• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!

WToC - Plight of the Dwarves

Status
Not open for further replies.
Level 3
Joined
Mar 17, 2011
Messages
34
Warhammer: a Trilogy of Conflict - Plight of the Dwarves
ChoppaVsSlayerTH2.jpg


Twelve Players

Conquest Styled

Progress
Terrain: ||||||||||
Triggers:||||||||||
Units: ||||||||||
Other: ||||||||||

History/Backstory: Dwarves have always had a hatred for greenskins, as every now and then there would be skirmishes in the Dwarven mountains, but the flame of this hatred was rekindled and then oiled when the greenskins besieged and conquered Karak Eight-peaks, the one fortress of the Dwarves that was considered impenetrable. The greenskins attacked from above ground, using amplified magic bestowed upon them by the Dark Elf King, Malekith, while coincidentally the Skaven attacked from underground.

The news of the fall of Karak Eight Peaks spread like a shockwave. How could one tribe of greenskins capture the seemingly impenetrable fortress? High King Thorgrim Grudgebearer vowed revenge, determined to restore the ancient city to its former glory. Thorgrim rallied the throngs and ordered every Dwarf under his command to make preparations for war. Old oaths of allegiance were refreshed, and bands of Dwarf warriors from every remaining corner of their kingdom began to gather at Karaz-a-Karak. This seemingly impossible defeat had awoken the primal nature of many a Dwarf. Even those Dwarves only concerned with their own business dealings soon found themselves rekindling the hostility felt towards Orcs and Goblins. The taking of Karak Eight Peaks would not go unavenged.

NOTE: Recently, the goblin forces occupying Karak Eight-Peaks has been completely obliterated, and the verminous hordes have settled in; probably preparing their next diabolical incursion.

Map Stage: Alpha
Players: 12
Day of Creation: 17/03/2011
Map Size: 224x256 Epic.



This is a 12 player, conquest style map that revolves around the devastating conflict between Dwarves and Greenskins, going by Warhammer lore. It takes place during the Age of Reckoning, with the greenskin Waaagh!(The greenskin name for War Party) assaulting the dwarven lands.

With 6 players on each side, there will be a variety of choices in-game to set each player apart from the other, ie. Players will be able to choose from a large set of Hero skills, and Gear among other things. Players will have access to unlockable Heroes famous in Warhammer Lore, Capturable Strongholds, Mastery Tree's and more.

Players choices during the game will have a heavy impact on the outcome of the matches. Each player will be given control of a fortress(Player colour determines this), which will give bonuses to attack + defense while nearby, and in addition will allow the user to train soldiers. If these fortresses are captured, the conqueror will gain more resources per round and the ability to train their own soldiers at that base.

The core goal of this map for either team will be to successfully destroy or capture all opposing cities and fortresses, and to wipe out any resistance. In addition to these key goals, there are going to be a plethora of side objectives and events, to give players an edge in the massive conflict.



There are several main classes in the Age of Reckoning that the famous characters are called.

Key term to notice:
Waaagh! - This word has a double meaning.
1) A greenskin war party
2) The form of magic that goblin shamans use.

Dwarf Classes:
Slayer:
Dwarves hold their honor in the highest regard, and uphold their oaths in a way that can only be described as nigh-obsessive. If something somehow prevents a Dwarf from fulfilling his oath, then he becomes shamed more deeply than any other race could even conceive of. Any Dwarf dishonored so thoroughly has only one choice: to take the Slayer's oath, swearing to atone for his sin through an honorable death in combat. He forsakes his traditional armor, shaves his beard, ritually tattoos himself, and then sets off to rid himself of the shame and regret that haunt him.

Ironbreaker:
The Ironbreaker is the quintessential dwarf – gruff, quarrelsome and taciturn. He is also your best friend on the field of battle, as any blow struck against his allies is a Grudge that is guaranteed to be repaid in kind. Equipped with his famed gromril armor, and practicing his elite weapon craft, he is a steadfast defender. This dwarf is proof against even the most powerful attacks, standing by his allies and ensuring their safety amidst the swirling chaos of battle. It is said that there are few warriors in the world who can boast they are as tough as an Ironbreaker, and none that can prove it.

Runepriest:
Runes have an old power. Their carving is a ritual so refined that the results are as expected as rocks rolling down hill. The keepers of this art are the Runepriests, adepts and sages who spend their lives learning the language of runes. With their craft they can create effects of stunning power, accosting their foes with the power of the earth itself. They can also harden their allies against the most damaging of attacks, and heal their wounds.

