User:Cloud Xan/Vaeringjar

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Revision as of 17:20, 6 May 2009 by Cloud Xan (talk | contribs) (Changes to Carl and Huscarl)

Work in progress.

Stage

Design - Concept

Stats - Concept

Art - Some simple recolours/repaints

Forum Thread

Contents

Væringjar

The Væringjar reside on the southern ice sheets, known to citizens of mainland Ilfenna simply as “The Sheets”. In the Væringjar tongue it takes the name “Isenkungarike” and the people of the Væringjar have adapted well to live with the harsh conditions and the local wildlife. Most settlements of the Væringjar are far north of the sheets and though winters still bring harsh conditions, the summers bring some green to the land. Further south the settlements are built and maintained by a more ancient race whom the Væringjar were quick to ally with: the Úlfrsläkt (Wolfkin).

The Væringjar live in a warrior society, every man, woman and child is expected to fight if called. Usually the Væringjar live in clans, spread across Isenkungarike, however in times of great need these clans forget their differences and fight for the good of their people.

Alignment

Neutral.

Unit Tree

Level 0 Level 1 Level 2 Level 3 Level 4
Fyrd Bóndi Jarl Hertug
Carl Huscarl
Åskarl
Jór Kalven Rökr Vårrökr
Fimbuljór
Tyrjór Gungir
Fana Cultivate
Dís Vanadís Valkyrja


Descriptions

Fyrd

The Fyrd is a peasant militia, raised in times of dire need. Though poorly equipped and fighting only in thin furs they serve their purpose well, whatever it may be.

Attacks

Saex
5 - 2 melee (blade)

Stats

HP: 15 Cost: 10 XP: 18 Moves: 5

Bóndi

bondi.png
Bóndi are the core of the true army. Fighting with spears to save on metal, a rare sight in the icy wasteland. Their furs are little thicker than a member of the Fyrd but they are equipped with a small shield, providing defence against the wild winds if nothing else.

Attacks

Spear
8 - 3 melee (pierce)

Saex
6 - 2 melee (blade)

Stats

HP: 35 Cost: 15 XP: 29 Moves: 5

Jarl

jarl.png
Jarls are nobles, though in the Væringjar society this is merely a title appointed to those who can afford the steel for a sword. Used to fighting against the spears of the Bóndi, they have developed a fighting style which involves as much piercing as it does slashing, a deadly combination against calvary.

Attacks

Sword
9 - 3 melee (pierce)

Sword
7 - 3 melee (blade)

Stats

HP: 42 Cost: 25 XP: 43 Moves: 5

Hertug

hertug.png
The highest position of power a noble can rise to without mounting a horse is that of Hertug. Veteran fighters in their own right, with the funds to forge expensive metal items. Instead of an encumbering shield they wear armour, a rare sight in the Væringjar ranks.

Attacks

Sword
11 - 3 melee (pierce)

Sword
8 - 4 melee (blade)

Stats

HP: 70 Cost: 25 XP: 150 Moves: 6

Carl

carl.png
Carls are some of the most versatile troops of the Væringjar and though expected to be proficient with swords, they are most famed for their use of the Skeggox, a long bearded axe. Typically accompanied by a sheild, for use in a shieldwall should the need occur.

They are also seasoned with a thrown axe, more through drunken competitions at festivals than through their rigerous training and, although considered dishonourable, this skill can be extended to the battlefield.

Attacks

Axe
10 - 3 melee (blade)

Axe (Flat)
5 - 2 melee (impact)

Thrown Axe
5 - 1 ranged (blade)

Stats

HP: 55 Cost: 25 XP: 42 Moves: 5

Huscarl

huscarl.png
Huscarls are the bodyguards of nobles and other such notable figures, and make up the core of the professional army of the Væringjar. They are famed for their use of all weapons, especially the Skeggox.

