History of the Warg
When you say Warg to a man from modern days, he will think of a beast. A great ravening beast with a taste for human flesh, not unlike ghouls except for being more frightening with their intelligence. The werewolf actually fits that description in appearance only he is big with two legs and with teeth and claws resembling a wolf's more than a man's. However, werewolfs never kill for the pleasure of killing alone, since they love mother Earth and all its inhabitants, and they have a complicated hierarchy, quite unlike the animals humans believe them to be.
The werewolf cast in their society is basically the place where every soldier not good enough to be called elite goes. They use their claws alone for fighting, which gives them a disadvantage before the Stalker, but they are more vital and stronger than him. All in all, they're the werewolf who is good against everything, since they have enough strengths to never be called a bad choice.
Description
StalkerThe Stalker is the spearman of the children of the Earth. Unlike the werewolf, he does not use his claws for fighting, rather a carefully made spear. In this caste come the wargs not strong enough to be admitted in the caste of the true werewolfs. Still, on the field of battle Stalkers more than compensate this because of one simple reason their mobility. They are not faster in any way than the wereolf, but they are not as big and they are more agile, which permits them to pierce enemy lines especially at night – without being noticed or cornered. They also have the battle prowess with their weapons two, since they study martial arts specially adapted for their body shape and their body is a weapon in and of itself to make any enemy learn that letting stalkers behind your lines is a mistake for which you never have the time to be sorry.
Wolf CubWerewolfs were alwas fond of nature in all its shapes and formes, and that bond intensified after they lost the ability to become humans at will. They love nature now, and nature loves them back. With wolves in particular they have a very strong bond, and sometimes the wild packs send their cubs to the Wargs, to be trained in the arts of war. It is always the best cubs that are chosen, in size and in speed and it is mostly for their speed that they are used, since they're scouts of almost unlimited strategic value despite their miserable fighting ability.
Shadow PeltShadow Pelts are the second step in the caste of the Stalkers, and they have gained their name through the darkening of their fur which is a sign of their close bond with the night and darkness. At this point, they have passed some indeterminable criteria that only their secretive caste is aware of, but they have also gained quite some experience on the battlefield. They are now better versed in the arts martial, knowing all abilities of their body and this also gives them an advantage in speed, for now all their body language can adapt to the terrain. This is a foe no one wants to meet, especially at night – and since they retain the ability to pass defence lines unnoticed, the chance to meet them is higher than most people believe.
Night EyeThe title of Night Eye is the highest price for any werewolf taken in the Stalker caste. These are the leaders of the caste, and the advisers of the Pack Leader in troubled times. They, however, are not as some human advisors – telling the king what to do while staying safely away from the front lines. No, werewolfs are not like that. And they battle, and they do this with overwhelming perfection. They are more than a match of any Pikeman in the night, and though weaker than Halberdiers and, for that matter, Fenrir that is more than compensated for by their unusual abilities. They can still move by enemies unnoticed at great speed, and they now have such a close friendship with the night that their fur has turned pitch black and now they can dissapear at will in the darkness, as unnoticeable as the night wind.
Warrior Wolf Werewolfs are strong, yet due to their size and the body that some may call monstrous, they are not quite as fast as humans, or as any other race. Still, when a werewolf has gained some experience on the battlefield in different terrains and against different soliders he may learn how to use the quickness and adaptiveness of his wolvish body to a greater extent, thus allowing himself greater speed in his attacks. Their vitality is also increased and they retain the unnatural strength of their kin. And to top it all, they have even learned how to fight in the day, allowing the armies of the Warg greater versatility and turning them to soldiers that most races dread to face.
FenrirWargs are typically a peaceful race, of the kind that some may associate with elves, because they are peaceful for the same reason their deep loving of nature which leads to their reluctance to harm living beings. At times of war, however, an enemy will learn how fearsome the werewolfs may be. The Fenrir in particular are the peak of the Werewolf caste, picked from the most able warriors and trained even further and that which makes them even more deadly is their use of metal-made weapons rather than claws. With their great size and vitality, with speed and dexterity far beyond what most humans may achieve, and with their strength which permits them to fight with great warhammers, the Fenrir are called the most able warriors of the Warg and they have many times proven themselves worthy of the title.
Pack LeaderWargs are a race fond of nature and a race who looks at nature to find clues about life. As such, they have the wisdom to select the most worthy among them as their leaders their pack leaders - and to then regard them with utmost respect. These werewolfs lead the tribes of the Warg, typically responsible for the lives of hundreds. Yet they have proven themselves worthy of the honour by having passed numerous trials by fire with great success. The mere presence of a pack leader is quite enough to make a younger warg fight harder, and it is often decisive for a battle.
GarouThe Warg are an organised society, much like the wolves that they resemble. The most powerful and the wisest sometimes, but not always, the oldest gain the positions of power and keep them without greed or corruption, but merely with the thought for the good of their tribe. The tribes are led by pack leaders, but they have only the ability to decide for their tribe alone – decisions involving the entire Warg race are made by the Council of the Garou. These werewolfs are the wisest of the entire race, and getting picked for the Council is an honour which lasts a lifetime but a great responsibility as well, for on their mighty shoulders rests the fate of theur people.