Engineer:
An explosion is the ultimate form of mechanical advantage, so it's no big surprise that the skills of the Dwarf Engineer extend well along these lines. From guns to grenades, he is a deadly ranged combatant who will pelt you with lead from afar and blast you to bits as you close in. He excels when fighting multiple opponents, as many of his explosive attacks are capable of devastating enemies who pack too closely together. The Engineer offers an outstanding blend of flexible firepower which makes him a truly deadly and clever combatant.

Greenskin Classes:
Choppa:
Orcs are always itching for a fight, and at the best of times their insatiable bloodlust is barely restrained long enough to form some sort of rudimentary plan of attack. Choppas don't even have that minimal self-restraint. Ornery and savage, their one-track mind is dead seat on getting stuck in and bashin' heads! Chopping is what they live for, chopping is what they are best at, and this one-track focus makes them ferocious fighters. As such, a Choppa who lives long enough quickly turns out to be the most elite fighter of the Greenskin horde, wreaking havoc throughout enemy lines purely for the sake of satisfying their own self-indulgent bloodlust.

Black Orc:
Armed and armoured to fight in the thick of melee as a warrior and tanker, the Black Orc matches physical hardiness with a down and dirty brawler's fighting style that makes him the heart of any war band. With choppa and shield in hand, he can face down any foe unshaken. However, it is his unique approach to fighting that makes him as deadly with his fists as with either of those tools. He'll knock you down so you can't fight back, and then kick you while you're down. There's no honor among Greenskins, and there's no such thing as a fair fight – and that's the way he likes it!

Shaman:
He's got Waaagh!, and he's not afraid to use it! What more can you say about a lad who gets the big Waaagh! going when the boyz roll out? The Shaman channels the primal bloodlust of the Greenskins into effects both beneficial and baleful. He keeps the lads up and running far beyond their normal capabilities and calls down the wrath of the twin deities, Gork and Mork, onto his enemies.

Squig Herder:
One-on-one a Squig is no match for the likes of a Slayer or Ironbreaker, but the problem there isn't the match, it's the numbers. The toothy embrace of a pack of Squigs has brought down many a hearty warrior, and a Squig pack is never more effective than in the hands of an expert Herder. Using tools ranging from pipes to goads to bits of giblets, the Squig Herder drives his minions to a killing frenzy while fighting safely behind the lines. The Herder's own ranged fire combines with the attacks of his minions to challenge any foe.




Dwarves of Karaz-a-Karak: Karaz-a-Karak is a beacon of hope for dwarves everywhere, and it's defenses show the true extent of dwarven skill. The Dwarves of Karaz-a-Karak(Also known as Stonewatch)are determined to end their races age-long conflict with the Greenskins once and for all.

Slayers of Karak Kadrin: Home to Gotrek, the world-renowned Slayer, Karak Kadrin will not be standing on the sidelines of this fight. They will wreak havoc during the conflict, and many will fulfill their goal to die on the field of battle.

Kagrund's Stand: Having defended their position for many months, Kagrund and his soldiers have their hearts set on taking control of the fortress at Thunder Mountain, BEFORE the greenskins can gain a foothold.

Warriors of Gnol Baraz:Hailing from their mountain fortress Gnol Baraz. The dwarven rangers have watched the roads of Black Fire Pass for years. Now, as war dawns on the horizon, they will hold to their promise made to the Empire in ages past. None shall pass through Black Fire Pass uninvited.

Barak Varr: The epicenter of naval trading for the dwarves, Barak Varr refers to both the fortress overlooking the bays, AND the harbour built into the mountainside. Greenskins have invaded, by land and sea. But the dwarves will hold this unbelievably vital region.

Ironbreakers of Ekrund: Decades ago, the massive mining fortress of Ekrund fell to hordes of goblins and orcs. Only recently have the dwarves managed to retake their lost land. But there are still grudges to be settled.

Boyz of Butcher's Pass: Having grown numerous in number whilst fortifying their captured dwarf fortress Butcher's Pass, the Bloody Sun Boyz here are hungry for more battle... And they shall get it.

Black Crag Thunderers: Home to the first Dwarven Fortress to fall before the Waaagh!, Black Crag refers to both the fortress, AND the region it lies within(The Greenskins aren't very creative). It is here that the Greenskins tame their Wyverns for combat.

