoppers can be unpredictable, they will sometimes cover large ground with great bounces and sometimes plod along, with the riders only able to control the direction.

Goblin shamans have developed a spell that temporarily increases the size of a Squig. A Squig under the effect of such a spell is called a Great Squig. Only a Goblinoid Big Boss or Warboss is brave and strong enough to climb on to such a creature and stay on but succeeding will gain the Goblinoid a most effective battle mount. When the Goblinoid riding them is grouped with Squig Hoppers, the authority of her mount allows her to lead the pack.

The Sanri Scorpion is an arachnid with an iron hard shell. It's tail has an eye that is used to aim its stinger, which fires a short ranged aphrodisiac liquid that drives those touched by it into heat or rut. Sanri Scorpions are herbivores but can easily ward off anything trying to fight it by grabbing them in its pincers and then spraying them. Sanri Scorpions live in underground burrows, either as solitary foragers or in small colonies. The colonies are made up of Sanri from the same brood who have yet to strike out on their own. The Sanri engage in complex mating rituals, locking their pincers, arcing their tails and performing a circular "dance". Female Sanri give live birth to broods of a dozen or so, carrying the young on her back until they are old enough to fend for themselves and gather their own food. Some of the most skilled Goblinoid animal handlers manage to rein and tame these beasts before they grow too large, while others that are wealthy and successful purchase them from a beast-master. Sanri Riders are groups of skilled Goblinoid warriors, that ride atop Sanri Scorpions, which makes their might and prowess unparalleled throughout the realm. They are considered the most dangerous and fearsome of the Goblinoids. Many fledgling Goblinoids dream of joining their ranks. The rarity of Sanri Riders means that most tribes that have them only have a small group and most of the time, that small group is all that's needed to get the job done.

Huge and bad-tempered, the Rhino is a large and dangerous horned beast that will ram anything that spooks or threatens it, even the most massive of creatures. Rhinos can be found in the steppes or tundras of the world where they roam in small but formidable herds that are given a wide berth by all but the most ferocious or desperate predators. A herd of Rhino's will never willingly alter their path - be it rock fall, weather or monstrous predator. Some of this has to do with their tough nature as their hide protects it from all but the most horrendous of damage. Doubtless, some of their fearlessness also stems from their obstinate ways. However, their bad eyesight also accounts for their penchant for walking into precarious situations. Goblins will sometimes manage to trap one of these beasts and use it for battle, building a small tower platform on its back with which its masters can sit in relative safety as the beast charges into the fray.

Tauric Insectoids are examples of monsters that were non-sapient in the previous age, serving as the mounts of goblins. In the current age, they are a mix of the upper body of a women and lower body of a bug, as well as having a sapient mind. While not as fast as wolves or horses, they can move at speed through the densest patches of wood or rough terrain due to their multiple legs. Tauric Insectoids are masters at stalking their prey, nimbly scuttling through the roughest of terrain to get into position before pouncing. Mobs of them have been known to ambush entire patrols or even attack large beasts that encroach their territory. In battle, they function similar to light cavalry, using terrain as cover before launching a deadly charge or rain of arrows. Their climbing ability has also been used to clamber over or into constructions. The inhabitants of settlements nearby woods infested with Tauric Insectoids have learned to fear the many legged kidnappers, which can so easily breach any fortification. Just like Orcoids, they have their Big Un's units that are stronger and more skilled in combat.

An Atlach-Nacha and her husband are said to be the king and queen of spiders due to the massive size of his spider form. This king and queen have been known to corrupt the population of entire villages foolish enough to build near their abode, encircling the hamlet with a magic circle that floods the area inside it with demonic energy. Goblins and Tauric Insectoids have a deference for the Atlach-Nacha since the previous age and in both ages, have coaxed them to emerge from their nests to fight. Great howdahs, a mix of battle platform and armor were created for the man to carry on his abdomen and thorax like a hermit crab, which carry a mob of goblins armed with spears and short-bows. The howdah might also carry a catapult meant to sling spider silk nets or a shrine that allows a shaman to access arcane knowledge.

