Cherreads

Chapter 12 - WARRIORS OF METAL 12

SETTING-CONTINENT: Lithium The main scenario for all these battles, conflicts, and quest is the largest continent of all of Ragnarock. Lithium. A great continent with all matter of terrain and environments. From great plains and forest, medieval and fantastical settlements of Man and more, to dense jungles and blazing deserts, as well as grand mountains, underground realms, and soo much more. All these factions amongst the nine races, wage battle and wars for their respected Metal and God, in this location. Cause after the great war between the Nine, much of their divine powers have changed and moved the other landmasses of Ragnarock, to far from the mainland, to be possible to survive the navigating to those other continents alive...for now. Until the Gods decided, or some great event occurs all these battles will be held and contained in Lithium.

TERRAINS: The battlegrounds that these races wage battle. Depending on the race they have a slight advantage or boosted while fighting in these terrains. From easier movement, to granting a race a better opportunity during battle or even obstacles to cause various disadvantages and difficulty in battle. 1.Plains/Fields: Open area without any benefits, or bonuses, or disadvantages.

2.Forest: Dense terrain with a lot of cover, and obstacles for line of sight.

3.Mountain: Various high-points for benefits in line of sight attack, some cover, and hazard zones to cause damage to nearby troop/unit.

4.Underground: Lower visibility, intricate layout, with several types of hazards and high-leveled cover.

5.Catacombs/Tombs: Extreme low temperature hazard, surge of Death and extreme layout.

6.Towns/Villages: Multiple cover and vantage points in destructible structures.

7.Jungle: Luscious and exotic semi-obstructed terrain, surge of Blood and hazardous plant life.

8.Deserts: Extreme high temperature, debuff in movement and other physical and mental attributes.

SPECIAL TERRAINS: Terrains and territories that have high advantages, benefits for a certain race. Along with high surge of a specific Source of Metal, thus bestowing warsongs with advantage upon casting/singing them. But any races that doesn't have an advantage on a special terrain, suffers penalties and difficulties in battles. 1.Volcanic: Dwarves' advantage. Hazard flame damage, and a surge of lava and magma that dwarves know how to avoid and detect, while other races most be careful or suffer high damage.

2.Graveyards: Wraiths' advantage. Death Metal is overflowing, capable of rising and replenishing undead. Weakening the songcraft and warsinging of other Sources, aside from Death Metal.

3.Hallowed Grounds: A temple or site of power that is dedicated to one of the nine Metal Gods. These places enhance a Source of Metal, and provides all armies with limitless access to magic. Making these terrains which very open warfare, a primary magical base battlegrounds.

FACTION STYLE & ADVANTAGES HUMAN FACTION-1.Valnahien Iron-warriors: The most Heavy Metal barbarians of all the current human factions. Strong warriors that embrace their nature on the battlefield, but embrace modern time of Heavy Metal, such as knight-codes, warmachines, and honor. The people of Valnahien, are capable fighters with a large number of warsinger-guitarist, and variety of non-zealot organized warriors, preferring to keep their faith in Odyiir simple. They're experts in open warfare, and possessing good mobility but low defense of the human factions. Fearsome and courageous, these warriors are quite skilled in facing against Gnolls, over all other enemies, and are able to fight alongside dwarven mercenaries better than other of their race.

2.Neved Arch Court: The highly zealot and fanatical devotees of Odyiir and Heavy Metal. Possess a large number of knights and large variety of songcraft of Heavy Metal, while slow in mobility, they are the master of heavy-armor and fighting against Wraiths. High durability and defense, with low range capabilities. But once they meet the enemy in close-range they are devastating.

3.Kioss Tribe: The most wild and tribal of the human faction-inspired by Kiss-they are experienced in fighting in forests. Quite high mobility, capable of using poison damage, but suffer from low defense and average damage output. Have a variety of units and beasts to make up for some of their disadvantages that they suffer.

DÖKKÁLFAR FACTION-1.Wallachia Dökkálfar: Neutral/Jack of All-Trades of the dökkálfar/dark elves. Possessing a dark elf Metal vibe to the extreme. Capable of using variety of units, and even possess a unique passive of having a free extra Hero unit in their rank, cause of their vast versatility. High-damage but low health pools, with their warsongs meant for high AOE damage/effects.

