Ok! So I have been whishing for a Dwarves faction since release. There is such a thing in the Terrinoth universe, and it's called the Dunwarr Dwarves. They are not fleshed out in the lore, but they appear in Descent, Rune Age etc. so they still might come. But who has patience to wait?
I see the Dwarves as race who's strengths are their technology, strategy and their endurance. Their weaknesses are their speed and the cost of training and fielding them. As of stocky physical build, they offset their natural weakness of reach by hardiness, long spears and ranged attacks.
The Dunwarr Dwarves
In the Dunwarr Mountains, dwarves build massive fortresses and great works of cunning and skill. But now all is changing. A new darkness threatens to engulf the known world. The dwarves of Dunwarr put aside their craftsman’s hammers and take up axe and shield, suspicious of all outsiders and determined to weather the oncoming storm.
Heroe(s)
Grisban the Thirsty
At first glance, Grisban's story is an old and familiar one. A dwarf from Dunwarr, Grisban has left the mountains to travel through Terrinoth, making his way as a mercenary. His skill with an axe is undeniable and his love of good, strong beer memorable. An oft-repeated joke (oft-repeated by Grisban, at least), is that no one is certain if his name should be “Grisban the Bloodthirsty” or “Grisban the Beer-thirsty.” Consensus seems to have settled on simply “the Thirsty.” Grisban drinks with a will and fights with a terrible rage, both seeming to hint at a darker reason for leaving his home than he has yet been willing to share.
Art and mini from FFG's Descent 2.0
Notes:
Due to his army building ability, Grisban can be both Bloodthirsty AND Beerthirsty.
Of course, drinking a good pint of beer strengthens the body and rallies the mind The stun token though will admittedly not do much if other banes are not piled on.
He has the ability to reform into a charge. Thematically it symbols a spin with his giant axe stretched out.
Raythen
Escaping the certain death of the Dunwarr expedition massacre, this clever rogue understands one simple thing: the greater the stakes, the greater the payoff. Not one to be easily frightened off, he knows there has to be something valuable left in Sudanya to create this kind of brutal response. Whatever riches may be found, Raythen just needs to find another group of rubes - or rather stalwart heroes - capable of getting him there.
Art and mini from FFG's Descent 2.0
Notes:
Raythen is a driven adventurer, bringing all tricks he can to succeed. The effort is to make him work like an unpredictable assassin on the battlefield. He is not supposed to be good vs infantry and other soft targets, though he can snipe figure upgrades.
He is as of now the only unit with 2 different range attacks I think, and the later one is supposed to emulate a careful aim.
The Brews are his bag of tricks. By using his special action he rumage through his rucksack and gets a Brew ready. Some of them can only be used once and then need to be reequipped (as it gets removed), but the Sedative Serum and Toxic Tonic are only removed when another Brew is gained. The thought is that Raythen only dips his bolts in these, while he drinks (consumes) the others. Also note that the abilities on these are supposed to work like a escalation effect when you get 3 instead of 2 surges. Also, if you manage 5, you can use both. Finally, note that the Brews are hidden to the opponent until activated (but still irrevocably chosen), which makes sense and adds to the mind game (that no one knows what he drinks).
Edited by Maktorius