The leaders of the Dwarves are their Lords and Thanes. Dwarf leaders are well tutored in the arts of war, learning both from the elders of their clans and the venerable Runesmiths. This sagacity is vital as by the time they have grown old enough to lead, Dwarf Lords and Thanes must master tactics and maneuver, learning to wield the might of their throng and the Orcoid and Goblinoid allies under their command as well as they wield weapons and shields. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders. Some Lords are carried into battle by Shieldbearers - stout warriors who heft a shield to serve their liege as a fighting platform. In other clans, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their stronghold made manifest. When battle is joined it is the Lords and Thanes, with their finely crafted armour and rune-inscribed axes who seek out the enemy's most powerful combatants, matching bestial fury or dark magic with courage, honour and honest steel.

Gremlins and Dwarfs are excellent engineers, creating many practical and functional inventions; pumps to clear water from mine workings, engines to drive carts and powered hammers to beat out sheet-metal. They have also made machines for battle. The Master Engineer is an engineer of exceptional knowledge, skill and ability. Most toil for years to achieve this level of expertise and many toil in vain. A Master Engineer is an expert in many fields. On the battlefield, they are skilled shots, carrying the latest in ranged weaponry and are capable fighters, fighting with grit and determination to protect their precious machines. Most importantly, they are exceptional at directing war machine crews on how to aim and fire, born of an intimate familiarity with the workings of each device. With a glance, a Master Engineer can tell when a bolt thrower is set with too much torsion or when conditions warrant extra black powder for an organ gun. A Master Engineer can also direct the rapid construction of effective entrenchments – such as stacked stone walls or dug out gun pits - that offer protection from enemy missile fire to both war machine and crew.

Dwarfs do not have any direct equivalent of a mage. Not even Lilim have been able to turn mages into Dwarfs. What they have learned is how to bind magic into objects and the dwarfs that do this are called Runesmiths. Dwarf craftswomen are famed throughout the world for their skill but even they acknowledge the Runesmiths' superiority. Although other races make magic items of great potency, Runesmiths are masters of the art. A conventional mage would have to gather esoteric materials, risk dangerous consequences and other limitations to create a magic item. Runesmiths only need to worry about raw materials, the appropriate tools and time when creating a magic item. The Runesmiths are part of the reason that Dwarven artillery is so formidable as they are the only ones that know how to enchant War Machines. While dwarfs are willing to teach their techniques to other races, the art of the Runesmith is jealously guarded and only taught to the most talented of dwarfs. Even a non-dwarf husband of a Runelord isn't allowed to learn their art. The greatest of Runesmiths are known as Runelords; these elder masters do superlative work and are accorded the sort of reverence normally reserved for Dwarf Queens. Sometimes, a Runesmith will accompany an army or expedition. Many Runesmiths bear weapons and armor of their crafting and are eager to show how effective they can be. The smith hammer of the Runesmith is only used to forge things but is a potent magical item. It can dampen enemy spells by drawing the magical energy into it and when banging it against metal, she can release powerful spells that strengthen the will, solidify armor or release hellfire from the ground beneath the foe’s feet. Lastly, the smith hammer's presence causes her weapon and those of friendly forces around her to glow and radiate heat as if remembering the forges, they were created in. This aura of power has proven helpful in helping weapons penetrate the armor or toughened hide of any foe.