2.Cult of the Shrieking Bats: Dark elvish witches and large amount of she-elves, in a dark sensual vibe. Connected and using large amount of bats and bat-monsters, surpassing all the other dökkálfar factions. Plus they have a kin dependence of warsinging and songcraft over the other two factions of dökkálfar. High mobility, a abundance of flying unit, at the cost of low health stretchold.

3.Darthknight Crusade: Heavy-armored, highly aggressive dark elves. Using dark, violet theme armor while increasing their defense they sacrifice their mobility. Possessor of multitude of Metal-blesser gear, adding to their high-damagr output, and provide a slight magical protection against their enemies.

DWARF FACTION-1.Clan Andarrhyne: A large clan of dwarves with heavy-armor and higher defense than other clans. They also possess a large number of Golems and Metal-blessed weaponry, making them a tough force in battle. Like other dwarves they are slow moving but their powerful in physical attributes.

2.Clan Uruzen: The strongest clan in close-combat. Expert and highly skilled in fighting against monsters and beast of all clans. Possessing a unique passive to have very high resistance against fire damage, and while using fire based weaponry cause twice the damage. They use a larger amount of cannons, and their exclusive weapon the Firestorm Ballistas to cause massive damage to various type of enemies.

3.Clan Begerssen: Like other dwarven clans, dwarves are strong in combat and capable of taking a punch as well. But the Begerssen, possess a larger amount of ranged units, and possess a unique passive called "Drink". Being natural and skilled brewers, they have almost unlimited mead and alcohol, and by drinking in battle, they're combat and survival capabilities increase, at the cost of having difficulty on hitting, and rampaging. So the Begerssen Clan, is dependent on the choice of drinking or not, thus changing their own capacities in battle by how drunk they are.

NIGHTBOURNE FACTION-1.Decapitators of Shades: Based of Silent Hill. The largest horde of nightbourne, mainly using the monsters and creatures of Hietsh, and also have a large number of warsingers. This force are balanced in close and long-ranged combat, but they are highly specialized to use songcraft to weaken the enemies, and allow their monsters and creatures to destroy the rest in close combat. Thus the Decapitators, represents their main style warfare, a half and half.

2.Songstealers: Based of Silent Hill. A more nighttouched force, causing them to have weaker melee force but make-up for it with a strong magical force. They possess a passive that allows them to disrupt enemy warsongs and songcraft, through their own warsinging. Capable of high mobility but at the cost of strength, but unlike the other factions has a low health pool.

GNOLL FACTION-1.Scraptooth Pack: Gnolls are highly aggressive by nature and style of warfare, similar to all other packs. But this pack use all type of armor and variety of weaponry in battle. They possess high-defense and damage, but at the cost of having a low health pool and few warsingers in their ranks. Unlike other packs, they have a high advantage in badland and desert terrains.

2.Crimson Claw Pack: This pack possess a large number of wargs in their pack along with multiple warsingers. The Crimson Claw have a special passive that enhance their Grindcore Metal Source of Blood, thus their Blood Frenzy trait is stronger than other packs.

3.Howling Moon Pack: Their pack have a great advantage fighting against humans. Their pack is the more versatile, capable of using a variety of units in battle.

WRAITH FACTION-1.Narthgath Cryptlords: Like all wraiths they are low mobility, high numbers, and normal health pools. A primarily skeleton composed wraiths. Using Death Metal to collect bones to restore units and boost living units.

2.Deathfrost Haunters: Possess a large amount of calvary units, making them the most mobile of the faction. Able to deal greater cold/ice damage.

3.Shrieking Coffinbreakers: A primary zombie composed wraiths. Possessing lower mobility than other wraith hordes, but make up for this weakness with higher durability and able to cause poison damage. Their unique passive that all units killed, can add a zombie wraith into their troops.

DJIN FACTION-1.Sapphire Azebs: Djin faction that while able to have a large variety of units, they excell in range combat. Dealing greater range damage and having high accuracy.

2.Maidens of Saama: A female exclusive faction. Possessing a larger amount of ifrit than any other faction. They have huge amounts of assassin units, and focus on mobility and high-damage.

3.Arrathem Guard: They have a large amount of jann in their dawa'ir. Possessing a good amount of calvary and beast in battle, but can fall into frenzy easily over the other factions.

