[hider=The Golden Horde][center][color=fff200][h1][b]THE GOLDEN HORDE[/b][/h1][/color][img]http://i.imgur.com/ScOttKH.jpg[/img][/center] [color=fff200][b][h2]Overview[/h2][/b][/color] The Golden Horde is an emerging power in the southeastern corner of Salvus. Also referred as the Uruk Empire the chief power within these lands are the semi-nomadic Uruk people. Once split into numerous tribes the Uruks came united and began their conquest and still continuing. They are a warlike race and their raids already earned them dread and infamy along the borders. The territories of the Golden Horde are surprisingly diverse, mixing various races and cultures together. Unlike other nations the Uruk do not assimilate people into their culture and rather allow them to retain their integrity and safely continue their lifestyle as long they accept the rule of the Uruk. A strange approach without a doubt yet so far it works for the Golden Empire. [color=fff200][b][h2]Geography[/h2][/b][/color][hider=Map Claim]Yellow = Golden Horde[img]http://i.imgur.com/7y8xNC8.jpg8[/img] Yellow = Golden Horde [/hider] [hider=Territorial details - WIP] [img]http://i.imgur.com/rhJk7qH.jpg[/img] [/hider] [color=fff200][b][h2]History[/h2][/b][/color] Uruk were one of the numerous nomadic races living and traveling Gijak'Tor (also known as the Plains of Viridia). They were wanderers with no permanent holdings split into numerous tribes. These tribes were frequently fighting, both among themselves and in service of neighboring nations. That was until 300 years ago when a young and charismatic leader Orakgash Khagn united the Uruk under a single tribe, creating what would be latter be referred as the Golden Horde. Lifetimes of fighting and mercenary background steeled them and the Uruk began their long conquest. Their methods seemed savage yet hid surprising level of planning and discipline. The nations sharing the plains with the Uruk quickly fell to their might and became subservient to the emerging empire. The news spread like wildfire and the "horde of black orcs" were became known and feared. Orakgash established the Uruk nation and set down the foundation of the empire. Yet his early death prevented him to see it reaching full maturity. In honor of him all supreme leaders adopted the title Khagn (often mistranslated as Khan) and continued to direct the Horde to their destiny of conquests. The Uruk also adopted a more sedimentary lifestyle with military leaders becoming nobles and owning lands gifted by the Khagn for their achievements. [To be continued...] [color=fff200][b][h2]Government and Society[/h2][/b][/color] The Golden Horde is a large empire of diverse cultures united under the Uruk's rule. They became the lords and masters of these lands, their chieftains and military leaders often gaining ownership over a piece of land. They demand money, resources and manpower while also having the ultimate say in any matter. This might seem pretty tyranical at first but in effect so long a community pays their tribute and don't resist the Uruk they are pretty much left alone. Indeed, practically every nation conquered by the Uruk kept their culture and resumed their lifestyle mostly unchanged. Rebellions do occasionally happen but these are quickly put down by the dreadful might of the Uruk army. In addition the presence of Uruk brought unified law and trade to these lands, making their economy flourish like never before. As mentioned before the Uruk did not replace the existing governments more than they found necessary. Uruk generals and other nobles may have became their new masters but overall life went on as usual. What the Uruk changed was the elimination of borders and most internal conflicts. By the law of the Uruk all subjects were equal and must be treated the same regardless of their nationality (with the exception of the Uruks themselves). Laws that were imposed on the subjects are few yet violating any of them has severe consequences. Death penalty is common and certain violations may either risk killing one's entire family in retribution. This resulted in drastic reduction in crime rate as whoever foolish enough to disobey the Uruk were found dead. Of course the Uruk have their own laws applying to themselves. If anything these are even more strict, constructed in a way to both keep the hordes in the line and also to prevent the Uruk fighting strength to ever degrade. People are allowed to participate in any religion within the Empire. Not the Uruk, though. They