Between the Dire Marsh, and the fallen Trow cities the ground
is red from the iron sediment, left adrift in the churning waters
Connacht unleashed upon the Trow. Unlike the ruined homelands
of the Trow the grass is not poisoned by metals in the ground,
and still grows green in the spring to which it shifts its noble
hues to an august amber in the fall. These are the lands where
the Dwarves still hold their ancient games. They invite not only
rival clans but all manners of warring enemies. Rivalry nor feud,
they do no justice to the abject enmity between Ghol and Dwarf
both bent on genocide, neither could ever forget hatreds too
old to remember. While other games, both light and dark, are fought
on these fields, none are as famous as the Dwarven games, and
none as fierce as when the Ghols compete.
Red Sand, Black Blood is a six-team ffa map with three flavors:
- Normal: 2/4 Dwarves; 4/8 Archers; 4/8 Berserkers; 8/12 Brigands;
6/8 bre'Unor; 3/6 Ghols; 1/2 Journeymen; 1/3 Wights
- Trow: 1/1 Trow; 2/4 Mortars; 0/1 Warlock; 4/8 Soulless; 4/8 Myrkridia;
6/12 Mauls; 6/12 Spiders; 8/16 Ghasts
- Dwarven: a unique blend of the following for each game type: Dwarves,
Mortars, Dwarf Heroes, Ghols, Wights, Journeymen, Thrall, Fetch,
Soulless, Trow, and Spiders
Note that on the dwarv en games variety, you can add intemittent
rain by playing on the Legendary difficulty setting.
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