An Anvil of Creation is a powerful device made of meteoric iron and forged in the heart of a volcano. While the smith hammer of the Runesmiths is comparatively easy to make so that every Runesmith has one or will replace a lost one soon, the same cannot be said of an Anvil of Creation, whose creation requires a Runelord, a lot of time and specific conditions. It is on these anvils that most of the greatest of magic items are forged and any Runesmith wishing to create their greatest work(s) must gain access to an one. The smith must also prove to the Runelord in authority that the item she is crafting will bring glory and honor and will not bring them into disrepute or diminish them in the eyes of the world. When the hammer of a runesmith is combined with an Anvil of Doom, the true power of rune magic is released, lightning blasts from its surface, the sky darkens and clouds of colorful magic swirl and sparkle in the air. Only a Runelord may bring an Anvil to battle. The Anvil is mounted on a carriage and ideally deployed on a dominating hill overseeing the battlefield. The Anvil is accompanied by two guards, either Apprentice Runesmiths or close relatives to the Runelord and have sworn to protect the Anvil with their lives, an oath they would rather die than break. The Runelord uses the anvil to draw energy from the winds of magic, forming a shield to protect herself, the anvil and her guard, with her hammer and anvil combined, she can cast more powerful versions of the spells than that of a Runesmith with hammer only.

As an underground dwelling race, Dwarfs always need experts at delving into bedrock and this, coupled with the need for gems and ores for their crafts ensures that all of their mountain abodes are riddled with deep shafts. In fact, mine-shafts are how their homes expand, with exhausted mines being turned into corridors, chambers and halls. Even the most glorious throne room or vault started as a mine. With their short but powerful build, Dwarves are ideally suited for mining - their endurance allowing them to tirelessly wield pick, hammer and shovel. While machines are being adopted more and more, they will never replace the need for skilled miners. Dwarf mining is complex, and the members of a team have specific roles; to the Dwarfs it is more than swinging a tool. The proper preparation and maintenance of mine-shafts is one area of expertise, the surveying and analysis of rock and ore is another. There is much overlap with engineering, particularly as tools such as blasting charges and steam-driven hammers and drills become more common. Within each of these many areas, a Dwarf will specialize in a particular type of ore or rock. When dwarfs march to war many Miners form regiments to join the battle. As a point of pride, they wield the same picks and hammers that they use to carve out tunnels, wielding either a one-handed one in combination with a shield or larger two-handed ones. These well-balanced and sturdy tools are equally capable at shattering armor as well as rock. Because tunneling is dangerous work, Miners will wear suits of padded cloth and richer ones adding scale-mail and bits of plate. Miners have a wide knowledge of subterranean tunnels and if there is not already an easily accessible underground route to an enemy's flank or rear, the Miners will make one! Many a desperate battle has been won by Miners arriving in the nick of time from an unexpected quarter. Some Miners take to war with a few gadgets such as blasting charges to be used like grenades or a steam drill to use as both weapon and to tunnel quicker.

Dwarf Rangers are the long-eyed eyes and ears of many settlements. They patrol far from the safety of a settlement, often spending long periods in the wilderness. To survive on the mountain slopes without a nearby settlement to fall back on, Rangers learned to be stealthy and fight in a manner unique to Dwarves. They are ambush-hunters, expert at approaching from unexpected angles. Rangers carry a slew of different weapons - crossbows or arquebuses for long range, throwing axes for close range and great axes for melee. When dealing with large enemy forces, Rangers will first attempt to warn all settlements within the invaders' path and then trail the foe, picking off stragglers and waiting for an opportunity to wreak havoc. In this way, when the enemy confronts the larger force, they will often be in position to flank the foe, arriving behind the battle lines to destroy war machines, ambush lone wizards or some other form of attack to gain an advantage. Many times - a Ranger's greatest deeds go witnessed such as spiking the foes water supplies with intoxicating agents. In one battle, Dwarf Rangers had spiked the men's water with an aphrodisiac derived from Raging Mushrooms. This led to the defeat and rape of the Orcoid, Goblinoid and Dwarf force that went to intercept them, the men claiming the monsters as their wives.

One of the most potent of war machines, a Cannon can shatter the most heavily armored foe, pour shot into massed enemy formations, level fortifications and topple the largest of monsters. They are, however, somewhat temperamental devices and even the best-forged cannons in the world (those made by the Dwarfs or Gremlins) are subject to occasional malfunction. Weaknesses in the casting methods can leave minute cracks or other deficiencies which cause them to explode when fired. Gunpowder can fail to ignite or explode prematurely. Despite the occasional accident, cannons are extremely deadly weapons that have been instrumental in winning more than one battle on behalf of their users. Cannons and their crews will often join an army on the march. These are hauled into overlooking positions on the battlefield where their long range and potent shot can dictate the course of the enemy's actions.