traditionally follow their ancient shamanistic beliefs and unless one suffers through the difficult process to receive the proper papers they are punished under the threat of death if they are caught participating for other faiths. Shamans in general enjoy a particular renown within the Uruk. They are their religious leaders, magicians, scholars or even artisans. The leadership structure of the Uruk nation is unique. First, they don't have a distinction between rulers/nobles and military leaders. A lord of a province is also the owner of the army of Uruks stationing in that region. The Khagn in particular is both the ruler of the Uruk Empire and the supreme commander of all the Uruk Hordes. Just like nobles for other cultures the right to be a commander is often hereditary. Those of higher birth are often guaranteed to lead armies by the time they reach maturity. Yet as practical as they are the Uruk does not bear with incompetence and those proven unfit to command are stripped of their rank and shame their family. In turn those with exemplary deeds can advance in ranks and further their family even if they were originally of "commoner" birth. There are even rare cases of members from non-Uruk races being granted the honor. Of course these "rulers" can't really spare much time to govern their country (barring a few exceptions). Instead there exist another social structure within the Uruk culture, the shamans. These people often belong to particular families and receive different upbringing from the rest. Shamans are all part of the religious caste of the Uruks but their duty doesn't end there. They are the scholars and intellectuals of the Uruk race. They can be teachers, healers, administrators, engineers and at times even the magicians of the Uruk. They keep records of their race and maintain knowledge. Shamans are a tightly knit society and perhaps the secret behind the Golden Horde's success. [color=fff200][b][h2]Race Description[/h2][/b][/color] The Golden Horde encompasses multiple nations and thus sports a rather diverse ethnicity. As their rulers and conquerors the Uruk are the first among them. Uruk language is mandatory to learn for anyone within the empire. In the same language they refer to the subservient races as Snaga. While certain people make connection between Snaga and slaves the word long lost such meaning. Since the time of Orakgash the term Snaga referred to those non-Uruk who aided the horde, often in matters outside of fighting. Granted, this did not stop certain people to use Snaga as a degrading term, highlighting the part about them serving the Uruk. Unsurprisingly enough the Uruk are actually in relative minority compared to the total number non-Uruk races. There are a diverse number of human cultures, lizardmen, dwarves, cyclops tribes and even an elven forest. These societies are largely undisturbed by the Uruk. [hider=Uruk][img]http://1.bp.blogspot.com/_lD5nplPLYn4/SZf_bjLhHqI/AAAAAAAAAFI/M97LaijFeNE/s400/orch.jpg[/img] Uruks are tall (2-2.5 meters at average) and muscular humanoid creatures with skin tone ranging from pale brown to pitch black. They have snake-like eyes which can see well even in low-light conditions and can sense infrared at short ranges to somewhat navigate even within the darkness. Their physique makes the Uruk considerably stronger than human and more enduring. On the other hand their powerful bodies require more food to be kept healthy. Uruk are omnivorous and their tough stomach can allow them to eat almost anything albeit they prefer standard cuisines. Due to their body makeup the Uruk are more resistant to poisons and diseases than humans. Uruk are unique in that they don't grow weak until they reach venerable age which is around 80 years. With some luck Uruks can even live for 120 years albeit a warrior is far more likely to die after half or even just quarter of that. Uruks have high birthing rates and reach maturity somewhat faster than humans. This leads to them currently struggling with rapid population growth, one of the main reasons for the Uruk conquests. Uruks bear many resemblance to the Orruk and this lead them to be termed as "black orcs". Yet the Uruk are more somewhat weaker and definitely more humanoid in appearance. Some scholars theorize that Orruk and Uruk originate from a common ancestor but currently the two are definitely belong to a different species. Orruks and Uruk cannot interbreed. Albeit curiously enough Uruks can be crossed by other humanoid