They are trained to be ambidexterous, and usually weild their bearded axe left-handed. Most warriors, being used to fighting right handed, have to shift thier entier bodies to defend against this ploy, to avoid striking their own shields, reducing the range at which they can attack at, while a Huscal has no such drawback, and can even keep striking from outside of their enemies range, though, shieldless to pull the ploy off, they have to keep attacking lest their opponent move into an agressive stance.

Attacks

Axe
11 - 4 melee (blade)

Axe (Flat)
7 - 2 melee (impact)

Thrown Axe
8 - 1 ranged (blade)

Stats

HP: 72 Cost: 25 XP: 150 Moves: 6

Ablities

steadfast


Åskarl

askarl.png
The Åskarl are the chosen of the God Thor. Armed with a warhammer, they abandon nearly all their defense for pure brute force, a difficult trade for any seasoned warrior. Though these hammermen are not to be taken lightly, a single blow can shatter bone, combined with a religious piety rarely seen in any man.

Attacks

Hammer
14 - 2 melee (impact)

Stats

HP: 55 Cost: 25 XP: 150 Moves: 5

Jór

jor.png
Jórs are the mounted force of the Væringjar, rather than charging into enemy lines, they prefer the art of light but swift strikes. Perfect for harrying flanks and taking villages.

Attacks

Spear
5 - 3 melee (pierce)

Stats

HP: 36 Cost: 19 XP: 29 Moves: 8

Kalven

kalven.png
Kalven are to calvary what Jarls are to infantry, nobles with money to burn. Their horses are well fed and rested before battles, but this is no cheap deal, and as such, axes are a viable alternative.

Attacks

Axe
7 - 4 melee (blade)

Stats

HP: 55 Cost: 25 XP: 70 Moves: 8

Abilities

leadership

Rökr

rokr.png
Art needs some work

The horse lords of the Væringjar are rightly feared. Experienced troop leaders and veteran warriors, a deadly combination to any enemy. Riding the finest mounts they can strike both hard and fast, leading from the front of the battle.

Attacks

Axe
9 - 4 melee (blade)

Stats

HP: 71 Cost: 25 XP: 123 Moves: 8

Abilities

leadership

Vårökr

varokr.png
Art needs some work

Few can claim to have seen the mighty warlords of The Sheets fight, fewer still live to tell of them. Heavily armoured and a true elite warrior, the Vårökr is fearsome alone, but leading his entourage of Huscarls is a terror rarely unleashed in battle. Where a Vårökr rides only death follows.

Attacks

Axe
10 - 4 melee (blade)

Stats

HP: 80 Cost: 25 XP: 150 Moves: 8

Abilities

leadership

Fimbuljór

Fimbuljór are prized riders, likened to Carls and Huscarls in their ability. The fight with dual axes, and without the typical shield, but their horsemanship makes up for this lack, horse and rider fighting together as closely as brothers.

Attacks

Axe
10 - 3 melee (blade)

Stats

HP: 45 Cost: 25 XP: 150 Moves: 9

Tyrjór

Those with little money keep their trusted spear and continue with their practised fighting style. This does mean they better fighters, as they don’t need to adapt to a new weapon. On the field they are more commonly called the Spearhead, a jocular reference to their weaponry.

Attacks

Spear
7 - 4 melee (pierce)

Stats

HP: 49 Cost: 25 XP: 70 Moves: 8

Gungir

Gungir are riders who stick with the tested spear, though the use of ranged weapons is frowned upon these allow their honour to bend enough to let them throw their spears, as well as using them as melee weapons.

Attacks

Spear
8 - 4 melee (pierce)

Throwing Spear
7 - 2 ranged (pierce)

Stats

HP: 65 Cost: 25 XP: 150 Moves: 9

Fana Cultivate

Few warriors are given the honour of bearing the standard of the Væringjar, those that do are some of the most elite, and must be, as to let the banner fall is to suffer a fate worse than a thousand deaths. While it remains aloft, however, all troops who fight nearby will be motivated to perform feats of battle above what they should.