Catapults are powerful and destructive weapons that lob projectiles high into the air. Not all are built in the same way. Some use a massive counterweight to fire their missiles while others use torsion power like a giant crossbow. Catapults were one of the earliest of the Dwarf-made war machines and have been used to command the approaches to Dwarf strongholds for many millennia. They are still widely used and every dwarfhold has one to several in their arsenal. A recent innovation is to fire several smaller sharpened projectiles rather than a single large one. This spreads out the damage inflicted over a wider area, making it more effective against massed formations than single shots. While the deluge of metal may only pincushion the ground or clang loudly against the foe, so many sharp bits flying through the air means that many will strike tender flesh.

Bolt Throwers are simply larger versions of a crossbow, able to fire heavier bolts over longer distances. They are so large that they must be mounted on a stand, often with wheels so that they can be pivoted easily. A crew of three is required to wind back the powerful torsion arms and position the huge bolt ready for firing. On the whole these weapons are nowhere near as large or cumbersome as catapults and cannons. Engineers still vie with each other to invent better Bolt Throwers. The Bolt Thrower remains an important part of the dwarf arsenal because it can be built and maintained cheaply and is accurate enough to bring down targets with a single well-placed shot. Its direct trajectory of fire and uncomplicated mechanism also enable it to be used effectively underground, and without obscuring everything around it in choking smoke. The Rocket Launcher is a Bolt Thrower that has swapped the arms and bolts for rockets, which are propelled by a gunpowder charge to explode among the enemy, spreading their destruction similarly to a catapult equipped with flechettes but more powerful.

The Organ Gun is a four-barreled cannon. Its name derives from the pipes of a musical organ, which the array of barrels resembles. The Organ Cannon's barrels are smaller and lighter than that of an ordinary cannon, which means it lacks the range and hitting power, but the gun does have the advantage of being able to fire several shots at once. With a well-placed salvo, and all its barrels firing to maximum effect, an Organ Gun has been known to blow away entire enemy units at a time.

The Arousal Cannon is an unusual but highly effective form of artillery. A Arousal Cannon pumps and mixes a concoction (each guild has their own mixture) within it before air is pumped into the barrel; the pressure can become enormous and soon the barrel is ready to burst. At the right moment, the crew release the pressure and the mixture arcs into the air towards the enemy ranks and with a little bit of luck, lands in the middle of the foe, spraying them with aphrodisiacs or hellfire potent enough to cause unconsciousness. For longer ranged shots, more pressure is applied and the most experienced crew know exactly when to release the straining valves to achieve maximum distance.

Arousal Sprayers are miniaturized versions of the Arousal Cannon. The weapon consists of a copper-lined barrel, bound with iron hoops for extra strength against the fatigue caused by constant firing. One team member holds the barrel of the Arousal Sprayer, the other carries the trigger and release mechanism which is connected to the barrel by a flexible pipe. The Arousal Sprayer is a dangerous weapon. Quite apart from its effects on the enemy, it requires great care, skill and nerves of steel to prepare and fire it. The mix must be mixed carefully in exactly the right proportions and there is always a chance the trigger reaction or ignition system might be faulty and cause a misfire which would leave the weapons team unconscious and vulnerable.

An Ironblaster is a massive cannon, designed to fire multiple cannonballs at a time or massive Grapeshot, allowing it to deal a tremendous amount of damage, though with a limited range. When deployed in battle, the Ironblaster is hauled into a good shooting position before blasting out a fiery tongue of flame and a thunderous boom. The multiple cannon balls are able to tear apart a whole regiment, especially should the Ironblaster get in close. When things go wrong for an Ironblaster, however, they really go very badly wrong indeed. A regular cannon would only hurt those operating or next to it, when an Ironblaster explodes, it can send shrapnel and cannonballs in every direction, hurting everyone nearby.