DEMON FACTION-1.Hellbeasts of Bapht: A legion compose of animalistic demons. Very melee focused demonic legion. That focus on using monsters and hellbeasts in battle, with large amount of Hellhounds, and high resistance to magical damage and effects against of enemy songcraft and warsinging.

2.Dark Legion of Void: They are the jack-of-all-trades of the legion, using every kind of demon in battle. But this faction possess a large amount of she-demons, and named characters in their ranks. Highly aggressive in warfare, capable of dealing high damage and have a large number of demons and infernal monster. Cause of this they can fight in any style, and challenge any enemy.

3.Swarm of Famine: A demonic legion, composed of mostly insect demons. A swarming faction that possess large numbers, in order to overwhelm and overpower the enemies, and many flying units apart of the faction. Possessing a unique passive of consuming the dead, in order to restore health and stamina. The more warsinging dependent faction of the demons, and the lowest in health and defense.

HAUNT FACTION-1.Morian Gravediggers: Goth style race. Have a gravekeeper vibe. Capable of using a lot of support units in battle, allowing them to not only keep on fighting but heal themselves a lot. Possessing a special passive that the more dead and loses they suffer, they can use the parts of various haunts to revive set amount of units.

2.The Black Lovers: Goth bride style. Mainly female faction of the haunts, having a lot of warsingers. They are a highly magical faction, that is limited in units, but make up for it in stronger songcraft.

3.Redtears: Goth almost Marylin Manson vibe. Highly combat force in the haunt, that have a red mark on their bodies and clothing. Able to deal a lot of damage, and have a higher health pool than other factions, but still share the low defense of all haunts.

FACTION UNITS Human Faction Legendary Lords-1.Van Den Hellion. 2.Aaron Luxor Draiman. 3.Damon Demonmark.

Heroes-1.Battleborn: Generic Hero, a skilled and powerful warrior, favored by Heavy Metal, coming in several varients-weapon and shield, great-weapon, war instrument: Guitar or Base. 2.Knight Champion: Heavy-armored generic Hero, strong defense and offense at the cost of mobility, armored warriors that make the vow of Metal and Chivalry, serving the realm, Heavy Metal, and King, capable of using various weapons-longsword, greatsword, mace, spear, or glaive.

3.Songtress of Odyiir: Female generic Hero, a beautiful and mighty warrior-woman that was blessed with a voice of great rage, manikind strong warsinger.

Exclusive Units-1.Neved Arch Court-1.Monk of the Striken Hammer: A golden armored fanatical warrior monk to Odyiir, loyal to the Arch-King, and wielding various type of hammers in battle, capable of using some warsinging, and inspire their allies in their presence.

2.Valnahien Iron-warriors-1.Ironbound: Barbaric warriors of Heavy Metal, that mainly use iron and stone armor and gear connected by iron chain, like bounds, capable of using long to broadsword, or even mounted on horses equipped with iron and skulls for protection.

2.Crowned Knights of Iron: The elite warriors of Valnahien, forming there own knight order based on their king, wearing slightly more armor, and a special helmet with a skull-mask and crown on their helms, capable using various weapons and even mount a warhorse to battle.

3.Kioss Tribe-1.Shadow Panther: The name given to a apex hunter of Kioss Forest, a massive black wild cat, the Kioss Tribe tamed this beasts for battle and obey a Pathermarked in war.

2.Panthermarked: Cat war-painted men and women, wearing dark fur and use clawed weaponry, possessing a unique talent to tame, bond, and command a Shadow Panther in battle, so the Panthermarked are considered a great honor and rare, thus granted with multiple Metal-blessed artifacts to defense themselves in battle and survive, since them dying means a Shadow Panther going berserk.

3.Valkiria: Kioss women that were blessed with Odyiir's fury, painting themselves all in white with tribal black marks to represent their war experience, savage and rage filled women, wielding poleaxes or great spears in battle, skilled champion with little armor as possible cause they believe their death is pre-deined, so they mustn't fear it, especially in battle.

Calvary Units-1.Horsemen: A basic calvary unit, in varients of heavy, or light, or armorless type of rider or mount, mainly using swords or spears as weapons.

2.Direwolf Riders: Individuals that were capable of not just taming a great direwolf, that they are capable to ride them in battle, faster than a horse, but can go into a frenzy cause of blood, thus there aren't many Direwolf Riders in battle.