races, especially humans. Elf-Uruk hybrids are plausible in theory but the two races find each other mutually repulsive. Speaking of which while considered ugly to humans and number of other races, Uruks think the opposite and find certain "beauty marks" hilarious or disgusting. Uruk females are built as tough as their male brethren if not even tougher. They regularly fight alongside their male partner and only stop for the 4 months when carrying their child. Uruk male and female divide the job of rearing their child equally between each other. [hider=Uruk Shamans - Laguurz] [IMG]http://i280.photobucket.com/albums/kk162/Kain_Darkwind/Witchwardens/TogarIrontooth_zps440dbf2f.jpg[/IMG] Uruk religion is based on their tribal shamanistic roots. They believe in the "gods" representing the four elements as well as respecting the spirits of the land, the forest, the rivers and the mountains. Their religious figures are the Laguurz which roughly translates "to do magical". They were chosen from the brightest most gifted members of the tribe and aside from listening to the spirits they also conduct numerous studies and experiments. They were priests, scientists and even magicians. Even in the present this didn't change. Laguurz are all taught in the Uruk religion of the four elements but then they specialize to study other arts. Not all Laguurz are gifted in the art of magic and rather most of them study as scholars, healers or even scientists. Laguurz represents the intellectual class within the Uruk society and indeed the word is used interchangeably with the meaning of genius. As such rather than shaman they are nowadays much closer to scholars and wise men who seek knowledge. [/hider][hider=Wargs] Wargs are ferocious creatures seemingly borrowing the characeristic of large bears and oversized wolves. [/hider] [/hider][hider=Humans - WIP] TBA [/hider][hider=Druegar] Druegar or deep dwarves refer to the inhabitants of Yngvar. In the long past they had abandoned their reverence to the ancients and instead chose a new religion centering on a singular deity, Yngvi. For their disrespectful behavior the dwarves had excommunicated them and the Yngvi-beleivers accepted that willingly. They went for a long journey until they settled down in prosperous mountain chains of the east. They dubbed the territory Yngvar ("protected by Yngvi") and built a new society. Druegar shares much of the same characteristics as their Thudrim Kadrim counterparts. They are short yet strudy averaging around 4 feet in height. Their skin darker due to them spending most of their lives underground. Their lifespan is strangely shorter, most of them never living past 200. Their tolerance to heat and toxic fumes is notably higher and spells that directly effect Druegar are notably having difficulties. Culture-wise the Druegar are incredibly shrewd and mercantile, enough that orthodox dwarves would cry for bloody immorality. They think in practicalities and often also greedy. They openly trade with anyone if they see a benefit. On the other hand Druegar religiously keep the law. They have a complex legal system which pretty much no self-respecting Druegar would ever violate. They keep their contracts to the word. Albeit Druegar are never above abusing loopholes if the laws or papers allow them to do so. Since life to a Druegar is more precious than honor or sticking to customs, Druegars aren't nearly as fearless in battle like their orthodox dwarven counterparts. [/hider][hider=Elves]Elves within the Golden Horde are in a rather peculiar situation. Found almost exclusively within their country of Yllendthyr, the elves technically were never conquered by the Uruk. As strange as this might sound the Queen of Yllendthyr joined the Uruk Empire to maintain their peace and autonomy. In return for supporting the Uruk military machine the Khagn promised to not bother the forests of Yllendthyr and prohibit the intrusion of anyone not explicitly allowed by the Queen. As an amazing case of realpolitik that was a win-win situation for both nations and there's no sign for this to change anytime soon. The situation is different on the individual basis, though. Elves are arrogant and don't mingle with other races. They especially hate the Uruk, whose aesthetics are the radical opposite of theirs. Elves see Uruk as ugly, and Uruk see elves as ugly. As such whenever fighting the Uruks and elves interact as little as possible. [/hider][hider=Kashgar]The Kashar are a race of reptilian beings