One major benefit of the Dwarf and Gremlin relationship with surface dwelling Goblins is access to trained Rhinos. Rather than riding them, Dwarves and Gremlins will have the Rhinos pull loads as the beasts are so strong that only the heaviest will strain it. In warfare, the Rhinos can pull war machines, making them far more maneuverable. While more vulnerable to ranged fire due to more soft parts and being a larger target, the Rhino Cart the war machine is mounted on is also less vulnerable in melee due to the sheer strength of the Rhino pulling it. In a pinch, the Rhino Cart could be used like a chariot such as if the war machine it is pulling breaks.

Rune Golems are effective, if time and resource intensive creations of Gremlins and Dwarves, mixing arcane runecraft and masterful engineering. Rune Guardians vary in exact shape and design, but all resemble a heavily armourded humanoid. Each one is covered in heavy metal skin, beneath which lies a complex system of cogs, levers and pulleys that an outsiders would take considerable years to fully understand. Each of its arms ends ends in an enormous axe, mace or pick head that can be used to cut down any foe it faces. Unlike semen extraction Golems, Rune Golems are completely mindless and will remain so throughout their existence and can only follow the literal instructions engraved by its creators. In battle, Rune Golems are effective as both shock troops and defenders to break enemy formations. Each Rune Golem is a formidable foe, able to withstand massive punishment as swords and axes merely glance off of its armored hull. On the attack, they can pulverize the enemy with ease as each swipe with its mechanical arms is likely to inflict a crushing blow on the target.

Engineered by master artisans and crewed by their subordinate labourers, a Breaker is a large and weighty self-propelled weapon, armed with two giant axes or hammers used to cut or smash things to pieces. A true feat of mechanical engineering, the mechanical giant rolls purposely forward, ready to crush anything it hits. Completely covered in metal plating, it is nearly impervious to attacks, shrugging of blows of swords and axes with ease. However, the creators stress that it is a prototype for a reason. Unlike the Colossus made by the Dwaves under the thrall of Hashut, it is prone to stopping dead in its tracks at inopportune times or breaking down altogether.

Gyrocopters are ingenious machines whose rotor blades are propelled by a lightweight steam engine. The steam is tainted water evaporated in hellfire. These devices can take off and land vertically, as well as hover in place over a spot. It is easy to see why Dwarves invented this machine when you consider their high mountain realm. While originally meant for transporting messages and supplies, it was soon tested on the battlefield to great success. A Gyrocopter provides air superiority to a force, allowing them to bypass hazardous terrain. The main armament of a Gyrocopter is a steam gun. When the valve is released, this unleashes steam from the engine that blasts out of the barrel. Although its reach is short ranged, a skilled pilot can bob and spin into perfect position to unleash this cloud across the foe's ranks. The other options for armaments are Brimstone Guns, a Hellfire spitting contraption that hits fewer foes but is more powerful and longer ranged, or a clattergun that can release a hail of bullets over long range. Over the years, Gyrocopter's firepower has been augmented with a bomb to drop on the foes. Originally, the pilot was responsible for lighting the fuse and throwing the bomb overboard while trying to fly. More recently, the Gyrocopter’s bomb has been fitted into the craft's stabilizers.

Since the first flight of the Gyrocopter, Engineers have been seeking ways to upgrade its payload. With some reconfiguration, the Engineers were able to significantly increase the size and number of bombs carried. Thus, was the Gyrobomber invented. Later tests showed that the Gyrobomber had accuracy issues, but a new form of bomb was invented for it. By rigging the explosive content, they could set off a brief chain reaction, creating a bouncing bomb that would land, explode and then set off a subsequent explosion. Tests showed that while these new bombs weren't more accurate, the extra explosion unleashed more damage than ever.