3.War Chariots: Wheeled chariots which is slightly armored, and can have either horses or direwolves pulling them, those that ride/operate these chariots use long weaponry or ranged weapons to keep them safe and out the reach of a enemy, very high-mobility and can fill mid to long range units.

Beasts-1.Wolf Packs: Trained and tamed wolves, used in battle and more, these pack of wolves, sometime have some light armor equipped their main function is to fast moving beasts, and tear the enemies apart.

2.Direwolves: Massive wolves, stronger, faster, and more feral than average wolves, difficult to tame but once they are these beasts are strong and fast in battle, great against calvary enemies.

Monster Unit-Lesser Wyverns: Younger wyverns, a strong and slow flying monster of the draconian species, able to deal heavy damage, and even penetrate heavy-armor enemies with their attacks.

Basic Units-1.Warriors of Metal: Basic warrior among the human race, wild and loud followers of Heavy Metal, fighting and yelling in the name of their Lord and God.

2.Headclaimers: Men that forsake armor and returned to their more barbaric roots to become closer to Odyiir, using greataxes in battle and are surprisingly durable to massive damage, and their name come from their tradition to take the head of their kill, after the battle is done.

3.Shout Shooters: Through collaboration with the dwarves, these men and women that aren't quite capable in close-combat, they are given specially modified hand-cannons to fight from range.

4.Hunters: Skilled hooded archers and hunters, that trained in the wilds, facing monsters and beasts, possessing great stealth and mobility, and highly skilled in fighting against beasts and monsters used by their enemies.

Dökkálfar Faction Legendary Lords-1.Malal Deathblade.

2.Morrag.

3.Krid Xeanoth.

Heroes-1.Vorpal Nobles: The high-class of the dökkálfar kingdom, male and females with unbelievable cruelty and sadistic nature, dressing in flamboyant noble clothing, and armed with the best weapons of the kingdom, acting as commanders and enforcers to the greatest warrior/lords in the kingdom.

2.Vaag Champions: Vaag masked dark elves, recognized for possessing unbelievable warsinging capabilities, they cause mental anguish to their victims, and take pleasure to scream their victims, many believe that they're the most favored non-noble warriors of the dökkálfar.

3.Torment Seekers: Unique dökkálfar/dark elves that took part of a dark ritual of Drone Metal, transforming them into a glyph marked dual blade using beings, driven by the need to slaughter enemies and cause massive pain, gaining a new glyph onto their bodies, rowdy and hard to control, and because the twisted form and nature others obey them to avoid their wrath.

Exclusive Units-1.Wallachia Dökkálfar-1.Mortis Assassins: The deadly, hooded assassins under the service of the Night King, capable in battle and dealing out large amounts of damage on Lords and Heroes.

2.Malicious Jesters: Once abandoned dark elf children, that the Night King took in and raised to become vile, dark jesters, acting as the spies and in time the secret guards of their king, always nearby when the Night King goes to battle, along with the Mortis Assassins.

2.Cult of Shrieking Bats-1.Winged Banshees: Sisters of the Cult, that participated in a certain ritual that cause them to sprout bat wings and gain bat traits as well, capable warsingers and fast fliers.

2.Blade Reavers: Sisters of the Cult, with bikini armored dark elves that wield a double blade that can slash and tear all their victims, so skilled in battle that resembles exotic dancing.

3.Harvestors: The male members of the Cult, acting as the main combat force using a special Metal-blessed blade that is capable to drain blood, and give it to their sacred bats of the bats.

3.Darthknight Crusade-1.Darthknight Commander: High ranking member of the darthknights, wearing a different and stronger armor than lower ranking darthknights, they wield various weapons from swords to maces in battle, while low mobility, they can handle and deal more damage than other darthknights.

2.Menace-lancers: Darthknight that ride upon deathwings into battle, wielding lances in battle, faster calvary exclusive to the darthknight order, capable taking large amount of damage, and highly skilled in fighting against monsters.

Beasts-1.Bat Swarms: A large swarm of bats, that the dökkálfar have formed a deep bond with and command these swarms in battle, fast flyers that are able to restore their strength and health through vampirism.

2.Deathwings: Giant monsterous bat creatures, that only spawn in the dökkálfar kingdom, vicious and deadly, also capable to attack with powerful screams.