that stand about five feet tall and six inches, males typically are bigger than the females who stand about two inches shorter. They typically have green scales with yellow underbellies. They are typically very thin so that they can maneuver about the savannahs without being seen. Kashar hold a high metabolism so they remain a thin frame, but it slows significantly if the body has not eaten over two days. Their diet mainly consists of meat, small nuts and leaves. Their mouth holds many fangs within the front half of their mouth with molars at the very back to crack nuts and chew the occasional leaf. Kashgar are a tribal culture with most of them nowadays living in slavery under the Red-Fang Orruk's rule. Yet those brave enough to flee their lands might find sanctuary within the Uruk Empire. Over the time the Kashgar built their own settlements within the vast lands of Gijak'tor and made friends with various nomadic cultures. While effectively subjects to the Uruk the Kashgar enjoys autonomy and fair treatment which they return with their support to the empire. [/hider][hider=Cyclops]Humanoid creatures of large stature and the distinctive looks of having a huge singular eye. They live in mountains with tribal communities and used to only interact with races very rarely. Their strength and size made them feared and Cyclopses were the common part of tales to scare children. When the Uruk came to prominence the Cyclops tribes made an agreement which involved trade and support in return for periodically lending some of their members to the Uruk's cause. With this the Cyclops tribes gained a more stable lifestyle and previously frequent wars between neighboring tribes soon ceased to be. As such both sides of the agreement are perfectly content. Cyclops are at average 6 meters tall and always heavily muscular in build. Their thick hide can grow hairy during the winter and differ in coloration like human hair does. Their intelligence is below average albeit it's partially for cultural reasons. Their one giant eye grants them incredible sight albeit at the cost of lacking stereo vision. As such they are great at spotting people from a distance yet clumsy to judge the position of somebody on the move. [/hider] [b]Beasts:[/b] [hider=Warg][img]http://vignette2.wikia.nocookie.net/castlevania/images/e/e3/E3_2009_LOS_013.jpg[/img] Wargs are giant wolf-like creatures and the most important animal with the Uruk culture. As said their features are mostly resembling a giant wolf with size approaching a large bear. Yet the similarities almost end there. Wargs are omnivorous capable of eating grass or hunting for prey. They have a prominent musculature which also grants them explosive strength on the sprint. When well-fed Wargs are very enduring, capable of traveling over a hundred miles within a day. Also unlike horses wargs are equipped with a fangs and claws as their own dangerous weapons in combat. Giant wolf creatures tearing apart men is a chaotic and very demoralizing sight. In addition wargs can literally feed off the remains of the slain enemies. Wargs are also surprisingly intelligent, borderline sapient. They are easy to train and they are capable to fight on their own without any supervision. Overall the versatility of the Warg what made Uruk a force to be reckoned with. Outside of battle wargs are also great hunters and guards of homes. Ancient Uruk tradition is to own a warg cub as a pet which latter will grow up to be a loyal mount for the would be Uruk warrior. Wargs are not just used by the Uruk but also respected. Killing a Warg is a crime equal to murdering its owner and a relationship with a Warg usually lasts for life, often being described like friendship.[/hider][hider=Askari][img]http://cdn.obsidianportal.com/assets/208007/chocobo-mount.jpg[/img] Large terrestrial bird brought in by the Kashgar. They are fast and ferocious creatures that serve as the Kashgar's mounts and beasts of burden. Because they are difficult to catch in the wild the Kashgar had to domesticate them and train the Askari from birth. [/hider][hider=Mumalk][img]http://features.cgsociety.org/newgallerycrits/g48/421148/421148_1327776676_large.jpg[/img] Huge beasts akin to massively scaled up elephants found in the savannahs of Malibderan. Taming them is a difficult art and those who can are rewarded handsomely. [/hider][hider=Rhinoxen][img]http://vignette3.wikia.nocookie.net/warhammerfb/images/6/6f/Rhinox.jpg[/img] Giant hairy rhino-like creatures domesticated