The Thunderbarge is an armored hull suspended below a huge gasbag filled with hydrogen. Unfortunately, hydrogen is highly inflammable, and so a Thunderbarge tends to be crewed by reckless volunteers. The Thunderbarge is powered by a steam-driven propeller mounted on the gondola. Smoke is emitted from an exhaust funnel, leaving a smudgy trail behind it. The Thunderbarge can ascend or descend by altering the amount of gas in the gasbag, and steers by means of rudder flaps. It can move in any direction except directly into the wind. The Thunderbarge class of lighter-than-air warships hasn't quite been perfected yet, but that doesn't stop a few intrepid engineers from taking to the skies. Its armament consists of racks of bombs hung under the gondola as well as a cannon mounted on its front. The bomb racks, cannons and swivel guns of the amazing flying machine can wreak devastation on any enemy battle line.

Giants as one would expect are exceptionally large and strong but not especially bright and many are dim-witted and clumsy. They are peculiar creatures who tower over all other humanoid races at around eighteen feet tall. Giants can be found almost everywhere. The battle prowess of a Giant is justly feared, though it is entirely through size and strength rather than skill or intelligence. Giants consume prodigious amounts of food and drink and are quite happy to live among the little ones and fight for them in exchange for a steady supply of food and drink. The bulk of giants fight with the traditional club. Those associated with monsters wield Demon Realm Silver clubs. Giants and Orcoids have a long history of association and it is common that an army containing Orcoids has one to add weight (and height) to the armies combat prowess. Although it costs a lot of food to keep a Giant's appetite sated, for most Orcoid or Goblinoid warlords, the presence of a Giant is a welcome one.

A Wyvern is a member of the dragon family. While she is not as tough as a dragon, she has larger and more dexterous wings, making her able to fly faster and maneuver better than a dragon. Like all other members of the dragon family, she can transform into the form of an enormous beast that her kind had in the previous age. The beast form is different from the beast form of a dragon in a few ways. The most obvious is that she lacks forelimbs but there are other differences. A Wyvern's beast form is sleeker and more sinuous, her horns point forward, she has a spike on her tail, her claws are longer, her claws, tail and teeth drip with venom and rather than a fiery breath her breath weapon is a cloud of poisonous gas. Wyverns are scaly monsters with thick scales covering their whole body. This makes them very difficult to slay, as their hide protects them from harm much like armor. Formidable opponents, Wyverns are doubly dangerous when ridden by the man she has married. These men are shamans or bosses who have established themselves to their wives as the one who mounts rather than the one who is mounted. Their bond of loyalty is borne of deep love and these pairs are greater than both alone. During battle, the Wyvern and her knight will oversee the situation in battle, directing troops but when the need arrives, she can carry him into the thickest of the fighting. Wyverns can generally be classified into three sizes. Young Wyverns are the smallest with weaker bodies and scales, "Standard" Wyverns are middling in capability and Great Wyverns are the oldest and mightiest among them.

Wurms are members of the dragon family and the toughest variant. Her scales are stronger than a dragons and the flesh beneath tougher. However, Wurms are one of two dragon family members that can't fly and have no breath weapon (the other being the Otohime). A Wurm can transform into an enormous beast just like other versions of the dragon family, resembling an enormous snake with a dragon like head when she does so. Despite being land-bound and lacking a breath weapon, she makes up with it with sheer resilience and aggression. A transformed Wurm has a reinforced skull, allowing her to ram through things unlike other dragon variants, smashing through trees and crushing boulders. Just like Wyverns, a Wurm will willingly transform into her beast form and let him ride her and just like a Wyvern, the men that ride them are shamans or bosses that have established that their wife is the mount. It is quite necessary for a Wurm in an army to have a man to direct her, as Wurms are dim monsters and would plough through other units or fail to obey orders. A man on a Wurm barrels across the battlefield in an unstoppable avalanche of muscle that smashes through everything in its path from walls and fortifications to regiments of foes. Just like Wyverns, Wurms can be classified into three sizes as well: Young Wurms, Standard Wurms and Great Wurms in ascending order of power.