How do. It’s Dai-Rukh. Righto, I've resubmitted the Tuskarr, as per contest regulations. Don't forget the
Humongous Note at the bottom.
The Tuskarr Builder A peace-loving, community-based race, the Tuskarr spent many long centuries happily living in small towns in the harsh glaciers of Northrend. With the coming of the Undead, however, the Tuskarr were forced to embrace ancient warrior traditions to fight the new enemy in defense of their home. However, some especially peace-loving Tuskarr decided to leave Northrend forever instead of fight, and this is how, after months of sailing, the Tuskarr people landed on the island. They immediately saw that they were needed to help combat the Legendary Titans, and, resigned at last to fight, they contributed their exceptional skills to the other builders.The Tuskarr is an Army/Base builder whose high starting health counters his poor escape capabilities.
Builder
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Hit Points: 400
Health Regeneration: Normal
Mana: -
Speed: Normal
Damage: 125 (normal)
Armour: 0 (Fortified)
Attack Speed: Normal
Harvests 2 lumber/hit (10 capacity)
1Inventory Slot
Ability Magic Seal
The Tuskarr calls upon the spirit of a magical seal, who can keep guard for him while he works. This ability summons a magical seal who is invisible, has True Sight, and moves as fast as a speed turtle. Lasts 5 seconds. 60 second cooldown.
Builds Shelter (No Picture. Looks similar to the Magnataur’s shelter)
The few Tuskarr on the island are too busy fighting the titan to stay at home and work. However, their houses do now play home to a singularly hardy and unusual workforce.
Icon:

Tuskarr Shelters have average shelter stats and behave identically to other shelters: they research
Lumber Harvesting upgrades and train Seals.
Seal
Tuskarr, funnily enough, commonly domesticate Seals, usually as work animals or house pets. In these hard times however, the seals work steadily while the Tuskarr citizens fight the titan, constantly providing resources to the war effort. Icon:

Speed: Normal
Hit Points: 50
Food Cost: 5
Lumber Harvesting Rate: Normal
Storage Pit (Food Source)
(Again, no picture. Looks like a burrowed Crypt Fiend)
Tuskarr use traditional storage methods to hide away their food stores. Storage Pits are cost efficient and small, though they are somewhat time consuming to construct. Icon:

Hit Points: Normal 100
Wood Cost: 0
Armour: only 2 (heavy)
Build Time: 3 seconds (I believe the norm is 1)
Size: 2x2
Damage/Attack Speed/Range: All normal for food sources (missile is a small rock)
Food Provided: 15
Note: Tuskarr Storage Pits may be walked over both by allies and enemies. They can’t, however, be built over.
Lodge (Research Center)
Tuskarr lodges are a gathering place, where nearby Tuskarr can go to trade goods, talk to each other, and receive aid. The lodge is where the Tuskarr stranded on the island will have to go to gain knowledge for their fight against the titan. Has all the normal stats for a research center.
Icon:
Researches Harvester Haste Training- As normal
Health Upgrades for your builder.
Harvester Survival Training- Also as normal.
This isn’t a technology, but you can buy
Turtle Scales.
Enhanced Defenses- Like several other races, Tuskarr can research these technologies to improve their walls’ hit points. +50 hit points per upgrade, 3 tiers. Requires a Merchant and (later) and ARC.
Train
Titan Hunter Titan Hunter 
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Cost: 500 lumber
Training Time: Normal
Hit Points: 1500 (lots)
Mana: 600
Attack Damage: 140 (Chaos Damage)
Speed: Slow (similar to Makrura Hunter)
Attack Speed: normal
Armour: 0 Fortified
2x2 base (same size as Makrura Hunter, right?)
Short Range
6 inventory slots
Can learn the normal
Attribute Bonuses,
Blink,
Siphon Mana, and
Avatar.
Charge (Expert Hunter Training)
Mammoths can attack with huge power, and can be goaded by skilled handlers to perform fantastic feats of strength. The Titan Hunter gains a massive speed bonus (makes him faster than the Titan) and a large attack bonus (+100) for 5 seconds. 150 mana. 60 second cooldown.
Ice Wall (Wall)
(Still no picture. Looks exactly like a Magnataur wall.)
The Tuskarr can shape ice into mighty defensive structures, and they put this skill to good use on the island. Icon:

Has the exact same stats as a normal wall. Unlike the Magnataur wall, it cannot upgrade into an Arctic Glacier.
Outpost Tower (Tower)
(I found a perfect Igloo model in the editor, but can’t find it online)
In Northrend, the Tuskarr built strategically placed lookout Igloos on the borders of their land. These Igloos are now used to defend Tuskarr bases on the island. Icon:

Lumber Cost to Build: 45
Food Cost: 1
Hit Points: normal
Upgrade Costs: 100/250/500 Lumber
Attack Damage: 25/35/45/55 Piercing (Missile: Tuskarr Spearman)
Range: 700/800/900/950 (Huge range)
Attack Speed: Lower than average, though not as low as Pirate towers.
Armour: Normal
Abilities Grapplehook
When hunting, the Tuskarr traditionally use Harpoons to reel in their prey. Now, in the war against the Titan, the Tuskarr have returned to using these devices to help slay the enemy. Whenever a Titan is “grappled”, it may not leave the “grappling” tower’s range. This is a passive ability that is infused into all Igloo attacks. Lasts .5 seconds. As you can imagine, this makes it very annoying for a titan to retreat from a Tuskarr base.
Merchant- same as usual
Elder’s Hut (ARC)
The Tuskarr Old Ones possess fantastic wisdom. Though only a few Old Ones made it to the island, they are more than willing to contribute their ideas to the fight against the titan. Normal ARC building time and life stats. Takes 45 Gold and 1500 Lumber. Requires a Lodge.
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Researches Mammoth Riding
Some of the Northrend Tuskarr tribes learned to domesticate and even mount the wild Icetusk Mammoth that dot the tundra wastes. On the island, the ancient art of Mammoth Riding is continued by the Tuskarr colonists. This technology allows your Builder to load into and unload out of your Titan Hunter, just like the Radioactive Builder. Note that while inside your Hunter it cannot Blink. 1200 Lumber. 120 seconds. Requires your Titan Hunter to research.
Harpoon Arrows
The Tuskarr can shape many different arrowheads, many of which are used for hunting large fish. These harpoons can be adjusted for fighting the Titan with strangely effective results. Grants your Outpost Towers the Grapplehook ability. 10 Gold, 2000 Lumber. 75 seconds.
Hunter Survival Training- Same as usual.
Hunter Intelligence Training- Same as usual.
Infantry Survival Training- Same as normal.
Expert Hunter Training
The few Mammoths which the Tuskarr settlers brought with them are usually passive beasts. However, in the hard fight versus the Titan, the have been trained for war. Gives your Titan Hunter +20% attack speed, +1000 health, and the Charge ability. 45 Gold, 2500 Lumber, 120 seconds.
Fighter Compound
The Fighter Compound is where the brave Tuskarr soldiers train to combat the Titan. Has the same building stats as an ARC. Costs 25 Gold and 1000 Lumber. Unlike any building in Island Defense save the Thieves’ Guild, the Fighter Compound actually trains soldiers for the Tuskarr player as well as researches technologies to improve said soldiers. Note that Infantry Survival Training does not apply to units trained here.
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Trains Protector 
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Cost: 1 Gold, 800 Lumber, 15 Food
Training Time: 30 seconds
Base Hit Points: 550
Health Regeneration: Normal for Builders
Mana: -
Attack Damage: 50 (Normal Damage)
Speed: Same as Builders
Attack Speed: More than builders
Armour: 0 Fortified
1x1 base
Short Range
Abilities Teamwork
Tuskarr are known for their strong friendships, even in war. Protectors train together for years before actually seeing combat, and, thus, fight better when doing so with their pals. Teamwork gives Protectors an ability which gives +2 attack damage to all other nearby Protectors. This ability stacks. Passive.
Defensive Formation Active:

Inactive:
To protect the weaker members of their warband, Protectors will often assume a Defensive Formation, effectively blocking off the vulnerable persons from the threat. This works similarly to the Defend ability: the Protector in question becomes unable to move, but only takes 70% of the damage it should take. No cooldown.
Trapper 
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Cost: 3 Gold, 400 Lumber, 15 Food
Training Time: 35 seconds
Base Hit Points: 350
Health Regeneration: normal for builders
Mana: -
Attack Damage: 40 (Piercing Damage)
Speed: A touch faster than Builders
Attack Speed: A bit more than Builders
Armour: 0 (Light)
1x1 base
Range: 500 (Projectile: Orcish Wind Rider)
Abilities Bolas
Tuskarr Trappers often carry weighted chains called Bolas which are used to weigh down targets, binding their arms or legs. A Trapper can used Bolas to slow the targeted Titan or Minion by 40% for 5 seconds. Has a 30 second cooldown.
Signal Brazier
Tuskarr Trappers are experts in the ways of Fire Arts. By lighting a special sort of campfire, they can effectively monitor an area because of various anomalies in the smoke produced by the flame. This ability creates an immobile Campfire. The Campfire lasts for 5 minutes and has a sight range of 400, allowing it to monitor an area. It can NOT see invisible units. Titans may attack Signal Braziers: they have 50 health and 0 Fortified Armour. Signal Braziers take 3 seconds to build and the Trapper must be touching them to do so.
Ice Priest 
Icon:

Cost: 5 Gold, 250 Lumber, 15 Food
Training Time: 45 seconds
Base Hit Points: 200
Health Regeneration: Normal for Builders
Mana: 100
Mana Regeneration: Fast (Maybe 2/second)
Attack Damage: 20 (Magic Damage)
Speed: Same as Builders
Attack Speed: Same as Builders
Armour: 0 (Unarmoured)
1x1 base
Range: 400 (Projectile: Lich)
Abilities Healing Hand
Tuskarr Priests wield considerable healing power and can mend a cut simply by tracing their hand over it. This is an autocast spell with a range of 250. The Tuskarr Ice Priest will heal a target for 50 hit points per cast. 5 second cooldown, 15 mana per cast. Ice Priests start with this ability, with no upgrade required.
Great Icicle
Some Ice Priests can form the surrounding cool air into a solid projectile of ice, which they can direct towards an enemy with painful results. This could be called a nuke. It has a range of 600 and deals 100 damage. Costs 25 mana. Has a casting delay of 3 seconds and a 20 second cooldown.
Community Aura
As has been noted, the Tuskarr have an exceptionally strong community bond. This connection is made somewhat material in the presence of an Ice Priest. This is a passive aura which works exactly like Devotion Aura: All nearby ally units gain +1 armour. This is a stacking ability.
Researches Protector Training
This level of training causes your Protectors to learn how to work together and increases their effectiveness as a team. This upgrade gives all Protectors +50 Health, +10% Attack Speed, and the Teamwork ability. 5 Gold, 500 Lumber, 75 seconds.
Protector Advanced Training
Through hard work and plenty of funds, Protectors can reach a state of high coordination in battle. All Protectors gain a further +50 Health and +10% Attack Speed and learn the Defensive Formation ability. 10 Gold, 750 Lumber,90 seconds. Requires Protector Training.
Trapper Training
By teaching Trappers how to utilize various hunting tools and aim for weak points, their effectiveness in long-range combat is increased. Increases the damage of all Trappers by 5, their speed by 10%, and gives them the Bolas ability. 5 Gold, 800 Lumber, 75 seconds.
Trapper Advanced Training
Trappers can learn to read telltale signs in the surrounding landscape to even further improve their abilities. All Trappers gain a further 5 damage, 10%speed, and gain Signal Brazier. 10 Gold, 1200 Lumber 90 seconds.
Ice Priest Training
By reading through ancient scrolls of lore, Ice Priests can enhance their magical arsenal and capabilities. Gives Ice Priests the Great Icicle ability and +25% mana regeneration. 5 Gold, 1000 Lumber, 75 seconds.
Ice Priest Advanced Training
Ice Priests gain a level of power unknown to the Titan, learning powers to protect as well as attack. Gives Ice Priests the Community Aura ability and a further +25% mana regeneration. 10 Gold, 1500 Lumber, 90 seconds.
Improved Protector Armour
Protectors often wear resilient Ivory armour, which defends them very effectively in combat. 3 tiers. Each tier gives all of your Tuskarr Protectors +3 armour, for a total of +9. Gold Costs: 5/10/15. Lumber costs: 500/100/1500. Time: 60 seconds each.
Improved Trapper Javelins
The Javelins used by Trappers are highly aerodynamic and can be improved to accurately strike a target hundreds of feet away. 3 tiers. Each tier gives all Trappers +75 range, for a total of +225. Cold Costs: none. Lumber Costs: 1500/3000/4500. Time: 75 seconds each.
Improved Icicle Wands
As part of an initiation ceremony, young Ice Priests craft their own individual Icicle Wands. These potent artifacts do, in fact, add to their Priest's magical power, and can be enhanced to further do so. 3 tiers. Each tier gives all Ice Priests +50 mana, for a total of +150. Gold Costs: 10/20/30. Lumber Costs: none. Time: 60 seconds.
Tuskarr Survival Training
Tuskarr are very good at adapting to new environments. By changing their collective lifestyle to suit the tropical climate of the island, they become considerably tougher. Both your main Builder and all Tuskarr soldiers trained at the Fighter Compound gain +100 Health. Costs 15 Gold and 1500 Lumber. Time: 120 seconds.
Ultimate Towers Deep Freeze
Stasis Totem
Magic Pearl Thanks for reading through my suggestion.
Humongous Note: If the army aspect of the Tuskarr Builder is disliked by those who are judging, I would be 100% willing to scrap the whole army bit and make him a pure baser.
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Thanks again,
Dai-Rukh