by the Cyclops. They live in mountains and colder climates which makes them a good alternative to regions where the Mumalk transport is not feasible. [/hider] [color=fff200][b][h2]Economy/Industry[/h2][/b][/color] As mentioned prior the Uruk conquests unexpectedly helped the economy on the long run. No borders, unified laws, streamlined trade and prohibition of enmities went a long way to boost the wealth of all countries involved. Being the main trading partners with the Yngvar's Druegar or the Nihongo from Jidor are also something which shouldn't be ignored. Altogether the Uruk's focus on stability and trade benefited the region tremendously. The Khagn's palace is famous for its luxury and there are numerous tales of how the rulers find more and more ridiculous uses for their excess gold (even if most of these are exaggerations). Development-wise the Uruk Empire is far more mixed. Huge swathes of their area are rural lands with sparsely any towns or cities. Albeit there are numerous exceptions like the mountains of Yngvar or the port region of Malibderan. Also most Khagns (or to be precise the shaman advisors guiding them) took considerable effort at developing their domain and dozens of Uruk-founded cities exist thriving with life. Industry-wise they borrowed both from Jidor an Yngvar to further improve on their technology. Naturally their main focus was on military and war. Furnances are a common sight even in the rural settlements. Karikabuum (Uruk's own take on gunpowder) in particular went through a massive improvement from wet substandard burning oil to a decent rival to even the gunpowder made in Thudrim Kadrin.[hider=Karikabuum]Karikasard is the namesake of this mixture. As the young god of violent fires the entity is part of the Uruk Pantheon and can also considered a war god. His name combined with the word "Buum" (Herbs) can together be translated as "herbs causing violent fires of war" which is a rather apt description for an explosive. Karikabuum (alternatively Kabuum or Kaboom for the noise it generates) is an unique Uruk invention, a balm like mixture of certain herbs and soil with function similar to gunpowder. It was first developed by shamans in order to reach a closer connection to the spirits of fire but it soon found use as a weapon. With sufficient knowledge it's possible to produce low-grade Karikabuum (also called Palsvaj AKA Blasting Jelly) without any special equipment which made it popular and widespread by the time of Orakgash Khagn's conquest. Better mixtures are dried of water and formed into either grains, balls or stalks for better combustion while also using purer and more refined ingredients. While many other kinds of gunpowder mixtures are known the Uruk Empire relies the most extensively on Karikabuum. [/hider] [color=fff200][b][h2]Magic[/h2][/b][/color] The Uruk does not rely on the Lores of Magic like most other cultures do. Instead the most gifted of their shamans can communicate with the spirits, generally those attuned with the nature or the four elements. Rather than commanding magic by influencing the flow of mana they use magic indirectly through the aid of spirits. Unlike mages a shaman doesn't need to worry about exhausting himself or losing control. On the other hand their magic is pretty much bound by complex rules and basically depend on the goodwill of spirits. Abusing their connection might enrage the spirits who either deny help or screw them over out of spite. Thus every shaman makes sure to only rely on spirits when needed and cautiously tend to the whims of spirits. This also means that most magic cast by shamans is bound to be supportive. Albeit the Kastuurz (magic using shamans) are not the only source of magic within the Golden Horde. Dwarves and their rune-smithing is well-known so is alchemy. Albeit these effects are less prominent and generally not listed among spells. On the other hand Viziers from Malibderan are an example of classic mages even if they ask for a hefty price to be hired. There are also mystics from the far southern continent of Nippon who rely on an unique source of energy. This power is usually referred as "ki" and originates from the body alone. Their effects are less pronounced but unlike magic they are far less risky on the user and can be utilized more often. Mystics from the faraway continent can be occasionally hired from Jidor, the Nippon-owned colony lying on a large island next to the Uruk Empire. [Spell List will be added