Attacks

Spear
9 - 4 melee (pierce)

Stats

HP: 75 Cost: 25 XP: 150 Moves: 8

Abilities

standard bearer

Dís

Some women are chosen at birth to fight, and are immediately separated from their families, and trained by the Valkyrja in the ways of warfare. By the age they are ready to fight, they are already experienced with the sword and skilled riders.

Attacks

Sword
10 - 2 melee (blade)

Stats

HP: 37 Cost: 20 XP: 39 Moves: 8

Vanadís

Known as the wardens of fate, the sword of a Vanadís can be just that. Many believe their fighting prowess to be a work of magic. But the answer is a simple mundane one – years of practice on and off the fields of battle. Few human females grow to become heroes, the Vanadís are living exceptions to the rule.

Attacks

Sword
12 - 3 melee (blade)

Stats

HP: 50 Cost: 25 XP: 70 Moves: 9

Valkyrja

The Valkyrja have always been steeped in legend, said to be the ones to bring fallen heroes to the halls of the afterlife. This is purely a mistranslation of history, they may be the envoys of death, but not of their own heroes. Away from war many chose to become the consort of a Vårökr, but usually this is to sate their lust as much as their partner’s.

Attacks

Sword
13 - 4 melee (blade)

Stats

HP: 70 Cost: 25 XP: 150 Moves: 10

Úlfrsläkt

ulfslakt.png
The Úlfrsläkt are one of the few creatures natural to The Sheets. Distant ancestors of wolves they are primarily nocturnal hunters, The Sheets providing little cover for daylight hunting.

Like wolves, they are a pack driven race, the strongest and most cunning leading these pack, constantly having to prove their leadership. On The Sheets, there is little room for weakness, and cannibalism in the Úlfrsläkt is a common behaviour. There is little difference between males and females, and few humans can tell them apart, females have no mammaries instead they feed their young similar to how a bird might.

True intelligence is rare amongst the Úlfrsläkt too, though pack leaders usually boast abnormally high amounts. It were these pack leaders that saved the Úlfrsläkt from a lengthy and costly war when the Væringjar arrived. Allying with the humans, trading meat for metal to begin with. Though soon they were seen as the warriors they deserved to be, and were honoured with metal. The Væringjar having adapted for life on The Sheets quickly.

Physically the Úlfrsläkt are lithe creatures, thinner than humans, their bones are harder, but less flexible, brittle even. Their bodies are covered in a thick layer of fur, again tougher than human hair, and spiky to the touch. Despite their rough appearance, most women find an odd attraction to them, and there have been cases of love springing between women and Úlfrsläkt, of both sexes, though such love is usually deeply secretive and harshly punished is uncovered.


Art taken from the Unused folder of the Era of Myths and recoloured

Alignment

Chaotic.

Unit Tree

Level 1 Level 2 Level 3
Úlfsläkt Úlfrfang Vulcan
Vulfen
Månesläkt Månefang Vyrkin
Fenrisúlfr

Descriptions

Úlfsläkt

ulfslakt.png
Úlfsläkt are the warriors and fighting by tooth and claw is not just a metaphor for them. They are rarely intelligent, and few can actually speak, but there is little need for them to, all they need to do is kill.

Attacks

Claw
4 - 4 melee (blade)

Stats

HP: 30 Cost: 12 XP: 20 Moves: 6

Úlfrfang

Intelligence is rare among the Úlfsläkt, but those few with it make the best of it. The Úlfrfang are those who have begun to, still relying on tooth and claw to attack, but with all the cunning of a human.

Attacks

Claw
6 - 4 melee (blade)

Stats

HP: 43 Cost: 25 XP: 56 Moves: 6

Vulcan

A Vulcan is not only the leader of its pack, but a honed fighter. Most have the intelligence of normal humans, and are capable of speech. Honoured as pseudo-clan leaders the Væringjar give them small amounts of metal for use as they wish, the Vulcan have it made into claws, aiding them to piece through armoured troops.