The existence of this gathering is a myth alone to outsiders, for the Garou reveal themselves only in times of war - and those who see them in battle rarely live to tell the tale.
MoonbladeEvery Warg loves and reveres mother Earth and never harmes an earthly creature unless he can help it. No official religion is needed to worship her, for every cub prays to her and talks to her from the day he is born. There are some werewolfs, however, who choose to worship not the mother Earth, but rather her sister the moon. They have turned a pure white color which resembles her, and they wield blades made of silver and silver is her metal, and for that they are called Moonblades. Often, at times of war, a soldier in the night will see a Moonblade throw himself at the enemy lines, the greatsword in his hands moving from place to place with never going through the air in between, cutting armor and bone as if they were paper and his courage will break. But at times of peace they are as good to the world as any other Warg, though admittedly caring less for its creatures.
Seeing a Moonblade howl at the moon is a good man's dream and an evil man's nightmare, for they can feel emotions, and they love good and despise evil even more strongly than the rest of their race.
WolfWolves grow rather fast, and, being clever, they can learn a lot in a little time. These two things make for how fast a wolf cub will become a fully trained wolf in the armies of the Warg. Though these wolves cannot do much against a man in armor, they retain their speed, and the combination of speed and vitality is that which makes important for a commander.
Dire WolfThere is not much to be said about a Dire Wolf. An ordinary wolf is quite dangerous, even against a trained soldier, but what would you say if you saw a berserk wolf the size of a horse advancing toward you?
The Dire Wolf's speed is still its key feature, but the great improvement in damage makes it even more useful for a strategist. They can harass enemies quite effectively, especially at night, and they can flank them and attack injured units, and they can launch an attack from the rear... the list is endless. No opposing general would like the sight of a Dire Wolf running through the night.
Rabid Wolf Wolves are typically a fine race, killing only when they need to and being playful and clever. Wargs are, on the other hand, not so clever as they are wise, and every time when they kill they thank the Earth for the gift. But what happens when you combine the two?
A Rabid Wolf is an abomination, a Warg who has lost the ways of nature and turned to basic, primitive wild instincts. They kill for pleasure and one could say they hate life, had they retained enough of their mind to hate. At times of peace they are kept confined at often chained, yet at times of battles they are released and they wreak havoc among the Warg's enemies.
Unit Tree and Movement TypesOther unit treeMAKE UNIT TREE
Wolf Foot- Spoiler:
[movetype]
name=wolffoot
[movement_costs]
deep_water=5
shallow_water=2
swamp_water=2
flat=1
sand=2
forest=1
hills=1
mountains=2
village=1
castle=1
cave=2
unwalkable=50
impassable=50
frozen=2
fungus=2
[/movement_costs]
[defense]
deep_water=80
shallow_water=80
swamp_water=70
flat=60
sand=70
forest=40
hills=50
mountains=40
village=50
castle=50
cave=50
frozen=60
fungus=50
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=110
cold=80
arcane=90
[/resistance]
[/movetype]
Bear Foot- Spoiler:
[movetype]
name=EoM_Bearfoot
[movement_costs]
deep_water=4
shallow_water=2
swamp_water=2
flat=1
sand=2
forest=1
hills=2
mountains=2
village=1
castle=1
cave=2
unwalkable=50
impassable=50
frozen=2
fungus=2
[/movement_costs]
[defense]
deep_water=90
shallow_water=80
swamp_water=70
flat=70
sand=80
forest=50
hills=60
mountains=50
village=70
castle=70
cave=60
frozen=60
fungus=70
[/defense]
[resistance]
blade=100
pierce=100
impact=90
fire=110
cold=80
arcane=90
[/resistance]
[/movetype]
Wisp Fly- Spoiler:
[movetype]
name=EoM_Wispfly
[movement_costs]
deep_water=2
shallow_water=1
swamp_water=1
flat=1
sand=1
forest=1
hills=1
mountains=1
village=1
castle=1
cave=2
unwalkable=1
impassable=50
frozen=2
fungus=1
[/movement_costs]
[defense]
deep_water=50
shallow_water=50
swamp_water=40
flat=40
sand=40
forest=40
hills=40
mountains=40
village=50
castle=40
cave=50
unwalkable=50
frozen=50
fungus=40
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=70
cold=100
arcane=100
[/resistance]
[/movetype]
Dryad- Spoiler:
[movetype]
name=EOM_Dryad
[movement_costs]
deep_water=4
shallow_water=1
swamp_water=1
flat=1
sand=2
forest=1
hills=2
mountains=4
village=1
castle=1
cave=3
unwalkable=50
impassable=50
frozen=3
fungus=2
[/movement_costs]
[defense]
deep_water=70
shallow_water=50
swamp_water=50
flat=60
sand=70
forest=50
hills=60
mountains=50
village=40
castle=50
cave=70
frozen=70
fungus=60
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=100
arcane=110
[/resistance]
[/movetype]