later] [color=fff200][b][h2]Military[/h2][/b][/color] The core of the Golden Horde is compromised from their Uruk warriors. They are trained in warfare from youth and traditionally fight on their dreaded Warg mounts. Even after numerous military reforms the Wargs are the most valuable asset to the semi-nomadic Orcs. In top condition the Warg and its rider can traverse over a hundred miles within a single day and can survive on almost anything. This kind of mobility allows the Uruk to choose their battles and strike the enemy before they could gather their troops. Uruk are also surprisingly disciplined, their raiders are well-trained and very well coordinated in their movements, utilizing their mobility to the fullest. They are well aware of the benefits of a good command structure and unlike other nations where the leaders seek glory and lead their army from the front, Uruk leadership is far more reserved. They are savage where it's needed and pragmatical where it benefits them. That being said, The Golden Horde's reliance on cavalry has its own drawbacks. Uruks themselves don't have much culture on infantry warfare and must recruit other races to cover that. In addition the high mobility of their cavalry cannot be matched by the rest of their army. There are semi-effective methods to carry artillery with the raiders but in general if faced with castles or large armies the Uruk cavalry must retreat and wait for the rest of the army to catch up with them. That and while mercenaries or levies from other races can compliment their forces well the availability of these units fluctuates massively. You can recruit Bolters from Yngvar to invade the eastern borders next to their home but expecting a large force of dwarves following you to fight Orruks to the West is often unreasonable. [b]Pros:[/b] [color=39b54a]- Focus on cavalry and mobility warfare[/color] [color=39b54a]- Decent choice of firearms and artillery[/color] [color=39b54a]- Diverse selection of units from various races and cultures[/color] [b]Cons:[/b] [color=ed1c24]- Light equipment for the raiders while the rest of the army can't keep up[/color] [color=ed1c24]- Needs non-Uruk levies and mercenaries to make up for most of its unit types.[/color] [color=ed1c24]- Availability of non-Uruk units depends on location and nature of the campaign[/color] [hider=Core Uruk Units] [hider=Sulmuurz] [b]Name: Sulmuurz, Uruk Raider[/b] [b]Type:[/b] Light Cavalry, Skirmisher [b]Tier:[/b] 1-2 [b]Short Description:[/b] Sulmuurz AKA the raiders are the backbone of any Uruk advance army. They are common warriors riding on wargs equipped with guns, basic armor, [url=https://en.wikipedia.org/wiki/Messer_(weapon)]war sabers[/url] and essentials. They specialize in mobility, harrasment and expected to operate without the support of their country. As such their equipment is low quality to preserve their combat power even under the worst conditions. In particular they simple, short and large bore firearms which fire stone bullets (though they can cast a limited number of lead bullets) or fire buckshot of numerous smaller projectiles (or sometimes just random junk stuffed into the barrel). Added with the fact they are usually limited to low quality Karikabuum this makes their guns inferior to most firearm equipped forces yet their shock value is still unquestionable in battle. [/hider][hider=Shatiuurz][b]Name:[/b] Shatiuurz, Uruk Lancers [b]Type:[/b] Shock Cavalry [b]Tier:[/b] 2 [b]Description:[/b] Shatiuurz AKA the lancers are highly mobile assault cavalry generally made up of wealthier Uruk.They have relatively heavy armor, shields, lances and assortment of side weapons (daggers, war sabers and occasionally even pistols). They form the core of the advance army tasked with the role of crushing the enemy formations after the raiders softened up the enemy. While they are decent the Shatiuurz are less powerful than knights and actual well-equipped heavy cavalry. This is both due to their commonality and because as a raiding force they can't allow themselves to be slowed down by excess weight. [/hider][hider=Strigzuurz][b]Name:[/b] Strigzuurz, Uruk Warriors [b]Type:[/b] Heavy Skirmisher Cavalry [b]Tier:[/b] 2-3 [b]Description:[/b] Mainline Uruk combatants with professional equipment. They have decent armor, multiple good-quality guns with high-quality Karikabuum, grenades and of course daggers and melee weapons of their choice (mostly war sabers). Sometimes they also exchange their guns for specially made Yngvarian bolters