Monster Units-Screamers: A strange eyeless quadropad beast in Wallachia, with serpentine body that can split open their maw in five points to bite or attack with sound, these creatures are chained and ranged by dökkálfar to be attack monster, that can even enhance Sound songcraft.

Basic Units-1.Dread Blades: Low armored dökkálfar/dark elves, that wield either swords or spears in combat, cause of their light armor they possess greater mobility than other units.

2.Echoers: Low ranking warsingers, that use echoing altars into battles to enhance their warsinging and songcraft.

3.Darthknights: Heavy-armored dark knight dökkálfar, capable of dealing and taking large amounts of damage, at the cost of mobility, wielding claymore into battle.

Dwarf Faction Legendary Lords-1.Thordyn Steelhide.

2.Gromm Dracoslayer.

3.Huirr Begerssen.

Heroes-1.Rune-singer: Warsingers skilled in songcraft that strengthen and place runes of flesh and armor, apart of that they are able to use defensive songcraft to act as support commanders in war.

2.Rune-master: The most skilled rune makers by using forging, cause of their skills of exceptional they are given the rank of masters, capable of enhancing existing runes of allies, and mainly use warhammers in battle.

3.Warlords: Highly skilled dwarven warriors, that are granted a great honor by their lord or king to serve as a commander in their armies, wielding the finest runic armors and Metal-blessed weapons to battle.

4.Drakeslayers: Blooded warriors of Clan Uruzen, that have slain a drake but crave more, so they either join various dwarven armies to satisfy their hunger for battle, they don't use armor and paint themselves in special Uruzen runes for protection, and they either use dual or a greataxe in battle.

War Constructs-1.Ancient Golem: A more powerful and intricately designed golem, stronger and larger than a iron golem, possessing runes to enhance these golems powers and combat capabilities.

2.Iron Golem: The basic golem, without a intricate design and mostly composed of iron ore, thrice the size of a dwarf, slow moving, high defense and damage, but very sensitive to warsinging cast on them.

3.Grombrindal Cannons: Specialist runic cannons, use as artillery against enemies especially large targets, dealing heavy ranged-damage along with both fire and explosive damage to the enemies.

Exclusive Units-1.Clan Andarrhyne-1.Ancestor Golem: A special golem of Clan Andarrhyne, modeled after great fallen heroes, a giant runic, dwarvish statues that are able to wield gigantic runic weapon designed specifically for them, have a high resistance to magical damage, and through warsinging they can become stronger in battle.

2.Whitehorns: Special members of the Andarrhyne Clan, that are veterans in war and are honored by gifted with a helmet with white antler horns, wielding a runic greatsword they are very strong and capable fighters.

2.Clan Uruzen-1.Dragonborne: A special cast of warriors in the clan, taking the stored blood of Wagner to perform a special ritual for the most skilled and mightiest warriors of Clan Uruzen, bathed in the blood granting them greater strength and almost dragon like eyes, capable to harness dragon fire through their weapons in battle.

2.Firestorm Ballistas: Exclusive weapon/war construct for Clan Uruzen, a huge wheeled barrista armed with the special bolts called firestorms, once they fire these giant bolts upon contact/impact causes great amount of fire and explosive damage, in a more accurate fire.

3.Clan Begerssen-1.Brewmasters: Capable brewers, that are able to create special brews during battle, sharing or drinking their cocktail during wars, cause of this great skill, they are known as Brewmasters.

2.Heavy Drinkers: Dwarves capable of handling their mead and alcohol, this grants them greater capacity to drink and rac up the benefits of "Drink" passive.

Basic Units-1.Miners: Basic unit, dwarves capable of mining using strong pickaxes, for not only for their job in mining but also in battle, for sometimes these non-warrior dwarves are drafted into battle when they're needed to boaster their forces.

2.Tunnelers: Special miners that handle special runic drills made from strong metal ore, not only are they able to make tunnels quicker, and even use these drill in battle, dealing heavy damage.

3.Dwarvish Warriors: Dwarves that use a bit of armored and leather gear, they are capable warriors that can use various weapons.

4.Steelclad: Heavy-armored basic dwarven units, capable of taking large amounts of damage and great at fighting larger oppenents.

5.Fire Blasters: Dwarves that wield either a large hand-cannon or a repeater cannon in battle, capable of attacking from far away, and have a special passive that close enemy, suffer greater damage from their shots.

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