User:Cloud Xan/Vaeringjar

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Work in progress.

Stage

Design - Concept

Stats - Concept

Art - in creation by Girgistian

Forum Thread


Contents

Full Unit Tree

Level 0 Level 1 Level 2 Level 3 Level 4
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Fyrd
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Bóndi
Jarl Hertug
Carl Huscarl
Fana Cultivate
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Plyndrer
Mjöllnir
Ildhammare
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Eir(?)
Vör(?) (?)
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Jór
Kalven Rökr Vårrökr
Tyrjór Gungir
Dís Vanadís Valkyrja
Úlfsläkt Úlfrfang Vulcan
Vulfen
Månesläkt Månefang Vyrkin
Fenrisúlfr
Hrafn Fimbulhrafn

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
Fana Cultivate
Plyndrer Mjöllnir
Ildhammare
Eir(?) Vör(?) (?)
Jór Kalven Rökr Vårrökr
Tyrjór Gungir
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.

Most men carry a Seax for both utility and fighting purposes, and so poorly equipped are the Fyrd that this is their only weapon. Many an arrogant warrior has underestimated a Fyrd's ferocity, many also learn of this too late.

Attacks

Seax
5 - 2 melee (blade)

Stats

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

Bóndi

The Bóndi are the base of the Væringjar ranks, making up a large part of any battle. All Væringjar are required to own weapons, and as such the lower ranks, like the Bóndi, are poorly equipped. The spear is by far the cheapest weapon to make, using very little metal, a scarce resource on The Sheets.

Shields are another common weapon, having to be little more than a wooden circle with a metal boss to protect the wielder's hand. Some decorate their shields with bones of their slain, or spikes of metal. Finally the trusted Seax is always to hand should all else fail.

Attacks

Spear
8 - 3 melee (pierce)

Seax
6 - 2 melee (blade)

Stats

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

Jarl

Those higher up in the Væringjar society can be easily identified by the weapons they carry. Jarls have enough wealth for a sword to be forged for them, or inherit their father's sword. In either circumstance a sword is much more than a simple weapon, and are typically given names.

Just because Jarls are wealthier than their fellows does not make them any less fierce-some in battle. Most Jarls have fought in lower ranks before they have the funds, or inherit, their sword, and the fighting style is similar, most Jarls will favour piercing thrusts over slashing cuts.

Attacks

Sword
9 - 3 melee (pierce)

Sword
7 - 3 melee (blade)

Stats

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

Hertug

Hertugs are the among the wealthiest men in Væringjar society, they own the best their wealth can buy. Typically this is an ornate sword and shield, a helmet and a chainmail shirt. The only men who outrank Hertugs are those who own horses.

Years of fighting with the sword makes them seasoned warriors, able to adapt their style to suit their opponent's weakness, both with cut and thrusts.

Their sole weakness is their honour, as they will not fight with ranged weapons, and even some of the greatest have been known to fall to a single archer, though the chainmail they wear does help to combat this issue, but can never truly erase it.

Attacks

Sword
11 - 3 melee (pierce)

Sword
8 - 4 melee (blade)

Stats

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

Carl

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 shield, for use in a shield wall should the need occur.

They are also seasoned with a thrown axe, more through drunken competitions at festivals than through their rigorous 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

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, but especially the Skeggox.

One aspect of their training is to become equally good with both hands, a skill they make full use of in battle. Most weapon strike are made for right handed warriors, a left-handed warrior might be able to take some advantage of this, but the Huscarls, with their full knowledge of right handed fighting can really use this as a great advantage. This ploy can only be used when a Huscarl has the initiative, and is easily disrupted by their foe shifting into an aggressive stance.

Attacks

Axe
11 - 4 melee (blade)
stance (?)

Axe (Flat)
7 - 2 melee (impact)

Thrown Axe
8 - 1 ranged (blade)

Stats

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

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: 95 Moves: 6

Abilities

standard bearer

Plyndrer

Where there are villages to be pillaged, Plyndrer's are the first men in. Looting all there is to be found in the town before razing it to the ground. Many a blaze has been caused by these men, but not all against the enemy. A keg of mead and a flaming torch is not the best mix in Væringjar hands.

When there is real fighting to be had, Plyndrer's get stuck in with a laughable weapon - a spiked ball on the end of a chain. However few people laugh for long, as they are surprisingly skilled with this makeshift weapon. And with the element of surprise (for no one really knows where that spiked ball will strike next) it makes for a formidable weapon, if a little unreliable.

Attacks

Ball and Chain
10 - 2 melee (impact)

Tourch
7 - 1 melee (fire)

Stats

HP: 31 Cost: 16 XP: 41 Moves: 6

Ildhammare

Magic is a very touch subject among the Væringjar, and none tolerate magi (or even magae). To use magic is to bring death upon oneself, unless one is of the Æsir. The use of magical weapons is a greyer area. The Ildhammare are few to brave using such weapons, hammers made from a magic-imbued metal so volatile, it takes a single spark to ignite. The metal burns for only a short time, enough for a single blow, but can still be used normally when not ignited.

Attacks

Hammer
12 - 2 melee (impact)

Fire Hammer
14 - 1 melee (fire)

Stats

HP: 50 Cost: 25 XP: 105 Moves: 6


Mjöllnir

(Formerly Åskarl)

The Mjöllnir are the chosen of Ás-Þōrr, and though it seems they are named after his legendary hammer, they are his Hammer. Flying from his hand and crushing any enemy before him, always returning to him before striking again.

Attacks

Hammer
14 - 2 melee (impact)

Stats

HP: 55 Cost: 25 XP: 150 Moves: 6

Eir(?)

Vikings that mess around with mushrooms and mead. (description coming soon)

Abilities

herbalist

Attacks

Drinking Horn
5 - 2 melee (impact)

Stats

HP: 29 Cost: 17 XP: 47 Moves: 5

Vör(?)

Vikings that mess around with lots of mushrooms and even more mead. (description coming soon)


Abilities

herbalist

Attacks

Drinking Horn
7 - 3 melee (impact)

Stats

HP: 45 Cost: 25 XP: 91 Moves: 5

(?)

Extremely drunk Vikings, and who knows what happened to the 'Shrooms. (description coming soon)


Abilities

herbalist

Attacks

Drinking Horn
9 - 3 melee (impact)

Stats

HP: 61 Cost: 25 XP: 95 Moves: 5

Jór

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 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

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

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

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

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%)

herbalist

Unit: Eir, Vor, ?

Berserk to nearby units (at start of turn?)

Weapon Specials

stance (?)

Unit: Huscarl Attack: Axe

Reduced damage on offence?

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.

This page was last edited on 17 May 2009, at 14:18.