but due to its cost they are rarely given to the entire army. [/hider][hider=Dashuurz][b]Name:[/b] Dashuurz, Uruk Heavy Lancers [b]Type:[/b] Heavy Shock Cavalry [b]Tier:[/b] 3 [b]Description:[/b] Dashuurz or as approximately translated as heavy lancers are effectively the shock cavalry force of the Uruk main army. Comparable to Knights and especially Man-at-Arms these warriors are among the wealthiest and most skilled combatants within the horde. They wear thick dwarven-made heavy armor, reinforced lances and side armaments of their choice (including a pair of blunderbusses and occasional grenades). Their wargs are from the best breed and the animals wear armor for extra protection. [/hider][hider=Gothrandaluurz][b]Name:[/b] Gothrandaluurz, Uruk Royal Guard [b]Type:[/b] Elite Shock Cavalry [b]Tier:[/b] 4 [b]Description:[/b] Elite force hand-picked by the Khagn only from the strongest, toughest and most skilled warriors within the Golden Horde. Being chosen for the Gothrandaluurz is one of the greatest honors within the Uruk society and considered every warrior's dream to elevate in ranks. Gothrandaluurz enjoys great status as the personal guards of the Khagn in battle. They are wealthy and extremely well equipped. They ride on magically bred Dire Wargs that are far more powerful than their natural counterparts. They wear exquisitely crafted adamantine plate armors enchanted with dwarven runes and undisclosed mystic measures. They carry supremely crafted weapons which often have some magical property to them and their adamantine lances were said to be unbreakable. They also carry several pepperbox pistols and their iconic 8-shot revolver musket. Thanks to their extensive equipment the Gothrandaluurz are a dreadful force in battle which can take on large numerical odds. [/hider] Artillery: [hider=Karija'vok][img]http://english.yi-sunsin.com/img/01/04_02_img02.jpg[/img] [b]Name:[/b] Karija'vok, light rockets [b]Type:[/b] Cavalry-portable light rocket artillery [b]Tier:[/b] 2 [b]Description:[/b] Uruks have centuries of familiarity with rockets and along with guns they were an iconic part of their military. Simple rockets were easy to create on the field and they are part of Uruk siege methods from the beginning. Thanks to centuries of development and Druegar assistance many raiding parties now can also carry rockets straight to battle. Light rockets are barely thicker than a spear shaft and limited to the range of 200-400 meters. Yet they can compensate with sheer volume, a single Karija'vok frame can carry as much as 40 rockets with the capability to unleash it all in a rapid volley, making them a demoralizing sight in combat and capable of spreading fire everywhere. Nowadays Karija'vok are built in a way for easy disassembling to be carried by the unit of 2-3 riders. Setting up the Karija'vok usually takes only a single hour. [/hider][hider=Druba][img]http://previews.123rf.com/images/nobeastsofierce/nobeastsofierce1008/nobeastsofierce100800015/7706355-April-uprising-wooden-cannon-replica-cherry-gun-Stock-Photo.jpg[/img] [b]Name:[/b] Druba, Wooden Cannon [b]Type:[/b] Improvised Artillery [b]Tier:[/b] 2 [b]Description:[/b] Cannon made of a hollowed out log reinforced with steel bands and brass lining. These improvised weapons are created on the field under the shamans' instructions to provide fire support and siege weapons for the advance party when they need it. Due to their inferior construction, improvised projectiles and often low grade Karikabuum the Druba is no match for actual field cannons. Yet they can make an okay substitute until the Uruk don't get their hands on anything better. [/hider][hider=Gajarkal][img]http://www.maquetland.com/upload/phototeque/images/4277/2inch_inch_fauconneau_londres_avant_droit1.jpg[/img] [b]Name:[/b] Gajarkal (Uruk name), Drakon (Druegar name), Serpentine [b]Type:[/b] Portable Light Artillery [b]Tier:[/b] 3 Description: Invented to provide more firepower for the Uruk the Gajarkal is a small and portable artillery with the weight of only 80kg. It can be disassembled and the parts(along with Karikabuum and projectiles) can be carried by just 4 warg riders into battle. After less than a hour of assembly the cannon is operational and the 4 riders make up the gun's crew. Gajarkal is a breech-loaded light cannon in the 3-pounder category. It lacks the power of field cannons yet its range and precision can make it invaluable. As found out the well-designed mounting of the gun allows the Gajarkal to be