Attacks

Metal Claw
7 - 5 melee (blade)

Metal Claw
7 - 3 melee (pierce)

Stats

HP: 59 Cost: 25 XP: 150 Moves: 7

Vulfen

Similar to the Vulcan, the Vulfen are pack leaders, and receive metal from their allies. The Vulfen have this fashioned into light armour by the Væringjar smiths. Though this does hinder their movement slightly, it provides some much-needed defence.

Attacks

Claw
8 - 3 melee (blade)

Stats

HP: 65 Cost: 25 XP: 150 Moves: 7

Månesläkt

The Væringjar’s honour does not allow them to use weapons such as bows in battle, even the Gungir’s use of thrown spears is constantly debated. However the Úlfrsläkt have no such disagreement with such weapons. The Væringjar make bows for their allies, and even began training them.

Attacks

Claw
3 - 2 melee (slashing)

Shortbow
5 - 3 ranged (pierce)

Stats

HP: 28 Cost: 13 XP: 20 Moves: 6

Månefang

The Úlfrsläkt are a very cunning race, and the Vulcan, Vulfen, Vyrkin and Fenrisúlfr whom lead packs only gave their most intelligent to learn the ways of the bow. As such these warrior learnt quickly, and retained the knowledge too. They also learnt that they had a natural ability to use such weapons and started to hit targets even when their trainers missed.

Attacks

Claw
4 - 2 melee (slashing)

Shortbow
6 - 4 ranged (pierce)

Stats

HP: 39 Cost: 25 XP: 42 Moves: 6

Vyrkin

The Vyrkin are pack leaders, honoured with metal like their fellow leaders the Vyrkin they trade it for proper bows, not the clumsy shortbow given to them. With this superior weapon, and their natural aptitude for ranged weaponry the Vyrkin become as reliable as the mythical Elves with their bows.

Attacks

Claw
4 - 3 melee (slashing)

Bow
7 - 4 ranged (pierce) (marksman)

Stats

HP: 57 Cost: 25 XP: 150 Moves: 7

Fenrirsúlfr

Out of all the pack leaders the Fenrirsúlfr are the most respected. The Væringjar see them as avatars for the God Fenrir. As such they are given far more metal than the other pack leaders, which they have crafted into arrow tips. Though the Vyrkin are more reliable at striking a target, the Fenrirsúlfr can easily cripple a warrior with a well placed arrow, leaving them easily torn by tooth and claw.

Attacks

Claw
5 - 3 melee (slashing)

Shortbow
9 - 3 ranged (pierce) (cripple)

Stats

HP: 53 Cost: 25 XP: 150 Moves: 7

Hunting Animals

Description coming soon!

Alignment

Lawful.

Unit Tree

Level 1 Level 2 Level 3
Hrafn Fimbulhrafn

Descriptions

Hrafn

The Væringjar often use ravens as hunting animals, trained to track, follow and even harry their quarry.

Attacks

Claw
3 - 4 melee (blade)

Stats

HP: 21 Cost: 15 XP: 25 Moves: 9

Fimbulhrafn

Some ravens actually have as much intelligence as the average Úlfrsläkt and, with more than a little ingenuity, can communicate back small details and messages. These ravens are usually bigger and more vicious as well, making them adept scouts.

Attacks

Claw
5 - 4 melee (blade)

Stats

HP: 30 Cost: 25 XP: 150 Moves: 10

Special

Abilities

standard bearer

Unit: Fana Cultivate

+10% to resistances of ZoC units (max 50%)

Weapon Specials

cripple

Unit: Fenrirsúlfr Attack: Shortbow

Slow status, but only deals half damage.

Traits

Dim

Race: Úlfrsläkt

20% More Experience needed to advance. +5% HP. +1 MP.

Vicious

Race: Úlfrsläkt

+1 Damage on melee attacks. 10% More Exp. needed to advance.

Natural

Race: Úlfrsläkt

+1 Damage on ranged attacks. 10% More Exp. needed to advance. (Yes can occur on a unit without a ranged attack making it a bad trait).

Mindful

Race: Úlfrsläkt

-5% HP.