Mudja's Warcamp: Gobbo Shamans have heard the call of Gork and Mork, and have set the warcamp to assault Thunder Mountain. Their only hope at gaining the fortress at the top is if they reach it before the dwarves do.

Feral Orcs of the Badlands: Only the most savage creatures can survive in the badlands, and even they struggle. It is in Thickmuck Pit; the only orc fortress on dwarven land, that the Feral Orcs reside in the badlands. Dwarves will find these orcs as quite a thorn in their side.

Fang Breaka Hold: Though the greenskin forces in the Marshes of Madness have only recently just now dug in, they are still a force to be reckoned with. However, they are a little preoccupied with the undead, bandits, and a certain Vampire Lord who has been residing in the Marshes for years.

Bandits of Bloodhorn: Once inhabited by dwarves, Bloodhorn was soon going to be one of the most populated trade routes to the Human Empire. Though now, the forests and hills of Mount Bloodhorn are now infested with orcs and goblins.



Fang Breaka Hold:
1) If the Vampire Lord in the Marshes is defeated, the assault on Barak Varr will begin. Fang Breaka Hold will gain control of a naval task force, to assist in their assault.

Black Crag Thunderers:
1) If the Thunderers can beat the Wyvern Matriarch into submission, they will gain control of the brood to train wyverns for combat.
2) If Black Crag Thunderers assist Mudja's Band in taking Thunder Mountain, they will gain Skargor the Traitor, a powerful Black Orc.

Mudja's Band or Kagrund's Stand:
1) If Thunder Mountain is taken, the controller gains - in addition to the fortress itself - the ability to build in the region.

Ironbreakers of Ekrund:
1) If the Ekrund mining facility is rebuilt, Ekrund will gain an additional 200 gold per round - however, this facility opens up a side passage for enemies to invade.
2) If Ekrund can reach the Oathbearer dock before the greenskins can destroy it, they will gain the ability to train the Oathbearers: the elite of dwarven warriors.
3) If Ekrund's warcamp is destroyed, word of their hardship will spread to the dwarves, and reinforcements will arrive.

Gnol Baraz:
1) If Black Fire Pass is held successfully for 15 minutes, the Empire will hold to their promise, and send a battalion to aid the rangers of Gnol Baraz.
2) Regardless of the state of Black Fire Pass, 25 minutes into the game, Skaven will invade the region.
3) If the Gnol Baraz rangers are the ones to defeat the Skaven leader, they will gain a useful hero.

The White Dwarf:
1) There is a certain event, which if activated, will allow the triggering Dwarf player to summon the White Dwarf...Little is known about the White Dwarf, but they believe him to be the old king Snorri Whitebeard. Rumors tell that the Dwarven forces have always been victorious when Snorri was present.



I will be adding to this thread to update as I progress further through the creation.

If you have suggestions or any questions, do not hesitate to ask.

Also, I would like to know your thoughts on this, whether you think it is a good idea or not. Thank you for reading this, hope you like the idea, and even the map itself when it is finished.

Screenshots!

Pictures in order:
1) Karak Eight-Peaks: A small portion of the skaven horde has set up shop in the fallen dwarf stronghold.
2) Barak Varr: The thanes of the mountain fortress are determined to hold their ground until the very end.
3)Ekrund Wall: The Bloodhorn Greenskins prepare to assault the massive wall that bars entry to Ekrund.
4) Thunder Mountain: Interior, Teal + Pink will be fighting for control of this point.
5) Karak Azul: The fortress of dwarves that was thought to be lost, is now under attack by skaven.
6) Ekrund: A picture of the Ironbreakers and their mining facility in the background.
7) Lord Neborhest the vampire lord, and his undead dwarves resurrected in the Marshes of Madness.
 

Attachments

  • SkavenHorde.jpg
    SkavenHorde.jpg
    116.3 KB · Views: 409
  • Barak Varr.jpg
    Barak Varr.jpg
    132.9 KB · Views: 588
  • EkrundOrc.jpg
    EkrundOrc.jpg
    110.9 KB · Views: 364
  • InsideThunderMountain.jpg
    InsideThunderMountain.jpg
    98.8 KB · Views: 413
  • Karak-Azul.jpg
    Karak-Azul.jpg
    179.6 KB · Views: 1,242
  • Ekrund.jpg
    Ekrund.jpg
    127.7 KB · Views: 465
  • Neborhest.jpg
    Neborhest.jpg
    126.6 KB · Views: 422
Last edited:
Status
Not open for further replies.
Top