employed against monstrous creatures, be they are on land or even in the air. The drawback is that the advanced Druegar metallurgy and craftsmanship makes this weapon nearly as much as field cannons. [/hider][hider=Kalabukol][img]http://www.napoleon-series.org/military/Despeche/Issue1/PrussianHorseArtillery1815Figure1.jpg[/img] [b]Name:[/b] Kalabukol, Cavalry Cannon [b]Type:[/b] Cavalry-drawn medium cannon [b]Tier:[/b] 3 [b]Description:[/b] To preserve their mobility the Uruk prefers lighter cannons mounted on a carriage system for easier transportation. Unlike heavy carts which travel at walking pace the so-called "cavalry cannons" can be towed by several wargs at gallop speed, allowing it to keep pace with the rest of the army. The drawback is obviously that Uruk artillery are somewhat weaker than contemporaries yet the benefits are also obvious. The majority of the time the carriage mounts a field cannon in the 24-pounder variety but howitzers or light mortars are also plausible. [/hider][hider=Karija'strigz] [img]http://vignette3.wikia.nocookie.net/warhammerfantasybattle/images/8/8f/M350265_99120202014_HelstormMain_445x319.jpg[/img] [b]Name:[/b] Karija'strigzz, medium rocket (literally it means "war rocket) [b]Type:[/b] Medium Rocket Artillery [b]Tier:[/b] 3 [b]Description:[/b] More advanced rockets using steel-casings and better burning Karikabuum. They are light and can be mounted on a carriage system similar to horse artillery. It has decent range combined with respectable amount of explosive power. On the other hand they lack the penetrative power of cannons and like all rockets they suffer from inaccuracy which requires them to be unleashed in volleys. [/hider][hider=Bumballum][img]http://britishbattles.homestead.com/files/asia/india/elephant_pulling_gun.jpg[/img] [b]Name:[/b] Bumballum, Great Bombard (though share more similarities with the Basilisk) [b]Type:[/b] Heavy Siege Artillery [b]Tier:[/b] 4 [b]Description:[/b] Extremely heavy gun made for breaking the heaviest fortifications. They are transported to battle by heavily reinforced carriages drawn by either a Mumlak or Rhinoxen and usually accompanied with carts hoarding ammunition, crew and tools for their operation. Bumballum possess awesome firepower but they are difficult to aim at anything but stationary targets.[/hider][hider=Zadukuurz][b]Name:[/b] Karija'rand (heavy rockets), Zadukuurz (Destroyer) [b]Role:[/b] Heavy Rocket Artillery [b]Tier:[/b] 4 Description: Oversized rockets used for siege and large scale battles. Zadukuurz literally means destroyer and these weapons certainly live up to their name. Due to their size carrying a mounting for the rocket are impossible and instead it's built on the field. Each rocket carries massive amount of explosives enough to break an entire line of infantry...provided they hit. If anything Zadukuurz are often even less reliable and even prone to explode on their operators. [/hider] Specialists: [hider=Zonguurz][b]Name:[/b] Zonguurz, Uruk Engineer [b]Type:[/b] Combat Engineer [b]Tier:[/b] 2-3 [b]Description:[/b] Laguurz (shamans) are essential to maintain the Uruk warmachines. Their knowledge and skills are perhaps the reason behind the Horde's success. Zonguurz go a step further and study combat engineering to directly contribute to war. They are experts in demolitions, earthworks and explosives and tend to carry over ten times as much Karikabuum than normal. In combat they have lighter equipment than normal but regardless put up a decent fight. They also often carry rockets they can release from hollow metal tubes like an improvised minor artillery. [/hider][hider=Kastuurz]Name: Kastuurz, Uruk Spirit Seer [b]Type:[/b] Magic User [b]Tier:[/b] 2-4 [b]Description:[/b] Kastuurz are the rare shamans who born with the ability to communicate with spirits. Those with the ability are taken from their family and nurtured by other Kastuurz in order to become mighty spirit-seers. They are taught in seclusion but after reaching maturity they began wandering the world to discover the realm of spirits on their own. During such wanders they can often join the Uruk army and fight on their side. Unlike mages an Uruk shaman is never negligent to hi/her combat training and they are often able fighters even if their focus is always with the spirits. When not supporting the army with magic (which is <90% of the time) they act as religious support and enjoy luxurious treatment. [/hider] [/hider] [Further additions will be made later] [/hider]